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Friday, January 13, 2017

BUCKNALL'S BOUNTIFUL BUSHEL

This seemingly innocuous round wooden container holds 120 medium sized apples, 100 large-sized or 150 small-sized apples. They appear green, red, yellow, red-yellow and an unnatural metallic gold.

The green apple cure disease as spell.

The red apple is poisonous (Type C: onset 1-2 rounds; 20 h.p. dmg if save; 40 h.p. dmg if no save)

The yellow apples heal 1d10 hp.

The red yellow apples make the eater see stars during the day, indoors or underground for a turn per bite or an hour if they eat entirely. Dweomer fades after one turn of not eating.

The metallic gold apple can see into the astral and ehthereal plane with the same time as the red-yellow apples (for a turn per bite or an hour if they eat entirely. Dweomer fades after one turn of not eating.)

If all apples are removed then the basket loses its dweomer. If at least one of all colors remain then the basket keeps its magic indefinitely replacing all 5 colors.

NOTE: 1 medium-sized apple apple equals 10 encumbrance, small sized apples 5 encumbrance and large-sized 15 encumbrance but collected in the basket any type is 500 when full and the basket is 0 when down to 5 apples.

Also all apples will lose dweomer if removed from bushel basket for more than a turn without a bite. The dweomered bushel basket will keep them fresh indefinitely if never removed.

Experience Point Value: 5000 x.p.
G.P. Sale Value: 10.000 g.p.

Copyright Gene Weigel 2017

Saturday, November 19, 2016

CAMPAIGN CLASSICS: THE LESSER TARRASQUE

LESSER TARRASQUE 

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 8" (+3" rush)
HIT DICE: 8
%IN LAIR:  20%
TREASURE TYPE: F
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-6/1-6/

1-12/16-25/1-10
SPECIAL ATTACKS: See below
SPECIAL DEFENSE: See below
MAGIC RESISTANCE: 

50% bolts and rays only
INTELLIGENCE: Animal
ALIGNMENT:Neutral
SIZE: L (25' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE: VIII/1550 + 10

The lesser tarrasques are not as legendary as their unique namesake. Sometimes they are mistaken as such and attract monsters (including "men") of low intelligence in its proximity who will sacrifice to one as a living god.

Like their feared namesake, they have similar attacks although of lesser bent. Vicious claws (1-6 dmg), tail lash(1-12 dmg), razor sharp bite (1D10+15 dmg) and a rushing attack with horns (1-10 dmg altogether). The bite is not as devastating but it does more with damage.  The carapace is tough but only benefits a 50% magic resistance against rays and bolt type magic. The lesser tarrasque does not regenerate tactically. It will heal all its hit points in one night of rest and it can restore limbs if held to the stump in two turns.

 Like the tarrasque the lesser tarrasque are also hungry things but they have no dormant state so if they do not feed in a few days they rampage. Smashing through villages without regard for food until their rage subsides (20 turns). Once calm they will begin consuming all organic matter. After consuming all in sight, they will go into a bloated torpor under a lake. Lakes that have hosted lesser tarrasque become stagnant and some even poisonous (50% chance Type A insinuitive).


Upon its death the remains of its underbelly are turned into a metal of a quality that just reaches the properties of meteoric iron (+3). It is known among sages of the physical universe as "inferior tarascium" and has a value of 5 in encumbrance gp weight.  The remains yield  5 to 10 in encumbrance gp weight which can make 1 to 2 shields. The hard carapace on its back when rendered down yields 10-100 poor quality diamonds (base value 500 gp).

Some lesser tarrasque have been used as mounts by powerful adventurers but this takes up to a year to break one in under the heaviest attention and they must never have been ridden before. They can be raised from birth and will bond with one rider for life but will never take another. Their eggs have a market value of 10,000 gp.

Unlike the tarrasque, the lesser tarrasque are quadrupeds. However they have some ability to manipulate things in their forepaws. They have an affinity at opening doors and manipulating objects of simple complexity. They only cohabit the same space briefly to breed burying their eggs deep in underground ravine wall cracks. When they hatch they go in opposite directions.

Description: They have a lion-like mane of green and are covered in silvery scales.


COPYRIGHT 2016 GENE WEIGEL

Wednesday, November 16, 2016

SECRET OF THE GREATER TROLLS PART SIX

YEEG (Eastern Troll/"True Ninja")

FREQUENCY: Very rare
NO. APPEARING: 2-16
ARMOR CLASS: 3

HIT DICE: 9
% IN LAIR: 0%
TREASURE TYPE: C
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: Sneak attack 1-10 chop 

to back of neck, needle like claw attacks 
(1-12/1-12) or by weapon (usually Eastern 
medium and small knife swords 1-10 
damage and 1-6 damage)
SPECIAL ATTACKS:
Surprise 5 in 6
SPECIAL DEFENSES:
Hide in shadows as 15th level thief, teleportation
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEVX.P. VALUE: VII/
2700 + 14


Far to the East of the Swordlands, there are distant cousins to trolls call yeeg who are so greatly feared that human assassins replicated their magical nature and style to instill fear. Only the highest ranking assassins know of their existence and secretly ally with them.


