Showing posts with label AdnD. Show all posts
Showing posts with label AdnD. Show all posts
Thursday, 6 April 2017
Xor Monsters 2 (MM2 & BX)
OK so next will look at MM2, the BX monsters and im looking at the Dragon Creature Catalogs becauses they had some nice planar monsters. I might have trouble getting them because ppl tended to seperate them from mags (ppl like me...).
MM2
Aboleths - awesome critters to live in deeps of Xor
Afanc - big killer fish with 15HD could be handy
Ant lions - someone has to eat those ants
Ascomoid - fungal critters are good
Aspis - insectoids colonised Xor
Basidirond - mobile fighting fungus
Basilisk Greater - i could add more mythic powers including fire breath, poison touch etc
Bat, Mobats are good riding bats, on Xor lots of bats are albinos
Deathwatch Beetle - these really freak out high level players when make those death saves, many a follower in my games has died from these
Slicer beetle - hilarity of limb removing criticals and own funny magic item mirth of incomplete boot and glove sets
Behemoths - are just dire hippos
Behir - love guarding neural chambers and feed of electricity
Boalisk - big smakes but as i said before snakes and worms are a bit confused on Xor
Boggle - kinda pathetic and funny googly eyed guys who scuttle about Xor. The can communicate by ear wiggling
Boobrie - giant bloodthirsty herons with bat membranes instead of feathers
Catfish, giant - more fish monsters
Cave Cricket - eat dead stuff and make monster attracting noises, ones in Jackson's King Kong are awesome
Cave Fisher - wonderful cave and dungeon predators
Cloaker -monsters that pretend to be magic items - dungeon comedy gold
Daemons - In my setting I like DCC having Cthulhu mythos for Nuetral evil but I also like the gygaxian Daemons and there is no reason to have both. In my setting Devils are lawful persecutors of mankind who buy souls and tempt with worldly power and lie like lawyers. They are more likely to have legal battles than fights with angels. Demons are lawless selfish beings who lie as a matter of course and they only pretend to make pacts and contracts till they have the upper hand. Daemons are more into corruption and sadism. They visit Xor mostly to see what demons are up to.
Demodands - are another evil race kin to demons mostly interested in execution and torment rather than persecuting mortals or quibbling over souls.
Derro and morlocks are just evil dwarves in my game but up to no good with strange machines
I accidently put Alu demons and cambion in part one under monster manual mostly because they fit under demons
Dinosaurs - more because you cant have too many also Phororhacos a 7+HD flightles bird
Dragonfly, giant - also good for mounts
Dustdigger - monster are starfish like traps cept on Xor dontt hide under sand, more they disguise selves as floor
Executioners Hood - a good bio trap beast
Fly, giant - good mounts for goblins also produce maggots which goblins farm
Froghemoth - fit in very well
Giant in MM2 especially formarians
Gibbering Mouther - fit in very well
Jelly, Mustard - part of Xorian
Kraken - handy for wet areas and caves
Land Lampreys - because you can never have enough lampreys
Mantis, giant
Modrons - mostly visit Xor to fight demons and Slaad
Mongrel Men - thrive especially when reproductive magic is common
Myconid - fungi men are so much fun
Ophidians - more remnants of snake men exploring Xor long ago
Pedipalps - more arachnid fun
Phcomid - more biological trap
Quasi Elemental Lightning - these hang about in neural clusters
Scorpions - more sizes
Slime, Olive and Slime creatures -
Snakes - more = better
Solifugid - more arachnids
Stegocentipede - more centipedes the better
Tasloi - just tribal goblins who ride wasps
Thri-kreen - one of those awesome monsters
Vulture, giant - thrive on Xor but only snack on terrain if desperate
Tunnel Worn - vicious invasive predators
Yeth Hounds - creepy cool scary
Yuan Ti - remnants of hybrid serpent men civilization
Zygom - can grow in diseased or weakened Xor flesh
BX - AC9 and Cyclopedia versions
A few variations of monsters have always puzzled me in dnd. Bees, ants for a start. Yetis are white apes with ice powers. Devil swine make my top ten monsters and kinda a afterthought in 2nd ed. I like how the BX creature catalogue AC9 lists monsters in sections like animals, magic, humanoids, etc. Has a good undead section too. Some of these in a 2nd ed Mystara monster folio too.Drakes are interesting. Some monsters have slightly silly abstract names while i prefer descriptive names like winged ape to Tabi.
Oyster Giant - also good for clams because every pool might have tentacles or clams. Aquatic and land versions
Snake Rock Rattler
Gargoyle, Iron
Golem - Amber, Bone, Bronze, Rock, Silver all fun - never got why these not in adnd - bone and amber main type in Xor and as mentioned before Flesh
Juggernaut -usually animated siege machines of stone and wood but on Xor stone is meat and wood is bone instead
Bhut - fabulous undead-lycanthrope horrors
Crone of Chaos - sort of a witch or lesser hag brought in by demons to corrupt Xor
Gatormen - pretty horrible beastman type with 7HD - similar elephant beastman too - i just use my Abhuman class but id not considered these beastmen before. 4HD turtlemen too. Evil wizard
Giant Amoeba - 10-15 HD gelatinous blobs
Jellyfish, giant - I have aquatic and floating varieties
Leviathan Worms - 60-70 HD freaking awesome and the AC9 book makes them look a bit like giant dicks, also Red Worms 2HD, Slime Worms 10HD
Aranea - sentient evil spiders
Brain Collectors - tentacled brain eaters who steal abilities of consumed brains visit Xor from another dimension
Decapus - horrible pube covered ten tentacled land octopuses
Tabi - Horrible hairy winged chaos ape men brought by demons to Xor, locals find hair repulsive
Beetles - Tiger bugs not in Adnd, im tempted to make them beserkers
Devil Fish - BX name for Ixlthlatlwatsits chaos manta rays....a bit simpler
Dinosaur Stat System in cyclopedia is a lot simpler with generic types instread of as many species as Adnd has
Gargantua - titan carrion crawlrs, gargoyles and trolls are pretty awesome (sadly I dont have a Oriental Adventures anymore which has mega apes, lizards and bugs with 50 odd HD)
Gargoyle description actually says they are made by wizards and other details not in MM
Golem - Obsidian and mud here too
Gremlins are interesting and I like their luck powers otherwise goblin like, I pefer to make them 6 inches tall and sneak into adventurers stuff to sabotage them. Adnd Jermalaine are hella more creepy but I would make them a sub type.
Insect Swarm in basic rules is pretty good
Leech Giant - handy
Lizards - include some extra types not in Adnd
Giant Locusts - come to graze hair on Xor
Lycanthropes - a very good selection including devil swine sent by hell to cause trouble
Manscorpion
Mujina - blank faced creatures use illusions to make faces
Robber Fly - giant stinging flies
Salamander - fire and frost types and my prefered version of this monster being lizard like
Living Statues - I would add meat and bone statues possibly keratin
Toads - A good selection of toad types
NEXT
making basic encounter tables for terrain and dungeons
Xor Monsters 1 (MM and FF)
I actually don't really like new monsters very often and have been tempted to do my own edited monster manual leaving out about a two thirds of 1st ed adnd monsters. I have started a project like this but happy to take a few years to do this, I prefer re skinning monsters and i thing half non racial monsters should be one offs. So here is my notes on Xorian monster manual with notes on possible new monsters. At this stage this is just notes. Im still debating if Xorians have normal earth skin colours.
