No Ghoul PC race/race-class?!?!....FALSE!!
PICKMAN SNEERS IN DISAPPOINTMENT!
MEEP MEEP MEEP!
Friday, January 28, 2011
Jewel Throne Update & Related "Emailsculation"
Just a quick update here, I'm afraid I've been out of the loop for reasons explained further in this post.
Anyways, yesterday I received a submission from Geordie Racer, "Whose Stash Was That?", a great little random table/adventure (or complication) seeds for use with stashes of coin that is wonderfully reminiscent of Jeff Rient's "Miscellaneum of Cinder"; check out part of the awesomely Vancian introduction:
Anyways, yesterday I received a submission from Geordie Racer, "Whose Stash Was That?", a great little random table/adventure (or complication) seeds for use with stashes of coin that is wonderfully reminiscent of Jeff Rient's "Miscellaneum of Cinder"; check out part of the awesomely Vancian introduction:
"Master Joma, pedlar prefect of Farthest Yuum, smiled appreciatively as he carefully refolded the garish Robe of Eyes. Wheezing, he turned his own rheumy orbs upon the blood-stained sack of coins the doe-eyed spearboys had also thoughtlessly dumped on his treasured Treant-wood bench..."
Related to the business of The Jewel Throne, in the span of the past two days both my smartphone and my high-speed modem have both kicked the bucket, leaving me sans internet, I like to say I've been "emailsculated," har har har... I'm beginning to find my recent cascade of sundry misfortunes hilarious in their diversity and unpredictability!
As a consequence, not only will I be unable to access my email, update this blog, or respond to comments for the near future. In light of this, I'm relaxing the deadline for Jewel Throne submissions and my own contributions, for the next two weeks or less.
As a related aside, I just finished reading another of the wonderful Jack Vance science fiction novels, "Marune: Alastor 933," and it's been delightful, relaxing and also very inspirational; a sovereign tonic for my recent spate of burnout!
Wednesday, January 26, 2011
Kudos to Noble Knight Games & Jewel Throne Update
Firstly I just wanted to heap accolades upon Noble Knight Games. They support the OSR, have a great selection of RPG material, and have developed a reputation for being reliable and fast.
I recently ordered a copy of Holmes Basic (in Fair condition) from Noble Knight Games, and after receiving it I was dismayed to find that it was missing the first and last pages, which includes the awesome Sutherland illustration of a wizard and two knights battling a horde of pig-faced orcs!
After emailing Noble Knight Games regarding this predicament, I receive this response:
That was very awesome of Noble Knight Games, and I appreciate it very much. Thank you Aaron Leeder & co.!
Anyways, here's a quick update regarding The Jewel Throne. Below is a tentative table of contents for it's inaugural issue:
Ancient Tombs - A dungeon that is an ancient tomb.
The Barbarian Character Class (By JOESKYTHEDUNGEONBRAWLER!) - Face Stabbings ahoy!
Cave & Lair Geomorphs - 36 of them, usable for everything from a bear den to a sprawling cave complex.
The Complete Earth Man (By Lester/B. Portly) - Means for randomly generating time & universe displaced Earthling characters and their belongings for use with fantasy RPGs.
Grammaree - Over 20 spells; mostly weird spells in the vein of Eldritch Weirdness and Ancient Vaults & Eldritch Secrets.
On Account of the Flies (By Patrick of Henchmen Abuse)- An awesome scenario.
The Robot Fighter Character Class (By Netherwerks) - Trained to smash robots! I can see this guy just wreaking havoc in Carcosa, Mutants & Mazes or Expedition to the Barrier Peaks!
Serpent Men - The Serpent Men of RE Howard's Kull & Conan stories, and nothing else, a scalable monster/NPC option.
D20 Sorcerers - No, not some D20-system sorcerer rules, but a D20 table of twenty fully detailed sorcerers for use as adversarial, allied, or indifferent NPCs.
War...War Never Changes - Fallout and Wasteland influenced firearms for use with Mutant Future or other, similar, post-apocalypse RPGs with the initials G & W.
In addition to the credited authors above, a couple of the articles include material by Netherwerks & C'nor (Outermost_toe), in addition to what is looking to be some awesome illustration by some terrific artists!
I have to gush a bit regarding "On Account Of The Flies." I've been a big fan of Henchmen Abuse since I came across it, and the early draft I received it just full of the same sardonic grotesqueness...and it strikes me an very Vancian. A snippet from the introduction:
Anyways, I'm horribly sleep deprived right now, so I'm going to take a nap, cook supper, and than try to write up a summary of last Sunday's Planet Algol game.
I recently ordered a copy of Holmes Basic (in Fair condition) from Noble Knight Games, and after receiving it I was dismayed to find that it was missing the first and last pages, which includes the awesome Sutherland illustration of a wizard and two knights battling a horde of pig-faced orcs!
After emailing Noble Knight Games regarding this predicament, I receive this response:
"We’re very sorry about that. That was cataloged Fair because of some loose pages but apparently they vanished somewhere along the way. We’re mailing out those missing pages asap."Today I received an envelope from Noble Knight Games. Imagine my surprise when I opened it, and instead of it containing the missing pages there was another, complete, copy of Holmes Basic!
That was very awesome of Noble Knight Games, and I appreciate it very much. Thank you Aaron Leeder & co.!
Anyways, here's a quick update regarding The Jewel Throne. Below is a tentative table of contents for it's inaugural issue:
Ancient Tombs - A dungeon that is an ancient tomb.
The Barbarian Character Class (By JOESKYTHEDUNGEONBRAWLER!) - Face Stabbings ahoy!
Cave & Lair Geomorphs - 36 of them, usable for everything from a bear den to a sprawling cave complex.
The Complete Earth Man (By Lester/B. Portly) - Means for randomly generating time & universe displaced Earthling characters and their belongings for use with fantasy RPGs.
Grammaree - Over 20 spells; mostly weird spells in the vein of Eldritch Weirdness and Ancient Vaults & Eldritch Secrets.
On Account of the Flies (By Patrick of Henchmen Abuse)- An awesome scenario.
The Robot Fighter Character Class (By Netherwerks) - Trained to smash robots! I can see this guy just wreaking havoc in Carcosa, Mutants & Mazes or Expedition to the Barrier Peaks!
Serpent Men - The Serpent Men of RE Howard's Kull & Conan stories, and nothing else, a scalable monster/NPC option.
D20 Sorcerers - No, not some D20-system sorcerer rules, but a D20 table of twenty fully detailed sorcerers for use as adversarial, allied, or indifferent NPCs.
War...War Never Changes - Fallout and Wasteland influenced firearms for use with Mutant Future or other, similar, post-apocalypse RPGs with the initials G & W.
In addition to the credited authors above, a couple of the articles include material by Netherwerks & C'nor (Outermost_toe), in addition to what is looking to be some awesome illustration by some terrific artists!
I have to gush a bit regarding "On Account Of The Flies." I've been a big fan of Henchmen Abuse since I came across it, and the early draft I received it just full of the same sardonic grotesqueness...and it strikes me an very Vancian. A snippet from the introduction:
"The village of Louisburgh (commonly known as Stinkborough) is renowned for two things: the horrible stench of rotting meat that permeates the place, and its fabulous Succulent Yellow Spinefruit. This variety of spinefruit has the amazing property of overcoming impotence in elderly men, and thus is in high demand amongst the well-off gentlemen of the great city of Denethix."You can keep your Dragonlances and Ringbearers guys, this, to me, is the stuff of High Adventure!
Anyways, I'm horribly sleep deprived right now, so I'm going to take a nap, cook supper, and than try to write up a summary of last Sunday's Planet Algol game.
Tuesday, January 25, 2011
(RPG-related) Hate List!!
1. When someone is playing D&D for the very first time and they play anything but a Fighter. Learn how to walk before trying to run buddy, you're really going to be chafing playing a 2 hp magic-user after using your magic missile in the first encounter with two rats...
2. When someone from the group's girlfriend/boyfriend/partner is playing D&D for the very first time and they play a Chaotic Neutral Thief that tries shoplifting torches from the general store in the home base town, and running off to explore in the middle of combat, and you can't regulate or decapitate their character due to "diplomatic concerns."
3. Someone who has never played D&D and "Just wants to watch a game"; It is the worst fucking thing ever as they have always been completely incapable of not continuously disrupting the game, never shutting up with their interjections or exclamations of, for example, "I just don't understand what's going on!" ad infinitum. My rule #1: If you're not playing...you can't be in the room" Oddly/counterintuitively enough, playing in public in a coffee shop has completely hassle/interruption free in my experience. If you're going to be asking a million questions...you might as well be playing.
4. Players wasting time hunting for their misplaced die instead of grabbing one of the many suitable polyhedrals belonging to other players within reach and getting the roll out of the way. This is especially egregious when someone can't find their D20...IT SHOULD BE "FAST DRAW READY" ALL THE TIME!
5. Players that do math out loud: Player: "I rolled a 16", DM: "You hit", "Player "With a +2 bonus for strength that's 17," DM: "You still hit...", Player: "And with +1 for my magic sword that's 18", DM: "YOU MISS!! ROCKS FALL..YOU DIE!!"
