The blog has been rolling along quite well sine November 11th of 2018. I'm still enthusiastic about maintaining it and will be posting more in the near future. For now I want to take a short break to build up my list of blog subjects before returning to regular posting.
Thanks!
Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts
Wednesday, February 27, 2019
Saturday, March 7, 2015
Ouch
I have been hit by a storm of pain this week. A cold with sore throat is the minor part of it. Neck and back pain with pain shooting down my legs, combined with intestinal cramping have really capped off a miserable week.
I had intended to finish building out the dungeon my group are presently exploring and writing up the latest bit of the game. No joy on that front.
To at least try to make up somewhat for the delay, here are some pictures of more of the structure.
I had intended to finish building out the dungeon my group are presently exploring and writing up the latest bit of the game. No joy on that front.
To at least try to make up somewhat for the delay, here are some pictures of more of the structure.
Sunday, February 15, 2015
Lost Baronies Campaign Map and Adventures
Back when the Lost Baronies campaign was under way, I had the bright idea that I could provide a rough starter map of the island, and let the players fill it in as we played. That idea was inspired by the West Marches campaign another DM successfully executed.
I wanted to give the map a different look than hex paper or graph paper so I bought a roll of that inexpensive brown wrapping paper commonly used for shipping packages. Then I drew in a few landmarks and obvious features, leaving everything else blank. Part of the plan was to have various players drawing the map creating a mix of styles.
The players liked what I had drawn, but the campaign didn't last long enough for the mapping idea to blossom. Below are some pictures of what exists, drawn by me:
The island boundary is very lightly drawn on the map to make it easy to shift the outline should players need to do so when adding to the map. The only places it needed to stay put were at Restenford, and Loreltarma, the major port towns.
Restenford and Farmin are the locations for the old TSR published adventures L1 The Secret of Bone Hill, and L2 The Assassins Knot, by Len Lakofka. My players successfully avoided all but one of the published dungeons and wilderness encounters while in these areas.
Kroten and the surrounding towns are all from another in the L series of published adventures. The party had gotten into Grest and were about to get themselves caught up in a puzzle dungeon that could become a death trap if they gave up too soon. Fortunately the players that were active at the time were resourceful and methodical so the danger would be somewhat mitigated.
The Kenall Keep on this section of the map is none other than The Keep on the Borderlands, aka the Caves of Chaos. Wolford is the town over by that weird looking mountain on the map, which as it happens, is Skull Mountain (published by Faster Monkey Games).
I threw a bunch of mountains along part of the northern edge of the island just because.
Loreltarma (the correct name for the city, which is misspelled Lo Reltarma on the Greyhawk maps).
The published adventure material that was available for the player characters to interact with is quite large. It included the following list and more: The Secret of Bone Hill, The Assassins Knot, Priestly Secrets, Devilspawn, The Keep on the Borderlands, Skull Mountain, Stone Hell, Dwellers of the Forbidden City, The Wandering Trees, and assorted smaller vignettes. Since most of it with certain obvious exceptions, has not been played by the current group, I can still use all or parts in whatever I run next.
I wanted to give the map a different look than hex paper or graph paper so I bought a roll of that inexpensive brown wrapping paper commonly used for shipping packages. Then I drew in a few landmarks and obvious features, leaving everything else blank. Part of the plan was to have various players drawing the map creating a mix of styles.
The players liked what I had drawn, but the campaign didn't last long enough for the mapping idea to blossom. Below are some pictures of what exists, drawn by me:
The island boundary is very lightly drawn on the map to make it easy to shift the outline should players need to do so when adding to the map. The only places it needed to stay put were at Restenford, and Loreltarma, the major port towns.
Restenford and Farmin are the locations for the old TSR published adventures L1 The Secret of Bone Hill, and L2 The Assassins Knot, by Len Lakofka. My players successfully avoided all but one of the published dungeons and wilderness encounters while in these areas.
Kroten and the surrounding towns are all from another in the L series of published adventures. The party had gotten into Grest and were about to get themselves caught up in a puzzle dungeon that could become a death trap if they gave up too soon. Fortunately the players that were active at the time were resourceful and methodical so the danger would be somewhat mitigated.
