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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

Thursday, October 6, 2016

SECRET OF THE GREATER TROLLS PART THREE

DEMON TROLL

FREQUENCY : Uncommon
NO. APPEARING: 1 (rarelv 1-2)
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 11
% IN LAIR: 60%
TREASURE TYPE: E
NO. OF ATTACKS: 3 or by weapon
DAMAGE/ATTACK: 13-16/13-16/9-12 or by weapon +6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: L (about 19' tall)
PSlONlC ABILITY: 200
Attack/Defense Modes: E/F,G,H
LEVEL/X.P. VALUE: VII/5250+16

Demon trolls inhabit the 10th layer of the Abyss in huge numbers (30% of all encounters) however there are many other weird demonic troll beings. They are covered in yellow skin plaques that resemble the troll's bumpy skin except they seem to make a starburst pattern on their glimmering green skin.  They are extremely savage but they're not stupid  in any way. Their favorite prey are paladins and will go out of their way to lure them and other "kick in the door" type fighters. They can mimic human voices to sound like a helpless individual. They can summon 6-8 trolls of the highest hit points (full) every 5 rounds. Demon trolls will aid crude and evil humanoids of any type, even lawful types like orcs, despite their chaotic evil alignment. This will take the form of random actions but nothing formal. Demon troll lairs in the prime material are underwater or below the water level of huge bodies of water.

The slightly yellowish starburst patterns on their hides will explode if struck. They have the effect of a reverse regeneration (wither) to any who strike them (Save vs spells or weapon arm or striking limb turns to dust in 2-8 rounds). In addition to their mimickry of human voices they also can use a perfect ventriloquism in a 50' range. Demon trolls have a an entire retinue of helpless (and rich) sounding characters with large backgrounds to make them sound believable. The regenerative nature of trolls is 4 hp per round after 2 rounds of being damaged in the demon troll.

In the Abyss, massive cavern of the great troll goes on forever and the majority of it is watery. There are long expanses of burbling mud flats that secrete a blue colored mud which the demon trolls utilize from time to time. This mud is magical and acts as ring of fire resistance if the the demon troll slathers its skin with it, However it negates their withering effect from their skin. .

They enjoy being summoned for combat but only if there is water nearby there are three unusual ways to summon these things:

1) Glyph of warding with the symbol of the great troll made of goat's blood and gold dust placed on a bridge will summon a demon troll when someone crosses the bridge.

2) Monster Summoning VII cast over a body of water has 10% to be a demon troll.

3) A child who stands on a natural bridge over water (Large fallen tree, rock formation, etc.) who says "Untorll the Great Troll" six times will summon a demon troll in 6 days.

Not all trolls spend their Abyssal afterlife as demon trolls. The most chaotic evil of trolls will still be used as bumpy green larva especially if they were burned to death. Those who weren't are just ideal trolls with extra hit points and bonus armor (AC 2 due to their semi-corporealness). Only after aeons and what seems completely at random will some be picked as demon trolls otherwise see "dark troll monster" for stranger ways.


COPYRIGHT GENE WEIGEL 2016

Wednesday, October 5, 2016

Campaign Classics: UNTORRLL GOD OF TROLLS

UNTORRLL "Unt" the Great Troll
Lesser god

ARMOR CLASS: -3
MOVE: 15"
HIT POINTS: 255
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-20/2-20/5-15/5-15
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below and regeneration
MAGIC RESISTANCE: 45%
SIZE: L (25' tall)
ALIGNMENT: Chaotic evil
WORSHIPER'S ALIGN: Chaotic evil trolls
SYMBOL: 5 lines fanning out from an archway under a mound
PLANE: Abyss
CLERIC/DRUID: 3rd level level cleric
FIGHTER: 17th level barbarian
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil (Immune to psionics)
S:25( + 7, + 14) I: 18 W: 12 D: 21 C: 23 CH:-4

Untorrll AKA the Great Troll AKA Unt is somewhat goofy to behold but to trolls it is considered the source of all trollery.

He spends most of his time sending nightmares to human children that their homes aren't safe and that their only escape is by the cover of a dark forest. Particularly one with a bridge nearby!

When Untorrll attacks with claw/claw/double bite if the first bite catches a second jaw immediately gets +5 to hit. He regenerates a s a troll but +5 hp per round on the next round and each hit cause a chunk of flesh to fall this grows into full grown troll in 5 rounds.

Untorll lives under the great Rainbow Bridge in a great cave of darkness on 10th level of the Abyss. He has an unfriendly rivalry with the gods of the ogres and the ghouls and sometimes sways the two monster types into his cults. He can gate in 16-19 trolls every 3 rounds and every 5 rounds 2-3 greater trolls of any type (including giant, two-headed, spirit, etc.). Every 10th round he can gate two demon trolls (coming soon).

