Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Saturday, January 7, 2023

Now Available! Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain

 

Bring additional dimensions to your classic fantasy gaming! This 64-page book presents players and DMs alike with information to expand the playability and possibilities in their campaigns. It's a cornucopia of information on all aspects of the game including characters, spellcasting, adventures, encounters, monsters and dungeon mastering. This is truly an indispensable resource for the the classic edition Dungeon Master (BX, OSE, LL).

WHAT'S INSIDE...
  • detailed and expanded Ability Score information

  • character background generation

  • dual-axis alignment information, including alignments for all standard B/X monsters

  • detailed language information

  • new cleric options for petitions, manufacture of holy water, and turning based on the Hit Dice of the undead creature

  • new options for demi-humans establishing their own clans, including the acquisition and use of clan artifacts

  • new combat options for fighters

  • new magic-user options for cantrips, point-based spellcasting, manufacture of spell scrolls, and familiars

  • new thief options for finding, disarming, and setting traps

  • a system for creating custom character classes

  • expanded weapon and armor information

  • expanded weapon and armor information

  • full rules for hiring and using henchmen, hirelings, mercenaries, and specialists

  • comprehensive alchemy rules, including descriptions for 64 different potions, and potion miscibility information

  • information about animal training

  • new rules for lore checks, reactions, object saving throws, unarmed combat, invisibility, morale, sanity & madness, the effects of alcohol & drugs, and poison use

  • expanded information to assist with monster encounters, and rules for monsters as tribal spellcasters

  • information about adventuring on the various Planes of Existence

  • details about creation and campaign use of artifacts 

  • And much more!


Paperback has cream interior pages.

Monday, June 19, 2017

New B/X Extra-planar Creature: Jikibria

This is another of the creatures from my Fifty Fiends project.

JIKIBRIA (pron. ji-kib-BREE-uh)



ATTACKS/SPECIAL ABILITIES

Diseased Touch. Although a successful touch attack of a jikibria does no hp damage, there is a possibility it will cause as many as 6 diseases in a victim. The victim gets a saving throw vs. each effect, and contracts all those with failing rolls.
1. leprosy: lose 1d3 hp per day (from bleeding) and unable to heal naturally until cured

2. lycanthropy: as wererat

3. mummy rot: as a mummy

4. plague: loss of 1d3 points of Constitution and unable to get restful sleep (cannot recover lost hp or memorize spells) until cured

5. rabies: loss of 1 point of Intelligence per day until cured

6. tuberculosis: –2 on all attack rolls, +2 AC penalty, and exhaustion (cannot recover lost hp or memorize spells) until cured

Once a creature has been touched by a jikibria (whether it failed any of its saving throws or not), the creature is immune to the touch of all jikibriae for the remainder of the encounter. A single disease cannot be contracted multiple times (e.g., in future encounters with jikibriae before previously contracted diseases are healed). A single cure disease spell will remove all of the diseases. Once cured, lost ability points are regained at a rate of 1 point per day of full rest.

Cause Disease. In lieu of making its touch attacks, a jikibria may use the spell cause disease as a 6th level cleric. This ability is usable as many times per day as the jikibria wishes. Any creature that is currently afflicted by a jikibria’s tuberculosis is immune to this ability.

Disease Immunity. Jikibriae are immune to all disease, both of a standard and magical nature.

Disease Deflection.
In addition to being immune to disease, a jikibria deflects all instances when a disease might otherwise come in contact with it, shirking off the disease magically on a chosen target within a 120' range. This is done as a free action at the moment the jikibria and the disease (or disease effect) come into contact with one another. Targets of the deflection are permitted a save vs. breath to avoid the jikibria’s deflection. If the target fails, it is still permitted any saving throws normally allowed to avoid the original disease or disease effect.

Summon. Two times per day, a jikibria may summon 1-2 other jikibriae with a 30% chance of success.

DESCRIPTION/ECOLOGY

Appearance. A jikibria would measure nearly 7' tall, if it were able to stand upright. Instead, the gangly jikibria hobbles at a nearly unbelievable speed. The skin of the hairless jikibria is sickly gray mottled with putrid yellow, and the entire creature is surrounded by a sort of membrane sack that is a nearly-transluscent green. This sack is vestigial and self-healing, and while it provides some protection for the jikibria, it affects neither the jikibria’s Armor Class, nor attacks made against it.

Ecology. Jikibriae hail from the 149th layer of the Abyss—a feverish, diseased place where the air is thick and humid. This layer is known by two names—“Innapih” by those who know its ruling demon prince by the name “Asag,” and as “Ganzer” by those who know the ruling demon prince by the name “Nergal.”

Languages. Jikibriae speak abyssal, celestial, and common.

HOME: Innapih/Ganzer
(the 149th layer of the Abyss)
SERVES: Asag/Nergal (Demon Prince of Sickness)


ARMOR CLASS: 2
ARMOR CLASS: 4
HIT DICE: 6**
MOVE: 240'(80')
ATTACKS: 1 touch
DAMAGE: Disease
NO. APPEARING: 1-3 (1-6)
SAVE AS: Fighter:6
MORALE: 7
TREASURE TYPE: B
ALIGNMENT: Chaotic (CE)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: Half
IRON: Normal
MAG. ENERGY: Normal
POISON: None
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: all
Defense modes: all
Psychometabolic: all




Thursday, June 15, 2017

New B/X Extra-planar Creature: Holsohr

This is one of the creatures from my Fifty Fiends project.
Please note, it also uses one of my new psionic Treasure Type designations.

HOLSOHR (pron. HOLE-sore)



ATTACKS/SPECIAL ABILITIES

Silent Scream. Although the holsohr are voiceless, they are able to emit a silent “roar” of sonic distortion in a 60' long radius and a 180° arc. All creatures caught within in the area take take 4d6 damage; a successful save vs. breath halves this damage. This ability is usable 3×/day.

Phobia Aura. In addition to possessing the telepathic devotion phobia ampli cation, holsohr are always surrounded by a 30' radius effect equal to that ability. All creatures caught within the area must make a psionic saving throw or suffer the effects for a duration of 2 turns.

Phobia Reflection. This ability is similar to the illusionist spell alter self, except that all creatures that view the holsohr will see it as the living embodiment of their greatest fear. A psionic saving throw results in the creature being able to see the holsohr as it truly is. This ability is usable 3×/day and has a duration of 1 hour (6 turns).

