This auction I won for a very nice condition Basic and Expert D&D set (along with the Caves of Chaos and Isle of dread) came in the other day and I'm still shocked I nailed it for $30 with free shipping. The retailer on Ebay was not a regular RPG seller, and the pics were honestly misleading as the books are in better shape than they look from the photos. But what was most shocking...both original dice sets (or damned close) came with the Basic and Experts. We're talking unused original "gumby dice," the kinds that required a grease pencil to see the numbers and with enough rolling would turn into smooth spheres over time....but completely unused. Wow.
My players and I coined the term for these old dice as "gumby dice" back in the mid to late eighties to identify those dice which had been worn so smooth you couldn't even see the numbers anymore. I have one decades-long gaming cohort who still uses his original set from the late seventies, although mostly for the terrifying novelty of watching him roll a D20 labeled 0-9 twice (with a D6 to settle the "1s" or "10s"). The dice with this book set appear not to be the "original Originals" in that sense as the D20's are number 1-20, but they're still damned close.
Friday, March 20, 2015
The World Gates of the Whispering Kingdoms - a Dungeon Crawl Classics Campaign percolates from the primordial ooze of an Old One's flipper-print
I've had this one percolating as a filler post for a while, but I want it out now that my Vosjin Wood thing is done so I might feel motivated to work on this more....
I admit, D&D 5E has consumed my attention and interest in fantasy gaming a great deal lately. However, behind the scenes I have quietly labored with a deep fascination for.....Dungeon Crawl Classics. Why DCC? Because...well...I just can't stop thinking about the weird fun that game propagates, and I really want to try it out. I have...geez...all of the modules, most recently including the Chained Coffin. I have five sets of weird dice. I've been doing a great sell job on Wednesdays and may have convinced the group to give it a go soon. I want to see a funnel in action, and I want to see someone botch a spell and make Cthulhu mad.
I really want to run DCC. Or play it. Both.
I was mulling over the sort of setting one could imagine for DCC, and worked up a short list of ideas that, if strung together, create the barest framework for a setting....but one which I think DCC would be innately suited for. Here it is...so far....perhaps this is the start of more focused development on the blog? We shall see....
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| The Seer of Adeptos Awaits the Return of the Star Gods |
I really want to run DCC. Or play it. Both.
I was mulling over the sort of setting one could imagine for DCC, and worked up a short list of ideas that, if strung together, create the barest framework for a setting....but one which I think DCC would be innately suited for. Here it is...so far....perhaps this is the start of more focused development on the blog? We shall see....
The World Gates of the Whispering Kingdoms
1.
Premise:
Earth, the impossibly distant future, after eons of change and apocalypse.
Mankind and his demihuman kin, all descendants of a time long lost, are living
in peace and harmony in an era when the lost technology of man is
indistinguishable from magic, and the simplicity of a medieval life is once
again the center of human culture. Amidst this simple land of medieval kingdoms
lie ancient relics that can, if activated, open up to other worlds. Meanwhile
rumors of a darkness from beyond stir concerns among the people.
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| A Star Banshee |
2.
The Darkness:
Across the depths of space and time comes the Empire of the Star Banshees, five
sisters of the unending Darkness who harken to the call of Azathoth’s mad dance
through time and space. The Veil of the Great Attractor has been penetrated and
the power of the old gods pours into the world once more. Behind the Star
Banshees is a army of evil that is set to engulf the entire galaxy in its grip
of death and chaos.
The Darkness is a broad term for many evils, all aligned with different factions. The Star Banshees are just the most powerful with their dark cults of Azathoth and their vampiric starfleets commaded by undead helmsmen navigating through eternity. They conquer slowly....so much of their technology is scavenged from the ruins of old empires, and much of the fleet moves at sublight speeds, but to the undead it hardly matters. Finding a working Transitional Gate, though? Those are the golden gems the fleet seeks, for it immediately opens up luscious living worlds to the Star Banshees' endless hunger....
The Darkness is a broad term for many evils, all aligned with different factions. The Star Banshees are just the most powerful with their dark cults of Azathoth and their vampiric starfleets commaded by undead helmsmen navigating through eternity. They conquer slowly....so much of their technology is scavenged from the ruins of old empires, and much of the fleet moves at sublight speeds, but to the undead it hardly matters. Finding a working Transitional Gate, though? Those are the golden gems the fleet seeks, for it immediately opens up luscious living worlds to the Star Banshees' endless hunger....
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| The Wyrm Lord of the Darkness |
3.
The
Immortals: As the stirrings of the old ones awaken slumbering beings of
old, so to do the immortal beings of light, ascended men and women from a lost
era of man, return from their extra-dimensional explorations in time to
discover the dire peril to the worlds of man. These beings, a handful though
they may be, set about awakening the inner magic and spirit of those souls who
can call upon the arcane forces of the Dimensions Beyond to harness magic
against the onslaught of the darkness.
