Friday, 16 October 2009

The Hook Horror

Just a quickie today, I've spent the day with my Uncle and his wife (they've been bemoaning I haven't been to visit them for ages).

Another favourite of mine, this time from the 1st Edition Fiend Folio - The Hook Horror!

Hook Horror


NO. ENCOUNTERED: 1 (2-4)

SIZE: Large

HD: 5

MOVE: 22 ft

AC: 17

ATTACKS: 2 (talons) 1D8

SPECIAL: N/A

SAVES: P

INT: Low

ALIGNMENT: Neutral

TYPE: Aberration

TREASURE: 5

XP: 90+5 per HP


Large, powerful bipeds, hook horrors have vulture-like heads and a hard plated exoskeleton which is mottled grey in colour.


They inhabit deep underground corridors and chambers.


Though their vision is very poor, their hearing is extremely acute and there is only a 10% chance of surprising a hook horror (characters intending to ambush a hook horror never have a difficulty to beat of lower than 19+, no matter how skilled they are or what the circumstances might be). The creature's arms end in sharp hook-like talons which it uses in melee, each inflicting 1-8 hit points of damage.


A hook horror cannot speak but communicates with others of its kind by making clacking noises with the exoskeleton - an eerie sound which can alarm the unwary as it echoes around dungeon corridors.



In case anyone was Wondering

JUST in case anyone was wondering exactly what I am about, I am making a hybrid system if AD&D and C&C.

I much prefer the simplicity of C&C Combat, the Prime Attributes, and the way they do saving throws.

In the words of Hannibal, leader of the A-Team -

"I love it when a plan comes together".

Keep Rollin'

Thursday, 15 October 2009

Good things come in Small Packages

In White Dwarf 29 (when it was a Gaming Magazine not just a catalogue) the rules for having Brownies as Player Characters in AD&D. Here presented are a conversion of those rules, allowing Brownie NPC's (or Characters if you so desire) in Castles & Crusades.

Brownies are distant relatives of Halflings. They are smaller than their shire dwelling cousins, averaging out at just one and one half feet tall.

As a player character and Brownie can be a Fighter, Wizard, or Rogue. They aren’t religious by nature, and see the world as a series of magical causes and effects – so the Cleric and Druid classes are prohibited.

As a non-human, a Brownie can multi-class; but is restricted when doing so to two classes only. He may opt to be a Fighter/Wizard, Fighter/Rogue, or Rogue/Wizard.

RESISTANT TO MAGIC
Brownies by nature are highly resistant to magic. Like Dwarves they receive a +5 bonus to all saving throws against arcane spells and spell-like effects. This also applies to spells and spell-like effects that a Brownie WANTS to have cast upon him (although at a reduced level, the Brownie must still make a save vs. arcane magic – but because he WANTS the spell effect to take place no +5 bonus is applied to the roll), this ‘benefit’ also applies to rings, wands, rods, staves, and potions that infer such arcane magical effects on such hapless Brownie Player Characters.

DARKVISION
In a similar manner to Gnomes, Brownies can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Brownies can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A Brownie requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.

MOVE SILENTLY (Dexterity)
Due to a Brownies small size and natural nimbleness, they have the ability to Move Silently (as if a member of the Rogue Class) even if they are not a Rogue. This ability allows a Brownie to move silently. The Brownie can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20 penalty) to move silently while running or charging. Brownies, who are Rogues, get a +5 Bonus to all checks when moving silently.

HIDE (Dexterity)
Due to a Brownies small size and natural nimbleness, they have the ability to hide (as if a member of the Rogue Class) even if they are not a Rogue. This ability allows a Brownie to hide in the smallest of places. A Brownie can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging. If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the Brownie can attempt to get to a hiding place. This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A Brownie cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion. Brownies can hide and move silently at the same time IF they are a member of the Rogue Class - a Brownie can attempt both but must make a successful conceal and move silent check at-3. In this case, movement is reduced to one quarter the normal movement rate. This ability is affected by wearing armour not on the armour list for a rogue. Brownies, who are Rogues, get a +5 Bonus to all checks when hiding.

LISTEN (Wisdom)
A Brownie can use this ability to listen intently and hear noises that others might not detect as if a member of the Rogue Class, even through an obstacle such as a door. Generally, a successful check indicates that the Brownie has detected some sort of noise. Success indicates the Brownie can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the Brownie must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A Brownie can retry this ability once a round. A Brownie who is also a Rogue, may try twice per round – and get a +5 Bonus to all listening checks.

DETERMINE DIRECTION
The world’s great outdoors is the natural home for a Brownie. Brownies can sense the correct direction as naturally as a human can sense which way is up.

SURPRISE
Due to a Brownies superior senses and small size, they receive a +6 bonus to checks when attempting to surprise others and a +3 bonus to all checks when being surprised.

MASTER REPAIRMEN
Brownies are very industrious, and have the ability to repair non-magical items of cloth, wood, rope, leather, or metal automatically (no roll required) given an appropriate amount of time and providing the correct tools and materials are at hand.

HARD TO HIT
Due to a Brownies small size and naturally evasive nature, they receive a bonus to their AC when fighting Bugbears, Ettins, Giants, Gnolls, Ogres, Ogre-Magi, Titans, and Trolls. When fighting such creatures, Brownies receive a +6 bonus to their armour class.

