Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Wednesday, September 23, 2020

6 Bandit Adventure Seeds




A collection of adventure seeds, encounters, and/or random thoughts.

1. While staying at the local inn the group is approached by a woman. Her son has recently joined a gang of miscreants. She is deeply concerned and ask the group to convince her son to change his ways.

2. The town festival is underway. The mayor takes the stage to give his annual speech when an arrow pierces through his head. Chaos erupts as snipers rain fire from rooftops. Bedlam ensues as gang of ruffians attempt to take over the town.

3.  Taxes are not being collected. The Baron hires the group to find out why all his tax collectors are being ambushed and killed. Weeks have gone by with revenue slowing to a crawl.

4. The Bandit King was born with a rather large birth mark on his back. The birth mark is actually a map of the ancient treasure hidden buried beneath the earth. The Bandit King is clueless about the symbolic meaning of his birth mark.

5. A group of bandits have recently set up shop on the only road leading into the village. They demand a toll for anyone entering. The village fears reprisal if they fight back and are seeking adventurers to solve this problem. 

6. City watch has an important job for you. A rumored meeting of the five great bandit families is going take place in a secluded lodge in a dark dangerous forest. This is an opportunity to cut off the head of these criminal enterprises and severely put a dent in their activities. 

Sunday, September 20, 2015

10 Variant Ghouls


10 Variant Ghouls

Ghouls are former humans who have risen from the dead with the taste for flesh. This iconic undead has been the ban of adventuring parties for decades. Any encounter with a Ghoul has the potential to turn extremely deadly. Their signature paralysis attacks can have devastating consequences.

The baseline Ghoul is from Labyrinth Lord, which is a retro-clone of B/X D&D. Your typical ghoul is 2HD with three attacks(bite, claw, claw). Each successful attack requires a save vs paralysis or you become paralyzed for 2d4 turns. So essentially you are paralyzed for 20 to 80 rounds and are totally screwed if the rest of the party don't save your hide. The paralysis can be removed early if a cure light wounds spell is cast on the victim. If you are killed by a Ghoul you also rise as one 24 hours later if your corpse hasn't been blessed. If you are an elf or larger then a medium sized humanoid you are resistant to the ghoul paralysis ability.

There is already a variant of the Ghoul called the Ghast. The Ghast is a stronger version with increased HD, better AC, stronger bite/claw/claw, and can paralyze you for 2d4 turns. Also elves aren't immune to the paralysis. In addition to being superior they also have the stench special ability that requires anyone within 10' to save vs poison or become horribly sick which translates into a -2 to attack rolls.

Below are slight mechanical variations of the typical Ghoul.


Spitting: This ghoul lacks the ability to paralyze you with its melee attacks, instead it has an elongated tongue that can spit a glob of vile saliva that paralyzes on contact. The range is 30' and the saliva does no damage, but requires a save vs paralysis to avoid being paralyzed for 2d4 turns.

Pustule: This ghoul is covered in hundreds of blisters filled with pungent pus. This ghoul does not paralyze through melee attacks instead any attack against it ruptures its blisters of pus. Everyone within 5' radius must save vs paralysis or be paralyzed for 2d4 turns.

Suppressive: Instead of physically paralyzing you the touch of this ghoul suppresses segments of your brain. Save vs paralysis or forget a random class ability for 2d4 turns. Fighters forget how use a specific weapon, thieves don't remember how to backstab, casters can't recall a specific spell, etc. The DM should adjudicate how and what is suppressed.

Atrophy: Instead of paralyzing with their attacks, these ghouls reduce movement speed by 10' each successful attack without a save. Each hit causes your muscles and joints to stiffen. Once your movement is reduced to zero you are automatically paralyzed for 2d4 turns. If your typical movement is 90' then it would require 9 hits to paralyze you.

Waning: Instead of paralyzing you with its attacks this ghouls touch rapidly ages you. Each successful hit ages you 2d4 years if a save vs. death is not made. You gain all the physical aliments of aging but non of the mental benefits.