Cause Nightmares. At will, a holsohr may touch a sleeping victim and cause it to have nightmares. On a failed psionic saving throw, the sleeping victim will be wracked with nightmares and restless sleep. When the victim wakes, it will have gained none of the ben ts from such a period of sleep (e.g., natural healing can- not take place, spells cannot be memorized, etc.). If the victim is woken, the nightmares will be disrupted and the victim may then return to restful sleep. The holsohr must be in the same plane as the actual body of the victim for this ability to work (e.g., the holsohr may not reach into the Prime Material from the Dream Plane to use this ability).

DESCRIPTION/ECOLOGY

Appearance. These dreadful creatures are a horror to behold. A holsohr’s body is generally humanoid in form, but its extremities feature bird-like hands and feet, its arms and torso are covered with feathers, and it wings are composed of long feathers. The head of a holsohr appears as a human skull with sunken eyes and a ghastly, fang-filled, vertically- set mouth that extends down its elongated neck.

Ecology. Holsohr are native to Melas Oneiros (the Black Dream realm of the Dream Lands)—the place where the most terrifying and dreadful of nightmares are born. In fact, it is believed that the holsohr themselves were born into existence from nightmare.

Holsohr prowl through Dream in search of the unattended bodies of dream travelers, through which the holsohr may escape from Dream into the plane occupied by the sleeper, in order to bring chaos, confusion and mayhem to the waking world.

The holsohr are the sworn enemies of both baku and zowls.

Languages. Holsohr are voiceless, communicating via a form of sign language (unique to the holshor). They do, however, understand common, auran, celestial, nocturne, primordial, and supernal.

HOME: Melas Oneiros
(the Black Dream Realm of the Dream Lands)
SERVES: Phobetor (Demon Prince of Nightmares)


ARMOR CLASS: 2
HIT DICE: 7+7*
MOVE: 60'(20')/180'(60')
ATTACKS: 2 claws/1 bite
DAMAGE: 1-6/1-6/1-8
NO. APPEARING: 1-3
SAVE AS: Fighter:7
MORALE: 11
TREASURE TYPE: W
ALIGNMENT: Chaotic (CN)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: None
IRON: None
MAG. ENERGY: Normal
POISON: Normal
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 7 (35 PSPs)
Attack modes: ego whip, id insinuation
Defense modes: mind blank, thought shield*
Telepathic: D) thought concealment*, phobia amplification*
Psychoportative: D) dream travel*

* Costs no PSPs to use.





Thursday, July 14, 2016

Typographic Pet Peeve #3: Inch Marks and Foot Marks and Apostrophes and Quotes (Oh My!)

Today's post (compared to post #1 and post #2 in this series) will be short and to the point. It has to do with the differences between (and the correct usage of) inch marks, foot marks, quote marks and apostrophes.

So here are the basics...
Quote marks and apostrophes are curved. Inch marks and foot marks are not.



Again, AS ALWAYS!, it comes down to the fact that the computer thinks it's smarter than you, and "smart" quotes are only as smart as the person typing.

If you leave smart quotes "on" in your software, then every time you type a measurement, it looks like this...



If you leave smart quotes "off" in your software, then every time you type a quote or apostrophy, it looks like this...



Now, I'll be the first to admit that when it comes to online things (e.g., this blog), I use the default marks (" and ') instead of the more proper marks ( “, ” and ’), because hand-adjusting the html code with the proper ascii codes is a pain in the ass. But I think people are generally forgiving of this. However, when it comes to layout, I do not tread lightly when it comes to the differences between the marks. In fact, on one proofing review of the Creature Compendium (print copies of which are now on sale for 20% off at Lulu.com), I did nothing more than check the foot marks, inch marks, quotes and apostrophes for proper formatting (yes... one entire round of proofing just to check those marks).

BE IT KNOWN THAT NOT ALL FONTS INCLUDE PROPER QUOTE MARKS AND APOSTROPHES! In these instances (usually for the title type of a book), I will try to find the visually-closest font that includes them, and just change the typesetting for those individual characters in the title type. And if I can't find anything usable, I create the type element as a standalone image (e.g., in Adobe Illustrator), then use the comma from the typeface and move it, copy it and rotate it as necessary to make the type work. That may sound like a lot of effort, but it's these little things that make the difference between "average" and "superior" graphic design (and prove how much/how little the designer cares).

So that's it. And before you start asking "How do I turn smart quotes off and on?"... here are some resources for you.



Key combo for proper (curly) quotes on mac (assuming smart quotes are off):
  • for left/open quote: Option-[
  • for right/close quote: Option-Shift-[
  • for left/open single quote: Option-]
  • for apostrophe/right single/close quote: Option-Shift-]
There is no key command for foot and inch marks on Mac. You will need to make sure smart quotes are off to type these.



Turning smart quotes off/on in Adobe InDesign >>

Turning smart quotes off/on in Adobe InDesign (Scroll down to "Use Smart Punctuation")

If you want to know how to turn smart quotes off and on in Photoshop, you won't get any help from me. Photoshop shouldn't be used for type. (Sorry. That's one of those places where I won't back down on my design snobbery.)



Changing quotation mark format in Microsoft Office Products >>


Sunday, July 10, 2016

Typographic Pet Peeve #2: Default (and/or Bad) Letterspacing/Kerning

In the first of this series of "Typographic Pet Peeves," I addressed the issues associated with leaving leading (pron. "ledding") on automatic, particularly when using connected type elements of different sizes. Today's post is concerned with the spacing among and between letters (BTW, those are 2 different things as you'll see below), particularly as related to "bad" typefaces (something I addressed way back in a post titled "Some good examples of bad type."



For the sake of today's discussion, we're going to need to make sure everybody is familiar with two different type terms, and the difference between them: 1) letterspacing and 2)kerning.
Letter-spacing (a.k.a. tracking) refers to the amount of space between a group of letters to affect the overall density and texture in a line or block of text.

Kerning, on the other hand, applies specifically to the spacing adjustment of two particular characters to correct for visually uneven spacing (i.e., a "kerning pair").


For my visual examples today, I'll be using another mockup for a non-existent retro-clone, using the title type ("Simple Fantasy") and attacking a series of issues (and insights) one-by-one. Unfortunately, a lot of the factors we'll be discussing today are not controllable in programs like MS Word (which I should remind everyone is a word processing program, NOT a layout program, regardless of what Microsoft tries to sell you). However, all the main Adobe Products (Illustrator, InDesign and Photoshop) do give you the control necessary (though Photoshop is clunky for this, since it is also NOT a layout program).

Formatting type in Illustrator: https://helpx.adobe.com/illustrator/using/formatting-type.html
Formatting type in InDesign: https://helpx.adobe.com/indesign/using/formatting-text.html



At first glance, there's nothing really glaringly bad about this title type... and that's the pitfall! Like Peeve Post #1, the issues are going to come down to the fact that the computer does a lot of things automatically for you, and takes the responsibility for how good, bad, or average, your type looks. As this post progresses, and you see all the things you CAN control, you'll see how we can take a header with "average" visual presence and "strengthen" it.