The immortals are a motley collection of ancient transhumans and AI constructs who barely remember the various epochs from which they originate, although a few may be more "contemporary" in their memories thanks to time travel. Their migration through higher dimensional space was rudely interrupted when they discovered that the entire higher dimensional universe was being twisted into a cosmic singularity by the all-consuming manifestation of Azathoth, who is literally pulling himself through from an entire other universe into our own, ripping up higher dimensional space as he does so.
The immortals are a motley collection of ancient transhumans and AI constructs who barely remember the various epochs from which they originate, although a few may be more "contemporary" in their memories thanks to time travel. Their migration through higher dimensional space was rudely interrupted when they discovered that the entire higher dimensional universe was being twisted into a cosmic singularity by the all-consuming manifestation of Azathoth, who is literally pulling himself through from an entire other universe into our own, ripping up higher dimensional space as he does so.
4.
The
Interstellar Expanse of Man: Unknown to most on Earth, the empire of man at
one time ranged across the Galaxy, having expanded to include hundreds of
inhabitable worlds. The network of this ancient empire was powered by the
Transitional Gates that allowed creatures to move freely from one world to the
next with minimal cost. It was only when the ancient humans discovered the
threat of the Old Ones and their minions from beyond the universe itself that
they shut the gate down to keep mankind and his allies safe.
The old Interstellar Empire lasted for tens of thousands of years before they realized that the transitional gates were weakening the boundary between universes.....and even then, it wasn't util the first "exonauts" to try and explore what lay beyond the expanse of the universal membranes discovered that the neighboring universe was an all consuming force known only as Azathoth, which had been quietly harvesting the near-infinite souls of other universes, that they were warned of the threat. But it was too late.
The old Interstellar Empire lasted for tens of thousands of years before they realized that the transitional gates were weakening the boundary between universes.....and even then, it wasn't util the first "exonauts" to try and explore what lay beyond the expanse of the universal membranes discovered that the neighboring universe was an all consuming force known only as Azathoth, which had been quietly harvesting the near-infinite souls of other universes, that they were warned of the threat. But it was too late.
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| The Reaver of Worlds |
5.
Hydroska and the Whispering Kingdoms:
Today, in the pleasant kingdom of Hydroska which is said by many to be the greatest kingdom in all of the Whispering Kingdoms, the men of the land know something
is amiss, as new dark cults awaken to the call of strange gods, and the oracles
and mystics feel the power of magic returning to them, a gift of the almost
forgotten immortals. The king sends out a call: will any adventurers stand up
who can take the challenge of the Immortals, the prophetic declaration made by
his own daughter as she channeled their power, declaring that the strongest of
Hydroska would stop the forces of darkness and the vile Star Banshees?
Hydroska is a smallish realm on a large continent that was formed when North and South America mashed together, and not long after a vast array of extinction-level planet killer asteroids ripped the solar system apart untold ages ago. Despite this, the ruins of untold eons dot the landscape, and there are many strange myths and folklore of "those who came before." The men of Hydroska do sense the antiquity of their world....but few truly understand the magnitude of it.
Hydroska is a smallish realm on a large continent that was formed when North and South America mashed together, and not long after a vast array of extinction-level planet killer asteroids ripped the solar system apart untold ages ago. Despite this, the ruins of untold eons dot the landscape, and there are many strange myths and folklore of "those who came before." The men of Hydroska do sense the antiquity of their world....but few truly understand the magnitude of it.
6.
Transitional
Gates (World Gates): These are the relics of the Ancient Men,
left behind when they ascended to the heavens. With the return of magic and the
rise of darkness some of these portals can be reactivated with the right
process, ritual or sacrifice. The portals open up into strange and terrible
worlds of mystery, each one a doorway to another planet across the Galaxy, or
sometimes another terrifying dimension entirely.
In the lands of Hydroska and its neighboring kingdoms of the Whispering Kingdoms, the World Gates as they are known are both a boon and a bane. Gates sometimes have keepers who know how to open the portals to other worlds. Sometimes those worlds contain other civilizations, and a brisk trade can begin....other times they contain dead worlds, or lands filled with beasts or conquering armies. There are perhaps three dozen known World Gates in the Whispering Kingdoms, but its the many, many more buried in the underlands and hidden in ancient ruins that most fear. Wizards, in their incessant desire for power, have found that the World Gates are the quickest means to finding the ancient patrons which can teach them dark magic. It is considered a heresy and crime punishable by death to awaken a World Gate in secrecy, but the practice is exceedingly common.
| Lord Garon of Hydroska |
In this world of the Whispering Kingdoms are young heroes made...through blood and sweat only the strongest and sturdiest will survive, and even then they may yet face a greater doom if they hear the pleading call of the Immortals to stave off the endless armies of darkness that lurk beyond the edge of the stars....
Thursday, March 19, 2015
The Long View: Dungeons & Dragons and the Family
Last year a few of you may recall that I was working on a lot of B/X D&D content, pretty much right up until D&D 5th edition came out and beat its way into that dark corner of the mind where my favorite game system likes to reside, evicting many (like Pathfinder) in the process.
Surprisingly, the Basic/Expert D&D set did NOT get evicted, even if it has been ignored (at least on the blog). I've got big plans for it.....specifically, big plans for it and my family.
