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Showing posts with label Gene Weigel original. Show all posts
Showing posts with label Gene Weigel original. Show all posts

Wednesday, September 6, 2023

Audio/Video Of Yours Truly (Broken Links Fixed)

 Some one posted on Dragonsfoot that the video that I did for 2021 GaryCon was down but I  fixed:

https://www.youtube.com/watch?v=qFv3lbztMvA

Here is the link to the link of more chatter with Settembrini and crew:

https://justkeeponrollin.blogspot.com/2022/06/interview-with-gene-weigel-from.html

I also have the Gary 2008 tribute game on Rumble (YouTube does not allow the background music but Rumble allows if I call it "parody". Which it is... uh... ;) ):

https://rumble.com/vyvrl8-parody-gene-weigels-dungeon-2-2008.html


Tuesday, June 20, 2017

ORIENTAL ADJUSTMENTS: The Servant Classes

BATTLE SERVANT (PC)/ COURTLY SERVANT (NPC)

Battle servants are a Far Eastern class of rigid warriors that, normally in their palace roles, serve more and more ministerial and bureaucratic functions the higher in level that they become (these are called “courtly servants” an NPC class). However, in the case of player characters, the adventuring type of battle servants (just like clerics in a way) forego their much more effective social powers in the form of magical studies that take more violently, handy forms. They serve a dishonored master (usually a once powerful ruler) who has lost his standing in the world (illness, being made a puppet ruler, retirement, etc.) The battle servant goes into exile until the time that their lord regains his position if they ever do. Courtly servants, in contrast, are usually part of an imperial court of a powerful ruler who walk around with ceremonial weapons of the finest quality showcasing abilities with displays for magistrates and royalty. Not so for the battle servant adventurer. Theirs is a neglected world of unbridled violence and their courtly counterparts are no match for them. They hold a sense of justice but the road has made them find balance in chaos as well. All battle servants must be neutral, neutral good or neutral evil depending on the master they serve. Most battle servants that serve a dead master are usually neutral evil, though not necessarily, these latter will tend to gravitate towards evil increasingly. If their masters do die then they receive new abilities and lose others. A battle servant adventurer does not wear ceremonial armor or costumes like their courtly counterparts. Instead they must choose functionality over all. They are a subclass of fighters. Much like fighters, the battle servant requires muscle but they must also be masters of endurance, people management and speed so the they need prime requisites in Charisma, Constitution, Dexterity and Strength ability scores that are at least above 15. If 17 or above in either they receive 10% experience points awarded that is NOT CUMULATIVE (its either one or the other).

Battle Servant TABLE
 

Experience
Points
Experience
Level
8-sided Dice for Accum.Hit Points
LEVEL
TITLE
Battle/ Courtly (NPC)
0-3000
1
1
Roamer/Clerk
3001-6,000
2
2
Wanderer/Investigator
6,001-9,000
3
3
Drifter/Agent
9001-15,000
4
4
Outsider/Officer
15,001-40,000
5
5
Sell-sword/Administrator
40,001-80,000
6
6
Mercenary/Bureaucrat
80,001-140,000
7
7
Guard /Minister
140,001-250,000
8
8
Houseman/Magistrate
250,001-450,000
9
9
Bodyguard/Judge
450,001-700,000
10
10
Battle Servant/Courtly Servant
700,001-1,250,000
11
10+1
Battle Servant/Courtly Servant (11th Level)
1,250,001-1,500,000
12
10+2
Battle Servant/Courtly Servant (11th Level)



325,000 experience points are required for each level beyond 12th.

Battle Servants gain 1 hp per level beyond 12th.



 BATTLE SERVANT ABILITIES:

They have the following primary abilities:



1) Cause Uncertainty - The battle servant can cause a feeling of overwhelming uncertainty in a number of opponents as they have levels. +10% per level of battle servant with opponents countering -10% per level/HD (so an 8th level battle servant versus a 2 hit dice monster would have a 60% chance). The uncertainty takes the form of losing initiative for the individuals regardless of advantage.



2) Evade Missiles – At 3rd level, in the first encounter with a group of opponents the battle servant can evade the first round of missiles entirely. So they can never be surprised with a missile attack.



3) Feign Alliance – At 5th level, battle servants can pretend to be on the side of anything that speaks and has more than 20 human-like servants. This ability lasts for as long as the battle servant is disarmed and makes no questionable moves.



