Canus, Lord of the Hounds
No. Enc: 1
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 3
Hit Dice: 4th level fighter (20 hp)
Attacks: 1 (energy whip)
Damage: 1d6, see below
Save: F 4
Morale: 10
Hoard Class: XIX
XP: 190
Once there was a barbarian, vicious even by the standards of the reavers of his tribe. This man was driven away by his brethren when he began to turn on his own, slaying men, women, and children who had failed to show him the respect his might deserved.
Canus (for that was his name) wandered long across the Land of One Thousand Suns, leaving a trail of murder and savagery, until he came across a wizard in need of a test subject. The wizard had spent long years studying in the ruins of a pet cloning company, learning the fine art of gene splicing. The wizard attempted to restrain Canus, and inject him with the DNA samples he had concocted, but there is always danger in using barbarians as test subjects – Canus killed the sorcerer with a bite to the throat as he leaned over to deliver the injection.
Canus was blessed with more than just sociopathic behavior and brute strength – he was a quick study, and soon produced more of the pet-cloning serum. He captured dozens of helpless test subjects, and learned the serum’s true power – the production of the Dober-Men (see the Monsters section for more details). Soon he had an army of these dog-headed freaks, and he has used them to carve a personal city-state for himself out of the barren wilderness.
Canus rules his lands from a four-story stone tower he calls “the Kennel.” The stone tower has no visible entrance, and no windows except on the uppermost floor. It is entered from an underground cave system he calls “the Den,” where he keeps his army of Dober-Men at the ready.
Canus’s long association with the Dober-Men has twisted his body into a “wolf-man” shape. He is covered with black shaggy hair, except on his pink nose, and has a pair of pointed ears sticking out of the top of his head.
In combat, Canus wears a suit of plate mail and wields an energy whip. The whip does 1d6 points of damage on a hit, and if the victim fails a save vs. paralyzation, he will be tangled in the whip. Targets tangled in the whip will continue to take 1d6 points of damage per round automatically until they free themselves via a successful save vs. paralyzation. This energy whip will cease to function 1d4 days after Canus’s death, as it is powered only by his twisted will.
Canus additionally has the power to charm dogs and wolves. He may charm one dog or wolf per round, up to a total of four. The dog must save vs. spell; if successful, they are only confused (as per the spell) instead of charmed. A charmed dog is entirely under Canus’s command, and will unhesitatingly attack its former master.
Dober-Man (Minion of Canus)
No. Enc: 3d8
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d8 (or 1d4 for bite)
Save: F1
Morale: 12
Hoard Class: None
XP: 20
These monsters are the unswervingly loyal servants of the wizard Canus. A Dober-Man has the body of a human, with the head of a Doberman pinscher. In battle, they wear only loincloths and sandals, and wield sharp, curving scimitars. If deprived of his scimitar for some reason, a Dober-Man will bite for 1d4 points of damage instead.
(A note to readers - when I say "servants of the wizard Canus," that's not a typo. These are wizards in the Thundarr-the-Barbarian sense, lunatics who've gotten hold of super-science. Canus is another genetic-modification style wizard, like Monsator. It's a convenient excuse for designing goofy minions. Yes, I know these are incredibly corny - I want my wizard villains to be full of cartoonish supervillainy, not deadly epic threats to the safety of the world)
Showing posts with label wizard. Show all posts
Showing posts with label wizard. Show all posts
2011-02-21
2010-12-15
Bagger 288
The Bagger 288 is the world's largest tread-driven vehicle. It's 700 feet long and 300 feet high, and is a gigantic strip-mining machine. Yeah, it's a mobile dungeon level.
In the tradition of Thundarr, ancient relics have somehow not rusted out over the past 3,000 years, which means there's the occasional Gremlin or Pacer cruising around. Another lucky survivor is the glorious Bagger 288. It will be re-purposed by yet another mad wizard into a massive village-crushing wandering dungeon.
