Saturday, January 17, 2015

Monster Tokens II

Monster tokens for VTTs using internet art and tokentools.

Pathfinder Air Elemental
Air Elemental

Chain Golem

Deep Spawn

Pathfinder Ettin
Ettin

Pathfinder Frost Giant
Frost Giant

Pathfinder Frost Giant
Frost Giant

Pathfinder Frost Giant
Frost Giant

Pathfinder Goat
Goat

Pathfinder Gorgon
Gorgon

Gray Jester

Pathfinder Green Hag
Green Hag

Pathfinder Green Hag
Green Hag

Pathfinder Ice Elemental
Ice Elemental

Pathfinder Korred
Korred

Pathfinder Annis Hag
Annis Hag

Pathfinder Lava Child
Lava Child

Pathfinder Peryton
Peryton

Pathfinder Shadow
Shadow


Pathfinder Leech Swarm
Leech Swarm

Pathfinder Bone Golem
Bone Golem

Pathfinder Raven Swarm
Raven Swarm

Pathfinder Ice Troll
Ice Troll

Pathfinder Will-o’-wisp
Will-o’-wisp

Pathfinder Shadow
Shadow

Wednesday, January 14, 2015

Goblin Dog

D&D Pathfinder GoblinThis mangy canine's face has the same flat nose, beady eyes, and protruding teeth as a rat grown grotesquely large.

Source: Pathfinder Bestiary

Goblins Dog aren't actually dogs but rodents grown monstrously large. The Goblin Dog have foul tempers and a horrible mange. Even the healthy Goblin Dog looks sick and dying. The Goblin Dog have an infested mangy hide causing other creatures to break out in rashes. The rash is of course known as goblin rash. Goblins themselves are immune to the dander and keep Goblin Dogs as their guardians and mounts.

The favored food of the Goblin Dog is carrion. They make great garbage disposers for Goblin Lairs. Eating the leftovers from the last raid. A Goblin Dog is 5 feet long and weigh 75 pounds. The Goblin Dog compliments your average Goblin war band. They have an interesting mechanic that can spice up a goblin encounter. Having the players break out in rashes is always fun. 

Goblin Dog Pathfinder D&DCombat: The Goblin Dog is a CR 1 Medium Animal. 

-Senses: They have low-light vision and scent 

-Allergic Reaction: The Gobln Dog's dander is highly irritating. Any creature that is bitten by the Goblin Dog must make a Fort Save 12 or break out in a rash. The rash causes -2 penalty to Dexterity and Charisma for 1 day. A remove disease or any magical healing can remove this condition. Also anyone engaging the Goblin Dog in Unarmed combat or touching them with their bare flesh must also make this save. 

Monster Tokens I

Various Monster Tokens I created for my Virtual Tabletop games. I find images on the internet and then create tokens via Tokentools.

Dungeons & Dragons Pathfinder
Aboleth
D&D Pathfinder
Sea Monster
D&D Pathfinder
Goblin


D&D Pathfinder
Goblin


D&D Pathfinder
Goblin

D&D Pathfinder
Goblin

D&D Pathfinder
Giant Skunk

D&D Pathfinder
Necrophidius

D&D Pathfinder
Sea Snake


D&D Pathfinder
Bugbear

D&D Pathfinder
Brain Rat
D&D Pathfinder
Zombie Wolf

D&D Pathfinder
Brain Rat

D&D Pathfinder
Yeth Hound

D&D Pathfinder
Cat

D&D Pathfinder
Bunyip

D&D Pathfinder
Dire Boar

D&D Pathfinder
Black Knight

D&D Pathfinder
Barghest

D&D Pathfinder
Black Horse

Saturday, January 10, 2015

Golem: Necrophidius

The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake's jaws.

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

Silent assassins. Deadly protectors: Necrophidius are created for the sole purpose of eliminating a foe or guarding an important area or object. These Death Worms are golems that make no noise even as they slither across the dungeon floor. They have a macabre grace and can easily surprise a group of adventurers. Necrophidius is known for it's Dance of Death. An ability that can turn an encounter into a massacre with a few bad saves.

Combat: The Necrophidius is a Golem in AD&D 2nd Edition. It's a large creature and meant as a low level challenge. Although with it's special abilities it can also pose a threat to mid-level adventurers.

-Silence: Because it doesn't make noise the Necrophidius can surprise opponents with ease. The silence imposes a -2 to surprise rolls.

-Dance of Death: The Death Worm can sways it's body in a hypnotic dance. Anyone who observe the dance must save vs. spell or be hypnotized as the hypnotism spells. As you stand motionless the Death Worm can attack without hesitation.

-Paralysis: The Bite of the Necrophidius can paralyze an adventurer for 1d4 turns unless a save vs spell is made. 

Immunity: The Death Worm is an artificial creature and immune to mind-affecting abilities. Also immune to poison. Although it looks like an undead creature it is immune to being turned.