4) Secret Parry – At 7th level, once per day, the battle servant gains the ability to remove damage from a single attack on themselves after 4 rounds of continuous fighting with the same opponent as if it was parried effectively. The opponent will continue to believe the battle servant is more injured or even dead.



5) Energy Melee – At 9th level, the battle servant can imbue their melee attacks with the energy of their CON HP adjustment for fighters as a bonus attack/damage score (example: CON 17 is +3 so +3 to attack and damage). This can only be done once every other round foregoing a second attack. During the round its being performed the battle servant temporarily loses their entire CON HP adjustment. If wounded at this round they risk being knocked unconscious or slain if their damaged HP goes below zero. (example a 10th level battle servant with a 16 CON and 60 hit points would have -20 on their hp during that round. If remaining HP is 21 then any minimum damage attack would make them go unconscious and begin to die. If remaining HP were 11 then any minimum damage attack would be instant death.)



Secondary function include: 1) Hiding in Plain Sight, 2) Front Stabbing



1) Hiding in Plain Sight – Similar to their more powerful feign alliance ability, the battle servant prides itself on being low key and not raising suspicions. As long as he never speaks, he can move around in any settlement with a population of 100 or more (hamlet sized or larger) and be completely ignored.



2) Front Stabbing – The battle servant must always deliver an honest blow so they cannot ambush any opponent (surprise). Due to this, they receive more damage (x2 against man-like opponents) However all the doubled extra damage is only in the form of a temporary damage. This temporary damage lasts only per single opponent. Any opponents who assist the engaged opponent of the battle servant will not do X2 damage until the first opponent is disengaged or inactive. Any damage/temporary damage the battle servant receives can be added to their damage bonus on the engaged opponent.



Battle servants have these innate magical functions but those who refrain from adventuring do not receive these abilities. These “courtly servants” (NPC restricted) instead, they have the following greater powers.

COURTLY SERVANT ABILITIES:



1) (NPC ONLY) Perfect Example – When a courtly servant kills anyone in their society in a just way this raises loyalty +50% in all allies.



2) (NPC ONLY) Battle Emulation – If troops under the direct command of the courtly servant have over 100% loyalty they can resist death once during a battle.



3) (NPC ONLY) Labyrinthine Bureaucracy – At 8th level, the courtly servant is able to generate:



A) Once a day, a treasure map to a monetary treasure.

B) Once every fortnight, an indebted expert hireling to work off debt for a month

C) Once per month, a treasure map to a magical treasure

D) Once per 3 months, an indebted moderate level (4th-7th) character type for a mission or service

E) Once per 6 months, a treasure map to a magical and monetary treasure

F) Once per year, as many levy quality troops, in units of a thousand, as he has levels just before a battle is about to commence.

G) Once per decade, a treasure map leading to an artifact



Note: all locations that the treasure maps lead to are well guarded.



4) (NPC ONLY) Inspire Loyalty Creatively:

At 2nd level once every six months, there is a 25% chance that a courtly servant can generate a work of poetry that inspires all the literate serving under their lord’s demesne to a +10 morale

At 4th level once per year, there is a 25% chance that a courtly servant can generate a work of art that inspires all under their lord’s demesne to a +20 morale.

At 6th level once every 18 months, there is a 25% chance that a courtly servant can generate a work of philosophy that inspires that inspires all the literate serving under their lord’s demesne to a +25 morale

At 8th level once every 2 years, there is a 25% chance that the courtly servant can generate a creative masterpiece that inspires all under their lord’s demesne to +50 morale (if a written thing then the illiterate will hear it read) and other lords will favor their lord (unless countered).



5) (NPC ONLY) Bureaucracy of the Heavens and the Hells:

Starting at 9th level, a least servitor of the lawful Outer Planes can be called to assist for 3 hours every 3 months. This ability is cumulative in that it all adds up (number/time/frequency) if saved.

(See Monster Level VII*)

At 10th level a minor servitor of the lawful Outer Planes can be called to assist for 2 hours every 6 months.(See Monster Level VIII or IX*)

At 11th level a major servitor of the lawful Outer Planes can be called to assist for 1 hour every year.

(Usually categorized as the subservient under Monster Level X*)

At 12th level a godling of the lawful Outer Planes can be called to assist for a half hour every 2 years.(Usually categorized as the rulers under Monster Level X*)




*References to Monster Levels are taken from MMII (1983) firstly then MM (1977) secondly.


In addition, the courtly servants must always be lawful otherwise have the same requirements of the battle servant.