The Kenall Keep on this section of the map is none other than The Keep on the Borderlands, aka the Caves of Chaos. Wolford is the town over by that weird looking mountain on the map, which as it happens, is Skull Mountain (published by Faster Monkey Games).
I threw a bunch of mountains along part of the northern edge of the island just because.
Loreltarma (the correct name for the city, which is misspelled Lo Reltarma on the Greyhawk maps).
The published adventure material that was available for the player characters to interact with is quite large. It included the following list and more: The Secret of Bone Hill, The Assassins Knot, Priestly Secrets, Devilspawn, The Keep on the Borderlands, Skull Mountain, Stone Hell, Dwellers of the Forbidden City, The Wandering Trees, and assorted smaller vignettes. Since most of it with certain obvious exceptions, has not been played by the current group, I can still use all or parts in whatever I run next.
Saturday, January 24, 2015
Friday, January 23, 2015
Getting back behind the screen for some more 5e
It is about time. It looks like the group will be getting back together February 21st to complete the Isle of the Abbey adventure we began in October.
There will be some changes in both the cast of characters and the players. I'm trying my best to drag the same people back to the table and maybe a couple more.
The previous player of the Paladin will be playing a thief. The Paladin will be played by the player formerly playing the wizard. There is no confirmation yet if the player of the Ranger is returning, though most of the group hopes this will happen. A player that could not make it last time due to a family emergency is likely to make it this time and may bring a plus one (both have never played D&D and want to learn). Someone will inherit the wizard, and someone will get to choose from the starter set pre-gen characters.
When we last played, the characters had crossed the island, braved attacks by undead and pirates, met some goats and other pirates, made their way up a cliff to get to the abbey, ambushed some evil cultists, got inside the surviving underground portion of the ruins, fought a bunch more cultists, and earned more than enough experience points to become level 2 which they will be at the start of the upcoming session.
There will be exploring, combat, more exploring and combat, etc. Mostly dungeon crawling this time around. They have already discovered there are some factions at play, so far mostly of the get me off the island and I won't interrupt this adventure for a Pound type. They have not yet decided how or if they should do anything with the factions and individuals that are roaming the island and the ruins.
I am definitely looking forward to the game, especially since I will be able to break out lots of props and some surprises for the group.
Stay tuned!
There will be some changes in both the cast of characters and the players. I'm trying my best to drag the same people back to the table and maybe a couple more.
The previous player of the Paladin will be playing a thief. The Paladin will be played by the player formerly playing the wizard. There is no confirmation yet if the player of the Ranger is returning, though most of the group hopes this will happen. A player that could not make it last time due to a family emergency is likely to make it this time and may bring a plus one (both have never played D&D and want to learn). Someone will inherit the wizard, and someone will get to choose from the starter set pre-gen characters.
When we last played, the characters had crossed the island, braved attacks by undead and pirates, met some goats and other pirates, made their way up a cliff to get to the abbey, ambushed some evil cultists, got inside the surviving underground portion of the ruins, fought a bunch more cultists, and earned more than enough experience points to become level 2 which they will be at the start of the upcoming session.
There will be exploring, combat, more exploring and combat, etc. Mostly dungeon crawling this time around. They have already discovered there are some factions at play, so far mostly of the get me off the island and I won't interrupt this adventure for a Pound type. They have not yet decided how or if they should do anything with the factions and individuals that are roaming the island and the ruins.
I am definitely looking forward to the game, especially since I will be able to break out lots of props and some surprises for the group.
Stay tuned!
Friday, January 16, 2015
Monday, January 12, 2015
Saturday, January 10, 2015
Quizzing the Readership
Up to this point I have deliberately kept the blog free of advertising (aside from having the Zazzle store which gets almost zero traffic). My thinking on it was to make the site both less bothersome and easier to load. These days load times are pretty insignificant so the real question for the readers is would you be bothered if I activated AdSense and allowed advertising on this blog?
Please post your thoughts in the comments to this post. I will not be making the jump immediately, preferring to wait and bring this up again in a week or so to give readers time to discuss the idea.
