Showing posts with label Rahonawud. Show all posts
Showing posts with label Rahonawud. Show all posts

B/Xing the 3e Monster Manual: Achaierai, Allips, & Angels

Next is the Achaierai and I get to cheat because the amazing picture in the Monster Manual inspired a creature in the Rahonawud module I’m writing called the Munna Bird. The Achaierai as written is a four legged demon-bird (awesome!) that can summon a black insanity cloud (what?).

 

Munna Bird 
AC 5 (14), HD 4 (18hp), Att 2 x talons (1d4), beak (2d4), THAC0 16 (+3) 
MV 150’ (50’) Walk, SV D12 W13 P14 B15 S16, ML 7, AL N, XP 75, NA 2d4 (2d6), TT U 
  • Surprise 1-in-4  
  • Pursuit: Always chase fleeing prey 
  • Description: Horse-sized flightless parrots with four legs that imitate the screams of their prey as they feed. How do you know they are man-eaters? 
  • Combat: Social creatures that hunt in small packs of four to eight by ambushing prey from multiple directions. They attack and retreat in turns. 
  • To Avoid: Munna hunt via motion.  Remaining perfectly still will cause them to eventually move on (they will make moral check each turn with cumulative -1 penalty). 
  • Treasure: Their large sickle shaped talons are prized (50gp each) for use in treating various ailments.

Then we have the Allip which is just a wraith but I love the line the description of the MM "An allip is unable to cause physical harm, although it doesn't appear to know that. It keep flailing away at enemies, yet it inflicts no wounds." So we are going to give it a treatment and try to keep it fresh.

 

Allip
AC 3 (16), HD 4 (18hp), Att 1 x thrash (no damage), THAC0 16 (+3)
MV 150’ (50’) Fly, SV D10 W11 P12 B13 S14, ML 12, AL C, XP 125, NA 1d4 (1d6), TT E
  • Undead: Make no noise until they attack. Immune to effects that affect living creatures (i.e. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 
  • Mundane Weapon Immunity: Only harmed by silver or weapons or magic. 
  • Damage Reduction: Half damage from silver weapons. 
  • Thrash: Allips ignore armor treating all targets as AC 9 (10). Targets struck by an Allip receive no damage but must Save vs Spells or be affected by the Confusion spell for 2d6 rounds. 
  • Description: A shadow so dark that it is cast even in darkness. A low moan fills your ears that sounds like your own. Why do you feel sad?  
  • Combat: Allips approach targets and flail uselessly against them. 
  • Avoid: Allips are the unforgiven dead. If they are given forgiveness for their misdeeds (real or perceived) they will cease to exist.

Finally for this entry is the Angels. I'm not a fan of angels being part of my cosmology, but I do like the idea of great idols being temporarily inhabited by the divine forms they represent (think the idol of Moloch coming to like in ancient Babylon to defend the city-state). Much is lifted from the Bronze Golem (you will see this theme a lot because I'm a big fan of "just use a bear").

 

Angel
AC 0 (19), HD 20** (90hp), Att divine weapon (4d8), THAC0 6 (+13),
MV 240’ (80’), SV D6 W7 P8 B8 S10, ML 12, AL N, XP 4,300, NA 1 (1), TT None
  • Mundane Damage Immunity: Can only be harmed by magic attacks 
  • Immunity: Unharmed by gas, unaffected by charm, hold, and sleep spells. 
  • Know Truths: Continuously under the effect of Know Alignment spell. 
  • Divine Terror: All creatures who look upon an Angel must Save vs Spells or be effected by the Cause Fear spell for 3d6 rounds. 
  • Spells: Continual Light (Darkness), Hold Monster, Curse (Remove Curse), Quest, Raise Dead/Finger of Death 
  • Description: Typically fashioned from bronze, gold, or stone an “Angel” is the embodiment of a divine being made real by human hand. When inhabited its material transcends this world and becomes that of unknowable existence. How does it make you know your true purpose? 
  • Combat: The result of divine intervention, these beings often have a very singular purpose. However, collateral damage is expected. 
  • Avoid: Stop the ritual before it is completed, tithe regularly, do not blaspheme.

Three Magic Swords

I started this blog with the intention of sharing what I create, but I have been unsuccessful sharing because I'm uncomfortable putting unfinished product out into the aether. I am currently working on an adventure module for B/X called "Rahonawud" and my intention (I think) was to finish it and then post it. However, who knows if I will ever "finish" it. So, in the spirit of sharing I am going to start posting the parts that ARE done and could maybe find a home in YOUR game!

Bows and spears hunt, axes hew wood, hammers flatten steel, sickles harvest wheat, and swords kill. It is the sword's singular murderous purpose that makes it unique among weapons.

Intelligent magic swords share, or even surpass, the legends of their wielders. They are all vain, fickle, selfish, and jealous. They will not suffer being swung by the incompetent.

Rules for Magic Swords

  • Owners of magic swords may only use the magic sword and no other weapon or risk the sword betraying them.
  • Magic swords all seem to know (or at least know of) one another and most hate each other. There is only a 1-in-6 chance that two swords will tolerate each other enough to be in the same party.
  • Special Purpose and Alignment Powers have been removed.
  • All swords communicate verbally in a shared language with the wielder.
  • Control checks are removed, but a sword that is displeased with its wielder may force a save vs. death once per day. If the wielder fails the sword becomes a -2 cursed sword until the following day (or until the sword decides it is no longer irked with its wielder).

Example Swords from “Rahonawud”

Peacock Blade: Named Fendoric the Proud, this +2 sword insists its wielder fight with one hand behind their back. If the wielder uses their offhand for anything in combat Fendoric will instead impose a -2 penalty on the wielder for the duration of the encounter. Fendoric also loudly and relentlessly taunts enemies in a surprising number of languages. Intelligent enemies gain +1 moral. Once per day the wielder may reflect a spell back on its caster.

Greedy Steel: Cobe the Conquer turned himself into a +1 sword that is obsessed with treasure. When within 300’ of a horde worth at least 2,000gp (treasure types A, B, D, E, F, G, H, I) the sword automatically senses its existence and direction. The wielder deals double damage while both within 300’ of the treasure and intending to acquire/keep it. If the wielder abandons the horde Cobe will loudly protest by berating the wielder which has a 4-in-6 chance of drawing a wandering monster each turn. The wielder may consume up to 6 gp each day to heal 6 hp.

Blue Murder: This +1 sword only speaks in incomprehensible hushed whispers and is a +3 sword when attacking unaware creatures. The wielder gains infravision and acts as if under the effects of elven cloak and boots as long as nobody is aware of their presence. The wielder may be targeted by Detect Evil and Dispel Evil. Once per day the wielder may cast Animate Dead on a creature killed by Blue Murder.

Expanded Spells for Shadowdark

I like my players to find spells (they don't get to just pick every level) and I like to have a lot of spells. Most, but not all, have b...