Sunday, March 31, 2019

Reason for Deleting Two Older Posts Regarding Saving Throws and Combat

I have since adopted the SIEGE Engine created by Troll Lord Games for their RPG Castles and Crusades.  It's a far simpler and consistent system than any other I've seen, or devised.  For an introduction to that system, a copy of the C&C Quick Start Rules may downloaded from DrivethruRPG.com free of charge.  I also adopted the d20 rules regarding combat for attacks and armor class.

Creature Feature: Being of Light


CLIMATE/TERRAIN:
Any
FREQUENCY:
Very Rare
ORGANIZATION:
Solitary
ACTIVITY CYCLE:
Any
DIET:
Nil
INTELLIGENCE:
Exceptional+
TREASURE:
Nil
ALIGNMENT:
Neutral Good

NO. APPEARING:
1
ARMOR CLASS:
31 (-10)
MOVEMENT:
96 / fly 96 MC(A)
HIT-DICE:
27 (120 hp)
THAC0/ATTACK BONUS:
Not Applicable (see below)
NO. OF ATTACKS:
5
DAMAGE/ATTACK:
6-21 (5d4+5)
SPECIAL ATTACKS:
Burning, cause spontaneous combustion (see below), blindness (see below)
SPECIAL DEFENSES:
Magic deflection (see below)
MAGIC RESISTANCE:
100% (absolute)
SIZE:
M
MORALE:
Fearless
XPV:
32,000



Description:
A legendary being made entirely of energy from the Positive Plane of Power (Positive Material Plane). It's roughly man-shaped with no discernible facial features. The light given off by this being is extremely intense; the equivalent of looking directly into the Sun. Looking directly at this being without suitable eye protection causes permanent damage to a person's retina, and either partial, or complete blindness results (75/25 percent probabilities).
The only known instance of this creature appearing on Oriden occurred about two hundred years ago. It caused great damage to the surrounding area after being summoned by an arch-mage whose name has been lost to time. No one could affect the creature and it left the Prime Material Plane of own its volition for reasons unknown to this day.
Combat: This creature may fire up to five positive energy missiles per round with a range of 330 yards, each doing 6-21 hit points damage. The missiles never miss their targets. Each missile hit does an an additional 6-21 hit points burning damage to any living target.
If any object comes within ten yards of the creature, it will start absorbing energy and, after one round, becomes warm; after two rounds, becomes too hot to hold. Living beings within the ten yard radius will feel very warm and after two rounds must leave the affected area, or collapse of heat stroke; must make a an appropriate save., or die on the spot; otherwise incapacitated until removed. The heat stroke victim must be externally cooled with ice-cold liquid within ten minutes of exposure, or he or she dies. If any living being, or object approaches within five yards, it will go into spontaneous combustion burning uncontrollably until utterly consumed – no trace left.
Any spells cast at the creature will be deflected with no effect and possibly reflect back at the caster (10% chance). The only exception is the sphere of annihilation spell – it does triple the normal amount of damage to this creature.
Habitat/Society: This creature is solitary and has no known social organization.
Ecology: This creature lives outside of any known ecological system, but can cause great harm to one by setting fire to anything and everything close to it.
Variants: Nil

Monday, February 4, 2019

Creature Feature: The Arron Race, an Augmented Race of Humans

The Arron Race

(Homo Sapiens Maximus)

