Stone Halls & Serpent Men: Giant Monsters and Vorpal Daggers

Updated Stone Halls & Serpent Men.

Got some good feedback from Joshua Lyle in the original post.

Bestiary: Added SIZ stat to monsters, mostly to resolve grappling. The Gygaxian way would be to also use this to alter the damage of some weapons against Large or Giant monsters, but I leave that kind of detail up to the Referee.


Horse stats were missing, which made my playtest joust between Knights difficult. Bugbears were missing, and I explain Greyhawk’s pumpkin-head image in my own way. Kobolds were missing; I treat them like a cross between German myth and little evil Dwarfs. Nothing’s funnier as a Referee than seeing a party pick a fight with the little guys and it all goes Fantasy Fucking Vietnam (see also rpg.net, Hill Cantons, and The Black Company), or like Tucker’s Kobolds.

Added TR stat to monsters, which I’d planned but forgot to put in. Complex treasure type tables can make more consistent treasures by monster type, but I think players and Referees prefer more variety.

Magic Items: In fantasy literature, magic weapons are rarely just “plus one”, they have unique traits and a name. Fred Saberhagen’s “Books of Swords” are always good for crazy weapon ideas. In white box rules, all magic swords and only swords have intelligence, and the power tables are full of non-standard powers.

The Stone Halls & Serpent Men way is to simplify that down to a few basic ideas. Holy weapons used to be an anti-magic field, which is insane, even aside from the +5 bonus; changing that to a saving throw bonus and a second power is more fitting. Did you know Swords of Sharpness and Vorpal used to be Holy, too? Crazy. Vorpal is easy since I have hit locations already. Rune swords replace the old intelligent swords, and just cast spells.

Future thoughts:

Working Table of Contents and Index. So the way I write: I write my original in MultiMarkdown, in BBEdit. Then I generate HTML with a script. Then I print that from Safari into PDF. Rube Goldberg would be proud, but it works great for my writing process. The TOC links work in HTML, but PDF apparently doesn’t like anchors? Anyway, the longer-term solution as I approach a printable version is to generate LaTeX and get it to make page references, or… ugh… do it by hand? At least you get to see the outline for now.

Aerial and underwater combat are useful things to have, I need to think about how to minimize those rules.

Land warfare and naval combat I think I can resolve in a narrative table fashion, rather than with specific rules.

Strongholds, dominion management, and trade are way out of scope.

Asian professions and customized martial arts, like Oriental Adventures without a giant hardcover tome of rules. I grew up watching a lot of kung fu and jidaigeki, so they fit in my own settings, even though few modules ever used anything from OA. Blackmoor Monks are such a weird grab-bag of skills, they’re not Shaolin or Shaw brothers.

Technology, whether post-apocalypse, alien, magi-tech, gadgeteering, or urban fantasy.

Ghosts as the high-end incorporeal undead. D&D Ghosts are so broken, they can demolish a party unless you have the right spell and then they’re nothing. A Frighteners-like Ghost should be more interesting.

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2 thoughts on “Stone Halls & Serpent Men: Giant Monsters and Vorpal Daggers”

  1. I really like the new monster write-ups; particularly the flavor and equipment for kobolds.

    The new formatting on the magic items tables is helpful – I had overlooked the magic items column on first read thinking it was giving descriptions of the potions. I think you may have lost or orphaned the description of crystal ball, though.

    A couple of minior items I think were in the earlier draft:

    Did you intend to strictly limit firearms to dwarves? I could see going either way; I would probably house-rule an advanced profession that was limited to just this proficiency.

    The write-up for the Crafting profession sticks out; it’s the only name that’s a gerund (in the Bestiary under Humanoid servant you instead say “Craftsman”, which seems better) and it’s ability isn’t typographically set off from it’s description, unlike all of the other profession abilities.

  2. Firearms are indeed Dwarf & Kobold only. When I get around to tech, that’ll be more obvious.

    Crystal Balls are down under the table.

    I started changing to Crafter (Craftsman is gendered, which I try to avoid), but apparently didn’t get many instances of it.

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