Google Analytics

Tuesday, September 13, 2016

OLD STANDBYS FROM MY CAMPAIGN: DUNGWA DYM THE MIND HORROR AND MIND SPIDER


DUNGWA DYM THE MIND HORROR



Lesser God



ARMOR CLASS: -5
MOVE: 12"/24"
HIT POINTS: 144
NO. OF ATTACKS: 7
DAMAGE ATTACK: 1-20/1-20/1-20/1-20/1-20/1-20/1-20 +8 (strength
bonus)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
SIZE: L (15' tall)
ALIGNMENT: Lawful evil
WORSHIPPERS' ALIGNMENT: Lawful (evil)
SYMBOL: Four diamond shapes set together
PLANE: Astral near Nine Hells gateway
CLERIC/DRUID: 15th level cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 10th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
S:20 1:20 W:20 D:19 C:20 CH: -7


The entity known as the Mind Horror is exactly that a horror to those who use psionics. It cannot be attacked psionically, is not true psionic and is immune to psionic attack but has all psionic related spell-like powers: astral projection/spell, augury, charm monster, charm person, charm (any), clairaudience, clairvoyance, confusion, cure (any), detect evil/good, detect magic, detect (any), dimension door, divination, empathy, enlarge, ESP, etherealness, feather fall, feeblemind, feign death, geas, heal, heat metal, hypnotism, invisibility (any sort), know alignment, levitation, locate ablect, magic jar, plane shift, polymorph self, polymorph (any), quest, remove curse, shape change, suggestion, stone tell, symbol, telekinesis, telepathy, teleportation, tele- (any), temporal stasis, true seeing. Its namesake is its special attack that is against those who have psionic powers. They must save vs death or lose a CHA, INT, or WIS point whichever is highest.


In combat, the Mind Horror will resort to the psionic spell-like powers then spells before ever getting physical. However, when its subtly visible tentacles project out its a devastating attack of all seven iron sharp points at once. This attack will always come at the end of the round.



When Dungwa Dym appears in human guise it will always have a large gem somewhere in plain sight and many times carries a stylized halberd that is similar to its shape/symbol. This weapon is the Halberd of Dungwa Dym which is +5 and does 3-30 damage.



In its true form, it appears as a floating face with singular dorsal and ventral spikes. The color of its chitinous hide varies but never appears dark. Upon reaching a 50' radius of Dungwa Dym one can make out semi-visible rubbery, fat tentacles twirling and popping around the being giving out weird waves of vibrations everytime they spasm.



Dungwa Dym is a deity that is worshiped widely in the Swordlands and other worlds. His followers are secretive , well organized and many are psionic. His temples are rich in jewels which are symbolic as well as functional ritual devices. Clerics often wear jewelry with large cut gems this makes their well known, metropolitan temples a target for thieves. Traps in their temples are always double trapped. Dungwa Dym is a straight out liar and often his believers are not outwardly evil and believe in a higher purpose in their warped doctrines. The cult holds mind spiders (q.v.) to be sacred animals and they will be found all over their largest temples and even in their smallest rude shrines may house one or two nearby.




MIND SPIDER

FREQUENCY: Very rare
ARMOR CLASS: 8
MOVE: 12"
HIT DICE: 1-2 Hit points
NO. APPEARING: 1
% IN LAIR: 50%
TREASURE TYPE: C
NO. ATTACKS: 1
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: I/60

These cyclopoid spiders are found in gloomy and desolate places like distant out of the way ruins or dungeons.


The small, tarantula-sized spider is almost harmless seeming with its unblinking singular eye giving it an intelligent air. However, it may be intelligent but not in a nice way. It has the ability to project an illusion (treat as an improved phantasmal force illusionist spell. Disbelieving gets a save vs spells) that its prey has fallen into an inescapable trap usually a web. If successful the mind spider will wend its way around its prey with binding webs until its victim is secured. Then it injects venom that liquifies the victims brain through its ear.



Some use the mind powers of these creatures in tandem for mental torture while keeping the spiders from their prey driving the victim insane after a day. 

COPYRIGHT 2016 GENE WEIGEL  




Wednesday, May 18, 2016

BLAST FROM THE PAST: A POST-GAME SYNOPSIS CIRCA 1987 or 1988

I found this a few years back then forgot about it. Its probably the most effort that I ever put into a post-game synopsis. The name of the cleric non-player character that they are interacting with was Riggby (of the AD&D ROGUES GALLERY 1980) based on his description and then my brother insisted that his name was "Ragnar Mortain" so I corrected it.  It was 1987 or 1988, I was about 19 or 20 and my brother was 16 or 17. It was because of a need for "Greyhawk legitimacy" amongst all the players (about 15 to 20 with 5 to 6 DMs having games of 6 to 8 people on average) sharing the World of Greyhawk is the reason for all the surreal Greyhawk drag. I believe that this place as visited by several evil players but as time went on and 2E came around the evil player characters became fewer and far between:







Monday, January 5, 2015

BLAST FROM THE PAST: D20 "Prestige Class"

 This was a parody on the nature of "third edition" that I did around the time it came out 2000 or so. I placed it on a webpage on Angelfire called D20 HELL which was short-lived. Here is the page in its entirety:

CLASS ACTIONS
By Gene Weigel
TOSSED DWARF

For ages the crowds have delighted in the spectacle of "earth liberated" wee people. A tossed dwarf works in synch with a "tosser" (usually a fighter with at least 16 str).



