Showing posts with label Advanced Dungeons & Dragons. Show all posts
Showing posts with label Advanced Dungeons & Dragons. Show all posts

Monday, March 23, 2015

Hound of Ill Omen


This ghostly hound appears before you. A howl quickly follows. On this day your God has taken notice of your transgressions. 


Source: AD&D 2E Monstrous Compendium Annual 3
              Original source AD&D 1E Fiend Folio

The Hounds of Ill Omen are servitors of the Gods. They are only encountered when a great offense has occurred. The hound is sent by a God to lay down a curse upon the offender. The Hound simply appears as ghostly messenger and lets loose a howl. All creatures within 120ft can hear the howl but only those who can see the hound are affected.

Now only the offender can see the hound unless other creatures use magic to reveal it. Once the howl has been delivered the offender has a feeling of dread and despair wash over him. He knows that something horrible is about to happen and is fully aware of its transgression against the God.

Combat

The Hound of Ill Omen offers no challenge in combat. It has a AC of 10, no attacks, 1 HD, and is worth zero experience. Its main function is a plot device.

The Curse

-Once the Hound has delivered its curse through its howl the offenders has its next 1d10 wounds deal quadruple damage. Until all of the 1d10 wounds have been dealt no magical healing can heal the offender.

- If the offender chooses to self-inflict damage on himself to reduces the wound total it has no effect on the sum total. Only intentional wounds count towards the threshold.

-All creature who can see and hear the Hound are affected by the curse.

-A remove curse by a priest of at least 12th level cast within one turn of the howl can reduce the wound curse by half the normal amount. So instead of 1d10 roll 1d5.

-Those who slay the Hound of Ill Omen are affected as if the curse had targeted them. This includes the person who supplied the killing blow and anyone who was involved in the combat or had planned to be involved.

-If the offenders was responsible for the death of the Hound or was involved with those who killed it he instead take double the amount of wounds. Take the next 1d10 wound and times it by 2. Also remove curse will have no effect plus there is a 70% chance the God will send a more powerful servitor to deal with transgressor.

Adventure Seed

-A prominent noble has hired the group to help protect him. Last week he was visited by the Hound of Ill Omen. He has withdrawn to his mansion and hires the adventurers as bodyguards. He feel over the course of the next day or so he will be attacked. The PCs must prevent the noble from taking damage and dying over the course of 24 hours. The mansion is attacked by waves of creatures throughout the day. They try to infiltrate the manor to get to the noble. If the noble can survive the entire day the God will remove the curse bestowed upon him.




Monday, March 2, 2015

Zombie, Radiation (OSRIC)


Zombie, Radiation
(turned as type 3)

Frequency: Very Rare
No. Encountered: 3d4
Size: Man-sized
Move: 60ft
Armour Class: 8
Hit Dice: 3
Attacks: 1
Damage: 1d8
Special Attacks: Radioactive Aura
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Non-
Alignment: Neutral
Level/XP: 3/65 + 2/hp

Sometimes when highly radiated meteor crashes into the Earth it can cause the dead to rise and become radioactive. Most meteors crash harmlessly but on a rare occasion it has been reported that a large meteor will impact directly on a village or town killing all that reside their. This horrid event will trigger the recently slain to raise up as zombies with radiation flowing through their body.


Radiation Zombies have an aura of radiation. Each living creature within 30ft of a Radiation Zombie must save vs. poison or be drain of 1 point of Constitution. If there are multiple Radiation Zombies then a save is needed for each aura. If reduced to zero Constitution the victim will die and rise as a Radiation Zombie the following round. If the Radiation Zombie is slain in combat their radiation aura has a diminished intensity and will only require a save vs poison once per day. Constitution damage from Radiation will return at a rate of 1 per day.

Radiation Zombies are extremely slow and always goes last in melee combat. They are immune to enchantment, hold spells, and damage from cold. Radiation Zombies are mindless and will attack any living target on sight and will never retreat from combat. Radiation Zombies can be turned by Cleric as a Type 3 undead.