NAME LEVEL AND RETIREMENT: 

FOLLOWERS:
When a battle servant reaches name level (10th) they attract a body of followers who will literally follow them around in their chaotic roaming. These followers will usually be 0 level men-at-arms but with higher than average loyalty (see also additional Battle Servant Folllowers below)

For followers, the courtly servant acquires their own bureau which will have many low level courtly servants with mid-level higher ups (see also additional Courtly Servant followers below)



ADDITIONAL BATTLE SERVANT FOLLOWERS:



Battle Servant Followers (3rd-8th level) (roll three times):



01-20) 2-4 Thieves

21-60) 4-8 Fighters

61-80) 1 Lesser Battle Servant

81-90) 1 Magic-User

91-99) 1 Monk

00) 1-4 0 level sedentary types*



*All battle servant followers are intensely loyal (+25 morale) but the 0 level followers will never retreat and will disobey orders to be left behind even at their own peril.



ADDITIONAL COURTLY SERVANT FOLLOWERS:



Roll once for leader type, once for followers (all are 0 level courtly servants).

Leader

01 -40 3rd level Courtly Servant+1 knife-sword

41-75 5th level CS, composite mail (treat as splint) & +1 shield; +1 magic spear and +l dagger

76-95 6th level CS, + 1 composite mail (treat as splint) & shield; arms as above: lieutenant 3rd

level, composite mail (treat as splint) & shield; crossbow of distance

96-00 7th level CS, +1 composite mail (treat as splint) 8, +1 shield; +2 magic knife-sword (no

special abilities); rides a heavy warhorse with horseshoes of speed



Troops/Followers



01-50 company of 20 light cavalry, composite mail (treat as splint) & shield; 3 javelins, broad sword, throwing knife; and company of 100 heavy infantry, composite mail (treat as splint) & shield; pole arm* and club

51-75 company of 80 heavy infantry - 80 with composite mail (treat as splint) & shield; 20 with morning star and hand axe, 60 with pike and short sword,

76-90 company of 60 crossbowmen, composite mail (treat as splint); 40 with long bow and short sword, 20 with short bow and partisan

91 -00 company of 60 cavalry- composite mail (treat as splint) & shield; 10 with lance, broad sword, and mace, 20 with lance, broad sword and mace, 30 with lance and flail

* Select type or types randomly or assign whichever you desire.


If a battle servant decides to retire to become a full time member of their lord’s court they will lose all battle servant abilities for one year at that time they will gain courtly servant abilities as if they were starting anew progressively (Example: 8th level BC retires and gains CS ability Inspire Loyalty Creatively at 10th level). 

(For courtly servant retirement see loss of lord below


LOSS OF THEIR LORD: 

When these characters lose their lord either by death or abandoning their duty and they are not of name level yet they can no longer advance in this character class.


A) Battle Servant Loss of Lord: 
If name level, has a 50% chance to continue and that is only if guided by the spirit of their lord from beyond the grave . Once per day, in combat the battle servant can commune with this spirit. To advance without the spirit they now must have TWICE as much experience.

B) Courtly Servant Loss of Lord: 
If name level, can continue to advance only if they continue to serve as part of the bureaucracy if loss of lord was due to neglect in their duty they must become a eunuch (hysterectomy if female). If not they can opt to become a battle servant (as above). In one year’s time. The courtly servant will lose all their courtly abilities for one year and gain those of the battle servant as if they were starting anew progressively (Example something that a Battle Servant has at a certain level the Courtly turned Battle Servant receives at + that number: a 12th level Courtly Servant’s lord dies so after training to the path of the battle servant they immediately gain Cause Uncertainty, Hide in Plain Sight, & Front Stabbing then gain Evade Missiles at 15th, Feign Alliance at 17th level etc..) They then must continue as lordless battle servants guided by their dead lord’s spirit (see Battle Servant Loss of Lord above) all battle servant rules apply to former courtly servants in this instance. 

NOTE: Unfortunately the courtly servant's abilities may no longer function without access to any "court" as well.



NOTE: In all cases, the undead lord’s spirit has moved on to its final reward. This “spirit” is a lingering remnant of that person’s aura which is empowered by the battle servant’s sense of loyalty so if the lord was a little corrupt then this thing is really evil seeming (Treat as ghost SEE BELOW). If the battle servant dies this thing does as well. If multiple battle servants followed the same lord it creates an amalgamated being (treat as ghost +/-1 HD per battle servant over one in number). If the truth is somehow divined, revealing this truth to the battle servant compels them to despair and they lose all abilities.This is hard to do as the battle servant must be completely convinced.