CLIMATE/TERRAIN:
Temperate island
FREQUENCY:
Rare (Common on Ustwaria island)
ORGANIZATION:
Feudal monarchy
ACTIVITY CYCLE:
Day
DIET:
Omnivorous
INTELLIGENCE:
Very to genius
TREASURE:
L, M
ALIGNMENT:
Lawful Neutral (evil), or Lawful Evil
NO. APPEARING:
8 to 800 (8d10×10)
ARMOR CLASS:
Variable by class and level
MOVEMENT:
12 base
HIT-DICE:
Variable by class and level
THAC0:
Variable by class and level
NO. OF ATTACKS:
1 or 2
DAMAGE/ATTACK:
By weapon type.
SPECIAL ATTACKS:
Possible magic use both items and spells. Missile weapons. Possible surprise with back-stab, or assassination. Bonuses to mass combat die rolls, see below.
SPECIAL DEFENSES:
Magic items and spells
MAGIC RESISTANCE:
Normal
SIZE:
M (6½' to 7')
MORALE:
Elite+
XPV:
Variable
Description: The Arrons consider themselves to be a wholly separate race of humans that are superior over all other humans. They are found primarily on the island of Ustwaria, or the "Eastern Kingdom of the Arrons." The island is the last and largest of the Oridalian Archipelago. The Arrons are guided by the principle of the super-man: A human that is superior in every way to any normal human being – physically, mentally and spiritually. In order to create this superior human, these people undergo a selective breeding program that is rigorously enforced by the ruling classes. Most freedoms considered basic to citizens' lives within the Imperial Realm are severely limited within Ustwaria; especially the freedom to choose. The life of an Arron is highly regimented with almost all aspects dictated by his, or her designated superiors. Any Arron who tries to deviate from this "Manifest Destiny" of being the superior race are immediately considered to be inferior and harshly dealt with; usually imprisoned in a forced labor mining camp for the duration of his or her life. Despite these self-imposed limitations, Arron culture is technologically advanced and the people are by in large happy and secure.
As a result of selective breeding, all ability scores of an Arron race player character, except charisma, are increased by one to a maximum of eighteen, however intelligence has a maximum score of nineteen. Arron charisma scores are normal to other Arrons and those of non-human and halfling races. However it suffers a penalty of minus two to all other humans and those of the halfling race due to an Arron's arrogance born of the belief of his, or her superiority. An Arron player character's alignment strongly tends to lawful neutral with definite evil tendencies frequently turning lawful evil as his, or her arrogance causes the character to commit evil acts against those deemed inferior. Arron spell-casters enjoy better success with their spells due to their superior ability scores. Arron warriors are generally stronger, stouter and quicker as well. Despite these advantages, Arron player characters are precluded from being certain player character classes. Paladin, ranger, bard, druid, and wizard specialists requiring good, or non-lawful alignments are classes barred to Arron player characters. Arrons tend to be taller than average, blond and blue-eyed with classic Aryan features as these are the "standard" as decided by the Arron ruling class. If your campaign uses the comeliness ability score, it is increased by one for Arrons due to their breeding program. An Arron's maximum comeliness score is nineteen due to his, or her enhanced physical attractiveness.
Combat: The Arrons perform combat usually in highly trained military units. Arron armies have the usual dispersion of weapons similar to any other human army. Arron units attack with a plus two bonus to their massed attack rolls due to collective superior strength and intelligence, and have a plus one hit point per hit die of damage rolled for every successful hit.
Habitat/Society: The Arrons have a highly organized feudal monarchy elaborated by a constitutional charter and led by a hereditary king. Governance of Ustwaria is distributed by a highly defined line of succession:
King: The highest ranking noble and Head of State. Ultimately responsible for ruling Ustwaria.
Queen: The power behind the power. Becomes Head of State upon the demise of the King and the Prince is not of the age of majority. Once the Prince is crowned King, the Queen becomes the Queen Mother and the Prince's spouse becomes Queen.
Prince: The second ranking noble. The hereditary successor to the King and accountable to him.
Princess: In the event the King, Queen and all Princes are eliminated somehow, the eldest Princess is crowned as Queen and Head of State. Her husband becomes Prince Regent and assumes the duties of the Prince. When their eldest son reaches the age of majority, he is then crowned King of Ustwaria and the normal line of succession is re-established. The former ruling queen becomes the Queen Mother and the Prince Regent remains in power until the new King's eldest son reaches the age of majority. If the Prince Regent dies before then, the senior Duke assumes the title until the young prince is old enough.
Duke: The third ranking noble. Ustwaria is divided into a number of provinces each ruled by a Duke who is accountable to the Prince. If the whole royal family (King, Queen, Princes and Princesses) should perish for some reason, the senior Duke will be crowned King with his family becoming the hereditary line. If the senior Duke is not able to assume the title, the crown is transferred down to the next junior Duke and down the line of seniority.