6. Players that cast a spell before being familiar with or reading the spell description, Player: "I cast Enlarge on myself and than pick up the castle!", DM: "You are 40% larger...you now are 7 feet tall", Player: "So do I pick up the castle?" RTFSD: Read The Fucking Spell Description
7. Player that never quit whining about wanting to use something from a splatbook in a core-only game, or something that has been houseruled out of the game; "Without a fullblade my character is useless!" ... "Without a spiked chain my character is useless!"..."If I can't play a Psion my character is useless!". This is especially awful when the player is new to D&D and they have a "Grima Wormtongue" munchkin cheese powergamer telling them what kind of character to play.
8. When a player tries something that would never, ever work in the real world* and get huffy when it doesn't work the in the game. Player: "I tie one end of the 100 foot rope to the bridge, the other end to my ankle, jump off the bridge, and attack the plesiosaur in the gorge 100 feet below with my sword!" DM: "Are you sure you want to do that? It will take more than one round to get your rope out and tie it to the bridge and yourself...", Player "WHAT! Jesus christ...that's so unfair...I already had the rope out!"[a couple of rounds later] DM "You plunge off the bridge 100' feet, and than with a horrendous jerk you take 16 points of damage as your leg dislocates from its socket before the rope snaps plunging you into the rapids with the plesiosaur", Player 'WHAT! THAT'S BULLSHIT!!"
9. When Players "ADD Teleport" while in town. Player #1 "I go to the brothel and spend all night with the classiest doxy," Player #2 "I go to the alchemist's" DM "Character #1 is charged 200 go for the night, Character #2 is offered some potions of healing..." Player #1 "I BUY ALL OF THE POTIONS OF HEALING!!!"
2. When someone from the group's girlfriend/boyfriend/partner is playing D&D for the very first time and they play a Chaotic Neutral Thief that tries shoplifting torches from the general store in the home base town, and running off to explore in the middle of combat, and you can't regulate or decapitate their character due to "diplomatic concerns."
3. Someone who has never played D&D and "Just wants to watch a game"; It is the worst fucking thing ever as they have always been completely incapable of not continuously disrupting the game, never shutting up with their interjections or exclamations of, for example, "I just don't understand what's going on!" ad infinitum. My rule #1: If you're not playing...you can't be in the room" Oddly/counterintuitively enough, playing in public in a coffee shop has completely hassle/interruption free in my experience. If you're going to be asking a million questions...you might as well be playing.
4. Players wasting time hunting for their misplaced die instead of grabbing one of the many suitable polyhedrals belonging to other players within reach and getting the roll out of the way. This is especially egregious when someone can't find their D20...IT SHOULD BE "FAST DRAW READY" ALL THE TIME!
5. Players that do math out loud: Player: "I rolled a 16", DM: "You hit", "Player "With a +2 bonus for strength that's 17," DM: "You still hit...", Player: "And with +1 for my magic sword that's 18", DM: "YOU MISS!! ROCKS FALL..YOU DIE!!"
6. Players that cast a spell before being familiar with or reading the spell description, Player: "I cast Enlarge on myself and than pick up the castle!", DM: "You are 40% larger...you now are 7 feet tall", Player: "So do I pick up the castle?" RTFSD: Read The Fucking Spell Description
7. Player that never quit whining about wanting to use something from a splatbook in a core-only game, or something that has been houseruled out of the game; "Without a fullblade my character is useless!" ... "Without a spiked chain my character is useless!"..."If I can't play a Psion my character is useless!". This is especially awful when the player is new to D&D and they have a "Grima Wormtongue" munchkin cheese powergamer telling them what kind of character to play.
8. When a player tries something that would never, ever work in the real world* and get huffy when it doesn't work the in the game. Player: "I tie one end of the 100 foot rope to the bridge, the other end to my ankle, jump off the bridge, and attack the plesiosaur in the gorge 100 feet below with my sword!" DM: "Are you sure you want to do that? It will take more than one round to get your rope out and tie it to the bridge and yourself...", Player "WHAT! Jesus christ...that's so unfair...I already had the rope out!"[a couple of rounds later] DM "You plunge off the bridge 100' feet, and than with a horrendous jerk you take 16 points of damage as your leg dislocates from its socket before the rope snaps plunging you into the rapids with the plesiosaur", Player 'WHAT! THAT'S BULLSHIT!!"
9. When Players "ADD Teleport" while in town. Player #1 "I go to the brothel and spend all night with the classiest doxy," Player #2 "I go to the alchemist's" DM "Character #1 is charged 200 go for the night, Character #2 is offered some potions of healing..." Player #1 "I BUY ALL OF THE POTIONS OF HEALING!!!"
* Yeah, I know it's a fantasy game about dragons and magic...but I've got my limits dude... EDIT: And the above example would have a decent chance of succeeding if I was Journey-Mastering an Encounter Critical game!
Labels:
Dungeons and Dragons,
Editorializing,
humor,
Rants
Sunday, January 23, 2011
Jewel Throne Preview - Addathon Xilcholthraze "The Lord Of Spines And Master Of Brigands"
Addathon Xilcholthraze by Jason Alexander Scanlon
Below is one of the Twenty Sorcerers from the eponymous feature in the upcoming Type I issue of The Jewel Throne; special thanks to Jason Alexander Scanlon for his spectacular artwork!
Addathon Xilcholthraze, “The Lord of Spines And Master of Brigands”
10th level Chaotic Evil Human Magic-User
STR: 12, INT: 15, WIS: 12, DEX: 10, CON: 11, CHA: 11
AC: 8, HP: 25
Memorized Spells (4/4/3/2/2)
1 – Charm Person x 2, Magic Missile, Sleep
2 – ESP, Scare, Stinking Cloud, Web'
3 – Dispel Magic, Fireball, Fly
4 – Confusion, Polymorph Other
5 – Call Servitor Polyp Of The Upper Vapours*, Cloudkill
Spells in Spellbook
1 – Charm Person, Detect Magic, Enlarge, Feather Fall, Floating Disc, Magic Missile, Sleep
2 – Darkness 15' Radius, Detect Invisibility, ESP, Knock, Ray of Enfeeblement, Scare, Stinking Cloud, Web
3 – Dispel Magic, Explosive Runes, Fireball, Fly, Gust Of Wind, Invisibility 10' Radius, Monster Summoning I
4 – Confusion, Enchanted Weapon, Fire Trap, Polymorph Other, Remove Curse, Wall Of Ice, Wizard Eye
5 – Animal Growth, Call Servitor Polyp Of The Upper Vapours*, Cloudkill, Extension II, Faithful Hound, Transmute Rock To Mud, Wall Of Force, Wall Of Iron
Magic Items
+1 Ring of Protection; Ring of Free Action; Robe of Eyes; +2 Dagger; Rod of Absorption (34 charges); Potions of Invisibility, Extra-Healing and Gaseous Form; Scroll of Infravision
Addathon Xilcholthraze is the leader of a band of 240 depraved brigands, “The Red Handed Riders,” but also leads a secret double life as “Quod Kwillith,” a respectable travelling spice merchant, which affords him opportunity to seek out rich caravans for The Red Handed Riders to raid. While in his role as Addathon the master of brigands he wears a mesh mask, like that worn by a fencer, in order to conceal his visage. He has a terrible temper and is fond of having those that displease him impaled.
Saturday, January 22, 2011
Nine Cave & Lair Geomorphs
Above are nine of the thirty-six cave/lair geomorphs I'm working on for the Jewel Throne. The idea behind this is to present a system for a DM to quickly assemble caves or lairs when the party has random wilderness lair encounter; a treasure map; comes across a hex key lair entry sans map; and so forth, much like the example cave maps from X1: The Isle of Dread. They are also designed to be "semi-compatible" with Dyson's geomorph system.
Labels:
Dungeons,
Dungeons and Dragons,
Geomorphs,
Jewel Throne,
Maps
Tuesday, January 18, 2011
We All Have Done Things That We're Not Proud Of...Type IV Monsters
I'm just popping into home before dashing to the library (Thomas Ligotti, M John Harrison and a Physics Textbook!), and I figured this to be an opportunity to expose my shameful descent into Type IV Dungeons & Dragons (...the bright side is that our gaming group pretty much hit rock bottom, got ourselves clean, and started playing healthy, old-tyme D&D).
So here's some rat-bastard-DM Sword & Sorcery monsters I made for my deceased-and-never-returning 4th edition campaign; once I'm done running about and taking care or chores I'll catch up with your emails and comments.
BOG ALLOSAUR
This bipedal horse-sized dinosaur looks like a hybrid between an allosaur and an alligator. It has muscular forearms that end in fierce webbed talons and a thick, long armor-plated tail.
Bog allosaurs are smallish carnosaurs found in tropical swamplands. They are vicious and intelligent for dinosaurs, and play cat-and-mouse games with their prey.
6th Level Elite Skirmisher
Large natural beast; XP 500
Initiative +9 Senses Perception +8
HP 145; Bloodied 70
AC 22; Fortitude 22, Reflex 21, Will 16
Saving Throws +2
Speed 8 (swamp walk), swim 6, see also hop
Action Points 1
[melee basic] Bite (standard; at-will)
Reach 2, +11 vs. AC; 2d6+4 damage.
[melee basic] Tail Lash (move; at will)
Reach 2; +9 vs AC; 1d6+4 damage and the bog allosaur makes a secondary attack against the target; +9 vs fortitude; the allosaur can push the target 1 square and the target is prone.
[melee] Talons (move; at-will)
+11 vs AC; 1d8+4 damage.