NOTE: Many of this class will resort to ritual suicide if class advancement is lost in some sectors it is even required. Ultimately a battle servant without a lord must fade from the Earth either in battle or otherwise within one day of loss.



SERVANT OF HELL: 

When a battle servant chooses to serve their lord upon his death they can call upon the warped memory of their former master in combat giving them these powers:



1) Energy Melee becomes “Negative Energy Melee” where each successful hit using energy melee adds to the battle servant’s hit points and drains the opponent’s level



2) Front Stabbing ability is lost.



3) Turn less than 5HD worth of undead to their side (example: one wraith; a wight and a skeleton; 5 skeletons; 2 ghouls; etc.) but not directly under their control.



5) Once per week, they can call forth their dead lord as a ghost (see above) during combat for 3 rounds.



In addition:



Any followers gained after this point will be evil aligned.


COPYRIGHT GENE WEIGEL 2017




Friday, May 19, 2017

SECRET OF THE GREATER TROLLS PART SEVEN: AMERICA! (Repost from Thursday, April 6, 2017)


ATTANAHWOJAS ( "Ojas" / The Great Liar / God of Far Western Trolls)

Lesser god

ARMOR CLASS: -4
MOVE: 27"

HIT POINTS 270
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20 (+12) or 6-15 (+4 for both)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration (2 per round).
MAGIC RESISTANCE: 25%
SIZE: L (40' tall)
ALIGNMENT: Neutral evil
WORSHIPER'S ALIGN : Any evil and all Far Western trolls
SYMBOL: Green face with long dark hair and rubbery red lips
PLANE : First layer of Tarterus
CLERIC/DRUID : 13th Level
FIGHTER : 17th level
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th level Thief
MONK/BARD : Nil
PSlONlC ABILITY: VI
S : 24 ( + 6, + 1 2) I : 20 W : 20 D : 25 C: 25 CH : 20

Attanahwojas, as men call him, when they try to ward off his evil, is the racial god that the weird subtypes of troll in the Far West hold as their ideal patron.

Ojas, as he is known to the trolls of the Far Western lands, is a frightening giant who carries a silver club-like +4 "atlatl" called "Kidnabber" that can launch up to 7 two-headed silvery spears before reloading. It also acts as a warclub. His icy heart drips chunks of ice from the center of his chest. He can project the ice in 30' long 30' wide cone. All who are hit must vs death or become sickened from a disease losing a hit point per round until dead. Those who die will rise as an undead under his control. Treat as ghouls but their paralysis attack is cold -based. Those willing become thoul-like. Ojas dislikes fire because it melts his heart which will regrow in 10 turns but he sometimes will deliberately poison things with his icy heart drippings (ingestive TYPE A) in human water sources like springs, well, etc.. He can gate in 4-5 snuwintikus/8-9 mtontnuks/13-20 mqumdas/17-22 wintikus at will once per turn.
Attanahwojas lives in a darkened valley of dead coniferous trees stunted under the shadow of humongous evergreens reaching up to the heavens (climbing these trees leads out of Tarterus). There in the darkest part of the forest the monstrous god lives in a great longhouse made of the undead carcass of a massive elk's head and trunk. The 100 foot high head has a continuous deep and hollow moan in its state of never dying misery where it lashes out (3d6 damage) at any entering the longhouse through its neck. Within the temperature is even colder with tortured human spirits droning in pain cooped up in stalls and cages. It is said that when Attanahwojas needs company he will lure those lost in the wilderness to a gateway to his realm which he can create once a year.

Amongst humans of the Far West, Attanahwojas will be featured on totem poles and ceremonial masks to ward off his evil from harming the immediate group often directing him toward enemies in general or specifically
in the use simple rites like punish enemies (see below):

Clergy will be mtontnuk (see below) wearing green-faced masks with long noses and flabby lips with scalped human hair for wigs. Their holy symbols are similar. At 3rd level (their maximum shaman level) their shamans have a starvation of the cannibals spell (see below). 
Mankind does not associate Attanahwojas with his "Western" (READ: transoceanic to the East) or other troll god counterparts but in dark sorcery circles it is well known that Ojas and Unt the Great Troll (see this blog elsewhere) are associated closely in some manner.

