For those who've been purchasing my full color fold-up paper minis made with public domain art for Classic D&D, I've got my newest set available. Expert Monsters 3 covers all the creatures that were in BX but left out of the Mentzer revision. The Acolyte, Medium and Veteran round out the Bandit as NPC versions of PC classes, there is a sea dragon, whales, woolly rhinoceros...plus all the cool dinosaurs and monsters from Isle of Dread!
Allosaurus (favorite dinosaur of mine!), aranea, natives with lots of leader types including the zombie master, phanaton and rakasta, etc.! The kopru is a favorite of mine in this set. It took some kit-bashing of various public domain images, and a bit of retouching, but I think it looks suitably Lovecraftian and disturbing (for a small image anyway).
If you run BX instead of BECMI, you're missing a few monsters from my previous sets. Now you can get them. And if you want to run Isle of Dread in any rule set, this has those special IoD monsters you need.
As usual, every page uses layers, so if you want to only print certain monsters, you can switch off the ones you don't want to print and save ink.
You can purchase it here for the low, low price of $3.
When I start working on the next set, I think I'm going to go with some Flying Swordsmen/Chanbara/OA type characters. I'll probably start working on the Companion Set monsters too, since quite a few in this set are in the Companion.
Showing posts with label Isle of Dread. Show all posts
Showing posts with label Isle of Dread. Show all posts
Wednesday, February 27, 2019
Sunday, August 3, 2014
You've come into possesson of a map...
Last night we started off our 5E Isle of Dread game. I had three players, Jeremy as Mr. Jones the Drow Fighter (criminal background), Michael as Quaiblar the Elf Rogue (scholar background) and Prester John the Human Cleric (soldier background).
We realized after the game that we didn't get a few rules right, and some of the play test options we used may not be balanced against some of the stuff in the Basic Rules pdf, but it was pretty fun. 5E has new school mechanics but an old school feel to the way it plays, like several of the retro-clone games out in the OSR. While it's mechanically more streamlined, it also feels very similar to 3E in the way it plays. I think I'd agree with the online consensus that it meshes 2E adventure/design philosophy with 3E mechanics philosophy.
In the adventure, our three heroes (well, the drow is actually evil, which is a refreshing change and the reason I allowed a drow to be played - never want to see another Drizzt clone at my table again!) found a journal and map by R.B. telling of the Isle of Dread, the friendly inhabitants in the southern peninsula, the Great Wall, the dangers beyond, and rumors of a "city of the gods" and a "great black pearl of the gods" to be found there. The map had the coastal areas and the friendly peninsula mapped out. This was enough to get them preparing an expedition.
They each hired an NPC warrior to accompany them, bought supplies and wampum for trade (yes, the politically correct police can come and arrest us, insensitive stereotypes were abused in this game), and set sail. A week later, they arrived at the Isle of Dread. They successfully navigated past the reefs and made landfall at Tanaroa village next to the wall.
The villagers were friendly, and the chief Mira of the Hawk and zombie mistress could both speak Common, so they were able to trade a bit, get some information, and prepare to head out past the Wall. Just as they were about to head out, there was a commotion in the village. Some of the natives were informed by arrow-message from a boat that Chief Mira's brother and his men were taken prisoner by pirates, and would be sold into slavery unless they were paid 500gp.
Well, our intrepid heroes took up the challenge and decided to borrow some outrigger canoes to start sailing west around the coast, looking for the pirate camp while their ship sailed around the peninsula to meet them. The first day they made landfall on a rocky coast and spent the night in the ship, with the elf and drow taking turns at watch up on land. Quaiblar discovered a raw gemstone in the cliff and took it.
The next day they continued around the coast, moving out of the jungle area into some volcanic wastes. That night, while on watch, Mr. Jones heard the distant sound of simian growls and hoots, and while distracted a giant spider attacked. This spider shot beams of energy at him before he was able to take it down with his whips. Quaiblar joined him, and they found another spider in the lair, which hit Jones with a web attack, but Quaiblar was able to take it down with his bow and then a sneak attack. No treasure, however.
The day after the ship caught up with them, and they all set sail at a faster pace. That night they made landfall on a small volcanic island where a starving baboon attacked, but was easily dispatched. While serving it up for dinner, Jones commented that it tasted like human (he's also been constantly surveying the natives, trying to decide which ones will make good slaves if he can convince some to return to the mainland). Well, the sailors didn't take kindly to talk of eating manflesh, and were going to murder the Drow, but Prester and Quaiblar stepped in to prevent it.
Another day's sail brought them around several more small islands and another reef.
The next day, early, they sailed past an uncharted bit of coast and found the pirate camp. At first they thought it might be only natives, but the three warriors Mira sent with them to rescue her brother made it obvious through sign language. Hoping that no pirates were up early and on watch, they continued to sail past. After a brief discussion about whether to sail around that island or continue on to the next and camp until dark (drow being disadvantaged in daylight), or to try and just pelt the camp with arrows, they decided to beach on the next small island and return at dusk to battle the pirates.