     I am hoping to create a new or variant monster once per month. I am planning to commission artwork for each creature. Hopefully after a couple of years I'll be able to compile them into a pdf and create a hardcover monster book. If you are curious to see how this progresses follow my blog for future updates.

Artwork by Joanna Ballendorf
Owned by Steven Marella

Monday, February 23, 2015

Blackball


This five foot diameter ball of black energy slowly moves toward you. Everything in it's path that it touches instantly disintegrates. 


Source: AD&D 2nd Edition Mystara Moustrous Compendium Appendix

     The Blackball is also known as the Deadly Sphere. A ball of black energy that destroys everything in it's path. This rare creature is immune to almost all forms of attacks. When a Blackball appears it is more of an event then an encounter. How do you contain this destructive force? Simply rushing into combat will result in death.
     There are a few theories of the Blackball existence. Some believe that a powerful fiend was captured by Immortals and transformed into this deadly orb. Although some scholars have debunked this theory since Blackballs are neutral in nature. A second theory is an unknown race created this creature to transport victims to another plane of existence. Scholars also have doubts since it appears the individual is quite obviously disintegrated.
     The most popular theory is that the Black Balls were created by Old Ones. Outer Gods of immense power that easily surpasses any mortal deity. Thankfully the existence of a Blackball is very rare.

Combat: The Blackball is worth 8,000 experience in AD&D 2nd Edition. It has no HD and an AC of 10. It is one of the few creatures that doesn't actually have hit points since everything from melee attacks to spells have no effect on it. It doesn't avoid attacks and wants to be hit since anything touching it simply vanishes.

-Disintegrate: Any magical or non-magical object or person who simply touches the Blackball is destroyed. There is no saving throw. You are dead. Your items are gone. Life sucks. Only artifacts at the DMs discretion might survive being touched by the Blackball. Since the Blackball is extremely slow(only 3 movement) any player character can attempt a Dexterity check to avoid touching this deadly sphere. Best tactic is simply evading this creature or running far far away.

-Lifesense: The Blackball senses all intelligent lifeforms within a 60ft radius. It randomly chooses a victim and moves in a straight line to destroy that individual. Those who move beyond the 60ft radius are not detected. The Blackball can simply detect you from an upper level or lower level as long as you are within 60ft. It can drop down from the ceiling destroying all the stonework that is in it's way.

-Spell Immunity: Blackballs are immune to all spells with the exception of a couple. A very carefully worded wish might suprress the Blackball. Also a gate spell cast within 60ft of the Blackball will have it gravitate towards the portal and head off in a new domain. Now you might have trouble if you piss off another world since you sent a ball of destruction their way.

     Blackballs aren't really meant to be a random encounter. A whole campaign can based around the appearance of this orb. This event can spawn a number of side adventures to find a way to contain or destroy this threat. Conventional means are simply ineffective and the PCs must be resourceful in figuring out a solution. Maybe seeking an audience of the Gods for advice or finding a long lost artifact to halt it's destructive path.


Friday, February 20, 2015

Cockatrice

This hideous avian creature has the body of an emaciated rooster, the wings of a bat, and a long, scaly tail.

Source: AD&D 2E: Monstrous Manual. Original Source Dungeons & Dragons Set(1974).

     The Cockatrice is a hybrid of a lizard, cock, and bat. It's known for it's ability turn flesh to stone. The Cockatrice main habitat is the wilderness where it hunts insects, small lizards, and the like. It does not use it's petrification ability when hunting for food. It only uses this ability when its lair has been threatened.

     The Cockatrice has a nasty temperament. The female is the rarest of the genders and tend to be the most dominant. Males will fight for the privilege of joining their female counterpart's harem. A cave will usually house a flock of Cockatrices. Inside the cave the Cockatrices build nests and decorate them with shining objects such as coins or gems.

Combat: Cockatrices are small creatures no bigger then a large turkey with the ability to fly. They are worth 650 experience points. They have a weak beak attack that does only 1d3 points of damage. The defining aspect of that beak attack is the ability to petrify their victims. Their petrification attack will only work on those wearing fabric based armor like leather or no armor. It will not work through metal armor.
     The Cockatrices know their limitations. A flock of Cockatrices will gather around the least armored individual to delivery their beak attack.

