Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Thursday, 9 May 2013

An Adventure for Every Monster - Demon, Type VI


What will happen to your party if you're successful in this adventure

(artwork from Craig J Spearing - check his stuff out here)

Frequency     Rare
No. appearing 1-3 or 1-6
Armour class  -2
Move  6”/15”
Hit Dice 8+8
Percentage in lair  20%    
Treasure type F
No. of attacks 1
Damage per attack 2-13    
Special attack  Whip and flame for 2-12/3-18/4-24 (damage dependent on size of demon)
Special defences +1 or better weapon to hit
Magic Resistance 75%
Intelligence High
Alignment Chaotic Evil
Size  L (12’ tall)
THAC0  12
XP value  3600 +12/hp

Abilities:

Cause Darkness, 10’ radius at will
Cause Fear
Detect Magic
Read Languages
Detect Invisible Objects
Pyrotechnics
Dispel Magic
Telekinese 6000gp weight
Use Symbol of Fear, Discord, Sleep or Stunning
70% chance of gating in a Type III (80%) or IV (20%)
Infravision
Darkness
Teleportation


Legends tell of a mighty battle deep in the heart of a mountain fastness, in which a terrifying demon fought the last of the Grey Wizards. Enchantments, magicks and thaumaturgical power of awe-inspiring proportions were hurled between the adversaries and finally the demon was cast into an abyss and half the mountain brought down on top of it.

The Grey Wizard knew, however, that this would not kill the demon, merely trap it and that its evil would linger there unless he found some way of destroying it forever. He set off on a quest to locate the arcane knowledge that would enable him to do this but whether he succeeded or not is lost in the mists of legend. Even the existence of the demon is now doubted by those in the know; modernist revisions of the legend now hold that it is merely a metaphor for the struggle over the resources of precious metal that surely still exist deep within the mountain’s caves.

Needless to say, this is tosh. Of course the demon still exists and, like anybody who’s spent centuries with a mountain on top of him, he’s very, very angry. You would have thought that he would be angrier still that most of his hoard of treasure, unguarded since his fall, had been looted but this, strange to say, pleases him greatly. Why might this be so?

Simply put, the treasure had been in his possession for so long that he had started to imbue it with his essence; it had taken on part of his spirit and after many years under the rubble, he found that he could see shadowy images through that link. Practising concentration (because he really had nothing else to do down there) he was able to fine tune the connection and learn a lot about the people who had looted his hoard and where those items were now. He found that he was able to send images and suggestions into their dreams and he now uses this to lure adventurers to the place where he is interred so that, egged on by the promise of more loot, they will uncover him and set him free.

The party has acquired an item that once belonged to the hoard of the demon. They don’t know this but over the course of the next few weeks, one of them (or more if the item is held communally) will start to have dreams about a fabulous treasure hoard, buried in the depths of the mountains,  just waiting to be looted. Try as they might, the party will be unable to determine the source of the dreams but like a game of ‘hot or cold’, the dreams will become clearer and more vivid as they home in on the direction of the demon.

The demon takes a philosophical view of his centuries-long imprisonment; after all, it is inevitable that at some point, a determined band of adventurers will manage to find him and free him. He has some very interesting experiences in mind for them as a special reward for setting him free.

There is one slight problem with the demon’s plan, however;  in the centuries since he was imprisoned, there has developed in the mountains a cult that has been drawn there by the evil influence and now worships at a crudely constructed shrine very near where the demon is trapped. They are savage, cunning, inbred and fond of human sacrifice to their supposed deity (the demon gains no benefit from this, alas). They also know by heart the tunnels and caves surrounding their shrine and have set up simple but effective booby traps to guard it. This is going to make getting to the demon very difficult for anything but a determined and tough party.

Wednesday, 3 April 2013

An Adventure for Every Monster - Demon, Type V



Frequency     Rare
No. appearing 1-3 or 1-6
Armour class  –7/-5
Move  12”
Hit Dice 7+7
Percentage in lair 10%    
Treasure type G
No. of attacks 7
Damage per attack 2-8 & 6 varying    
Special attack  See below
Special defences +1 or better weapon to hit
Magic Resistance 80%
Intelligence High
Alignment Chaotic Evil
Size  L (7’ tall)
THAC0  12
XP value 3000 + 12/hp

Abilities:

Cause Darkness, 10’ radius at will
Create illusion
Cause Fear
Levitate
Detect Magic
Read Languages
Dispel Magic
Polymorph Self
Telekinese 5000gp weight
Project Image
Use Symbol of Fear or Discord
Gate in a demon of Type I to IV (60% chance of success)
Infravision
Darkness
Teleportation


Demons, just like everybody else, dream. However, being demons, those dreams are typically demonic. Just how much trouble this can cause, we will now relate.