And that's where we called it for the night.
____________________________________
Thoughts:
The Isle of Dread update adds in some ideas for linking the various adventure locations on the island, which is useful.
As I expected, the plentiful self-healing of this edition (hit dice spent during short rests, total healing during long rests) meant that the PCs were always at full health.
The cleric didn't get much combat action this game because the encounters were random and at night while the elves were on watch, so he never had to cast a spell or swing his mace.
Character generation was more involved than Classic or AD&D, but also a bit more evocative, as mixing backgrounds, motivations, and personality bits can give characters a little more flair before they enter play.
Monster ACs are low, and both the Fighter and Rogue are optimized for combat. The battles were quick and easy...so far.
We realized after the game that we didn't get a few rules right, and some of the play test options we used may not be balanced against some of the stuff in the Basic Rules pdf, but it was pretty fun. 5E has new school mechanics but an old school feel to the way it plays, like several of the retro-clone games out in the OSR. While it's mechanically more streamlined, it also feels very similar to 3E in the way it plays. I think I'd agree with the online consensus that it meshes 2E adventure/design philosophy with 3E mechanics philosophy.
In the adventure, our three heroes (well, the drow is actually evil, which is a refreshing change and the reason I allowed a drow to be played - never want to see another Drizzt clone at my table again!) found a journal and map by R.B. telling of the Isle of Dread, the friendly inhabitants in the southern peninsula, the Great Wall, the dangers beyond, and rumors of a "city of the gods" and a "great black pearl of the gods" to be found there. The map had the coastal areas and the friendly peninsula mapped out. This was enough to get them preparing an expedition.
They each hired an NPC warrior to accompany them, bought supplies and wampum for trade (yes, the politically correct police can come and arrest us, insensitive stereotypes were abused in this game), and set sail. A week later, they arrived at the Isle of Dread. They successfully navigated past the reefs and made landfall at Tanaroa village next to the wall.
The villagers were friendly, and the chief Mira of the Hawk and zombie mistress could both speak Common, so they were able to trade a bit, get some information, and prepare to head out past the Wall. Just as they were about to head out, there was a commotion in the village. Some of the natives were informed by arrow-message from a boat that Chief Mira's brother and his men were taken prisoner by pirates, and would be sold into slavery unless they were paid 500gp.
Well, our intrepid heroes took up the challenge and decided to borrow some outrigger canoes to start sailing west around the coast, looking for the pirate camp while their ship sailed around the peninsula to meet them. The first day they made landfall on a rocky coast and spent the night in the ship, with the elf and drow taking turns at watch up on land. Quaiblar discovered a raw gemstone in the cliff and took it.
The next day they continued around the coast, moving out of the jungle area into some volcanic wastes. That night, while on watch, Mr. Jones heard the distant sound of simian growls and hoots, and while distracted a giant spider attacked. This spider shot beams of energy at him before he was able to take it down with his whips. Quaiblar joined him, and they found another spider in the lair, which hit Jones with a web attack, but Quaiblar was able to take it down with his bow and then a sneak attack. No treasure, however.
The day after the ship caught up with them, and they all set sail at a faster pace. That night they made landfall on a small volcanic island where a starving baboon attacked, but was easily dispatched. While serving it up for dinner, Jones commented that it tasted like human (he's also been constantly surveying the natives, trying to decide which ones will make good slaves if he can convince some to return to the mainland). Well, the sailors didn't take kindly to talk of eating manflesh, and were going to murder the Drow, but Prester and Quaiblar stepped in to prevent it.
Another day's sail brought them around several more small islands and another reef.
The next day, early, they sailed past an uncharted bit of coast and found the pirate camp. At first they thought it might be only natives, but the three warriors Mira sent with them to rescue her brother made it obvious through sign language. Hoping that no pirates were up early and on watch, they continued to sail past. After a brief discussion about whether to sail around that island or continue on to the next and camp until dark (drow being disadvantaged in daylight), or to try and just pelt the camp with arrows, they decided to beach on the next small island and return at dusk to battle the pirates.
And that's where we called it for the night.
____________________________________
Thoughts:
The Isle of Dread update adds in some ideas for linking the various adventure locations on the island, which is useful.
As I expected, the plentiful self-healing of this edition (hit dice spent during short rests, total healing during long rests) meant that the PCs were always at full health.
The cleric didn't get much combat action this game because the encounters were random and at night while the elves were on watch, so he never had to cast a spell or swing his mace.
Character generation was more involved than Classic or AD&D, but also a bit more evocative, as mixing backgrounds, motivations, and personality bits can give characters a little more flair before they enter play.
Monster ACs are low, and both the Fighter and Rogue are optimized for combat. The battles were quick and easy...so far.
Thursday, July 31, 2014
Casting off for the Isle of Dread - All Aboard!
