INTV….…. +3 ATTK….. +5/ one bite OR +4/ two paws DMGE……. d8 OR d4 eachAC…….…. 4  HD……… 3d8 Fort........ +3 Will…..…. +5 Move…... 18”
“It waddled in on its ten short legs, and squatted down before the girl like an obedient puppy. The thing was about the size of a Shetland pony, but its head bore a resemblance to that of a frog, except that its jaws were equipped with three rows of long sharp tusks. . . the beast, after surveying me intently for a moment, crossed the room to the only exit which lead to the street and lay down full length across the threshold. . . “This is the fleetest animal on Mars, and owing to its intelligence, loyalty and ferocity is used in hunting, in war and as the protector of the green Martian man. . . “The huge brute belongs to a species which is never domesticated by the red man. Were one to stroll down Broadway with a Numidian lion a this heels, the effect would be similar . . . had I entered Zodanga with Woola.” (PM V, XXI)
These creatures are omnivores and can subsist on vegetation if game is either too dangerous or carrying firearms. When encountered in the wild, they hunt in packs of d4 individuals that intelligently coordinate their attacks. Domesticated calots increase the security of a dwelling or camp and will greatly assist their master in tracking.
“A soft purr like that of a great cat, indicated that Woola understood, and then, with a word to him to follow, I turned to the right along the ledge, but scarcely had I done so that I felt his mighty fangs tugging at my leathern harness. “As I turned to discover the cause of his act he continued to pull me steadily in the opposite direction, nor would he desist until I had turned about and indicated that I would follow him voluntarily. “Never had I known him to make an error in a matter of tracking, so it was with a feeling of entire security that I moved cautiously in the huge beast’s wake. Through Cimmerian darkness he moved along the narrow ledge beside the boiling rapids.” (WM, II, p.22)
You can obtain excellent CALOT miniatures @ BronzeAgeMin.com
IMAGE FROM artzone.daz3d
INTV….... +0 ATTK….. +2/ one tail OR +2/ two talons DMGE……. d12 OR 1 hp* AC…….…. 6  HD……… 2d8 Fort..…..... +2 Will………. +2 Move….…. 12”
“A race inhabiting the Valley Dor, they are ten or twelve in height when standing erect; their arms are short and fashioned after the manner of an elephant’s trunk, being sinuous; the body is hairless and a ghoulish blue except for a broad band of white which encircles the protruding, single eye, the pupil of which are dead white. The nose is a ragged, inflamed, circular hole in the center of the blank face, resembling a bullet wound which has not yet commenced to bleed. There is no mouth in the head. With the exception of the face, the head is covered by a tangled mass of jet- black hair some eight to ten inches in length. Each hair is about the thickness of a large angle worm. The body, legs and feet are of human shape but of monstrous proportions, the feet being fully three feet long and very flat and very broad. The method of feeding consists in running their odd hands over the surface of the turf, cropping off the tender vegetation with razor-like talons and sucking it up with two mouths, which lie one in the palm of each hand.” (TMM, glossary)
Blunt and piercing weapons do half damage against plant men. Their preferred method of attack is to leap over their target’s head striking down with their powerful tail. In combat each hit with a plant man’s talon temporarily drains one point of constitutio from its target with a corresponding loss of hit points. Constitution score is recovered at the rate of one point every two days of rest and a diet high in iron.
"Now their bisexuality permits them to reproduce
themselves after the manner of true plants, but otherwise they have progressed
but little in all the ages of their existence. Their actions and movements are
largely matters of instinct and not guided to any great extent by reason, since
the brain of a plant man is but a trifle larger than the end of your smallest
finger. They live upon vegetation and the blood of animals, and their brain is
just large enough to direct their movements in the direction of food, and to
translate the food sensations which are carried to it from their eyes and ears.
They have no sense of self-preservation and so are entirely without fear in the
face of danger. That is why they are such terrible antagonists in combat."(GM VII)
Encountered during the day in small herds of 2d4 members in various stages of maturity; their collective awareness prohibits them from being surprised, although opponents may gain initiative. Black pirates sometimes use plant men as pets or guardians. These creatures have an extremely primitive brain and fear neither firearms nor death.
"Imagine, if you can, a bald-faced hornet of your earthly experience grown to the size of a prize Hereford bull, and you will have some faint conception of the ferocious appearance and awesome formidability of the winged monster that bore down upon me.
Frightful jaws in front and mighty, poisoned sting behind made my relatively puny long-sword seem a pitiful weapon of defense indeed. Nor could I hope to escape the lightning-like movements or hide from those myriad facet eyes which covered three-fourths of the hideous head, permitting the creature to see in all directions at one and the same time.