Our adventure takes place in an area of neglected countryside near a small town that is experiencing an influx of settlers, prospectors and, of course, adventurers. The town has its problems, as does any frontier town, but recently, those problems include three very grisly murders; all of young, handsome men who have been literally ripped to pieces. The town constable is perturbed to say the least, as are many of the menfolk of the town. In fact, the party may well find when they arrive that the streets are a lot quieter than they are used to and many males stay behind locked doors at night.

What could be causing this wave of consternation? The answer lies several miles outside town, in an old and almost forgotten temple, once the haunt of a cult of the Snake God, now however a lurking place for another (albeit similar) cult. This one worships Lazulari, a Type V demon who, as many of her kind tend to do, has required the regular sacrifice of strong warriors. Fortunately, there seems to be a regular supply of them in the town, where her cult members have been busy as of late. They’re not, however, the ones doing the horrific murders.

Lazulari is not the demon she once was. Until a few weeks ago, she gladly accepted the offerings made by her cultists; warriors would be brought to the temple, held till the day of the sacrifice and then slain on Lazulari’s altar. She would then channel the demonic energies to her cultists and everyone would go away happy.

That is, until her cultists brought her Jerrif, a fighter who was, shall we say, rather on the handsome side, ostensibly Chaotic Neutral but with a hidden tendency towards acts of badness. Lazulari sensed the evil within him but she also found his charisma and looks rather overwhelming. In short, she fell in love with him.

She commanded him imprisoned rather than sacrificed and spent many hours trying to turn him to evil. Jerrif, however, was having none of it and although frustrated and angry, Lazulari could not bring herself to kill him. Nor indeed did she wish to Charm him. That would be cheating. She wanted him to come to her of his own free will. The new feelings she was experiencing have started to manifest in ways that she could not have imagined; romantic dreams were only part of it. She was determined to woo him and set about discovering the strange world of human love.

On three occasions, she has assumed the shape of a young girl and gone into town to see if she can find out the way to a man’s heart and use that knowledge to seduce Jerrif. That plan went badly wrong when the men she chose, although handsome, turned out to be less than gallant and laughed at her attempts at romance. Angered, she assumed her real shape and slaughtered her mocker.

After three attempts, she gave up and set about obtaining, through demonic assistance, tomes and scrolls of a romantic nature to see if they could help in her plan.

Meanwhile, obsessed by dreams of romance, her ability to grant the wishes of her cultists is starting to go decidedly off track. The cult members are now getting rather impatient, if not irritated by her lack of demonic prowess and some are wondering if perhaps they might have better luck with another Type V demon. This is almost certainly the case and it is likely that other Type V demons are already eyeing up the potential.

And what of Jerrif? The poor chap can’t help but be a little nervous of what awaits him. He had heard stories of demon love and what might work for them certainly won’t leave him in very good shape. The human frame just isn’t robust enough. He’s desperate to escape before she gets kinky. 

The party have several opportunities to enter this adventure.

The town constable may hire them to investigate the murders. Clues may well lead them to a young girl present before each murder and her trail may lead back to the temple.

The cultists may well try to hire muscle to aid in their attempt to depose and dispose of Lazulari.

Jerrif’s friends and fellow adventurers aren’t convinced that he’s dead and seek help to track him down. A mischevious DM may plant the seeds in the party’s mind that Jerrif has gone over to the dark side during his imprisonment.

Lazulari herself may be seeking an exit strategy. Knowing that her position in the hierarchy of the Abyss is imperilled by her strange behaviour and suspecting her cult of treachery, she may try to cut a deal with the party if she can approach them in a manner that is not going to cause them immediately to attack. If the party agree to help her, she will not turn on them, provided that she and Jerrif are allowed to stay together. If the party interferes with her plan, she will turn on them.

She will use her treasure either to aid her in combat or to bribe the party to assist her.

12500 gold pieces
525 platinum pieces
4 gems
1 piece of jewellery

Magic items: Any 4 plus one scroll 35%

Given that Jerrif has been reluctant to reciprocate Lazulari’s feelings, it may be that if there is another fighter in the party with a similarly high Charisma (say 16+), then the demon may transfer her sentiments to him.

If the party help her and all goes well, they will have acquired an ally, albeit one that is, like most of her swords, double-edged. The attention of the Authorities of the Abyss will also become more focussed on them with all the bother that this entails.

