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Tuesday, June 11, 2019

....SO BELOW Part One A: THE PSEUDOSAMARITANS



Pseudosamaritans are creatures that appear human-like but are actually strange beings of magical origin. There are 6 known types with each being very similar. One of these similarities being that they are not always “samaritans” (charitable helpers) rather their morality is shakily arbitrary.

Each pseudo-samaritan appears uniquely human making them hard to identify.

GREEN PSEUDOSMARITAN

 

FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 1
% IN LAIR: 0%
TREASURE TYPE: J(x2),K, S
NO. OF ATTACKS: 1 (and 3 in bug mode)
DAMAGE/ATTACK: 1-6 (and 2-12/1-6/1-2 in bug mode)
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Varies (See below)
SIZE: M
LEVEL/X.P. VALUE: I/10+1/hp

 






These pseudosamaritans usually pretend to be powerful but are not. They “wear” what appears to be green robes looking like those garments that are usually associated with clerics and magic-users and have large green hats. They carry a strange curved staff in their right hand that is actually a claw. When their alignment is not evil, they use it like a staff. When they openly attack the group that they are “helping” then they’re garments and human features are revealed to be part of a facade of a bipedal bug.

The green pseudo-samaritan’s alignment is temporal (time-based). Their alignment shifts over the course of the day and each difference is detectable by magic only at each time otherwise its as if the former/oncoming alignment doesn’t exist. During certain times, they will be helpful as long as they are one step away from any “good” alignment:

Midnight to 3AM – Neutral Evil – Harm and perhaps kill present associates.
3AM to 6AM – Lawful Evil – Trick and perhaps harm associates and their goals.
6AM to 9AM – Lawful Neutral – Helps if asked but will be logically stingy.
9AM to Noon – Lawful Good – Over the top help consulting everyone’s well being.
Noon to 3PM – Neutral Good – Helps in every way possible then asks to leave.
3PM to 6PM – Chaotic Good – Helps the outspoken or fringe members of a group first then duck out if they have a chance.
6PM to 9PM - Chaotic Neutral – Helps if demanded then it will be grudgingly and might just randomly walk off.
9PM to Midnight – Chaotic Evil – Robs associates blind and perhaps harm them to make an escape.


BLUE PSEUDOSAMARITAN

 



FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 2
% IN LAIR: 0
TREASURE TYPE: J(x3),K(x2), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon or 2-8/2-8/2-12
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:II/65+2/hp

 










The blue pseudosamaritan appears as a dweller of an arid climate swathed from head to toe with light blue voluminous robes and wrappings. Their facial countenance seems angry and somewhat sinister however they will be immediately helpful providing any and all assistance in the form of of defense, food, shelter and healing. They will be helpful three times then once that is over they become mean-spirited and cruel never helping again but lingering until the time is ripe by joining their foes’ side and attacking. Huge fangs emerge from behind their teeth and attack the nearest “friend”. Those bitten must save versus paralyzation.

 


RED PSEUDOSAMARITAN

 


FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M (7’+)
LEVEL/X.P. VALUE:III/145+3/hp

 







These creatures look like thin tall demi-humans with strange red clothing (its really their skin) and are helpful for one day. They will be mute using simple sign language to appear peaceful.

During this period, the red pseudosamaritan will point to wounds on anyone damaged that they encounter. They will produce magical bandages that will feel easing to the touch. These bandages will heal 1-8 damage per application. When they’ve helped all they they will quietly follow them.

Those that they’ve healed have been marked. The healing bandages are actually made from strips of congealed saliva which creates a “seasoning” that marbleizes the victim’s muscles. After 6 hours they must make a saving throw versus paralyzation or they will lose one STR point (or ½ of an exceptional STR rating). If confronted prior to 24 hours they will play dumb.

At the end of 24 hours, they will attack, revealing long six long insect legs under their robes and a massive maw. If they land two attacks on one opponent on a 20 and they will swallow them whole.



 

GREY PSEUDOSAMARITAN

 

 
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 4
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (Bite)
SPECIAL ATTACKS: Tongue (+4 to hit no damage pulls in next round)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:IV/150 + 4/hp

 








This monster appears as a full plate-armored warrior without a helm. On close inspection the “plate” seems to be made completely out of chain links like chainmail.

This is all a deception as the “head” of the grey pseudosamaritan is actually where a human’s torso would be. It animates its victim’s head speaking through it with a strange tongue-like organ. The neck of the “armor” is actually its mouth. It has two eyes one in the middle of its chest and another on the opposite side on its “back”. Both are well hidden under the carapace that looks like chain links.

The tongue will keep the head fresh for 12 hours then it starts to decay and turn blue.

They will hold human weapons for show but whenever fighting occurs they will duck out and say they had to hold back due to injuries. They will do this at least three times (3-6) before attacking with their tongue which is a damageless sticky attack. If victim is pulled to mouth then full damage (12).

 





YELLOW PSEUDOSAMARITAN


 
 

FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 5
% IN LAIR: 0
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: None or special
SPECIAL ATTACKS: Insect plague
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M or 30’ radius swarm
LEVEL/X.P. VALUE:V/170 + 5/hp

 







This pseudosamaritan prefers others to do its dirty work. It appears as an old man with yellow robes of a mendicant.