So let's review the basics of this title type:

Typeface: Goudy Text MT
Point Size: 64 pt.
Kerning: Metrics (usu. the default)
Tracking: 0 (zero)


Now that we've got the "control group" set up, let's move to our first topic...



KERNING

I have always been a huge proponent of the idea that the FIRST thing you should change in the type dialog box (for headlines OR body copy) is the kerning setting. There are a couple of exceptions:
a) connecting script fonts (if you change the setting to "optical" for these kinds of fonts, the script lines won't "connect" properly; I plan an entire Type Pet Peeve post on this topic alone)

b) types that are intentionally meant to be monospaced, and the use requires them to be such (e.g., when character count per line is important, like in writing screenplays)

In this example (#2), the kerning setting is set to "optical" (it is set to "metric" in #1). You may not see much difference because it's subtle. But it IS there. Look at the spacing around the "l" in "Simple"; you'll see how it's a little narrower in #2 than #1. Optical spacing tends to "even out" the spacing between each of the kerning pairs (every 2-letter set in the headline is a kerning pair... "Si", "im", "mp" et al.)

Now that we've taken a look at that, let's move on to kerning's cousin...



LETTER-SPACING

Again, letter-spacing is the overall amount of space "among" a group of letters. In this example (#3), I've decreased the tracking (letter-spacing) to "-30." I'm a fan of tight letter-spacing. To me, it tends to make the type feel more cohesive (i.e., more "intentional" than "accidental").

One thing that adjusting the letter-spacing tends to magnify though (especially as it is "tightened"), is that the blank spaces in many display/ornate faces is just TOO DAMN BIG!

Which brings us to something I find myself having to do on almost every single title I ever typeset for an RPG publication...



ADJUST THE BLANK SPACES!

It might surprise you to find out that in this example (#4), I've altogether taken out the blank space between "Simple" and "Fantasy." Theoretically, the title is typed as S-i-m-p-l-e-F-a-n-t-a-s-y. I did, however, have to select the "e" (alone) and change the letter-spacing to "0" (from "-30").

Depending on the typeface and program you're using, there are a number of alternate ways to adjust this issue, including:
a) change the point size of the blank space to make it smaller than the rest of the type (e.g., 10 pt. blank space with 80 pt. type)

b) change the horizontal scaling of the blank space to make it narrow (e.g., 10% instead of 100%)

And so we move on to...



INDIVIDUAL ADJUSTMENTS

In example #2 above, I changed the "type" of kerning I was using (optical over metric), but kerning is actually the space relationship between 2 individual letters. As I get close to finalizing a piece of copy like this, I always try to review the spacing and see where it could be evened out even more. Look back to #4 for a moment. Though I liked the overall tracking in that, the word "Simple" felt a little too tight, and I'm not happy with the uneven spacing around the "s" in "Fantasy."

In this example (#5), I opened up the letter-spacing (tracking) on "Simple" from "-30" to "-20", then in the word "Fantasy" I adjusted the kerning between the "a" and "s" (made it tighter) and the "s" and "y" (made it looser).

Overall, I liked where this type specimen ended up compared to where I started (#1). Compare them for a moment before we move on to my final tweak...



GIVE THE TITLE MORE PRESENCE

Now that I've taken out all that spacing that the title didn't need (but the computer gobbled automatically), I have a bit of extra space which allows me to make my type bigger and give it more presence. So I went from 64 pt. to 70 pt. And it does make a difference. My title now has more visual presence and impact... things I couldn't have given it except for the fact that I took it back from the computer that tried to eat it.



So here are #1 and #6, side-by-side for comparison.
I have now put this knowledge and power in your hands.
What are you going to do with it!?


Friday, July 8, 2016

Typographic Pet Peeve #1: Automatic Leading on Titling with Type Elements of Multiple Sizes

I'm starting a new series on the blog, in the hopes that revealing pet peeves as a practiced graphic designer will find fertile ground with OSR self-publishers who are doing their own layout and hoping to improve their skills.

Ultimately, as this (hopefully) series unfolds, you will find that most of my typographic pet peeves all come down to a single root problem... the computer doesn't care what your layout looks like! That's root of today's problem, and one that I see proliferating to an unbearable degree as more and more would-be designers take up the tools of the trade.



Today, I look at the use of automatic leading on titling with type elements of multiple sizes. This goes for both cover titling, as well as interior/section/chapter titling. For today's discussion, I'm using the following two examples (mockups of a non-existent retro-clone).



Please note, that on the sample to the left (the obviously inferiorly typeset version), I did NOT intentionally make the type spacing look bad. I did nothing more than choose a typeface, and set the type size for each element: 1) the name of the book, and 2) the author's by-line. I should back up for a second. While I did say "obviously inferiorly typeset version," it is quite possible that it's taking some of you a few moments to actually see the difference between the two versions, so I'll point it out... look at the spacing between "Swords &" and "Citadels," then compare the spacing between "Citadels" and the by-line.

I'm going to introduce the non-designers among you to a term few non-designers know... "chunking." This is a catchy way of saying that like typographic elements should be treated as a single visual element. For example, the title "Swords & Citadels" is on two lines, but in the left example "Swords &" and "Citadels" are treated as 2 separate chunks, where on the right they're treated as 1 graphic chunk. I'll even go so for to say on the left example, that "Citadels" and the by-line (because of the automatic leading) are accidentally chunked.

Here's the issue: When a designer leaves the leading set for "Automatic," the computer is making decisions for you based purely on mathematics, and not on aesthetics! Yes, I did bold and italicize and underline that, and then make it orange — because it's THAT important to remember.

Here's the solution (and it's VERY simple): NEVER LEAVE THE LEADING ON AUTOMATIC!!! Even in MS Word, there are ways to specifically set the leading in points (instead of variations on line-height).

In both examples, I used Adobe Illustrator and the typeface Trattatello, with the title set in 60 pt. and the by-line set in 36 pt.

In the left example, the automatic leading for type set at 60 pt. defaults to "(72 pt)" and the leading for the type set at 30 pt. defaults to "(30 pt)." I use the parenths to make a point... in Adobe products, any default leading shows up in parentheses to help remind you that the leading is set for automatic. See that! Even Adobe warns you you've left the leading on automatic! So back to those numbers for a second... based on the defaults, the space between line 2 of the title and the by-line is HALF of the space between the 1st and 2nd line of the title.

