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Ooze Dragon PDF Print E-mail
Written by Lizard   
Wednesday, 07 October 2009 20:32

Ooze Dragon

It is difficult to say with certainty precisely how the creatures known as Ooze Dragons came to be. The dominant theory is that they were created by the Demon Lord of Slimes, most likely in mockery of a certain former demon who managed to jump herself up to godhood via the worship of the chromatic dragons. Another theory is that the first Ooze Dragon was an accident, the result of a battle between a dragon and an ooze, most likely a black pudding, in some area of high and wild magic.

Ooze Dragons, while sapient, are not very bright. They are among the stupidest of the dragons, and their soft, malleable bodies are more revolting than fearsome. An Ooze Dragon cannot even fly -- its wings are great sheets of slime, constantly dripping, and they cannot catch or hold the air. It can, however, slowly climb up or down almost any surface.

Like all dragons, Ooze Dragons enjoy their hordes, but their acidic bodies reduce most treasure to useless goop. Any items which survive are likely either ceramic, some jewels, or powerful magic. The most intelligent of Ooze Dragons will actually have their hordes managed and maintained by servants, usually kobolds who can't find a more respectable dragon to grovel under.

Ooze Dragons are asexual. They reproduce via the Ooze Drakes which split off from their bodies when they are wounded. Very rarely, an Ooze Drake will slither away from its "parent" and will, eventually, become an Ooze Dragon Wyrmling and then age normally.

 

Full stat blocks for the Ooze Dragon and his Ooze Drakes after the break!

(A side note -- I've been using image files instead of text blocks due to nightmares with trying to paste the formatted text into my Joomla editor. I hope this isn't problematic for anyone.)

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Dragons and Dungeons PDF Print E-mail
Written by Lizard   
Monday, 05 October 2009 09:52

DRAGONS (and Dungeons)

So there I am, 14, and flipping through a friend's Monster Manual (First Printing of First Edition, the one with no illustration for the Eye Of The Deep, and of course the classic Sutherland cover, and my attention was focused not on the topless monsters (oh, boys and girls, there was nudity back in those days in our gaming books... mmm.... Loviatar....), but on the dragons. It utterly and completely fascinated me that there were ten types of dragons (plus two uber-dragons). My semi-Asperger's adolescent mind was enraptured with the categorization scheme -- colors for evil, metals for good, each with levels of power, and of course each dragon had eight age groups to which it could belong. (Indeed, a large part of the appeal of the Gygax era was, to me and to many others, the codification and classification of fantasy. To some folks, especially hoity-toity modern day artsy-fartsy new-age hippie commie 'indie' game designers, this is blasphemy and anathema, the destruction of wonder. To me, though, it's the candle to the moth of my interest. The world of Gary Gygax, the world of color-coded dragons and numerical demons, of oozes and trappers and lurkers above, is the world that first grabbed hold of my consciousness. Thinking of it now, it occurs to me that the obvious artificiality of it was a huge part of the appeal -- it was so self evidently a designed world, a world made up by a modern mind for the purpose of being made up, that it told me "You can do this too!". Mythology was not just something inherited or absorbed, with no known origin and no credited creator; mythology could be made up by anyone.)

OK, major digression there. Anyway.... Dragons.

Last Updated ( Monday, 05 October 2009 11:45 )
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The Sparrow PDF Print E-mail
Written by Lizard   
Thursday, 24 September 2009 20:47

Book Review/Thoughts: The Sparrow

I just finished "The Sparrow", by Mary Doria Russel. It was this month's book for our local SF Reader's club, and it was very much the sort of book I'd pretty much never pick up to read on my own, which is why I like our local SF Reader's club, because it has a good cross-section of genre fans and, thus, a wide selection of books outside my usual preferred range. Sometimes, I am reminded why I really don't like books in a particular genre/style/tone... and other times, my horizons are broadened. In Lizard's opinion, a hundred crappy books are worth one great one... that is, I don't mind a large number of misses if I get even one hit.

So it is with "The Sparrow".

Read on for the full details!

Last Updated ( Tuesday, 29 September 2009 15:44 )
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Everlasting: Book Of The Unliving PDF Print E-mail
Written by Lizard   
Friday, 07 August 2009 02:19

Everlasting :Book of the Unliving

Lizard skips the half-human dream insects and decides to look at a late nineties game where you play angst ridden undead in a world filled with all sorts of supernatural entities, using a dice pool system and filled with pretentious posturing. And, no, it's not from White Wolf! Welcome to Everlasting: Book Of The Unliving! 

Last Updated ( Saturday, 08 August 2009 03:56 )
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Morgarin's Chants PDF Print E-mail
Written by Lizard   
Tuesday, 08 September 2009 13:10

Morgarin's Chants

Continuing yesterday's theme a bit, we turn to class powers only available to those of a specific race. I really believe that choices ought to matter, that any time you're asked to spend resources, there should be some consequences. Over the history of D&D, there's been a lot of variance in how important this choice is. In Original D&D, race was also class -- you weren't a Dwarf Fighter, you were a Dwarf, who advanced "as a fighting man" until he hit his (low) level cap. AD&D added the idea race and class were separate picks, and allowed demi-humans (only) to multiclass, but there were a plethora of specific rules and limits, many of which made no sense. (Elves were limited to 11th level as magic-users and only humans could be druids, for example.)Second edition kept this mostly intact but expanded the ranges a bit. And then 3rd edition blew the doors off the whole enterprise with any race, any class, any level.

4e, for the most part, has kept the 3e viewpoint with a few modifications. First, races are now all benefits, no drawbacks -- except for small-size races being unable to use decently sized weapons. Second, there are more race-only feats. With the exception of a few paragon paths, though, pretty much every race has access to everything in the books, and there's not too much to distinguish a dwarf fighter from a human fighter in terms of ability.

Today's Breakfast Crunch -- actually being done at breakfast, go me! -- presents Morgarin's Chants, a selection of unique Bard powers created by the battledrummer Morgarin during long siege of Krumveig Hold by the Glistening Legions of Caranail. The intent is that these powers be freely accessible by any dwarf bard, without additional requirement, but DMs should feel free to make them "lost" powers which must be discovered once more.

Last Updated ( Tuesday, 08 September 2009 14:19 )
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