NEW SPELLS

Punish Enemies (Universal Magic)

Level: 0
Range: 100 miles
Duration: Until counter spelled
Area of Effect: Lands of the enemy
Components: V,S,M
Casting Time: Feast starts at sundown then dancing ends at dawn.
Saving Throw: Only if spell is countered with same ritual

This type of spell is 0 level as it can be performed by 0 level non-clergy. The casting involves dancing all night around a ceremonial fire where symbolic effigies are burned of the target person, group or people. The first part of the spell is having a feast of a large animal and burning the leftovers and remains. Dancing commences until dawn and participants chant the names of good deities in association with their group or people and then call upon dark deities in the name of their enemies. Midway through the rite, symbols or effigies of the enemies are destroyed in the fire. The simple but potent effect is that an evil deity is now focused on the enemy until they suffer in some way. This can be the form of:

On a d20:
1-7: Evil sendings (curses, plagues, etc.)
8-14:Summoning related monsters
15-19:The evil deity visiting in disguise (5% chance of multiple deities)
20: The evil deity directly attacking (1% chance of multiple deities)

+5 on rolls if its vengeance for brutal death of non-combatants

NOTA BENE: Those involved in the rite will permanently lose one point of charisma.

Components: Material: feast, effigies Somatic: dancing all night Verbal: good god(s) chant associated to allies and evil god(s) chanted associated with enemies

Starvation of the Cannibals (Alteration-Necromancy)

Level: 2 (cleric)
Range: 1"
Duration: One month
Area of Effect: Connected lands within a mile of the body of affected water


Components: V,S,M
Casting Time: One night
Saving Throw: Nil


This spell when cast over a body of water will make all animals and plants within one mile give a fraction of their nutritious value to humans and humanoids (1/10th: 30 meals a day to stay fed). Only eating the flesh of a sentient humanoid will grant greater nutritious value. Half the value of the nutrition (6 meals a day) but full nutritious value if it is the same people as the afflicted (DM discretion). Druids or other clergy of natural forces will immediately sense something is not right if walking on the affected area. They can dispell this spell in whole after a water purification spell (purify water;purify food & drink) is cast on a small section of connected waters. The material component for this spell is a handful of powdered intestinal parasites (worms of various sort will do).Somatic component caster holds powder to their own belly while waving other arm and shuffling by the water's edge. Verbal component is chanting the word "Hunger" over and over.

 
SNUWINTIKU (Greater Far Western Troll/Far Western Troll Mage)

FREQUENCY: Very rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 9"/12"
HIT DICE 10
% IN LAIR: 5%
TREASURE TYPE: G (magic), V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16 or by weapon (see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (Evil)
SIZE: L( 10' tall and see below)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VII/2550 +14 per hp


Snuwintiku is the greater troll of the Far Western lands across the ocean. They appear almost as undead humans with white eyes and lipless chewed away mouth-areas. These creatures almost seem human but have a blue-green overcast to their skin. Treat them as cold-using creatures and cold attacks do no damage. They can fly magically. If wounded they must go into cold water (or snow) to regenerate 5 hp per round. In this state, they can grow to a height of 18' tall and when this happens the strange armament that they carry, two antler shaped piercing weapons, grow in proportion. One is silver with one point (1-6 normal damage/2-12 enlarged damage) the other is golden with two points (1-12 damage/2-24 enlarged damage). Twice per day, the snuwiniku have the ability comparable to the three attacks of a wand of frost (q.v.) except the damage is higher and its treated as a 10th level caster )Ice storm: 4d10, wall of ice 50 dmg/fire-using creatures save vs death or die/cold-users 20 dmg, cone of cold 20-40 dmg, for each attack resulting in death the victim becomes an ice statue who melts away into nothing (Item saving throws vs magical frost if not passed disintegrates into water upon melting). They can talk through icy winds they generate and call for the service of mtontnuks (3-4), mqumda 20-30 or wintiku 12-18 in the name of Attanahwojas the Great Liar. Their alignment can be flexible but sometimes this does not last. If they are treated kindly these monsters will appear more and more human (shrink in size, mouth heals and complexion robust) if they continue living peacefully. They will protect those that they befriended once however once they go back to fighting they will never be friendly towards its kindly benefactors again and will devour them as soon as they're through with who they are fighting. They will then proceed to "repent" their weakness by waging war on an isolated human settlement to appease the Great Liar.