In the right example, I did nothing more than change the leading for the whole thing (all 3 lines) to 60 points... that's it! The size of the two type elements (title and byline) does the chunking all by itself. But you can change each line individually; adjust this recipe as you see fit.

So that's it. That's the basics of what happens because the computer thinks it's smarter than you, and because a lot of designers allow it to be. Be forewarned, when the computer starts making these kind of chunking adjustments on it's own, I fear we'll be nearing the point where computers overtake humanity!

Put the computer in its place! Manage your leading like the human you are!

Monday, February 8, 2016

New Oe/1e/BX Monster: Brasghong

Today's new monster started as something Mike Badolato typed mistakingly during this past week's Tavern Chat. "Brasghong about FFG deals," he said. To which Matt Finch noted, "Brasghong? Good word." Then Mike explained it away, saying, "Fat fingers and a tablet, what can I say."

I still have no idea what Mike intended to type, but as the Tavern Chat continued, I sketched away, made some notes about abilities, and voila, the brasghong was born.



BRASGHONG


DESCRIPTION
The brasghong (actually pronounced BRAH-fong, though often mispronounced BRASS-gong) is a deep dwelling creature that is fiercely territorial. It marks its area with an acrid, smoky-smelling scent; should any creature invade the perimeter set by the brasghong, it will not hesitate to attack. A brasghong will be receptive to sincere apologies for the intrusion, but only has a minimal understanding of deep speech (undercommon), and nothing else. The brasghong itself is not capable of speech, though it can make barking and whimpering sounds to express the most basic of intentions or emotions (sadness, aggression, fear, etc.).

The appearance of the brasghong is quite breathtaking—its flesh and skin are amber-colored, jelly-like, and translucent, allowing hints of its skeletal understructure to be seen. Its eyeless face features a prominent beak that is white in color, and the creature's tongue is a deep crimson red.

The brasghong is technically sightless (no eyes), but is capable of “sight” through an ability akin to radar. The brasghong sends out undulating waves from its body, and reads the “images” that bounce back. This makes the brasghong immune to all sight-based attacks and effects (e.g., gaze attacks, blinding light/darkness, illusions, etc.).

In combat, the brasghong can attack with its massive beak (which does 3d4 on a successful “to hit” roll) or its breath weapon (a 10'L×5'W cloud of chlorine gas that does damage equal to half its remaining hit points; save vs. breath weapon for half damage). During the same melee round, the brasghong may also attack with its tail (which does 2d6 points of damage on a successful “to hit” roll).

The gelatinous structure of the brasghong makes it resilient to any kind of attack except bladed weapons. Against blades, the brasghong’s AC is 5; against all other attacks, its AC is considered to be 0. Brasghongs are also immune to acid and gas, and take only half damage from electricity and fire.

Although native to the Prime Material Plane, brasghongs are often found in the outer plane of Nibiru (a plane riddled with noxious gases, streaked with chemical rivers, and laden with oceans of acid).

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 5 (0)
MOVE: 9"
HIT DICE: 6+6
% IN LAIR: 35%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12/2-12
SPECIAL ATTACKS: Acid breath
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (8'-10' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5 (0)
HIT DICE: 6+6
MOVE: 90'(30')
ATTACKS: 1 beak
or breath/1 tail
DAMAGE: 3-12 or special/2-12
NO. APPEARING: 1 (1-2)
SAVE AS: Dwarf:6
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Neutral

Thursday, January 7, 2016

New Oe/1e/BX Monster: Eye Slime

This is a monster that I intend to include in PA2: Spawn of Xumaltet, the follow up to PA1: Vault of the Faceless Giants, and precursor to PA3: The Jahnu Prophecy.

From the definite extraplanar bent these adventures are taking, you can probably tell this is all going to be related to the Basic Guide to the Planes. This is really going to play a big part in the Xumaltet adventures (yes, plural adventures).

Xumaltet is really going to be more of a hex crawl as a module, with small self-contained (but very interwoven) adventures (the majority of which will be designed to play out within a single game session). Xumaltet will answer this question from Vault of the Faceless Giants... "Are there other planar rifts?" For now, that's all I'll say.



EYE SLIME

These horrid creatures appear as a tentacled slime littered with staring eyeballs. The eye slimes were originally created by Juiblex to aid in his quest for dominance of the 99th plane of the Abyss. However, over the ages, many of these abominations have slipped into the Material Plane, mostly from the Slime Pits (the 457th layer of the Abyss, Juiblex’s home realm where they eye slimes are bred).

In combat, an eye slime lashes out against a single opponent with a barrage of tentacles, doing 2d4 points of damage on a successful “to hit” roll. On a natural 20, the eye slime will succeed in grappling its opponent, and do an additional 1d6 points of squeezing damage. Every round thereafter, the eye slime will continue its hold, doing 1d6 points of damage per round until the victim or the eye slime is dead.

A +1 or better weapon is required “to hit” an eye slime, and they take half damage from bashing weapons. Additionally, they are immune to acid and cold, though the latter will slow them to half movement for 2d4 rounds.

Because an eye slime has 360° vision, it is never surprised except by invisible creatures (or similar), and thieves get no bonus for striking them from behind. However, an eye slime saves vs. blinding effects with a –5 penalty.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 4
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 4-8*
MOVE: 180'(60')//60'(20')
ATTACKS: 1
DAMAGE: 2-8 or special
NO. APPEARING: 1-3
SAVE AS: Fighter:4
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Wednesday, January 6, 2016

New Oe/1e/BX Monster: Afanc

Today's new monster comes from the annals of Welsh mythology. The description of these lake-dwellers varies, so I've committed to a version that's a cross between a beaver and a frog-like reptile. The spelling also varies. From wikipedia:
The correct rendering of this name in Modern Welsh depends on the specific source. The Middle Welsh avanc of Llyn Barfog is afanc in Modern Welsh, a word which is now used to mean "Beaver". The form avanc/afanc is also used in the Red Book of Hergest and most other medieval sources. In the Middle Welsh version of Peredur's tale, in the White Book of Rhydderch, the creature in the cave is called the addanc. Afanc is by far the most common spelling.


AFANC


DESCRIPTION
Most often found in temperate and sub-arctic lakes, the amphibious afanc (pronounced avank) appears as a cross between a beaver and frog-like reptile with claws on all limbs. These carnivorous creatures have an almost insatiable appetite.

During combat, an afanc will usually make a leap as his first attack, striking with all 4 claws against a single opponent. Once engaged, the afanc will attack with its ferocious bite (1d6+1) or its 2 fore-claws (1d4 each).