It hands out illusory healing potions that feel like they did 3d8 healing. They steer parties towards large foes with deliberately bad tactical advice (“They fear fire.”, “Its an illusion just disbelieve.”, “They are just thieves in disguise.”, etc.).

When the battle appears to go badly for a party the yellow pseudosamaritan leaps in to help the enemies. It turns into a swarm of stinging insects similar to an insect plague spell except vision is 4” and damage is 2 points per round.

They never favor “dining partners” and will usually just quickly devour secondary gore (blood and what ever is laying around) and move on.

 


ULTRAVIOLET PSEUDOSAMARITAN


 

 
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0 (if attacked in the ethereal it is AC 6)
MOVE: 15”/21”
HIT DICE: 6
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon purple flaming sword 3-18 plus fire damage (1-6)
SPECIAL ATTACKS: Lightning ball (See below)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: L (12 ft tall)
X.P. VALUE:VI/475 + 6/hp

 





The ultraviolet pseudosamaritan appears as an angelic being with mauve wings, a purple halo and a central violet glow.

They will aid parties in combat or so it seems.

They are temporarily non-corporeal and are not on the prime material plane. When in this state, they can become invisible to others besides their "allies" after concentrating for a turn.

They will feign participating in combats waiting until the party is weakened. Once satisfied that all combatants are sufficiently weakened they enter from the ethereal plane to the prime becoming corporeal attacking all (their “foes” as well).

They use a purple flaming long sword in combat. Also they have a weird bioelectrical “lightning ball” attack once every turn Treat as an underwater lightning bolt (2” diameter) doing 6D6 damage.

They are immune to prime material cast spells when in the ethereal state and vise versa.

They will drink the fallen’s blood like a leech and leave them completely exsanguinated and extremely pale.


Monday, June 10, 2019

AS ABOVE... Part 1A: ACYFER THE ANTI-DEMON

ACYFER (The Anti-Demon)

Greater God

ARMOR CLASS: -I
MOVE: 15"/30”
HIT POINTS: 255
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Claws 3-18 (+ 9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 85%
SIZE: L (14’)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutral and neutral
alignments. Also profaners.
SYMBOL: Two pairs of abstract peering eyes in a circle.
PLANE: Concordant Opposition
CLERIC/DRUID: 20th level profaner (cf)
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 20th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S:21(+4,+9) I:25 W:25 D:18 C:21 CH:23

He appears as a giant reddish grey human. His 4 eye sockets have multiple irises and pupils. He is never armed, fighting with his massive clawed hands. but sports a large magical belt (See below).

If attacked for three rounds, he heals everyone to full health then disappears. During this three rounds of combat, he will listen to any who have tried to hit him and missed. Of these combatants, there is a 50% chance of granting one of them a limited wish. The limited wish arrives one hour after his departure.

Acyfer’s magical belt is an artifact in itself. Any who don it, in addition to it having standard artifact abilities (I:A,GG;II:T,YY;IV:J(x3),V:V(x10);VI:I), will summon 0-19 temporions (cf.).

Temples of Acyfer are so non-contemporary that they are seldom called “temples”. Worship is usually in cave, cellar and developed undergrounds (city works) usually reserved for Mystery type cults (and plays).

His priests are never druids despite his neutral outlook. The clergy will either be modified clerics or profaners (cf. “...SO BELOW Part One” in this blog).

Clerics of Acyfer will not exceed 8th level, turning good and evil results only in ignoring, protection from evil is in regards to any alignment, and never have access to 5th, 6th, and 7th level spells in any form. In addition clerics get the ability at 8th level to conjure any single temporion at random.

Cleric Quick Reference:
SPHERE OF CONTROL: Active neutrality, ANIMAL: Rat-hunter dog breeds, CLERICS(or profaners): male/female/non-human(only human for profaners), RAIMENT: Head: Stylized eye over eye helm and 4 eyed amulet, Body: Multicolored robes for high priest;singular color for adept. COLORS: Entire spectrum, HOLY DAYS: Any equinox, SACRIFICE/PROPITIATION: Frequency: Random, Form: Burning of “Weeds of the Dragon” (like a camphor but a little noxious in scent, grows outside dragon lairs), PLACE OF WORSHIP: Never standard temples (See above paragraph).

IN THE WORLD OF THE SWORDLANDS (Gene’s Campaign): Acyfer the Anti-Demon, was once described, by the adventurer Corlag, as a real neutral’s neutral. That is, Acyfer is so neutral that its unconventional. In the philosophies regarding this being, it is simply put that as all druids head into the wilderness, all followers of Acyfer gravitate the other way. Not exactly to cities but half the way there from rustic pagan splendor to the dross suburbs and the criminally infested outer wards.
Across the Swordlands and the surrounding expanses, Acyfer is briefly mentioned in a popular mythic romance cycle called Atlaw & Chorins often heard in odd taverns serving hot foreign beverages. This recounts the tale of a profaner and a druidess and how Acyfer was less caring in his neutrality than the goddess of the druids (Runa the Wild Empress).
The are legends of a mysterious loose order of knights called the Knights Anti-Templar who carry the stylized symbol of Acyfer emblazoned on their banners and shield devices.
Green pseudosmaritans (...So Below Part One A) will usually feign to be his clerics and sometimes are found in the sacred cave complexes..