Even my powerful and ferocious Woola was as helpless as a kitten before that frightful thing. But to flee were useless, even had it ever been to my liking to turn my back upon a danger; so I stood my ground, Woola snarling at my side, my only hope to die as I had always lived—fighting.
The creature was upon us now, and at the instant there seemed to me a single slight chance for victory. If I could but remove the terrible menace of certain death hidden in the poison sacs that fed the sting the struggle would be less unequal.
At the thought I called to Woola to leap upon the creature's head and hang there, and as his mighty jaws closed upon that fiendish face, and glistening fangs buried themselves in the bone and cartilage and lower part of one of the huge eyes, I dived beneath the great body as the creature rose, dragging Woola from the ground, that it might bring its sting beneath and pierce the body of the thing hanging to its head.
To put myself in the path of that poison-laden lance was to court instant death, but it was the only way; and as the thing shot lightning-like toward me I swung my long-sword in a terrific cut that severed the deadly member close to the gorgeously marked body.
Then, like a battering-ram, one of the powerful hind legs caught me full in the chest and hurled me, half stunned and wholly winded, clear across the broad highway and into the underbrush of the jungle that fringes it.
Fortunately, I passed between the boles of trees; had I struck one of them I should have been badly injured, if not killed, so swiftly had I been catapulted by that enormous hind leg.
Dazed though I was, I stumbled to my feet and staggered back to Woola's assistance, to find his savage antagonist circling ten feet above the ground, beating madly at the clinging calot with all six powerful legs.
Even during my sudden flight through the air I had not once released my grip upon my long-sword, and now I ran beneath the two battling monsters, jabbing the winged terror repeatedly with its sharp point.
The thing might easily have risen out of my reach, but evidently it knew as little concerning retreat in the face of danger as either Woola or I, for it dropped quickly toward me, and before I could escape had grasped my shoulder between its powerful jaws.
Time and again the now useless stub of its giant sting struck futilely against my body, but the blows alone were almost as effective as the kick of a horse; so that when I say futilely, I refer only to the natural function of the disabled member—eventually the thing would have hammered me to a pulp. Nor was it far from accomplishing this when an interruption occurred that put an end forever to its hostilities.
From where I hung a few feet above the road I could see along the highway a few hundred yards to where it turned toward the east, and just as I had about given up all hope of escaping the perilous position in which I now was I saw a red warrior come into view from around the bend.
He was mounted on a splendid thoat, one of the smaller species used by red men, and in his hand was a wondrous long, light lance.
His mount was walking sedately when I first perceived them, but the instant that the red man's eyes fell upon us a word to the thoat brought the animal at full charge down upon us. The long lance of the warrior dipped toward us, and as thoat and rider hurtled beneath, the point passed through the body of our antagonist.
With a convulsive shudder the thing stiffened, the jaws relaxed, dropping me to the ground, and then, careening once in mid air, the creature plunged headforemost to the road, full upon Woola, who still clung tenaciously to its gory head.
By the time I had regained my feet the red man had turned and ridden back to us. Woola, finding his enemy inert and lifeless, released his hold at my command and wriggled from beneath the body that had covered him, and together we faced the warrior looking down upon us.
I started to thank the stranger for his timely assistance, but he cut me off peremptorily.
"Who are you," he asked, "who dare enter the land of Kaol and hunt in the royal forest of the jeddak?"
Then, as he noted my white skin through the coating of grime and blood that covered me, his eyes went wide and in an altered tone he whispered: "Can it be that you are a Holy Thern?"
I might have deceived the fellow for a time, as I had deceived others, but I had cast away the yellow wig and the holy diadem in the presence of Matai Shang, and I knew that it would not be long ere my new acquaintance discovered that I was no thern at all.
"I am not a thern," I replied, and then, flinging caution to the winds, I said: "I am John Carter, Prince of Helium, whose name may not be entirely unknown to you."
If his eyes had gone wide when he thought that I was a Holy Thern, they fairly popped now that he knew that I was John Carter. I grasped my long-sword more firmly as I spoke the words which I was sure would precipitate an attack, but to my surprise they precipitated nothing of the kind.
"John Carter, Prince of Helium," he repeated slowly, as though he could not quite grasp the truth of the statement. "John Carter, the mightiest warrior of Barsoom!"
And then he dismounted and placed his hand upon my shoulder after the manner of most friendly greeting upon Mars. "It is my duty, and it should be my pleasure, to kill you, John Carter," he said, "but always in my heart of hearts have I admired your prowess and believed in your sincerity the while I have questioned and disbelieved the therns and their religion. "It would mean my instant death were my heresy to be suspected in the court of Kulan Tith, but if I may serve you, Prince, you have but to command Torkar Bar, Dwar of the Kaolian Road."