Reading glasses have got me reading lots of stuff again - didn't realize how shot my eyesight was. Had been so fussy over layout and font size partly from this. Also this Hotspring Island kickstarter looks pretty good https://www.kickstarter.com/projects/pandesmos/the-swordfish-islands-hot-springs-island-an-rpg-he
Lots of monsters will be Xorified by hairlessness and chamo for life on Xor. A few tentacles and mutations help too.
Im not too familiar with system ref coc but might cull or re create some. Any help on this appreciated Will build encounter tables with these.
Hairlessness is common.
Most animals eat meat and herbivores eat hair.
Local creatures will graze on Xor directly but then risk attracting antibodies or immune system so locals only eat Xor in desperation and then tend to move. Plenty of Xor excreta, dead skin. bones, hair are all fair game.
I really wish robots and androids made the cut in these books, we would have had decades more interesting dnd gaming.
Monster Manual 1As the original monster book this has the basics. I wish more related animals were grouped and giant or dire being a mod on basic stats was a good idea in later editions but done in a overly complex way.
Anhkheg - giant insect flesh boring parasite
Ant, giant - these are fine but i like bigger ones in BX and titanic arts welcome. Poison inch ants pretty cool. natives use ants for food and for sutures.
Ape - hairless baboons, gorillas and carnivorous apes all welcome
Axe beaks, flightless birds - one of the more common riding animals
Badger - ok but giant ones that burrow in bone and flesh better
Baluchitherium - might have houses on top
Barracuda, giant gar, giant pike, sharks - reskinned as aquatic predators living in Xor's fluid banks
Basilisk - more serpentine but wear tiny crowns, pollute area, anyone who strikes one is poisoned, might use standard one also
Bear - bears are fine and hairless but also can be used as generic animal and i like to use for giant hairless mole rats
Beavers, giant - collect hair and bones and dead skin to build rafts and dams on surface and underneath. They often trade and shelter travellers
Beetles, giant - are all fine
Black Pudding - though come in many flesh tones instead of black and are part of Xorian ecology recycling dead tissue
Boar - all types fine usually more flesh toned and bristly
Buffalo, bull, camel, cattle, goat, sheep, herd animal - hairless fierce herdbeast feed off hair
Bullette - huge landsharks often blend in with terrain or burrow into depths
Carrion Crawlers - they love parasitizing on Xor but prefer mobile prey
Catoblepas - dwell in muck filled caverns and sores
Centaurs - are horrible hairless chaos beastmen often with mutations
Crab, Crayfish, centipede - dwell in various fluid bodies
Cockatrice - more wattled and with tiny crowns
Crocodiles - in Xor flesh colours, live in any fluids
Demons - are invading Xor and many types possible, devils are rare but lemure might be around
Dinosaurs - common all types but in flesh tone and often mutated
Displacer beast - but more like hairless sphynx cats
Dogs - many types all hairless and some specialist chaos mutant types types
Dolphin - living in fluid systems, more like weird river dolphins and flesh tone
Dragon Turtles - live in large bodies of fluid
Dwarves - on Xor more like cannibalistic bone crafting morlocks that dwell in subdermal complexes
Eel - live in fluids
Elementals - Flesh, bone and blood types
Elf - on xor are blood elves who live in bone citadels and are infamously cruel blood drinkers
Ettins, giants, ogres, ogre magi - all on Xor often bald and obese or mutants
Frogs live in fluid systems
Fungi - violet, yellow mould, brown mould, shriekers, gas spores
Gelatinous Cubes help clean Xor but spherical faster versions exist part of immune system of Xor, grey oozes, green slime are all natives who dont eat Xor
Gnoll - i reskin as various types of beast men
Gnomes - are horrid flesh eaters who live in burrows often with pets (like giant mole rats)
Goblinoids - including bugbears and hobgoblins all fine but hairless - red white and blue skin tribes
Golem Flesh - are spawned by Xor often as guards of vital areas
Halflings are horrible burrowing flesh eating common folk
Harpy - but lack charm and spray diseased feces in battle
Hell Hound - scouting for hell and hunting demons
Hippopotamus - dine on hair and wallow in fluids - can reskin as giant pigs too
Horses or mules are bought by outsiders but tiny dog size prehistoric hairless breeds live in hair covered areas
Hydra - often guard fluid filled caverns
Hyena - hairless, but additional breed laughter causes confusion, shapechange into humans and mimic voices.
Ixitxachitl - demon rays live in depths worshiping demons, normal rays appear too
Jackals - pick scraps and are hairless
Jackalwere - come to Xor for free feed
Jaguar, lion, lynx, tiger, cheetah, all hairless and sphynx cat like
Kobolds - common tribal people above and below surface
Lamia - attracted to free feed, many are hairless bald and mutated but not all
Lamprey, Leech - common in fluids of Xor
Larvae dwell on Xor brought by demons and night hags
Leopards - release stinking clouds from behind and love murder, hairless
Leucrotta - unchanged have migrated here to do evil and eat
Lizards - all but in xor pallette range, gekkos especially
Lizard Men - often xor coloured but might be albino, many came here with serpent empire long ago
Lurker above - a biological trap
Lycanthropes come here but often hairless types like were hairless mole rats
Manticores - some with poison scorpion tales instead of spiked types
Medusa - turn people into calcium bone like statues with pink stingworm like hair
Men - lots of cannibals, tribals, cultists, bandits, etc
Mimics - part of Xor immune system
Mindflayers or just squid men or octopi men if trademark issues
Minotaurs - horrible naked hairless brutes who guard flesh mazes
Morkoth - feel at home but happy to replace
Naga - many are in flesh tone or even worm like but many came here with serpent men long ago as gods
Neo-otyugh and otyugh - fit in well into shit filled chasms and pools
Night hags - visit demons and like to breed larvae here possibly need a flesh hag
Nightmare - brought by night hags
Ochre Jellies feed off intruders and don't eat Xor
Octopus or squid giant - live in pools
Orcs thrive on Xor, especially the cyclops ones and mutant tribes
Owlbears - hairless
Peryton - hairless and featherless with batlike membrane wings
Piercer - many resemble teeth
Portuguese man-o-war - float in air varieties and aquatic types in fluids
Purple Worm - hell yeah!
Rakshasa - i prefer more hindu ones - good article in Dragon (70-100?), they invade xor for food and curiosity, many multiple headed
Rat - most are hairless and mole rats more common. I like various sizes and reskin bears a lot for them
Rhino - huge fleshy rhinos for sure
Rust monsters - Xor breeds them when intruders with metal offend Xor to remove metal
Ropers lurk in subdermal areas especially digestive tract areas
Salamander - I like BX salamanders more - i would call adnd ones fire demons, mostly brought by demons or wizards
Skunk, giant - stink butt weasels
Slug, giant - common and eat dead skin
Snakes - all fine but more sting worm like - many grow from nerve spinal tissue from dead animals - more like weird medieval ideas of snakes. Standard snakes in fleshtone ok too. Many are types with head each end. Snakes cal roll into circles and roll.