 
MTONTNUK (Far Western Troll)
FREQUENCY: Uncommon (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9"/12"
HIT DICE: 6
% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Evil (chaotic)
SIZE: L (10' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VI/400+6 per hp


Mtontnuks (pronounced MM-TONT-NUK) prefer to dwell in ruined forests of dead branches, polluted giant beaver created lakes and underground in the carved cities of evil manitou (demi-humans) especially the legendary chattawanna (evil-fanged cannibal dwarves whose breath means death. Note: coming soon. In the meantime treat as duergar, derrro or trow). They are very strong and powerful. They are armed with the following:

Giant stone tomahawk (1d8 damage)
Giant stone dagger (1d6 damage)

They have the following magical abilities: fly, enlarge (in cold water or snow to 20 ft tall doing 2-20 dmg or +12 by weapon)

They regenerate 3 HP per round if submerged in cold water (or snow) treat them as cold-using creatures. Cold attacks do no damage.

Leaders will be found in groups of 11 or more. Consider these as 8 HD/2-11 dmg/AC 4. If 35 mtontnuks or more there will be 3 leaders and a chief 9 HD/3-12 dmg/AC 3. The chief will have giant wolverines as pets. Their lairs will be filled with slaves that they eat when necessary. On average it is goodly Far Western demi-humans (known as "manitou") but most Mtontnuks keep giant beavers as slaves/food.

They can speak common tongue of the Far West and the language of Far Western trolls.

 
MQUMDA (Lesser Far Western Troll)

FREQUENCY: Common (Far West)

NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Evil (lawful)
SIZE: M (6'+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
III/35+3
leader/bodyguards: 60+4
war chief: 90+5

The name mqumda (pronounced MM-COME-DUH) inspires fear in the roving nomads of the Far West. They are high end of the rank and file humanoid soldiery from the underworld. They are subterranean but come up and hunt in packs of 20-30 in dark forests. Their prey is usually humanity. Those gone missing in the wilderness without a trace are usually their handiwork. They build their tunnel entrances in the bases of large trees these can be detected by druids on a 1 in 6, rangers on a 1 in 8 and all others on 1 in 10 unless searching the area.

They will have giant walking sticks as guards/pets (coming soon in the meantime treat as poison-spitting centipedes).

Their armor is of bone and leather which is equivalent to studded leather armor.

Any group of mqumda are likely to weapons in this assortment:

Tomahawk & Club 5%
Tomahawk & Spear 10%
Tomahawk & Bow 10%
Spear & Club 10%
Tomahawk 25%
Club 20%
Spear 20%

If a group of 30 are encountered their leader will have 4HD if 100 or more are encountered there will be a war chief of 5 HD of the biggest size about 8 feet will have crude metallic armor AC 3 and have evil semi-intelligent rocs as mounts. The war chief will have 11-18 bodyguards of 4HD.

Note: Due to the lack of currency for the Far West, their treasure for coins will be in chunks of the metal equal to about 5 coins.

NOTA BENE: Mqumda are NOT cold-using creatures but revere the Great Liar and are related to the associated "trolls" (SEE WINTIKU BELOW). They also speak the language of Far Western trolls and likely the language of nearby evil "manitou" (demi-humans).

Description: Mqumda are bright pumpkin orange in complexion with yellow tusk-like fangs. Their squinting eyes are a solid black with green pupils that show on reflection.

 

WINTIKU (Least Far Western Troll)

FREQUENCY: Rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: B in lair
NO. OF ATTACKS: 3
DAMAGE/ATTACK: by weapon after transformation 1-4/1-4/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration, crude invisibility while in trees
MAGIC RESISTANCE: Standard
INTELLIGENCE: See below
ALIGNMENT: Neutral evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
II/28+2

The wintiku appears as a human although on close inspection they seem pallid on the verge of death but they are not undead. They are more like a cross between a human lycanthrope and a troll. When it gets hungry, the wintiku takes on bestial features but they will do anything to prevent this from happening because they lose their mind. This remedy takes the form of eating everything and everyone available. Usually by deceit (leading people into traps, etc.) If they don't eat three times their mass ( Usually 3 or more people) then they will transform. Their intelligence drops from average to animal.

Fire does double damage but they regenerate 1 hp per round in cold water (or snow). Burning them is important but their icy hearts must be melted to totally destroy them.

Humans who have fallen into cannibalism and depravity slowly draw these creatures to them. Once the wintiku comes near to where the cannibal lives it then hides up a tree (treat as invisibility for this purpose only) and whispers to them at night. After 30 nights the cannibal emerges as a newly formed wintiku. If opposite gendered they will breed. Offspring percentage chance: 50% a mqumda, 35% mtontnuk, 15% snuwintiku


COPYRIGHT GENE WEIGEL 2017