Truth and honesty were writ large upon the warrior's noble countenance, so that I could not but have trusted him, enemy though he should have been. His title of Captain of the Kaolian Road explained his timely presence in the heart of the savage forest, for every highway upon Barsoom is patrolled by doughty warriors of the noble class, nor is there any service more honorable than this lonely and dangerous duty in the less frequented sections of the domains of the red men of Barsoom.
"Torkar Bar has already placed a great debt of gratitude upon my shoulders," I replied, pointing to the carcass of the creature from whose heart he was dragging his long spear. The red man smiled.
"It was fortunate that I came when I did," he said. "Only this poisoned spear pricking the very heart of a sith can kill it quickly enough to save its prey. In this section of Kaol we are all armed with a long sith spear, whose point is smeared with the poison of the creature it is intended to kill; no other virus acts so quickly upon the beast as its own.
"Look," he continued, drawing his dagger and making an incision in the carcass a foot above the root of the sting, from which he presently drew forth two sacs, each of which held fully a gallon of the deadly liquid.
"Thus we maintain our supply, though were it not for certain commercial uses to which the virus is put, it would scarcely be necessary to add to our present store, since the sith is almost extinct.
"Only occasionally do we now run upon one. Of old, however, Kaol was overrun with the frightful monsters that often came in herds of twenty or thirty, darting down from above into our cities and carrying away women, children, and even warriors."
Three doctors go hunting in the woods the week before Thanksgiving.
They hear rustling in the brush, the first doctor, the internist says “Looks like a turkey, walks like a turkey, goobles like a turkey, must be a turkey” . . . He shoots and he misses.
A short time later, they spot movement in the brush, the second doctor, the pathologist says “Brown feathers, red neck and fan-like tail feathers, must be a turkey” . . . He shoots and he misses.
About 10 minutes latter, they again hear rustling in the brush, the third doctor, the surgeon just fires away Blam. Blam. Blam and two birds drop dead. He looks at his friends and says “Guys, go check if those were turkeys.”
“How can earthly words describe it! It towered ten feet at the shoulder; had four legs on either side; a broad flat tail, larger at the tip then at the root, and which it held straight out when running; a gaping mouth which split its head from its snout to its long massive neck. “Like its master it was entirely devoid of hair, but was of a dark slate color and exceeding smooth and glossy. Its belly was white and its legs shaded from the slate of its shoulders and hips to a vivid yellow at the feet. The feet themselves were heavily padded and nailless, which fact also contributed to the noiseless of their approach, and, in common with a multiplicity of legs, is a characteristic feature of the fauna of Mars. . .and there are absolutely no hoofed animals in existence.” (PM, III)
“These creatures, which are known as thoats, are as dangerous and vicious as their masters, but when once subdued are sufficiently tractable for the purposes of the green Martians. Two of these animals had fallen to me from the warriors whose metal I wore, and in a short time I could handle them quite as well as the native warriors. The method was not at all complicated. If the thoats did not respond with sufficient celerity to the telepathic instructions of their riders they were dealt a terrific blow between the ears with the butt of a pistol, and if they showed fight this treatment was continued until the brutes either were subdued, or had unseated their riders. “In the latter case it became a life and death struggle between the man and the beast. If the former were quick enough with his pistol he might live to ride again, though upon some other beast; if not, his torn and mangled body was gathered up by his women and burned in accordance with Tharkian custom." (PM, XIII)
The Barsoomian mount is controlled by a wonderful telepathic/ empathic link without bit and bridle. The domesticated thoat of the red Martian is smaller (4hd, 1d6 damage, +3 Fort,, 2 Will, 12”) and has a much gentler temperament then those ridden by the green Martian warrior.
You can obtain excellent thoat miniatures from bronzeAgeMin.com
From the first D&D box set, the forward in the Men & Magic:
"These rules are strictly fantasy. Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS and DRAGONS to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on as enjoy a 'world' where the fantastic is fact and magic really works!" E. Gary Gygax, 1 November 1973 Tactical Studies Rules Editor, Lake Geneva, Wisconsin
No work of fan fiction or classic table top roleplaying is possible without the willing and active suspension of disbelief by the participants. Rather then endlessly debate the canonical sections of books I – V clearly quoted herein, it is best for the players and GM to expand upon the uncharted or unexplored areas of Barsoom.
“I might indeed be in some, to me, unknown corner of Mars, and this was very possible since during my ten years' residence upon the planet I had explored but a comparatively tiny area of its vast expanse.” (Gods of Mars, Chapter I).