These monsters have abilities like 10th level thief functions but they are as a 15th level thief with HIDE IN SHADOWS (99%). They have innate magical abilities: create smoke 10' radius lasts for 3 rounds, become an exact replica of medium-sized being (shape/smell/voice/mannerisms/clothing) for 1 round (must focus on the one it is copying for one turn. Once cast it has to recopy. Can be disbelieved as an illusion.) and teleportation (up to 100 feet in any direction)


.They randomly kill human and human-like beings for thrills and the assassin cults (ninja) cater to this depravity. They will never work alongside of demi-humans (For the purpose of moving away from the mentality of ORIENTAL ADVENTURES (1985) the term "yokai" will refer to Eastern elves, dwarves, gnomes, halflings, etc.) and consider them less than food. Ogre mages (Eastern ogres or "oni") they consider enemies and will foil their plans if they can. Other humanoids (called "henge" see "yokai" above), in particular, the teeg and flayers (see below for both). Note: the yeeg will sometimes dwell nearby these races in dark and inaccessible crevasses. In addition, the yeeg, contrarily by some weird tradition, will answer the summons of goodly nagas and good-leaning yakshas (treat yakshas as neutral ogre mages with tendencies for great good and evil) to terminate an evil enemy of theirs but will ignore their evil counterparts the spirit nagas and rakshasas.


They have 60' infravision and the cannot stand sunlight (-2 to attack on an overcast day; in direct sunlight they take 1-6 damage per turn)


Description: The yeeg are so dark their skin seems to absorb light. Their eyes are even darker with no discernible color and are barely visible.

TEEG (Lesser Yeeg/Eastern Hobgoblin)

FREQUENCY: Uncommon
NO. APPEARING: 30-300
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 1
% IN LAIR: 40%
TREASURE TYPE: Individuals 1; C,
J (x2), Q ( X 5), S in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (7+ tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEL/X.P. VALUE: I/
10+1
Chongi(lieutenant): 10+1
Lanksho (subcommander): 35+3

Teeg are a distant subrace of the yeeg who they hold in highest regard. They cannot interbreed with yeegs but they will often mate together as well as have a yeeg as a total dictatorial leader. This total militaristic subservience has likened the teeg to Eastern hobgoblins to those wandering adventurers and knowledge-seeking magicians of the West.

They have no tribes and all go by sets of five hundred ("wubi"). Each group has a lieutenant ("chongi") for every 50 of them. Maximum hit points. There also will be a subcommander ("lanksho") for every hundred (3HD). Deep in the earth under misty shores and islands, they will have large dungeon lairs with wide training rooms for marching troop formations. For every number of males, there will be 200% females and 500% young. They always will be surrounded by troop areas in every direction with the exception of large underground saltwater rivers which run through their lairs which lead out to the sea. Their lairs always have a sewer stench but they keep the waterways clear for ocean predators which they treat as pets. Sometimes they will have evil cetaceans (whales, dolphins, etc.) working with them as bodyguards and spies. The presence of yeegs can be felt but they are never seen amongst teegs they control. They must be summoned by ritual feast preferably human sacrifice.

Teegs have the following typical weapon distribution:

20% Knife sword and long bow
20% Knife sword and spear
20% Knife sword and whip
30% Polearm
10% Spear

They fish but they do not like boats as a concept. Teeg prefer land but can hold their breath longer than humans (hence the smell of their lairs). When they rarely raid villages it will be a complete purge of the population with no regard for plunder (with magic being an exception). They will cover their tracks by knocking down everything to feign a storm.

Description: Teegs have pale white rubbery skin and light green pupiless eyes. They sometimes paint war paint on their face (Note: around their eyes and foreheads in the depiction).


CHAG (Eastern Mind Flayer/"Cave Flayer")



FREQUENCY: Rare
NO. APPEARING: 3-18
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: Individuals M (x2), 
C,S
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-4/2-4/2-6/
2-6/2-6/2-6 
or by weapon (see below)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8'+)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/130+5



In the East, mind flayers are not found at all amongst subterranean underworlds, however, there is an Eastern counterpart that seems to be derived from some common ancestor: the chag as they have come to be known by cave delvers and dwellers.