Saturday, March 2, 2019

TETUTUPHOR: THE ELEMENTAL CASTLE ENVIRONS: CHAPTER TWO A- HUMONGOUS TROLL CAVERN (A SPECIAL CHAPTER OF SECRET OF THE GREATER TROLLS PART 8)

 

AREA 2:

 

 

 

1) SNAKE ATTACK:Waiting here in the dark are 8 giant spitting cobras (8 giant spitting cobras: AC 5; MV: 12"; HD 4+2; #AT 1; D 1-2; AL N;  SA spit 3” poison save vs poison. Size M.). The remains of deer, small mammals and some demihumans are found here. If searching through the bones there is a short sword +1 thats elaborate scabbard has been almost destroyed by digestive juices. One can just make out a number “6” shaped from a stylized snake (Iuz’ secret sign).

2) BURNT TROLL: The passage in the hillside bends and leads here where the form of a large troll is outlined in a burnt shape on the floor.  Close inspection reveals it was done long ago. In an alcove to the North (2A) there resides two giant spiders (2 giant spiders: AC 4; MV 3"/12"; HD 4+4; HP: 30,31; #AT 1; D 2-8; AL CE; SA bite is poisonous.). Anyone walking North of the burnt troll area becomes stuck on webs on the floor. The spiders are hungry but they can be bargained with if the temple of elemental evil is mentioned in the language of giant spiders or trolls.

3) BAT CAVE: This guano-filled bat cave is home to many ordinary bats.
1300 ordinary bats: (AC 4, 8 in crowded flying conditions; MV 24"; HD 1-2 hp; hp  500x2 800x1; #AT Special; D Special)
The hole in the roof is sufficiently large that the bats can escape if alerted and they will not harm the party unless they are contained somehow (causing 1-10 damage every round swarming). However, it is also home to a troll of tremendous size who will be alerted by the bats being riled up in any manner.

The troll has been altered by long exposure to elemental magic experiments.
 

One Elemen-Troll (AC 2; MV 12"; HD 11; hp 79; #AT 2 claws, 1 bite; Damage: 2-20/2-20/3-30; SA can attack three opponents at once; SD regenerate 4 points/round, two rounds after taking damage).
 

It will sleep on a heap of offal on the Southern wall. Near there is a clear area with a hole (See 3b below) but the rest is broken old shrubbery and matted hay. Within is a black oily sack that bears a four-colored wheel symbol red, green, blue and brown. Its contents are 9667 g.p. . There is also a rolled note on thick vellum reading “TO TORFONN, THIS IS FOR GRONZ THE NOW GREAT TROLL TO RETURN TO HIS POST." (This is stamped with the heraldry of Iuz; A star in a triangle in a circle with an ourobouros serpent. Also with a tiny 10x10 grid in the center at the "54" point there is an indentation. )”
Note: The remains of "Torfonn" and those of his comrades are in the manure below.

3A) Hole in Roof: This is the entrance that the humongous troll enters into the cavern.

3B) Humongous Troll Poop Hole: If one follows this fetid drain they will end up sliding into the ceiling of area 5 and falling into manure.

4) GREMLINS: This cave has a dank loam floor but some rock shelf-like crevices about 3 feet high wrapping around the chamber. This is the lair of a breed of jermlaine that dwells closer to the surface than its deep-dwelling cousins called “cave gremlins” (differences AC: 6 (small shields;bucklers under skin folds); HD: 1; D: 1-6 or by weapon (spears and short swords); No special defenses for 1/2 damage like their cousins because of size as these are larger 3’ tall; xp: 10 +1 See New Monster Cave Gremlin Below). They have clay colored folds of skin and their heads are warty appearing like grey stones embedded in a larger rusty stone. When standing still they look like strange rock formations.
 

17 Cave Gremlins (AC 6. HD 1. hp 6, 2, 3, 6, 6,1, 5, 5, 4, 5,1, 3, 3, 2, 2, 3, 2. #AT I, D 1-6 or by weapon.)
 

They hide their spears next to them in piles of grit and palm-sized stones. There is a massive spike trap that descends from the ceiling right over the middle of the chamber and they will try to lure all combatants to the center of the room by creating a sort of phalanx with 9 of their shields locked with swords out and the other 8 spearing over them. Once in place, one acts fearful then breaks rank and cuts the hidden rope. The trap will spike those who are over 3 1/2 feet tall unless a saving throw versus death is made.
 

5) MANURE PIT: A huge steaming cesspool of troll droppings filled with human bones and debris. If an hour is spent sifting through they will have a 50% chance of catching a disease (3 in 6). They will find attached to the human remains: 
1. A pouch with 56 s.p., 
2. An ivory tube with a magic-user scroll (Push, Jump, Friends, Leomund’s Trap, Magic Jar, Extension III), 
Bracers of Defense (AC 2), 
3. Shield +2, 
4. Broadsword +1, 
5. A bone tube with an itinary for a delivery of smoked Okelard cheese to Ostler Gundigoot in Hommlet from Veluna City, 
6. A ruined velvet cape with the ourobouros heraldry of Iuz stitched on the inside and #54 "grid demarcation" (See vellum note in area 3 above), 
7. An ivory tube with a map of the levels of the Temple of Elemental Evil designating Zuggtmoy’s location and
 8. Scratched note that says in the specific speech of red dragons: "NULB IS NOT NULB". If read by speakers of other dragon languages it will say mistakenly: "NEVER GO TO NULB"
 

ELEMEN-TROLL

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 11
%IN LAIR: 35%
TREASURE TYPE: E
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-20/2-20/3-30
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration and can only be affected by magical versions of elements (ex: fire)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (25’ tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE:
VII/3550 + 16/hp

This troll type is not really a separate race of troll but rather a curious (unique?) after effect of trolls exposed to elemental experimentation with spells. The raw elementary forces will bond with their regenerative nature. They will isolate themselves and tend to dwell in lonesome caves. Unlike regular trolls they will surround themselves with sinister seeming animals for company especially bats, snakes, spiders and sometimes the lesser of humanoids.

