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Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net
ROGUE FEED into the hobby as it was played in the early days. There’s remarkably
little artifice to most JG products. What they contain they contain
Erol Otus Interview because the writer thought it was cool and, more than likely, because
APR 29, 2009 09:21P.M. he’d used it (or something similar) in his home campaign. There’s nary a
whiff of an agenda or theory behind these books, to both their benefit
I haven’t had the pleasure of interviewing Erol Otus, but Matt Staggs did and detriment.
and the results are available here.
A good case in point is 1978’s Ready Ref Sheets. This is in fact the
expanded second edition of the product, the original having come out a
year earlier. 56 pages in length, the Ready Ref Sheets, as its name
implies, is a miscellany of charts, tables, and optional rules for use by
referees of Dungeons & Dragons. The majority of this miscellany comes
ROGUE FEED the first six issues of Judges Guild’s Guildmember subscription,
supplemented by material from the Campaign Hexagon System booklet
Retrospective: Ready Ref Sheets and other JG products. You’ll note that this edition is listed as “Volume
APR 29, 2009 04:02P.M. I,” but, so far as I know, there was never a Volume II.
Many old school referees quite rightly swear by the Ready Ref Sheets.
Within its pages is a collection of some of the interesting, useful, strange,
whimsical, bizarre, and downright stupid ideas for D&D collected in one
product. Here’s a sampling of just a few of them:
• Shock rules
As you can see, it’s a real mixed bag of ideas and I shudder to think of
There’s a reason why I have such a soft spot for Judges Guild and it’s not
playing in a campaign that used all of these charts. Of course, I doubt
just because, even 30 years later, their best products favorably compare
anyone ever would. Instead, they’re intended as spurs to the
with anything that’s been produced since. It’s because they’re a window
imagination, something to which a referee can turn in those moments
1
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
It’s here, I think, that a key bit of wisdom from the past reveals itself. T
Lots of contemporary gamers will make the claim that they lack either
the time or confidence to run a proper sandbox-style campaign. Being W
able to think up encounters or details on the spot can be difficult, no
question, but it’s not as if the referees of the past were made of sterner I
stuff than are those of today. What they had, though, was recourse to
dozens upon dozens of random tables for every occasion — just look at A
the AD&D Dungeon Masters Guide! Modern gamers frequently turn up
their nose at this stuff, but they shouldn’t, since it’s these tables that Dex
allowed earlier referees to wing it with much greater ease.
Ld
I know I regularly used tables in the Ready Ref Sheets as aids to my
imagination and am glad I did. I often think that the old school Int
movement would be wise to produce a book much like this one, geared
toward providing gamers with the tables and charts they need to help Cl
shoulder some of the burden of our preferred play style. Properly
presented, such a book might even be of interest to gamers outside our WP
little corner of the hobby and go some way toward clarifying just why we
love randomness as much as we do. Fel
57
ROGUE FEED 0
3
New Monsters
60
The jungles of Lustria are a lush tropical paradise. It is a land that time
has forgotten and many strange and unique creatures can only be found 3
here. Table 3 lists the monsters from the Warhammer Fantasy
Roleplay Book that can be found living in Lustria. The following are new 0
monsters that are native to the land.
43
Table 3: Existing Monsters
43
Giant Leech WFRP, page 240 Giant Spider WFRP, page 245 Griffon
WFRP, page 238 Hippogriff WFRP, page 239 Lizardmen WFRP, page 43
222 Swarms WFRP, page 228 Troglodyte WFRP, page 228
43
Coatl
29
M
Physique: The Coatl, or Flying Serpent, is a strange, Lustrian creature
WS that figures in the legends of the Slann. The Slann associate the creature
with the God Sotek, and treat it as a sacred animal. Coatl are intelligent
BS creatures, and may be magical. They speak their own sibilant language.
Adults can reach 20′ in length, and may be magical in nature. Coatl’s
2
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
resemble as large snakes, with the head of a dragon and feathered wings. 2
Sometimes their whole body can be covered in feathers. The Coatl can
shed and regrow plumage in any color it chooses. Coatl’s live in the 0
tropical rain forests of Lustria, and avoid contact with other races.
10
Alignment: Neutral
5
Special Rules: Bite attacks are venomous. They fly as swoopers, the
movement allowance given is for ground movement only. Coatl’s cause 15
fear in living creatures under 10′.
10
Cold Ones
0
M
Physique: Probably the direct descendant of a prehistoric creature the
WS cold ones have remained basically unchanged. They are found all over
the continent of Lustria and as far North as Naggaroth. Cold ones are
BS large monsters with long sharp claws and a mouth filled with sharp
teeth. Colds ones get their names from the fact their bodies are cold to
S the touch. Their bodies are covered in thick scales, and a foul smelling
slime oozes from their pores. Cold ones are also known for one thing:
T their lack of intelligence. These are creatures that need to be goaded into
action. Among the great crest skinks (the only group who is known to
W handle the cold ones effectively), it is joked that kroxigors are smarter
than these beasts.
I
Alignment: Neutral
A
Psychological Traits: Due to their size cold ones cause fear in all
Dex living creatures under 10′. Cold ones are also immune to fear and terror,
mainly because they are too stupid to know the difference.
Ld
Special Rules: Cold ones are subject to stupidity, and each time the
Int rider wants the cold one to do anything the rider must make a Ld test.
Failure indicates that the cold one does nothing for 1d6 rounds.
Cl
Culchan
WP
M
Fel
WS
8
BS
33
S
0
T
4
W
6
I
17
A
10
Dex
3
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
Ld Giant Frog
Int M
Cl WS
WP BS
Fel S
6 T
33 W
0 I
4 A
4 Dex
11 Ld
30 Int
2 Cl
0 WP
14 Fel
10 3
24 33
24 0
0 3
4
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
0 6
Alignment: Neutral 2
Special Rules: Giant frogs can use their long sticky tongues to deliver a 24
combat attack at up to [10’] distance. They cannot use their tongue and
bite during the same round. 24
Giant Tick 0
BS Alignment: Neutral
T Jaguar
W M
I WS
A BS
Dex S
Ld T
Int W
Cl I
WP A
Fel Dex
2 Ld
33 Int
0 Cl
3 WP
3 Fel
5
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
9 T
41 W
0 I
4 A
3 Dex
6 Ld
30 Int
3(5) Cl
0 WP
10 Fel
14 6
43 41
43 0
0 5(7)
Saber-Toothed Tiger 0
6
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
the tiger’s bottom lip in a fearsome ivory curve. These teeth can inflict 0
the most horrendous damage as they rip through the flesh of the tiger’s
prey. Saber-toothed tigers have also been known to be able to stalk and 24
successfully kill the thick-skinned stegadon. Skinks fear these great cats,
and even the slow-witted kroxigors realize the danger in facing this cat. 15
Alignment: Neutral 10
Salamander 0
T Alignment: Neutral
W Special Rules: 1 claw, 1 bite, and can spit corrosive venom 15 yards.
The venom is so powerful that it does 1d6 points of damage.
I Salamanders are also cold blooded and thus they are immune to fear and
terror.
A
Stegadon
Dex
M
Ld
WS
Int
BS
Cl
S
WP
T
Fel
W
6
I
33
A
43
Dex
4
Ld
4
Int
10
Cl
20
WP
3
7
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
Fel BS
6 S
35 T
0 W
8 I
6 A
35 Dex
20 Ld
5 Int
0 Cl
24 WP
15 Fel
20 2
15 33
0 0
8
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 30 April, 2009
have a wingspan of 10′, and a large beak filled with razor sharp teeth.
Alignment: Neutral