These monsters are unlike their Western cousins in all except general appearance. They are larger in height, strong as a troll (18), have no psionic powers in any way and are quite dumb. They are very limber and muscular for weapon fighting but they limit themselves to short edgeless swords (sometimes made of wood or even stone 1-4 dmg). If they make two successful attacks with their four tentacles chag will pull opponents onto the pointed and unbladed spike for 3d6 damage. They call it their "tooth". Their tentacles stretch to 5' length and attack in a flurry of hooks. In addition their tentacle attack can be used to neutralize weapons if two make succesful hits in one melee round. The tentacles holding the weapon can be broken free in one round if opponent's STR is 18 with lower STR adding rounds for each increment below 18 (Ex: 15 STR would be 4 rounds, etc.)


If found in their lair there will be a chief (6HD, AC 4) and 3 subchiefs (max hp). Females are indistinguishable from males visually, and in prowess, but young are small (4' tall; 2 HD; claws 1-2/ tentacles 1-3). They will have many small to medium-sized cephalopods (treat as small as 1-2 hp/dmg and medium as 1-4 hp/dmg; AC 8; if poisonous use insinuitive type A.) as companions (some are even considered mates that they sleep with. They have no regard for other humanoid sexual behaviors and will sometimes walk around with a "second head" on its shoulder that is a cephalopod that it is in coitus with.). As they prefer land, they keep their tentacled friends in connecting pools in their dank lairs. All goods are below water stored in various mollusk shells which is their carnivorous usual diet but they have a strange craving for the pineal glands of bipeds with high INT, WIS, & CHA every once and a while.


Their amphibious skin is slick so they will not be far from caverns near seasides or under saltwater swamps.


Their coloration is a pale green head with black eyes but their bodies are completely black almost giving them the appearance of a medium-sized octopus (with 4 tentacles visible; the chag has four) if seen in a darkened water.


COPYRIGHT GENE WEIGEL 2016

Monday, October 17, 2016

SECRET OF THE GREATER TROLLS PART FIVE

DRAGON TROLL




FREQUENCY: Rare

NO. APPEARING: 1- 4

ARMOR CLASS: 0

MOVE: 12"

HIT DICE 8

% IN LAIR: 50%

TREASURE TYPE: B

NO. OF ATTACKS: 3 or by weapon (+6 strength)

DAMAGE/ATTACK: 3-8/3-8/3-18

SPECIAL ATTACKS: Breath weapon (see below)

SPECIAL DEFENSES: Thrive on fire

MAGIC RESISTANCE: 5%

INTELLIGENCE: Highly intelligent

ALIGNMENT: Neutral evil

SIZE: L(8'+ tall)

PSlONlC ABILITY: Nil

AttackIDefense Modes: Nil

LEVEL /X.P. VALUE: VI/1175 + 10



 

Dragon trolls are neither part dragon nor part troll. Rather they just seem to be born of such a combination and rely on the mistake of opponents assuming it hates fire. These vicious monstrosities have no rhyme or reason and should be put down right away. They thrill at burning foes and will have many fire-based traps in their lairs. These beings seem to thrive on destruction and they are never seen eating. Some say they eat fire and smoke.

 
One of the powers of dragon trolls is that they thrive on fire. When they are hit with fire attacks they gain armor and hit points temporarily. If a dragon troll is burnt for 10 damage then their armor increases by one and their hit points increase by 10. This is cumulative and lasts for 8 turns. The other thing included in this ability is even more dangerous. The dragon troll's fiery breath weapon increases every time it is hit with a fire attack. The breath weapon is base 3-24 and all fire-based damage that the dragon troll has accumulated is added to the the breath weapon damage for a one time effect. They can breathe fire twice a day.



Treat their all iron axes as halberds.if heated they are treated as having the properties of flame tongues for 3 rounds but with these bonuses:



+1 vs. regenerating creatures

+2 vs. cold-using, inflammable or avian creatures

+4 vs. undead


 
One of the things about dragon trolls is that they do not like the company of trolls. They prefer orcs, ogres, and gnolls but will entertain most humanoids of any evil alignment usually catering to their crudest traditions with great zest. Creatures of the Elemental Plane of Fire hate dragon trolls and will actively avoid them if summoned. Most elementals, dragons and fire-using creatures find dragon trolls repulsive as well. Even though dragon trolls like most evil creatures they only work for temples of a neutral and evil ideology. 