Shambling mounds grow in digestive waste areas and more fungal than plant
Scorpions and spiders and ticks, giant - hell yeah
Stirge - many spawned from hives by Xor as population control
Titans - often sleeping, have been on Xor for aeons
Titanothere - like rhinos really
Toad - all fine just change colours
Trapper - bio traps but change damage more like lurker above - not fan of micro rule change monsters - too many in FF
Troglodytes - are great but introduce a ugly mammalian humanoid caveman ike breed also
Trolls - colour shift and often mutated, prone to cancer
Turtle - colour change but fine
Umber Hulk - awesome
Wasp, giant - attracted to Xor for food, hunted by Xorian immune system
Water Weird - tracted to filthy pools
Weasel - blood sucking beasts are hairless
Whale - swim in seas of Xor usually flesh coloured, often horned and toothed
Wolf, and Dire wolf - hairless after a few generations on Xor and used by goblins
Wyvern - bony and wattled horrors
Undead are rare and unwelcome on Xor made by invading necromancers
Fiend FolioAs I have generic beast men and most FF monsters are kinda weird and fill specific niches but here we go. Too many monsters with micro systems like asphyxiation because rules on everything less consistent. Are some biological monsters in the book but mechanically so complex i can't be bothered. I like the book and the art but for my purposes here not so great.
Babbler and Bonesnapper - mini dinosaurs are ok, babblers are mutant lizard men and fairly smart
Bat, giant, doombat, - rats with wings and sonar really but giant vampire bats and bigger riding bats for goblins are a must. More bat monsters would be cool. Flightless hunting bats in book after man are awesome and make good evil mounts. doombats are great but not so good as mounts with area effect attacks
Bloodworm - fine as they are and fill a role
Bullywugs are just frog beast men
Crabmen are just crab beast men
Dark Creepers, Dark stalkers - are a pretty dangerous lost humanoid and deserve more use. I think of them as a alternate rare goblinoid or dark faerie race. On Xor they dwell in the depths.
Death dogs, Devil dogs - death dogs cause knock and have multiple heads, devil dogs are fast can cause fear and can inflict bleeding crits - Id probably have the effect double damage and/or 1hp/round blood loss which could make fights interesting. Mechanically dated modified dogs mostly.
Ettercaps - a great monster probably unwelcome on Xor and dwell in the depths
Fire Toads - big fun but why they keep treasure I don't get
Flailsnails - cool
Flumphs - I like them for some reason and often trick players into fighting them. I imagine a paladin standing on one using as a floating disk
Giants - more giants ok
Githyanki - might visit and build a fort
Grell - probably the most likely to be part of Xor in the book
Hellcats - spies from hell who manipulate people into fighting demons
Hook Horror - another owlbear but i like them
Kamadan - another monster i just like
Nilbogs, Norker - goblin kin
Penanggalan - undead not too common but these fit in well
Slaad - might visit Xor to see what demons up to
Trolls -these are all ok
Volt - creepy masses of metallic pubes with tail and electric pulses that live in Xors nerve system
MM2 and Cyclopedia next
Reading glasses have got me reading lots of stuff again - didn't realize how shot my eyesight was. Had been so fussy over layout and font size partly from this. Also this Hotspring Island kickstarter looks pretty good https://www.kickstarter.com/projects/pandesmos/the-swordfish-islands-hot-springs-island-an-rpg-he
Lots of monsters will be Xorified by hairlessness and chamo for life on Xor. A few tentacles and mutations help too.
Im not too familiar with system ref coc but might cull or re create some. Any help on this appreciated Will build encounter tables with these.
Hairlessness is common.
Most animals eat meat and herbivores eat hair.
Local creatures will graze on Xor directly but then risk attracting antibodies or immune system so locals only eat Xor in desperation and then tend to move. Plenty of Xor excreta, dead skin. bones, hair are all fair game.
I really wish robots and androids made the cut in these books, we would have had decades more interesting dnd gaming.
Monster Manual 1As the original monster book this has the basics. I wish more related animals were grouped and giant or dire being a mod on basic stats was a good idea in later editions but done in a overly complex way.
Anhkheg - giant insect flesh boring parasite
Ant, giant - these are fine but i like bigger ones in BX and titanic arts welcome. Poison inch ants pretty cool. natives use ants for food and for sutures.
Ape - hairless baboons, gorillas and carnivorous apes all welcome
Axe beaks, flightless birds - one of the more common riding animals
Badger - ok but giant ones that burrow in bone and flesh better
Baluchitherium - might have houses on top
Barracuda, giant gar, giant pike, sharks - reskinned as aquatic predators living in Xor's fluid banks
Basilisk - more serpentine but wear tiny crowns, pollute area, anyone who strikes one is poisoned, might use standard one also
Bear - bears are fine and hairless but also can be used as generic animal and i like to use for giant hairless mole rats
Beavers, giant - collect hair and bones and dead skin to build rafts and dams on surface and underneath. They often trade and shelter travellers
Beetles, giant - are all fine
Black Pudding - though come in many flesh tones instead of black and are part of Xorian ecology recycling dead tissue
Boar - all types fine usually more flesh toned and bristly
Buffalo, bull, camel, cattle, goat, sheep, herd animal - hairless fierce herdbeast feed off hair
Bullette - huge landsharks often blend in with terrain or burrow into depths
Carrion Crawlers - they love parasitizing on Xor but prefer mobile prey
Catoblepas - dwell in muck filled caverns and sores
Centaurs - are horrible hairless chaos beastmen often with mutations
Crab, Crayfish, centipede - dwell in various fluid bodies
Cockatrice - more wattled and with tiny crowns
Crocodiles - in Xor flesh colours, live in any fluids
Demons - are invading Xor and many types possible, devils are rare but lemure might be around
Dinosaurs - common all types but in flesh tone and often mutated
Displacer beast - but more like hairless sphynx cats
Dogs - many types all hairless and some specialist chaos mutant types types
Dolphin - living in fluid systems, more like weird river dolphins and flesh tone
Dragon Turtles - live in large bodies of fluid
Dwarves - on Xor more like cannibalistic bone crafting morlocks that dwell in subdermal complexes
Eel - live in fluids
Elementals - Flesh, bone and blood types
Elf - on xor are blood elves who live in bone citadels and are infamously cruel blood drinkers
Ettins, giants, ogres, ogre magi - all on Xor often bald and obese or mutants
Frogs live in fluid systems
Fungi - violet, yellow mould, brown mould, shriekers, gas spores
Gelatinous Cubes help clean Xor but spherical faster versions exist part of immune system of Xor, grey oozes, green slime are all natives who dont eat Xor
Gnoll - i reskin as various types of beast men
Gnomes - are horrid flesh eaters who live in burrows often with pets (like giant mole rats)
Goblinoids - including bugbears and hobgoblins all fine but hairless - red white and blue skin tribes
Golem Flesh - are spawned by Xor often as guards of vital areas
Halflings are horrible burrowing flesh eating common folk
Harpy - but lack charm and spray diseased feces in battle
Hell Hound - scouting for hell and hunting demons
Hippopotamus - dine on hair and wallow in fluids - can reskin as giant pigs too
Horses or mules are bought by outsiders but tiny dog size prehistoric hairless breeds live in hair covered areas
Hydra - often guard fluid filled caverns
Hyena - hairless, but additional breed laughter causes confusion, shapechange into humans and mimic voices.