Trolls wear wigs made of scalps and propitiate Untorrll at childishly cruel rites. They throw fresh cut scalps into a ritually carved crack in the floor that contains oil and then dismember the victim as slowly as possible for laughs while chanting their mad god's title: "GREAT TROLL! HA HA HA!" over and over.

COPYRIGHT GENE WEIGEL 2016


Wednesday, September 28, 2016

PPP Winner 3 of 3 Converted for AD&D: UNSWORDS! Encounter/Area

Unswords!

This area appears as a large round pastoral garden courtyard about 75 feet across. It features Roman or Romanesque type architecture of arches, columns, statues, pools, as well as frescoes depicting mythology on the sidewalls. The statues are apparently renditions of beautiful goddesses, open armed and yielding, all of which face the far end of the courtyard from the entrance. Here at the far end lies a fountain with a giant patriarchal sun god statue. In his right hand the marble sun god wields three long swords fanned out and extending downwards that during the day are aglow with a vibrant rainbow of energy cascading through the blades. When the sun sets the goddesses become lit up with spiked coronas and flowing luminescent robes all made with the same colorful light as the swords. The light of the swords extinguishes at night and becomes relit at dawn. If the robes or coronas are touched they will deliver a sharp sting, which may paralyze as the light recoils back into the statue. The robes and coronas will emerge again a few minutes later until they recede later when the sun sets. If any of the sun god’s blades are removed from his hand the energetic light in all of them is extinguished as the light recoils back into the statue. Revealing that upon close inspection the swords are hollow tubes with blades made of glass. Three holes can be found in the palm of the statue’s hands.

Disturbing these swords and/or the statues in general by breaking them will cause the “trap” to be sprung. The designers of the courtyard’s “lightshows” used heavy magic to bind two members of an exotic species from the astral plane. These creatures, one male and one female, are free floating unintelligent astral “jellyfish” composed of energy that constantly display the entire spectrum of known colors and are called spectrumones. The male appears as shaped like a 20 foot long hydra/polyp jellyfish and is trapped inside the sun god statue. The female appears as a much larger 50 foot wide circular medusa/standard jellyfish and is trapped underneath the entrance of the courtyard with the tentacles displaying the coronas and the robes of the goddesses at sunset. Desecrating (damaging) the statues and/or swords will break the magical binding and essentially free the spectrumones from the magical part of their prison. Although it remains for them to struggle out of what’s physically holding them in place. The spectrumone medusa will break through the floor near the front of the entrance of the courtyard surrounding all those within with a wall of flailing tentacles of undulating light as it struggles out. The spectrumone hydra will break out of the statue in the far end. The medusa has 20 tentacles while the hydra has 14. All paralyze upon contact with the skin and the two will be flailing at everything as they break their way out.

Treasure: WAND OF MAGIC MISSILES (95 CHARGES), and 32 GEMS (14,191 GP TOTAL) in a secret compartment behind an image on the back wall of a sun god with the three godesses matching the statues.

SPECTRUMONE

FREQUENCY: Very rare
NO. APPEARING: 4-400 (Astral plane)
ARMOR CLASS: 2
MOVE: 6"/30" on Astral
HIT DICE: 14 male/18 female
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 14 male/20female
DAMAGE/ATTACK: 1-10 (x14 male;x20 female)
SPECIAL ATTACKS : Paralysis
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (male 20' long;female 50'wide)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE:
Male: IX/6100 +18/hp
Female: IX/10,000 +25/hp

        
DEPICTED: Here the spectrumones glide peacefully through the Astral Plane (Note: the Unholy House of Hags in the distance (See THE TROW blog post)
    
 These creatures drift in the Astral Plane feeding on the varied fist-sized simple creatures swarming throughout and whatever else it can find. They avoid most Outer and Inner planar types but will readily attack living beings (not in astral form) in their proximity about a mile or so.

The young, about a quarter of the size of the adults (5' males and 8' females), will be not as versatile (AC: 6 HD: 5 male/ 8 female DMG: 1-4) but will still mindlessly attack. If struck the spectrumone will blast with light (SAVE VS POISON or be blinded for 1-4 rounds.). Staring at the spectrumone's oscillating colors can make those watching sleepy (SAVE VS SPELLS or sleep for a 2 rounds on the 3rd Round SAVE VS SPELLS again and if no save repeat while they eat sleeping victim 3-12 dmg round.)

Spectrumones are harvested for food/magic by various evil Astral intelligent dwellers and draw their attention to the areas they inhabit. 

