![]() |
| A character defined solely by mechanical ability will always remain that way. Pen a 1,000-page backstory, and Mr. Groh is still little more than “a third-level Fighter”—now with a tie-in novel! |
The Palace of Alkoremmi
Oriental tales, sword & sorcery, and old-school role-playing, in no particular order.
torstai 9. tammikuuta 2020
If it has no in-game implications, it does not exist
tiistai 7. tammikuuta 2020
“My player won’t pen a backstory!”
![]() |
| This is not a real backstory. This is fan fiction. |
To be continued...
tiistai 18. kesäkuuta 2019
Azdahag
● Armor Class: 1 [18] or 9 [10]
● Damage: 1d10 × 3
● Saving Throw: 5
● Movement: 120 feet
● Morale: 10
maanantai 17. kesäkuuta 2019
Weird n’ Wild Creatures
Unlike the knowledge cards that make up the W&W Critters –a terrific name for a retro-clone, by the way– the Scandinavian version comprised of hundreds of four-page booklets, each detailing a ”monster” real or imaginary. In addition to these, there was also collectible card game allowing kids to pit these beasts against each other. During the 90’s, it was a big thing in the small town where I grew up, but as I moved to a larger city I realized to my horror that no one had ever heard of it.
I won’t go into too much detail with an obscure Swedish children’s product, but I do think that the series in general was an awesome idea. This is exactly how you should teach biology and mythology to kids: by making it cool. The last page of each entry contained an illustrated story of how this particular monster may savage a human, or at least permanently ruin the wretch’s mental and physical well-being. I remember having been sufficiently afraid of the Mummy entry to have seriously considered burning it!
One must wonder whether the erudition presented therein was entirely accurate—the tidbits of information were quite often quite obscure, and sometimes in conflict with ”general facts known to all”. On the other hand, truth has the habit of contradicting common sense. I did some fact-cheking on Ghouls and Azhi Dahaka, and it seems that the W&W entries are actually pretty erudite. Go figure...
Were-Tiger (Monster)
● Hit Dice: 8 [36 Hit Points]
● Armor Class: 3 [16]
● # of Attacks: 3
● Damage: 1d10
● Saving Throw: 8
● Movement: 150 feet
● Morale: 8
Some say were-tigers are feline spirits who have assumed a humanoid form; others say they are sinners who repented at their deathbed and were resurrected as predatory anthropophagi. Yet others claim evil men deliberately become were-tigers through acts of sympathetic magic and ritual cannibalism.
These monstrosities are human at day and bestial at night. In human form they resemble ordinary men and are relatively easy to slay, although they do retain their superhuman Hit Dice. In the animal shape these shape-shifters are identical to ordinary tigers, save for unnatural gigantism and the lack of tail. Whether in human or animal form, were-tigers have but a black scald where the tail ought to be.
In the animal form, were-tigers are voracious and lack human intelligence, although they retain the evil and rancor that dwells in all men. They are tremendously strong but are easily tricked or trapped because of their insatiable bloodlust.
Tigranthropy (Spell)This spell is mostly known in the jungles of Southern Asia and Indochina, and is exceedingly rare in the regions boasting no tiger population. It is a wicked magic indeed, for both the ingredients needed and the effects sought after are wholly monstrous.
The magician must boil human entrails and drink the grotesque consommé while wrapped in tiger skins. At the time of sunset, he or she will transform into a Were-Tiger, employing stats provided above. Having no hands, Were-Tigers cannot wield weapons. Speaking is impossible, as is comprehending the speech of others. Special abilities of the class become unusable.
The Were-Tiger remains under player’s control, but must kill any living creature encountered; he or she is forbidden from retreating. If multiple potential victims are present, humans take preference over animals, and the innocent over the unjust.
At the moment of sunrise, the magician returns to his or her true form, losing the extra abilities bestowed by the spell. From now on, the tigranthrope will shape-shift each night until the feline spirits possessing him or her are banished with Remove Curse or Dispel Magic.
(Christ, look at those cards!)
sunnuntai 16. kesäkuuta 2019
Ghoul v al-Ghul: The Dawn of History
One thing I moderately dislike in the traditional Gygaxian Dungeons & Dragons and its modern iterations is the habit of adopting mythical monstrosities, only to rehash these venerable critters as something only vaguely reminiscent of the originals. Not that this is inherently bad — all great works of fiction take creative liberties with the source material.
Further, it is important that D&D monsters are not merely big, mean-spirited sacks of meat, individualized by nothing but the number of hit points and damage output. A worthy opponent always has a trick or two in its sleeves, be that a nasty way to deal some extra damage, or a surprising weakness in a Goliath seemingly invincible. Otherwise the combat will degenerate into a boring die-rolling contest, providing no challenge of player skill.
Nonetheless, the monsters of folklore have a tendency of losing their ancient, mythological flavor when re-intepreted as stat blocks and combat-related maneuvers. I feel particularly uneasy when, say, Arabian myths are clumsily absorbed into a wider fictional mythology that also incorporates cliches from other legends, each separated from the rest by thousands of miles and several millenia. This approach can work — AD&D still counts among the funkiest products on the market — but just as often the result is unintentional camp.
A major portion of the appeal of ancient literature and fairy tales stems from the fact they are not entirely logical and profess the notions and literary conventions of cultures long forgotten. This makes them surprising and dream-like, yet internally constistent.
Below is my take on ghouls, based on the descriptions given in Arabian folk tales and The One Thousand and One Nights. (By the way, ghouls rank among the most ancient monsters of myth, descending from the Sumerian gallu, a class of demons that hauled escapees back into the underworld.) Not that I am a specialist in ghoul-lore but — for better or worse — here it comes:
![]() |
| ”Amine Discovered with the Goule.” |
The one and only al-Ghul
● Hit Dice: 3 [16 Hit Points]
● Armor Class: 6 [13, leather + shield]
● Damage: 2d6
● Saving Throw: 13
● Movement: 9"
● Morale: 6
These demonesses assume many forms, that of a hyena being the most common. They haunt wastes, graveyards, and other desolate places and feed on human carrion.
Ghouls sometimes disguise as attractive damsels, tempting weary travelers to doom. Alternatively, they can assume the likeness of the person most recenly consumed. Sometimes a ghoul amuses itself with scary tricks, such as rotating its head 360 degrees. NPC’s witnessing a sight so gruesome must test Morale or run away in horror.
As cunning and mimetic they are, ghouls are betrayed by the ass’s hooves they have for feet. For some bizarre reason, one will not notice the aberration unless specifically inspecting the feet of the monster.
Ghouls have a habit of pilfering coins—a ghoul achieving Surprise will catch the purse of the nearest person and flee. A Saving Throw vs. Spells is required to notice this vicious act of appropriation, in which case one could attempt to go after the ghoul. If caught or pitted against overwhelming odds, ghouls prefer flight to fight.
A ghoul struck by a sword (any sword—not necessarily a magical one) will immediately fall to the ground, dead but not showing any physical marks of violence. If another blow lands on the corpse, no matter by what weapon, the ghoul rises again, restored to full strength.
If it has no in-game implications, it does not exist
A character defined solely by mechanical ability will always remain that way. Pen a 1,000-page backstory, and Mr. Groh is still little m...
-
Aladdin strikes the king of Genoa dead. One of the lesser-known entries in the One Thousand and One Nights , the story of Aladdin Abush-...
-
A character defined solely by mechanical ability will always remain that way. Pen a 1,000-page backstory, and Mr. Groh is still little m...
-
Cover art by M. A. R. Barker. Many grognards have nominated Empire of the Petal Throne (1976, by M. A. R. Barker) the favorite game th...