I won't spring this on the players for quite some time, treating this right requires some high level goodness. There need to be lots of useless fireballs and lightning strikes hurled at this thing before the players figure out they've got to scale it and get inside. Then, they'll have to fight off the sawblade-handed denizens within. When a machine has a several-hundred-foot-tall sawblade-looking attachment, that's got to be a theme. Everybody gets sawblades.
In the tradition of Thundarr, ancient relics have somehow not rusted out over the past 3,000 years, which means there's the occasional Gremlin or Pacer cruising around. Another lucky survivor is the glorious Bagger 288. It will be re-purposed by yet another mad wizard into a massive village-crushing wandering dungeon.
I won't spring this on the players for quite some time, treating this right requires some high level goodness. There need to be lots of useless fireballs and lightning strikes hurled at this thing before the players figure out they've got to scale it and get inside. Then, they'll have to fight off the sawblade-handed denizens within. When a machine has a several-hundred-foot-tall sawblade-looking attachment, that's got to be a theme. Everybody gets sawblades.
2010-11-10
Ferayn, Wizard of Tab-Nakel
Yes, it's Zardoz! That ridiculous flying head is perfect for one of the wizard overlords of the nearby city-states, and his red-diapered goons make for great minions. He's only a 6th level magic-user, but he's got an endless supply of enchanted guns, and a great spiel about what those guns are better than... I only made him 6th level because the character is pretty much an ineffectual wimp, tossed overboard by Connery without much effort. It's his gigantic horde of Exterminators that make him dangerous.
The players actually stumbled across a group of Exterminators on the way to the dungeon 2 session ago, but since the Exterminators were surprised, I ruled that the party heard them coming. They chose discretion, and skulked off in the opposite direction, so they had no idea they missed an encounter with a bunch of baddies with rifles and red diapers.
Ferayn, Wizard of Tab-Nakel
No. Enc: 1
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 5
Hit Dice: 6th level magic-user (18 hp)
Attacks: 1 (+2 dagger)
Damage: 1d4 + 2
Save: MU 6
Morale: 6
Hoard Class: XVIII
XP: 820
Ferayn is the ruler of the city-state Tab-Nakel. He is a thin, sickly-looking man, with no natural hair. He wears a scarf on his head to hide his baldness, and has tattooed a small beard, moustache, and eyebrows on his face. Any comments about his lack of hair will send him into a murderous rage. He is a 6th level magic-user, wields a +2 protonium dagger if cornered, and wears bracers of armor, AC 5. Ferayn typically has these spells memorized: shield, sleep, arcane lock, invisibility, fire ball, and fly.
The city of Tab-Nakel is a ramshackle collection of crudely-built huts and buildings, surrounding a massive step-pyramid, with a 60’ tall statue of a human upper body atop it. The 20’ tall bearded stone head of this statue is both a flying machine and weapon. It can detach from the body, and fly at a rate of 30’ (10’). The operator may, once per round, fire high-energy lasers from the glowing blue eyes. They use the operator’s to-hit chances (use dexterity modifiers to adjust chances), and do 3d6 points of damage on a successful hit. Both lasers are considered a single attack; do not roll two separate attacks. The head must have a clear line of sight to attack, and since the head cannot be tilted, this typically means that the head must be floating very close to the ground to threaten anyone. The eye lasers have a range of 240’. The head may be treated as AC -2, has 90 hp, and saves as a 12th level fighter.
The operator of the head may speak into a microphone inside, and his words will be echoed loudly and deeply by the head. Entrance to the head may be gained through a trapdoor underneath (sealed in flight), or through the mouth.
When raiding for supplies and minions, Ferayn will fly alone in his giant stone head, and send his Exterminators forth to pillage. He will then meet them at pre-appointed locations, both to vomit forth enchanted hypno-weapons for the prisoners, and to receive the tributes of foodstuffs that the Exterminators plunder from the locals.