-Petrification: The Cockatrice try to attack expose flesh and those wearing only fabrics. If a large area of flesh is exposed it is assumed they attack that area. Those attacked by the Cockatrice must save vs petrification or be turned to stone. The level of AC will reduces the chance of penetration by 10% per AC value. So an AC 7 opponent has a 70% chance of the beak penetrating to the skin.

     Cockatrice feathers are sought out by certain wizards for their quills which can be used to scribe certain scrolls. Also the unhatched eggs are prized for those seeking to raise one from birth. Both of those details open a couple of adventure plots. Having a wealthy merchant hire the player characters to sneak into a Cockatrice lair to steal eggs makes for an interesting adventure. For those not heavily armored the risk of this encounter can be quite deadly and trying to actually avoid the confrontation can be exciting.

     Cockatrices are generally used as low level opponents. Without the proper spells or equipment an encounter with them can ruin a players day. So any DM should use them with a bit of caution.

Friday, February 13, 2015

Crypt Thing

D&D UndeadShreds of leathery flesh cling to this skeletal figure’s body, while twin motes of fiery light glow deep in its eye sockets.

Source: AD&D 2nd Edition Monstrous Manual. Originally from AD&D 1E Fiend Folio.

     Crypt Things are undead creature who guard tombs, graves, and corpses. The sole purpose of this guardian is to protect those who have been laid to rest. They are not your typical evil guardian but neutral in nature. It only animates when a grave robber/adventurer have disturb the sanctity of their lair. Until that point they lay motionless and appear as nothing more then a cloaked skeleton.

D&D undead     Once animated they spring into action. Their main line of defense is to teleport offenders away from their lair. They have been known to teleport an adventurer directly over a pit or chasm which usually ends in their unfortunate death. There are two types of Crypt Things ancestral and natural. Ancestral Crypt Thing are not created but mysteriously appear when someone of significance needs protection. Natural Crypt Things are created by wizards or priest to guard an important tomb. 

Combat: Crypt Things are worth 975 experience. Once it has exhausted it's teleportation trick it resort to a claw attack that deals 1d8 points of damage.  

-Teleportation: Once per adventuring group the Crypt Thing can teleport them in a random direction. Each character is allowed a saving throw vs spell to resist this effect. The victim won't appear inside a solid object but they don't necessarily appear on level ground. They can appear several hundred feet in the air and fall to their death. The following table is used as a guideline or can be rolled randomly if you choose. 


1d100Destination
01-201d10×100’ north
21-401d10×100’ east
41-601d10×100’ west
61-801d10×100’ south
81-901 dungeon level up
91-001 dungeon level down

-Immunities: Only magic weapons can deal damage to a crypt thing, Like most undead they are immune to mind-affecting effects. The magic that binds them to their lair makes them immune to turning. 

-Vulnerabilities: They are harmed by Holy Water and Holy Symbols.

Undead     It is rumored that the powdered marrow of the Crypt Thing can be used to create a potion of undead control. The bones of the Crypt Thing can be used to manufacture pipes of haunting that imposes -2 penalty to saving throws and is twice as effective.

     The Crypt Thing makes a great guardians. A city with a large Necropolis could have an entire order of Crypt Things protecting it. Since they are intelligent undead they can be used as the keepers of the catacombs. Maybe a great artifact is lost in the catacombs and the final confrontation is against one of these undead. 

     Another option is the adventurers have reached the Crypt. They face multiple Crypt Things. The group fails it's saving throws and is teleported to a secret dungeon level which they must brave to get back to their original destination. The second time around the Crypt Things can't use their teleportation and the climax of the adventure can take place.





Sunday, February 8, 2015

Larva

Larvae Larva D&D Pathfinder Demon Devil FiendHorrifying 5 feet long worms that are sickly yellow and covered in viscous, foul-smelling fluid. The head is a distorted face resembling a mortal from a previous life.