Ironically, the outcome of this adventure will actually be quite negative for the nearby town if the cult survives and lazulari departs, either killed or into hiding.  A new Type V demon will arrive soon and with no romantic delusions to cloud her mind, will start to wreak havoc in the area. The cultists will also be able to warn her about the party and its abilities, so they will be less likely to be able to take the new demon by surprise.

Monday, 11 March 2013

An Adventure for Every Monster - Demon, Type IV

 Frequency Uncommon   
No. appearing 1-3 or 1-6
Armour class -1
Move  9”/12”
Hit Dice 11
Percentage in lair 15%   
Treasure type E
No. of attacks 3
Damage per attack 1-4/1-4/2-8    
Special attack – bonus of +2 to hit; also see below
Special defences  +1 or better weapons to hit
Magic Resistance 65%
Intelligence Very
Alignment Chaotic Evil
Size  L (10 ½ feet tall)
THAC0  8
XP value 3000 + 16/hp

Abilities:

Cause Darkness, 10’ radius at will
Create illusion
Cause Fear
Levitate
Detect Magic
Read Languages
Dispel Magic
Polymorph Self
Telekinese 5000gp weight
Project Image
Use Symbol of Fear or Discord
Gate in a demon of Type I to IV (60% chance of success)
Infravision
Darkness
Teleportation

The King has recently managed to obtain a ring; by fair means, of course, since he is a good king. This ring, ancient and arcane is not just nice to  look at. It also has, within it the amulet of a Type IV demon, Yohozrimul.  Realising what he had acquired, the King at once began to search for ways to summon the demon, thinking that with the amulet, he could bind the denizen of the Abyss to his service and overcome his enemies (who were, at that time, manifold). The king managed to do so and Yohozrimul was bound to royal service.

However, the ability to wield power far beyond the means of mortal man was rather intoxicating to the King, who – being a nice chap – had never really thought about all the advantages that an ally from the lower planes could provide. Yohozrimul, on the other hand, was well aware of the old dictum about power corrupting. He decided to try and win the King’s soul for his demonic masters by slowly working to prise the monarchy away from light and into darkness.

He has had considerable success. The King is well on his way to becoming a sybaritic despot who prefers the pleasures of the flesh to the rewards of virtue.

This has not gone down at all well with his nobles and courtiers. The King’s increasingly erratic behaviour and his arbitrary cruelty towards those who oppose him have alienated virtually everybody except the most sycophantic. They’ve decided that it’s time for the King to go but unfortunately, the presence of the demon is complicating matters and making it very difficult to arrange a little ‘accident’ for the King.

Aware of the fact that his operations will have created bad feeling amongst the courtiers and nobles, Yohozrimul has also been courting support amongst other members of society – namely the scholars and sages. His ability to change shape, along with his infernal connections and linguistic abilities has meant he is able to obtain rare scrolls and books for them, thereby keeping them on side. As far as they know, he is just a well-read and sympathetic scholar but there are rumours of wild parties in a wing of the palace to which a select few are invited.

Suave, sophisticated, cultured, well-spoken and thoroughly evil. Yes, this shape will do nicely.
Into this nice little imbroglio come the party. There are several options for an introduction to the situation.

1. The party has been hired to steal the ring from the King. This may be at the behest of another demon who fancies his chances in becoming the King’s BFF, or perhaps somebody at court has put two and two together and identified the ring as the problem, without realising that a demon goes with it.

2. The party has been hired to assassinate the King. Their employers are not fully aware of the importance of the ring and will not think to mention it to the party. Yohozrimul is believed to be just a meddlesome human who would not be missed if he got in the way of a crossbow bolt.

3. The King has got wind of the plots that are hatching in the palace and worries that he and his new friend are short on protection. The party is hired to safeguard both the King and Yohozrimul without having the faintest idea who Yohozrimul really is.

4. In the course of his cosying up to the palace scholars and sages, Yohozrimul has inadvertently stolen a very valuable scroll and its original owners want it back. It might be the assassins’ guild, the thieves’ guild or just a powerful and angry collector. Whoever it is, they will pay the party to recover it and punish the thief.

Whichever scenario it is, the party are going to have problems because Yohozrimul has learned a great many things during his studies, including some neat psychological tricks that can probably outwit the less sophisticated parties. It will also use its many abilities to confuse and faze attackers, changing shape and causing illusions wherever will be most effective. The royal court is full of officials, functionaries and flunkies. Yohozrimul will know many of them and can use this knowledge to his advantage when causing confusion and trouble for the party.