Three times per day, an afanc in a lake is able to create a rainstorm above it. The afanc must spend 3 rounds thrashing in the waters of the lake as the storm cloud begins to form over the area. Beginning on the fourth round, the rain cloud will cover an area approximately double the surface area of the lake, and a deluge will begin, lasting for a duration of 1 turn. During that time, the land around the lake will become muddy, slowing movement to half normal. Additionally, any missiles fired in the stormy area will be at –2 “to hit.”

Afancs have a particular weakness for beautiful women. Any Charisma bonus for a female (of any human, humanoid, or demi-human race) is doubled in regards to an afanc’s reactions, while Charisma penalties for similar females are negated. Additionally, any saves the afanc makes vs. charms or charm-like effects originated by similar females are made at –2.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 9"/15"
HIT DICE: 4
% IN LAIR: 40%
TREASURE TYPE: Nil
NO. OF ATTACKS:
4 or 2 or 1
DAMAGE/ATTACK:
1-4(×4) or 1-4(×2) or 2-7
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: 4'-5' long (M)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 4
MOVE: 90'(30')/150'(50')
ATTACKS: 4 claws
or 2 claws or 1 bite
DAMAGE: 2-7 or 1-4 (×4)
NO. APPEARING: 1
SAVE AS: Fighter:4
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Wednesday, November 25, 2015

New Oe/1e/BX Monster: Ectoplasmic Ooze

Given the expanding planar bent that the psionics adventures I've been writing (Vault of the Faceless Giants, Spawn of Xumaltet, The Jahnu Prophecy) have been taking, a creature like this seemed only natural.

ECTOPLASMIC OOZE


DESCRIPTION
Ectoplasmic oozes appear similar in size and shape to gray oozes, except that ectoplasmic oozes are bright green, give off a glowing green light, and are able to fly. Ectoplasmic oozes are common where stresses, rips and tears occur in the fabric of the planes.

Ectoplasmic oozes are not aggressive, but will defend themselves earnestly if attacked. On a successful “to hit” roll, an ectoplasmic ooze does 1d8 damage, and the ooze’s victim must save vs. paralysis or become entangled (similar to the magic-user spell web). A human of normal strength can break free of the goo in 2d4 turns, but smaller creatures will take considerably longer. Once a creature is entangled, the ooze begins draining 1 hit point per round until the victim is dead or the ooze has been killed. The ooze does not absorb these hit points; instead, the lost hit points dissipate into the fabric of the planes. An ectoplasmic ooze may not make any attacks while a victim is entangled. If the ooze is attacked while a victim is entangled, the ooze will “spit out” the victim in order to defend itself against other attackers.

A +1 or better weapon is required “to hit” an ectoplasmic ooze, and ectoplasmic oozes takes only half damage from energy attacks (i.e., heat, cold, electricity and sound). They are affected normally by acid and purely arcane forces (e.g., magic missile).



Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"/12"
HIT DICE: 3+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 3+1
MOVE: 120'(40')/120'(40')
ATTACKS: 1 touch
DAMAGE: 1-8 + special
NO. APPEARING: 1-6
SAVE AS: Fighter:2
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Thursday, August 13, 2015

Planes Week Bonus – New Monster: Notenac

The other day on Google+, many of you likely saw my post of the illustration below (as well as the sketch, and the source material that inspired it). I went ahead and wrote it up, and decided to include it as part of my "planes week" posts.

NOTENAC



DESCRIPTION
Though it is rumored that these terrible creatures originate in the Abyss, some think it more likely they hail from the lower plane of Lethe, the Realm of Forgetfulness.

The true threat of the notenac are its dreaded touch attacks. In addition to the 1d4 of lashing damage each appendage does on a successful “to hit” roll, a failed save vs. spell against their touch causes the victim to forget everything he or she knows, including who they are, who and what they know, and their skills and abilities. Affected classed characters attack and save as if they were a 1st level character, while non-classed creatures attack and save as if they only had 1 HD (or as a Normal Man for creatures with fewer than 1 HD). Furthermore, any spellcasters who had memorized spells prior to a failed saving throw will have all of their spell slots emptied for the day, and will be unable to memorize any additional spells until the condition has been removed. This forgetful state may be nullified by the spells remove curse or dispel magic.

In addition to being able to become invisible at will, notenac also have the following spell-like abilities which they may use 3×/day each: animate dead (7 HD), lightning bolt (7d6), and haste (self only, 1 turn duration). Notenac are immune to cold, electricity, and poison, and a +1 or better weapon is required to harm them.

Description: The gray scaly, ape-like torso of the notenac features six tentacular arms, each tipped with a pair of small tendril-like fingerlings, and the two toes on each of its feet are upturned. Its furry, oversized head features a smooth, shiny-black shell covering its forehead, a pair of large, bulging black eyes, and a trio of massive teeth set in a fish-like mouth. A scent of burned flesh permeates the air around a notenac, and can often carry as far as 120' or more.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVE: 9"
HIT DICE: 7+7
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 (×6)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: L (20' long)
PSIONIC ABILITY: Nil
Attack/Defense
Modes: Nil


BX STATS
ARMOR CLASS: 2
HIT DICE: 7+7**
MOVE: 90'(30')
ATTACKS: 6 tentacles
DAMAGE: 1-4 + special (×6)
NO. APPEARING: 1-3
SAVE AS: Dwarf:7
MORALE: 11
TREASURE TYPE: C
ALIGNMENT: Chaotic



Monday, August 10, 2015

New Monster Double-shot: Abyssal "Vermin"

In yesterday's post, I wrote about my take on the demons and the demon lords of the Abyss. Today, my new monster features takes a look at what I'll refer to affectionately as "abyssal vermin." The concept of demon larvae and demon locusts aren't necessarily new ones, and I'm mainly looking at adapting them for BX/LL with my eye on a future "planes" book.



ABYSSAL LARVA


DESCRIPTION
Those men, who in their mortal life, were particularly sinful, selfish, and evil, sink to the lower planes after death and are incarnated as abyssal larvae—the fetal forms from which many demons (particularly quasits and imps) are “grown.” Abyssal larvae appear as puffy, bloated human-headed maggots of a pale and sickly whitish-yellow color.

The acids used to digest food are always present in the fangedmouth of an abyssal larva. Therefore, the bite of one of these creatures deals 2 points of acid damage in addition to the bite itself (which does 1d4 points of damage).

The mind of an abyssal larva is particularly warped, providing it protection from all mind-affecting abilities (e.g., charm, fear, illusions, etc.).