If there's one thing RPGs have gotten worse at over the years its providing a meaningful gateway for young audiences. It's entirely possible to do this; I have cohorts who run contemporary editions of the game for younger kids and it seems to work fine, but chiefly I suspect because adults are involved and working to get those kids into the game.
When I was about 9 or 10 years old I discovered D&D the old fashioned way, in fact one of the few ways you could do so in the late 70's and early 80's: by accident. It didn't even get played at first....D&D languished on a shelf while my sister and I begged my father to teach us to play. Ironically we were playing the Dungeon board game to death at this time. A few months later I found a copy of Gamma World on my own and that was (for reasons I still can't quite pinpoint) the RPG that "clicked" for me. After running Gamma World I suddenly knew absolutely how Basic D&D worked and found my copy as quickly as I could to start running it.
This experience has probably clouded my judgement decades later as a father, with a son who at 3 1/2 is exhibiting all of the imaginative tendencies of his mom and dad, and a clear appreciation for games. I figure he's probably only a few years away from wanting to play D&D, and much as I taught my seven year old sister to play the game when I was nine, I figure I can teach him to play (and run) games when he's around that age. So for now Basic and Expert D&D will remain something I studiously collect, and when the time is right, I plan to introduce him to the hobby in this manner.
There will be some differences, of course. I've snagged some Basic and Expert books on Ebay, which is great....but the vast majority of what I will hand him is going to be in the form of PDFs I'll stick on his tablet (he's got a Nook; my entire family is laden with Nooks). So that part will be a bit different.
He'll also have something slightly different from my own experience: my parents were great at encouraging myself and my sister to figure out RPGs, and they bought us whatever fiction or games we wanted, which was wonderful....but the actual process of playing these games was anathema to them (only my uncle was keen to figure it all out, and he mostly focused on GDW war games with me...I was playing Imperium and Invasion Earth by age 8, for example).
So my kid will have two parents with over-active imaginations to help him out...although, ultimately, some of this will be about mom and dad learning when to back off and let him do his own thing, too. Even if it means he'd rather play....oh, I don't know....Mouse Guard rather than D&D!
Wednesday, March 18, 2015
At last, the final three encounters in the Vosjin Wood...I'll work on assembling this in to some sort of coherent downloadable soon.
18: Mark of the Spear. This location is
almost impossible to find save by chance or the will of one of the wood’s more
notorious denizens. The Mark of the Spear is ground zero, the location where
the Enkanneth drove the enchanted spear called Asiphiron into the ground,
releasing the flood of magic which created the woodland prison in which the
army of Blood Knights and monsters of Sar were trapped.
Happening
upon this area reveals a small clearing of gentle but thick grasses surrounding
what appears to be a sunken depression in the earth, almost like a crater. At
the center of the crater rests what appears to be a polished spear of pure gold
with ruby stones along the length of the shaft. Runic writing in the primordial
tongue spells out “Asiphiron” along the side of the weapon. The actual spear head
is buried deep in hard stone at the base of the incline where the spear rests.
Asiphiron is
a potent artifact weapon, but it’s time has come and gone. The removal of the
weapon would free the army and destroy the Vosjin Wood; powerful divine magic
insures it remains firmly rooted. To protect it, the Enkanneth bound the spear
to a powerful planar being, the Solar Angel Setirivan. Sterivan dislikes the
duty placed upon him, but any who attempt to move the spear using supernatural
means or with even a hint of success (for example, making a STR DC 25 to try
and pull it free) will summon him immediately to either reason with or dispatch
those who would seek to remove the spear.
Should
Asiphiron somehow be removed (and this really should be a GM call) then the
Vosjin Wood will dissipate within 1D100 days and free the ancient army of Sar.
That might merit a campaign in its own right….
19: The Hydra’s Tree. The Hydra’s Tree
is the most ancient and possibly most formidable of the denizens trapped in the
wood. It can never be freed (save for the removal of the Spear, entry 18) but
the tree nonetheless continues to cause problems for the mortal realm. The
original Hydra was a twenty-one headed beast of immense (gargantuan) size….actual
stats will not be provided here, but imagine a Tarrasque-like version of a
hydra. The tree is equally immense, of almost mind-bendingly large dimensions,
and within its branches and leaves it is said an entire tribe of goblins lurks,
carefully tending and pruning the tree, relishing the sense of fear and
presence it exerts on the forest around them.
The tree
covers several acres, and its immense branches, twenty one primary trunks for
each head, droop heavy with strange yellowish-green orbs of eerie fruit. Eating
one of these fruits is deadly (DC 21 CON save or suffer 100 points of poison
and 100 points of acid damage immediately) but if one ripens and drops it will
spawn a juvenile hydra where it lands in 1D6 days. This has led to a plague of
the beasts at times, many of which are later devoured by the serpent in the
woods or other major predators, and still others seem to find their way into
the Outworld. There is also a rumor that the goblins of the tree are actually
kept there under Sukagra’s orders to prune the tree of its fruit as best they
can.