However, all this new knowledge and intelligence have had their effect on Yohozrimul. It has firstly increased his vanity, since he now considers himself a sophisticated, urbane and well-read man about town. He is far less likely to use violence as a first resort, preferring to toy with his opponents in a way that a cat and a spider might do if they were working as a team.  He may be vulnerable to flattery and the lure of knowledge and sophistication can be used against him.

There is also the problem (for Yohozrimul, anyway) that with his immersion in the world of learning, study and academia, he is becoming less chaotic and more lawful in his evil – not a fact that is going to please his demonic masters.

Friday, 1 March 2013

An Adventure for Every Monster - Demon, Type III

Here's how our pincer-handed friend appeared in 1977
And here he is in all his pewterific glory, courtesy of the guys at Otherworld.
 Frequency    Uncommon
No. appearing  1-3 or 1-6
Armour class -4
Move  9”
Hit Dice 10
Percentage in lair 15%   
Treasure type D
No. of attacks 5
Damage per attack 1-2-12/2-12/1-3/1-3/2-5    
Special attack See below
Special defences  See below
Magic Resistance 60%
Intelligence  Average
Alignment Chaotic Evil
Size  L (9 ½ feet + tall)
THAC0  10
XP value  2400 + 14/hp

Legends tell of a battle between good and evil that lit the sky with arcane colours, scorched the earth, melted stone and left a legacy of horror that has endured for centuries.

It’s not quite that bad; a Type III demon (the one with the pincers and the dog head) was taken on by a party of high-level adventurers and defeated but not destroyed. The catacomb in which it was fought became its prison; powerful sigils and wards were used by the survivors of the fight to ensure that it remained there for the rest of their lives (their descendants were on their own).  To be fair, the catacomb sealing was done well and has lasted for a lot longer than the party envisaged. Now, many years later, the catacomb and the buildings above it have crumbled and collapsed in on themselves, whilst the countryside around it has become wooded and covered with thick undergrowth.

Nothing lasts forever, and this goes for the wards imprisoning the demon. They have started to break down and the evil influence has begun to corrupt the vegetation in the area, causing death and injury amongst the locals who now shun the area (so no chance of hiring henchmen from that source).

The party will be drawn into this lovely little scenario by getting wind of an artefact of great power that lies within an old abandoned chapel. Over the years, this is how the legend of the demon has been corrupted by folk tales and oral history. The DM, if desired, can embroider the setting with hints of this for several sessions ahead of time. Perhaps old illuminated manuscripts, travelling bards with stories of the Lost Chapel with its incredible treasures, even a Sleeping Beauty legend might have been invented to explain the corrupted vegetation that surrounds the old catacomb.

Whatever happens, the party will doubtless wish to investigate and to do so, they will have to hack their way through everybody’s idea of a cursed forest, complete with evil and undead Ents, tree spirits, yellow musk zombies and carnivorous plants, etc (see below).


If they make it to the chapel (and let’s face it, those who chicken out at some nasty trees don’t deserve treasure of any sort) then they will probably be able to force their way in with little trouble. Indeed, the sheer force of breaking into the catacomb will probably destroy the last of the wards. Inside, the tunnels and passageways may well be littered with the leftovers of the demon’s entrapment, which can provide an excuse to scatter the treasure about so that the party has to pick it up as they go along, rather than it being neatly stockpiled in one place. Bodies of former adventurers who came to grief in the forests can also be a source of loot.

When the demon finally gets free, it will be very upset and may, in its confusion, think that the party are the same ones who imprisoned it. Be sure to give them very little chance to set the record straight!

A few suggestions for the sinister and twisted vegetation that dwells within the radius of the catacomb. I’ve taken some of these from other sources and adapted them, giving credits where possible. Yellow Musk Zombies can be found in the Fiend Folio.

There's something not quite right about this wood. I feel it.
The corrupt forest will be a network of dead-end tracks, thickets of thorn devils, boggy areas that may well be home to will-o-the-wisps, mists that rise from the quagmires and reduce all visibility to virtually nothing, as well as the stench of rotting vegetation, the sound of raucous croaking and the harsh laughter of crows that lope slowly through the branches of the gnarled and twisted trees. The damp air will mean that torches will be harder to light and rations start to turn mouldy within a short period of time.  

