Part 4 Having put it off for a couple of posts now, these are my NPC stat lines, formatted as (hit dice), (armor class), (normal attacks), (special abilities):
Note: all insects can use scent and vibrations as substitutes for sight, no change in stats if infected
Swarms: HD 1, AC 9, 2 damage/round autohit to all within swarm (1d2-1 damage if warded off), SP: takes half damage from non-area attacks
Workers: HD 1, AC 6, bite for 1d4 damage
Soldiers: HD 2+2, AC 5, bite for 1
Part 3 Picking things back up on this project, let me set out some system assumptions as a baseline for adding mechanics: Assumed PC Party: 3-5 PCs of Level 1-3 (approx. 8 total HD) PC Hit Dice: Average 1d6+0/level Melee Weapon Damage: 1d4 to 1d10 Currency/XP: silver standard, 2000/4000/8000 total XP for fighters to level AC/Saves: per OED (as a tip of my hat to Paul for inspiring this whole endeavor) Item weights in stones (1 stone = approx. 10-15 lbs), assuming 5 general it
Opening with four straight days of workouts this week was a test for my recovery capabilities, even with the last one being on the lighter side. I feel good about how my body handled it, but I'm not eager to repeat the experience. Monday Type: As Fast As Possible 100 Burpees Time = 11:30 Bonus: 30 breath isometric dead hang At last, I got around to catching up on this challenge. The end result was the same as my previous attempt, but by then, I was happy just to finally get
Part 2 Following along with Paul's method, I took a day or two away from this project to give my subconscious time to be creative. In my mind, detailing the dungeon environment and detailing the monster design go together; you have to know who/what is using the space to figure out what the space should be. As it stands, the mound should be built primarily to the logic of the termites, perhaps with some influence from the hanging moss thanks to its possession of the termite q
Part 1 When it comes to making maps for organic spaces, my main trick is to use the solid noise rendering function in GIMP, apply a black/white threshold transformation to it, and smooth out the resulting spaces as desired. I got the idea from this video about making cave maps. As mentioned in the previous part, I like the idea of a multi-level dungeon with levels both above and below the main entrance, so I figured I'd start out with a 12x12 grid for the main level, 10x10 f
About a year and a half ago, Paul made a series of posts on his blog going through his process of designing a dungeon inspired by random rolls (which would end up being the basis for R.A. Salvatore Presents: The Vile Crypt of the Reawakened Sisterhood). On a whim, I thought it'd be fun to try going through a similar process for myself. Unfortunately, I couldn't get Paul's geomorph painter to work for me, so I'll have to come up with an alternate method for generating a map.
Over on Monsters and Manuals, noisms has prompted people to take part in another iteration of the old navel-gazing exercise from the end of the 1970s: picking examples of characters to represent each of the nine alignments from AD&D. That's something that I haven't done before around here, so why not give it a whirl. As an added challenge for myself, I'm going to stick with characters created after 1979 (the year the AD&D DMG was released), ruling out common choices like Lu
This is a holiday weekend in my corner of Canada, so it felt like a good opportunity to do some experimenting with my workouts during the week and then attack some tried-and-true routines on the weekend. Thus, while I did do some stuff on the days that are omitted below, they were mostly start-and-stop affairs without any notable structure and thus felt undeserving of recording formally. Monday Type: As Fast As Possible 3 sets of: 5 Uneven Pull Ups (each side) 10 Handstand P
Last time, I was rather testy at the first half of this adventure. I did finally power through reading the rest of it, and it was better. Of course, nothing's perfect, so I figured I might as well give my thoughts on improving the rest of the adventure, too.
The priests' quarters get off to a rough start by declaring that every entrance from the maze has a compass rose carved prominently into it. There's no reason I can imagine for doing this other than to facilitate usi
Rating: C+ Playing Time: About 60 minutes Whilst browsing YouTube, I got a suggestion for a video about this game (watch with discretion because the video was a full playthrough). I'm not really a fan of Platform Hell games, but this one had an intriguing premise: your character breaks a leg every time he jumps, so he's limited to two jumps on each stage. It also had a funny plot about the protagonist having been kidnapped to serve as a guinea pig for an experimental jump en