Like normal trolls, they attack with their greatly enlarged forelimbs and mighty teeth. However, they regenerate at a faster rate (4 hp per round starting  after only 2 rounds of damage) and can only be burned by magical attacks that burn.

They can last up to 48 hours in each elemental plane’s harsher environs but this resistance will not last. They must return to the Prime Material Plane or lose resistance in total (fire will burn, water will drown, earth will bury, air will suffocate, etc.). They are not considered wholly planar creatures in regards to being dismissed or banished in anyway

Description: These trolls appear like gigantic stocky trolls with red, green, blue and brown cross-shaped splotches over their troll green hide.
 

CAVE GREMLIN (Surface Jermlaine)

FREQUENCY: Very rare
NO. APPEARING: 12-22 (2D6+10)
ARMOR CLASS: 6
MOVE: 15" (Mountain type: 12"/15" Class E gliding)
HIT DICE: 1
%IN LAIR: 75%
TREASURE TYPE: Per 5 individuals P;In lair R,S,T
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low but extremely cunning
ALIGNMENT: Chaotic evil (with neutral tendency)
SIZE: S (3' tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEL/X.P. VALUE:
I/10 + 1/hp

These creatures are related to bane-midges that colonized surface caves ages ago. They appear much like their cousins except they are a few feet larger and their skin folds are more droopy often covering their buckler shields. They share most attributes except where noted.

They frequent with rats sometimes but not as intimately as jermlaine. There is only a 10% chance of rats and 5% chance of giant rats or bats. However, there is a mountain variety (In World of Greyhawk, they will be found in valleys of Corusk, Griff, Lortmil and Rakers mountain ranges in the same niche as aarakocra whose eggs they prey upon.) that favors bats (50%), vultures (25%) and vulchlings (10%). The regular variety are found in the same niche as standard jermlaine but are more common by one degree in frequency on the surface (See MMII).
 The mountain variety are known as valley gremlins and are often favored by evil mountain dwelling spellcasters as crude wards to alert of approaching intruders.
 

Standard Cave Gremlins typically weaponed as following:
spear 50%
small sword & buckler 30%
hand axe 20%
 

Mountain variety typically weaponed as following:
short bow 50%
spear 35%
hand axe 15%

Description: These creatures have a brown clay colored folds of skin that seems like draped and ragged wings. Their heads similar to normal jermlaine but are more warty appearing like grey and knob-like stones embedded in a larger rusty stone. When standing still they look like strange rock formations.The mountain variety have hair on their bumps that look like green lichen and their drapes are functional wings.

Tuesday, June 19, 2018

AS ABOVE... SO BELOW (PREAMBLE)

I've been working on a pretty big series and I just want everyone to be on the same page before it starts. So I want to lay down some knowns so that light readers don't think I'm pulling this shit out of my ass. So I want to reiterate E. Gary Gygax's DUNGEONS AND DRAGONS view on the planes which is well known but has been abandoned by the official owners of DUNGEONS AND DRAGONS for their own versions of things that completely and honestly, I don't understand.

Gary worked with the idea of multiverses where each D&D campaign, that you the users played at home, was in its own universe.

For me, I have played in many standardized and unique universes by others and had several universes of my own with their own unique themes. The one that I usually work with on this blog I dubbed "The Swordlands" which is based on my oldest fantasy game and story ideas. As you have seen on this blog so far, my fantasy campaign has been well loaded with "new shit" for the longest time. My first "Monster Manual" was created in 1981 and within there was a floating, bodiless, and bulbous headed race that all wear eyepatches. (COMING SOON..GAHH!!!) That aside, this new series of articles AS ABOVE... SO BELOW will deal with the planes. Those dimensions that surround and influence the universes. 

Wait, Gene, my head just exploded!

I know. It works best if you just don't think of planes as walking through a "mall" and seeing different "shops" but rather the planes are like a budget of conceptual needs that all the infinite universes require to make it work. 

Gene, uh, exploding head...?

Alright, don't think about it. That is the best way to do it. If there is evil in the world there has to be some kind of unlimited evil source that comes from beyond. And to counter that (hopefully that is where you come in) within fantasy and reality, comes the unlimited potential for good. Gary Gygax alternatively described this as "weal" to drive home the aesthetic of the concept as welfare related and helpers of dynamic nature not do-nothings who wait for help. 

So to make YOU the player as the "good guys", the (sole?) creator of D&D, Gary Gygax, a devout Christian, wanted to point out fantastic evil was all over the place and was the problem for those of a heroic nature. Of course, that didn't stop those looking for attention to make accusations of something weird going on in Gary's codification of all the "bad guys". Some even suggesting it was the basis of a religious cult. This is totally mentally deficient thinking. Nobody wants to play a game called DUNGEONS OF CANDYLAND. Evil is needed for heroic adventures.