Evil Ent

"Treebeard?  A pussycat compared to me."
 Frequency    Very rare
No. appearing  1-20
Armour class 0
Move  12”
Hit Dice 7-12
Percentage in lair n/s  
Treasure type Qx 5, X
No. of attacks 2
Damage per attack Variable  
Special attack Nil
Special defences  Nil
Magic Resistance Nil
Intelligence Very
Alignment Chaotic Evil
Size  Large (13-14 feet)
THAC0  13(7-8HD)11(9-10HD) 9(11-12HD)
XP value 2000

Young evil ents can strike with their branches, causing 2d6 damage per blow landed. The mature specimens will do 3d6 per strike and elder evil ents do 4d6. Any weapon or attack based on fire will receive a +4 on the attack roll. Saving throws against fire-based attacks and spells are made at –4. Each evil ent can command two living trees within 60 yards. Evil ents like to devour living creatures, especially the flesh of innocents.
(from the Ravenloft setting)


Undead Ent

No. appearing  1-4
Armour class 0
Move  12”
Hit Dice 15
Percentage in lair n/s  
Treasure type  Nil
No. of attacks 2
Damage per attack 5d6/8d6   
Special attack See below
Special defences See below
Magic Resistance Nil
Intelligence High
Alignment Chaotic Evil
Size  L (20’ tall)
THAC0  8
XP value 15,000

The Undead ent strikes with its branches, doing 5d6 of damage with each successful blow. On a natural roll of 19 or 20, they have knocked out or stunned their victim for 1 round per 5 points of damage inflicted.  If it is not otherwise occupied, the undead treant will move itself alongside the victim and feed off his or her blood.  This is done by sprouting 3d4 root-like appendages which will inflict 1 point of damage each as they burrow into the victim’s flesh and thereafter 1d3 of blood is drained each round for every root that is draining.

The victim, being bound by the undead ent, will be unable to free themselves except with the aid of a third party.  The roots are AC5 and a successful hit will sever one root.

If all the tendrils are cut, the victim can escape in two rounds.

If the undead treant stops feeding, either because its tendrils have all been severed or its victim is empty of blood, it needs a full round to become mobile again. 

All attacks against it whilst it is feeding or getting ready to move are at +2

Undead ents cannot animate other trees but its victims, if left where they fell, will rise as zombie slaves of the ent that created them. They can only move 20’ from their master tree but will act as its hands in procuring more victims for its vampiric tendrils.

They are also immune to holy water, sleep, charm, hold, sunlight, clerical turning, control undead or plant control spells.

(from the Ravenloft setting)


Spirits of the Forest (or Evil Dryad, whatever floats your boat)


No. appearing  1
Armour class 2
Move  6”
Hit Dice 8
Percentage in lair 100%  
Treasure type  Nil
No. of attacks 2
Damage per attack 1d8   
Special attack See below
Special defences See below
Magic Resistance 10%
Intelligence High
Alignment Neutral Evil
Size  L (15’ tall)
THAC0 12

I’m not sure about XP.

Each spirit is linked  to one particular tree from which it can only move a maximum of 3”.  It can be dispelled by a cleric of 12th level or higher.

Appearing as a 15' tall, spectral, treelike humanoid with extremely long twig-like fingers, it attacks all non-magically armoured targets as if they were AC10.

It can only be hit by magic weapons; and has a magic resistance of 10%. In combat, if the spirit scores 5 or more over what it needs to hit, it has clutched its victim's heart with its spectral hands. The victim will then collapse for 1-4 rounds and for each round unconscious will age by 10% of his initial age.


Also, for each round unconscious, the victim loses 1 hit point per hit die permanently. If the damage accrued by this exceeds the victim's total, he will die. If the body is not removed or blessed, a new tree will sprout from the body; when the tree is fully grown, the damned soul of the victim will appear as a new spirit of the forest.

If the spirit drops below 0 hit points, it will flee into its tree where it will regenerate at the rate of 1 hit point per turn. During this time, it and its tree are defenceless. If the tree is destroyed, the spirit is killed forever.

(adapted from the Birch Spirit, White Dwarf no. 28, C M Cartmell)

Carnivorous Vegetation
This is seemingly normal vegetation that has a variety of flesh eating mouths. Small plants have tiny mouths that do 1d3 damage while large trees have gaping maws that can do 1d12 damage. Limbs writhe and vines curl hungrily, but do no actual damage. Each plant will have 1d4-1 (with a minimum of 1) such mouth. Anyone taking ½ damage (or more) and surviving will need to make a Save versus Petrify and Paralyse at -1 to enter a forest for one week after the encounter. Those who fail the Save will not enter any heavy vegetation and will be catatonic for 1d4 turns.
(adapted from an original creation by Bat at Eldritch Vaults and Ancient Secrets)