Remorseful: The human consciousness hasn't fully dissolved from this ghoul. Whenever faced with combat this ghoul must make a morale check each round. Upon success his savage side takes control and he attacks as any normal ghoul would. If this ghoul fails he questions his degenerative state and turns on his pack, attacking them while screaming for anyone to put an end to his existence. If there is no pack to be attacked this ghoul will fall to its kneels and ask for release from this cursed world.

Quick Animation: Normally someone slain by a ghoul will be reborn as one in 24 hours. This type of ghouls infectious attacks quickly animates the dead in mere minutes with random results. After their victim has been slain they quickly animate as an random corporeal undead in 2d4 rounds.

                                               d4 Random Undead
                                               1. Zombie
                                               2. Ghoul
                                               3. Ghast
                                               4. Variant Ghoul

Planar: This ghoul died where the prime material and a random outer plane bleed into each other. It is constantly shifting between planes with no control of the translocation. There is a 50% chance each round that the ghoul will shift to the outer plane. While on the outer plane there is a 50% chance each round that the ghoul will shift back to the prime material plane. Whenever it shifts back it is randomly placed within 30' of its original location.

Deliberate: This cunning ghoul can focus on a particular weak spot. By forgoing two of its claw attacks this ghoul can attack with a precise bite. The focused bite is at +2 to attack, 2d6 damage, and the paralysis save is made with a -2.

Flickering: For some reason this ghouls paralysis is very unstable. Once a victim is paralyzed it is only paralyzed on odd rounds. On even rounds the paralysis diminishes enough for the victim to take an action.

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I hope everyone can steal an idea or two from this list. For more variant undead please check out the links below.

10 Variant Skeletons
10 Variant Wights
20 Variant Zombies

Also I have a Creature Spotlight on the Lovecraftian Ghoul from Labyrinth Lords Realms of Crawling Chaos supplement.

Lovecraftian Ghoul

If you enjoy my blog please consider joining this site. I have more articles on variants, new monsters, random encounters, creature spotlights, new items, etc on the way.


















Sunday, September 13, 2015

10 Variant Skeletons


10 Variant Skeletons

Presented below are 10 variant skeletons for OSR Dungeons & Dragons. They are based off the Labyrinth Lord version of the Skeleton. Like all undead Skeletons can be turned by clerics and are immune to mind-affecting abilities. These variants add a small mechanical component which can be a nice change of pace from your typical encounter. As with anything you should adjust the experience if needed.

If a player has access to the animate dead spell you might let them create these variants by finding an exotic component to use with that spell.

1. Brittle: Upon being hit the skeleton explodes into hundreds of pieces of bone. Everyone within 10' of the skeleton take damage equal to the hit points of the skeleton. If the skeleton had 5 hit points everyone takes that damage.

2. Savage: This skeleton has two claw attacks that does 1d6 points of damage. If both claws hits in the same round it rends for additional 1d6 damage.

3. Frenzy: Once combat begins this skeleton descends into a frenzy of brute fury. Each round the skeleton is active in combat its damage increases by 1 Die. In round 1 it does 1d6, round 2 2d6, round 3 3d6,etc. The damage resets to 1d6 if the skeleton is not engaged in combat for 1 round.

4. Armor-Plated: This skeleton has had metal plates fused onto its bony frame. For each plate fused onto the skeleton it grants  +1 to armor class and 5 hit points. Each 5 points of damage the skeleton takes one metal plate is destroyed and its armor class is reduced by -1.

5. Cackling: This skeleton emits a loud maddening cackle. Those within 30' find it hard to concentrate. All acts of concentration like spell-casting, thief skills, etc require a wisdom check to maintain your train of thought.

6. Unholy: This skeleton bones are pitch black and swirl with negative energy. This skeleton is immune to all damage except positive energy. Holy water, cure spells, potions of healing etc can be used to harm this skeleton.

7. Tar: This skeleton is covered in tar. Any hit by a melee weapon has the potential to be stuck to the skeleton. Any successful hit requires a strength attribute check or be stuck to the skeletons body.

