Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Monday, January 10, 2022

2022 Character Creation Challenge - Day 10

Another day, another AD&D character.  

D.A. Trampier from the PHB, 1978

Today, it is Mott the Hoople, Magic-User 9.

I had fun with UA's Method V yesterday, so I'm using it again, because I already have the class picked out.  I'm ignoring Comeliness, however.  Which is fine, as it is only 3d6 according to the chart.

With this type of ability-rolling (UA p74), I don't see how a PC couldn't be making +10% on xp gains.



I neither sculpted nor painted this mini, but it fits what Mott the Hoople looks like.

Mott the Hoople, Sorcerer Supreme N Human Magic-User 9

S 10 - open doors 1-2, bend bars/lift gates 2%
I 18 - can learn 9th level spells, 7 additional languages possible, 85% chance to understand a spell, 9/18 min/max spells in spell book per level
W 14 - none
D 17 - +2 reaction/missile attacks, -3 defensive bonus
C 13 - System Shock Survival 85%, Resurrection Survival 90%
Ch 14 - 6 henchmen max, +5% loyalty base, +10% reaction adjustment

Current XP:  200,000           XP needed for next level:  250,001

AC 1

HP 18

Languages Known: Common, Dragon, Elf, Giant, Goblin, Gnome

Spells Known:

1- Charm Person, Find Familiar, Hold Portal, Mending, Read Magic, Shocking Grasp, Sleep

2- Knock, Levitate, Mirror Image

3- Dispel Magic, Gust of Wind, Hold Person, Lightning Bolt

4- Confusion, Dimension Door, Fumble, Polymorph Other

5- Hold Monster

Equipment: Bracers AC 6, Ring of Protection +2, Ring of Mammal Control, Brooch of Shielding, Nolzur's Marvelous Pigments, Potion of Polymorph Self, Scroll (Vanish), Scroll (Reverse Gravity, Incendiary Cloud, Symbol), Wand of Illusion, a tome entitled To Rebuild the World (see below), robes, adventuring gear, quarterstaff, several daggers

Goals: Increase spellbook contents, ideally with the spells necessary to make proper use of the tome To Rebuild the World.  Die of old age, surround by luxury.

Background: most recently, Mott helped some companions clear and loot a wizard's tower, claiming the tome named To Rebuild the World as his share of the loot.  Mott recognizes the name Favarro, and as such is (rightfully) suspicious of its contents.  At some point, however, he will tempt fate and craft at least the Ring of Many Castings or the Mage's Companion.  To that end, he is actively seeking the spells specific to crafting those items.

To Rebuild the World by Magus Favarro 

This Workbook is a great boon to would-be item crafters, containing the spells Enchant an Item and Permanency, both of which can be copied or cast from the pages of the book without them fading.  Of more interest are the detailed sketches and complete notes to craft three items: the Mage's Companion (a staff), the Ring of Many Castings (a ring), and the Tooth of Night (an athame).  Lastly, the book contains instructions on how to become a lich, to include the formula for the final potion required for the transformation.  If checked for, the book radiates both magic and evil.

DM Note: Grandfather Favarro has written a few such workbooks and let them into the world, for his own reasons (mostly for his amusement). While the formulae within are valid, each item has something of a flaw, especially the potion for lichdom that not only slays the drinker, but returns the drinker to unlife as a Greater Spellwight.  This transformation is always accompanied by a thunderous peal of laughter.

Mage's Companion is a staff that casts the following spells (charges in parentheses):  Dancing Lights (1), Detect Magic (1), Hold Portal (1), Light (1), Detect Invisibility (2), Knock (2), Dispel Magic (3), Protection from Normal Missiles (3), Plant Growth (4), and Stone Shape (5).  To charge the staff, the magic-user must cast Enchant an Item and then meditate, projecting his life force into the staff, at the rate of 1 hit point per charge poured into the staff.  Each time that Mage's Companion is charged, there is a 5% chance that a point of Constitution is permanently drained from the charging magic-user. When fully charged, Mage's Companion holds 25 charges.  Overcharging it creates a magical backlash that automatically drains a point of Constitution.

the Ring of Many Castings is mechanically a Ring of Spell Storing (5 spells) and a Ring of Wizardry I. When first placed upon a living finger, it melts into place (for 1 permanent Constitution damage and 2d4 fire damage - no save), and purple-blue light can be seen to trace the body of the wearer, following the veins up to the eyes which then permanently take on a soft purple-blue glow.  When the wearer of the Ring of Many Castings falls to 0 hit points, the purple-blue light pulses through the body, at an increasing rate and intensity until there is a blinding flash of light, and the wearer is transformed into a Spellwight.  This transformation consumes the magic of the ring, leaving behind naught but a deeply discolored ring-shaped marking on the finger.

the Tooth of Night is an evil item that provides two boons when it slays a helpless victim: the first being the slayer regains a used spell level, the second being that the slain raises up as a juju zombie that is (mostly) loyal to the person that slew it.  This loyalty lasts until the slayer gets a foot away from the Tooth of Night, or until Grandfather Favarro dominates the juju zombie (a quiet option that is the result of the creation method).  Furthermore, use of the athame is quietly addictive, and after each use, the wielder must make a save vs spells or else immediately seek out another victim, turning on friends, family, and other allies. 