Ixitxachitl - demon rays live in depths worshiping demons, normal rays appear too
Jackals - pick scraps and are hairless
Jackalwere - come to Xor for free feed
Jaguar, lion, lynx, tiger, cheetah, all hairless and sphynx cat like
Kobolds - common tribal people above and below surface
Lamia - attracted to free feed, many are hairless bald and mutated but not all
Lamprey, Leech - common in fluids of Xor
Larvae dwell on Xor brought by demons and night hags
Leopards - release stinking clouds from behind and love murder, hairless
Leucrotta - unchanged have migrated here to do evil and eat
Lizards - all but in xor pallette range, gekkos especially
Lizard Men - often xor coloured but might be albino, many came here with serpent empire long ago
Lurker above - a biological trap
Lycanthropes come here but often hairless types like were hairless mole rats
Manticores - some with poison scorpion tales instead of spiked types
Medusa - turn people into calcium bone like statues with pink stingworm like hair
Men - lots of cannibals, tribals, cultists, bandits, etc
Mimics - part of Xor immune system
Mindflayers or just squid men or octopi men if trademark issues
Minotaurs - horrible naked hairless brutes who guard flesh mazes
Morkoth - feel at home but happy to replace
Naga - many are in flesh tone or even worm like but many came here with serpent men long ago as gods
Neo-otyugh and otyugh - fit in well into shit filled chasms and pools
Night hags - visit demons and like to breed larvae here possibly need a flesh hag
Nightmare - brought by night hags
Ochre Jellies feed off intruders and don't eat Xor
Octopus or squid giant - live in pools
Orcs thrive on Xor, especially the cyclops ones and mutant tribes
Owlbears - hairless
Peryton - hairless and featherless with batlike membrane wings
Piercer - many resemble teeth
Portuguese man-o-war - float in air varieties and aquatic types in fluids
Purple Worm - hell yeah!
Rakshasa - i prefer more hindu ones - good article in Dragon (70-100?), they invade xor for food and curiosity, many multiple headed
Rat - most are hairless and mole rats more common. I like various sizes and reskin bears a lot for them
Rhino - huge fleshy rhinos for sure
Rust monsters - Xor breeds them when intruders with metal offend Xor to remove metal
Ropers lurk in subdermal areas especially digestive tract areas
Salamander - I like BX salamanders more - i would call adnd ones fire demons, mostly brought by demons or wizards
Skunk, giant - stink butt weasels
Slug, giant - common and eat dead skin
Snakes - all fine but more sting worm like - many grow from nerve spinal tissue from dead animals - more like weird medieval ideas of snakes. Standard snakes in fleshtone ok too. Many are types with head each end. Snakes cal roll into circles and roll.
Shambling mounds grow in digestive waste areas and more fungal than plant
Scorpions and spiders and ticks, giant - hell yeah
Stirge - many spawned from hives by Xor as population control
Titans - often sleeping, have been on Xor for aeons
Titanothere - like rhinos really
Toad - all fine just change colours
Trapper - bio traps but change damage more like lurker above - not fan of micro rule change monsters - too many in FF
Troglodytes - are great but introduce a ugly mammalian humanoid caveman ike breed also
Trolls - colour shift and often mutated, prone to cancer
Turtle - colour change but fine
Umber Hulk - awesome
Wasp, giant - attracted to Xor for food, hunted by Xorian immune system
Water Weird - tracted to filthy pools
Weasel - blood sucking beasts are hairless
Whale - swim in seas of Xor usually flesh coloured, often horned and toothed
Wolf, and Dire wolf - hairless after a few generations on Xor and used by goblins
Wyvern - bony and wattled horrors
Undead are rare and unwelcome on Xor made by invading necromancers
Fiend FolioAs I have generic beast men and most FF monsters are kinda weird and fill specific niches but here we go. Too many monsters with micro systems like asphyxiation because rules on everything less consistent. Are some biological monsters in the book but mechanically so complex i can't be bothered. I like the book and the art but for my purposes here not so great.
Babbler and Bonesnapper - mini dinosaurs are ok, babblers are mutant lizard men and fairly smart
Bat, giant, doombat, - rats with wings and sonar really but giant vampire bats and bigger riding bats for goblins are a must. More bat monsters would be cool. Flightless hunting bats in book after man are awesome and make good evil mounts. doombats are great but not so good as mounts with area effect attacks
Bloodworm - fine as they are and fill a role
Bullywugs are just frog beast men
Crabmen are just crab beast men
Dark Creepers, Dark stalkers - are a pretty dangerous lost humanoid and deserve more use. I think of them as a alternate rare goblinoid or dark faerie race. On Xor they dwell in the depths.
Death dogs, Devil dogs - death dogs cause knock and have multiple heads, devil dogs are fast can cause fear and can inflict bleeding crits - Id probably have the effect double damage and/or 1hp/round blood loss which could make fights interesting. Mechanically dated modified dogs mostly.
Ettercaps - a great monster probably unwelcome on Xor and dwell in the depths
Fire Toads - big fun but why they keep treasure I don't get
Flailsnails - cool
Flumphs - I like them for some reason and often trick players into fighting them. I imagine a paladin standing on one using as a floating disk
Giants - more giants ok
Githyanki - might visit and build a fort
Grell - probably the most likely to be part of Xor in the book
Hellcats - spies from hell who manipulate people into fighting demons
Hook Horror - another owlbear but i like them
Kamadan - another monster i just like
Nilbogs, Norker - goblin kin
Penanggalan - undead not too common but these fit in well
Slaad - might visit Xor to see what demons up to
Trolls -these are all ok
Volt - creepy masses of metallic pubes with tail and electric pulses that live in Xors nerve system
MM2 and Cyclopedia next
Monday, 23 January 2017
d100 Monsters Last Words
Monsters have feelings too and it is totally legit to make your players feel bad for murdering monsters or doubt it or revel in it. Here are some awkward words and thoughts and deeds for monsters receiving a knock out blow. At very least your players should get chance for snappy comebacks or moralizing over chatty victims.