8. Host: The rib cage of this skeleton is fused together to form an intricate prison. Small creatures can be housed inside the rib cage. If attacked in combat the rib cage has 50% chance of shattering and releasing what is inside.
                                             d4 Random Rib Cage Inhabitant
                                                1. 1d6+2 Crawling Hands
                                                2. 1d4+1 Homunculus
                                                3. 2d6 Zombie Pixies
                                                4. 1d4 Mummified Cats

9. Psychic: The cracks of this skeleton skull reveals a pulsating cranium. This skeleton has a semblance of intelligence and attacks with a psychic blast with a range of 30'. Because of its degenerative state the psychic blast is random and unpredictable.
                                             d4 Random Psychic Blast
                                              1, Save or be Confused(as per the spell) for 1d4 rounds
                                              2. 2d6 Psychic Damage
                                              3. 1d4 Wisdom Drain
                                              4. Your mental attributes switch place with your physical attributes for                                                       1 turn.

10. Candy Cane: This skeletons bony frame is coated in peppermint candy. The sweet aroma is hard to resist. All within 5' of the skeleton must save or use your action to consume pieces of this skeleton. Each bite you must save vs poison. Failure means your next 1d4+1 rounds you are nauseated and can't act. Each bite regardless of success or failure rots 1d4 teeth. They fall out 1 turn later.

If you enjoyed these variants I also have blog post on variant zombies and wights. The links are below. I hope to have a variants of all the main undead eventually. So if you like what you see please consider following my blog!

20 Variant Zombies
10 Variant Wights

Sunday, August 2, 2015

Mnemonic Devourer


Mnemonic Devourer


No. Enc: 1 (1d4)
Alignment: Chaos
Movement: 120' (40')
Armor Class: 0
Hit Dice: 9
Attack: 1
Damage: 1d10
Save: M9
Morale: 9
Hoard Class: XIV
XP: 2060

Mnemonic Devourers are the remnants of an alien race who crashed upon the planet centuries ago. After the crash the few remaining Devourers established strongholds in isolated regions. There they cultivate knowledge and experiences. Devourers are driven by the need to consume mental data. They manipulate lesser races to acquire rare tomes, scrolls, manuscripts, minds, etc. Their extreme hunger for knowledge also sustain their physical bodies. Devourers survive by feasting on the mind of living creature. Not by consuming their brains but by draining their minds.

Devourers appears as emaciated pale humanoids with runic scars distributed throughout their body. Part of their cranium is cracked revealing a blood red cerebrum. When a Devourer is in the process of draining a victims mind their runic scars faintly glow as mental nourishment feeds them.

Devourers use lesser minions to fight their battles and try to restrain themselves from physical combat. Devourers will use their brain drain ability to melt their opponents mind. Brain drain has a range of 60' and opponents must save vs spell. Upon failure the victim loses one random language they know. If a brain drain attack is used and all languages are exhausted the victims final thoughts and memories are consumed. Upon losing all of their mental functions the victim dies.

Devourers are able cast charm person and charm monster three times per day. They can cast feeblemind and confusion once per day. All spells are cast as a 9th level magic-user. Because of their mental acuity Devourers receive a +4 to charm/enchantment/mental saving throws.
                     
                       New Item

Memory Cube: These coin sized cubes are made of pure silver. They have red runic symbols engraved upon them. Mnemonic Devourers can choose to transfer drained information into these cubes instead of using that knowledge as sustenance. The cubes are used as memory storage devices. The Devourer can touch the memory cube to recall any of their previous victims thoughts. A memory cube can store up to 10 minds. Only figures with great knowledge and importance are stored for later research or reference.

Adventure Seeds

1. Frontier Blues: A village located in a remote frontier region has gone silent. No communication has been heard for months. Upon travelling to the village the adventurers find lifeless bodies sprawled upon the village streets. Not a soul has survived.

2. Stolen Language: A wizards apprentice has hired the group to retrieve a memory cube. His master recently encountered a Mnemonic Devourer and barely escaped with his life. Unfortunately for him he lost all of his languages. The group is tasked with finding the Devourers outpost and bringing back his master memory cube.

