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Old 9th March 2009, 05:30 PM   #121 (permalink)
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An al-mi’raj appears to be a large rabbit, often with yellowish or black fur, except for a one-foot-long pearly horn rising from its forehead. Al-mi’raj have a natural ability to sense open spaces within 15 feet of them, as well as a limited ability to teleport. They live in warrens, often built around abandoned burrows, sealed tombs, and other spaces without any obvious entrance or egress. They are not aggressive, unless their warrens are breached. Even then, al-mi’raj tend to flee rather than fight. To many treasure-seekers, al-mi’raj are less of a challenge than an indication that a hidden tomb might exist nearby. Any treasure indicated is incidental, being part of the al-mi’raj lair rather than something intentionally collected by the creatures.
Of possible novelty interest...Darkwater Press / Mi'raj
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Old 9th March 2009, 05:47 PM   #122 (permalink)
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Of possible novelty interest...Darkwater Press / Mi'raj
Neat!

You know, one of the good things about a streamlined game is ease of monster creation. I've actually started working on flavour text because, IME, creating monster stats for RCFG is just so darn easy. Of course, I have a few tools at my disposal, such as a Saving Throw scale table, and an AC scale conversion table, that aren't available to the general public yet (but will be). One of the advantages of using an "average man" standard is that you can easily slot creature abilities on the basis of how good an "average man" is.

As far as your cool template goes, RCFG will fully support templates, so as to get the most bang from your (free) buck. My intention is that d20 material, as well as older D&D and AD&D material, can be quickly converted, so that GMs and players can quickly and easily add any element from anything even remotely related to D&D.

4e, of course, is a special case, because of the GSL. Nonetheless, I hold that 4e is actually quite close to 3e in many ways (apart from PCs) that most modules should be easily converted by plugging in the RCFG equivilent. IMHO, those modules will also be a heck of a lot more fun after conversion, but that could just be my ego talking.

I imagine that creating a class in RCFG based on the flavour of a 4e character class should be pretty simple as well. Indeed, IMHO many character concepts are already easier to stat up in RCFG than in 4e, due to what I view as the limiting nature of the class structure.

YMMV.


RC
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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

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Old 13th March 2009, 05:48 AM   #123 (permalink)
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BTW, RCFG Preview #3 is prominently titled Preview #4 on the first (title) page. File is numbered #3.

I've got spring break coming up and have started looking through the previews. Hope to have some comments soon. Biggest one, though, is the hd cap on elves, gnomes, and halfings. As far as I can tell, the effect, for elves, is to make than a d6 fighter instead of a d10. That's a major penalty. Why is it necessary?
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Old 13th March 2009, 05:05 PM   #124 (permalink)
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BTW, RCFG Preview #3 is prominently titled Preview #4 on the first (title) page. File is numbered #3.
D'oh!

This is an artifact of the system I am using for naming the Word files (to keep my work in the order it will appear in the final product). Because it was a file named "04 Magic and Spellcasting" I just made it Preview 4. I'll fix that when I get a chance.

Quote:
I've got spring break coming up and have started looking through the previews. Hope to have some comments soon. Biggest one, though, is the hd cap on elves, gnomes, and halfings. As far as I can tell, the effect, for elves, is to make than a d6 fighter instead of a d10. That's a major penalty. Why is it necessary?
Nothing is set in stone at this point, but part of the goal is to have a humanocentric world that makes sense as a humanocentric world.


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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

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Old 13th March 2009, 09:42 PM   #125 (permalink)
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More Monster Fluff Text

Opinions, please?

Also, thank you to those of you who've given XP for this thread.

RC


Wyvern

A wyvern is a type of lesser dragon without forelegs. They have hind legs and wings where forelegs attach to quadrupeds (thus being rather like the wings of birds). As with all lesser dragons, there is much speculation among sages as to their relationship with true dragons. All wyverns have greenish or brown scales. Crimson wyverns have a reddish tint to their wings and the scales along their heads and necks. They are able to breathe fire. Grey wyverns have duller scales, often muted to olive drab tones, and are equipped with a venomous sting on their tails. They are typically larger, but less aggressive, than crimson wyverns.