Source: Planescape: Monstrous Compendium Appendix I
(Original Source is AD&D Monster Manual)

     Larvae are formed when selfish humanoids die and their spirits are doomed to spend their existence in the service of the Lower Planes. Larvae are the building blocks of the Lower Planes. They are treated like herd by the Night Hags who gather them up to be used as a form of currency. Demons and Devils seek out these Larvae to build their fiendish hordes. A Larva sole purpose is to be transformed into a Quasit or Imp.

     The Quasits and Imps can eventually transform into other types of fiends. It is not unknown for a greater fiend to transform them into a more powerful demon or devil if needed. The Devils of Baator are known to cast their Larvae into a pool of flame where they suffer for 11 days and emerge as a new cruel creature. Rumors have spread that the Devils have been acquiring millions of Larvae for a foul ritual. The sacrifice of these lowly creatures will fuel a potent spell that will wipe out their hated demonic enemies.

     Larvae are semi-intelligent creatures who communicate through body movement that cannot be understood by others.

Combat: A Larva is a low-level opponent worth 35 experience. They have two notable abilities; Wounding and Rotting Disease

-Wounding: Whenever a Larva successfully bites an opponent they continue to bleed for 1 hp of damage each round. The wounds must be bound or magically healed to stop the bleeding.

-Rotting Disease: Anyone bitten must save vs. poison or be infected by a rotting disease. The victim's skin develops a painful skin rot. After 3 weeks the victim loses 4 hit points each day unless they remain absolutely still. After one month they die unless a cure disease is cast upon them.

Thursday, February 5, 2015

Session Report: Tower of the Black Pearl & More...

Last Night on January 2/4/15 we had our third session of Advanced Dungeons & Dragons 2nd Edition. We ran it on Roll20 for about two and half hours. Our band of adventurers are....


Lefira: Halfling Fighter
Azurith: Elven Cleric
Taurnil: Elven Thief/Mage
Rin: Human Paladin
Shnozola: Gnome Druid
All 1st level dudes and dudette

The group finished up Tower of the Black Pearl Adventure at the halfway point of the session. In total it took us about six hours to complete the adventure. Tower of the Black Pearl is a converted module from Dungeon Crawl Classic. All conversions was done on the fly. The great part about the older games is that they aren't as codified as the newer versions of D&D which essentially mean you can make shit up. 


Virtual Table Top
Some bullet points below

-The group found a sarcophagus at the end of last session. After a bit of time they pried the lid off. Inside they found a skeleton wearing moldering robes and a golden crown. Being noble adventurers they rob the crown and began searching inside. They also found a pair of gemstones. They figured out the gemstones would activate an archway in the teleportation room they found.

-Returned to teleportation room. Activate portal. Appears in a room with a rectangular pool with the black pearl on the other side inside the mouth of a dragon statue. Between them and the statue was a pool filled with sea snakes. Hundreds of them. The group pulled a grapple hook and rope trick to get it snagged on the statue. Had the gnome climb the rope to the other side....

-Gnome steals the gem. The wall burst open with water. Tower is flooding. Gnome is rushing back but was having a hard time with the slippery rope. Eventually fell in the water with the snakes. The group grabs the rope to pull him to safety. I have 16 snakes attack him with 15 of the 16 missing. All rolls out in the open. Should of been a dead Druid but the dice gods were on his side.

-The Tower was flooding quickly. The group was dodging falling walls and rushing water but were able to escape to their boat.


Roll20
-Headed back to the Village of Tarnwood to collect their reward from the town merchant. While there the gnome held the orb and it glowed with blackness. The orb gave the gnome visions of ravens, an old hag, winter village, mouth with fangs, etc. All good shit. 

-The Merchant explained while they were gone a band of goblins sacked a nearby village of Greenspur......and stole all the women there....also killed most of the men...

-Then some witchcrows(crows with some witchery in them) arrive and attack. The group engaged them. Killed two of them but the third one pecked out the eye of the merchant and stole the pearl. 