01 Monster sheds a single huge tear as he falls silently staring deeply into your eyes
02 Monster vomits blood everywhere as if possessed covering everybody
03 Monster gasps, stares and asks "why?"
04 Monster clutches wound, weeps and cries: "who will care for my children?"
05 Monster clutches medallion of patron god, "avenge me!"
06 Monster violently releases bowels, looks ashamed and falls
07 Monster looks surprised: "I never wanted this war, I had no choice"
08 Monster falls "I secretly changed my religion to yours, will I go to heaven"
09 Monster weeps tears of blood, looking at wounds then falls
10 Monster falls, bites on sugar glass healing potion in mouth and lies in wait to escape
11 Monster falls to knees screaming until it takes ten more HP damage
12 Monster staggers bleeding shouting obscenities
13 Monster falls "Why would you do this?"
14 Monster gasps "Why did you come here, this is our ancestral land?"
15 Monster falls weeping "Just for our gold! why would you do this?"
16 Monster staggers "So little time, so short, to be struck down by greedy humans"
17 Monster makes horrible choking sounds drowning in his own blood
18 Monster struggles to reach sky "Mother, Father I can see you!"
19 Monster chuckles "Your victory is hollow you will pay for your hubris"
20 Monster sobs "All the deeds I had yet to do undone by human hooligans"
21 Monster staggers and falls "I beg you, just let me have one more drink"
22 Monster roars " I have killed many dozens of adventurer scum, I go to a heroes death!"
23 Monster snickers "I ate a dozen babies, I just wish I had eaten you when you were brats!"
24 Monster gasps "Why cant you keep to your own lands? Why steal ours?"
25 Monster wrings hands "The demons made us do it, we had no choice, no life of our own"
26 Monsters points to groin as dies "I have had dozens of sons to avenge me puny one"
27 Monster gives melancholy sigh "Why are humans so brutal? Why do you murder and rob?"
28 Monster moans softly "what do you do with our gold? Do you eat it?"
29 Monster laughs "Suckers, you greedy dumb thugs have fallen for our trap"
30 Monster lets loose a huge long fart, snickers and dies
31 Monster coughs up something horrible and spits at killer
32 Monster giggles " I was dying any way fool, now I die a martyr!"
33 Monster falls smiling "Ha ha a thousand succubi await me in the nxt world"
34 Monster mutters sadly "I was human but nobody believed me, I hope the gods recognise me"
35 Monster smiles as falls "Sweet release finally, my agony over and next life awakes"
36 Monster coughs and laughs "I had a lot of human women, perhaps I was your father"
37 Monster grumbles "Humans have no sense of humour" then is dead
38 Monster weeps philosophically "We are brief sparks in eternal night, fleeting pain then nothing"
39 Monster sobs "I'm sorry my love, i have broken my promise to return home!"
40 Monster tearfully "My dreams, a little farm, a wife and child, dashed damn you humans"
41 Monster defiantly "We never wanted this war, why couldn't you stay in your own lands"
42 Monster sniffs despairingly "I lived well, I ate human children and robbed their gold"
43 Monster grunts "killed by a weak and puny human the shame, don't tell my mother"
44 Monster sighs "Mommy, the monsters have got me, they want my gold"
45 Monster sings jolly song about killing humans until 10 HP more damage inflicted
46 Monster hums patriotic marching tune for a few bars then drowns in own blood
47 Monster spits venomously "Cowardly soulless murderers, see you in hell"
48 Monster giggles "I ate my gold fools" but has nothing but deadly parasites
49 Monster laments "All our lands, besieged by human scum, they will kill all the races, beware!"
50 Monster splutters "Who will teach my children, protect them now, why?"
51 Monster mutters softly "So much hate, so much anger, if only I had been born human"
52 Monster cries out "I died defending our clan and way of life, there is no prouder way to die"
53 Monster gasps "Our land, our way of life, gone like dust in the wind"
54 Utters defiantly "We kill brutishly but humans will kill us all in the end like a plague!"
55 Monster gulps out "Who will sing our ancestors songs when humans kill the last of us"
56 Monster shouts with last breath "Your gods are foul deceivers, you have no souls"
57 Monster tearfully decries "We wear our black hearts proudly but humans hide yours like cowards"
58 Monster utters defiantly "You are a million times more evil than we could ever hope to be"
59 Monster fearfully weeps "We were proud and fierce once, now we are broken and lost"
60 Monster murmurs softly " Broken, bloody forgotten heaps once proud and free"
61 Monster howls "The Boss lied, he promised us gold and fame and glory but he lied"
62 Monster wails "Mankind is the great doom, soon all the worlds magic will be gone"
64 Monster bemoans "I was just doing my duty, I never wanted this life, I'm sorry"
65 Monster sobs "All my children murdered and now me, life is so unfair"
66 Monster moans "All I wanted was some gold of my own, and now this"
67 Monster grieves aloud "I was born for more than this, killed like some nobody in a story"
68 Monster groans "We struggle and toil but for what? to be murdered in some hole for sport?"
69 Monster bemoans "When we rob and murder you call us evil, but when you do it you are heroes?"
70 Monster mourns "I did everything I was told by my parents, my lord, my shaman, why?"
71 Monster wails loudly "Our gods have deserted us, our shaman has lied, why us?"
72 Monster grumbles "Why did I get out of bed today, just to be killed, life is so cruel"
73 Monster moans "I saw the omens yet I did my duty and now im spent, woe to our kind"
74 Monster whines "Join the war band my wife said, we will be rich and famous she said"
75 Monsters complains "I was born to this life, I never had a choice, now Im dead"
76 Monster yelps "I have lived a long life killing and eating who I please, I die proudly"
77 Monster groans "I see my ancestors beckoning me, I go to the heroes eternal feast"
78 Monster roars "I have grown fat on manflesh but this time I tried too much"
79 Monster wheezes "I burned human villages and murdered hundred so it is only fair I die now"
80 Monster whispers "The omens were bad my family said, I should have listened and stayed home"
81 Monster gasps "Join a warband and see the world and kill people they said, bah I am undone"
82 Monster complains "I am murderd but my strong offspring will kill many more of your kind"
83 Monster utters "At last, sweet death, all those I sent ahead will have told you of my service to you"
84 Monster yowls "Yesterday I was the murderer and today I am murdered, the circle of strife"
85 Monster cheers "I have waded through blood and gore, death is my friend, I see you at last"
86 Monster snivels "Master lied, we are not the strongest or cleverest, and now I am slain"
87 Monster curses "You too will be slain on the battle feild or in your bed, I will see you then"
88 Monster mewls "Your kind are like locusts, you will blot out the sun and eat the world"
89 Monster groans "We came here for a new life but instead we find only death at human hands"
90 Monster sobs "All this fighting, pointless, all we want is a good life, is that so wrong?"
91 Monster gives a blood curdling scream of pain attracting wandering monsters
92 Monster sings a battle song boosting the morale of it's comrades
93 Monster cries in pain and splits open with a monster inside bursting free
93 Monster gurgles blood and traces demon sigils with own blood grinning vindictivley
94 Monster cries out and pet Imp in clothing scuttles of to avenge master later
95 Monster dies horridly but it's spirit keeps screaming for some time before departing
96 Monster cries for aid from ancestral spirit who appears to heal the monster
97 Monster cries out to god for aid and vanishes
98 Monster mutters a prayer to it's god and arises as an undead
99 Monster utter a dying curse and due to witch blood it works
100 Monster shouts true name of a devil or demon summoning it
Wednesday, 15 June 2016
Mysterious Meat Mages
Possible Meat Spell List - suggestions welcome
also see my blood mages
possibly would overlap with bone type necromancy
bone dart d4, bone blade 2d4, bone lance 3d4
bone bow 2d4 ranged two shots a round
call flesh tentacles - summon 1h HD tentacle per lv
wall of meat - rib like wall and food supply
meat storm - confusing storm of blood and gore
shred flesh - damages flesh
crushing meat tendril - constricting entangle
meat sceptre of the beast - powerful melee weapon
induce stroke - death or brain damage
explode heart - or other organs
Fuse species - combine two specic creatures
Graft Flesh - fuse body parts, for implants, new limbs
keratoin plate +2 AC
impregnate - need a egg and a dna sample
unbreakable bone +2 AC half damage from weapons or falls
meat sheild - +2 saves
coat of flesh - extra hp
shell of anti flesh - meat proof field
stat boosting spells
form tissue - make organic tools and weapons
arouse cantrip a must for new caster
transplant stool a dodgy cantrip
lust, fear, charm spells influence emotions
induce mutation
tentacle master - grow extra limbs
change gender
change colour - colours hair and skin
call eye of Xor - dunno but sounds cool
embrace xor - a mouth forms under someone and eats them
maw - creates extra mouth snaps at people
jaws of the beast - extra extendable second row of teeth
mimic form
polyp eruption - sprouts a pound of revolting growths/lv
devolve - turns victim into fleshy shoggoth blob
evolve - becomes weaker brainier and hairless
transplant organ
transplant limb
transplant head
transplant life could be handy
Bodily Adaption - can survive and move inside a creatures body or being swallowed
Invisible Flesh- But bones visible even seeming to glow (1st lv crap invisibility spell)
some of my druid spells that let you change unborn children and eggs into other creature might be good too
Suggested on G+
Hungry Maw - extra bite attack, mouth in torso mostly (That Chad again)
Shape Flesh - for cosmetic make overs, mutilation and getting through a meat wall
Meat bag summons corpses usefull for spells mostly human and some just bags of guts and blood handy to feed some undead or cannibals with
Flensing - gruesomely shreds all the flesh from a corpse possibly turns zombies to skeletons (or higher level version does to living being)
Join Beings - turns two separate beings into a Siamese twin with average HP
I have several regen spells under my Psionics list I can import or make a slower spell like
1 HP per hour per level/level of the spell would be different from cleric
And my favorite - Meat to sausages spell - turn every corpse into sausages then sell at market!