The hypno-weapons that the head vomits forth are swords, axes, spears, pistols (doing 1d6 points of damage on a successful hit, range the same as a short bow) and breech-loaded rifles (doing 1d6 points of damage on a successful hit, range the same as a long bow) and bandoliers of ammo for those rifles and pistols. The handles/stocks of these weapons have all been painted red, marking them as the instruments of the Exterminators. They are infused with Ferayn’s will, and anyone touching them must save vs. magic or become enthralled by Ferayn, seeking only to kill all non-Exterminators (unless Ferayn orders otherwise, which is rare). Breaking contact with the weapon is enough to end the enchantment in the early stages, but if a character should still be charmed after a week’s time, the enchantment will become permanent. Note that characters who save successfully are not granted immunity from the effects, and will have to save every turn they remain in contact with the weapon, until they become enchanted.
Should Ferayn be killed, his weapons will lose their enchantment, although those who have permanently come under Ferayn’s influence will remain psychotic killers. The head will cease to operate within a day, as it is powered by his insane will to dominate and destroy.
Ferayn’s minions are Exterminators. When raiding and otherwise terrorizing the countryside, he is always in his giant floating head, but may (25% chance) have a group of 4d6 of them leading the way.
Exterminator (Minion of Ferayn)
No. Enc: 4d6
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F1
Morale: 12
Hoard Class: None
XP: 10
The Exterminators were once normal humans, but have been brought under the sway of the wizard Ferayn by extended contact with the hypno-weapons he distributes. They wear nothing but red loincloths and red boots, with the occasional red leather bandolier of ammunition, and are mindlessly loyal to Ferayn. They have an extra +4 when saving vs. charm person spells due to their single-minded devotion to the wizard.
The Exterminators are often armed with pistols (same range as short bow) or breech-loading rifles (same range as long bow), doing 1d6 points of damage each. If not, they will have typical melee weapons.
The players actually stumbled across a group of Exterminators on the way to the dungeon 2 session ago, but since the Exterminators were surprised, I ruled that the party heard them coming. They chose discretion, and skulked off in the opposite direction, so they had no idea they missed an encounter with a bunch of baddies with rifles and red diapers.
Ferayn, Wizard of Tab-Nakel
No. Enc: 1
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 5
Hit Dice: 6th level magic-user (18 hp)
Attacks: 1 (+2 dagger)
Damage: 1d4 + 2
Save: MU 6
Morale: 6
Hoard Class: XVIII
XP: 820
Ferayn is the ruler of the city-state Tab-Nakel. He is a thin, sickly-looking man, with no natural hair. He wears a scarf on his head to hide his baldness, and has tattooed a small beard, moustache, and eyebrows on his face. Any comments about his lack of hair will send him into a murderous rage. He is a 6th level magic-user, wields a +2 protonium dagger if cornered, and wears bracers of armor, AC 5. Ferayn typically has these spells memorized: shield, sleep, arcane lock, invisibility, fire ball, and fly.
The city of Tab-Nakel is a ramshackle collection of crudely-built huts and buildings, surrounding a massive step-pyramid, with a 60’ tall statue of a human upper body atop it. The 20’ tall bearded stone head of this statue is both a flying machine and weapon. It can detach from the body, and fly at a rate of 30’ (10’). The operator may, once per round, fire high-energy lasers from the glowing blue eyes. They use the operator’s to-hit chances (use dexterity modifiers to adjust chances), and do 3d6 points of damage on a successful hit. Both lasers are considered a single attack; do not roll two separate attacks. The head must have a clear line of sight to attack, and since the head cannot be tilted, this typically means that the head must be floating very close to the ground to threaten anyone. The eye lasers have a range of 240’. The head may be treated as AC -2, has 90 hp, and saves as a 12th level fighter.
The operator of the head may speak into a microphone inside, and his words will be echoed loudly and deeply by the head. Entrance to the head may be gained through a trapdoor underneath (sealed in flight), or through the mouth.
When raiding for supplies and minions, Ferayn will fly alone in his giant stone head, and send his Exterminators forth to pillage. He will then meet them at pre-appointed locations, both to vomit forth enchanted hypno-weapons for the prisoners, and to receive the tributes of foodstuffs that the Exterminators plunder from the locals.