Hop (move; the bog Allosaur cannot be
swimming; recharge 5-6)
The allosaur shifts up to 8 squares. As a standard action this can be used as a Charge action.
Spring Upon Fallen (move; an enemy must be
prone and within 3 squares of the bog allosaur; recharge 6)
The allosaur shifts up to 3 squares so that it is adjacent to or in a prone enemy’s square, then makes 2 talon attacks against it.
Predatory Lunge (immediate interrupt; when a prone
enemy within 2 squares of the bog Allosaur stands ups; recharge 6)
The allosaur makes a bite attack against the enemy within 2 squares that is standing up.
Threatening Reach
The allosaur can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned Languages -
Skills Stealth +12
Str 21(+8) Dex 18 (+7) Wis10 (+3)
Con 16 (+6) Int 3 (-1) Cha 12 (+4)
Tactics
Bog allosaurs attempt to stalk their prey from the water. When they attack they will move or hop with range to use tail lash, using an action point to spring upon fallen is an enemy is knocked prone. Once in melee they will use bite and tail lash attacks in order to knock foes prone and use spring upon fallen and predatory lunge.
Lore
A character knows the following information with a successful nature check:
DC 15: Bog allosaurs are fierce, cunning predators of the tropical swamps. They are known to cruelly toy with their prey.
Encounter Groups
Bog allosaurs usually hunt in pairs. Sometimes lizardfolk tribes domesticate bog allosaurs and black dragons have been known to keep them as guard beasts.
CARNIVOROUS FLYING MONKEY SWARM
Tiny monkeys, with fluffy gold and white fur, are thickly clustered on the tree branches. There must be hundreds of them!
Fierce predators that haunt tropical forests, their appearance is deceptive as their jaws contain dozens of serrated blade-like teeth that shred the flesh of their prey.
5th Level Elite Skirmisher
Large natural beast (swarm); XP 400
Initiative +7 Senses Perception +7; low-light vision
Swarm Attack aura 1; the monkey
swarm makes a Swarm of Teeth as a free action against each enemy that begins its turn in or enters the aura.
HP 120; Bloodied 60
AC 21; Fortitude 16, Reflex 20, Will 15
Saving Throws +2
Resist Half damage from melee and ranged attacks
Speed 6 (forest walk), climb 6, see also gliding flaps
Action Points 1
[basic melee] Swarm of Teeth (standard; at-will)
Reach 2, +10 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends).
Gliding Flaps (move; recharge 4- 6)
The monkey swarm has a fly speed of 6 until the end of its turn and may immediately fly 6 squares as part of this action.
Swarm up the Haft (immediate reaction, when attacked
by a melee attack; at will)
The monkey swarm makes a Swarm of Teeth attack against its attacker.
Alignment Unaligned Languages -
Skills Acrobatics +16
Str 10 (+2) Dex 18 (+6) Wis10 (+2)
Con 12 (+3) Int 2 (-2) Cha 15 (+4)
Tactics
Carnivorous Flying Monkey Swarms try to overtake their prey, attempting to devour them alive. They will continue to attack unconscious enemies. A bloodied swarm will flee.
Lore
A character knows the following information with a successful Nature check:
DC 15: Carnivorous flying monkeys, despite their name, do not actually fly but instead glide on flaps of skin between their 'arms' and 'legs,' much like the flying squirrel.
DC 20: Stories tell of foul jungle cults that would train carnivorous flying monkeys to serve as guardians.
Encounter Groups
In the wild multiple swarms will occasionally hunt together. Sometimes a swarm will form a symbiotic relationship with another predator. They have been used as living traps in the menageries of decadent overlords.
GLOW MUTANT
Emanating a sickly green glow is a manlike figure with rotting flesh, in some places the yellowing bones are revealed. There is an unpleasant metallic taste in your mouth and a ringing in your ears.
In some places, powerful radiations warp creatures that dwell therein. Glow Mutants are the end result of generations of humanoids dwelling in such lands. They are usually starving, as their glow and slow shamble inhibits their ability to hunt, as well as the lack of forage in the wastelands they inhabit. However, their metabolism allows them to survive for decades on minimal amounts of food and water.
5th Level Elite Brute
Medium aberrant humanoid; XP 400
Initiative +2; Senses Perception +2; tremorsense 10
Sickly Glow aura 5; provides dim light in the area
of the aura; enemies that begin their turn or enter the aura takes 5 acid, necrotic and poison damage. Aberrant creatures are immune to this effect.
Sensory Interference aura 20; enemies within the aura
have a -5 penalty to all perception checks, as well as passive perception. Aberrant creatures are immune to this effect.
HP 155; Bloodied 75
AC 17; Fortitude 22; Reflex 18; Will 19
Saving Throws +2
Immune Disease; Resist acid 10, cold 5, poison 10, lightning
5, fire 5, necrotic 10
Speed 4; unable to run or charge
Action Points 1
[melee basic] Slam (standard; at will)
+8 vs. AC; 1d8+4 damage and the Glow Mutant makes a secondary attack against its target; +6 vs.. fortitude; target falls prone.
[melee] Groping Flailing Limb (standard, at-will)
+6 Vs. reflex; 1d4+4 damage and the target is grabbed until escape. The target is subject to a -5 penalty on efforts to escape the grab.
[melee] Gnaw on Victim (standard, can be used on
targets that are immobilized, stunned or unconscious, at will) * Acid, Healing, Necrotic, Poison
+8 Vs. AC; 2d6+4 damage plus ongoing 5 acid, necrotic and poison damage (save ends) and the Glow Mutant regains 10 hit points.
[ranged] Throw Rubble (standard; recharge 6)
Ranged 10; +6 Vs. Reflex; 1d8+4 damage and the Glow Mutant makes a secondary attack against the target; +6 vs.. fortitude; target falls prone.
[close] Radioactive Vomit (minor; recharges when
bloodied) * Acid, Necrotic, Poison
Close blast 2; +6 vs. reflex; the target takes ongoing 10 acid, necrotic and poison damage and is dazed (save ends both).
Alignment Evil; Languages Telepathy 5
Skills Endurance +16
Str 18 (+6) Dex 10 (+2) Wis10 (+2)
Con 18 (+6) Int 6 (0) Cha 3 (-2)
Tactics
A Glow Mutant will Throw Rubble at enemies as they close. Once engaged it will use Radioactive Vomit before attempting to grab an enemy with Groping Flailing Limb and then using Gnaw on Victim to finish off its prey.
Lore
A character will know the following information with a successful Arcana check:
DC 15: Glow Mutants are degenerate, pitiful inhabitants of regions poisoned by strange energies.
DC 20: Many times the blasted wastes that Glow Mutants haunt are the product of powerful weapons used by lost ancient races.
Encounter Groups
Foulspawn tribes will often allow Glow Mutants to join their ranks. As well, powerful aberrant creatures are sometimes worshipped and served by Glow Mutants.
MAN-EATING APE
These brutal beasts are thought to be carnivorous relations of Gigantopithecus. As their name implies, Man-Eating Apes stalk and devour humans and humanoids. They lurk where settled lands abut fierce wilderness, foraying into civilized regions to hunt.
Man-Eating Hill Ape
This man-sized ape matted orange-brown fur hanging from its back and its unusually long arms, but otherwise has sparse hair, which exposes its heavy wrinkled grayish hide. Boar-like tusks protrude from its drooling jaws.
Man-Eating Hill Apes are found in rocky and hilly regions that border civilization.
4th Level Brute
Large natural beast; XP 175
Initiative +4; Senses Perception +2; low-light vision
HP 70; Bloodied 35
AC 18; Fortitude 18; Reflex 15; Will 13
Speed 6; Climb 3
[melee basic] Talons (standard; at-will)
Reach 2: +7 vs. AC; 1d8+4 damage.
[melee basic] Tusked Jaws (standard; at will)
+7 vs. AC; 1d12+4 damage. See also
[melee] Limb From Limb (standard; at-will)
The hill ape makes 2 talon attacks. If both talons strike the hill ape will pull a medium size or smaller target 1 square, unless the target is already adjacent. If the target is now or already was adjacent to the hill ape, it makes a tusked jaws attack against the target as a free action.
[ranged] Hurl Rock Fragment (standard; recharge 6)
Range 8/16; +7 vs. AC; 1d6+4 damage.
Threatening Reach
The hill ape can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned; Languages -
Skills Athletics +11, Stealth +9
Str 19 (+6) Dex 15 (+4) Wis 11 (+2)
Con 18 (+6) Int 4 ( +0) Cha 10 (+2)
Tactics
Man-Eating Hill Apes will hurl rock fragment, move within range of their talons and make limb from limb attacks, attempting to drag their prey towards them and use free tusked jaws attacks. They are fierce hunters and will fight to the death.
Lore
With a successful Nature check a character will know the following information
DC 15: Man-Eating Hill Apes are smaller than other Man-Eating Ape species, and it is theorized that may be the result of such apes breeding with apemen or orcs.
Encounter Groups
As well as their own small family groups, hill apes are kept as guard beasts by apemen, cavemen, hobgoblins and oni.
Degenerate Man-Eating Ape
This massive white ape is covered with long silky white fur except for its leathery gray chest and head. It milky white eyes appear to be sightless.
In ages past man-eating apes were trapped in subterranean regions, their inbred blind descendants adapted to their sightless environment. Degenerate Man-Eating Apes are found in deep caverns and underground ruins.
