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 Golem – This 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 Golem – This 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).
Aquatic Stone Golem – This 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 Golem – This 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.
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