Adventurers
hanging around the tree have a 15% chance per half-day of encountering roaming
hydras (1D6). They are also likely to attract the attention of the goblin tribe
(there are roughly 100 goblins living in the tree’s upper branches).
20: Aruman’s Villa. Much has already
been said of Aruman, who’s details were posted previously, so here’s a bit more
information to add to it all. Aruman’s hut is a ramshackle affair, a long house
divided into three parts, centered over an old dry cistern in the thicker,
darker corner of the wood. The cistern is one of several like it that contain a
planar gate at the bottom, this one opening up into the Outworld, along a
stretch of Mt. Sahambla. Aruman regularly uses it to visit the mountain and the
sprawling ruin of a lost Saric city where he enjoys studying his magic.
The villa
itself is guarded by two brutish fellows, Urn and Skard, who are both
Galitathic barbarians (NE human barbarians level 10 each). The two brothers
were both ensorcelled by the Witch of Galitath and they journeyed many years
ago to seek out Aruman to remove the curse….which he did, but in exchange for
their servitude thereafter.
Aruman wears’
a mask of leather which a scrutinizing eye (Heal DC 12) might notice is human
skin. He rarely reveals his lich-like features and can suppress the glow of his
eyes at will. He favors speaking with visitors before harming or eluding them….Aruman
is thirsty for the knowledge of the outside world, and an easy way to become
friends with him is to bring new sorcerous knowledge for his vast collections.
Aruman also
has a night hag which serves as his personal maid and assistant named Rukatha,
who always manifests as an old woman. Rukatha can summon 4D6 wraiths of the
woods as a bonus action if harmed or threatened, and the wraith obey her
unerringly.
Aruman’s
inner hut includes a passage dug deep which winds down into the cistern,
chiseled steps narrowly guiding those who would dare down into the depths. At
the bottom is a shallow pool which is rife with necrotic energy (it deals 1D6
necrotic damage per round to any who immerse themselves even slightly in the water),
as well as the carved gateway which opens up onto the lost ruins on the vast
eastern slope of Mt. Sahambla in the Outworld.
Tuesday, March 17, 2015
Triple A Surprises I did not Expect: Battlefield Hardline and Final Fantasy XV Episode Duscae
Only a brief post, as I'll save the rants and raves for proper reviews later if I get around to it....but two games seriously surprised me tonight and have accidentally engendered hope in my gamer heart that Triple A titles may have a better future yet....
First off was Final Fantasy XV: Episode Duscae, a demo which comes with a new copy of Final Fantasy Type 0 HD. I couldn't tell you much about Type 0 because I've been too buy playing a version of Final Fantasy that takes every single criticism that was leveled at the last few games and then does exactly what we, the gamer audience wanted. Smooth and immersive combat? Check. Vast open environments where you can go as you will? Check. Impressively realistic characters, even if they are a bunch of emo dudes with bad skin conditions? Check and check.
I don't know how else to explain it, but imagine Dragon Age: Inquisition powering a Final Fantasy title. That gets a bit close to how this feels, except with better graphics than DA:I.
Then Battlefield: Hardline came along. I wasn't going to buy this, at least not at day one MSRP. I was convinced it was going to be another screw-up and for all I know the multiplayer is, but at this point I could care less because the single player campaign is absolutely amazing. This is a crime show to the nth degree and it's absolutely a breath of fresh air from all the military shooters. I'm too early in it to say much more, but lets just say the last-second hunch that prompted me to get this is already paying off in spades. No idea if the multiplayer will be worth it (I thought the beta was very "meh" in that regard) but if this single player story lasts longer than The Order: 1886 I'll feel like I got my money's worth.
Even better....the environments I've encountered so far are so rich and detailed I am seriously hoping at some point the game deviates from the formula and lets me as a player go off the rails. If the multiplayer even allows this I'll be even more impressed....I'll provide more info once I've delved deep enough, though. I hate to say "yeah check this out ASAP" just yet....I felt very burned on the glitchy Battlefield 3 and 4 (which I did eventually get back to finishing, grudgingly) and I've never been a fan of the elaborate and time-consuming multiplayer.....but I think Hardline may be a different beast entirely. A good one. We'll see....it's got to go up against open world crime games like GTAV in one sense, but playing a genre like this using a robust FPS engine is a real pleasure.
Okay now back to the regularly scheduled paper and pencil gaming...
Tooley's Underwhelming Projects for Magic World
While at Basic Roleplaying I also found this, and....wow.....it's like a fountain of glorious water in the BRP desert:
Tooley's Underhwelming Projects for Magic World includes Monster Manual conversions for MW from the original AD&D, character generators, NPCs, psionic rules, scenarios and more......this guy has been busy!
Tooley's Underhwelming Projects for Magic World includes Monster Manual conversions for MW from the original AD&D, character generators, NPCs, psionic rules, scenarios and more......this guy has been busy!
Magic World Chronicler's Companion out by GenCon?
While perusing the Basic Roleplaying boards for tiny scraplets of info on potential future Magic World releases (yeah all of us D&D 5E gamers need to sit down and shut up when it comes to info on release schedules, m'kay???) I noticed this awesome bit posted by Nick Nacario that the Chronicler's Companion is conceivably going to exist this year. I am very happy....at this rate Magic World will be releasing product at a 1:2 ratio to D&D 5E. More money for me to spend on comics I guess, but I guess a book a year is better than none at all!