(Thank you and inspired to make this list Chris P who also recommended these)
Tuesday, 14 June 2016
Marvelous meat dungeon in the making
Some working art. Will add up and down holes possibly use room 5 for some passages to second level but difficult to get to.
Living dungeons are like coral reefs were in Australia, full of life and wonders. Any vacant space will be repopulated. Creatures come and go using the random encounter table. Also good to restock dungeon but a roll each ten minutes with a 1in6 chance of a encounter.
Pigmen rule most of level and use goblin and kobold workers to fill their magic offal wallowing pit.
Jellies are part of the dungeon immune systems cleaning up trash.
The snails eat all sorts of rubbish including parasites like humanoids.
Rust monsters have learned to live off blood of Xor which is rich in oxidised iron. They are a bit skinny for normal and flatulent from the blood elements they cant subsist off. Their tails can strike for a d10 damage.
Centipedes crawl in the cube to gorge themselves and ambush other living creatures or persons. Stirge are like regular bats in this dungeon.They are bloated and fat sacks of blood and slower than most breeds. They can drop from roof or crawl from flesh folds in floor improving their defense.
Doppelgangers are fleshy horrors that can fuse with the meat walls and pass through them. This only works here and is a trick feat they have learned by mimicking systems of the cube. They tend the cube and make it comfortable for monsters.
Ghouls come here because the food is infinite and they can aggravate necrotic wounds which taste better than healthy living flesh. The cube does not welcome then and is trying to expunge them.
Adventurers are the worst predator as they slaughter and enslave and smash everything.
d10 Quick Adventurer mood
1 Fresh and friendly will see you later
2 Battered and seek allegiance
3 Declare they saw this dungeon first and have a licence
4 Hate party just competitive bullies, pick a fight
5 Tell you to get out of our dungeon or surrender
6 Laugh madly and attack for kicks
7 Offer to let you leave alive if you hand over everything
8 Greedy and seek to murder party by surprise or betrayal
9 Follow you and will try to surprise you
10 Will sexually harass and follow you catcalling and leering funny
Will get formula right and produce more levels
One person said I need more weird monsters (Chad!) rather than "DnD" monsters. Id rather have them adapted to the setting or represent certain types more. Or even just skinning.
All monsters creepily flesh or skin coloured, hairless, featherless and wrinkly
Except elves they are totally hot but possibly bald with smooth skin, everyone hates them
Do meat dragons look like creepy fleshy saggy horrors that vomit up acid?
I could make monsters up but i tend not to use them as much as i should.
Will be a layer with nerve-electrical system and a wandering nerve hub that runs digestive processes
Your ideas and suggestions welcome
Living dungeons are like coral reefs were in Australia, full of life and wonders. Any vacant space will be repopulated. Creatures come and go using the random encounter table. Also good to restock dungeon but a roll each ten minutes with a 1in6 chance of a encounter.
Pigmen rule most of level and use goblin and kobold workers to fill their magic offal wallowing pit.
Jellies are part of the dungeon immune systems cleaning up trash.
The snails eat all sorts of rubbish including parasites like humanoids.
Rust monsters have learned to live off blood of Xor which is rich in oxidised iron. They are a bit skinny for normal and flatulent from the blood elements they cant subsist off. Their tails can strike for a d10 damage.
Centipedes crawl in the cube to gorge themselves and ambush other living creatures or persons. Stirge are like regular bats in this dungeon.They are bloated and fat sacks of blood and slower than most breeds. They can drop from roof or crawl from flesh folds in floor improving their defense.
Doppelgangers are fleshy horrors that can fuse with the meat walls and pass through them. This only works here and is a trick feat they have learned by mimicking systems of the cube. They tend the cube and make it comfortable for monsters.
Ghouls come here because the food is infinite and they can aggravate necrotic wounds which taste better than healthy living flesh. The cube does not welcome then and is trying to expunge them.
Adventurers are the worst predator as they slaughter and enslave and smash everything.
d10 Quick Adventurer mood
1 Fresh and friendly will see you later
2 Battered and seek allegiance
3 Declare they saw this dungeon first and have a licence
4 Hate party just competitive bullies, pick a fight
5 Tell you to get out of our dungeon or surrender
6 Laugh madly and attack for kicks
7 Offer to let you leave alive if you hand over everything
8 Greedy and seek to murder party by surprise or betrayal
9 Follow you and will try to surprise you
10 Will sexually harass and follow you catcalling and leering funny
Will get formula right and produce more levels
One person said I need more weird monsters (Chad!) rather than "DnD" monsters. Id rather have them adapted to the setting or represent certain types more. Or even just skinning.
All monsters creepily flesh or skin coloured, hairless, featherless and wrinkly
Except elves they are totally hot but possibly bald with smooth skin, everyone hates them
Do meat dragons look like creepy fleshy saggy horrors that vomit up acid?
I could make monsters up but i tend not to use them as much as i should.
Will be a layer with nerve-electrical system and a wandering nerve hub that runs digestive processes
Your ideas and suggestions welcome
Thursday, 5 May 2016
Major Rewrite of my EMO DND
So ive been on a major rewrite of my retroclone dnd game system. A few reasons.I have been tacking bits on for over four years and some content not used for years so cut out. I want it to be faster for a new player or walk in one off to have a ready character. I want to streamline choices, especially some that have caused confusion or slowed character gen down. I have see a few sub systems and mini games for mechanics I like and want to adopt. Simplify some sub systems which will also reduce record keeping.
My game is basic DnD with a version of late adnd proficiency system added on. Mostly like the original OA system with some ideas from later version feats added in. I like to use skill system and build thieves and monks around being skill specialist classes rather than they all have same abilities. Warriors get the best use of exotic combat skills.
So I have done some basic classes with rogue and warrior done pretty well. Conceptually have sub classes or examples of quick build kits to make quick characters possible. Will include basic equipment, starting weapons, skills, spells and plus a list for additional skills to choose from to streamline beginner choices.
After putting most of player gen tables on two a4 landscape sheets has been handy so more stuff in this format. Experienced players use this entirely instead of the more wordy version.
Have started lansdcape version of skill lists and culled a third of the skills seldom used or mostly abused. Will write short descriptions of each and then use revised list to build the various class varients which should be easier. Three hour bus trip was handy here.
Revised spell lists describing spells in more detail in landscape by types and level. Will do a basic elf and bard list seperate to the arcane/divine/nature list choices ive let them pick from before before (might let them as an option or for sub types).
Might need to make Planet psychon version of character samples, possibly use my mentalist/psionics spell lists more. I have plans to make a mutant and machine spell list to. Robot one worked out ok but i never did higher levels in detail. The submersible player robot who could turn into a moped was pretty cool. He was always collecting parts for spares or build a follower or girlfriend. Cant go wrong right?
I do like modern idea of less save improvements or classes specializing in only a few. Ive been using stats for saves and skill rolls which is good but i think some scale of mods and penalties would be good as most saves better than half and sensory skill rolls a bit easy, especially when multiple members have skill. Also I like players being able to try things out without a skill but 1/2 chance a bit generous. Secret doors too easy to spot so a list of example difficulty mods handy.