6th Level Brute
Large natural beast (blind); XP 250
Initiative +6; Senses Perception +3; tremorsense 5;
blindsense 20; see also Echolocation.
HP 90; Bloodied 45
AC 18; Fortitude 21; Reflex 18; Will 15
Speed 6; Climb 3
[melee basic] Talons (standard; at-will)
Reach 2: +9 vs. AC; 2d8+4 damage and the target is subject to a secondary attack; +7 vs. Reflex; target is grabbed until it escapes.
[ranged] Hurl Rock Fragment (standard; recharge 6)
Range 8/16; +7 vs AC; 1d6+4 damage.
[melee] Fling (standard; can only be used on
medium or smaller targets that the Degenerate Man Eating Ape has grabbed; recharge 5-6)
+7 vs. Fortitude; target takes 3d8+4 damage, is pushed 3 squares and is prone.
Echolocation
If the Degenerate Man-Eating Ape is deafened it loses its blindsense ability.
Alignment Unaligned; Languages -
Skills Athletics +14, Stealth +11
Str 22 (+9) Dex 16 (+6) Wis 10 (+3)
Con 19 (+7) Int 3 (-1) Cha 8 (+2)
Tactics
Degenerate Man-Eating Apes attempt to ambush their prey, once they lose the element to surprise, they Hurl Rock Fragments at their foes as the close in to grab and Fling their enemies. Once they are bloodied or lose half their number they generally will flee.
Lore
A character will know the following with a successful Dungeoneering check:
DC 15: Degenerate Man-Eating Apes are blind subterranean predators. They use sound in order to “see” their surroundings.
Encounter Groups
Degenerate Man-Eating apes hunt in small family groups. They are sometimes domesticated by Grimlocks or Drow, and Subghouls are known to join their packs.
SUBGHOUL
Child-sized, a pale and twisted stunted parody if the human form, bestial in aspect with cracked fangs, broken talons and ropy mats of gray hair.
These loathsome beings are found in ruins and tombs as well as desolate wastes. They ravenously hunger for flesh, especially that of humanoids.
1st Level Soldier
Small natural humanoid (undead); XP 100
Initiative +5; Senses Perception +0; darkvision
HP 30; Bloodied 15
AC 17; Fortitude 14; Reflex 16; Will 12; see also Swarming
Mob
Immune: disease, poison; Resist: 5 necrotic; Vulnerable 5
radiant
Speed 6; Climb 3
(melee basic) Chilling Talons (standard; at will) * Fear
+8 vs. AC; 1d6+2 damage and the target is slowed (save ends); if the target is already slowed the target is then immobilized (save ends).
(melee) Bestial Feasting (standard; at will; target must be
immobilized, stunned or unconscious) * Healing
+6 vs. AC; 2d6+2 damage, the subghoul regains 5 hit points and the target is dazed (save ends).
Swarming Mob
The subghoul gains +2 to all defenses if either itself or its attacker is adjacent to 2 additional allies.
Alignment Chaotic Evil; Languages -
Skills Stealth +9
Str 14 (+2) Dex 17 (+3) Wis 11 (+0)
Con 15 (+2) Int 6 (-2) Cha 10 (+0)
Tactics
Subghouls attempt to overwhelm their foes, trapping them with their Chilling Talons and then gorge themselves with Bestial Feasting. They generally will attempt to flee once half their number has been slain.
Lore
A character will know the following with a successful skill check:
ReligionDC 15: Subghouls are thought to be either the twisted offspring of ghouls or the result of especially stunted beings becoming ghouls.
Arcana DC 20: Certain vile arcanists have bound Subghouls to their service using ancient rituals.
Encounter Groups
Although they often form their own packs, Subghouls can be found trailing after ghouls, other undead as well degenerate man-eating apes packs.
YIG-YIG
Looking much like short, sallow, wiry humans clad in loincloths and bone jewelry, with their black hair in a ‘bowl-cut,’ closer examination reveals the yellow eyes with the slit-pupils of a snake, serpentine fangs and scattered patches of skin with a scaly texture.
The descendants of a pre-human race of serpent-worshippers, the Yig-Yigs have bred with both their scaly gods and mankind over the eons, becoming a race of deformed primitives. They live a tribal existence in sweltering tropical jungles; those who are favored in the eyes of the dark powers they serve are gifted with unnatural longevity and supernatural powers. These Elders retire to the Fang Temples where they serve their deity for centuries. Under normal circumstances, yig-yigs will try to render their enemies unconscious, taking them captive and delivering them to their masters.
Lore
A character will know the following information with a successful Nature check:
DC 15: Jungle primitives that worship snakes and dark powers, Yig-Yigs have a fondness for poison.
Encounter Groups
Yig-Yigs will serve Yuan-Ti and will sometimes ally themselves with Lizardfolk tribes. Occasional Green Dragons will dominate Yig-Yigs tribes.
Yig-Yig Wretch
This group is filthy and emaciated; their skin has a jaundiced hue and many filthy sores. They clutch thigh bones and bronze daggers in their claw like hands.
2nd Level Minion
Medium Natural Humanoid; XP 31
Initiative +3; Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion
AC 14; Fortitude 13, Reflex 13, Will 12
Resist 5 poison
Speed 6 (8 while charging, forest walk)
[melee basic] Bronze Dagger or Bone Club(standard, at will) * weapon
+5 vs. AC; 4 damage; see also Overwhelming Mob.
[ranged basic] Thrown Rock (standard, at-will) * weapon
range 5/10; +5 vs. AC; 4 damage; see also Overwhelming Mob.
[melee] Grasping Hands (move, at-will)
+3 vs. Reflex; the target is grabbed until escape; see also Overwhelming Mob.
Overwhelming Mob
The yig-yig wretch gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +6, Stealth +7
Str 12 (+2) Dex 12 (+2) Wis10 (+1)
Con 12 (+2) Int 8 (+0) Cha 8 (+0)
Equipment bronze dagger or bone club, 2 rocks
Tactics
While some wretches Throw Rocks from a distance, others engage their foes, alternating weapon attacks and Grasping Hands to surround and pin down their foes.
Yig-Yig Fanatic
They have shaved head, crude face paint and their eyes are flashing with battle madness. Skull totems decorate their bodies and they bear cruel bronze scimitars.
5th level Minion
Medium natural humanoids; XP 50
Initiative +4; Senses Perception +2; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 16, Will 14
Resist 10 poison
Speed 6 (8 while charging, forest walk)
melee basic] Bronze Scimitar (standard; at-will) * Weapon
+11 vs. AC; 5 damage; see also Overwhelming Mob.
[melee] Hacking Fanatic(standard; recharge when the
yig-yig fanatic charges or bloodies an enemy; may be used as part of a charge action) * Weapon
The yig-yig fanatic makes 2 Bronze Scimitar attacks against the same target.
Overwhelming Mob
The yig-yig fanatic gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +10, Stealth +9
Str 16(+5) Dex 14 (+4) Wis 10 (+2)
Con 12 (+3) Int 9 (+1) Cha 11 (+2)
Equipment bronze scimitar, 3 javelins
Tactics
Usually fanatics use Stealth to hide until in prime position to ambush. If they notice that a foe is bloodied, often fanatics that are combating other enemies will shift away from their current adversary and charge to use Hacking Fanatic against the bloodied foe.
Yig-Yig Savage
Clad in a simple loinclout, it carries a club with a crude stone head and a bundle of feathered javelins.
2nd Level Brute
Medium natural humanoid, XP 125
Initiative +3; Senses Perception +1; low-light vision
HP 30; Bloodied 15
AC 14; Fortitude 15, Reflex 14, Will 13
Resist 5 poison
Speed 6 (8 while charging, forest walk)
[melee basic] Stone Club (standard; at-will) * Weapon
+7 vs. AC; 1d6 + 5 damage; see also overwhelming mob.
[ranged] Javelin (standard; at-will) * Weapon
Range 10/20; +5 vs. AC; 1d6 + 3 damage; see also overwhelming mob.
[melee] Savage Fury(standard; recharges when
the yig-yig savage is bloodied, can be made as part of a charge action) * Weapon
The yig-yig savage makes 2 Stone Club attacks against the same target.
Overwhelming Mob
The yig-yig savage gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target
Alignment Evil; Languages Draconic
Skills Athletics +9, Stealth +7
Str 16 (+4) Dex 12 (+2) Wis 10 (+1)
Con 12 (+2) Int 9 (+0) Cha 11 (+1)
Equipment stone club, 3 javelins
Tactics
A group of yig-yig savages will use Stealth to hide in the dense jungle foliage, launching an ambush with thrown javelins. They will then harass their enemies, taking advantage of their forest walk ability and the cover provided by vegetation to throw javelins before charging their foes using Savage Fury.
Yig-Yig Spearthrower
Your foe carries a bamboo spear in one hand and a feathered javelin in the other. More javelins are in a quiver on the hip.
3rd Level Skirmisher
Medium Natural Humanoid; XP 150
Initiative +5; Senses Perception +1; low-light vision
HP 45; Bloodied 20
AC 15; Fortitude 16, Reflex 15, Will 13
Resist 5 poison
Speed 6 (8 while charging, forest walk)
[melee basic] Spear (standard; at-will) * Weapon
+8 vs. AC; 1d8+4 damage; see also overwhelming mob.