Please post your thoughts in the comments to this post. I will not be making the jump immediately, preferring to wait and bring this up again in a week or so to give readers time to discuss the idea.
Wednesday, January 7, 2015
A Red and Pleasant Land, and Death Frost Doom revised.
I have been looking forward to getting my greedy little DM fingers on these two books. They became my present to myself for the holiday season.
Death Frost Doom
I have read most of Death Frost Doom and have a solid grasp of just how good this adventure meets the horror criteria and easily functions as a pivotal event in a campaign. The book, and it is a book; hard bound; 6 by 9 format; new art; and updated material that puts a keener edge on every story element and encounter within; is a great example of how adventures should be written, even if they aren't apocalyptic. Everything within is tight and worthy of player attention, and it meets the definition of adventure - DANGEROUS!
DFD is the start of an undead apocalypse or close enough to one that as it says, the PCs that survive will have a lot of work ahead fixing or at least mitigating the damage caused. The smile on my face at several points in the reading of the adventure was that of a rat bastard DM loving the potential in the pages. If you have the kind of players that enjoy moral dilemmas, and love horror elements done right, then Death Frost Doom is worth the cost.
WARNING - Death Frost Doom is not suitable for crybabies unable to handle character death. In this adventure it is likely that some player or players, will lose their character if the group is not sharply aware, and/or take too many risks. Some things may be tough to avoid, but can still be mitigated by a party on their toes. Besides, what fun is there in being too cautious!
A Red and Pleasant Land
What if Lewis Carroll and Bram Stoker somehow mated and bore offspring, then made an RPG setting based on their wickedly strange family? This might be that outcome, channeled through the mind of Zak S. of Playing D&D With Porn Stars.
While I have not finished reading the beautiful book, my skimming of A Red and Pleasant Land convinced me that it is a work of art, even more-so than its predecessor Vornheim. It is full color, full of art, and full of wonderfully twisted ideas mixing Alice in Wonderland and Vampires to create a very playable campaign setting. The bits and pieces, all of them, easily lend themselves to cannibalization for use in other fantasy style campaigns.
The Alice character class is unlike any character class I have seen in decades of RPGs. In this setting, it fits perfectly with the whimsy and twisted reality of Voivodja, though outside the setting it would be incredibly out of place and possibly less effective. During the progression of the class, random rolls move development along peculiar paths, all useful for navigating the chaotic social and political structures of the vampire warped pocket of existence and all based on some aspect of Alice in Wonderland.
ARPL is another of those RPG books that is very worth having and reading even if you do not plan to play in the setting, or might make a brief detour through it during your regular campaign.
The first printing/first edition (3,000 copies) has sold through and a second printing has been ordered. The reviews that have come in so far include glowing praise from the likes of China Meiville, Ken Hite, Monte Cook, and others. Get it, quickly, do not hesitate, or you may regret not having a copy for your gaming book shelf.
I may have more to say when I finish reading this amazing book. The only drawback, if you can call it one, is the very tiny bits of gold glittery material that ends up on your hands and other objects while you handle this hard bound, cloth covered treasure.
Death Frost Doom
I have read most of Death Frost Doom and have a solid grasp of just how good this adventure meets the horror criteria and easily functions as a pivotal event in a campaign. The book, and it is a book; hard bound; 6 by 9 format; new art; and updated material that puts a keener edge on every story element and encounter within; is a great example of how adventures should be written, even if they aren't apocalyptic. Everything within is tight and worthy of player attention, and it meets the definition of adventure - DANGEROUS!
DFD is the start of an undead apocalypse or close enough to one that as it says, the PCs that survive will have a lot of work ahead fixing or at least mitigating the damage caused. The smile on my face at several points in the reading of the adventure was that of a rat bastard DM loving the potential in the pages. If you have the kind of players that enjoy moral dilemmas, and love horror elements done right, then Death Frost Doom is worth the cost.