So from Nick's post:
Hey all,
I am currently laying out the Chronicler's Companion. It contains all of the material that Mr. Monroe stated earlier in this thread BUT with the addition of the Horsechester material that Mr. Richard LeDuc has written. The Horsechester material consists of a sourcebook detailing the village and environs of Horsechester as well as three scenarios that take place in and around the region.
Look for it in the next couple of months. I'm going to try to get it to GenCon.
Nick Nacario
Magic World Guy
Chaosium Inc.
CORRECTION: The scenario in the back of Horsechester is a three part scenario, NOT three scenarios. Sorry for the mistake.
So from Nick's post:
Hey all,
I am currently laying out the Chronicler's Companion. It contains all of the material that Mr. Monroe stated earlier in this thread BUT with the addition of the Horsechester material that Mr. Richard LeDuc has written. The Horsechester material consists of a sourcebook detailing the village and environs of Horsechester as well as three scenarios that take place in and around the region.
Look for it in the next couple of months. I'm going to try to get it to GenCon.
Nick Nacario
Magic World Guy
Chaosium Inc.
CORRECTION: The scenario in the back of Horsechester is a three part scenario, NOT three scenarios. Sorry for the mistake.
Monday, March 16, 2015
Encounters in the Vosjin Wood: Entry 17
Entry 17 was big enough that I decided to give it its own blog. 18-20 are next!
17: Special Monstrous Encounter (D6: 1
Serpent of the Woods; 2 The Rogue Blood Knight; 3 Sukagra; 4: Hydra; 5: The
Shambling Mound; 6: Slaad Nest). Each of these special sub-encounters reflects one of
the potentially deadly denizens of the woods which can waylay weary travelers:
Serpent in the Woods: the serpent may
be a spirit of the woods which takes on physical form, and it is most certainly
disliked by Sukagra, who sees it as an omnivorous pest which usually takes an
interest in any adventurers she seeks to ally with. The serpent is an
impressive beast, a gargantuan constrictor snake that stretches for at least
100 feet. The serpent has little interest in its prey other than to devour, and
it is said by some that it’s influence of the woods is motivated entirely by
hunger….the woods respond by luring in likely prey.
The serpent in the woods stats are: CR
12 (8,400 XP); STR 20, DEX 20, CON 20, INT 3, WIS 14, CHA 3; HD 15D20+75, HP
232, AC 17, Speed 40 ft (30 ft. climbing and 50 ft. swimming), blindsight 30
ft, Perception +5 (passive 15), Skills: Stealth +8, Attacks include melee Bite
+8 to hit, reach 15 ft one target, 6D8+30 piercing damage; melee constriction
+8 attack, reach 15 ft, up to three targets in reach, deals 8D8+40 bludgeoning
damage and target is grappled (escape DC 21 to escape). Until the grapple ends
the targets are restrained and the snake cannot constrict other targets.
The Rogue Blood Knight: this is an
elven vampire of some stature who has somehow escaped the woods and so far
eluded the efforts of the Vosjin Wood to recapture him in the tree-prisons that
his brethren are also captured in. When first encountered he will assess the
prowess of the party....if they appear weak he will seek to befriend and prey
on them to gain strength in blood, but if they appear strong he will promise a
lost elven fortune from his thousand-years gone homestead for assistance in escaping
the woods. If they are hostile to him he will flee if he does not have the
obvious upper hand.
The Rogue Blood Knight’s Stats: use the
vampire stats, but modified with either (D6): the wood elf traits (1-3), high
elf traits (4-5) or eladrin traits (6). Elven vampires have a few special
advantages in the Vosjin Woods: when in dense brambles or thick woods they can
operate even by day for sunlight does not penetrate to the floor of the forest.
When in the woods the elven vampire does not fear going anywhere for the woods
are his “home” so no invite is ever needed, save for Aruman’s hut. An elven
vampire also steals beauty when it attacks, and any strike from an elven
vampire which deals necrotic damage also imposes disadvantage on the target
until the injuries are fully healed.
Sukagra: the lamia queen of the woods
has been here a long time, cast in exile and serving as a sort of caretaker of
the woods, she both respects and dislikes the Stag and the Rook, while looking
for ways to either drive out or slay the other denizens which have seen fit to
take up refuge in the wilderness. Sukagra may be likely to befriend adventurers
in need if she sees a way she can manipulate them into causing trouble for
Aruman, Caldare or the Rook (among others). She will also use them to slay the
rogue blood knight or other “prisoners” who should not be free. She is able to polymorph at will as a bonus action between the form of a woman of vaguely human or elven features and a lamia at will; she usually approaches those she seeks to ally with in human form.