Thorn Devils
This vegetation has barbed thorns that lash out and attack any creatures within reach, dealing 4d6 points of damage. When rolling to hit for the plant(s), a natural 20 indicates that the plants have wrapped around an individual, causing an additional 1d6 points of damage. There may be poisonous plants within the vegetation and they will inject their poison with the thorns. Those affected will need to make a saving throw versus poison or suffer the effects of the poison as well (an additional 1d4 to 1d8 of damage, up to the DM’s discretion).
(adapted from an original creation by Bat at Eldritch Vaults and Ancient Secrets)

Tuesday, 19 February 2013

An Adventure for Every Monster - Demon, Type II

Here's the Dave Sutherland Monster Manual picture. He looks like a happy chap, doesn't he?

And here's the Otherworld Miniatures version. Man, that is a sweet mini!
Frequency    Common
No. appearing  1-3 or 1-6
Armour class -2
Move  6”/12”
Hit Dice 9
Percentage in lair 10%   
Treasure type C
No. of attacks 3
Damage per attack 1-3/1-3/4-16    
Special attack See below
Special defences  See below
Magic Resistance 55%
Intelligence  Low
Alignment Chaotic Evil
Size  L (7 feet + tall)
THAC0  12
XP value 2000 +12/hp

They may be struck by normal missiles and weapons.

Abilities:
Cause fear
Levitate
Detect invisible objects
Telekinese 3000gp weight
Gate in another Type II demon (20% chance of success)
Infravision
Darkness 15’ radius
Teleportation

The party has been contacted by a nobleman who explains that he wants them to recover a portrait of one of his ancestors, which was stolen by raiders many years ago and ended up, through a number of different owners, in the collection of a rich and powerful aristocrat. He will pay generously for their time and effort, which will be considerable because the collector is a man not to be messed with – he has connections, money, security and a sense of vengeance. The party will need to take care – the DM should ensure that the collector’s house is guarded by traps, wards and other impressive protection.

Should the party succeed (and there is every chance that they will not) then their troubles are really only beginning. The truth behind the painting is somewhat more complex than the party’s patron realises. He’s not done his homework because the portrait of his ancestor was painted over an earlier picture in order to hide it. It had to be hidden because it was in fact a real Type II demon which had been trapped in the form of a picture by a powerful magician.

Nobody knew what lay under the portrait but somehow the demon managed to exude a sense of wrongness about the painting, so much so that its subject could not bring himself to display it and kept it in storage. When it was stolen by raiders, the original owner was pleased to see it go; since then, everyone who has owned it, by fair means or foul has suffered because of it. Fires, accidents, madness, rage, suicide; as the years have gone by, the demonic influence has increased. It may well be that in some way, the portrait has become slightly damaged in one corner and the demon is putting forth all its efforts to encourage anyone nearby to free it.  Of course, the notoriety of the supposedly ‘cursed’ painting is what caused the collector to covet it in the first place.

As the party travels back to their patron with the portrait, they may well notice the slight damage. The DM might work on their paranoia (all parties have this, it shouldn’t be too difficult) to make them think they caused it and that this will decrease the value of the portrait. NPCs who get too close to the portrait may start to come under its baleful influence. The aim of the demon is to escape its confines and start wreaking havoc in the world at large.

The patron will almost certainly notice the damage and may start to wonder about what lies beneath the portrait. If he starts to pick at the paint, goodness knows what will happen – but the DM will almost certainly want it to happen with the party in the immediate vicinity.

Another idea is for the collector’s heavies to arrive whilst the patron is paying the party. A mass combat will almost certainly damage the portrait with all the horrible consequences.

The demon had treasure of quite some value but it was lost when it was captured and sealed in the picture. It is Treasure Type C, whose stats are as follows:

1000s of copper 1-12 20% 
1000s of silver 1-6 30%
1000s of electrum 1-4 10% 
1000s of gold nil
100s of platinum nil
Gems 1-6 25%
Jewellery 1-3 20%
Magic items Any 2 10%

Monday, 10 December 2012

An Adventure for Every Monster - Demon, Type I













Frequency    Common
No. appearing  1-3 or 1-6
Armour class 0
Move  12”/18”
Hit Dice 8
Percentage in lair 5%   
Treasure type B
No. of attacks 5
Damage per attack 1-4/1-4/1-8/1-8/1-6    
Special attack See below
Special defences  See below
Magic Resistance 50%
Intelligence  Low
Alignment Chaotic Evil
Size  L (8 ½ feet tall)
THAC0  12
XP value 1275 + 10/hp

They may be struck by normal missiles and weapons.