WARNING - Death Frost Doom is not suitable for crybabies unable to handle character death. In this adventure it is likely that some player or players, will lose their character if the group is not sharply aware, and/or take too many risks. Some things may be tough to avoid, but can still be mitigated by a party on their toes. Besides, what fun is there in being too cautious!
A Red and Pleasant Land
What if Lewis Carroll and Bram Stoker somehow mated and bore offspring, then made an RPG setting based on their wickedly strange family? This might be that outcome, channeled through the mind of Zak S. of Playing D&D With Porn Stars.
While I have not finished reading the beautiful book, my skimming of A Red and Pleasant Land convinced me that it is a work of art, even more-so than its predecessor Vornheim. It is full color, full of art, and full of wonderfully twisted ideas mixing Alice in Wonderland and Vampires to create a very playable campaign setting. The bits and pieces, all of them, easily lend themselves to cannibalization for use in other fantasy style campaigns.
The Alice character class is unlike any character class I have seen in decades of RPGs. In this setting, it fits perfectly with the whimsy and twisted reality of Voivodja, though outside the setting it would be incredibly out of place and possibly less effective. During the progression of the class, random rolls move development along peculiar paths, all useful for navigating the chaotic social and political structures of the vampire warped pocket of existence and all based on some aspect of Alice in Wonderland.
ARPL is another of those RPG books that is very worth having and reading even if you do not plan to play in the setting, or might make a brief detour through it during your regular campaign.
The first printing/first edition (3,000 copies) has sold through and a second printing has been ordered. The reviews that have come in so far include glowing praise from the likes of China Meiville, Ken Hite, Monte Cook, and others. Get it, quickly, do not hesitate, or you may regret not having a copy for your gaming book shelf.
I may have more to say when I finish reading this amazing book. The only drawback, if you can call it one, is the very tiny bits of gold glittery material that ends up on your hands and other objects while you handle this hard bound, cloth covered treasure.
Thursday, December 11, 2014
Monday, November 17, 2014
Catching up a bit
Had I the inclination I would have had plenty of posts recently, alas, I lacked the motivation.
Here is a quick bit of what has been happening:
The Yearly Horror Game - CaptCorajus ran his annual Cthulhuesque horror game. This year it used the character creation method from Dread (the questionnaire) and resulted in some very 'colorful' characters. I plan to post more about it including posting the characters and some pictures soon. Just be warned, the players, myself included, are some seriously twisted individuals when it comes to creating characters.
The Sunday D&D campaign run by CaptCorajus - We completed the transition from C&C to D&D5E and the characters have managed to get into some serious trouble while traveling the wilds. That includes battling alligators, shambling mounds, a tyrannosaurus rex, some Yuan-ti and their cultists, and bunches of biting insects. The party has been split up due to our halfling willingly teleporting away with the Yuan-ti sorceress while carrying an artifact the Yuan-ti need to resurrect the evil god Set. The other three members are now inside the temple above where the body of set resides, battling and sneaking our way through while trying to locate the halfling so we can force her to leave (and bring the artifact) thus disrupting the Yuan-ti plans. We have not yet found our errant halfling rogue, however the remaining three members of the 5th level party have achieved some amazing things.
The gimped cleric, handicapped wizard, and certifiably insane fighter managed to take down a CR17 Death Knight without casualties. The wizard has never been able to get the 3rd level spells that a 5th level wizard should get, the cleric transitioned from C&C and lost physical combat capabilities and healing capabilities, but did gain some kick-ass spells, however being in a temple over the buried body of an evil god left the cleric unwilling to continue casting spells due to the very nasty negative side effects. That left the fighter as the only one in full combat shape.
Oh, and without a doubt, Magic Missile is the single best combat spell in D&D5E. It doesn't miss, moving it to higher slots pumps the damage, and it wrecks concentration somewhat reliably.
After this latest session, the party should now be 6th level (we netted at least 20,000 xp for three members), and the wizard will still not have 3rd level spells . . .
Note: we know the halfling went willingly since only willing creatures/people can be teleported, and we also know the Yuan-ti sorceress is at least a 13th level caster since the lower level teleport circle takes a full minute to cast and the teleport took only a single round. It is amazing the meta-game knowledge one can glean during play. :)
And now some pictures.