Count: The fourth ranking noble. Each province of Ustwaria is divided into counties each ruled by a Count who is accountable to his ruling Duke. In the most unlikely event that there are no Dukes to assume the throne, the line of succession transfers to the senior Count and down the line of seniority thereafter.
Lord: The fifth ranking noble. Each county is divided into townships each ruled by a Lord who is accountable to his ruling Count. In the almost impossible event all Dukes and Counts are not able to assume the throne, the crown transfers to the senior Lord and down the line of seniority thereafter.
Mayor: The sixth and lowest ranking noble. Every town and city in Ustwaria is ruled by a Mayor. Mayors are not in the line of succession as they are elected by a council of the upper class residents in each city and town for a term of eight years, or until a vote of no confidence by the same council forces him to leave office. A Mayor is accountable to his ruling Lord.
Citizens are accountable to their liege whether it is a Mayor or Lord, and these local rulers govern almost every aspect of their subjects' lives. Especially marriage and procreation are managed in detail by these nobles.
Every birth within Ustwaria is closely monitored by the staffs of the Mayors and Lords. As each child develops and shows his, or her talents, plus physical development, the staff of each Mayor and Lord carefully pair every male and female child in a prearranged marriage. All children are ranked by physical looks, skills and abilities. Each male and female child are paired together according to this ranking. Through this process, the Arrons are able to produce offspring with both superior looks and abilities, however it all but eliminates any freedom of choice for Arron citizens.
Ecology: The Arrons have virtually eliminated all "monster" species from Ustwaria. Wilderness areas are no more; even the wetlands are domesticated and are incorporated as part of the Arrons' plan for their homeland. The island resembles that of twentieth century northern Europe that any wild species exist now in designated wild "reserves" and the rest of the island under development and cultivation by its human inhabitants.
Variants: By class, or occupation.
Historical Notes: About five hundred years ago, one man, Arron of Graytor, became weary of seeing human settlements overrun by Goblinoid tribes especially Hobgoblin tribes. He decided that a new way of combating Goblinoid warriors was necessary. Through contact with nearby Demi-human settlements, Arron learned Hobgoblins used breeding to improve their species as warriors. He resolved to implement a similar breeding program to improve the Human species. Arron later read an ancient tome of a priest who wrote a thesis on creating the "super-man", or breeding humans to create a race that is superior in every way; physically, mentally and spiritually. He used the text as a blueprint for a new society that, in his view, is superior to any existing at the time. Better organized, stronger and smarter than any in history.
After Arron formalized his plan to create this new race of human, he recruited a number of human communities to join his plan. Arron named the new race after himself, chose their current homeland and named it Ustwaria, or the "Eastern Kingdom of the Arrons." After building a flotilla of ships capable of carrying Arron and his followers to Ustwaria, they sailed across the ever dangerous Island Sea without incident and landed safely on the island. Arron and his lieutenants immediately implemented the new plan to create a society of "super-men". Unfortunately for many of its citizens, dissent was and still is not tolerated, and punished severely through consignment to forced labor. Arron decided dissenters were still useful to perform more dangerous jobs such as mining. The society Arron and his deputies formed is a highly organized feudal nation in order to maximize discipline and order, and implement the breeding program with as little resistance as possible. Now, after dozens of generations, this program is yielding palpable results. The island is completely free from any Goblinoid and other "monster" species. Plus, the island's ecology is now almost under complete control of the Arrons. Their offspring are indeed becoming a superior species.
Political Notes: The oppressiveness of Arron society offers Set opportunities for his minions to infiltrate and ultimately allow him to dominate humans. High priests of Set have sent priests not only to reinforce the ideals Arron set for his people, but, in the end, lure them into his Brotherhood of Evil. The arrogant attitude displayed by most Arrons indicates this infiltration is having its desired effect. Due to their breeding, Arrons are a formidable foe for any army to defeat. However, as Arrons are naturally inimical to any Goblinoid species, alliances with those races are not likely to occur. Set probably will have a great deal of difficulty of getting the Arrons to join his Brotherhood as long as there are Goblinoids amongst its ranks. Therefore, this infiltration is not an immediate threat to any other human society.