[ranged basic] Javelin (standard; at-will) * Weapon
Range 10/20; +8 vs. AC; 1d6+4 damage; see also overwhelming mob.
[ranged] Pointed Disengagement (standard;
recharge 5-6) * Weapon
The yig-yig spearthrower makes a melee spear attack, shifts 6 squares and makes a javelin attack; see also overwhelming mob.
Overwhelming Mob
The yig-yig spearthrower gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +9, Stealth +7
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 9 (0) Cha 11 (+1)
Equipment spear, 5 javelins
Tactics
Yig-Yig Spearthrowers will skirmish with their foes before attempting to flank their foes to fully benefit from Overwhelming Mob. Once bloodied they will use pointed disengagement to get out of melee and to a safe distance from which to throw javelins.
Yig-Yig Headhunter
Tiger-stripes of black and green paint streak the body and face of the enemy that darts out of the foliage holding a menacing bronze scimitar. Shrunken human heads hang from its belt and a bundle of javelins are strapped to its back.
4th Level Lurker
Medium natural humanoid, XP 175
Initiative +7; Senses Perception +4; low-light vision
HP 45; Bloodied 20
AC 18; Fortitude 17, Reflex 17, Will 16; see also Confusing Mob
Resist 5 poison
Speed 6 (8 while charging, forest walk), climb 3
[melee basic] Bronze Scimitar (standard; at-will) * Weapon
+9 vs. AC; 1d8 + 4 damage (1d8+13 on a critical)
[ranged] Poisoned Javelin (standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d6 + 4 damage, and the yig-yig headhunter makes a secondary attack against the target. Secondary Attack: +7 vs.. Fortitude; the target takes ongoing 5 poison damage and is dazed (save ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Javelin is not dying but unconscious.
[melee] Decapitation Attempt(standard; when the Yig-Yig
Headhunter has combat advantage against a foe; at-will; can be used as part of a charge action) * Weapon
The yig-yig headhunter makes 2 Bronze Scimitar attacks against the same target.
[melee] Bloodthirsty (immediate reaction; when an
adjacent enemy is reduced to bloodied state; at-will) * Weapon
The yig-yig headhunter makes a Bronze Scimitar attack against the bloodied foe.
Confusing Mob
The yig-yig headhunter gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Sniper
A hidden yig-yig headhunter that misses with a ranged attack remains hidden.
Alignment Evil; Languages Draconic
Skills Athletics +10, Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 15 (+4)
Con 15 (+4) Int 10 (+2) Cha 12 (+3)
Equipment bronze scimitar, 5 poisoned javelins
Tactics
Yig-Yig Headhunters hide in the dense underbrush or tree branches of the jungle, throwing their javelins from the shadows as their allies attack, charging when an opportunity to use decapitation attempt is presented. If a fight is going well they will disengage from melee and hurl Poisoned Javelins at badly injured enemies.
Yig-Yig Witchdoctor
This figure is garbed in colorful feathers and snake skins Human skulls and shrunken heads hang from the belt and fetishes dangle from the spear and blowpipe it carries.
4th level Controller
Medium natural humanoid; XP 175
Initiative +2; Senses Perception +11, low-light vision
HP 55; Bloodied 25
AC 17; Fortitude 14, Reflex 15, Will 17; see also Confusing Mob
Resist 5 poison
Speed 6 (forest walk)
[melee basic] Poisoned Spear (standard; at-1ill) * Poison,
Weapon
+9 vs. AC; 1d8+2 damage and the target and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed.(save ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Spear is not dying but unconscious.
[ranged] Blowpipe (standard; at-will) * Poison, Weapon
Range 5/10; +9 vs. AC; 1 damage and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed(save ends both). A target that is reduced to 0 HP by the poison damage of a Blowpipe is not dying but unconscious.
[ranged] Juju Eye (standard; recharge 5-6) * Fear, Gaze,
Psychic
Range 20; +8 vs. Will; 2d6+4 psychic damage, the target is stunned (save ends) and the Yig-Yig Witchdoctor regains 10 hit points.
[area] Phantom Serpents (standard; recharge 5-6) *
poison, zone
Range 10; burst 1; the area of the burst becomes a zone that lasts until the end of the encounter; enemies treat the area of the zone as difficult terrain; enemies that begin or enter their turn in the zone are subject to an attack; +8 vs. Reflex;; 2d4 damage and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed. dazed (save ends both). A target that is reduced to 0 HP by the poison damage of Phantom Serpents is not dying but unconscious.
[close] Battle Chant (move; at-will) * Fear
Close burst 10; creatures that are deafened are immune; all enemies in area take -2 on their attacks until the beginning of the Yig-Yig Witchdoctor’s Next Turn.
Confusing Mob
The Yig-Yig Witchdoctor gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Alignment Evil; Languages Draconic, Common
Skills Intimidate +10
Str 10 (+2) Dex 12 (+3) Wis 19 (+6)
Con 12 (+3) Int 15 (+4) Cha 16 (+5)
Equipment poisoned spear, blowpipe and 5 poisoned darts
Tactics
A Yig-Yig Witchdoctor will use Phantom Serpents and Battle Chant as soon as its enemies are in range. It will continue to use Battle Chant while alternating between Phantom Serpent and Blowpipe attacks. While injured the witchdoctor will use Juju Eye as much as possible.
So here's some rat-bastard-DM Sword & Sorcery monsters I made for my deceased-and-never-returning 4th edition campaign; once I'm done running about and taking care or chores I'll catch up with your emails and comments.
BOG ALLOSAUR
This bipedal horse-sized dinosaur looks like a hybrid between an allosaur and an alligator. It has muscular forearms that end in fierce webbed talons and a thick, long armor-plated tail.
Bog allosaurs are smallish carnosaurs found in tropical swamplands. They are vicious and intelligent for dinosaurs, and play cat-and-mouse games with their prey.
6th Level Elite Skirmisher
Large natural beast; XP 500
Initiative +9 Senses Perception +8
HP 145; Bloodied 70
AC 22; Fortitude 22, Reflex 21, Will 16
Saving Throws +2
Speed 8 (swamp walk), swim 6, see also hop
Action Points 1
[melee basic] Bite (standard; at-will)
Reach 2, +11 vs. AC; 2d6+4 damage.
[melee basic] Tail Lash (move; at will)
Reach 2; +9 vs AC; 1d6+4 damage and the bog allosaur makes a secondary attack against the target; +9 vs fortitude; the allosaur can push the target 1 square and the target is prone.
[melee] Talons (move; at-will)
+11 vs AC; 1d8+4 damage.
Hop (move; the bog Allosaur cannot be
swimming; recharge 5-6)
The allosaur shifts up to 8 squares. As a standard action this can be used as a Charge action.
Spring Upon Fallen (move; an enemy must be
prone and within 3 squares of the bog allosaur; recharge 6)
The allosaur shifts up to 3 squares so that it is adjacent to or in a prone enemy’s square, then makes 2 talon attacks against it.
Predatory Lunge (immediate interrupt; when a prone
enemy within 2 squares of the bog Allosaur stands ups; recharge 6)
The allosaur makes a bite attack against the enemy within 2 squares that is standing up.
Threatening Reach
The allosaur can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned Languages -
Skills Stealth +12
Str 21(+8) Dex 18 (+7) Wis10 (+3)
Con 16 (+6) Int 3 (-1) Cha 12 (+4)
Tactics
Bog allosaurs attempt to stalk their prey from the water. When they attack they will move or hop with range to use tail lash, using an action point to spring upon fallen is an enemy is knocked prone. Once in melee they will use bite and tail lash attacks in order to knock foes prone and use spring upon fallen and predatory lunge.
Lore
A character knows the following information with a successful nature check:
DC 15: Bog allosaurs are fierce, cunning predators of the tropical swamps. They are known to cruelly toy with their prey.
Encounter Groups
Bog allosaurs usually hunt in pairs. Sometimes lizardfolk tribes domesticate bog allosaurs and black dragons have been known to keep them as guard beasts.
CARNIVOROUS FLYING MONKEY SWARM
Tiny monkeys, with fluffy gold and white fur, are thickly clustered on the tree branches. There must be hundreds of them!
Fierce predators that haunt tropical forests, their appearance is deceptive as their jaws contain dozens of serrated blade-like teeth that shred the flesh of their prey.
5th Level Elite Skirmisher
Large natural beast (swarm); XP 400
Initiative +7 Senses Perception +7; low-light vision
Swarm Attack aura 1; the monkey
swarm makes a Swarm of Teeth as a free action against each enemy that begins its turn in or enters the aura.
HP 120; Bloodied 60
AC 21; Fortitude 16, Reflex 20, Will 15
Saving Throws +2
Resist Half damage from melee and ranged attacks
Speed 6 (forest walk), climb 6, see also gliding flaps
Action Points 1
[basic melee] Swarm of Teeth (standard; at-will)
Reach 2, +10 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends).
Gliding Flaps (move; recharge 4- 6)
The monkey swarm has a fly speed of 6 until the end of its turn and may immediately fly 6 squares as part of this action.
Swarm up the Haft (immediate reaction, when attacked
by a melee attack; at will)
The monkey swarm makes a Swarm of Teeth attack against its attacker.
Alignment Unaligned Languages -
Skills Acrobatics +16
Str 10 (+2) Dex 18 (+6) Wis10 (+2)
Con 12 (+3) Int 2 (-2) Cha 15 (+4)
Tactics
Carnivorous Flying Monkey Swarms try to overtake their prey, attempting to devour them alive. They will continue to attack unconscious enemies. A bloodied swarm will flee.