Here is a quick bit of what has been happening:
The Yearly Horror Game - CaptCorajus ran his annual Cthulhuesque horror game. This year it used the character creation method from Dread (the questionnaire) and resulted in some very 'colorful' characters. I plan to post more about it including posting the characters and some pictures soon. Just be warned, the players, myself included, are some seriously twisted individuals when it comes to creating characters.
The Sunday D&D campaign run by CaptCorajus - We completed the transition from C&C to D&D5E and the characters have managed to get into some serious trouble while traveling the wilds. That includes battling alligators, shambling mounds, a tyrannosaurus rex, some Yuan-ti and their cultists, and bunches of biting insects. The party has been split up due to our halfling willingly teleporting away with the Yuan-ti sorceress while carrying an artifact the Yuan-ti need to resurrect the evil god Set. The other three members are now inside the temple above where the body of set resides, battling and sneaking our way through while trying to locate the halfling so we can force her to leave (and bring the artifact) thus disrupting the Yuan-ti plans. We have not yet found our errant halfling rogue, however the remaining three members of the 5th level party have achieved some amazing things.
The gimped cleric, handicapped wizard, and certifiably insane fighter managed to take down a CR17 Death Knight without casualties. The wizard has never been able to get the 3rd level spells that a 5th level wizard should get, the cleric transitioned from C&C and lost physical combat capabilities and healing capabilities, but did gain some kick-ass spells, however being in a temple over the buried body of an evil god left the cleric unwilling to continue casting spells due to the very nasty negative side effects. That left the fighter as the only one in full combat shape.
Oh, and without a doubt, Magic Missile is the single best combat spell in D&D5E. It doesn't miss, moving it to higher slots pumps the damage, and it wrecks concentration somewhat reliably.
After this latest session, the party should now be 6th level (we netted at least 20,000 xp for three members), and the wizard will still not have 3rd level spells . . .
Note: we know the halfling went willingly since only willing creatures/people can be teleported, and we also know the Yuan-ti sorceress is at least a 13th level caster since the lower level teleport circle takes a full minute to cast and the teleport took only a single round. It is amazing the meta-game knowledge one can glean during play. :)
And now some pictures.
Labels:
C&C,
CaptCorajus,
Castles & Crusades,
Cthulhu,
D&D,
Death Knight,
Dread,
Dungeons and Dragons,
Halloween,
Horror,
Labyrinth Lord,
LL,
Set,
Shambling Mound,
T-Rex,
Teleport,
Teleport Circle,
Tyrannosaurus,
Yuan-ti
Thursday, October 23, 2014
New Magic Item - Ring of Spell: Snoring
The cavern was pitch black. Even the orcs couldn't see where they were going and had slowed to a shambling hoard of complainers. If he could lead them to the chasm perhaps enough would fall in that he could make a hasty exit.
Embuk fished around in his pouch for one particular magic ring, the one sure to fool the orcs into an ill advised charge over the edge. "Ah, there it is." he thought, putting on the sandstone ring carved with moons and stars. "This should give the savages a target."
From across the darkness, deeper into the cavern and well out over the chasm edge, emanated loud snoring, obviously from the soon-to-be victim that had angered the tribe's shaman. It took nothing to get the desired result as a baker's dozen of the brutes rushed blindly to their deaths, over the edge and 70 feet below. The orc shaman would have to wait for any retribution. The snoring stopped and Embuk put the ring away.
Lighting his lantern, Embuk made his way out of the cavern, wary of possible guards and maybe the shaman himself.
New Magic Item - Ring of Spell: Snoring
The ring is imbued with one spell only, Snoring, which creates a loud snoring sound that lasts up to two minutes or until cancelled by the wearer. The sound can be created up to 120 feet from the wearer. An hour or more after use it can again be cast.
Embuk fished around in his pouch for one particular magic ring, the one sure to fool the orcs into an ill advised charge over the edge. "Ah, there it is." he thought, putting on the sandstone ring carved with moons and stars. "This should give the savages a target."