Spellwight - this nasty humanoid-shaped undead appears as a naked, hairless, genderless being of sickly blue skin.  It glows faintly in the darkness, as per faerie fire.  Not that it matters that much, because a Spellwight will actively hunt any sentient that (foolishly) enters its territory.

Mechanically, Spellwight is a corporeal wraith (MM 102) that can, and prefers to, cast spells as a level 9-15 magic-user.  DMs can randomly determine spells known or choose.  Spellwights know all the spells in their books while living, and the spells 'recharge' every full moon. Note that many Spellwights use Hold Person to close with a victim and drain their life.

Greater Spellwights much like normal Spellwights, but are under the direct control of Grandfather Favarro, keeping all their intelligence and endeavoring to bring their spellbooks to Grandfather's keep before submitting to his will.  In many cases, these Greater Spellwights are then used to destroy those mortals found to be creating magical items, especially permanent items that are essentially unflawed.  Grandfather Favarro finds no amusement in such devices, nor does he like the competition to his family's almost-monopoly on item creation in Ironguard.

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For spells, Mott the Apprentice began with only 4 due to a stingy Master (DMG pg39), then acquired additional spells while leveling the traditional way.  Then I determined Spell Scrolls and tried to add from there, using the Chance to Know Spells rules.  This was actually kind of fun.

To determine magic items, I used Appendix C (DMG p175) and Appendix P (DMG p225) and compared these to the entries in the Monster Manual for Liches (MM p61) and Men (MM p66).  Some items were presumed to have been used up/destroyed/traded away over 9 levels.

Appendix C: Scroll 2 spells (lvl 1-4, 2 Mirror Image, 4 Polymorph Other), Scroll 1 spell (lvl 1-6, 1 Find Familiar), Ring of Mammal Control (Table I); Brooch of Shielding, Scroll 3 spells (lvl 2-9, 7 Reverse Gravity, 8 Incendiary Cloud, 8 Symbol) (Table II); did not access Table III due to bad roll.

Appendix P: Ring of Protection +2, Bracers AC 6, Scroll 1 spell (lvl1-4, 4 Fumble), Dagger +1, 3 potions (flying, healing, polymorph self), Wand of Negation.

Lich (Treasure Type A): any 3 magic items - Wand of Illusion, Keoghtom's Ointment, Nolzur's Marvelous Pigments

Men (Special Rules): Scroll 4 spells (lvl 1-8, 1 Sleep, 3 Gust of Wind, 3 Hold Person, 7 Vanish), Ring of Invisibility

Thursday, July 15, 2021

Here Be Dragons!

 Dragons!

Erol Otus, 1981 - one of two images I always think of when dragons are mentioned.

A question in a FB group Dungeon Master Resources set me posting several links to OSR blogs, posts addressing dragons.  This was because the request boiled down to making dragons 'more interesting' for 5e.  Nothing is more interesting to me than what the OSR creates.  If along the way more 5e players and DMs start leaning towards OSR play, all the better.

I ended up with such a fine collection of such things that I thought I would collect them here.

First up are a d6 Dragon Generator and the Unexpurgated Dragon Generator from Old Guard Gaming.  

Second is Goblin Punch, and its amazing adventure the Dragon Hole (and its follow-up post on better filling it).

Third is d4 Caltrops.  Currently only Black and Blue dragons are addressed, but its a start.  As an aside, the OSE Encounter Activity Tables for various critters is wonderful for those folks that lean towards random rolls and emergent story.  Eventually, the other color dragons will end up on the master list.

Fourth are a new take on Chromatic dragons from Coins and Scrolls.  I particularly like how the format of how each is described.

Fifth is the series of d100 dragon-related posts at Elfmaids & Octopi.  

Smaug, by Angus McBride - a fine artist, often seen in Osprey Military books of my youth, as well as ICE's MERP books.  So much awesome in his art.


In writing this post on a computer, versus Facebooking on my phone, I have better search tools (and can actually type well and see the screen).  As such, here are a few more not mentioned on the FB post.

Archons March On has a Dragon Generator, and lots of other awesome tables, besides.

Blood of Prokopius has a small bit about the dragons of Holmes and Cook rules.  

Throne of Salt has dragons-as-godlings, or at least that is how they come across.

Papers and Pencils has a two-part post about how he creates dragons.  One and Two.

