Saturday, December 22, 2018

Cherubikon

The Cherubikon

Inspired by my roll on Tales of the Grotesque and Dungeonesque's christmas card post.

Cherubikon
AC: Leather, HD: 3, Attacks: 8 eye petals, 9 tentacles, 1d6 damage, attacks with up to 9 tentacles, but no more than 2 can ever be used to attack the same creature. That creature must be in line of sight of the eye petal that is attached to said tentacles.

Song of Anaphoria
Each eye petal of a cherubikon has a gaze attack, which with all 8 eyes covers a 360 degree arc. All targets of an eye petal's gaze hear a faint song that enthralls all listeners for 2d6 rds on a failed save. The enthralled experience a state of euphoria and sensasition of touching an unexplainable higher power. It is impossible to detect where the song is coming from and since it is a gaze attack even deaf creatures can hear the Song of Anaphoria. This song is so shocking to them, that it imposses disadvantage. The Song of Anaphoria also has a profound effect on clergy and holy men, and if you believe in them, angels. These creatures roll with diasadvantage too. Children are also highly suseptable to the Cherubikons' lullabies causing them to roll with disadvantage as well. More often than not, Cherubikons' are found surrounded by enthralled creatures comprised mostly of children.


The Christmas Card

Thursday, January 26, 2017

Dungeons & Dragons, the OSR, and me



In 1981 I stumbled upon some older boys playing some kind of game, the likes of which I had never seen before. I was mesmerized! They immediately stopped playing when my entourage entered the room, but it was too late. For I had already caught a glimpse of a hand-made dungeon map etched meticulously on 8.5x11-inch graph paper. I inquired about what they were doing but I was brushed off and ushered out of the room and out of the house by my elders. For the next few years, I tried desperately to play a game that I had never seen played; a game whose rule book I didn’t even know existed; a game my young inexperienced mind couldn’t even fathom; a game whose name I did not know. I didn’t even have access to graph paper, but I drew maps on any kind of paper I could find. I used action figures. I used whatever else I could find to re-create those short few seconds of exposure that I had to a game that was eluding me.

It wasn’t until 1986, when I was introduced to the infallible and august Red Box, that I discovered that this glorious, and at the time exclusive, game that I had been chasing in my mind’s eye for the last 5 years was called Dungeon & Dragons! The Red Box, that started it all for me, was a distant friend’s, so I immersed myself in whatever else I could find or afford that was fantasy orientated. Which wasn’t much, a half torn and ripped adventure module with no cover or title (I don’t even think it was a d&d product), a weapons & armour catalog from a renaissance faire, and some character sheets from the Red Box that I had begged my parents to photocopy for me.

But this all changed in 1989 when Advanced Dungeons & Dragons 2nd Edition was released and became readily available at my local bookstore. My life was irrevocably changed forever! I learned of an almost secret society of my friends’ older brothers who wore death metal t-shirts and spat on the status quo.  I wanted nothing more than to finally join this allusive and mysterious club of miscreants, unwanted, unpopular, misunderstood, intelligent, creative, unique, and free-thinking individuals that took up the mantle of d&d player characters, not to mention the all-wise and powerful dungeon masters in a league beyond the likes of which I could still not imagine. I had already been trying to join this club for the past 8 years of my life and for half of that time without even knowing that this game was anything other than the machinations of two 12 year-old boys. There was no looking back, I was hooked forever.

Well… no looking back until 1997, when the unthinkable happened! A card game company bought TSR, Tactical Studies Rules, the publishers of Dungeons & Dragons. A card game company! With circles and arrows and glossy pictures! A company that wouldn’t exist without D&D, Wizards of the Coast in their hubris, attempted to turn Dungeons & Dragons, a role-playing game, into a card game. D&D 3rd edition was born! Enter bright glossy cartoon images and juvenile musings. At the time, I thought the worse of it was the death of “real art” in the genre. The loss of the Elmores, the Caldwells, the Easleys, the Parkinsons of the world, the face of D&D! It changed the game for me more than any rule in any book. WotC started a downward spiral that escalated until I puked out every orifice of my body with the release of D&D 4th edition. I was disgusted, betrayed, embarrassed. D&D sales plummeted, which I like to think had nothing to do with video games, but with the bad choices of a bad company.

Finally WotC tried to redeem themselves with the advent of D&D 5th edition. I rejoiced! It seemed playable, even though it still left a bad taste in my mouth, mostly due to the glossy paper and cartoon-like art. But there was something else wrong about it. I just couldn’t place my finger on it. Was it the overly assessable rules, the universal game mechanics that just can’t work for every situation? Was it the ridiculous amount of class abilities that really didn’t add anything but headache and bother?  Was it the fact that fighters aren’t any better at hitting things than wizards? WTF! Was it that nothing could ever live up to the nostalgia of my childhood experiences with Dungeons & Dragons and the 80’s in general for that matter?  You know I don’t really know and I don’t really care, because I discovered the OSR!