Oe/1E STATS
FREQUENCY: Common
NO. APPEARING: 10-60
ARMOR CLASS: 7
MOVE: 6"
HIT DICE: 1
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS:
Acid damage (2 pts. per bite)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: 6' long (M)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 1*
MOVE: 60'(20')
ATTACKS: 1 bite
DAMAGE: 1-4 + acid (2 pts.)
NO. APPEARING: 2-12 (10-60)
SAVE AS: Normal Man
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Chaotic



ABYSSAL LOCUST


DESCRIPTION
Those abyssal larva that mature, but are not chosen by higher demons to be bred as a particular race of demon, mature naturally into abyssal locusts. The larval coloration becomes replaced by a variety of deeper, jewel-like tones (ranging from sulphur yellow to putrid jade green to blood purple). Additionally, the mind of the larva degrades, causing the chaos of its mind to be calmed, thereby eliminating any sort of immunity to mind-affecting abilities.

The forelimbs of an abyssal locust are razor sharp, doing 1d4 each. Furthermore, if all 4 forelimbs attack a single target successfully, the abyssal locust may choose to pick up any victim of human size or smaller and carry the victim away at a speed of 2/3 normal for anything dwarf-sized or smaller, and 1/3 normal for any victim larger than a dwarf. This makes abyssal locusts quite desirable as aerial support to other demons.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 5-20
ARMOR CLASS: 6
MOVE: 6"/18"
HIT DICE: 1+1
% IN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: 4
DAMAGE/ATTACK:
1-4/1-4/1-4/1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard



BX STATS
ARMOR CLASS: 6
HIT DICE: 1+1*
MOVE: 60'(20')/180'(60')
ATTACKS: 4 forelimbs
DAMAGE: 1-4/1-4/1-4/1-4
NO. APPEARING: 1-4 (5-20)
SAVE AS: Normal Man
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Monday, July 27, 2015

New Oe/1e/BX Monster: Scrä-Worm

A few weeks ago, I featured a new monster race, the gorloght. The gorloght were the race enslaved by Xumaltet (the petty god of primal emotions and savage urges*) to fight the scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane). One of my planned psionic adventures (the one that will ramp up the characters to get them ready for The Jahnu Prophecy) is an adventure I'm tentatively naming Spawn of Xumaltet. I'm thinking it will take place in a large scale underground system (similar to Descent into the Depths of the Earth.) It will include the gorloght, the scrä-worms, and some new psionic monsters (in that 2-4 HD sweet spot). That's all I really have right now... some ideas. Now, without further ado, I present the scrä-worm.

SCRÄ-WORM


DESCRIPTION
When Xumaltet, the petty god of primal emotions and savage urges, first found his way to the Prime Material Plane from the darkest realms of the Dream Lands, his arrival created a massive cloud of subconscious residue. This residue lingered there, mutating the early nematode life living there, and creating the genetic forefathers of the large, semi-intelligent race of creatures that have since come to be known as the scrä-worms. The same subconscious residue that gave them semi-intelligence, also gave their ids dominance, causing these creatures to be driven by their needs, wants, desires, and impulses, particularly their sexual appetites and aggressive drives. If they see something they want, they take it, and they’re not opposed to killing other scrä-worms to get it.

These slender, hammer-headed flatworms measure nearly 6' in length, with a head approximately 12" wide. They are moderately slow, but attack with a forceful blow from their hammer-heads, doing 2d6+2 on a successful “to hit” roll. Additionally, on a natural “to hit” roll of 20, a scrä-worm will strike the head of its target, creating confusion in its victim, with one of the following effects (roll 2d6):
ROLLACTION
2-5attack closest target
6-8do nothing
9-12flee in fear
Scrä-worms are incredibly resilient. They take only half damage from acid and fire-based attacks, take no damage from cold though it slows them to half movement (2d6 rounds), and electrical attacks restore their hit points (up to their normal maximum).

Given their libidinous behavior, there is a 50% chance a scrä-worm lair will have 2d4 young with half the stats of an adult.

Scrä-worms are the natural enemies of the gorloght, the race that Xumaltet enslaved to fend off the ever-growing population of scrä-worms.

* See Petty Gods: Revised & Expanded Edition

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 6" (6")
HIT DICE: 5
% IN LAIR: 50%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-14
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic evil
SIZE: L (6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 6*
MOVE: 60'(20') (60'(20'))
ATTACKS: 1 slam
DAMAGE: 4-14
NO. APPEARING: 1-2 (2-20)
SAVE AS: Fighter:3
MORALE: 11
TREASURE TYPE: D
ALIGNMENT: Chaotic


Monday, July 20, 2015

New Psionic Monster (BX/LL): Hive-Mite

Today's creature, the hive-mite, is a low-level psionic creature I created to answer Eric Potter's request for more psionic stuff that low level characters could fight. I have dual-statted this monster (for Oe/1e and BX), but the body description is written for BX. Anyone wishing to use this for Oe/1e psionics will have to take the principals presented and do a bit of reverse engineering (based on the Oe/1e stat block), since the Original/Advanced edition of psionics don't really use psionic saving throws or psionic levels.

HIVE-MITE


DESCRIPTION
These 2’-long, maggot-like creatures are typically found in areas of rot, and are particular fond of the rotting flesh of animals.

Any hive-mite within 10' of another hive-mite automatically shares its mind with that hive-mite. Subsequently, all hive-mites contiguously within a 10' range of one another share their minds with all of the others in the “chain.”

Solitary hive-mites have a psionic level of 1 (5 PSPs), and may opt to make a psionic attack (with id insinuation) during the round, rather than their standard bite attack. Hive-mites which are sharing their minds have a psionic level equal to the number of hive-mites in the group of shared minds, but collectively get only 1 psionic attack per round (which only one of the mites in the chain may use in lieu of its bite attack). When making a psionic attack with a shared mind, PSPs may be cannibalized from other hive-mites in the chain, deducting the cannibalized PSPs from the reservoir of those hive-mites.

Psionic saving throws for any hive-mite in a chain is made as a fighter equal to the shared mind’s psionic level. Any clairsentient or telepathic ability (psionic, magic, or otherwise), as well as any attack mode, targeted against any hive-mite (or hive-mites) in a chain has a chance to affect the other hive-mites in the chain. Each member of the shared mind must make a successful psionic saving throw or suffer the ability’s/attacks effects. Hive-mites are always protected by a tower of iron will with no PSP cost. Psychometabolic, psychokinetic and psychoporative sionic abilities which target an individual “externally” (e.g., disintegration), affect only the single hive-mite against which the ability is targeted. All other (non-psionic) saving throws are made as a 1st level fighter.