Lore
A character knows the following information with a successful Nature check:
DC 15: Carnivorous flying monkeys, despite their name, do not actually fly but instead glide on flaps of skin between their 'arms' and 'legs,' much like the flying squirrel.
DC 20: Stories tell of foul jungle cults that would train carnivorous flying monkeys to serve as guardians.
Encounter Groups
In the wild multiple swarms will occasionally hunt together. Sometimes a swarm will form a symbiotic relationship with another predator. They have been used as living traps in the menageries of decadent overlords.
GLOW MUTANT
Emanating a sickly green glow is a manlike figure with rotting flesh, in some places the yellowing bones are revealed. There is an unpleasant metallic taste in your mouth and a ringing in your ears.
In some places, powerful radiations warp creatures that dwell therein. Glow Mutants are the end result of generations of humanoids dwelling in such lands. They are usually starving, as their glow and slow shamble inhibits their ability to hunt, as well as the lack of forage in the wastelands they inhabit. However, their metabolism allows them to survive for decades on minimal amounts of food and water.
5th Level Elite Brute
Medium aberrant humanoid; XP 400
Initiative +2; Senses Perception +2; tremorsense 10
Sickly Glow aura 5; provides dim light in the area
of the aura; enemies that begin their turn or enter the aura takes 5 acid, necrotic and poison damage. Aberrant creatures are immune to this effect.
Sensory Interference aura 20; enemies within the aura
have a -5 penalty to all perception checks, as well as passive perception. Aberrant creatures are immune to this effect.
HP 155; Bloodied 75
AC 17; Fortitude 22; Reflex 18; Will 19
Saving Throws +2
Immune Disease; Resist acid 10, cold 5, poison 10, lightning
5, fire 5, necrotic 10
Speed 4; unable to run or charge
Action Points 1
[melee basic] Slam (standard; at will)
+8 vs. AC; 1d8+4 damage and the Glow Mutant makes a secondary attack against its target; +6 vs.. fortitude; target falls prone.
[melee] Groping Flailing Limb (standard, at-will)
+6 Vs. reflex; 1d4+4 damage and the target is grabbed until escape. The target is subject to a -5 penalty on efforts to escape the grab.
[melee] Gnaw on Victim (standard, can be used on
targets that are immobilized, stunned or unconscious, at will) * Acid, Healing, Necrotic, Poison
+8 Vs. AC; 2d6+4 damage plus ongoing 5 acid, necrotic and poison damage (save ends) and the Glow Mutant regains 10 hit points.
[ranged] Throw Rubble (standard; recharge 6)
Ranged 10; +6 Vs. Reflex; 1d8+4 damage and the Glow Mutant makes a secondary attack against the target; +6 vs.. fortitude; target falls prone.
[close] Radioactive Vomit (minor; recharges when
bloodied) * Acid, Necrotic, Poison
Close blast 2; +6 vs. reflex; the target takes ongoing 10 acid, necrotic and poison damage and is dazed (save ends both).
Alignment Evil; Languages Telepathy 5
Skills Endurance +16
Str 18 (+6) Dex 10 (+2) Wis10 (+2)
Con 18 (+6) Int 6 (0) Cha 3 (-2)
Tactics
A Glow Mutant will Throw Rubble at enemies as they close. Once engaged it will use Radioactive Vomit before attempting to grab an enemy with Groping Flailing Limb and then using Gnaw on Victim to finish off its prey.
Lore
A character will know the following information with a successful Arcana check:
DC 15: Glow Mutants are degenerate, pitiful inhabitants of regions poisoned by strange energies.
DC 20: Many times the blasted wastes that Glow Mutants haunt are the product of powerful weapons used by lost ancient races.
Encounter Groups
Foulspawn tribes will often allow Glow Mutants to join their ranks. As well, powerful aberrant creatures are sometimes worshipped and served by Glow Mutants.
MAN-EATING APE
These brutal beasts are thought to be carnivorous relations of Gigantopithecus. As their name implies, Man-Eating Apes stalk and devour humans and humanoids. They lurk where settled lands abut fierce wilderness, foraying into civilized regions to hunt.
Man-Eating Hill Ape
This man-sized ape matted orange-brown fur hanging from its back and its unusually long arms, but otherwise has sparse hair, which exposes its heavy wrinkled grayish hide. Boar-like tusks protrude from its drooling jaws.
Man-Eating Hill Apes are found in rocky and hilly regions that border civilization.
4th Level Brute
Large natural beast; XP 175
Initiative +4; Senses Perception +2; low-light vision
HP 70; Bloodied 35
AC 18; Fortitude 18; Reflex 15; Will 13
Speed 6; Climb 3
[melee basic] Talons (standard; at-will)
Reach 2: +7 vs. AC; 1d8+4 damage.
[melee basic] Tusked Jaws (standard; at will)
+7 vs. AC; 1d12+4 damage. See also
[melee] Limb From Limb (standard; at-will)
The hill ape makes 2 talon attacks. If both talons strike the hill ape will pull a medium size or smaller target 1 square, unless the target is already adjacent. If the target is now or already was adjacent to the hill ape, it makes a tusked jaws attack against the target as a free action.
[ranged] Hurl Rock Fragment (standard; recharge 6)
Range 8/16; +7 vs. AC; 1d6+4 damage.
Threatening Reach
The hill ape can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned; Languages -
Skills Athletics +11, Stealth +9
Str 19 (+6) Dex 15 (+4) Wis 11 (+2)
Con 18 (+6) Int 4 ( +0) Cha 10 (+2)
Tactics
Man-Eating Hill Apes will hurl rock fragment, move within range of their talons and make limb from limb attacks, attempting to drag their prey towards them and use free tusked jaws attacks. They are fierce hunters and will fight to the death.
Lore
With a successful Nature check a character will know the following information
DC 15: Man-Eating Hill Apes are smaller than other Man-Eating Ape species, and it is theorized that may be the result of such apes breeding with apemen or orcs.
Encounter Groups
As well as their own small family groups, hill apes are kept as guard beasts by apemen, cavemen, hobgoblins and oni.
Degenerate Man-Eating Ape
This massive white ape is covered with long silky white fur except for its leathery gray chest and head. It milky white eyes appear to be sightless.
In ages past man-eating apes were trapped in subterranean regions, their inbred blind descendants adapted to their sightless environment. Degenerate Man-Eating Apes are found in deep caverns and underground ruins.
6th Level Brute
Large natural beast (blind); XP 250
Initiative +6; Senses Perception +3; tremorsense 5;
blindsense 20; see also Echolocation.
HP 90; Bloodied 45
AC 18; Fortitude 21; Reflex 18; Will 15
Speed 6; Climb 3
[melee basic] Talons (standard; at-will)
Reach 2: +9 vs. AC; 2d8+4 damage and the target is subject to a secondary attack; +7 vs. Reflex; target is grabbed until it escapes.
[ranged] Hurl Rock Fragment (standard; recharge 6)
Range 8/16; +7 vs AC; 1d6+4 damage.
[melee] Fling (standard; can only be used on
medium or smaller targets that the Degenerate Man Eating Ape has grabbed; recharge 5-6)
+7 vs. Fortitude; target takes 3d8+4 damage, is pushed 3 squares and is prone.
Echolocation
If the Degenerate Man-Eating Ape is deafened it loses its blindsense ability.
Alignment Unaligned; Languages -
Skills Athletics +14, Stealth +11
Str 22 (+9) Dex 16 (+6) Wis 10 (+3)
Con 19 (+7) Int 3 (-1) Cha 8 (+2)
Tactics
Degenerate Man-Eating Apes attempt to ambush their prey, once they lose the element to surprise, they Hurl Rock Fragments at their foes as the close in to grab and Fling their enemies. Once they are bloodied or lose half their number they generally will flee.
Lore
A character will know the following with a successful Dungeoneering check:
DC 15: Degenerate Man-Eating Apes are blind subterranean predators. They use sound in order to “see” their surroundings.
Encounter Groups
Degenerate Man-Eating apes hunt in small family groups. They are sometimes domesticated by Grimlocks or Drow, and Subghouls are known to join their packs.
SUBGHOUL
Child-sized, a pale and twisted stunted parody if the human form, bestial in aspect with cracked fangs, broken talons and ropy mats of gray hair.
These loathsome beings are found in ruins and tombs as well as desolate wastes. They ravenously hunger for flesh, especially that of humanoids.
1st Level Soldier
Small natural humanoid (undead); XP 100
Initiative +5; Senses Perception +0; darkvision
HP 30; Bloodied 15
AC 17; Fortitude 14; Reflex 16; Will 12; see also Swarming
Mob
Immune: disease, poison; Resist: 5 necrotic; Vulnerable 5
radiant
Speed 6; Climb 3
(melee basic) Chilling Talons (standard; at will) * Fear
+8 vs. AC; 1d6+2 damage and the target is slowed (save ends); if the target is already slowed the target is then immobilized (save ends).
(melee) Bestial Feasting (standard; at will; target must be
immobilized, stunned or unconscious) * Healing
+6 vs. AC; 2d6+2 damage, the subghoul regains 5 hit points and the target is dazed (save ends).