Permanent Cranial Damage addresses how gold transforms mortals into dragons.

Dungeon of Signs has a new breed of dragon.

I'll close with a handful of d12 tables from Dungeon Dozen.

Another Smaug, this by the Hildebrandt Brothers, and from the Tolkien Calendar.  My brother had it and I spent many hours just looking at the pictures.  I wonder if he still does...  it seems there were several calendars ranging from 1969 thru 1977.  Not all were Hildebrandt, however. 

In addition to what I shared, other respondents provided some solid links, with The Monsters Know What They're Doing being a personal favorite.  This Reddit thread is all about dragons.  Plus, lots of comments about making all dragons spellcasters, something I agree with.

Hopefully, there is something here that you can use at your table, or at least inspires your own flavor of dragon.

For what it's worth, I've written about dragons before.


Monday, February 22, 2021

Orcs in my world

Orcs!

In line with many DnD-based fantasy worlds, my world includes Orcs as generic humanoid enemies.  

Not the Rankin-Bass version of Orcs, as musically inclined as they are (an army of Orc bards?).  The members of this horde seem more resigned than fierce and hungry for battle.

This is a ten-hour loop.  Don't watch til the end, as catchy as the song is.


Steve Jackson's interpretations are closer to how I believe Orcs act, though they still don't look right.

Uruk-Hai from The Fellowship of the Ring, 2001

This cover from Dragon Magazine is wonderfully evocative, but still not my Orcs.  Note that the article on Runes in this issue is worth reading.

Clyde Caldwell did the cover

The Gamoreans of Star Wars fame are much closer, perhaps if they dropped a few dozen pounds.


The orcs I grew up on are these guys.  These pig-faced orcs that dwelled in the Caves of Chaos, the ruins of Highport, and all points in between.  

From Monster Manual, 1977. David C. Sutherland III


Orcs that are beast-men of some sort, perhaps inspired by this book.


As an aside, I bought a collection of Hodgson's works, to include this tale.  The opening was grand adventure, featuring a brother and sister buying an old house, and the brother having to fend off attacks by the eerily silent pig-faced orcs.  After awhile, the story shifts to a cosmic thing which bored me to skimming the remainder.  But the beginning was fun.  To be honest, though, the Carnacki stories were also in the collection I bought, and far more readable.

Orcs being orcs and pig-faced suggest that they ride on massive war-boars, perhaps riding chariots pulled by dire boars.  Perhaps wereboars are considered allies, or of a higher caste of Orc, with Orc chieftains seeking lycanthropy to grow ever stronger, and ever closer to the porcine ideal.  

Orcs being so closely related to boars and pigs suggests that the Orcwives look something like this.


Orcwife from Otherworld Miniatures

What are assuredly NOT found in my world are modern 5e Orcs, which are often depicted as green-skinned, small-tusked humans, portrayed as noble savages, too often sexy noble savages with physiques more in line with Olympic athletes than hulking brutes.  I far prefer the drunken, loutish brutes that are just as likely to kill an adventurer as they are to extort a bribe of gold or wine.

So that is what players in my games encounter when they run into orcs.  

Tuesday, February 2, 2021

Free (the) Monsters

Monsters!

One of the guilty pleasures of D&D is encountering - and often slaying or being slain by - monsters.

Every iteration of the game has its own Monster Manual, Fiend Folio, and the like.  Official bestiaries feature the current version of classic monsters.  Those monsters and monster books are fun, though I admit a preference for older versions and the wide variety of art.

Regardless, official books mean that monsters are known.  This becomes such an issue that common (and useful) advice is to still keep these iconic monsters and simply change their names.  

Other people are fully in the other camp, utterly discarding old ideas (even if keeping names) and homebrewing their own creatures.  These can be found in any number of blogs and individual adventures.

Myself, I love new monsters, but am terribly lazy.

Luckily, I have found three legitimate bestiaries online for the low, low price of free.

Ford's Faeries: A Bestiary Inspired by Henry Justice Ford - 116 pages of monsters inspired by the artwork of Henry Justice Ford.  This will need converting to your favorite ruleset, but that is worth the work.  A few of these reside in my Ironguard Keep campaign.  Others will see light in the megadungeon.

A Hamsterish Horde of Monsters - 87 pages of fanged, furred, and clawed goodness, with bonus magic items.  At a surface glance, this is formatted for B/X and similar rulesets.  I'm looking forward to a more thorough read to find just the right creature to inflict on my players.

The Book of Beautiful Horrors - this one is formatted in 5e and is over 200 pages of goodness.  

Goblin Punch Bestiary - I don't know what exactly to call this, but I like it.

I could list the wide variety of unfree bestiaries available, both as hardbacks and as pdfs, and they are great to browse and use, but that is not the purpose of this post.

The purpose is to get more nonstandard creatures in your games, and the best way to that is for free.