 COPYRIGHT GENE WEIGEL 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 

PPP Winner 1 of 3 Converted for AD&D: STEIN OF STUPENDOUS IMBIBITION

STEIN OF STUPENDOUS IMBIBITION

At first glance The Stein of Stupendous Imbibition appears as a seemingly ordinary painted beer stein which features the depiction of an animal. Upon closer inspection one will note that the type of animal will change periodically through the course of the day. At the beginning of a new day at the stroke of midnight the stein will cycle through various animal pictures every two hours. If the user drinks from the stein when one of the various animal types are depicted he will be enchanted with a magical effect. The type of enchantment depends on which beast is currently portrayed on the stein. All effects last twelve hours and the stein will not function again for one week.

Stein animal’s time of appearance and the effects of drinking from stein during that time:

CAT (appears between midnight and 2 am.)

Drinking while the cat is depicted produces a stealthy cunning in the imbiber.

[Grants a 10% chance to hide or +10% to Hide in Shadows function]


WREN (appears between 2 am and 4 am.)

Drinking while the wren is depicted produces an agile gait in the imbiber.

[ Grants a 10% chance to tumble or +10' and/or +10% to thief-acrobat functions]


FROG (appears between 4 am and 6 am.)

Drinking while the frog is depicted produces a slippery defense in the imbiber.

[Grants a -1 to AC]


LION (appears between 6 am and 8 am.)

Drinking while the lion is depicted produces a better offense in the imbiber.

[Grants a +1 to hit]


PIG (appears between 8 am and 10 am.)

Drinking while the pig is depicted produces a nitpicking thoroughness in the imbiber.

[Grants a +1 to find secret doors]


EAGLE (appears between 10 am and noon.)

Drinking while the eagle is depicted produces sharpness of vision in the imbiber.

[Grants a halved search time (e.g: 10 minutes to 5 minutes, etc.]


BEAR (appears between noon and 2 pm.)

Drinking while the bear is depicted produces a great fortitude in the imbiber.

[Grants a +1 to constitution]


FISH (Appears between 2 pm and 4 pm.)

Drinking while the fish is depicted produces a knack for swimming underwater in the imbiber.

[Grants a movement rate equal to "outdoors" MR instead of "dungeons" MR while swimming underwater.]


GOAT (Appears between 4 pm and 6 pm.)

Drinking while the goat is depicted produces a longer stride in the imbiber.

[Grants a running jump 10' or +7' to thief-acrobat jump functions]


OWL (Appears between 6 pm and 8 pm.)

Drinking while the owl is depicted produces better night vision in the imbiber.

[Grants the infravision ability]


MONKEY (Appears between 8 pm and 10 pm.)

Drinking while the monkey is depicted produces a greater climbing ability in the imbiber.

[Grants extra 20% of not falling while climbing or +20% to Climb Walls for thief functions.]


FOX (Appears between 10 pm and midnight.)

Drinking while the fox is depicted produces an aptitude for stealing in the imbiber.

[Grants a 2 in 6 chance to pick a pocket instead of a 1 in 4 chance for non-thieves and a +10% to Pick Pockets for thief functions ]


As an interesting aside is in that the stein’s changing of the animal depictions every two hours can be used to keep an accurate account of time. Due to the nature of this temporal enchantment if the stein is subject to any unnatural disruption of time (i.e. time oriented spells, etc.) the stein will explode. The detonation will cause severe (6d6) damage to all within a 15 foot radius.


EXPERIENCE POINT VALUE: 4000

GOLD PIECE VALUE: 10,000

COPYRIGHT GENE WEIGEL 2016

Friday, September 23, 2016

SECRET OF THE GREATER TROLLS PART TWO

Dark Troll


FREQUENCY: Very rare
NO. APPEARING: 1-2

ARMOR CLASS: 2 (or armor worn)
MOVE: 12”
HIT DICE: 10
% IN LAIR: 5%
TREASURE TYPE: H
NO. OF ATTACKS: 3 or by weapon
DAMAGE/ATTACK: 4-12/4-12/2-12 or by weapon
SPECIAL ATTACKS: Degeneration, energy drain
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: see below
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: L (12' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IX/2550+14

Legends tell of trolls that have regenerated so many times that they've become something else. When a regular rubbery troll, of the Forces of Chaos that originated from Middle World (see Poul Anderson THREE HEARTS AND THREE LIONS 1953) before it spread throughout multiverse, regenerates too many times (some say 666) it becomes something else: a dark troll.
It is called a dark troll but not in appearance. In that regard it is dark in name and heart only. They have bleached white hide, chalky. bristly hair and their eyes are blank white. They are often mistaken for frost giant halfbreed trolls of which some have been seen from time to time. That is where the resemblance ends for these things who even normal trolls avoid.
They attack (claw/claw/bite) and regenerate (3 hp per rd after 3 rounds) as a normal troll but if their claws or bite connects they can drain an energy level per hit. Once this happens in the next round their hide starts to degenerate making them slower (AC: 4 MV: 6") as they transform into a bloated pile of claws and tissue. After 5 rounds, the dark troll breaks off the pile of newly created lifeform: a troll protodemon (AC: 4 MV: 6" but same stats as the dark troll that created it) a creature in a larval state that will metamorph into a troll demon after draining 666 levels. (For more on the troll demons see SECRETS OF THE GREATER TROLLS PART THREE coming soon).
These creatures are very rare but they often seek each other out and reside in castles that are entirely carved out on mountain peaks where their crude orgies of terror go on night after night. 