The hypno-weapons that the head vomits forth are swords, axes, spears, pistols (doing 1d6 points of damage on a successful hit, range the same as a short bow) and breech-loaded rifles (doing 1d6 points of damage on a successful hit, range the same as a long bow) and bandoliers of ammo for those rifles and pistols. The handles/stocks of these weapons have all been painted red, marking them as the instruments of the Exterminators. They are infused with Ferayn’s will, and anyone touching them must save vs. magic or become enthralled by Ferayn, seeking only to kill all non-Exterminators (unless Ferayn orders otherwise, which is rare). Breaking contact with the weapon is enough to end the enchantment in the early stages, but if a character should still be charmed after a week’s time, the enchantment will become permanent. Note that characters who save successfully are not granted immunity from the effects, and will have to save every turn they remain in contact with the weapon, until they become enchanted.
Should Ferayn be killed, his weapons will lose their enchantment, although those who have permanently come under Ferayn’s influence will remain psychotic killers. The head will cease to operate within a day, as it is powered by his insane will to dominate and destroy.
Ferayn’s minions are Exterminators. When raiding and otherwise terrorizing the countryside, he is always in his giant floating head, but may (25% chance) have a group of 4d6 of them leading the way.
Exterminator (Minion of Ferayn)
No. Enc: 4d6
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F1
Morale: 12
Hoard Class: None
XP: 10
The Exterminators were once normal humans, but have been brought under the sway of the wizard Ferayn by extended contact with the hypno-weapons he distributes. They wear nothing but red loincloths and red boots, with the occasional red leather bandolier of ammunition, and are mindlessly loyal to Ferayn. They have an extra +4 when saving vs. charm person spells due to their single-minded devotion to the wizard.
The Exterminators are often armed with pistols (same range as short bow) or breech-loading rifles (same range as long bow), doing 1d6 points of damage each. If not, they will have typical melee weapons.
2010-11-09
Wizard: Monsator, Lord of the Stalks
Several weeks ago, I mentioned this would be a megadungeon campaign loosely based on Thundarr's world. The players' interest in the outside world has been limited so far - the chance for mad phat l00tz in the megadungeon has entirely occupied their interest to date. Too's player has been talking about needing to get his shield identified, and about investigating the source of the stink in the aptly named Stinkborough, and with only 2 more rooms to write up on level 1, I'm going to devote a little time to coming up with some information about the outside world.
Wizards are great for outdoor encounters and quickly-thrown-together plots. Their sole excuse for existing is to provide a foil for players, so I don't have to worry about how they fit into the greater world too much. They just need to be memorable, and maniacally hungry for power. The more powerful wizards will rule city-states, but every wizard has to start out small. This fellow I outline below is an early-stage wizard, and given how silly he is, I'm hoping he dies an ignoble death rather than becomes a persistent feature. But that all depends on the players. I don't mind having him be so ridiculous, given the deadly serious nature of level 1 of the megadungeon - a little goofiness will provide a nice contrast.
Monsator, Lord of the Stalks
No. Enc: 1
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 7
Hit Dice: 3 (21 hp)
Attacks: 1
Damage: 2d4
Save: F3
Morale: 8
Hoard Class: XII
XP: 65
Monsator was once just a local farmer with a surly disposition. This changed when he discovered a strange vault door buried near his farm, while digging a new root cellar. Behind the vault door was an ancient cryogenic storage facility for a genetic engineering firm. Being an enterprising sort, he collected the various embryo and seed samples, ground them up, and used them to fertilize his cornfield.
The DNA from embryos, seeds, spores, and retroviruses proved a potent cocktail, and were nearly the end of Monsator. He had contacted and inhaled much of this DNA mixture, and became feverish after a few days, eventually lapsing into a coma. When he finally awoke, he felt invigorated and refreshed, despite the strange fleshy seed-pods that now covered his body. What was truly shocking was the spectacle that greeted him upon inspecting his cornfields: the cornstalks had become animate, marching about the field. They recognized their genetic brother and master in this simple farmer. Monsator had acquired an army.