Built into the hull of a flier are buoyancy tanks which contain the eighth Barsoomian ray or the ray of propulsion. This ray is “constantly streaming from the planet constituting a force of repulsion to gravity which when confined is able to lift enormous weights from the surface of the ground. It is this ray that enabled them to so perfect aviation such that battleships far outweighing anything on Earth sail as gracefully and lightly through the thin air of Barsoom as a toy balloon in the heavy atmosphere of Earth.” (PM, XXI) Altering the concentration of the eighth ray in the flier’s buoyancy tanks allows the craft to vary altitude; however, the Red Planet’s thin atmosphere makes heights in excess of five haads (1000 ads or 2 miles) suicidal.
Noiseless engines with concentrated, highly flammable, fuel power the propellers that drive these vehicles to speeds in excess of 200 miles per hour. The flier is steered either by using large rudders or by varying the relative performance of the propellers. Each modern flier is equipped with the “ordinary Martian Air compass, which, when set for a destination, will remain constantly fixed thereon, making it only necessary to keep a vessel’s bow always in the direction of the compass to reach any point upon Barsoom by the shortest route .” (TMM, II)
The scout flier (not pictured above) is the smallest and fastest of all fliers. “The body of the one-man air craft is about sixteen feet long, two feet wide and three inches thick, tapering to a point on each end. The driver sits on top of the plane upon a seat constructed over the small, noiseless radium engine which propels it.” (PM, XXI). It is capable of exceeding speeds of 150 miles per hour. The scout flier is utilized in scouting, patrolling, and relaying messages.
Does anyone know where I can obtain good miniatures to represent Martian fliers?
The ulsio is a small omnivore weighing between 20 and 40 lbs with fiery eyes (PM XVII, infra vision). It hunts in packs of d8; however, this wily rodent will only attacks if it gains (3 in 6 chance) surprise or if it outnumbers man-size foes 3 to 1.
“The Martian rat is a fierce and unlovely thing. It is many-legged and hairless, its hide resembling that of a new born mouse in repulsiveness. In size and weight it is comparable to a large Airedale terrier. Its eyes are small and close set, and almost hidden in deep fleshy apertures. But its most ferocious and repulsive feature is its jaws, the entire boney structure of which protrudes several inches beyond the flesh, revealing five sharp, spade-like teeth.in the upper jaw and the same number of teeth in the lower, the whole suggesting the appearance of a rotting face from which much of the flesh has sloughed away . .. Its only weapons are its jaws since its broad splay feet are armed with blunt talons. With its protruding jaws it excavates its winding burrows and with its broad feet it pushes dirt behind. To keep the jaws from his flesh then was Turan’s only concern and this he succeeded in doing until chance gave him a hold upon the creature’s throat. After that the end was a matter of moments. Rising at last he flung the lifeless thing from him with a shudder of disgust.” (CM, XII)
The ulsio is a scavenger and collector of shiny objects. There is a 33% chance of finding these creatures in their lair, where there will be d6 bp and d4 sp per rat encountered. Also there is a 1% chance per ulsio of finding a small magic item or relic (d10) such as a
(6-7) stone or jewelry,
(8-9) ring or
You can obtain excellent ULSIO miniatures by contacting David @ BronzeAgeMin.com
IMAGE is from Frazetta
Incredibly strong, the white ape is “hairless except for an enormous shock of bristly hair upon its head . . . The thing which more resembled our earthly men than it did the Martians I had seen, held me pinioned to the ground with one foot, while it jabbered and gesticulated at some answering creature behind me. The other, which was evidently its mate, soon came toward us, bearing a mighty stone cudgel with which it evidently intended to brain me. . . The creatures were about ten to fifteen feet tall, standing erect, and had like the green Martian, an intermediary set of arms or legs, midway between the upper and lower limbs. Their eyes were close together and non-protruding; their ears were high set, but more laterally located than those of the Martians, while their snouts and teeth were striking like those of our African gorilla.” (PM,V - VI)
White apes are accomplished hunters that are skilled at climbing and infiltration. Stalking the sun-bleached ancient cities of the dead sea bottoms, by day or night, they are encountered alone or in pairs and are the only monster upon Barsoom that can arouse fear in the hearts of the green Martian. White ape herds are also found in the forests of the Valley Dor. They are cunning adversaries and will retreat if an opponent is too well armed or too numerous.
White apes are a primitive species that neither build shelters nor make fires, but they do have a rudimentary language. They use crude tools, but are incapable of using almost all human weapons that they find; although they may defer their paw attacks and wield a cudgel at +8 to hit, inflicting 3d6 damage. There are rare isolated tribes of white apes that have reached TL I in development.