COPYRIGHT GENE WEIGEL 2016 

SECRET OF THE GREATER TROLLS PART ONE

GREATER TROLL


FREQUENCY: Very rare


NO. APPEARING: 1-3
ARMOR CLASS: 4 (or armor worn)
MOVE: 15”
HIT DICE: 6-8
% IN LAIR: 40%
TREASURE TYPE: F, G (R, S).
NO. OF ATTACKS: 2
DAMAGE/ATTACK:       2-8 /2-8 (or by weapon)
SPECIAL ATTACKS:       magic spells
SPECIAL DEFENSES:       regeneration
MAGIC RESISTANCE:       nil
INTELLIGENCE:                Average to Genius
ALIGNMENT:                Chaotic Evil
SIZE:                             L (10’ tall)
LEVEL/X.P. VALUE:     VII/2000- Warrior
                                                  2000 +100 per magic-user level-Warlock


    The little seen greater troll is so different from the average troll that they seem to be two distinct races. Though when a limb from a greater troll is severed a common troll is formed. According to a captive greater troll, they used the common trolls as servants. Under their direct command, the common trolls were completely controlled and forbidden to breed. For an offspring would not be controlled by the master troll. In the time since the greater troll civilization was sundered long ago, the free common trolls thrived and even evolved into various troll varieties. Displacing their forgotten masters in the world’s memory. 
    Greater trolls attack with two clawed hands or by enchanted weapon. They use the following weapons:
Battle-axes  (50%)
Swords  (25%)
Miscellaneous  (25%)
Swords will usually be of the large variety (two-handed types). Greater trolls will always use +1 or better enchanted weapons. They will sometimes wear plate or chain mail often of the magical variety (5%).
   They recover 3 hp per round and regenerate same as the average troll. As mentioned previously when a greater troll loses a limb the severed limb will eventually regenerate  into a common troll in 12d4 rounds. This common troll will serve the greater troll it originated from  until the greater troll is destroyed. All greater trolls have the following innate spell-like abilities:
Enchant Weapon: +1 Permanent (not cumulative)
                              takes 12 hours to complete.  
                              Immune to Fire: Unlike common trolls these trolls
                               love heat.
When exposed to direct sunlight they turn to stone. Greater trolls have 90-foot infravision.

   They are nocturnal and live in ruins located in deep, usually enchanted forests. Long ago they served the gods as artisans and craftsmen. The greater troll civilization was destroyed when they betrayed the gods and they were cursed to turn to stone if exposed to sunlight. This is why there are so few greater trolls seen in the realms of mankind.  For every 6 greater trolls encountered, there will be a leader with maximum hit points and high intelligence. Each one will have 1d6 common trolls serving them. Greater trolls are magical creatures and some (5%) will be mages of great power (level unlimited). These are known as the troll warlocks.
   The greater troll is a smooth skinned, straight backed humanoid resembling a giant cross between an elf and a goblin not at all looking like the average Troll. A greater trolls have green, smooth skin with dark green hair. Their apparel, armor, weapons and their culture in general will resemble that of the Norse and northern European barbarian styles only far more advanced and civilized.

Campaign Origins

   In Greyhawk the smallest remnants of the Troll civilization can be found scattered throughout the Thillonrian Peninsula and what used to be the Geat Kingdom. In an earth like setting use Scandinavia and France and Germany. Greater Trolls are considered extinct. So an encounter should be almost impossible. Here's some ideas though:
1. Frozen (Time, Ice, etc)
2. Ultima Thule (The island on top of the world, etc)
3. A weapon can have the mind of a Greater Troll
(to either just tell the tale or lead to ruins or even revive them)





Secrets of the Greater Trolls Part I

  Multiple Heads: The regenerative ability of Trolls was due to the strange sorcery of the Greater Trolls. It's original purpose was to enable a Greater Troll to split his head in twain therefore creating two heads after regeneration. This technique is only practiced by the most ancient Greater Trolls. These ancients will usually have two or three heads though five heads is not unknown. Each head is considered a separate being for benefits of class. For example, one head a magic-user/barbarian, one head a fighter/thief and one head a fighter/monk/cleric on a three headed Greater Troll would have the abilities of three characters without exception. This makes a very powerful opponent.

  


Copyright Gene Weigel 2016