That said there is absolutely no danger in a kid seeing a game designed for adults that suggests there are forces of evil in the real world. If you disagree then I really don't know what to say except look elsewhere. 

Ah!! Its the Devil!

Yes, the concept is that beings that exist on the planes are manifestations of forces whether that be an implaccable natural force or a pervasive idea that drives the minds of people. 

Lets go to the visual aids for DMs. 

Here is the alignment "graph" included in the 1978 Players Handbook but it has been redone and colorized by me:

The color coding comes from E. Gary Gygax's DRAGON MAGAZINE article that appeared issue #73 (MAY 1983) which I've made a color reference for:

I am not reprinting the wheel of the Outer Planes here as everyone can just pop open their Handbooks and look at it but in that same issue Gary had said that he was not satisfied with what was featured in the PLAYERS HANDBOOK regarding the "torus" shape of the Inner Planes. With input from Steve Marsh (creator of many monsters in the MONSTER MANUAL), Gary devised a cube setup and that version, which seems to have been totally forgotten in all D&D post Gygax, so with total neglect in mind, I've completely cleaned it up for easier use (Keep in mind this is unrelated to the "Outer" colors shown above):


Alright, so this cube had a random chart that went like this:

THE INNER PLANES        
—
Concordant Opposition Ochre    

1 Prime Material Turquoise    

Elemental Planes:
2 Air     Blue    
3 Earth Brown    
4 Fire     Red    
5 Water Green    

Para-Elemental Planes:        
6 Smoke Pearl    
7 Ice   Aquamarine
8 Ooze     Chocolate    
9 Magma Maroon    

Quasi-Elemental Planes:        
10 Lightning Violet    
11 Steam Ivory
12 Radiance Rainbow spectrum
13 Mineral Pink    
14 Vacuum Ebony
15 Salts Tan    
16 Ash Grey (dark)
17 Dust  Dun    

Others:        
18 Positive Material White    
19 Negative Material Black    
20 ¹ Shadow Silver    
20 ¹ (Time)(Colorless)
 -- Ethereal     Purple    

¹— Optional: Either assign 50% chance for each of  d6, treating 6 as a 1, to yield a result of 1 through 5.
   
 

So if you rolled a "20" and the two d6's and got both "shadow" and "time"  don't know what that is but I've always assumed its a Lovecraftian reference (i.e. "THE SHADOW OUT OF TIME") so its the Yog Sothoth dimension for your ass! ;)

Now I need to go over some forgotten shit.  So its not an endless "WHADDUHFUGGIZZIS? I hate da Planes!!! I hate da Planes!!!" reaction every time.

 Istus, the fate goddess, created by E.Gary Gygax for his WORLD OF GREYHAWK setting (a booklet and map for D&D players to play in the official D&D background which later after Gygax was turned into a joke and set about cheesy editors and hacks throughout the late 1980's, 1990's and 2000's), was featured in DRAGON MAGAZINE #69 (JAN 1983) and had a "time elemental". This time elemental was later featured in the MONSTER MANUAL II. 
The Plane of Time, in a D&D book written after Gary Gygax left TSR called MANUAL OF THE PLANES (1987), was reduced to a "demi-plane" (he described as a forming plane but AD&D players already were well aware what a demiplane was from the adventure ISLE OF THE APE as something created from wizardry) which is kind of ridiculous. I'm not saying the author Jeff Grubb was strange but in the preface he mentions that his parents hid garbage all over the house. NO JOKE! 

Keeping all this in mind and that the designers post-Gygax had nothing to lose in dulling down D&D to make their job easier, now that the boss was gone, we've reestablished that the Plane of Time was supposed to be a massive D&D related thing. STURMGESCHUTZ & SORCERY? SIXGUNS AND SORCERY? MUTANTS AND MAGIC? 

Keep this in mind for upcoming installments.

Another factor, of the 1987 MANUAL OF THE PLANES, was the lack of the alternate Partial Planes of Imagination. This concept introduced in the "EX" series of adventure modules was completely ignored in the wake of Gygax's departure from D&D. Here is the reference in EX2 THE LAND BEYOND THE MAGIC MIRROR (1983) by E.Gary Gygax:

As you read the material herein, it will become clear that the premise upon which the scenario is based is somewhat unusual in AD&D™ game terms. It is supposed that somewhere in the infinite multiverse exists the Partial Plane whereon young Alice made strange discoveries after passing through a looking glass. Furthermore, it presumes that this Partial Plane is but one of the endless variations on the original—one in which famous fictional characters are altered to different states entirely. In any case, the scenario offers new vistas in exploration and adventure: here players will greet lovely talking flowers, see and speak with Humpty-Dumpty, interact with the Iaughable Tweedledum and Tweedledee, and have a chance to stroll a beach with the droll Walrus and compassionate Carpenter.

With this in mind there are variations of all things in all forms. The need for a cast iron version is totally unnecessary. A Hyborian Age as a version of Earth's past in various "Prime Material Planes" and "Partial Plane of Imagination versions" where there are infiinite variants that are even crazier. This might truly be the lost promise of D&D right there and its been here all along. Once we got nailed down by that Manual of the Planes stuff everybody just forgot about it. 