COPYRIGHT GENE WEIGEL 2016
 

Friday, October 14, 2016

SECRET OF THE GREATER TROLLS PART FOUR

SCALED TROLL

FREQUENCY: Uncommon
NO. APPEARING: 10-100
ARMOR CLASS: 0
MOVE: 9”
HIT DICE: 5 +5 (females by class)
% IN LAIR: 20%
TREASURE TYPE: Individuals N; Q, B, Sx2 in lair/
(females Jx100, Kx90, Lx80, Mx70, Nx60, S, T)
NO. OF ATTACKS: 1 or by weapon
DAMAGE/ATTACK: 1-12 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Horned skin
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (females are highly intelligent)
ALIGNMENT: Lawful evil (females are neutral evil)
SIZE: L (9' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: V/225+6
Troll sargent: 350 + 8
Troll lieutenant 7 HD: 350 + 8
Troll lieutenant 8 HD: 550 +10
Troll captain: 900+ 12
Lesser Hag: By class

The scaled troll is the unsung "anti-hero" of the dark armies of legend. They are the backbone of any standing evil army especially those in need of cheap help that aren't as loose nightmares as trolls or ogres. Some say they might even have some hobgoblin in their blood but know this they are not considered true trolls by trolls of all kinds. They prefer the company of kobolds, goblins, orcs, hobgoblins, fire giants, cloud giants, other scaled trolls and evil humans in that descending order with goblins, kobolds and orcs preferable to bully over. They are extremely prejudiced (hatred) against "trolls" of any kind and have no kinship with them except in name. They have antipathy against chaotic evils in general. Scaled trolls have no racial religion of their own and choose to worship the dark gods of humankind often trusting people of evil nature even over their own kind.

If 10 or more scaled trolls are encountered their will be a "troll sargent" (6 HD) for every ten, 50 or more scaled trolls their will be "troll lieutenant" (7-8 HD) with a "troll sargent" (6 HD) (for every 10) and if over a 100 there will be a "troll captain" (9HD) at least two "troll lieutenants" (8 HD) and "troll sargents" (6 HD) (for every10). Their weapons are halberds and large swords treat as two-handed. They will do mercenary work for pay at the same rate as a human but will also expect pillage of locals and troll captains demand 5% of all castle/town plunder guaranteed or automatic mutiny.

As an aside, female scaled trolls are separate from the militaristic social structure of the male-oriented scaled trolls and are mostly unknown compared with other humanoids. Those that have seen them say they resemble night hags but with scaled troll coloration giving them the name lesser hags. They live far in the North in isolated cliff caves where they form "sororitas" of all female trolls and have an annual mating festival "the March of Trolls". This is a 3 month long migration of the males and is where children are conceived with random partners. Those male offspring that were conceived the year before are taken away by the male young which is a slave culture of drovers, suppliers and general soldier servants until they come of soldier age (20 years old. They live 200 years.) Treat females as equals but their preferred weapons are tridents and they will usually be witches of some kind or another treat as cleric/magic-users of max 7/7 level (if the witch class is unavailable.).






GREATER SCALED TROLL "Giant Goblin Troll/Mottled Giant"


FREQUENCY: Very rare

NO. APPEARING: 2-4
ARMOR CLASS: -1
MOVE: 15”
HIT DICE: 13
% IN LAIR: 40%
TREASURE TYPE: E
NO. OF ATTACKS: 1 or by weapon
DAMAGE/ATTACK: 5-30 or by weapon
SPECIAL ATTACKS: Surprises on 1-2; females see below
SPECIAL DEFENSES: Horned & chameleon skin
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to exceptional
ALIGNMENT: Neutral evil
SIZE: L (18' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/
Males: 4900 + 18
Females: 6100 +18
The greater scaled troll AKA giant goblin troll AKA mottled giant some say are not even related to the scaled troll. Whatever the case they have little to do with one another. They sleep standing up in thick forests and sometimes are mistaken for trees. This is because, even though their scaled hide seems similar to the lesser scaled trolls this is where the resemblance ends, their hide is far more effective and is reflective of what is in back of them giving them surprise on a roll of 1-2.

In combat, they use massive halberds (20-40 damage) and no armor (Or clothing for that matter; Perhaps a loincloth in the more venereal prudent of worlds!). They reside in isolated mountain forest valleys where they have their dank and tree-covered strongholds. They will have numerous megafauna centipedes of the various types as pets (30-50 giant centipedes; 20-40 huge centipedes; 4-8 megalo-centipedes; sometimes either 1 stego-centipede or 1 tunnel worm). Most intelligent species they consider food however they get along well with cloud giants of the evil sort. Females are equally formidable but the only sexual dimorphism is their horrid usually unclothed breasts which makes them a deadlier opponent. On a hit of 18 or better will press opponent into a hug taking 20-30 damage from the razor sharp scales. Even though they are similar to giants in many ways they are not considered true giants although they, like their lesser namesake, are both of the "giant class".

COPYRIGHT GENE WEIGEL 2016