3. Lost Treasures: Recently the City's Grand Library has been burglarized. Hundreds of manuscripts and books have been stolen. Most of the stolen items are extremely rare.

4. Thrall Frenzy: A Mnemonic Devourer has begun to manipulate humanoid tribes into a frenzy. Goblins and Orc tribes are on a rampage. Searching the countryside for a buried vault. Rumors has it that this vault houses rare items from a bygone civilization.

5. On the Road Again: The group is hired to transport an ancient manuscript. The group is being shadowed as they travel these lonely roads.

6. Hidden City: Recently a lone survivor from a expedition has arrived in town. He claims that a giant domed city resides inside the mountain range. Under the right alignment of the stars does the domed city reveal itself. His group investigated too closely and all his comrades had their minds erased.

7. Knowledge is Power: The local wizard academy has learned of the Mind Vaults of the Mnemoic Devourers. Located in their isolated cities are grand structures that house hundred of memory cubes.

artwork of Mnemonic Devourer by Joanna Ballendorf
owned by Steven Marella


Wednesday, May 13, 2015

Zombie, Radiation (Swords & Wizardry)

Zombie, Radiation

Hit Dice: 2
Armor Class: 8 (11)
Attacks: Strike (1d8)
Saving Throw: 9
Special: Immune to sleep and charm spells, radiation aura
Move: 6
Alignment: Neutrality
Number Ecnountered: 2d4
Challenge Rating: 3/60

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 there. 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 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 once per day. Constitution damage from Radiation will return at a rate of 1 per day.

Artwork by Joanna Ballendorf

Sunday, May 10, 2015

Flesh Painting


Flesh Painting

Hit Dice: 7+2
Armor Class: 6 (13)
Attacks: 4 tentacles (1d6)
Saving Throw: 9
Special: Mimicry, grab, constrict, reach
Move: 0
Alignment: Neutrality
Number Ecnountered: 1
Challenge Rating: 9/1,100

Flesh Paintings were created by a cabal of wizard in ages long ago. These wizards practiced a form of magic called skincrafting. They fused objects and aberrations of flesh into new species. The Flesh Painting were created to be spies and assassins for these wizards. These creatures have the ability to mimic any painting or portrait. They were given to enemies as gifts. There they spied on them and waited for a time to strike. When the time was right four massive tentacles emerge from the painting to squeeze the life out of their victims.

Flesh Painting are immobile creatures. Their tentacles can reach out for up to 30ft which is usually enough to cover a rather large room. If the Flesh Painting hits with a tentacle attack the opponent must make a saving throw or be held. Each round held they take constriction damage of 1d6 until a new saving throw is made to break free.

artwork by Joanna Ballendorf


Wednesday, May 6, 2015

Golem, Moon

Golem, Moon


Hit Dice: 12 (60 Hit Points)
Armor Class: 5 (14)
Attack: Fist: (3d8)
Saving Throw: 3
Special: Unaffected by slashing and piercing weapons, hit only by magic blunt weapons, immune to most spells, vacuum inhalation
Move: 6
Alignment: Neutrality
Challenge Level/XP: 16/3200

Moon Golems are rare creations of only the most studied practitioner of magic. This Golem is created from the raw material of the moon and infused with life. Used by their creator to guard an important object or location. The Moon Golem understand basic commands given by their creator.

Moon Golems are immune to slashing and piercing weapons. They take normal damage from blunt weapons that are of +1 enchantment or better. They are immune to most spell except for those that are earth based. The Moon Golem can inhale all the air within a 60ft radius creating a vacuum. The air slowly returns to this area within 1d4 rounds.

Those within 60ft must save or begin to suffocate. On a failed save you drop to zero hit points, the following round you must save again or die. On successful save you are able to hold your breath during the Moon Golem inhalation. The Moon Golem vacuum inhalation ability can only used once per hour.

Artwork by Joanna Ballendorf

Tuesday, April 28, 2015

Creature Compendium

New Big Dragon games recently released the Creature Compendium for OD&D, AD&D, and B/X D&D. This 92 page supplement has a host of new creatures to harass your players with. This monster tome is illustrated and written by Richard J. LeBlanc Jr. The book is loaded with inspirational monsters to torment your players with.