Alright, now for the premise of AS ABOVE...SO BELOW. Each article will feature a plane-oriented thing and a reality bound related thing hence the name. This could be a monster, an item or even a spell but mostly monster stats. Notice the trend here? MONSTERS!!!!! ;) 

As a default, the "reality" is going to be my own campaign that I just mentioned called "the World of the Swordlands" that I usually feature here in the blog but its all fantasy universal style with you, the reader, using it for your "world" in mind, etc., etc. (For future articles, I want to detail aspects of the Swordlands but it will be unnecessary.)

Wednesday, May 23, 2018

NOW THAT IS A HORSE OF A DIFFERENT COLOR PART II: THE WOEFARER

WOEFARER

FREQUENCY: Very rare

NO. APPEARING: 1(on low hanging stratus-like cloud islands 12-36;sometimes stampeding/On upper cloud islands 3-12 “broken” in;sometimes grazing)
ARMOR CLASS: 0
MOVE: 24” (30” over ice, See below)
HIT DICE: 18
%IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 

DAMAGE/ATTACK: 2-20/2-20
SPECIAL ATTACKS: Trampling (3-30)
SPECIAL DEFENSE: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Neutral (Chaotic neutral)
SIZE: L (30' long,20' at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: IX/9650+25/hp

These extremely rare creatures are the storm giant horses of legend. Even storm giants think they are hard to find. To others, they are simply known as woefarers. 


They can move very fast over ice, even very little of it, as if floating. In addition, while they cannot fly, they can leap very far up to one mile. This is how they return to their lofty homes in the largest of clouds (See below).

They have an affinity and temperament for destruction but also they are natural builders and they can increase stronghold construction times (divide by 4) and they have a siege value of 8 per round (wood), nil (earth), 6 per round (soft stone), and 4 per round (hard stone). They will pile up and make strange habitats out of the "nubilous stratum” of clouds islands (See below). They can carry up to 10,000 gp unencumbered and 20,000 gp encumbered. If encumbered they can no longer jump one mile but a distance of half that (1/2 mile;2640 feet).

They speak the language of all horses and horse-like creatures. They speak the tongue common to Northern European-like countries and if broken in (50% chance) they will speak the language of their riders. They will respect heroic veteran horses that have seen many combats but ultimately will not willingly break from their chaotic alignment and run off or kick wildly. There are unlikely, but possible considering the subject, exceptions to this. If the mount of a deity is present (for example, Sleipnir, the horse of Odin/Wotan) then they will be calm. A 20th level cavalier may approach them and speak with them on peaceful terms but only on subjects involving their direct interest.

Riders must be at least over 10 feet tall to "saddle" and use a giant-sized saddle on these beasts. All tack and harness can be acquired custom at 100x the price but a custom human-sized saddle would require an elaborate tack and harness system at least a year to make at a cost of 10,000 gp.       

Description: They appear as massive warhorses of white with dark eyes.

Aether clouds: In the World of the Swordlands, there are strange cloud “islands” that exist in the Upper Aether (Where the atmosphere meets the Ethereal Plane) and are the fabled homes of giants as well as other creatures. It is said that the “ground” is made of a mysterious implaccable but equally soft substance that originates from the Elemental Plane of Air called nubilous stratum by those of the clouds (Note: This subject  I’m going to cover more about in an upcoming feature on elemental dwarves. Keep posted.). Giants make their abodes on the highest peaks of gnarled “mountains” over flat, low-flying and stratus-like plains. In that massive flat expanse is the home of the woefarers who feed on strange wisp-like growths called "scirra grass" (while not magical alone it can be used to concoct flying potions) and find shelter in the valleys below the giant domains.

Note: Also in my campaign, the Swordlands, many of these creatures were enslaved long ago by an evil empire in the clouds that uses them for their raids on the lands below. This kind of woefarer are known as the “Horses of the Night Giants”. This breed is totally corrupt and serve as mounts for evil cloud giants. They appear dark grey (almost black) with bright red mane, tail and foot hair.  They have a blue spark to their black eyes. They speak their alignment tongue of neutral evil, as well as cloud giant and a smattering of the languages of the various evil giants and larger humanoids.

COPYRIGHT 2018 GENE WEIGEL

Wednesday, April 25, 2018

WORLD OF GREYHAWK: GOBLIN KING LOCATION?

"Goblins have a tribal society, the strongest ruling the rest, allowing fealty to the goblin king."

 This quote was by E. Gary Gygax in the 1977 AD&D MONSTER MANUAL. Where this goblin king was nobody got around to it. 

In the late 70's and early 80's the default "D&D world" was WORLD OF GREYHAWK. Using the random encounter charts in cluded in the 1983 World of Greyhawk Boxed Set, I have concluded that its most likely the Pomarj. The boxed set encounter charts override the DMG standard charts and here is percentage chances based on the data in the encounter charts. The DMG has "humanoids" including goblins based on terrain. (NOTE: these are only areas that say "goblins" or "humanoids" on the WOG charts otherwise there may be a standard chance of goblins for all areas even ones not included but the likelihood of the goblin king is unlikely.