Getting ready to run my Isle of Dread game using the new D&D (5E, Next, whadeva).
I'm going to try to run the game straight: 1d10 damage cantrips, long and short rests, overly precise terminology and all. Obviously there are a few things I would change about the game already without having played it. How do I know I'd like to change them and that changing them would make things better?
Well, let's start with 30 years of gaming experience. I know what kind of game I like, and I can see that certain mechanics would tend to lead the game away from that. Still, 5E is workable and flexible, and best of all WotC finally is putting out an edition that allows itself to be modified and fiddled with.
So I'm gonna try to run it straight just to see how it plays. Maybe it will surprise me, how nice it is to have PCs at full (or nearly full) power every encounter. Maybe "movement cost" terminology won't bug the crap out of me once we start to play and just remember to divide speed through difficult terrain. Maybe at-will Venger fireballs will be a nice touch (actually, I don't mind Venger fireballs, I just think d10 is a bit too high for an at-will cantrip's damage).
Anyway, the important thing is that I'll be running Isle of Dread, and I've got all kinds of interesting ideas to spice up the island a bit. Plus, having both the original and the new version to draw on (and other modules I could slip in) means I can hopefully get more mileage out of this little sandbox module.
First game will be either this Friday or Saturday, depending on everyone's schedules.
I'm going to try to run the game straight: 1d10 damage cantrips, long and short rests, overly precise terminology and all. Obviously there are a few things I would change about the game already without having played it. How do I know I'd like to change them and that changing them would make things better?
Well, let's start with 30 years of gaming experience. I know what kind of game I like, and I can see that certain mechanics would tend to lead the game away from that. Still, 5E is workable and flexible, and best of all WotC finally is putting out an edition that allows itself to be modified and fiddled with.
So I'm gonna try to run it straight just to see how it plays. Maybe it will surprise me, how nice it is to have PCs at full (or nearly full) power every encounter. Maybe "movement cost" terminology won't bug the crap out of me once we start to play and just remember to divide speed through difficult terrain. Maybe at-will Venger fireballs will be a nice touch (actually, I don't mind Venger fireballs, I just think d10 is a bit too high for an at-will cantrip's damage).
Anyway, the important thing is that I'll be running Isle of Dread, and I've got all kinds of interesting ideas to spice up the island a bit. Plus, having both the original and the new version to draw on (and other modules I could slip in) means I can hopefully get more mileage out of this little sandbox module.
First game will be either this Friday or Saturday, depending on everyone's schedules.
Monday, July 21, 2014
Games in the Planning Stage
So, reading over the 5E Basic pdf (still only about halfway through, actually), I decided to give it a try. Since it's pretty darn close to the play test packets (I assume the NDA is no longer valid...or maybe it will be until all the core books are out, but anyway nothing in this blog post should constitute a breach), I'm going to allow options (races, classes, backgrounds, etc.) from the last open play test packet along with the stuff in Basic.
Now, for an adventure, luckily the play test packet again comes to the rescue. We shall play...
Yep, that's right. There's a 5E conversion of the module in there. We used this little sandbox adventure so much as kids, I still remember lots of it by heart. There have been a few changes in the conversion, which is a good thing. I've been reading through it, and have some ideas for a few more.
Of course, getting this game going with the regular Saturday night crew may take a while, since I'm still not finished with reading over the rules of the game (or the module update). And to my knowledge no one has created a character, although a few players have a few ideas. And I need to figure out how much cash/magic they should have as starting 4th level characters.
And that's not all, folks! One of my current private English students, an upper elementary school boy, has been asking me a lot about RPGs and how they differ from CRPGs. So tomorrow, we're going to play a bit of Jeff Moore's Hi/Lo Heroes, with a Percy Jackson and the Olympians theme, using a One-Page Dungeon Contest entry and a couple of 5-Room Dungeons. Assuming we make it through char-gen and rules explanations quickly, that is.
Now, for an adventure, luckily the play test packet again comes to the rescue. We shall play...
Yep, that's right. There's a 5E conversion of the module in there. We used this little sandbox adventure so much as kids, I still remember lots of it by heart. There have been a few changes in the conversion, which is a good thing. I've been reading through it, and have some ideas for a few more.
Of course, getting this game going with the regular Saturday night crew may take a while, since I'm still not finished with reading over the rules of the game (or the module update). And to my knowledge no one has created a character, although a few players have a few ideas. And I need to figure out how much cash/magic they should have as starting 4th level characters.
And that's not all, folks! One of my current private English students, an upper elementary school boy, has been asking me a lot about RPGs and how they differ from CRPGs. So tomorrow, we're going to play a bit of Jeff Moore's Hi/Lo Heroes, with a Percy Jackson and the Olympians theme, using a One-Page Dungeon Contest entry and a couple of 5-Room Dungeons. Assuming we make it through char-gen and rules explanations quickly, that is.
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