Abilities:
Detect invisible objects
Telekinese 2000gp weight
Gate in another Type I demon (10% chance of success)
Infravision
Darkness 5’ radius
Teleportation

The party has been hired to hunt down and eliminate a band of brigands who have been causing trouble in a remote part of the realm. A good bounty is given for each brigand but a particularly large amount has been offered for the head of the leader.

At a certain point in the hunt, the party will encounter the brigands but there is a twist. The brigands are in no way interested in fighting the party and – provided there is a chance to communicate – they will explain why.

A few weeks ago, their leader, who is both a tough fighter and a fair to middling magic user found a battered codex in a raid on archives of an ancient monastery. As he and his band had killed all the monks and taken their stuff, there was nobody around to interpret it for him but he persevered and managed to decipher it. The codex gave him the ability to summon demonic forces and, using a couple of the less successful brigands as sacrifices, called up two Type I demons. The demons were tempted by the prospect of gold and flesh and proved very effective at raiding, looting and slaughtering. Many of the crimes for which the brigands are being hunted were actually carried out by the demons, under the control of their new master. The brigands eventually left their former leader in high dudgeon, having been effectively made redundant as the leader outsourced their duties.

The brigands have a proposition for the party; kill the demons and their master and the remaining gang members will relocate to pastures new. The brigands will also guide the party to their hideout although they cannot guarantee that their leader has not made some improvements to security over the intervening weeks.

There are several options for the true situation in this adventure

1. All is as represented. The brigands are genuine in their desire to see the demons and their former leader killed, although they will want a share of the loot which they regard as theirs. There is a possibility that the brigand gang has been infiltrated by members of the military or the local law enforcement and if this is the case, the arrival of soldiers at an inopportune moment is likely.

2. The brigands are lying through their teeth; they are working in cahoots with their leader and have been sent out to find new human sacrifices for the demons to consume. The party will do nicely.

3. The brigands are telling the truth as far as they know it but whilst they have been absent from the lair, the demons have grown bored of working for their master and he has now become their latest meal. The demons are now a more chaotic opposition but have not grown sufficiently tired of raiding and pillaging. They have tried several times to bring more of their kind to the lair but so far with no success. The DM should attempt a summoning roll once per day until the party reaches the lair; this may well increase the number of demons present.

4. The leader is fully aware of the activities of the brigands and is growing tired of the threat that they pose to his operations. He has improved security no end and made several alterations that will turn what the brigands thought were safe areas into death traps. Hiding behind this security, he will send the demons to kill the brigands first, then have them hunt down the party. Without brigand aid, the party may well become lost in the network of caves and tunnels that make up the lair.

The treasure garnered by the brigands in their raids and pillaging is as follows

CP 1738
SP 864
EP 721
GP 464
PP 697

As well as the coinage, there is a sizeable hoard of gems and jewellery but this will be securely hidden and trapped.

Star ruby, worth 1000gp
Eye Agate, worth 10gp
Chalcedony, worth 50gp
Amber, worth 100gp
Topaz, worth 500gp
Ruby, worth 1000gp
Onyx, worth 50gp
Garnet, worth 500gp
Jade, worth 500gp
Chrysoprase, worth 50gp
Tiger Eye, worth 10gp
Zircon, worth 50gp
Oriental Amethyst, worth 1000gp

Jewellery
900gp clasp
5000gp medal
500gp pin
1200gp statuette
1000gp sceptre
800gp armband
400gp buckle
6000gp chain
Magic 1 item – Boots of Levitation

Tuesday, 16 October 2012

An Adventure for Every Monster - Succubus

Succubus
A little more covered up (barely) than the MM picture

















 
Frequency    Rare
No. appearing  1
Armour class 0
Move  12”/18”
Hit Dice 6
Percentage in lair 5%   
Treasure type I,Q
No. of attacks 2
Damage per attack  1-3/1-3  
Special attack Energy Drain
Special defences  +1 or better weapon to hit
Magic Resistance 70%
Intelligence Exceptional
Alignment Chaotic Evil
Size  M (6’+ tall)
THAC0  13
XP value 2100 + 6/hp

Cannot be harmed by any normal weaponry

Cause Darkness 5’ radius

The kiss drains one energy level

Can perform the following at will
  • Become ethereal
  • Charm person
  • ESP
  • Clairaudience
  • Suggestion
  • Shape Change

Gate in (40% chance of gate opening)
Type IV 70%
Type V 25%
One of the Lords or Princes 5%


The situation this week is as follows:

The succubus has attached herself to a mature yet vain woman who is convinced that her best days are not behind her. She has used her shape change ability to appear as the demure and downtrodden maid of the woman and her suggestion and charm person abilities to make her mistress treat her badly so that noble and virtuous men will take pity on her and seek to rescue her from her plight. She happily plays along with these overtures and then manoeuvres them into situations where they are putty in her hands. With their virtue gone, it is then easy to steer them towards a life on the Dark Side, setting their souls up for an eventual trip to the Abyss.