LOCATION OF GOBLIN KING BASED ON POPULATION OF GOBLINS IN ENCOUNTERS:

POMARJ 6% chance of goblins + 3% G&X goblins and xvarts) [standard DMG 55%]

Compare:

OTHER SPECIFIC GOBLIN ENCOUNTER POPULATIONS:


Bandits 3% Goblin/2% Goblin & Xvarts [standard DMG 40%]

Bone March 3% Goblin/1% Goblin & Xvarts [standard DMG 55%]

Horned Society 2% Goblin/1% Goblin & Xvarts and 2% General Humanoids [standard DMG 50%]

Iuz 2% Goblin [standard DMG 45%]

Rovers 2% Goblin & Wargs and 3% General Humanoids [standard DMG 45%]

Scarlet Brotherhood 3% Goblins [standard DMG 40%]

GENERAL HUMANOID (GOBLIN ON SUBTABLE) ENCOUNTER POPULATIONS:


NW Baklunish States 2% General Humanoids [standard DMG 45%]

Barbarians 2% General Humanoids [standard DMG 40%]

Blackmoor 3% General Humanoids [standard DMG 55%]

Bissel 2% General Humanoids [standard DMG 55%]

Celene 3% General Humanoids [standard DMG 20%]

Dyvers 2% General Humanoids [standard DMG 55%]

Furyondy 4% General Humanoids [standard DMG 10%]

Gran March 5% General Humanoids [standard DMG 35%]

Great Kingdom 7% General Humanoids [standard DMG 30%]

Greyhawk 1% General Humanoids [standard DMG 60%]

Highfolk 2% General Humanoids [standard DMG 55%]

Keoland 5% General Humanoids [standard DMG 45%]

Ket 3% General Humanoids [standard DMG 55%]

Medegia 5% General Humanoids [standard DMG 35%]

Nomads 5% General Humanoids [standard DMG 55%]

Nyrond 3% General Humanoids [standard DMG 50%]

Pale 2% General Humanoids [standard DMG 55%]

Paynims 2% General Humanoids [standard DMG 75%]

Perrenland 4% General Humanoids [standard DMG 50%]

Provinces 3% General Humanoids [standard DMG 45%]

Ratik 6% General Humanoids [standard DMG 55%]

Sea Princes 4% General Humanoids [standard DMG 55%]

Shield Lands 10% General Humanoids [standard DMG 45%]

Spindrift (Lendor) 5% General Humanoids [standard DMG 35%]

Sterich 6%General Humanoids [standard DMG 45%]

Stone Hold 5% General Humanoids [standard DMG 55%]

Sunndi 7% General Humanoids [standard DMG 40%]

Tenh 7% General Humanoids [standard DMG 55%]

Ulek (Prince) 2% General Humanoids [standard DMG 45%]

Ull 5% General Humanoids [standard DMG 60%]

Urnst County  4% General Humanoids [standard DMG 55%]

Urnst Duchy 3% General Humanoids [standard DMG 55%]

Valley of Mage 3% General Humanoids [standard DMG 65%]

Veluna 5% General Humanoids [standard DMG 40%]

Verbobonc 4% General Humanoids [standard DMG 55%]

Wild Coast 7% General Humanoids [standard DMG 60%]

Yeomanry 5% General Humanoids [standard DMG 45%]

GEOGRAPHICAL GOBLIN ENCOUNTER POPULATIONS 


(There are no specific goblin encounters in any geographical areas.)

Adri Forest 7% General Humanoids [standard DMG 55%]


Bramblewood Forest 7% General Humanoids [standard DMG 70%]

Celadon Forest 2% General Humanoids [standard DMG 25%]

Dim Forest 6% General Humanoids [standard DMG 65%]

Dreadwood 10% General Humanoids [standard DMG 55%]

Fellreev Forest 8% General Humanoids [standard DMG 60%]

Forlorn Forest 5% General Humanoids [standard DMG 75%]

Gamboge Forest 5% General Humanoids [standard DMG 50%]

Gnarley Forest 5% General Humanoids [standard DMG 50%]

Grandwood Forest 5% General Humanoids [standard DMG 50%]

Hornwood Forest 5% General Humanoids [standard DMG 70%]

Hraak Forest 5% General Humanoids [standard DMG 75%]

Loftwood Forest 10% General Humanoids [standard DMG 70%]

Nutherwood Forest 7% General Humanoids [standard DMG 70%]

Oytwood Forest 5% General Humanoids [standard DMG 70%]

Phostwood Forest 7% General Humanoids [standard DMG 70%]

Rieuwood Forst 5% General Humanoids [standard DMG 35%]

Sable Forest 10% General Humanoids [standard DMG 70%]

Spikey Forest 10% General Humanoids [standard DMG 70%]

Suss Forest 6% General Humanoids [standard DMG 45%]

Tangles Forest 10% General Humanoids [standard DMG 65%]

Timberway Forest 10% General Humanoids [standard DMG 70%]

Udgru Forest 7% General Humanoids [standard DMG 70%]

Eastern Vesve Forest 7% General Humanoids [standard DMG 50%]

Western Vesve Forest 5% General Humanoids [standard DMG 40%]

Welkwood Forest 5% General Humanoids [standard DMG 50%]

Barrier Peak Mountains 11% General Humanoids [standard DMG 50%]

Crystalmist Mountains 11% General Humanoids [standard DMG 50%]

Joten Mountains 11% General Humanoids [standard DMG 50%]

Clatspur Mountains 4% General Humanoids [standard DMG 65%]

Yatil Mountains 4% General Humanoids [standard DMG 65%]

Corusk Mountains 5% General Humanoids [standard DMG 60%]

Griff Mountains 5% General Humanoids [standard DMG 60%]

Raker Mountains 5% General Humanoids [standard DMG 60%]

Hellfurnace Mountains 8% General Humanoids [standard DMG 60%]