 

Monday, January 28, 2019

Creature Feature: Aquatic Golems

 Introducing a new feature to my RPG blog:

 The Creature Feature

 

I will be occasionally featuring a new creature from my own bestiary.  This entry features Aquatic Golems; yes, golems that operate underwater.  Read and enjoy.

 

Aquatic golems are almost always found guarding underwater lairs. The two most common forms found are either a shark, or an orca (killer whale), although other rare forms have been identified like giant squids, giant octopus, or giant eels. These golems come in two variants: Stone, or iron. Both variants are programmed to guard either a specific area, or an item depending on the wishes of their creators. The form of the golem dictates its method of attack, and damage it does in combat. Each variant has its own special attack form as well; see the creature listings below. These golems are considered greater golems, thus cannot go berserk.
Aquatic Stone Golem: The stone variant is sculpted from a single block of granite, or stone of similar hardness, of no less than 40,000 gold piece value, and one ton in weight. A master sculptor is required to make the golem, and it will take the craftsman a minimum of three months to sculpt the statue. There is be a fifteen percent chance of the sculptor causing a flaw in the statue rendering it useless as a golem, and must start over from scratch. Once the statue is crafted, a wizard of no less than sixteenth level is needed to cast the following spells: Wish, haste, polymorph any object, geas, levitate, and shocking grasp. In addition, a protection from water scroll is required. Spell scrolls may substituted to complete the spell-casting requirements so long as they are of the correct level of power. The spell-caster will need a minimum of sixty days to a maximum of ninety to cast the spells and activate the golem. There is a twenty-five percent chance of failing to activate the golem. If the spell-caster fails to activate the golem, there is a twenty percent chance of the statue becoming damaged, and rendered useless for purposes of becoming a golem. This golem weighs about 1,300 pounds.
Aquatic Iron Golem: The iron variant is made from iron of no less than 55,000 gold piece value, and weighing a minimum of 3,400 pounds. A master iron smith is needed to craft the statue that is to be the golem, and the craftsman will need a minimum of six months time. There is be a twenty percent chance of the smith causing a flaw in the statue rendering it useless as a golem, and must start over from scratch. Once the statue is made, a wizard of at least eighteenth level is needed to cast the following spells: Wish, haste, polymorph any object, levitate, geas, and lighting bolt. In addition, a protection form water scroll is required. Spell scrolls may substituted to complete the spell-casting requirements so long as they are of the correct level of power. The spell-caster needs from ninety to one-hundred-twenty days to cast the spells and activate the golem. If the spell-caster fails to activate the golem, there is a twenty-five percent chance of the statue becoming damaged, and rendered useless for purposes of becoming a golem. This golem weighs about 2,000 pounds.

Aquatic Stone Golem
Aquatic Iron Golem
CLIMATE/TERRAIN:
Underwater
Underwater
FREQUENCY:
Vary Rare
Very Rare
ORGANIZATION:
Individual
Individual
ACTIVITY CYCLE:
Any
Any
DIET:
Nil
Nil
INTELLIGENCE:
Non- (0)
Non- (0)
TREASURE:
Nil
Nil
ALIGNMENT:
Nil
Nil
NO. APPEARING:
1 to 2
1 to 2
ARMOR CLASS:
5
3
MOVEMENT:
Sw 24
Sw 24
HIT-DICE:
7 (30 hp)
12 (50 hp)
THAC0:
15
13
NO. OF ATTACKS:
1
1
DAMAGE/ATTACK:
3-12
5-20
SPECIAL ATTACKS:
See below
See below
SPECIAL DEFENSES:
See below
See below
MAGIC RESISTANCE:
See below
See below
SIZE:
L (15' long)
H (20' long)
MORALE:
Fearless (20)
Fearless (20)
XPV:
5,000
7,000
Combat:
Aquatic Stone GolemThis variant golem attacks with a bite equivalent to the largest of sharks. In addition to its normal attack, this golem is able to deliver an electrical touch attack of 1d8+16 hit points damage (save applicable, thrice per day, 50% chance per attack); targets are AC 10 in regard to this attack. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow, or it will cause a hole in the hull of two to three feet in diameter. Weapons of plus two, or better enchantment can only affect this golem. The golem is immune to all spells save a full wish, stone to flesh (allows normal weapons to damage the golem for the spell's duration), or rock to mud (restores all lost hit points).

Aquatic Iron GolemThis golem attacks with a bite equivalent to Orcas, or Killer Whales. In addition to its bite, this golem can cast lighting bolt (forty percent chance per round) at the eighteenth level of ability thrice per day. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow at a plus two penalty on the die roll, or a three to four foot diameter hole results. Weapons of plus three, or better enchantment can only hit this golem. The golem is immune to all spells and spell-like powers save a full wish, electrical attacks (slow the golem by half for 1d4 rounds per damage hit die of the attack), or fire based attacks (restore one hit point per damage hit die of the attack).
Habitat/Society: Golems, being unintelligent constructs, have no organization except what was imposed on them by their creators upon activation.
Ecology: Golems neither add to, or take from any environs they may habituate in, as they do not consume any resources.
Variants: By form taken.