The morale of any hive mite is dependent upon the number of minds being shared as outlined below:

# of hive-
mites in chain
Morale
17
2-38
4-69
7-1010
11+11



Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 7
MOVE: 3"
HIT DICE: 1+1
% IN LAIR: 40%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Poison
SPECIAL ATTACKS: 1 psionic attack
per hive-mite "chain"
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low-
ALIGNMENT: Neutral
SIZE: S (2' long)
PSIONIC ABILITY: 15 (per hive-mite)
Attack/Defense Modes: D/J


BX STATS
ARMOR CLASS: 7
HIT DICE: 1+1
MOVE: 30'(10')
ATTACKS: 1 bite or special
DAMAGE: 1-4 or special
NO. APPEARING: 1-4 (2-8)
SAVE AS: See below
MORALE: See below
TREASURE TYPE: Nil
ALIGNMENT: Neutral

PSIONIC LEVEL: See below
(5 PSPs per hive-mite)
ATTACK MODES: id insinuation
DEFENSE MODES: tower of iron will*
(no PSP cost, always on)



Sunday, July 19, 2015

The Jahnu Prophecy...

What follows is the background information for the mid-level BX psionics playtest I ran this past Friday, and plan to run (probably in 2 parts) at the 2016 NTRPGCon. The youree noted below are the same ones that appear in the Creature Compendium. You'll notice that the mockup image here is designated as P3. My goal is to have it be the 3rd in a series of BX/LL psionics modules. P1 would be an expanded version of "The Auroral Alcazar or Aethaungor" (which will include a psionic boss monster), and P2 would be a dungeon crawl through a ruined temple dedicated to Xumaltet (the the petty god of primal emotions and savage urges who appears in the expanded version of Petty Gods).



Among the great psionic races of the multiverse (the mind threshers, limbo giths, astral giths, zlaahd, et al.), the youree have mostly been relegated to the status of legend, thought to have been wiped to extinction (by the mind threshers) millennia ago. In truth, the youree retreated from their home plane to "hide" in the small corner of the Material Plane known as the Valley of the Trees. The youree, as a people, seek to live a life of contemplation and meditation and avoid the entanglements of war. They saw this exodus as the only possibility for preserving themselves as a race.

Settling in the Valley of the Trees, the youree erected themselves a home in a place called Shub z'Dha (a youree word for "home away from home")—a temple-like structure that also housed a planar gate (built around a natural rip in planar space) that would allow the youree easy access to various places around the planes. Over time, however, they realized the same gate that would allow them egress might allow others entrance, and that the extraplanar energy emanating from the gate might draw unwanted attention. For safety, the youree “locked” the gate, and hid the gate ’s keystone in a remote cavern deep below the surface, where its natural psionic energies would be naturally muted. Destroying the gate was not an option, for it would only loose the rip and release untold energies, revealing the rip's presence. Anyone would then be able to harness the rip, should they possess the knowledge required to erect a new gate.

The youree moved far to the north, erecting a hidden tower known as "The Crystal Pagoda" by outsiders (those chosen few who came to study with the youree). The youree have no name for the structure. The pagoda is located in a dome constructed under a mountain and protected by a field of synaptic static (which keeps psionic abilities from passing through, whether in or out).

Recently, it has been reported (by non-youree visitors to the Crystal Pagoda) that a small party of limbo giths was seen exploring the ruins of Shub z'Dha. Since the synaptic field keeps youree clairsentients from being able to observe the ruins themselves, the youree wish for this report to be physically investigated. They fear that the gate will be discovered, but as a race the youree must take every precaution to ensure that their presence remains unknown to would-be conquerors. They fear the fulfillment of "The Jahnu Prophecy"—a vision revealed hundreds of years prior to a youree guru named Jahnu which foretold the annihilation of the youree should any of their number ever return to Shub z'Dha. It is for these reasons the youree sardar ("head or authority") has enlisted the PCs to investigate the truth of the limbo gith presence at Shub z'Dha.




Thats right! The youree are the mysterious people of the trees from VA1: Valley of the Five Fires. Believe it or not, this concept reaches back prior to my actual development of the BX psionics rules. Originally, the youree were just supposed to be an alien race that settled in the Valley of the Trees millennia prior to the events of VA1. Eventually, they would need help from the outside world. As the psionics rules started to develop, it became obvious that the youree would have psionic abilities.

I also intend to wrap the Xumaltet concept into the youree history, with a small Xumaltet reference in the expanded Alcazar adventure as well (though in a very minor way there). I'm trying to weave the story threads through the entire series to create a greater fabric of myth around these stories. (BTW, anyone who has read VA1a: The Lost Caverns of Azgot knows there are references to proto-ogres. It is also intended that the evolution from proto-ogre to standard ogre was related to Xumaltet and/or the youree (although I'm still trying to decided exactly how.)

Monday, June 15, 2015

New Oe/1e/BX Monster: Scytale

Today's creature, the scytale (or scitalis) is a creature found in Medieval bestiaries.

SCYTALE


DESCRIPTION
The scytale is a sluggish magical serpent that glows with all the colors of the rainbow. Any creature looking upon one must save vs. paralysis from its enrapturing and pleasurable hypnotic effect or become catatonic for 1d4 turns. The scytale then uses this opportunity to attack, its poisonous bite striking automatically against an immobilized target, and killing instantly on a failed save vs. poison. This magical glowing effect, and the hypnotic state it induces, both cease upon the scytale’s death.

The catatonia produced by the scytale is quite addictive, and live specimens of these creatures are quite in demand in underworld markets, regularly fetching prices of 1,000 gp or more.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 3"
HIT DICE: 1+1
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Poison
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal-
ALIGNMENT: Neutral
SIZE: S (3' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 1+1*
MOVE: 30'(10')
ATTACKS: 1 bite or 1 special
DAMAGE: Poison
NO. APPEARING: 1
SAVE AS: Fighter:1
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Monday, June 8, 2015

New Oe/1e/BX Monster: Fluint

FLUINT


DESCRIPTION
These intelligent and magical liquid lifeforms appear as a viscous fluid approximately 16 ounces in volume. They are able to climb glass surfaces, which enables them to place themselves inside bottles to “disguise” themselves as potions. They are easly detectable as magic, and each fluint is 95% indistinguishable from a potion of human control. Once a fluint is ingested, the imbiber must save vs. spells or become the fluint’s host, falling completely under the fluint’s control. The fluint then gains access to all of the host’s abilities, including spells and psionics. The strain placed on the host will cause the host to pass out in 4d6 rounds, and remain unconscious for 2d6 turns. Once a host is unconscious, and the fluint believes it is safe or alone, it will crawl out of the host (up through the esophagus, and out through the mouth), taking 2 rounds to do so. If the fluint believes it is in danger, it will remain inside the host’s stomach. Since fluints are acid immune, a fluint may stay inside the stomach of a host indefinitely. Should the fluint need to, it may physically feed on the host’s stomach, which will kill the host in 1-2 turns.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVE: 3"
HIT DICE: 1
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic neutral
SIZE: S
PSIONIC ABILITY: See below
Attack/Defense Modes: See below