Tempted to replace halflings or gnomes with goblins or allow their example builds to make different little people to make goblins, barn trolls, hedge folk, faeries, etc. Im pretty happy the way my Abhuman class can be used to make beast men, barbarians, rock men or orcs. My changeling super malleable too so gnome and halflings need to get this useful or go. I do kinda like he way a halfling and a bunch of followers turn into rock hurling machine guns that mow down enemies.
Paladin and rangers work as fighter builds. Barbarian has more in common with my beast men than fighters (human beast men?). Assassin is fine as a rogue/theif build. If i build more classes they need to fill rolls between other classes and do new things. Also that specialize in my mentalist spell list. New classes not a high priority.
Current favorite ideas for classes include
Mystic - uses mentalist list and competent at fighting or spells. Like the modern versions of assassins with spells. Somewhere between a monk-assassin and spell caster for humans. Good for cults, holy hit men, weird martial art sects and other weirdos.
Alchemist - materialist spell casters who spend gold and make potions instead of memorise spells. Will have own spell list. Was a dragon issue (121?) with a class like this i really liked. Lot like wizards and sorcerers physically.
Shaman - related to priests and possibly called exorcists in civilised church hierarchies. A a bit like shukenja in OA a priestly type who is less into combat and has astral travel/spirit sight abilities instead of turning. Possibly use psionics list or priest for ones in hierarchical institutions. Like alt priests now might get a non turning power, possibly shaman could have alt ability like prophecy. Ancient diviners sects would often be parallel to priest hoods not actually part of them. Partly to create a less flighty priest. Clerics i see as pretty much Templars and make paladins unappealing. This class will make me develop spirits as a more frequent type of entity.
.Witches i have thought about for a long time and i liked the dragon one with the Elmore art. I have considered letting them use every spell list including the alchemy and mentalist list.
I did have a system where you make a alignment oath every level and get a taboo. In return you slowly got spells which could make a fighter a paladin or ranger but also allowed wizards of chaos or light. Might be worth including. The first four levels you just get cantrips till you first proper lv1 spell at 5th so not too game breaking and makes alignment have a function.
Classes plus example "sub-classes" or schools will allow lots of variety and quick choices
So each will have starting proficiency slots, spells and equipment listed
Ive considered offering a bonus random proficiency for choosing a type also
eg:
Knight
d6 Equipment:
1 Spear, sword, shield, studded leather +4, pack horse, empty sack, empty wine skin
2 Spear, sword, cheap lance, shield, ringmail +4, riding horse, camp tent and cookware, boy follower
3 Spear, sword, d3 cheap lances, shield, scalemail +4, riding horse, camp tent and cookware, boy follower
4 Spear, sword, good lance, d3 cheap lances, shield, chainmail +5, one other weapon, war horse, camp tent and cookware, squire
5 Spear, sword, d3 good lances, shield, Plate Mail +7, one other weapon, war horse, Riding horse, quality camp tent and cookware, squire and a boy
6 Spear, sword, d3 good lances, shield, Field Plate +8, d6 other weapons, war horse, Riding horse, , d3 pack horses, quality camp tent and cookware, d3 squires and a d3 boys and a d6 peasants servants
Starting Weapon Proficiencies +1 per level
Sword d8 1H
Spear d8 1H
Polearm or greatsword d10 1H
Mace or flail d8 1H
------
d20 Recommended advances:
1 Mounted charge - double damage with a lance charge
2 Mounted attack - horses gets +1 attack and damage
3 Mounted Strike - damage dice from horse back bumped up to next dice
4 Dismount Attack - remove enemy rider from horse
5 Weapon specialisation +1 +2 +3 in choice weapon
6 Armour Defence +AC when using choice armour
7 Armour Attack +1 damage bonus in medium or better armour
8 Armour Mobility - halve speed mod and weight of armour
9 Armour Optimise +1 relevant saving throws in armour
10 Brawling - can bare hand fight d3 unarmed damage
11 Strike with Pommel - once a ten minute turn get extra attack
12 Shield Attack - once a ten minute turn get extra attack with shield
13 Shield Bash +1 hit or damage use shield as a weapon
14 Shield Defence +1 AC when using a shield
15 Shield Cover +2 AC when defending against missiles
16 Shield Optimise +1 relevant saving throws using shield
17 Shield Strike - can use shield as a weapon small d4 medium d6
18 Ride by attack - can split move and attack for hit and run
19 Knockback - knock foe back with a blunt attack
20 Falling 1 d6 less damage from any fall
Starting Non Weapons Proficiencies +1 every three levels
Riding (Horse) - basic horse riding skill
Grooming - human or horse, makes subject look nice
Etiquette - courtly manners and conduct are known
------
d20 Recommended advances:
1 Quick Mount - get on and off horse instantly with Dex roll
2 Heraldry - identify flags, banners, shields and seals
3 Steward - know how to manage a castle or farm or household
4 Riding (Griffin, hippogryph, dragon, unicorn, pegasus, seahorse)
5 Siege Craft - know how to manage siege and build basic seige weapons on the battlefield
6 Kingdom Lore - know kingdoms, nations, history, rulers and politics
7 Beast Trainer (Horse or falcon)
8 Beast Handler - can befriend or herd animals
9 Hunting - can find game and food animals
10 Judgement - can fairly judge and divide loot
11 Map Lore - knows how to read and make maps
12 First Aid - stabilise a wound and heals +1 HP takes 1 rounds
13 Carousing - know how to party and not die
14 Gaming - play games with noblemen
15 Diplomacy - know how to make contact others peacefully
16 Romance - know how to keep your lovers content
17 Drinking - can drink like two, recover +1hp after next rest
18 Eating - can eat like two, recover +1hp after next rest
19 Leadership - +1 Morale for your subordinates, helps rally followers
20 Command - increases command radius to CHA in battlefield inches"
Numbered for quick convenience, not caring or NPCs
Anyway so these are sample "classes"
Warrior (Fighting Men)
1 Knight - noble cavalry and leaders
2 - sea going soldier
3 Paladin - holy warriors in service of a god
4 Ranger - wilderness scouts
5 Gladiator - arena fighters (like barbarian could be abhumans)
6 Viking - seafaring clansman
7 Horseman - nomad horse tribes
8 Man-at-Arms - modern mercenaries
9 Amazon - women skirmishers
10 Yeoman - land owning bowmen
Wizards (Magic users)
1 Fire Elementalist
2 Air Elementalist
3 Water Elementalist
4 Earth Elementalist
5 Summoner - calls servants from other worlds
6 Necromancer - calls on powers of the dead
7 Enchanter - cloud the will of others
8 Illusionist - creator of phantasms
9 Arcanist - studies magic and makes items
10 Sage - seeks lore and secrets
Rogue (Specialists)
1 Thief - robbers and crooks
2 Assassin - professional hit men
3 Acrobat - entertainers
4 Charlatan - con men
5 Jester - clowns
6 Duelist - rakish swords for hire
7 Spy - espionage experts
8 Paddler - traders, wheelers and dealers
9 Pirate - sea marauders
10 Bandit - wilderness gangs
Priest (Clerics)
1 King - ruler ship and the state
2 War - death and destruction
3 Evil - underworld dungeon goddess
4 Light - sun and justice god
5 Water - sea and trade god
6 Fire - love and war goddess
7 Air - storm and hunter god
8 Earth - life and nature goddess
9 Night - moon and darkness goddess
10 Trickster - chaos and cunning
So when skill sheets done i will be able to knock up these, many are pretty much done already so a good project on long buss rides. Will help make NPCs and newb players faster. Will make more user friendly for users with layouts.