They say that power corrupts, and absolute power corrupts absolutely. Monsator’s power is something less than absolute, but he has put his corn army to work regardless, emulating the powerful wizards that all men fear. He has limited himself to raids on his hated neighbors so far, stealing their livestock, burning their farms, and enslaving the survivors. He brings the loot and prisoners back to his “wizard’s tower,” a structure much like a grain silo, on a grander and more martial scale.
Monsator attacks with a pitchfork he has modified with parts from a plasma pistol. It has a range of 120’, and does 2d4 points of damage. The weapon will cease to function within several hours of separation from Monsator, as it is only his insane will that keeps it functioning.
Monsator’s henchmen are Cornstalk Warriors, and he is always accompanied by 2d6 of them when he roams abroad, mounted atop his reliable draft horse, Tess.
Cornstalk Warrior
No. Enc: 2d8
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 8
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F1
Morale: 10
Hoard Class: None
XP: 10
Cornstalk warriors are animated stalks of corns. They walk about on root-like feet, and attack with crude wooden spears and clubs that they grasp in their leafy hand-stalks. These creatures despise all animal life, especially those who eat corn. Cornstalk warriors are highly vulnerable to fire, and take double damage from it.
Wizards are great for outdoor encounters and quickly-thrown-together plots. Their sole excuse for existing is to provide a foil for players, so I don't have to worry about how they fit into the greater world too much. They just need to be memorable, and maniacally hungry for power. The more powerful wizards will rule city-states, but every wizard has to start out small. This fellow I outline below is an early-stage wizard, and given how silly he is, I'm hoping he dies an ignoble death rather than becomes a persistent feature. But that all depends on the players. I don't mind having him be so ridiculous, given the deadly serious nature of level 1 of the megadungeon - a little goofiness will provide a nice contrast.
Monsator, Lord of the Stalks
No. Enc: 1
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 7
Hit Dice: 3 (21 hp)
Attacks: 1
Damage: 2d4
Save: F3
Morale: 8
Hoard Class: XII
XP: 65
Monsator was once just a local farmer with a surly disposition. This changed when he discovered a strange vault door buried near his farm, while digging a new root cellar. Behind the vault door was an ancient cryogenic storage facility for a genetic engineering firm. Being an enterprising sort, he collected the various embryo and seed samples, ground them up, and used them to fertilize his cornfield.
The DNA from embryos, seeds, spores, and retroviruses proved a potent cocktail, and were nearly the end of Monsator. He had contacted and inhaled much of this DNA mixture, and became feverish after a few days, eventually lapsing into a coma. When he finally awoke, he felt invigorated and refreshed, despite the strange fleshy seed-pods that now covered his body. What was truly shocking was the spectacle that greeted him upon inspecting his cornfields: the cornstalks had become animate, marching about the field. They recognized their genetic brother and master in this simple farmer. Monsator had acquired an army.
They say that power corrupts, and absolute power corrupts absolutely. Monsator’s power is something less than absolute, but he has put his corn army to work regardless, emulating the powerful wizards that all men fear. He has limited himself to raids on his hated neighbors so far, stealing their livestock, burning their farms, and enslaving the survivors. He brings the loot and prisoners back to his “wizard’s tower,” a structure much like a grain silo, on a grander and more martial scale.
Monsator attacks with a pitchfork he has modified with parts from a plasma pistol. It has a range of 120’, and does 2d4 points of damage. The weapon will cease to function within several hours of separation from Monsator, as it is only his insane will that keeps it functioning.
Monsator’s henchmen are Cornstalk Warriors, and he is always accompanied by 2d6 of them when he roams abroad, mounted atop his reliable draft horse, Tess.
Cornstalk Warrior
No. Enc: 2d8
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 8
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F1
Morale: 10
Hoard Class: None
XP: 10
Cornstalk warriors are animated stalks of corns. They walk about on root-like feet, and attack with crude wooden spears and clubs that they grasp in their leafy hand-stalks. These creatures despise all animal life, especially those who eat corn. Cornstalk warriors are highly vulnerable to fire, and take double damage from it.
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