They usually do not accumulate possessions that would be valuable to people; but often the discarded weapons and equipment of their prey are found when encountered in their lair (1 in 6 chance). The typical white ape lair contains d12 coins, d6 daggers, d4 short-swords, and one useful small item such as a compass or a watch. One percent of the weapons found will be enchanted or magical and a white ape lair will always contain one master work weapon (mtwk =10 x cost, +1 to hit, no damage bonus) of a type selected by the GM.
Daring performers have used these monsters to entertain audiences, but white apes are incapable of full domestication and are always dangerous.
You can obtain these excellent WHITE APE miniatures @ BronzeAgeMin.com
IMAGE FROMS Dynamite Comics & Frank Cho
“I fell almost directly in the center of the fierce combat, among warriors who had not seen my approach so busily were they engaged in life and death struggles. The men were fighting on foot with long-swords, while an occasional shot from a sharpshooter on the outskirts of the conflict would bring down a warrior who might for an instant separate himself from the entangled mass.” (PM XXV)
Melee combat is the preferred method of conflict upon Barsoom as
“Few red men are good shots, for the sword is their chosen weapon.” (TMM, IV)
To a lesser extent, large scale or army size combat is also governed by the code of arms; however, the unit with the lesser weapon has to attack first, before being attacked in ranged combat by the unit with the more advantageous weapons.
Javelins are used by Yellow Martians Bows are used by ancient white Martians or isolated red Martian nations such as Manator. Pistols are equivalent to revolvers and used by red warriors. Revolvers are used by therns and black pirates and red Troopers. Rifles are used by therns, Red troopers, and red kadars/ guards.
Green Martian rifles (GMR) are used by the 15' green troopers. “Thar Ban reached the side of his mount he snatched his long radium rifle from its boot, and, wheeling, poured three shots into the oncoming red men. Such is the uncanny marksmanship of these green Martian savages that three red warriors dropped in their tracks as three projectiles exploded in their vitals.” (TMM IV)
The attacker rerolls all 1s if he is on higher terrain such as a hill, battlement, flier, etc. .
Saving throws are allowed if the defender/ target has cover. Chance of avoiding injury (d6) is based upon target’s cover - - >
a ‘6’ if light cover; smoke, brush, etc.,
a ‘5’ or ‘6’ if medium cover; trenches, walls, ruins, small flier, etc.,
a ‘4’, ‘5’ or ‘6’ if heavy cover; battlements, forests, battleship, etc..
This bonus is increased
An additional one in six if night combat, and/or
An additional one in six if elite or crack unit, and/or
An additional one in six if rapidly moving target, and/or
An additional one in six if target is at long range (twice that listed).
Regardless of defender’s cover and circumstantial modifiers, the defending unit or target always fails its saving throw on a natural one on the d6 throw.
Upon the Red Planet, sword fights are the preferred method of settling individual and unit combat; melee combat is resolved according to the ancient or traditional code of arms: “Scarcely had his hideous laugh rang out but once, when I was upon him. The brute was twelve feet in height and armed to the teeth, but I believe that I could have accounted for the whole roomful in the terrific intensity of my rage. Springing upward, I struck him full in the face as he turned at my warning cry and then as he drew his short-sword I drew mine and sprang up again upon his breast, hooking one leg over the butt of his pistol and grasping one of his huge tusks with my left hand while I delivered blow after blow upon his enormous chest.
“He could not use his short-sword to advantage because I was too close to him, nor could he draw his pistol, which he attempted to do in direct opposition to Martian custom which says that you may not fight a fellow warrior in private combat with any other than the weapon with which you are attacked. In fact he could do nothing but make a wild and futile attempt to dislodge me. With all his immense bulk he was little if any stronger than I, and it was but the matter of a moment or two before he sank, bleeding and lifeless, to the floor.” (PM X)
R = red, G = green, T = thern, B = black, Y = yellow, and W = warrior, T = trooper or cavalry and P = pirate.
Players may assign modifiers to the die roll based upon the circumstances; i.e.,
Charging, surprise, terrain advantage, troop quality, etc. . .
Retreat does not appear to be a common option for the determined warriors of Barsoom; therefore, unlike terrestrial based war games, morale rules are not a necessity. Each unit within base contact rolls d6 in melee and if the attacker’s die roll is equal or greater than number assigned to defending, a casualty (remove miniature or model from play). This continues until either player is eliminated or chooses to withdraw his forces from battle.
“These Kaolians are most noble fighters, nor are the green men of the equator one bit less warlike than their cold, cruel cousins of the temperate zone. There were many times when either side might have withdrawn without dishonor and thus ended hostilities, but from the mad abandon with which each invariably renewed hostilities I soon came to believe that what need not have been more than a trifling skirmish would end only with the complete extermination of one force or the other.”