Sukagra’s Stats: Sukagra is a lamia but
with a serpentine torso instead of a lion. She replaces the “claw” attack with
a tail-whip which deals bludgeoning damage of the same amount as the normal
claws, and also adds a constriction attack as per the giant constrictor snake
stats (but with +5 to hit). She, like many of the creatures bound to the wood,
will resurrect 1D6 days later if slain, with vengeance strong on her mind. She
has the ability to dominate any ordinary monsters or animals in the woods with
sheer willpower, and such creatures, unless under the sway of another denizen,
will obey her unquestioningly.
The Hydra: The hydra of the woods is a
terrifying beast, but it is locked safely away in a tree in the woods (see
#19). However, when it was trapped a thousand years ago the tree of the hydra
grew strong and bore hideous poison fruit, which when ripened dropped to the
ground and birthed more lesser hydras. These hydras wander the woods, hunting prey
and one another with a ferocity unrivalled. Only the serpent in the woods keeps
their population down.
When
encountering the hydras of the Vosjin Wood roll 1D6 to determine how many there
are. A solitary hydra is a loner looking for easy prey, but a pack of hydras
are a family working together with cunning efficiency.
The Shambling Mound: there are immense,
ancient forest beasts in the woods. These shambling mounds may have some
unearthly origin, or they may be a manifestation of the wood….none can say for
sure. When encountering shambling mounds, there are typically 1D8 of them
moving in hunting packs. They will strangle those they encounter to feed
themselves and the wood. There is a 10% chance that one of the eldest of these
beasts may appear; such elders have maximum hit points (208 HP) and a strength of
22 (+6 instead of +4; add +2 to all base damage attacks).
Slaadi Nest:
certain corners of the Vosjin Wood grow so dark and the roots dig so deep that
they accidentally break into the dominion of limbo, from which terrible beasts
such as the slaadi dwell. These slaadi find crude islands of growth emerging in
limbo and make dark nests out of the roots, slime and water which pools in
these regions. Occasionally a slaad will burrow up, and discovered the Vosjin
Wood. Especially enterprising slaadi have realized this is a portal into the
mortal realm, though not quite….the woods seem determined to capture and lock
the slaadi away just as the woods have done to the blood knights and demons of
old. Any slaad which enters the woods must make a DC 15 constitution check once
per hour or find itself polymorphed/trapped in the form of a tree, permanently.
Finding a
slaadi nest means coming across another dense copse of trees, some of which
have vaguely humanoid batrachian features (DC 22 intelligence/arcana check to
notice that the trees are reminiscent of slaadi). At the center of the copse is
always an especially large and ancient tree, with monstrous features, and a
deep hole in the wood of its trunk which leads down to the island-gate of
limbo. This island will almost always contain a deep pool into which the roots
dip, containing 10D10 slaad tadpoles, as well as 2D6 red slaad protectors.
There is a 50% chance 1D4 blue slad and 1D3 green slaad are present in the
area, and a 20% chance of a single gray slaad with visions of grandeur.
Slaughtering or disrupting the birthing island in limbo may (10% chance) draw
the ire of a death slaad which will either send more minions or even come on
its own to hunt down those who kill its offspring and servitors.
Next: encounters 18-20, at last!
Saturday, March 14, 2015
D&D 5E: Saturday Creature Factory: The corvus archos (Raven Lord)
The dire reach of the corvus archos is one
which any adventurer may fear, even an avian hero of the sky…..
Corvus Archos (Raven Lord)
CR 7 (2,900
XP)
CN medium monstrosity
(shadow)
Initiative +5
DEFENSE
AC 17 (leather +1)
HP 104 (16D8+32)
Resistance: necrotic
OFFENSE
Speed 35 feet
Multiattack the corvus archos attacks
twice with its longbow or twice with its jagged blades.
Ranged Attack-longbow +9 attack (range
150/600.; one target): Hit: 1D8+6 damage piercing plus 3D6 poison damage from
the black barbed arrows.
Melee Attack-jagged blades +9 attack
(reach 5 ft; one target); Hit: 1D6+6 damage slashing plus target must make a DC
13 save vs. CON or target suffers 1D10 additional bleeding damage per round
(requires a heal check DC 13 to stop). The bleed effect is cumulative. The
blades appear to emerge from the arms and hands of the corvus archos and cannot
be removed for use by others, though some say they can be used to forge magic
daggers.
Statistics
STR 11 (0), DEX 20 (+5), CON 14 (+2),
INT 16 (+3), WIS 14 (+2), CHA 11 (0)
Languages: common, ibixian
Senses: darkvision 120 feet, blindsight
60 feet, Perception+5 (Passive 15)
Skills: +8 Stealth, +3 Deception, +8
Sleight of Hand
TRAITS
Magic Resistance: the Corvus Archos
gains advantage on saves against magic.
Keen Sight: corvus archos gain
advantage when attempting to spot targets using shadow for stealth.
Swarm of Crows (recharge 5-6): The
corvus archos can summon a swarm of ravens, crows and other large black birds
which engulf a region 20 feet in diameter at a location within sight of the
corvus archos. Each round he may move the swarm up to 60 feet. Any creature
which begins its round in the swarm must move as if in difficult terrain, and
must also make a DC 16 Dexterity save or take 3D6 piercing damage from the
slashing claws and beaks of the swarm. Additionally, at the start of a caster's round who begins in the cloud, he must make a save vs. INT (DC 16) for any concentration spell in effect, and again for any spell he attempts to cast while in the radius of the Swarm of Crows. This
is a concentration effect from the corvus archos, and if something that would
disrupt concentration does so, the swarm dissipates into shadow and smoke at
the end of the round in which the disruption takes effect.