Perfect for mixing things up in your campaign. Its a nice variation of the typical goblin encounter when your throw brand new encounters with unique monsters that will throws your players off a bit. The book also has an appendix for treasure and experience for most of the prominent retro-clones like OSRIC, Sword & Wizardry, & Labyrinth Lord.

The book is very solid and I highly recommend grabbing a copy. You can buy the print version through Lulu or the pdf from Drivethrurpg.



Below are my top five creature from the Creature Compendium. They are not in any particular order but showcase some of the creativity infused in this book.

Fetch: A spirit creature that lives inside a mirror. Adventurers passing by must save vs paralysis or be reduced to a catatonic state. Then the Fetch jumps out of the mirror to assume a doppleganger form of the victim. It then proceeds to slay its victim.

Kam Warriors
Fluxbug: Giant Silver Beetles with anti-magnetic properties. Immune to metal weapons. Those who attack with a metal weapon have a 50% chance to have that weapon flung from their hands. That prompts a roll to see if it hits another party member. Also anyone wearing metal armor can't approach within 30 feet of this beetle.

Gaseous Lanterns: Flesh ballons with tentacles.These ballons explode with contact with open flame or if attacked by an edged weapon. When they explode they release toxic gases plus they cause a chain reaction of explosions if other Gaseous Lanterns are nearby. Perfect for creating a cavern with dozens of these creature and making the adventurers cross this mine field.
Gaseous Lantern


Kam Warriors: These 4HD supernatural warriors rise from being slain. When this 4HD warrior is slain it rises as two 2HD warriors. When the 2HD versions are slain they spring up as two 1HD creatures. Very cool ability.

Flash Dragon: Giant Lizards with the ability to teleport around the battlefield. They teleport to create flanking positions.

Once again I highly recommend grabbing a copy of the Creature Compendium!

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.

Tuesday, February 17, 2015

Allip

This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature's claws manifest from the darkness.

Source: Pathfinder Bestiary 3.
Originally from Monster Manual 3.0
Monstrosities S&W for OSR Version

     When an individual goes insane and decides to commit suicide there is a chance they will return as an Allip. An intelligent incorporeal undead who seeks to inflict terror, confusion, and rage upon the living. The Allip will often seek revenge on those who might of played a part in it's madness. They will ignore all targets to focus revenge on the perpetrator who caused it's mental decline. An Allip is utterly insane and seeks spread psychoses on all who crosses it's path.

     The Allip uses it's babble ability to hypnotize it's victims. As their prey stands there helpless the Allip approaches them and touches their soul. While no physical harm is done their mental sanity is eroded. When all their wisdoms has been wiped away the victim falls unconscious.When it awakes it has developed a form of insanity. 

Combat: The Allip is a medium undead with the incorporeal subtype. They are a Challenge Rating 3 opponent. Since they are incorporeal creatures they do not deal physical damage. They instead deal wisdom damage.

-Babble: The Allip constantly mutters to itself. All sane creatures within 60ft must make a 15 Will Save or be fascinated for 2d4 rounds. The Allip can approach without breaking this effect. An attack by Allip will break the fascination condition.

-Madness: Anyone who makes direct contact with an Allips mind takes 1d4 points of Wisdom damage.

-Touch of Insanity: The touch of an Allip causes 1d4 points of wisdom damage if a DC 15 Wisdom save is failed. If the Allip critical on an attack it deals 1d4 points of wisdom damage plus one point of wisdom drain. (Losing Wisdom can make subsequent saving throws harder since your Willpower save is modified from Wisdom.)

-Special Defenses: Incorporeal, Undead Traits, Channel Resistance +2

     The Allip makes for a great low-level undead foe. They can be used to haunt an old sanitarium. Maybe they were mentally tortured to the point of suicide. Now they seek revenge on the torturer and all those who are associated with him. Learning the history of this tormented soul can create a grey area. Maybe the Allip in it's former life was an innocent child who was driven to suicide by external forces.