An enormous beast used by green Martians to pull their three-wheeled chariots. “There were about two hundred and fifty of these vehicles, each drawn by a single animal, any one of which, from their appearance, might easily have drawn the entire wagon train when fully loaded. The chariots themselves were large, commodious, and gorgeously decorated. In each was seated a female Martian loaded with ornaments of metal, with jewels and silks and furs, and upon the back of each of the beasts which drew the chariots was perched a young Martian driver. Like the animals upon which the warriors were mounted, the heavier draft animals wore neither bit nor bridle, but were guided entirely by telepathic means.” (PM II)
“The fifty extra mastodons, or heavy draught animals, known as zitidars, and the five or six hundred extra thoats of the warriors running loose within the hollow square formed by the surrounding warriors. The gleaming metal and jewels of the gorgeous ornaments of the men and women, duplicated in the trappings of the zitidars and thoats, and interspersed with the flashing colors of magnificent silks and furs and feathers, lent a barbaric splendor to the caravan which would have turned an East Indian potentate green with envy. “The enormous broad tires of the chariots and the padded feet of the animals brought forth no sound from the moss-covered sea bottom; and so we moved in utter silence, like some huge phantasmagoria, except when the stillness was broken by the guttural growling of a goaded zitidar, or the squealing of fighting thoats. The green Martians converse but little, and then usually in monosyllables, low and like the faint rumbling of distant thunder." (PM XV)
“As fish are caught in a cruel net, or birds are taken in a snare, so men are trapped by evil times.”
I have and utilize the Esoteric Creature Generator. I was looking at the numbers from Lamentations of the Flame Princess. James Raggi is a talented writer and a gifted GM who has a loyal following. He has poured SIX months of his life into Weird Fantasy and has generated less than 150 sales ($9000?).
James Mishler was right when he posted 15 July 2009 "Gamers do not need us and our products, the writers, editors, artists, and publishers of the adventure game industry. They may want us, but they do not need us.”
I pity those who try to have a primary income from RPGs . . .
“There are some things that can beat smartness and foresight- awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him.”
Mark Twain, A Connecticut Yankee in King Arthur's Court
a section of this text is found in issue nine . . .
The lone d6 rolled behind the screen is a convenient and rapid way for the GM to determine success or failure at a task not specifically outlined in the rules.
This is accomplished by mentally accessing the LIKELYHOOD of success, then if the d6 result falls in the range listed (lower is better), the character achieves the desired goal.
ALWAYS (6 or less)
USUALLY (5 or less)
OFTEN (4 or less)
FREQUENTLY (3 or less)
SOMETIMES (2 or less)
UNLIKELY (1 or less)
RARELY (0 or less)
PREPOSTEROUS (-1 or less)
IMPOSSIBLE (-2 or less)
Re roll all ‘1s’ if character is a novice
(1st level or less)
Re roll all ‘6s’ if character is accomplished adventurer
(6th level or higher)
I go on vacation one week and we have another family feud ; - 0
just like MENSA, it is very difficult to keep you intelligent, creative and independent types together . . .
I am not here to add to THAT discourse but to show you how i
RANDOMLY STOCK ENCOUNTER AREAS
When designing encounters for a balanced PC party; total all PC & NPC levels (counting zero-level NPCs as ½) , then divide by five to obtain the party level or X. X = encounter level (EL) or challenge rating for each monster encountered.
After you have drawn up your dungeon map Or use http://www.gozzys.com/article.php?cm_id=8 and have an idea for the adventure plot, use a d10 to stock the rooms, caverns or encounter areas.
1)…Monster whose EL = X -1, …..Treasure value = X squared, times 100cp. 2)…Monster whole EL = X -2, …..no treasure. 3)…Monster whose EL = X, …..Treasure value = X squared, times 100sp. 4)…Monster whole EL = X , …..no treasure. 5)…Monster whose EL = X +1, …..Treasure value = X squared, times 100gp, + …..% chance of magic item = 5X%. 6)…Secret door to hallway or another room …..chance to find is 1 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out. 7)…Hidden treasure, value = X squared, times 100 sp, + …..% chance of magic item = X squared. …..chance to find is 2 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out. 8)…Trap, typical damage is d2X, attacks randomly, …..chance to find / avoid is 1 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out. 9)…Truly empty room, except for room features, ….. invent your own or …..use Monte Cook’s table 3-11, DMGv3.5, p.65. 10)..Prisoner, 90% of prisoners are commoners; …..otherwise, NPC’s level = dX, …..roll 2d6 to determine race of prisoner, …..roll 3d6 to determine ability scores for NPCs.