Raven’s Disciple: The corvus archos can
see through the eyes of any raven, crow, blackbird or rook within 10 miles of
his position, as if he were in the eyes of the bird. He can speak with such
birds with clarity and understanding when they are present and he can even
whisper a message of one sentence or ten words and direct such a beast to relay
the message to an intended target (which it must fly to for delivery).
Shadowflight: the corvus archos can
cast fly as an at-will effect, manifesting shadow wings when he does so.
Shadowwalk: The corvus archos can as a
bonus action teleport via shadow to another location within 60 feet. He may do
this three times per short rest (encounter).
The corvus
archos, sometimes also known as the raven lord or the crow lord, is an
enigmatic denizen of the shadowfell who occasionally makes his way to the
darker corners of the mortal realm to sew havoc. He is a tall, gaunt figure
shrouded in darkness and usually wearing a cloak with ravenlike features or
elements, who can extrude dagger-like blades from his forearms and hands and
has a distinct prowess in the longbow.
Some have
suspected a connection to other denizens of the plane of shadow such as dark
creepers but none can say for sure. There is one theory that the native plane-dwellers
of the shadow who worship Morrigan, the Raven Queen, manifest as the corvus
archos when their priestly devotion reaches a certain point, but it has been
remarked that precious few ever seem to exhibit any dedication or reverence for
the dark goddess. Some believe the crovus archos is what happens to a shadar-kai who has lived too long and lost his ability to suffer, causing him to transform into an entity which must of necessity seek the suffering of others.
It is known that they can be bartered with, and while they tend to remain loners, on occasion packs of the beings have been encountered, especially in the shadowfell. A famous incident in Gloomwrought recalled by a dark dwarf of that town told of the day baron Vasghras took over; a horde of corvus archos descended on the town and slaughtered all who opposed the baron in his bid for control. Afterward, one particularly notorious corvus archos called Ember Eyes was seen taking a princely payment from the mayor.
Corvus
archos can manifest a flock of crows and ravens out of shadow as part of their
ability, and they delight in harrying foes at a distance with this trait while
using lesser minions to close in on their targets. They strongly favor their
barbed arrows, which are always laden with poison.
For reasons
entirely unknown the corvus archos takes special delight in hunting the avian
humanoids of the mortal plane, especially the tengu, and aarakocra.
Corvus
archos are armed with +1 longbows and wear +1 magic leather armor. Their arm
blades are magical, but are fused with bone and flesh along their arms, as if
they wear flesh-grafted cestii and daggers; they can “flex” to retract and
extract the blades as if drawing a weapon.
Friday, March 13, 2015
Encounters in the Vosjin Wood: Entries 13 through 16
13: The Chasm at the Base of Mt. Sahambla.
It is normally very difficult to find this without the guidance of either the
Black Rook or the White Stag. The chasm isn’t terribly formidable: it’s a 10-20
foot gap at any given point, possible for an enterprising adventurer to jump or
otherwise make it across (although falling in is a bad idea; the chasm is
infinitely deep, and may eventually open up into the plane of Limbo). What is
ominous is the immense mountain lurking on the other side. Mt. Sahambla is only
ever visible from a distance, as if it’s always “over there about 50 miles”
when moving through the woods, for those who climb tall enough trees to spot it….a
single great mountain in the distance. The mountain is already ominous because it does not exist anywhere outside of the
wood. No one can see it until they are actually in the Vosjin Wood. But
once you have found the chasm….then you are suddenly not only able to see the
mountain, but it is right there, the steep slopes and cliffs visible just
dozens of feet past the chasm itself. The sense of presence of the mountain is
overwhelming.
Once across
the chasm one may discover a lost primordial temple, though there are likely
many more secrets to be found on this mountain which exists coterminously in
the Outworld and the mortal plane.
The Temple of Sahambla: the base of the
mountain includes a vast stretch of sheer stone cliffs stretching up for
several hundred feet. At the base of this cliff lies a secret door hidden with
primordial runes that glow only on nights of the full moon. The passage will
open for true believers on these nights, or those who have special sight (such
as detection of secret doors) if the runes are read: a prayer of humble
submission to Sahambla.
Once open,
the passage reveals the depths of a great subterranean temple and dominion. A
vast descending staircase in an immense cavern reveals a lost elven court and
temple, and at the center lies a dais on which rests the primordial Iron Sphere
of Sahambla. Guarding the sphere are two gear maidens, with many more in the
depths of the vast temple complex. There are also undead elves in the area,
including ghosts of the old priests and librarians of this dominion, though
most are merely sad at their existence and have no ill feelings….they would be
laid to rest if the temple were ever restored.