-The group started to investigate the village learning more about it's inhabitants. They found out about the backwater Hobbs family and how they were into witchcraft. Also the lone survivor(supposedly) Leah had a weird birthmark on her back that looked like a bunch of goat heads with tentacles....yippee! 


D&D World



Notes: The Withcrows were converted from Pathfinder. They are from the Snows of Summer Adventure Path. I just gave them one special ability which is misfortune. Misfortune essentially makes you roll twice and take the worse result.

The last image is a region in my world. It doesn't have a name or gods really...I just told everyone just pick a god from legends & lore. I'm just making the world up as I go.

Previous Session Recap










Tuesday, February 3, 2015

Mudman

Mud Elemental A pool of muddy water begins to take shape. The mud animates into a roughly humanoid shape with four thick fingers on each hand and it's body trailing off into the dirty pool below. It's eyes are jet black. 

Source: Monstrous Manual AD&D 2nd Edition

     Mudman are unintelligent lifeforms that are created when magic has corrupted a water supply. Residual magic that has leaked into a pool will sometimes spawn a Mudman. The Mudman has only two states of activity. In one state they simply rest and blend into the pool they inhabit. When disturb by a trespasser they spring into activity by forming a semi-humanoid shape to assault the intruders. 

     When in their dormant state they are virtually undetectable. They spread out on the bottom of a pool and siphon the arcane energy that has saturated the surrounding terrain. When in this state they are immune to all non-magical and magical weapons. Spells however will still effect them. When aroused it takes one full round for the Mudman to form a body to defend it's lair.

     Mudmen are not natural creatures. Their only purpose is to kill those who invade their pool. They do not hoard treasures. Any leftover treasures from a previous kill are slowly absorbed into it's form. Recent treasure that is less then one month old will have not been absorbed. 

Combat: Mudmen are small creatures who appears in groups of 2 - 12. They have an experience value of 175. 

-Mud-Throwing: Mudman hurl mud at their opponents. They treat their victims AC as 10 and each hit reduces one's movement by one. Each round they move towards their victim and when they are within 10ft they hurl their bodies on their target. On a successful hit the Mudman has sacrificed it's body and is dead. Once the victim is engulf it's movement is reduced by 4. It takes five rounds to remove 1 point of movement penalty due to the mud.

-Suffocation: Between hurling mud and engulfing victims the threat of suffocation is real. If an opponent is reduced to zero movement they begin to suffocate. Each round they take 1d8 points of damage until their nose or mouth is cleared. If five rounds go by without having their airways cleared the victim dies. 

-Spells: Mudman takes damage normally from spells that harm a living creature. The spells dig and dispel magic act as fireball against the Mudman. Transmute mud to rock instantly kills them.

-Immunities: Mudman are immune to poisons and are unaffected by spells that target the mind.

     The most interesting mechanic of the Mudman is the movement reducing mud. Having multiple Mudmen attack the party can wreck havoc. Especially if a halfling or gnome is targeted. Since they have the lowest movement rate they begin suffocating within a couple of rounds. I like the fact that Mudman have a kamikaze ability. I don't think their are many creatures that intentionally kill themselves.

Friday, January 30, 2015

Devil, Gelugon (Ice Devil)

Dungeons & Dragons Ice DevilA pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.

Source: Planescape Monstrous Compendium Appendix I
     
     Technically they are not devils in 2nd edition Advanced Dungeons & Dragons. They are Baatezu. In all other editions they are Devils so that is what they are to me. The Gelugons are high level opponents commonly known as Ice Devils. They guard the eighth level of the Nine Hells. Cania is the frigid layer that protects the only portal to lowest level of the depths of Hell. 

     Gelugons are the ultimate guardians of Hell. Despite dwelling in the frigid cold of Cania they actually dislike the cold and prefer the hotter layers. They are loyal soldiers of their dark masters. One day they hope to be promoted to a Pit Fiend. After serving 777 years with an unblemished record they are eligible for promotion. 

     Now promotion kinda sucks. If they are selected to be a Pit Fiend they must endure the Pit of Flame. There they are tormented for 1,001 days. After nearly three years of torture they emerge as Pit Fiends.                                                                                                              
     The Ice Devils are known to be the most stoic of all devils.It is rumored that inside their chest is a heart of a frozen mortal. This allows them to make decisions without any emotions. 