*Dwarf prisoners without a designated class are 1st level fighters, **Elf prisoners without a designated class are 2nd level mages, ***Half-elf prisoners without a designated class are 1st level in class corresponding to their highest ability score.
Recalling the advice from the Land of NOD
Only half of all treasure is found in the portable form of coins, gems or jewelry; the rest will be in the form of trade goods. Some sample trade goods are
100 cp = one hundred pounds of wheat 100 cp = fifty pounds of flour 100 cp = two kegs of beer (40 lbs each) 100 sp = ten pounds of salt 100 sp = six pounds of cinnamon 100 sp = three pounds of ginger or pepper 100 sp = three kegs of fine wine 100 sp = three adult pigs (100 lbs each) 100 gp = six pounds of saffron or cloves 100 gp = ten square yard of silk (10 lb) 100 gp = three saddles (30 lbs each)
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000,
Wizards of the Coast, Inc.
A priest and two of his disciples are walking through the woods having a lively conversation about the meaning of life and the nature of the universe. They come upon a stream bisecting their path, on the opposite bank is a finely dressed woman staring apprehensively at the moving water. The priest leaves his disciples, wades through the water, and introduces himself to the lady. He then lifts her up and gingerly carries her to the opposite bank.
The priest and his disciples then go along their way in silence. They come to an inn, and the priest is perplexed when his sullen disciples refused to eat. He asked them “What is the matter?”
While the older disciple stared in his stew, the younger disciple spoke up, “Master you touched a woman.”
He replied, “Yes, I did touch a woman, but I put her down. You are still carrying her.”
This is a blog about classic role playing games and
Edgar Rice Burroughs' Martian Chronicles - -
If you are here by accident, have a look around.
The following text is the property of
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").All Rights Reserved.
(a)"Contributors" means the copyright and/or trademark owners who
have contributed Open Game Content; (b)"Derivative Material" means
copyrighted material including derivative works and translations (including
into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which
an existing work may be recast, transformed or adapted; (c)
"Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open
Game Content" means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and
derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f)
"Trademark" means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License
applies to any Open Game Content that contains a notice indicating that the
Open Game Content may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the
License itself. No other terms
or conditions may be applied to any Open Game Content distributed using this
3.Offer and Acceptance: By
Using the Open Game Content You indicate Your acceptance of the terms of this
4. Grant and Consideration: In
consideration for agreeing to use this License, the Contributors grant You a
perpetual, worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5.Representation of Authority
to Contribute: If You are contributing original material as Open Game Content,
You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright:
You must update the COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing,
and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity:
You agree not to Use any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game
Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you
distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
9. Updating the License:
Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of
10 Copy of this License: You
MUST include a copy of this License with every copy of the Open Game Content
11. Use of Contributor
Credits: You may not market or advertise the Open Game Content using the name
of any Contributor unless You have written permission from the Contributor to
12 Inability to Comply: If it
is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License
will terminate automatically if You fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any
provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE:Open
Game License v 1.0 Copyright
2000, Wizards of the Coast, Inc.
Now in order to feed all those underworld nasties,
I propose the UTOW
(feel free to create your own stats):
Utows are a ubiquitous worm that have the unique ability to extract heat energy from the planet’s soil and convert it to biologic mass. The planet has a molten core, that radiates heat at an unsteady and alarming rate. Utows, aka ubi-thermo-worms play an important role in maintaining environmental stability by cooling the surface; otherwise, internally-generated heat from the core would burn and desiccate the root systems of the planet's flora.
Although not usually large (size = 2d6 -3), nor tasty; the utows are nutritious and are the foundation of the diet of subterranean reptiles, amphibians and humanoids. Utows are a subterranean krill that have their greatest concentration 10 to 20 feet below the surface. In general, larger utows are found deeper below the surface. Naturally, utows are rich in vitamin A, a key component of retinol (infravision).
Neither agile or aggressive, utows can deliver a savage bite and the worm’s gizzard will contain (1d6 x Size) coins of varying denominations.
the Dungeon Dozen
has some more creative ideas
During the early 1990s Japan underwent a severe recession and many small businesses failed. There were four lessons learned by small businesses that survived and latter thrived during those tough economic times. When the Japanese economy recovered in the late 1990s, by adhering to these four points, many small businesses were situated to capitalize on new found prosperity in 2000.
1) DON’T COMPETE ON PRICE: Either quality or profits will be compromised; loss of either represents an unsustainable business model. No matter how much you lower your prices you can not outlast the big retailers who are able to command large discounts from suppliers and distributors.
2) LOWER YOUR OVERHEAD: Now is not the time to make improvements in equipment or space. This is a good time to get your family to help in the business on a part-time basis. This is not the time to hire new employees.