From across the darkness, deeper into the cavern and well out over the chasm edge, emanated loud snoring, obviously from the soon-to-be victim that had angered the tribe's shaman. It took nothing to get the desired result as a baker's dozen of the brutes rushed blindly to their deaths, over the edge and 70 feet below. The orc shaman would have to wait for any retribution. The snoring stopped and Embuk put the ring away.
Lighting his lantern, Embuk made his way out of the cavern, wary of possible guards and maybe the shaman himself.
New Magic Item - Ring of Spell: Snoring
The ring is imbued with one spell only, Snoring, which creates a loud snoring sound that lasts up to two minutes or until cancelled by the wearer. The sound can be created up to 120 feet from the wearer. An hour or more after use it can again be cast.
Thursday, October 16, 2014
New Monsters: The Horologe, Clockwork Devils, and Corrupted Modrons
Schedules are inherently Lawful. They may be malleable, changeable, or in some aspects vary, but inevitably they pin people down to behaving in predictable manners. Unless that schedule happens to be the one for the date and time of the game session, in which case the one highly attributable law is that no mater how far in advance a game session is planned and agreed to by everyone, those commitments don't mean squat.
Why doesn't the game schedule matter? Because more powerful devils (schedules) take precedence. Be it a family emergency or event (excusable), or work (uhm yeah, we're going to need you to come in on Saturday), or a spouse declaring that you can't go to the game (you know who you are).There is almost always a greater devil pulling the strings.
In game terms perhaps we can affix blame to a greater devil known as The Horologe.
This greater devil is assigned to diplomatic duty outside of the Hells, specifically, to Mechanus, home of the most regimented of beings, the Modrons.
Originally assigned as part of a diplomatic mission requested by Primus in a attempt to bargain safe(r) passage through the Hells for the Modrons great march every cycle, and to balance the diplomatic mission of good, The Horologe has found the position comfortable if a tad frustrating.
Corrupting Modrons is not as simple as it seems when the concepts of evil and good are equally valid and invalid to their ethos and function. Of the Modrons presently serving the local needs of Hell's diplomatic mission, less than two dozen may actually have become corrupt and truly evil, though how could anyone, even the Horologe be certain.
The Horologe decided to expand reach outside of Mechanus and into the material plane. This required new servant devils whose purpose is to corrupt through the pressure of ever tighter schedules and deadlines, and tempting victims to cheat, lie, and commit other offences in order to make deadlines or appear to have met goals. This also works on other souls by convincing them to bully their subordinates, through time pressure, creating a domino effect of corruption.
The Horologe
Unique (undergoing promotion to arch-devil)
HD 18, HP 99
Saves as F18
AEC page 115 - standard arch/greater devil abilities
Only harmed by magic weapons
Timestop 1/day
Slow 3/day
Haste 3/day
Chance to gate in 1d6 Pentadrones (Modrons) or 1d6 Clockwork Devils (65% chance of success for either). Flip a coin or choose.
The Horologe is a 9' tall humanoid devil with brass mechanical clockworkings intermixed with the organic majority of its body. The right arm appears to be mostly mechanical. The left eye is replaced with an ornate time piece. A whirring and clicking sound always accompanies The Horologe.
In addition to spell and melee damage, 3/day The Horologe can release a scalding burst of steam in a 30' radius centered upon itself. All creatures not immune or resistant to fire/heat damage take 9d6 damage (half if save). The cloud of steam also provides half cover for everything within it until the end of The Horologe's next round.
The Horologe attacks twice per round with the right arm as a +3 weapon of wounding. Damage: 1d8+5 and 1 additional damage per round (per wound from this weapon) until healed.
If The Horolge feels seriously threatened the order of events will be: Time Stop - move to include as many enemies as possible and use the steam burst, move to include others left out and repeat, then teleport without error to safety.
Clockwork Devil
Lesser Devil
HD 5, HP 33
Haste 1/day
Slow 1/day
Save as F5
Attacks: 2 claws 1d6 each, or 1 weapon with bonus +2 to hit and damage (non-magical).