Swarming Mob
The subghoul gains +2 to all defenses if either itself or its attacker is adjacent to 2 additional allies.
Alignment Chaotic Evil; Languages -
Skills Stealth +9
Str 14 (+2) Dex 17 (+3) Wis 11 (+0)
Con 15 (+2) Int 6 (-2) Cha 10 (+0)
Tactics
Subghouls attempt to overwhelm their foes, trapping them with their Chilling Talons and then gorge themselves with Bestial Feasting. They generally will attempt to flee once half their number has been slain.
Lore
A character will know the following with a successful skill check:
ReligionDC 15: Subghouls are thought to be either the twisted offspring of ghouls or the result of especially stunted beings becoming ghouls.
Arcana DC 20: Certain vile arcanists have bound Subghouls to their service using ancient rituals.
Encounter Groups
Although they often form their own packs, Subghouls can be found trailing after ghouls, other undead as well degenerate man-eating apes packs.
YIG-YIG
Looking much like short, sallow, wiry humans clad in loincloths and bone jewelry, with their black hair in a ‘bowl-cut,’ closer examination reveals the yellow eyes with the slit-pupils of a snake, serpentine fangs and scattered patches of skin with a scaly texture.
The descendants of a pre-human race of serpent-worshippers, the Yig-Yigs have bred with both their scaly gods and mankind over the eons, becoming a race of deformed primitives. They live a tribal existence in sweltering tropical jungles; those who are favored in the eyes of the dark powers they serve are gifted with unnatural longevity and supernatural powers. These Elders retire to the Fang Temples where they serve their deity for centuries. Under normal circumstances, yig-yigs will try to render their enemies unconscious, taking them captive and delivering them to their masters.
Lore
A character will know the following information with a successful Nature check:
DC 15: Jungle primitives that worship snakes and dark powers, Yig-Yigs have a fondness for poison.
Encounter Groups
Yig-Yigs will serve Yuan-Ti and will sometimes ally themselves with Lizardfolk tribes. Occasional Green Dragons will dominate Yig-Yigs tribes.
Yig-Yig Wretch
This group is filthy and emaciated; their skin has a jaundiced hue and many filthy sores. They clutch thigh bones and bronze daggers in their claw like hands.
2nd Level Minion
Medium Natural Humanoid; XP 31
Initiative +3; Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion
AC 14; Fortitude 13, Reflex 13, Will 12
Resist 5 poison
Speed 6 (8 while charging, forest walk)
[melee basic] Bronze Dagger or Bone Club(standard, at will) * weapon
+5 vs. AC; 4 damage; see also Overwhelming Mob.
[ranged basic] Thrown Rock (standard, at-will) * weapon
range 5/10; +5 vs. AC; 4 damage; see also Overwhelming Mob.
[melee] Grasping Hands (move, at-will)
+3 vs. Reflex; the target is grabbed until escape; see also Overwhelming Mob.
Overwhelming Mob
The yig-yig wretch gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +6, Stealth +7
Str 12 (+2) Dex 12 (+2) Wis10 (+1)
Con 12 (+2) Int 8 (+0) Cha 8 (+0)
Equipment bronze dagger or bone club, 2 rocks
Tactics
While some wretches Throw Rocks from a distance, others engage their foes, alternating weapon attacks and Grasping Hands to surround and pin down their foes.
Yig-Yig Fanatic
They have shaved head, crude face paint and their eyes are flashing with battle madness. Skull totems decorate their bodies and they bear cruel bronze scimitars.
5th level Minion
Medium natural humanoids; XP 50
Initiative +4; Senses Perception +2; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 16, Will 14
Resist 10 poison
Speed 6 (8 while charging, forest walk)
melee basic] Bronze Scimitar (standard; at-will) * Weapon
+11 vs. AC; 5 damage; see also Overwhelming Mob.
[melee] Hacking Fanatic(standard; recharge when the
yig-yig fanatic charges or bloodies an enemy; may be used as part of a charge action) * Weapon
The yig-yig fanatic makes 2 Bronze Scimitar attacks against the same target.
Overwhelming Mob
The yig-yig fanatic gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +10, Stealth +9
Str 16(+5) Dex 14 (+4) Wis 10 (+2)
Con 12 (+3) Int 9 (+1) Cha 11 (+2)
Equipment bronze scimitar, 3 javelins
Tactics
Usually fanatics use Stealth to hide until in prime position to ambush. If they notice that a foe is bloodied, often fanatics that are combating other enemies will shift away from their current adversary and charge to use Hacking Fanatic against the bloodied foe.
Yig-Yig Savage
Clad in a simple loinclout, it carries a club with a crude stone head and a bundle of feathered javelins.
2nd Level Brute
Medium natural humanoid, XP 125
Initiative +3; Senses Perception +1; low-light vision
HP 30; Bloodied 15
AC 14; Fortitude 15, Reflex 14, Will 13
Resist 5 poison
Speed 6 (8 while charging, forest walk)
[melee basic] Stone Club (standard; at-will) * Weapon
+7 vs. AC; 1d6 + 5 damage; see also overwhelming mob.
[ranged] Javelin (standard; at-will) * Weapon
Range 10/20; +5 vs. AC; 1d6 + 3 damage; see also overwhelming mob.
[melee] Savage Fury(standard; recharges when
the yig-yig savage is bloodied, can be made as part of a charge action) * Weapon
The yig-yig savage makes 2 Stone Club attacks against the same target.
Overwhelming Mob
The yig-yig savage gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target
Alignment Evil; Languages Draconic
Skills Athletics +9, Stealth +7
Str 16 (+4) Dex 12 (+2) Wis 10 (+1)
Con 12 (+2) Int 9 (+0) Cha 11 (+1)
Equipment stone club, 3 javelins
Tactics
A group of yig-yig savages will use Stealth to hide in the dense jungle foliage, launching an ambush with thrown javelins. They will then harass their enemies, taking advantage of their forest walk ability and the cover provided by vegetation to throw javelins before charging their foes using Savage Fury.
Yig-Yig Spearthrower
Your foe carries a bamboo spear in one hand and a feathered javelin in the other. More javelins are in a quiver on the hip.
3rd Level Skirmisher
Medium Natural Humanoid; XP 150
Initiative +5; Senses Perception +1; low-light vision
HP 45; Bloodied 20
AC 15; Fortitude 16, Reflex 15, Will 13
Resist 5 poison
Speed 6 (8 while charging, forest walk)
[melee basic] Spear (standard; at-will) * Weapon
+8 vs. AC; 1d8+4 damage; see also overwhelming mob.
[ranged basic] Javelin (standard; at-will) * Weapon
Range 10/20; +8 vs. AC; 1d6+4 damage; see also overwhelming mob.
[ranged] Pointed Disengagement (standard;
recharge 5-6) * Weapon
The yig-yig spearthrower makes a melee spear attack, shifts 6 squares and makes a javelin attack; see also overwhelming mob.
Overwhelming Mob
The yig-yig spearthrower gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +9, Stealth +7
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 9 (0) Cha 11 (+1)
Equipment spear, 5 javelins
Tactics
Yig-Yig Spearthrowers will skirmish with their foes before attempting to flank their foes to fully benefit from Overwhelming Mob. Once bloodied they will use pointed disengagement to get out of melee and to a safe distance from which to throw javelins.
Yig-Yig Headhunter
Tiger-stripes of black and green paint streak the body and face of the enemy that darts out of the foliage holding a menacing bronze scimitar. Shrunken human heads hang from its belt and a bundle of javelins are strapped to its back.
4th Level Lurker
Medium natural humanoid, XP 175
Initiative +7; Senses Perception +4; low-light vision
HP 45; Bloodied 20
AC 18; Fortitude 17, Reflex 17, Will 16; see also Confusing Mob
Resist 5 poison
Speed 6 (8 while charging, forest walk), climb 3
[melee basic] Bronze Scimitar (standard; at-will) * Weapon
+9 vs. AC; 1d8 + 4 damage (1d8+13 on a critical)
[ranged] Poisoned Javelin (standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d6 + 4 damage, and the yig-yig headhunter makes a secondary attack against the target. Secondary Attack: +7 vs.. Fortitude; the target takes ongoing 5 poison damage and is dazed (save ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Javelin is not dying but unconscious.
[melee] Decapitation Attempt(standard; when the Yig-Yig
Headhunter has combat advantage against a foe; at-will; can be used as part of a charge action) * Weapon
The yig-yig headhunter makes 2 Bronze Scimitar attacks against the same target.
[melee] Bloodthirsty (immediate reaction; when an
adjacent enemy is reduced to bloodied state; at-will) * Weapon
The yig-yig headhunter makes a Bronze Scimitar attack against the bloodied foe.
Confusing Mob
The yig-yig headhunter gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Sniper
A hidden yig-yig headhunter that misses with a ranged attack remains hidden.
Alignment Evil; Languages Draconic
Skills Athletics +10, Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 15 (+4)
Con 15 (+4) Int 10 (+2) Cha 12 (+3)
Equipment bronze scimitar, 5 poisoned javelins
Tactics
Yig-Yig Headhunters hide in the dense underbrush or tree branches of the jungle, throwing their javelins from the shadows as their allies attack, charging when an opportunity to use decapitation attempt is presented. If a fight is going well they will disengage from melee and hurl Poisoned Javelins at badly injured enemies.