3) ESTABLISH A LOYAL CUSTOMER BASE: Courtesy and quality will not overcome low price for some customers; however, in a small business you do not want to entertain the ever increasing demands of price sensitive consumers. Simple things like appreciation letters, commissioned orders and unique (not discounted) products will optimize survivability.
4) DIVERSIFY/ INVEST IN YOUR EDUCATION: Time is plentiful in a down economy; therefore, hours are available for additional training and studying. When the economy recovers, the most skilled are the first to be offered new opportunities and the most resistant to unemployment in future downturns in the business cycle.
These four points are relevant to our current hobby of adventure games(http://jamesmishler.blogspot.com),
especially since many enthusiasts are now attempting to
self-publish or create their own gaming companies.
“BUT GANDALF WAS A MAGIC USER,”
is the familiar lament.
My response is memorized -
“Gandalf was an immortal or angel , not merely a magic-user. So when your character is 700 years old, then and only then will I let your magic-user use a sword; unless of course, you are willing to give up some spell casting ability in exchange for your desired prowess with a long-sword.”
SEVERAL REASONS WHY I PREFER
WEAPON RESTRICTION BY CLASS:
It is HISTORICALLY ACCURATE, in the past humans defined their role by the weapons with which they concentrated their training:
Samurai specialized with the naginata, the katana and the bow,
Medieval mercenaries excelled in the use of the crossbow,
Renaissance infantry trained either with the pike or the musket,
and Modern infantry are trained with assault rifles and light machineguns,
while pistols are reserved for officers and
submachingeguns are reserved for special forces.
TRUE OCCULT LITERATURE does not support sword welding mages. The sword/ blade/ athame used by traditional magicians is not a weapon but a focus of occult or spiritual energy; see Familiar Spirits by Donald Tyson, Finding the Third Eye by Vera Stanley Adler and Three Books of Occult Philosophy by Cornelius Agrippa. (yes, I have read all three – for education purposes- I am not a self-proclaimed magician or occultist).
Authors like Jack Vance and Michael Morcock allow their spell casting protagonists to use swords; however, I do not consider Turjan and Elric to be true wizards, I would classify them as agents or jacks-of-all-trades (fighter/thief/mage) for which I have created a special class in my DnD campaigns to emulate these characters.
Weapon restriction by class helps the GM to AVOID THE JERK factor; if I place a +1 battle-axe in my game, I understand it is going to be used by the fighter, the barbarian or the warrior. I do not want to sit through a 20 minute argument while the magic-user, thief or the priest tries to justify why their character would be best served by owning the +1 battle axe. If I want to power-up the non-fighter types I will added an enchanted staff, short-sword or mace to the treasure haul.
NOW, instead of using weapon proficiencies (AD&D), I presume PCs will invest their down time between gaming session refining their skill with their current selection of armaments; therefore, characters are proficient with all weapons allowed to their class.
I also allow priests to use those weapons ordained by their deity; for example priests of Diana the Huntress would be allowed to use bows and priests of Ares the Warrior would be allowed to use the spear and the gladius.
I respect individual GMs right to create their own worlds and campaigns containing their own unique flavors and tastes; therefore, weapons available to a character class would be agreed upon or modified before game play commences.
Now players being players, they always want to bend the rules or operate outside of their character’s expertise.
I simulate the probability of a PC successfully deploying a weapon not standard to their class
or attempting a skill for which they have no training by
rolling d12 (instead of d20) allowing the normal modifiers (ability, circumstance, role playing, etc.) for the situation.
'Jasoom' is the title given to our Earth by the Martians of Edgar Rice Burroughs' novels.
This blog serves as a forum to discuss CLASSIC pen-n-paper, role playing games. Featured herein are pages from the author's pnp game written and copyrighted in 1990. RED PLANET was based upon ERB's Barsoom novels that are now within the Public Domain . . .
PM = A Princess of Mars GM = The Gods of Mars WM = The Warlord of Mars TMM = Thuvia, Maid of Mars CM = The Chessmen of Mars MM = Mastermind of Mars
This blog is a product of fan fiction. Most artwork on this site is the sole property of the respective artist or copyright holder and reproduced here out of admiration or respect. Much of this art work and more is available at Damon Orellz excellent blog, The ART of BARSOOM. If your artwork appears on this site, and you want it taken down, send me a comment.
“I know that you are interested and that you believe, and I know that the world, too, is interested, though they will not believe for many years; yes, for many ages, since they cannot understand. Earth men have not yet progressed to a point where they can comprehend the things that I have written.”
Forward to The Gods of Mars by E.R.B.