The Iron
Sphere is a lost artifact of great power. On occasion the White Stag will guide
prospective candidates for this artifact to the chasm in the hopes they find
the temple and come to possess the Iron Sphere. Those who survive the discovery
may become the Voice of Sahambla, a means of restoring the lost cult of the
banished primordial to the mortal world.
The Iron Sphere
of Sahambla requires a DC 17 constitution save to even hold (elves gain advantage
on this save); failure means the person attempting to grab the sphere is
subject to a petrification attack, and if he fails the save by 5 or more is
petrified immediately. If failing by less, the save is made next round and if
failed then the subject is petrified; the gear maidens will shattered the body
and restore the Iron Sphere to the dais.
If the
adventurer overcomes the challenge of picking up the Iron Sphere then he
experiences some changes: his skin will default to a metallic state and he now
functions as if wearing adamantine full plate armor henceforth (will not stack
with existing armor). As an action the bearer of the sphere can will his flesh
to reappear, but this requires concentration to maintain normal skin.
Second, the
user gains access to several spells which may be cast using his or her own
spell slots, but each may be cast using the magic that is imbued within the
Iron Sphere: stoneskin, stone shape, wall of stone. Each may be cast as a level
9 effect twice per day.
As the Iron
Sphere is an artifact, it also imbues 2 minor beneficial properties, 2 major
beneficial properties and 1 minor and 1 major detrimental property to its
bearer (DMG pg. 218-22).
Beyond the
temple chamber of the orb is an extensive but unexplored remnant of the temple
which links to a vast abandoned subterranean city, in which there may still be denizens
of unknown nature.
14: The Yawning Chasm of the Outworld.
Adventurers can on occasion stumble across one of the planar rifts which link
the Vosjin Wood to the Outworld. The adventurers will suddenly find a break in
the woods, opening up to a wide chasm, usually 5-100 feet in width (roll 5D20
for the number of feet across). Beyond the chasm is a vast plain of desert
scrub stretching as far as the eye can see, in a deep cerulean and purple sky
with no visible moon, sun or even stars. There is a 10% chance a bridge may be
visible allowing easy passage across (though if the adventurers are employing a
tymardiae guide he will always take them to a location with a safe bridge to
cross).
Moving
beyond the chasm to the plains beyond puts the adventurers in the Outworld,
about which more will be written in the future. Here lie the ruined cities of
the primordials and their ancient tomb-prisons, as well as mysteries of
incalculable nature. Wandering too far can make returning to the Vosjin Wood
difficult….but Mt. Sahambla is always visible in the distance, and easy to
reach in the Outworld. The chasm here will eventually connect to the chasm that
runs the length of Mt. Sahambla, and so serves as the best navigational beacon
for those who dare to explore Outworld.
15: The Spectral Fields. Here lie the
bodies of thousands of warriors who perished in battle before the matter was
settled by the wrath of the Enkanneth. The fields initially appear bare of any
distinct features except for an absence of trees and thick grass. As one moves
through the fields, bones become visible, remnants of rusted armor and
weaponry, and soon enough it is clear that an ancient battlefield lies beneath
the adventurer’s feet.
By night the
battlefield becomes a haunted landscape as wraiths, ghosts, specters and worse
manifest and re-enact their final moments, over and over again. Interrupting
this process, even by accident, will earn the dire enmity of the undead. Moving
through the field during a spectral event requires good grace (Dexterity check
DC 15) each round to avoid stumbling in to one of the dead’s pantomimes.
Should the
battle be interrupted, 3D6 wraiths, 1D6 ghosts and 4D4 specters as well as a
50% chance of 2D6 shadows may be in the immediate area. Initially 1D3 undead
will be interrupted by a stumbling adventurer, but each turn of combat another
1D3 may be drawn in as each round all parties must make Dexterity checks to
avoid further interruptions.
16: The White Stag. This spirit
champion of the Vosjin Wood reflects a purity of spirit and a balance of
goodness. It is in many ways the embodiment of the goodness that lay within the
elves of Sar, even as they fell due to the corruption and lost ways toward the
end of their empire. The White Stag is also an avatar or servant of the
primordial Sahambla, and will on occasion seek to guide travelers to the base
of the mountain (entry 13) to aid them in finding the lost temple of the
primordial. The White Stag can take pity upon those who have no wish to be
here, and will lead them to escape the woods as well. Just as likely if it
happens upon evil men it will lead them to their doom, usually a creature from
entry 17, Caldare’s lair, or even worse.
The White Stag
is a means (like the Black Rook) for DMs to lead the players where they wish,
but if it is purely a random encounter then the White Stag will react according
to the predominant alignment of the group. When encountering the White Stag,
adventurers of good nature will notice it immediately, but evil characters must
make a DC 12 insight check to spot the stag. Any efforts to hunt it will prove
difficult, for it appears the stag has no physical form (but if somehow tricked
into the Outworld it becomes a normal stag while there; if killed it will
reform in the Vosjin Wood). The White Stag does have a physical form, but it is
protected from harm by the spirit of the wood. There are rumors that Aruman has
crafted an arrow which can kill the stag, however.
Next: the finale with entries 17-20!!!
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