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Showing posts with label underworld. Show all posts
Showing posts with label underworld. Show all posts

Wednesday, September 28, 2016

PPP Winner 2 of 3 Converted for AD&D: THE SYMP

SYMP

 
FREQUENCY: Very rare
NO. APPEARING: 2-4
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 9
% IN LAIR: 5%
TREASURE TYPE: S,T,V
NO. OF ATTACKS: 3 or by weapon (see below)
DAMAGE/ATTACK: 2-12/2-12/1-10
SPECIAL ATTACKS : Break stone/use magic crudely
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (see below)
ALIGNMENT: Neutral
SIZE: L (12'+)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/1300 + 12/hp



The symps are giant ape-like creatures that have been spotted in the remotest regions of the underground. They appear somewhat like a giant, hairless, ebon-skinned crossbreed between a chimpanzee and a gorilla. The shock white, pupil-less eyes of these monsters have a subtle glow that reveals their presence in the dark. They are completely bipedal but still retain the long armed body shape of a great ape. The average symp is around 12 feet in height but some can be up to 20 feet in height. They’re intelligence is somewhat of a mystery as they appear to be able to use devices, even of the magic sort, but have no language or societal structure. Some learned sages say they are the mindless servitors of a long forgotten underworld civilization not the byproduct of evolutionary trends but manufactured of the darkest lost sorceries of another age.

Symps are mostly solitary but annually they organize into loose bands for raiding and mating. The raids of these creatures are centralized around the settlements of deep earth dwelling civilizations. Although in recent years a great mountain fortress of the dwarves in the far North, that was completely on the surface, was overrun with such creatures. But it was not an easy victory as the symp battle prowess is one of raging chaotic destruction. A famous technique of these beasts is to break the ceiling to fall on an opponent’s head (Save VS death or 3-18 dmg). This is done by their ability to rend through stone with their punches. Symp tunnels can be crude, sharp, jagged, unstable or almost unnavigable by most all creatures. These symp “highways” are a boon to the giant apes as a source of food since many creatures don’t get too far before being waylaid by disaster.

The symp’s lack of cunning is sometimes forgotten because of their strange ability to use complex items as if they were trained to do so. A symp’s possessions which will often include looted magical items that the creatures have identified and learned to use. They can identify with a relentless problem solving intensity that defies logic. As mentioned above it is unknown how but given proper time a symp can even cast a spell from a scroll speaking the verbal incantation as if having been fully trained as a wizard. And yet the symps have no real language of their own and only communicate with each other through scent, growls and body language. Give a symp a day and he’ll figure out any complex or mechanical device as well. Although in the field application of “figured out” devices is where the symp’s true nature is revealed. From casting spells in the wrong direction to locking themselves in airless tombs these beasts are probably better off using their fists.

Many powerful wizards consider a beguiled symp to be a great resource indeed. 

COPYRIGHT GENE WEIGEL 2016 

Friday, September 16, 2016

NEW AD&D Race: The Trow

TROW

FREQUENCY: Very rare
NO. APPEARING: 2-3 or 12-48
ARMOR CLASS: 3 (and better)
MOVE: 6"
HIT DICE: 1+6
% IN LAIR: 0%
TREASURE TYPE: Individuals Qx3; Lair A, V
NO. OF ATTACKS: 1 (or more)
DAMAGE/ATTACK: By weapon type
SPECIALATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Supra-genius
ALIGNMENT Neutral evil
SIZE: S (4 1/2' tall)
PSlONlC ABILITY: By individuals (Overseers. see below)
Attack/Defense Modes: By individual
LEVEL/X.P. VALUE: Variable/Variable

Ages ago there was a time when demi-humans, humanoids and giants were one race. It was at that time, that a few broke off some chose evil exclusively and without prompting. These were the long forgotten ancestors of the trow.
In any group of trow, there will always be two who are exceptionally gifted with psionics. These will be the overseers (act more lawful). All trow have the ability to change shape once every 5 days to another human type of roughly the same size (elf, human, orc, etc.). They change before entering other civilized areas to walk amongst other races unseen. The overseers will have 5 or more HD and carry trow daemon swords, a horrible long sword with the essence of a daemon (save vs. spells or get infected by a rotting disease that slowly removes CON, a point a day, as well as changes the victim's alignment to neutral evil one step a day. If they embrace the evil in any way they will become larvae.). The overseers have two special weapons that, usually, will be used by one and the other:

TROW ACID BOMB: These bombs contain something the trow call "nerve acid" that do acid damage (2-8) but requires a save vs death or spend three rounds wracked in pain.

TROW DROP TRAP: Circular device 12 inches across they carry in a case. It takes 5 hours to reload by an engineer. Throw it into a crowd and 20 darts with type A insinuative poison shoot out (save vs poison) ThAC0: 20 +1 per foot proximity

The regulars use:
Round topped battleaxes/handaxes called "hag claws" and "hag teeth" respectively.

Their cities have even more varied types: wyvern guard (HD 4-5 ; ride wingless wyverns have type D insinuative poisoned lances), beetle rider (HD 4-5 ;ride large fire beetle variants like giant bombadier beetles carry mounted poles that shoot acid straight out of the beetle (-2 to hit as its fixed in place.), as well as magic-users who use "fungal spell rods" a variant of scrolls/spellbooks where the spells are carried around in baskets and they regrow in 6 turns after reading aloud or memorized.)

Their culture has everything covered in gold, gold veneer or gold-based dye/paint. Trow ceremonies/festivals are elaborate affairs with riches everywhere but utmost of all to them is that over the top cruelty is their hallmark. They do not enslave anything preferring to do things themselves and promote the idea that those bought or captured are here strictly for amusement. Their cities are located far deeper than any other underworld dwelling monster or race at the very bottom of foul, poisonous gas-filled, and high-temperature rifts. In contrast to other evil underworld dwellers, the golden cities of the trow have lights everywhere. This unnatural glow is legendary in the underworld. At first it appears as daylight, however, its far from it. It originates from disc-like portals to a white sun that emanates cold. Crawling through these brings one to a surface of a barren planet covered in these same portals. The majority of them lead back to where one entered within the proximity of a mile any farther risks going into a trow civilization on another prime material plane. Going to the largest portal directly under the cold sun (dead center of an area about 5000 miles long) leads to a fortress floating in the astral plane just outside of the Glooms of Hades called the Unholy House of Hags.

The trow are a fair race of black-skinned dwarves with dark purple hair. Pointed ears (no longer than a humans). They never sport beards and appear somewhat like a lean dwarf in the skin of an elf.

In World of Greyhawk, they revere Nerull and Oinodaemons. They have a racial god they exclusively venerate roughly translated called "Human Biter" called Snagoom. Snagoom appears as 20 foot tall trow with white outlined black batwings with green fumes rising from his head. The "Acid Lord" (HP: 350; AC: -2; breathes out a gas cloud that is 10" long, 5" wide, and 4" high. His double headed axe, looks like a circle with a jagged sunburst like pattern (dmg: 13-18 +9 Str) that acts as a crossbow that fires projectiles (2-20 dmg recharges in 5 rounds)..

Based on idea by E.Gary Gygax and developed by Gene Weigel and E.Gary Gygax in 2001. Finished by Gene Weigel.

COPYRIGHT 2016 E. Gary Gygax and Gene Weigel