BX STATS
ARMOR CLASS: 4
HIT DICE: 1
MOVE: 30'(10')
ATTACKS: See below
DAMAGE: See below
NO. APPEARING: 1-4
SAVE AS: Fighter:1
MORALE: 9
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Monday, June 1, 2015

New Oe/1e/BX Monster: Gorloght

GORLOGHT


DESCRIPTION
The gorloght (pron. “gore-loft”) are a race of deep-dwelling,
neanderthal-like humanoids with protruding brows and milky white eyes. When Xumaltet, the petty god of primal emotions and savage urges, arrived on the Prime Material Plane, the gorloght were one of the first races he enslaved, employing them as soldiers to fight the ever-growing number of scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane).

The milky white eyes of the gorloght cause a form of hypnosis. Any creature looking up a gorloght must save vs. paralysis or be open to suggestion (a word or phrase suggesting a course of action desirable to the gorloght) for a duration of 3 turns. However, the gorloght speak only their own language, so only those creatures who speak the gorloght tongue, have natural psionic ability, or employ a psionic or mental device (e.g., a helm of telepathy or a medallion of ESP) are susceptible to the suggestions of a gorloght.

Although the gorloght are generally very primitive tool-makers, they have mastered the art of obsidian flintknapping. A wound caused by an obsidian blade of gorloght making does 1d6 damage on a successful “to hit” roll, but also causes the victim to lose 1 additional hit point per round thereafter, until the wound is sutured or a healing spell is used on the victim.

For every 10 gorloght encountered, there will be a sub-chief with 3+3 HD, fighting as a 3 HD fighter, and saving as a 3 HD dwarf. For every 20 gorloght encountered, there will be a tribal chief with 4+4 HD, fighting as a 4 HD fighter, and saving as a 4 HD dwarf. Furthermore, there is a 50% chance this chief will speak common, making them able to communicated with hypnotized victims, even those hypnotized by other gorloght.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 4-40
ARMOR CLASS: 9
MOVE: 12"
HIT DICE: 2+2
% IN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: None
MAGIC RESISTANCE:
Saves as 2nd level Dwarf
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (5' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 8
HIT DICE: 2+2
MOVE: 120'(40')
ATTACKS: 1 fists or
weapon or special
DAMAGE: 3-8 (or by weapon
+2 due to Strength) or special
NO. APPEARING: 4-40
SAVE AS: Dwarf:2
MORALE: 9
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Monday, May 25, 2015

New Oe/1e/BX Monster: Inkling

Just like my d30 posts, my "New Monster Mondays" have also been lagging. But then again, I did finally release the Creature Compendium, so I think that should count for something.

Okay, that being said, this is the first of many new creatures I have already created, have set in the pipeline, and am stockpiling with my eye on the (not-sure-how-far-in-the-) future release of Creature Compendium II. Based on what I've been working on so far, I'm thinking it will have a slightly higher count of psionic and extra-planar creatures than the current Creature Compendium, though I'm trying to keep it from going too heavy that way (e.g., by comparison, I have a couple of interesting plant monster ideas, and a couple of new sphinxes).

INKLING


DESCRIPTION
When spellcasters are attempting to create scrolls that call on the powers of the lower planes, there is a 5% chance per level of the spell that the attempt to create the scroll will be interrupted by the appearance of an inkling—an evil spirit which inhabits the spellcaster’s ink, takes on a humanoid form, and grows (during a single round) to approximately 2' in height.

Wherever an inkling appears, a mess is sure to follow, with the inkling sloshing and splashing, and leaving trails and drops of ink everywhere it goes. The messier an inkling makes a place, the happier it is, for mayhem is its sole goal.

Only silver or magical weapons are effective against an inkling. Inklings are immune poison, and take no damage from electrical or cold attacks. However, successful cold attacks will slow them to half speed for 1d4 rounds. They take normal damage from fire and are susceptible to most other forms of magical attacks (including sleep, charm and hold).

In combat an inkling can attack with its “fists”, doing 1d4 on a successful “to hit” roll. More effective for an inkling, however, is to spit ink an opponent up to 30' away, blinding the opponent on a successful “to hit” roll (no saving throw). This blindness will remain until the victim’s eyes have been thoroughly washed (takes approximately 1 turn to do so).

Use of dispel evil will send the evil spirit away, leaving behind a tiny puddle of ink (plus whatever mess the inkling made).

An inkling may be summoned through the use of the 2nd level magic-user spell summon inkling. To be successful, the spell requires a small pot of black ink (at least 4 ounces). There is only a 5% chance that a summoned inkling will follow the commands of its summoner. An inkling summoned in this manner will only remain for 3d4 rounds before returning to its plane of origin, causing as much pandemonium as possible before it does.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 18"
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Blinding squirt
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: S (2' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 2*
MOVE: 180'(60')
ATTACKS: 1 strike or special
DAMAGE: 1-4 or special
NO. APPEARING: 1
SAVE AS: Fighter: 2
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Friday, April 10, 2015

Creature Compendium Now Available!!!

I was actually going to launch this on Monday. But since Lulu.com is having a 30% OFF sale through the weekend (through April 12 with code APRIL30), I decided to launch early so everyone could get in on the savings and not say on Monday they'd wished I'd release this on Friday.

Since I'm going to be deeply discounting the price of both the print and PDF versions of the book (plus the headache of trying to track Lulu orders), PDFs and print copies will need to be purchased separately. I will not be offering sales through the New Big Dragon storefront until after the NTRPGCon (mid-June).

The "retail" price for the print copy through Lulu.com is $10.65, but that's marked down by 25%, bringing the price to $7.99. On top of that, Lulu is giving 30% OFF with the code APRIL30.

The "retail" price of the PDF at RPGNow is $5.95, but is discounted 65% off bringing the price to $2!!!

PLEASE NOTE!!! Because I'm releasing this early, the PDF copy will not have digital bookmarks or internal hotlinks yet!!! I will provide an updated version on Monday with those features added.

That means you can get the print and PDF copies for less than 10 bucks total.
Seems like a helluva deal to me.

Buy the print copy at Lulu.com >>>

Buy the PDF copy at RPGNow.com >>>