Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts
Saturday, January 4, 2014
1. outsiders camp.
Outside of the town walls lies a old ruined building. It is forgotten what it was, some say it was a large farmhouse, others say it was a inn. It is without a roof, but the 5 to 10 foot walls provide some protection from the wind at night. Those who are not allowed into the town for bad behavor or those who are too poor to own a house or rent a room at a inn are forced to live here. While there are some cutthroats here, for most it provides some protection in numbers.
Some common residents.
Katheryn Cena
Neutral Female Thief, Lvl: 1, Atr: 14/13/8/17/12/14 , AC: 6, HP: 4
Equipment: Leather, shortsword
A petty thief who is serving a 2 month exile from the town for being caught pick-pocking a wealthy trader. May be willing to join the party if she is giving a 1/2 share and some money up front.
Marko Skiotis
Neutral Male Human Lvl: 0 Atr: 13/13/13/13/12/8 , AC: 9, HP: 2
A sickly man who tells stories, some of which are true. He will give at least 2 rumors to anyone who talks to him, and if he befriended and given enough money to stay at a inn for a week, he will pass away but leave the person giving him the money a map that would lead the party to the cave of splendor.
Triton Thornbush
Neutral Male Fighter, Lvl: 2, Atr: 16/12/15/13/7/13 , AC: 2, HP: 9 Equipment: Banded Mail, Shield, Darts, Short Sword
A former Caravan guard who lowered himself to trying to charge people who wish to sleep a copper a night. He is a coward so any response other then meekly paying the copper will cause him to back down.
Elanor De Vris
Lycanthrope, Wererat
[AL C, MV 120’ (40’), AC 7 (9), HD 3, #AT 1 (bite or weapon), DM 1d4 or weapon, THAC0: 17, SV F3, ML 8, XP 95, LL 85, HC XX] HP 18
A young, good looking woman with a short sword attached to her side. She can be found 20% of the time helping those in need, and 30% of the time at the Two Drake Inn (11) She is actually a spy for the Rat King, and uses her time here to make folks think she is just a kindhearted woman.
Elanor is looks like 18 woman with brown hair appears to be very attractive except for a odd nose and over sized ears (which she covers with her hair)She is skittish around horses, as they sense the fact she is a Wererat, and may expose her for what she is.
In addition, there will be 1d6+1d4 Zero level humans and demihumans at this camp, many are ill maimed. They may be hired for torchholders, but the moral will be very poor. However sick individuals who have "cure disease" cast on them will 80% of the time become very loyal followers.
Labels:
Dungeons and Dragons,
labyrinth lord,
Megadungeon,
Monster,
RPG,
Sweetwater,
Tlaxtza
Friday, December 21, 2012
Draugr Wight for LL
This is designed for a undead creature that can scale with the parties power, so that low level parties can defeat a 1st generation, but a high powered party will still fear a 7th Generation Draugr Wight.
Draugr Wight
A Draugr Wight is a former follower of _____ (Insert evil god in your gameworld), in life this person made a Faustian bargain. They are given seven lives of undeath, at which point their soul is given over to the god. In there status of being a Draugr Wight, they will have all powers as they had before (Including spell casting and fighting abilities.) They will have a crypt that has been established for their existence, and a personal item, a ring, a amulet, or even a "lucky coin", is used as a focus for this undead. Upon being slain, in 1d4 days their bodies will reform at the Crypt, repairing the body, but leaving any scars or other marks from there last, violent encounter. Each death the Draugr Wight gains more abilities, but is one step closer from facing its soul being devoured. If the item that is their focus is destroyed, the Draugr Wight cannot reform. If they do not meet a violent end, in 400 years the body will fall apart and reform, using one of its seven lives.
The ritual to become a Draugr Wight is a dark ritual that involves a ritual suicide, failure results in death or zombiefication.
The Draugr Wight has all the abilities and knowledge that it had in the past. In addition each generation they gain the following powers.
Generation 1:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage.
Generation 2:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage. Normal weapons do 1/2 damage.
Generation 3:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage. Only Silver and magical weapons do damage.
Generation 4:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage. Only Silver and magical weapons do damage.
Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Generation 5:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage. Only Silver and magical weapons do damage.
Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Level Drain per melee hit, including weapons.
Generation 6:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage. Only Magical weapons do damage.
Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Cast Darkness x3 a day.
Level Drain per melee hit, including weapons.
Generation 7:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a special/Lich. Holy water does 1d10 damage. Only Magical weapons do damage.
Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Cast Darkness x3 a day.
Cast Silence x3 a day.
Level Drain (2 levels) per melee hit, including weapons.
Labels:
gaming,
labyrinth lord,
Monster,
Old School Gaming,
RPG
Thursday, December 20, 2012
New Monster - Deathwalker (LL)
Critter for use - if you want to put this into a collection, you must contact me and get written permission.
Labyrinth Lord (LL) Stat Block
Deathwalker
No Enc.: 1d4
Alignment: Chaotic
Move: 90’ (30’)
Armor Class:6
Hit dice: 6+1
Attacks: 1
Damage: 1d4 or weapon
Save: F10
Moral: 10
Hoard: XIV
XP: 200
Tunnels and Trolls (T&T) Stat Block
MR 93
Combat dice 10D + 46
These are feared creatures of legend in the North. They appear to be tall female humans with yellow cat-like eyes, dusky skin, a strong brow-line, and elven style ears. They generally live in small caves, huts, or even small strongholds. If approached they will be friendly, offering hospitality unless attacked, and are very intelligent. They have two powers that they will offer to anyone who approaches them
1) They can raise the dead, be it a dead sheep or a loved one, for three of the same kind that is younger then the dead. (So, for prized pig, three piglets must be given to them, for a human, three humans of a younger age, and so on). They will offer this deal to anyone who may be in need of it.
2) They can produce a potion that will lower the age of the drinker by five years. In return they need a member of the same race that is at least 10 years younger than the drinker.
(Any animal or persons who is so offered will have their life-force drained (taking 1d4 days) and once dead, will be eaten)
The unsaid part of the bargain is the drinker or the person being raised will have the spell “Quest” cast upon them, but not to go in affect for six months, so it is never suspected the Deathwalker cast it. (The nature of the quest is up to the Labyrinth lord choice, and the player does get a saving throw.) Many times, the quest is to get the Deathwalker a magical item.
It is unknown how Deathwalkers reproduce, though it rumored that it involves the magical conversion of a young child. Deathwalkers are generally solitary creatures, but sometimes 1-3 additional Deathwalkers will be present and call the eldest “Mother Walker”. Deathwalkers fear moving water like streams and rivers and will not cross them (unless frozen over), but can swim in pools and lakes.
Labels:
gaming,
labyrinth lord,
Monster,
Old School Gaming,
RPG,
Tunnels and Trolls
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