OSR Version
     The Allip is converted to an OSR Version for Sword & Wizardry Complete. This version has a couple of differences. First the babble works as a suggestion spell. Second if you lose all your wisdom you die and become an Allip is 2d6 days.

     In my last AD&D 2E game our halfling fighter was killed by an Allip and I used the OSR version. The fighter was killed once she lose all her wisdom.

  • Allip: HD 4; AC 5 [14]Atk 1 strike (no damage, 1d4 points of wisdom lost); Move (fly 6); Save 13; AL C; CL/XP 7/600; Special: drains wisdom, hypnosis.

Types of Insanity
Taken from the Pathfinder GameMastery Guide and found on the Pathfinder SRD is a quick list of possible mental impairments if your character loses all it's wisdom and you wish to make them insane.
When a creature goes insane, roll on the following table to determine what form of insanity strikes. Alternatively, you can assign the insanity to match the cause.
d%Insanity
1–11Amnesia
12–48Mania/Phobia
49–68Multiple Personality Disorder
69–78Paranoia
79–84Psychosis
85–100Schizophrenia

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.

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.




Wednesday, January 21, 2015

Eye of Fear and Flame

Book of Vile DarknessDraped in a ragged, hooded cloak, an eye of fear and flame is a skeletal figure with a gem set into each eye socket - one red and one black

Source: AD&D Fiend Folio 1E
Book of Vile Darkness 3.0

     Created by chaotic evil gods the Eye of Fear and Flame are let loose to inspire dark deeds. An Eye of Fear and Flame might approach a couple in the woods. He threatens to kill both of them if the wife doesn't take her husband life. If she decides to kill her husband the Eye of Fear and Flame will spare her life and revel in her shock and misery. The Eye of Fear and Flame seeks out individuals to commit dark deeds and hideous crimes.

     As agents of chaos they are created when Dark Gods take the soul of a chaotic evil madmen and give them an animated skeletal form in which to roam and do their will. The defining feature of the Eye of Fear and Flame is it's gems. The black gem creates a fear effect and the red gem unleashes an inferno of fire. It is rumored that only 20 of these creatures are known to exist.
Fiend Folio
Combat: In AD&D 1E the Eye of Fear and Flame is a level VII creature.

-Red Gem: Unleashes a 12 dice fireball once every three rounds.

-Black Gem: Acts as a fear wand every melee round

-Planeshift: If combat is going against the Eye of Fear and Flame it can take two melee rounds to shift to the Ethereal Plane.

-Resistances: If Blindness or Power Word: Blind is cast on the Eye of Fear and Flame they are reflected back at the caster.

The Gems are worth 1,000 to 2,000 gold pieces each.

     The Eye of Fear and Flame makes for a great villain. In a sleepy village chaos has erupted. Normal everyday folk are committing horrendous acts of evil. Killing love ones, stealing, etc. All prompted by the Eye. The adventurers must find the root cause of this evil and put an end to it. Maybe destroying the divine servant of the Dark Gods will lead to greater retribution.

Sunday, January 18, 2015

Returning to My Roots Part II



     Last Wednesday I had my first session of AD&D 2nd Edition since the 90s. I ran it on Wednesday Night on Roll20. The game was fantastic. It played much better then I remembered. When I last played AD&D 2e I was a teenager. The system ran quite well. I enjoyed that not everything was codified in the rules and I was just making rulings on the spot. It was refreshing from the modern versions of D&D.


     I am running Tower of the Black Pearl from Goodman games. The module is a nice short adventure about a Tower that appears in the Ocean once a decade. We completed half the module before the session ended. Should complete it by next week. The module originally appeared in The Adventure Begins Hardcover for 3rd Edition. It was recently redone for Dungeon Crawl Classic. I have both of them but converting from DCC.

Dungeon Crawl ClassicHere is the cast of characters we have...

Dungeon Crawl ClassicHalfling Fighter
Elven Cleric
Elven Thief/Mage
Human Paladin
Gnome Druid
*Yes I know Gnomes can't be druids but he wanted to play one so who give a crap. ;-)