Skip to main content

Posts

Satyrday

Heinrich Kley

B/X Character Class: Harpies

Harpies by Donna Barr. Used with permission of the artist. Flying PC's can be a real hassle, because they can circumvent challenges that were planned two-dimensionally. But I think these harpies keep things pretty balanced. Let me know if I'm wrong. They are directly inspired by Paul Kidd's Lace & Steel, created in collaboration with Donna Barr. If you know Ms. Barr's work, there's no doubt the harpies were one of her contributions to the world of Middlemarch. If you don't know Donna Barr's work, then here you go, your new favorite thing: The Midnight Library. Anyway, harpies. Harpies (Lesser Harpies, Stormcrows, the Kindly Ones) Requirements : CON 9 Prime Requisite : CON Hit Dice : 1d4 Max Level : 8 Harpies have the heads and torsos of humans and the wings and bodies of large, predatory birds. Their hands emerge from the prominent joint of their wings. Although harsh and unforgiving in disposition, lesser...

Satyr Sub-Classes: Marginalia

Okay, I think this is the last I have to say on satyrs . A squirrel-satyr, maybe? Satyr variations: Near-Satyrs, or Marginalia There are many variations on the satyr form. They are found throughout the world, reflecting the local fauna. In a jungle setting, one might encounter elephant, zebra, lion, or gazelle satyrs. In the frozen north: caribou and polar bear satyrs. These marginalia exist in small numbers—some may be unique—found in the wild or adopted into other communities. Most near-satyrs can be handled as cosmetic variations of either the satyr class or one of the below. These variations use the base satyr class, but changing out the natural attack, and a different advantage replacing Dazzling Music. Wolf-satyr Hide in Shadows, Move Silently, Hear Noise as thief. Cannot use these abilities if wearing more than leather armor. Bite: 1d2, 1d4, 1d6 Countenance: At level 4, a wolf-satyr's face looks increasingly lupine. Deer-satyr  Spe...

Your new PC

Erte

Satyrday Art

Dionysus and Satyr, Makron

Setting: The Planet Ceres

 This is a follow-up on yesterday's post on CrawlJammer and creating a fantastic version of our Solar System. Ceres, Heaven’s Garden, Jewel of the Archipelago Ceres, the miracle planet, is one of the most difficult places in the Aetheric Sea to find, lost as it is in the cosmic debris of the Archipelago. It is a pilgrimage destination for the Worlds’ richest and most desperate, because Ceres offers healing to those who have no other hope. Things grow well on Ceres. The tiny planet is covered in gigantic versions of plants recognizable from Aereth: forests of tulips; great, towering clover; cabbages like castles. The majority of the fauna is insectoid. There are intelligent races of both insects and plants. Wounds heal quickly. +1d6 of natural healing per day. If a person spends enough time on Ceres (3d6 seasonal cycles), even missing limbs will grow back. The new limb will usually have some plantlike properties (skin like bark, the occasional budding leaf...

CrawlJammer and our Fantastic Solar System

Tim Callahan was kind enough to send me a pdf of his new ‘zine, CrawlJammer. It’s Space & Sorcery for Dungeon Crawl Classics . I haven’t read DCC and this ‘zine may contain mechanical elegances that I’m missing out on, but I can recommend this just for the inspiring setting. Tim’s approach to space is admirably divorced from science and complexity. Of course you can breathe in space, although the air is a bit thinner. Of course you can walk the deck of your planet-roving Viking longship—it establishes its own gravity well. Battle between ships uses the same mechanics as battles between characters. There are a few optional rules if you feel like tracking more stuff in order to create a spacier flavor. It takes place in a solar system much like the one gamers of a certain age grew up with: nine planets, including Pluto. And, obviously, they’re all inhabited. Is there anything greater than tales set in the fully-inhabitable Solar System? I’ll never forgive Science for not r...