The Necrophidius is a dangerous foe. With two special abilities that can control the battlefield the Death Worm can be a deadly encounter. 

Thursday, January 8, 2015

Returning to my Roots

So after 15 plus years I'm starting up my first AD&D 2nd Edition game. I took a break from gaming in the early 2002 after playing D&D 3.0 for a year or so. I didn't come back to gaming until 2010 and have mainly been playing Pathfinder. I own the original rulebooks but couldn't resist purchasing the Premium Edition of Advanced Dungeons & Dragons 2nd Editions. I found them cheap on amazon from a third party seller.

They are absolutely gorgeous books and it's nice to have a fresh set of rulebooks. Over the last month or so I've been refreshing my knowledge of 2nd Edition. If you stick to just the core books the game is so simple. From character creation to combat. It very refreshing from the complex nature of the 3.X system.

My plan for my new campaign is to run short modules that loosely connect to form a mini-campaign. Right now I'm converting Tower of the Black Pearl from Goodman Games as the first adventure. Then looking at some Dungeon Magazine adventures to fill in the gaps. I'm looking to run the campaign for six months or so. Probably get the group to 6th level before ending things before the summer.

Tuesday, January 6, 2015

Mirror Fiend

Sword & Wizardry
Mirror Fiend
This ornate mirror hangs on the wall. As you glare at your reflection you notice something looking back. An emotionless human face gazes at your soul.

Source: Sword & Wizardry Monstrosities

     A Mirror Fiend is a haunted object which traps the soul of the unsuspecting. A demonic being lurks within it's own pocket realm inside the mirror. As you enter the abandoned house your eyes dart across the room. What should be your reflection appears to be something else. A human head glances back at your. You feel a tug at your soul as if it's trying to rip it from your body.
     Those of weak will have their souls torn from their body. Their physical body remains staring at the mirror while their spirit fights the fiend inside the mirror. A false move by fellow adventurers can spell doom for the trapped. If your comrades destroy the mirror your soul is trapped. If they decide to move your body you lose control of your soul while battling the mirror fiend inside it's realms. That leads to death as the Mirror Fiend tears your soul apart as you are immobile.

Combat: The Mirror Fiend is Challenge Level 10. The physical mirror can be shattered from the outside and spells reflect back at caster if they target the mirror. The Mirror Fiend has a trap the soul ability. Once you glare at the mirror you must make a save. If you fail the save your soul is torn from your body and into the mirror.
Mirror     Once you are inside the mirror you suffer a -4 to attacks due to being unfamiliar with your surroundings. Each round reduces the penalty by 1. They Mirror Fiend is immune to non-magical weapons and has 50% magic resistance. In this mirror realm you must defeat the fiend to return to your body. As stated above your physical body is in a fragile state. False moves by your party can kill you.
     The Mirror Fiend is rather dangerous monster since the tactics of your party can determine success or failure. This can be a nasty encounter that might give some players hard feeling afterwards.




  • Mirror Fiend: HD 8; AC 3 [16]; Atk 1 mirror weapon (3d4); Move 12; Save 8; AL C; CL/XP 10/1400; Special: Unaffected by normal weapons, 50% magic resistance.

Unraveler

Planescape This 10-foot-tall, vaguely humanoid form shimmers on the edge of existence. Though immaterial, its body seems to flash betwen phantom compositions of earth, air, fire, and water. 

Source: Planewalkers Handbook 3.5. Originally from the Planescape Monstrous Appendix III. It was called the Menglis in that book.

The Unraveler is born of oppositions. This elemental spirits is composed of earth, wind, fire, and water. The Unraveler sole existence is to break down the elements. These lawful neutral entities are known to reside on the borders of the Inner Planes. Where multiple elements mingle together. The signature ability of the Unraveler is to separate the elements that make up a body or object. Once a victim is afflicted by this ability it requires a charisma check to keep oneself composed. The ultimate monsters against players characters who dump their charisma attributes.

Combat: The Unraveler is a CR 9 Outsider.

-Disjoin: A blow from the Unraveler can cause a target to begin to seperate into component elements. The target must make a Fortitude Save or immediately take 2d8 points of damage. Within 2d4 rounds the target begins to unravel into a few pounds of minerals and a pool of liquid. Once affected by the disjoin ability the target can't cast spells, manifest psionics, or use magic items. He also attacks blindly unable to distinguish friends from foes. Attack rolls are made at -4 with a 50% miss chance.
   
Planescape     Each round that passes the target takes 2d8 points of damage as he rapidly decomposes. A victim can attempt to control his fading form by making a DC 15 Charisma check. Once made it suppresses the unraveling for 24 hours. Attempts can be made each round until the target succeeds or dies. The only way to cure the condition is through a restoration, heal, or greater restoration.

-Elemental Immunity: The Unraveler is immune to all types of elemental damage.

-Special Qualities: Spell Resistance 17 and darkvision 60ft. Also a large Outsider and it's claw attacks hit on a touch armor class.