Monk (physical adepts)
1 Nun - cloistered nuns
2 Brotherhood - cloistered monks
3 Scholar - study and document wisdom
4 Guardian - sworn protector of church and relics
5 Friar - a travelling country travelling monk
6 Missionary - spreader of church and civilisation to the frontier
7 Inquisitor - hunter of heretics and unlawful magic
8 Martial Artist - specialise in unarmed combat
9 War Saint - specialise in one weapon to extreme degree
10 Agent - specialise in stealth, espionage and conspiracies
Sorcerer (blood bound magicians)
1 Draconic - dragon cult
2 Diabolic - devil worshippers LE
3 Demonic - demon worshippers CE
4 Angelic - angel worshippers LG
5 Modronic - perfect law worshippers LN
6 Slaadish - primal chaos worshippers CN
7 Fire - fire cultists
8 Earth - earth cultists
9 Air - air cultists
10 Water - water cultists
Druid (nature priesthood of the old way)
1 Blood Druids - blood and sacrifice sects
2 Black Druids - death and darkness sects
3 Green Druids - plant sects
4 Grey Druids - beast sects
5 Yellow - plague ans swamp sects
6 White - healing and faeries sect
7 Orange - fire sect
8 Brown - earth sects
9 Blue- air sects
10 Jade - water sects
Bard (musical performers)
1 Troubadour - romance mad mystical cultists
2 Skald - poets of barbarian kings
3 Drummer - inspires others to work or fight
4 Spell Singer - arcane philosophers of magic
5 Sacred Singer - sacred chorister for a religion or cult
6 Minstrel - courtly entertainers
7 Shepherd - lonely animal tenders
8 Wailing Woman - funeral mourners
9 Courtesan - sacred prostitutes
10 Demagogue - political agitators
Elf
1 Forest Elf - nature loving jolly elves prefer druid spells like a sorcerer
2 Bright Elf - holy elves good divine spells but like a sorcerer
3 Dark Elf - unholy elves prefer evil divine spells like a sorcerer
4 Winged Elves - no armour but functional wings 1 ten min turn per level per day, use arcane sorcery
5 Sea Elf - no armour but can breathe water prefer druid spells like a sorcerer (sea versions)
6 Celestial Elves - star elves from the sky prefer arcane wizard spells
7 Cavern Elves - grey skinned, large eared prefer mentalist spells like a sorcerer
8 Moon Elves - are nocturnal and secretive elves who prefer arcane wizard magic
9 Bone Elves - are albino corpse eating elves who prefer evil divine spells like a sorcerer
10 Wild Elves - are savage barbarian elves who get d8 HD but dislike armour, prefer druid spells like a sorcerer
Dwarf
1 Hill Dwarves - culturally closest to human and tallest, like barbarian clans
2 Black dwarfs - evil greedy warlike and industrial, love coal, steel and blood
3 Gold Dwarfs - good greedy warlike and industrial, love gold, trade and war
4 Silver Dwarfs - compulsive inventors and scholars, greedy for secret knowledge
5 Red Dwarves - friendly craftsmen and farmers, dwell in countryside and nature
6 Sewer Dwarf - live in filthy sewers under a human city collecting trash
7 Morlocks - cannibal cave dwellers and able builders, miners, slavers and trappers
8 Chaos Dwarf - corrupted insane demon worshippers
9 Grey Dwarf - scheming evil, war mongering, robbers and thieves
10 Flint Dwarf - wild savages preferring stone weapons
Mostly ideas at this stage - could do rest of the classes i use like - halfling, gnome, abhuman, changeling, giant,
Abhumans were Beastmen but i found they could include all kinds of semi human beefcake. Will include barbarian, orc, beast men, element and mineral and plant men, ice men, etc. Play proved this class very flexible base to play with. Changelings did too with animal, plant and other weird versions.
Im open to ideas
sadly i will have to get a version of word running again - slightly better at consistent tables and pdfs
Labels:
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Friday, 21 November 2014
Hacking the classics: Eye Tyrant
Ive rarely used beholders. Even though i was fond of them the ridiculous numbers of versions of them is over the top for a rare creature. But if mostly customized and one off variety seems workable. Id rather make each unique and not a true species. As I have
a low level spell to create flying eyeball spies, beholders id rather
be creatures of chaos created with high level spells. A mid range
floating eye which fires a single spell fx would be nice too. A friendless, handless bunch of arseholes are not going to have a civilization. More like abandoned pets of wizards with no friends. As i generally use Wikipedia descriptions over official monsters so i made these eyes up for my games. A hat tip to Doom and Warlords PC games too.
Eye Spies
AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral
These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.
Eye Wizard Spells
First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one
Third level version creates a temporary one per level of the caster
Third level version creates a temporary one with a 120" range mindlink that knows where creator is
Third level version spell creates a temporary one that can cast a cantrip (known to caster) at will
Fourth level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning.
Eye Fiends
AC14 HD3 MV12" (Flight) ATT: by spell Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.
d4
1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping Eye Fiend - spell but only 3 shots then dies
4 Electric Eye Fiend -1d8+3 with a touch but must ram and make attack roll
Eye Wizard Spells
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend
Eye Terror
AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6" rage, save for half damage). Some rare variants use cold rays (4d4+4 cone 3" rage, save for half damage) or lightning bolts (4d6 effects one target 9" rage, save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised. Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.
Eye Wizard Spells
Fourth level version summons a eye terror for one round per level
Sixth level version summons a permanent one
Eye Master
AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.
d8 Main Eye effect (30 degree cone 6" long)
1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded a turn (10 rounds)
8 Plague ray save or get mummy rot
d20 Lesser eye effects (2d4 total)
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop range 9"
3 Lightning bolt 5d6 range 9"
4 Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8 Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"
14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper) for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
d12 Other features (sacrifice one eye to get one)
1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells
9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD
Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportune moment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.
The great Eye God
A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.
One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.
Eye creatures with mental powers notably telekinesis and telepathy grow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag gamma world moon article).
Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.
Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.
Eye Spies
AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral
These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.
Eye Wizard Spells
First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one
Third level version creates a temporary one per level of the caster
Third level version creates a temporary one with a 120" range mindlink that knows where creator is
Third level version spell creates a temporary one that can cast a cantrip (known to caster) at will
Fourth level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning.
Eye Fiends
AC14 HD3 MV12" (Flight) ATT: by spell Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.
d4
1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping Eye Fiend - spell but only 3 shots then dies
4 Electric Eye Fiend -1d8+3 with a touch but must ram and make attack roll
Eye Wizard Spells
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend
Eye Terror
AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6" rage, save for half damage). Some rare variants use cold rays (4d4+4 cone 3" rage, save for half damage) or lightning bolts (4d6 effects one target 9" rage, save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised. Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.
Eye Wizard Spells
Fourth level version summons a eye terror for one round per level
Sixth level version summons a permanent one
Eye Master
AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.
d8 Main Eye effect (30 degree cone 6" long)
1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded a turn (10 rounds)
8 Plague ray save or get mummy rot
d20 Lesser eye effects (2d4 total)
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop range 9"
3 Lightning bolt 5d6 range 9"
4 Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8 Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"
14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper) for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
d12 Other features (sacrifice one eye to get one)
1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells
9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD
Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportune moment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.
The great Eye God
A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.
One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.
Eye creatures with mental powers notably telekinesis and telepathy grow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag gamma world moon article).
Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.
Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.
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