Lortmil Mountains 4% General Humanoids [standard DMG 25%]

Sulhaut Mountains 5% General Humanoids [standard DMG 40%]

Ullsprue Mountains 8% General Humanoids [standard DMG 60%]

Abbor-Alz Hills 7% General Humanoids [standard DMG 55%]

Blemu Hills 18% General Humanoids [standard DMG 55%]

Bluff Hills 18% General Humanoids [standard DMG 55%]

Cairn Hills 7% General Humanoids [standard DMG 40%]

Drachensgrab Hills 18% General Humanoids [standard DMG 55%]

Gloriole Hills 5% General Humanoids [standard DMG 20%]

Hestmark Highland Hills 5% General Humanoids [standard DMG 20%]

Howling Hills 18% General Humanoids [standard DMG 55%]

Kron Hills 5% General Humanoids [standard DMG 40%]

Sepia Upland Hills 10% General Humanoids [standard DMG 45%]

Spine Ridge Hills 18% General Humanoids [standard DMG 55%]

Tor Hills 18% General Humanoids [standard DMG 55%]

Tusman Hills 10% General Humanoids [standard DMG 45%]

Yecha Hills 10% General Humanoids [standard DMG 45%]

Dry Steppes 5% General Humanoids [standard DMG 65%]

Rift Canyon 10% General Humanoids [standard DMG 60%]

Vast Swamp 5% General Humanoids [standard DMG 60%]

Friday, March 30, 2018

DO-IT-YOURSELF INTERPRETATION OF TOEE RUNES & GLYPHS

In 1985, the adventure module T1-4 THE TEMPLE OF ELEMENTAL EVIL came out and the company that produced it (TSR) was coming apart at the seams. In the wake of its release, the publisher was busy being devoured by lawyers, detectives and traitorous investors. So the production was really mixed (Gygax was not really to blame and co-designer Frank Mentzer was not really to blame either.)

So that said, there is a section that has brought some consternation as to what exactly was being said. Its the doors to the main adventure area the Temple of Elemental Evil's entrance. There were some weird magic runes depicted and they sort of match some runes and glyphs that were included in the 1980 and 1983 World of Greyhawk material by Gary Gygax. I have included both versions side by side 1980 on right and 1983 on left .I also previously included all comparisons some time ago on this blog here

On pages 39-40 it reads next to an image (included below in interpreting chart)

SEALED DOORS
Four pairs of huge bronze doors are
located within the Temple areas. The first
pair is the Grand Entrance (Upper Works
area 1), and will be encountered early in the
adventure. Other doors are within the
dungeon at areas 145, 210, and 352.
Each pair of doors is held fast by huge
iron chains, and all cracks are sealed with
soft iron. Graven upon each portal are magical
runes which glow in a silvery radiance.
These portals are the binding forces
which even now confine the demoness Zuggtmoy
to the dungeon (Level Three). If one
or more pairs of doors are sundered, Zuggtmoy
gains some freedom and additional
powers; see area 353 for detailed notes, as
well as the monster description in Appendix
B. Show diagram 10 to the players whenever
a character approaches within 10 feet
of any pair of these doors. The intruder
must make a saving throw vs. spells, applying
a -2 penalty to the roll, to resist the powerful
permanent antipathy magic
represented by the silvery runes. Failure to
save means that the character cannot
approach within 10 feet of those doors, and
is likewise forever blocked from the other
portals of like dweomer found in the
dungeon. The victim cannot even bear to
look upon the silvery runes.
If the saving throw succeeds, another
must still be made whenever the character

 again comes within 10 feet of the same portals,
or of like portals elsewhere. Any failure
to save produces the effect noted above.
If the doors are successfully approached,
the intruder may try to break them down.
However, this is an impossible task to normal
strength and most magic. Strength of 20 or
more might succeed; check the standard
chance to open a wizard locked door for a
character or creature of appropriate strength
(c. f. girdle of giant strength, DMG page 145):

SEE T1-4 for chart

Monday, March 19, 2018

AUTUMN MIST FROLICKING - PART ONE: Greater Dragonnels

We recently had a discussion about the WORLD OF GREYHAWK miniatures ordered by E. Gary Gygac in 1979 for his upcoming WORLD OF GREYHAWK FOLIO on Doomsday Games Forum here: Dragonnettes, Magnus Dragonnels, Aquatic Dragonnels In the set there were several creatures called "dragonnels" as time went on in 1983 they were given statistics in MONSTER MANUAL II however two forms never were treated: the "magnus dragonnel" an the "aquatic dragonnel". Here is my attempt at reconciling what these could do under AD&D standards. 







I don't kno if I should fill out the description without going too far so just refer to MM2 (1983) for details on the regular dragonnels and expand from there:

MAGNUS DRAGONNEL

FREQUENCY Very rare

NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"/14" (MC:C unmounted;D mounted)
HIT DICE: 11+8
%IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/9-21
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE:Semi-intelligent
ALIGNMENT: Neutral (evil)
SIZE: L (32'+ long)
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE:
VII/1300+16/hp



AQUATIC DRAGONNEL

FREQUENCY: Very rare

NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: ///18"
HIT DICE: 12
% IN LAIR: 0%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (12' long)
PSlONlC ABILITY: Nil
AttackIDefense Modes: Nil
LEVEL/X.P. VALUE:
VIII/1300+16/hp