A second target for the succubus is richer, older men whose greed and rapacious desires make them perfect fodder for the somewhat venal mistress. The succubus will kiss them and drain their energy once they’re sufficiently drunk, using her servant cover to serve them stronger drink than they think they’re getting. She then seduces them (her ESP can reveal their inner desires, enabling her to seem like the answer to their prayers).

If the succubus thinks that she’s been rumbled, she will use all her defences to protect herself and then call on demonic aid to cause chaos and cover her getaway.

The party can become involved in a number of ways

  1. A relative of one of the succubus’ victims can become concerned about the situation and hire the party to investigate.
  2. A young and foolish victim of the succubus, set up as a toyboy of the mistress, has lost a magical item of extreme significance to the cult of which his father is a leading member. Cult members with some heavy eldritch mojo are on their way to the mistress’ house to get it back; unfortunately, the succubus has taken a liking to it and won’t give it up without a fight.
  3. The mistress’ friends or relations, baffled by her change of character since the succubus arrived, want the party to look into it.
  4. The party are hired as bodyguards by a potential target for the succubus and encounter the ‘mistress and maid’ combo when they arrive at the house. The succubus will be able to detect that they are trouble and set to dividing and conquering.
  5. The party are asked to investigate by the guard captain of another town where the succubus tried a similar trick; the similarities rang alarm bells and the captain suspects it’s the same woman.
  6. The succubus has tried it on with the husband of a woman who is far more than she seems; in fact, said wronged wife is a more powerful demon and could make serious trouble in the Abyss, so the succubus throws herself on the mercy of the party and offers rewards if they will help her against her enemy. 
 Art from this site. 

Wednesday, 25 January 2012

The Amulet of Samarkand by Jonathan Stroud – Review


I’ve just spent a few days in the company of a djinni and a boy magician and loved every minute of it. I’m talking about Bartimaeus and Nathaniel, the protagonists of the aforementioned novel (2003) which, although aimed at the teen reader market is thoroughly enjoyable, fast-paced, very well-written and extremely funny to boot.

What’s it all about? Well, it’s set in an England that has all the hallmarks of the modern day (give or take a decade or two) but is ruled by magicians who summon and enslave the djinn, marid, afrits and various demonic entities of Arabic mythology. Imagine Harry Potter written by Michael de Larrabeiti and that gives you a rough idea of what to expect.

The viewpoint switches between the two main characters, with some backstory for Nathaniel, filling in some details on the world without going all Captain Exposition. The use of footnotes for Bartimaeus’ sections, in which he snarkily comments on the goings-on is a very witty and well-executed technique which had me laughing out loud on more than a couple of occasions. It certainly brings home the point of view of the summoned as well as the summoners. Something to think about when your magic user is standing in the middle of his pentacle, about to cast Spiritwrack.

I found myself making time to dip back into it in a way that I did not with some ‘grittier’ and darker adult novels and am delighted to report that there are two more volumes in the series and a prequel which came out a couple of years ago. All three have gone on my reading list.

Next on its way from the library for me is The Devils of Loudun by Aldous Huxley.

Monday, 15 February 2010

Miniatures Monday - Kick-ass Demon!

From the deepest pits of Stygian blackness, filled with a burning lust for havoc and chaos, keen to slake his thirst on the blood of men...



Yes, you'd better hope that you've got a seriously good cleric in your party when this guy comes into view. Just check that face out - does that expression say "Hi, my name's Balor and I'll be devouring you tonight" or what?


And here he is from behind - that's the view you'll get after he's whupped your ass!


I'd love to see what my brother Andy (this blog's resident artist) could do with the latest crop of Otherworld Miniatures...

Uh-oh....Otherworld Miniatures...must resist....must resist....

Saturday, 14 November 2009

Saturday Night Fight Club



Demogorgon, Prince of Demons!



Asmodeus, Duke of Hell!


Which one would win if they had a fight?

I've always thought Demi would clinch it, but perhaps you have different ideas. Why not let me know what you think?

And put forward your suggestions for next week's Fight Club.