Dungeons & Dragons Ice Devil
Combat: In AD&D 2nd Edition the Gelugons are high level opponents. They are worth 19,000 experience if defeated.

-Strong like Bull: Gelugons are extremely strong and possess a 18/76 Strength. They attack four times a round with two claws, pincers, and tail. 

-Numbing Cold: If struck by the tail of the Ice Devil the victim must save vs. paralyzation or be paralyzed by numbing cold for 1d6 rounds. One in four Gelugons carries a long spear and it can direct it's numbing attack through the spear. A failed save slows(as the spell) the victim for 2d4 rounds. 

-Spell-like Abilities: At will detect invisibility(always active), detect magic, fly, polymorph self, and wall of ice. 

-Gate: They can attempt to gate in allies. 2 to 12 barbazu with a 50% chance once a day. 2 to 8 Osyluth with a 35% chance one a day. 1 to 2 Gelugons with a 20% chance. 

-Regenerate: Ice Devils regenerate 2 hit points per round

-Senses: Gelugons see perfectly in the dark.

-Fear: The Ice Devil radiates a 10ft radius fear aura. All within the aura must save vs rod, staff, wand or flee in panic for 1d6 rounds.

-Misc: 50% Magic Resistance and a +2 or better weapon to be hit.

     If by chance you are wandering around in Cania and trying to get to Lucifer's palace....the only entrance is guarded by 9,999 Gelugons. Just make sure you bring a large army of Angels with you.

Wednesday, January 28, 2015

Maelephant

AD&D MaelephantThe Maelephant is humanoid in shape with hands that appear oversized for its body and tipped with claws. It's head is similar to a small-eared elephant's head. It has a small mouth filled with tiny teeth, small red eyes, and a long, coiling trunk tipped with a long, thin spike.


Source: Planescape Monstrous Compendium Appendix AD&D 2nd Edition
Fiend Folio 3.5

     The Maelephants are lower planes guardians. They are used by demons and devils to guard an object or area. Typically that agreement will be for 100 years. When not guarding something the Maelephant travels the lower planes with an intense urge to protect and guard although it has nothing of it's own to secure. If provided with large amount of living flesh it needs for sustenance the Maelephant will be greatly swayed to act an a guardians.
     Once a Maelephant has agreed to protect or guard something they will not leave their post and will fight to the death. They never pursue beyond their boundary of guardianship. The Maelephant has an arsenal of abilities to deal with trespassers. From a memory erasing breath weapon to spell-like abilities.

Combat: The Maelephant is very high powered foe. Worth 10,000 experience in 2nd Edition.

-Defenses: Requires a magical weapon to be hit, can never be surprised, and never needs to roll for a morale check
AD&D Maelephant

-Claw/Claw/Trunk: The Maelephant has three attacks. Two claws that deal 1d6 damage and a slam with their trunk spike which deals 2d6 damage.

-Breath Weapon: The Maelephant can unleash a cloud of noxious vapor three times a day. The vapors requires a save vs poison or suffer complete memory loss. You completely forget who you are and all your abilities. It can be cured by a neutralize poison. The vapor does however require contact with skin. If more then 50% of the body is covered the opponent receives a +2 to it's saving throw.

-Charge: Can increase it's movement to 18 and get a +2 to all attack rolls for the first round of combat

-Crush: If both claws hit the opponent is held. The victim takes 1d3 crushing damage each round and it's spiked trunk attack automatically hits. To break free the victim needs to make a -5 strength check or the Maelephant needs to take 12 points of damage.

Spell-like Abilities: At will they can cast alarm, bind, entangle, gust of wind, light, true seeing, and warp wood. Three times a day they can cast blade barrier and polymorph others.

     To me the most fascinating aspect of the Maelephant is the ability to erase player
characters memories. If you lose all your memories you are in deep trouble. Forgetting how to cast spell or use a sword could be disastrous.