Yig-Yig Witchdoctor
This figure is garbed in colorful feathers and snake skins Human skulls and shrunken heads hang from the belt and fetishes dangle from the spear and blowpipe it carries.
4th level Controller
Medium natural humanoid; XP 175
Initiative +2; Senses Perception +11, low-light vision
HP 55; Bloodied 25
AC 17; Fortitude 14, Reflex 15, Will 17; see also Confusing Mob
Resist 5 poison
Speed 6 (forest walk)
[melee basic] Poisoned Spear (standard; at-1ill) * Poison,
Weapon
+9 vs. AC; 1d8+2 damage and the target and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed.(save ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Spear is not dying but unconscious.
[ranged] Blowpipe (standard; at-will) * Poison, Weapon
Range 5/10; +9 vs. AC; 1 damage and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed(save ends both). A target that is reduced to 0 HP by the poison damage of a Blowpipe is not dying but unconscious.
[ranged] Juju Eye (standard; recharge 5-6) * Fear, Gaze,
Psychic
Range 20; +8 vs. Will; 2d6+4 psychic damage, the target is stunned (save ends) and the Yig-Yig Witchdoctor regains 10 hit points.
[area] Phantom Serpents (standard; recharge 5-6) *
poison, zone
Range 10; burst 1; the area of the burst becomes a zone that lasts until the end of the encounter; enemies treat the area of the zone as difficult terrain; enemies that begin or enter their turn in the zone are subject to an attack; +8 vs. Reflex;; 2d4 damage and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed. dazed (save ends both). A target that is reduced to 0 HP by the poison damage of Phantom Serpents is not dying but unconscious.
[close] Battle Chant (move; at-will) * Fear
Close burst 10; creatures that are deafened are immune; all enemies in area take -2 on their attacks until the beginning of the Yig-Yig Witchdoctor’s Next Turn.
Confusing Mob
The Yig-Yig Witchdoctor gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Alignment Evil; Languages Draconic, Common
Skills Intimidate +10
Str 10 (+2) Dex 12 (+3) Wis 19 (+6)
Con 12 (+3) Int 15 (+4) Cha 16 (+5)
Equipment poisoned spear, blowpipe and 5 poisoned darts
Tactics
A Yig-Yig Witchdoctor will use Phantom Serpents and Battle Chant as soon as its enemies are in range. It will continue to use Battle Chant while alternating between Phantom Serpent and Blowpipe attacks. While injured the witchdoctor will use Juju Eye as much as possible.
Monday, January 17, 2011
Grammaree (Jewel Throne) Preview
The Eyes of Far Death
Level: Magic-User 5
Range: 7 miles
Duration: Ten minutes or until discharged
The caster gains the ability of telescopic vision, being able to zoom in on anything within both their line of sight and the range of seven miles, magnifying it at will until it looks like its is directly before the caster. The caster may choose to discharge the spell at one target within their vision, which will manifest as an invisible particle beam from the caster's eyes that will inflict 1D6 points of damage per level of the caster upon the target, with a saving throw versus spells allowed for half damage. If a man-sized or smaller target is slain by the spell it's body will explode into a mass of superheated chunks. If the caster attempts to focus on a target within 200 feet they must make a saving throw versus paralysis or suffer such extreme vertigo and disorientation that they fall in a faint for 1D20 rounds, with a 50% chance of the spell discharging and inflicting damage upon the target.
Mass of Serpents
Level: Magic-user 4
Range: Caster
Duration: Ten minutes per caster level
The caster becomes a 10' diameter mass of venomous serpents, with an Armor Class of 9, a Movement Rate of 90' (60' while swimming or climbing), and the ability to attack all within it's area. On a successful attack the target will suffer 1-3 points of damage and will have to make a saving throw versus poison or die in 1-6 turns.
Psychic Reaping
Level: Magic-User 4
Range: 1 Sentient creature within 30 feet
Duration: Permanent
The caster sends a probe into the target's mind and gains knowledge of all of the target's shameful secrets and perceived weaknesses. The target will be aware of this occurring as well as who is responsible, and will forever suffer a -1 penalty to all die rolls directly involving the caster, such as attack rolls, saving throws, damage rolls and so forth, with the caster gaining a +1 bonus on all such equivalent rolls involving the victim. The target is allowed a saving throw versus spells, and if they roll a 20 on their saving throw the effect of the spell is reversed, with the target instead gaining knowledge of the caster's shameful secrets and perceived weaknesses, with the attendant bonuses and penalties.
Raise Drowned Vessel
Level: Magic-User 5
Range: 1 mile per caster level
Duration: 24 hours
This spell will raise one sunken ship from the bottom of a body of fresh or salt water to temporarily float at the surface level; while casting this spell the caster may choose to specify the name of the vessel, if so only the aforementioned vessel will be raised (if it is within range), otherwise the nearest sunken vessel will be raised.
Speak With Cats
Level: Magic-User 1
Range: Caster
Duration: 24 hours
For the duration of this spell the caster's speech will be understood by cats and other felines. If the caster is able to see a feline's body language and can hear it's utterances, the spell will translate the aforementioned feline's communication into eloquent speech heard inside the caster's head.
Jewel Throne Update
Regarding The Jewel Throne, I'd like to thank everyone for both their kind encouragement, as well as those who have generously offered to contribute in any fashion to the project.
In true Gamer-ADD fashion, I've been shuttling between several different articles for first issue of the Jewel Throne, and here are some of the contents:
- "War...War Never Changes:" Wasteland & Fallout inspired equipment for Gamma World & Mutant Future.
- Cave/Lair Geomorphs: A set of 36 geomorphs for quickly assembling caves and lairs; they conform roughly to the Dyson Logos format, but not entirely...they don't always "play nice with others."
- Snake Men: Statistics for strictly Robert E. Howard style Snake Men of varying levels.
- Twenty Sorcerers, with statistics, details, backgrounds, personalities and spellbooks; their spellbook selection ties into the following.
- "Grammaree:" Twenty-odd Magic-User spells, inspired by Eldritch Weirdness (one of my favorite OSR products) and Ancient Vaults & Eldritch Secrets. Incantations to become an iron colossus; raise a sunken ship for 1 day; know all of your target's shameful secrets; possess telescopic vision particle beams; curse a victim to slowly transform into an ape; summon a polyp of the upper vapors to serve as a flying carpet; and so forth. Some of these are inspired by my own Magic-User PC going "Fricking heck, why isn't there a spell for X so I can do Y!", others by the events of current and past campaigns, as well as fantastic literature. EDIT: Here is a list of the spells I am working on:
The focus for this issue will be "material that can be immediately useful for GMs in a wide variety of campaigns." For possible future issues some of the ideas I'm considering include D&D-compatible Fighting Fantasy/Tunnels & Trolls style solo adventures and mini-rpgs such as "Action Movie D&D" (with random fire-escape determination tables and explicit rules for jumping from rooftop to rooftop ;D).
Also, JDJarvis has posted some great one-hour dungeon maps Here, Here and Here.
In true Gamer-ADD fashion, I've been shuttling between several different articles for first issue of the Jewel Throne, and here are some of the contents:
- "War...War Never Changes:" Wasteland & Fallout inspired equipment for Gamma World & Mutant Future.
- Cave/Lair Geomorphs: A set of 36 geomorphs for quickly assembling caves and lairs; they conform roughly to the Dyson Logos format, but not entirely...they don't always "play nice with others."
- Snake Men: Statistics for strictly Robert E. Howard style Snake Men of varying levels.
- Twenty Sorcerers, with statistics, details, backgrounds, personalities and spellbooks; their spellbook selection ties into the following.
- "Grammaree:" Twenty-odd Magic-User spells, inspired by Eldritch Weirdness (one of my favorite OSR products) and Ancient Vaults & Eldritch Secrets. Incantations to become an iron colossus; raise a sunken ship for 1 day; know all of your target's shameful secrets; possess telescopic vision particle beams; curse a victim to slowly transform into an ape; summon a polyp of the upper vapors to serve as a flying carpet; and so forth. Some of these are inspired by my own Magic-User PC going "Fricking heck, why isn't there a spell for X so I can do Y!", others by the events of current and past campaigns, as well as fantastic literature. EDIT: Here is a list of the spells I am working on:
Become the Form of the Mog-Molarch
The Black Lasher
Black Vapours of Anthrophagic Fever
Call Servitor Polyp of the Upper Vapours
Crystal Armor
Curse of Lunar Possession
Exhale Cloud of Stinging Flies
The Eyes of Far Death
The Golden Spheres
Luminous Purple Mist
Mass of Serpents
Psychic Reaping
Raise Drowned Vessel
Ray of the Ape Curse
Returning Missiles to Their Sources
Shaft to the Underworld
Shroud of Shining Shards
Speak With Cats
Swarming Leaves of Death
Uproot by Black Storm
The focus for this issue will be "material that can be immediately useful for GMs in a wide variety of campaigns." For possible future issues some of the ideas I'm considering include D&D-compatible Fighting Fantasy/Tunnels & Trolls style solo adventures and mini-rpgs such as "Action Movie D&D" (with random fire-escape determination tables and explicit rules for jumping from rooftop to rooftop ;D).
Also, JDJarvis has posted some great one-hour dungeon maps Here, Here and Here.
Labels:
Dungeons and Dragons,
Geomorphs,
Jewel Throne,
Magic Items,
Mapping,
Maps,
npcs,
publishing,
Snake Men,
spells
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