LANGUAGES
Elven, Pixie, Sprite, Brownie, Common, and Halfling

ALLOWED CLASSES
Fighter – 5th / Wizard – 15th / Rogue – U

SIZE
Tiny

MOVEMENT
15 feet

ATTRIBUTE MODIFIERS
+1 Dex, +1 Con, –2 Str

A Brownies lifespan is around 250 Human years.

Intellect Devourers

Yet ANOTHER Psionic Monster, what is he thinking (I can hear your thoughts from here) I can hear you asking yourselves.

I love em, always have. I am attracted to the weirdness of them!

Anyway, without further ado - the Intellect Devourer.

INTELLECT DEVOURER

NO. ENCOUNTERED: 1-2

SIZE: Medium

HD: 6D6+6

MOVE: 34 ft

AC: 16

ATTACKS: 4 (Claws) 1D4

SPECIAL: See Below

SAVES: M

INT: Very

ALIGNMENT: Chaotic Evil

TYPE: Aberration

TREASURE: 4

XP: 1510+8 per HP

PSlONlC ABILITY: 200

Attack/Defense Modes: CE/FG

The intellect devourer is one of the most feared of monsters. They are found dwelling deep beneath the ground or in dark and dismal lairs in the wilderness. Although they are able to attack with their great claws, their primary offensive means is psionic, for they subsist on the psychic energy of their prey - whether gained from the dying shriek or by more subtle means.

If psionic energy (from abilities or magical means) is in use nearby (60ft) they will stalk the user, seeking a time to attack him alone and by surprise. The monster then leaps upon his victim, tearing with his claws and psionically attacking with ego whip or id insinuation. If psionically successful the ‘devourer will then house itself within the mindless body, seeking to deceive others by assuming the character of the person it has slain. The intellect devourer will then seek opportunities to attack and devour others. They are able to hide in shadow as well as a 10th level Rogue. Normal weapons and most spells have no effect upon these monsters. Magical weapons +3 or more cause 1 point of damage upon them when they hit.

Bright light will drive them off, and a protection from evil will keep them at a distance. Fireballs serve only as a bright light, but lightning bolts will cause them pain and some small damage (1 point per die of lightning bolt strength). A spell that causes instant death has a 25% chance of success, and a power word kill will slay them. Of course, they can be psionically attacked, and their psionic strength of 200 total makes this not too difficult. However, if seriously threatened they will seek to flee and save themselves.

Their awareness extends to the astral and ethereal planes, and intellect devourers often roam the astral and ethereal planes. They are able speak any human language.




Wednesday, 14 October 2009

How much do you get into things . . . . .

I was just wondering how much people get into the games they play and DM.

When playing sometimes my characters say and do things I simply wouldn't do in realy life, almost taking me by surprise.

When Dm'ing I try and make everything feel as real as possible for my players even adopting different accents and body posture when interacting with them as an NPC.

As H.P. Lovecraft once wrote - "Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal . . ." (thanks to Chris Jones of RPG Realms for bringing that qoute to my attention).

Keep Rollin'

Tuesday, 13 October 2009

More ideas for Wizards & Clerics

Here are some more rules and ideas imported from AD&D 1st ed, for both Wizards, Illusionists, Clerics, and Druids.

Maximum Spell Level

Having a Maximum Spell Level based upon Intelligence, that Wizards can cast to - is a nice idea from AD&D that never made its way into C&C.

The more Intelligent your Wizard (or Illusionist) is, the more complicated the Spells he may learn.

To calculate the Maximum Spell level the Wizard or Illusionist may learn, simply divide his (or her) Intelligence by 3 (rounding down) and add 1 to the Total.

For example - Tobo INT 15) managed to get into Magic School, his INT is 15 - so the highest Spell Level he can attempt to learn is 6th Level (15/3=5, 5+1=6).

Tobo can still rise in Experience Level, but the maximum Spell Level he can ever cast is 6th Level (unless he can increas his INT Score).

Learning New Spells

Rather than 'cherry picking' the Spells the player wants, each time the Spell Caster goes up in level. He must make an INT check, with a difficulty based on the Level of the Spell he wishes to learn.

A Wizard/Illusionists Level is never added to this roll, as the Spell Casters Level is what gave him the ability to learn that Spell in the first place.

Should he pass the roll, the Spell is learned and added to the Spell Casters Spell Book. Should the roll be failed, the Character in question may not attempt to learn that spell again untill he either goes up in level or has his INT score increased.

Maximum Number of Spells of each Level.

Maximum Number of Spells/Level is the maximum number of spells which can be known - according to the character’s Intelligence. This Number is equal to the Spell Casters INT score (up to 19 INT) and unlimited for INT 19+.

Spell Failiure

Clerics (and Druids) with low Faith (as represented by their Wisdom score) had a chance their Spells would not work. This was expressed as a percentage.

Obviously, this simply does not fit into the Castles & Crusades system, so rather than that its now expressed as a positive modifier on all the Clerics (potential) victims Saving Throws.

WIS Score

Targets sv. Bonus


WIS Score

Targets sv. Bonus

01

+12


07

+6

02

+11


08

+5

03

+10


09

+4

04

+9


10

+3

05

+8


11

+2

06

+7


12

+1


Those characters with a WIS score of 13+ suffer no penalties.


This (of course) only applies is someone REALLY wants to play a Cleric (or Druid) with a very low Wisdom score, or has had their WIS score lowered by some external means.