Clockwork Devils are human sized mechanical appearing lesser devils with whirring gears, and pistons, and various types of timepieces for a head in their natural form. They are able to assume a human appearance when attempting to fulfill their purpose of corruption through time pressure.
Corrupted Modrons:
Corrupted Modrons will have a physical trait that may clue PCs in on their unusual nature. Maybe small horns, or red eyes, or their choice of weapon, etc. They also have a feature common to devils (DM's choice).
Note: Any artist out there feel like tackling the art for The Horologe and Clockwork Devils? I can't pay a lot, but I am willing to pay. No art for Modrons since those are WotC property to my knowledge.
Why doesn't the game schedule matter? Because more powerful devils (schedules) take precedence. Be it a family emergency or event (excusable), or work (uhm yeah, we're going to need you to come in on Saturday), or a spouse declaring that you can't go to the game (you know who you are).There is almost always a greater devil pulling the strings.
In game terms perhaps we can affix blame to a greater devil known as The Horologe.
This greater devil is assigned to diplomatic duty outside of the Hells, specifically, to Mechanus, home of the most regimented of beings, the Modrons.
Originally assigned as part of a diplomatic mission requested by Primus in a attempt to bargain safe(r) passage through the Hells for the Modrons great march every cycle, and to balance the diplomatic mission of good, The Horologe has found the position comfortable if a tad frustrating.
Corrupting Modrons is not as simple as it seems when the concepts of evil and good are equally valid and invalid to their ethos and function. Of the Modrons presently serving the local needs of Hell's diplomatic mission, less than two dozen may actually have become corrupt and truly evil, though how could anyone, even the Horologe be certain.
The Horologe decided to expand reach outside of Mechanus and into the material plane. This required new servant devils whose purpose is to corrupt through the pressure of ever tighter schedules and deadlines, and tempting victims to cheat, lie, and commit other offences in order to make deadlines or appear to have met goals. This also works on other souls by convincing them to bully their subordinates, through time pressure, creating a domino effect of corruption.
The Horologe
Unique (undergoing promotion to arch-devil)
HD 18, HP 99
Saves as F18
AEC page 115 - standard arch/greater devil abilities
Only harmed by magic weapons
Timestop 1/day
Slow 3/day
Haste 3/day
Chance to gate in 1d6 Pentadrones (Modrons) or 1d6 Clockwork Devils (65% chance of success for either). Flip a coin or choose.
The Horologe is a 9' tall humanoid devil with brass mechanical clockworkings intermixed with the organic majority of its body. The right arm appears to be mostly mechanical. The left eye is replaced with an ornate time piece. A whirring and clicking sound always accompanies The Horologe.
In addition to spell and melee damage, 3/day The Horologe can release a scalding burst of steam in a 30' radius centered upon itself. All creatures not immune or resistant to fire/heat damage take 9d6 damage (half if save). The cloud of steam also provides half cover for everything within it until the end of The Horologe's next round.
The Horologe attacks twice per round with the right arm as a +3 weapon of wounding. Damage: 1d8+5 and 1 additional damage per round (per wound from this weapon) until healed.
If The Horolge feels seriously threatened the order of events will be: Time Stop - move to include as many enemies as possible and use the steam burst, move to include others left out and repeat, then teleport without error to safety.
Clockwork Devil
Lesser Devil
HD 5, HP 33
Haste 1/day
Slow 1/day
Save as F5
Attacks: 2 claws 1d6 each, or 1 weapon with bonus +2 to hit and damage (non-magical).
Clockwork Devils are human sized mechanical appearing lesser devils with whirring gears, and pistons, and various types of timepieces for a head in their natural form. They are able to assume a human appearance when attempting to fulfill their purpose of corruption through time pressure.
Corrupted Modrons:
Corrupted Modrons will have a physical trait that may clue PCs in on their unusual nature. Maybe small horns, or red eyes, or their choice of weapon, etc. They also have a feature common to devils (DM's choice).
Note: Any artist out there feel like tackling the art for The Horologe and Clockwork Devils? I can't pay a lot, but I am willing to pay. No art for Modrons since those are WotC property to my knowledge.
Thursday, October 2, 2014
Sunday, June 22, 2014
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