Alignment: Any lawful
Hit Die: d8
Requirements:

Race: Dwarf.
Base Attack Bonus: +6.
Feats:
Class Skills: The tossed dwarf's class skills (and the key ability for each skill) are balance (dex), tumble (dex) and jump (str)

Weapon and Armor Proficiency: a tossed dwarf is proficient with all simple weapons.

Table: The Tossed Dwarf

Base
Class              Attack           Fort           Ref            Will
Level              Bonus           Save         Save          Save
-----                 ------            ----            ----            ---- 

1st                  +1               +2             +2           +0        Tumble of Doom
2nd                 +2               +3             +3           +0        Intoxicate crowd
3rd                  +3               +3             +3           +1       Tumbling Dwarf of Fire
4th                  +4               +4             +4           +1        Bouncing Bastich
5th                  +5               +4             +4           +1
6th                  +6               +5             +5            +2       Pinball Wizard
7th                  +7               +5              +5           +2
8th                  +8               +6             +6            +2       Ricochet Rabbit
9th                  +9               +6              +6           +3
10th                +10             +7             +7             +3      Laser Show
Tumble of Doom: allows the tossed dwarf to attack while tumbling.

Intoxicate Crowd: for every toss the tossed dwarf is tossed gives a +1 to their bluff checks towards those viewing the toss.

Tumbling Dwarf of Fire: When a tossed dwarf reaches 3rd level they can burst into flames at the "peak" of the toss causing 1d6 damage in 5ft radius

Bouncing Bastich: Now when a tossed dwarf tumbles he can bounce up to 30 ft heights.

Pinball Wizard: At 6th level the tossed dwarf can bounce off a wall and receive a free second attack in the same round if within 10 ft travel length of the last attack.

Ricochet Rabbit: when a tossed dwarf gets two or more caroms in one round he cantriple his speed.

Laser Show: The tossed dwarf can leave a vapor trail that looks like a red laser beam. Anyone crossing the beam takes 5d6 damage. The beam lasts ten rounds.

Thursday, August 14, 2014

JUGGERNAUT OF OUTER BLACKMOOR DUNGEON

FREQUENCY: Very Rare (Unique)
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12" 

HIT DICE: 16
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: 10
DAMAGE PER ATTACK: By weapon (see below)
SPECIAL ATTACKS: Crush (D 10-100)
SPECIAL DEFENSES: Immune to all fire
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: NE
SIZE: L (30' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/XP VALUE: Level zero/12,700 xp


   This creature appears as an unhewn boulder sitting on a carved stone throne.  The juggernaut is exceptional in that it carries a laser sword (dmg: 6-36) which it can hurl up to 3" and returns like a boomerang. This entity tries to thwart all entrance into the Blackmoor dungeon, to which it itself cannot fit but tries incessantly to enter. It emits a shrill cry as it rolls over victims. "I WAS THERE! I WAS THERE! I WAS THERE!" If out of range of it's attacks, it will blather to foes of its short wandering encounters with famous adventurers of reknown and how that makes what they are saying of import as well.



  

Tuesday, December 3, 2013

Gene's Ye Olde Campaign City Maps



Here is an array of maps from the ongoing campaign originally started 1982... the lower right are zoom ins of the Battle of Skulldon areas...


Wednesday, November 6, 2013

GREATER STIRGE II

GREATER STIRGE II ("Stirgeman")

FREQUENCY: Very Rare
NO. APPEARING: 2-4
ARMOR CLASS: 0
MOVE: 9"
HIT DICE: 6+1
% IN LAIR: 40%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4d6
SPECIAL ATTACKS: Blood Drain, Hugs (2-16 dmg)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE : Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic Evil
SIZE: L (8' tall)
PSIONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII (Numbers 1-2)/925 + 8/hp

   These strigae are wingless resembling a bipedal quasi-humanoid pangolin anteater but retain the same carnivorous blood diet like their small cousins the stirge.

They have two-feather-like antennae which they can detect detect blood in a 2 mile radius. They usually go for one victim until dead. However, they are very aggressive when they go without a medium-sized victim blood meal for a day and will desire two or three victims before being sated. The creature needs an 18 or better to latch on to drain blood and also gives the victim massive hug damage. After feasting on on 2 or 3 victims their torso balloons and AC worsens (1 or 2 respectively; note: not changing xp value).

These creatures are nocturnal although some wicked forces use them as night hunters and rumor has it that they've even bred a flying version (18" MC:C).

COPYRIGHT Gene Weigel 2013

Tuesday, November 5, 2013

GREATER STIRGE

GREATER STIRGE  

FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 5/7
MOVE: 24" (MC: D)
HIT DICE: 6+1
%IN LAIR: 50%
TREASURE TYPE: C
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Blood drain, paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI (numbers 1-2)/700 +8/hp

This cousin to the common stirge appear as multi-tentacled and headless giant bees with bat-like wings. It is assumed that they have unknown internal senses regardless of severed tentacles. With a successful hit, of the sticky tips of their six tentacles, the victim must save versus paralysis or be paralyzed for 2d6 turns. They then begin to suck all vital fluids out of the victim automatically until victim is dead. These tentacles can stretch and attack up to 5 other nearby victims at 5" range. Their tentacles have a lesser armor class than the rest of their body (7) and if lost they will retreat. Their tentacles grow back at a rate of two per month.

Note: In the campaign, these were part of the defenders of Castle Skulldon in the Battle of Skulldon along with other stirges. In the world of the city of Bravesword, the stirge family are called strigae and have a wide range of shapes, sizes, intelligence and abilities. This is the northern variety and are minions of a growing evil who sometimes use them as mounts.


Copyright Gene Weigel 2013