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.

Friday, February 6, 2015

Blade Beast

D&D CatResembling a panther with jet black skin that is hard and rough like stone. It's skin is covered in a pattern of fine cracks. Some of the cracks glow to form strange runes and symbols. It's eyes radiate with a faint red glow. Various blade protrude from it's hide.

Source: Creature Collection II: Dark Menagerie for Dungeons & Dragons 3.0

     The Blade Beast earns it's name for it's ability to absorb and integrate weapons into it's body. These weapons form a metallic spine. The Blade Beast was created by an evil god who's portfolio is weapon crafting and the forge. He would direct his creation to raid hamlets. There they ransacked the local blacksmith and absorb his inventory into it's body.

     The dark god would then order his minion to slay the Blade Beast. By slaying the Blade Beast they would be outfitted with a new armory of weapons. A few Blade Beast have escaped the clutches of their dark god and roam the wilderness looking for weapons to acquire. Any adventurer who possesses a weapon is open target for the Blade Beast. The Blade Beast for the most part lack intelligence and attack with little or no tactics.

     When a Blade Beast is slain it's body splits open and shatters. All that remains are the intact weapons it has acquired.

Combat: Blade Beast are large magical beast. They are a Challenge Level of 3.

-Absorb Blade: Any time an opponent attacks a Blade Beast with a sword or similar weapon they must make a Strength Check 15 or have the weapon absored into the creature body. The only way to retrieve that weapon is to slay the Blade Beast.

-Project Blade: The Blade Beast can project any weapon absorbed into it's body. They choose a weapon with the highest possible damage. This weapon has a +7 to hit and +4 to damage once it's hurled from it's body.

-Bladed Body: Whenever an opponent attacks with an unarmed strike or a weapon with 5ft or less reach they have a 20% chance of taking 1d2 points of damage from the sharp blades that extend from it's body.

     When a Blade Beast is slain you should have a random assortment of blades that it has acquired. In some rare instances they will possess a magical item. There should 1d10 random blades with each one having a 5% chance of being magical.

Creature Collection II: Dark Menagerie

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










Wednesday, February 4, 2015

Force Golem

D&D GolemHumanoid in shape but carved in reflective blue-green metal plates, this creature looks as though it has been mangled or rent by powerful hands. Its body sags as though its armor has melted, or perhaps was reshaped by great force.

Source: D&D Monster Manual V 3.5

     Force Golems are sentient constructs with the ability to control kinetic energy and raw force. When created the Force Golem is fused with an elemental spirit. The spirit is allowed some awareness and independence. This allows them to follow complex orders and carry out complicated task. Despite their awareness they are still loyal to their creator.

     The Force Golems like to engage opponents on open battlefields. This allows them to take advantage of their special abilities. The Force Golem focuses on keeping foes at a distance. With the ability to manipulate force they knock foes into walls or obstacles. When attacked in melee combat the Force Golem can redirect the attackers own kinetic force.

Combat: Force Golems are large constructs. Challenge Level 4.

-Immunity to Magic: Immune to all spells that require spell resistance. The only exception is force effects.

-Force Vulnerability: They take +50% extra damage from Force effects.

-Force Burst: Once every 3 rounds the Force Golem can created a burst of force in a 30ft radius centered on itself. Opponents need to make a DC 14 reflex save. Those who fail take 2d6 points of damage and are knocked prone.

-Force Reactive: Whenever an opponent misses with a melee attack the Force Golem can turn the kinetic energy back at them. This forces them to be pushed 5ft away. This ability is an immediate action and is used on the opponents turn.

-Pulse: Force Golems can target a creature within 60ft  with a ranged touch attack. If the attack hits the opponent and Force Golem make opposed strength checks. If the Force Golem wins the opponent is pushed 10ft in any direction the Golem chooses and is knocked prone.

     The Force Golem is a nice low level opponent with multiple interesting mechanics. They control the battlefield by keeping adventurers at bay.

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.

Cyclops

D&D Cyclops
A single huge eye stares from the forehead of this nine-foot-tall giant. Below this sole orb, an even larger mouth gapes like a cave.

Source: Pathfinder Bestiary 

     In lost cities inscribed on crumbling walls tell the tales of an ancient civilization of the Cyclops. When dragons and giants ruled the world the Cyclops were at the pinnacle of a lavish culture. Then the rise of men and elves began to populate the world. Quickly the empire fell and their glories were long forgotten. Now Cyclops are nothing more then savage barbarians with an intense hunger and the innate desire to protect their lair.

     As the centuries have past the Cyclops have devolved from the height of fine antiquity to a more tribal mentality. Many believe their gluttonous nature may have caused their empire to spiral into decay. The average Cyclops stands 9 feet tall and weighs 900 pounds. Most are completely bald with patches of stringy hair. The most defining feature of the Cyclops is their singular eye. 

Combat; Cyclops are large humanoid creatures with the giant subtype. They are a challenge rating 5.
D&D Cyclops

-Ferocity: Cylcops can remain standing even when reduce to zero hits points or more. They are still staggered(can only take a move or standard action each round). They are dead when their hit points are reduced to negative their constitution score. So the average Cyclops has a 15 constitution. They are dead at -15. 

-Flash of Insight: Once per day as an immediate action the Cyclops can peer into the future. This allows them to choose the exact result of one die roll before it's made. For example you can choose to have natural 20 on a saving throw roll or maybe choose a 20 on a hit.

-Feats: Cyclops posses a nice array of feats. Of note are cleave, great cleave, power attack, and improved bull rush. 

     A year ago I had a 6th level Cavalier die because of a Cyclops. The Cyclops choose a 20 on his first roll and then confirmed the roll to score a critical. The average greataxe attack is 3d6+7. Times that by three and you have a dead Cavalier.  

     Cyclops make great melee combatants. With their superior endurance and the ability to control the dice being their most prominent features. 



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.