A crimson wyvern’s breath weapon takes the form of a 30-foot cone, and does a number of d6 in fire damage equal to the wyvern’s Hit Dice (Reflex save DC 10 + wyvern’s HD for half). A crimson wyvern has a 1 in 6 chance of being able to breathe fire on any of its actions.

The venom in a grey wyvern’s sting does 2d6 points of damage on the first round and 1d6 points of damage per round thereafter, for a total number of rounds equal to the wyvern’s Hit Dice. Each round, a free Fortitude save (DC 10 + wyvern’s Hit Dice) may negate that round’s damage.

Wyverns are not particularly intelligent creatures. Their attacks are often motivated by hunger, or in defence of the area immediately around their lair. Wyverns are more likely to attack larger creatures, such as horses, than they are to attack humanoids. Thus, a wyvern attack might mean the loss of a pack mule or two rather than the animals’ handlers, if the attack is uncontested. Unfortunately, not contesting such an attack might mean the wyvern returns night after night, picking off a horse here and a mule there so long as the travellers remain in its territory.

As with all dragons, wyverns are attracted to shiny things. They don’t go out of their way to collect them, but will line their lairs with incidental treasures. Wyverns prefer to lair in shallow caves overlooking their territory. When lairing in ruins, they prefer high places (such as towers or the upper stories of tall buildings). They are seldom found deep within ruins, or deep underground, as they become nervous when denied easy access to the sky.

Xorn

A xorn is a roughly barrel-shaped creature from the Elemental Plane of Earth. It has three arms ending with rock-hard claws, and three short legs. Three eyes surround the gaping maw at the top of its body. Its skin is made of greyish-brown rock-hard material that is quite difficult to damage. They are extremely heavy – even a small xorn weighs over 800 pounds – due to their rocky makeup.

Xorns have the ability to teleport from the Elemental Plane of Earth to the material plane and back once every three centuries, and are able to transport up to three willing creatures no larger than themselves when doing so. They can swim through earth and stone at will, as though it were water, leaving no opening behind them. Likewise, they can treat earth and stone as solids whenever it suits them. This is a natural part of any move action they take, and makes it extremely easy for a xorn to escape almost any conflict that is going poorly, although they cannot transport other creatures through stone or earth in this manner. In addition to having darkvision to a range of 60 feet, xorn can see through solid earth or stone to a range of 30 feet.

Xorn eat precious metals and gems, which they can scent at a range of 120 feet, even through solid earth and stone. They usually only come into conflict with beings from the material plane over these “tasty treats”. Often, xorn attacks can be headed off by offering some portion of treasure (typically 50 gp x the xorn’s Hit Dice), and in some cases xorn have carried adventurers to the Elemental Plane of Earth in exchange for precious metals and gems worth 100 gp x the xorn’s Hit Dice, per person carried.

Yellow Mould

This orangish-yellow growth can occur nearly anywhere away from direct sunlight, thriving especially in dim, damp environments. It is not dangerous unless disturbed; in this case the mould releases a cloud of spores 10 feet in diameter. Any creature caught in the cloud can hold its breath with a DC 10 Reflexes save, or resist the spores with a DC 15 Endurance save. If the initial save is failed (either Ref or End), the spores cause 1d6 points of damage each round until a successful Endurance save (DC 20) ends the effect. Yellow mould can be destroyed by 2d6 rounds of exposure to sunlight (which immediately makes it dormant when exposure begins), or by fire. It is undamaged by other attacks.

In some cases, large colonies of yellow mould may gain a form of collective intelligence. In this case, the mould may have levels in the Sorcerer class (level 1d6–1). Yellow mould never gains a familiar, but is always able to cast any spell it knows without the use of components. The first spell source of any yellow mould colony is always Psionic. If a yellow mould colony has a second spell source, it may select from (1) Dreams, (2) Eldritch Horror, (3) Greenblooded, (4-5) Necromantic, or (6) Shadow. The numbers in parenthesis are for use with 1d6 to randomly select a second spell source.

Yeti

Yeti are large, ape-like monstrous humanoids dwelling in cold, high regions of the world. Their fur is a dirty white, and their eyes blaze with reddish or yellowish light. Yeti are believed to be shy and secretive, avoiding encounters with intelligent creatures more often than attacking. As a result, yeti tracks are seen more often than the creatures themselves. However, reports claim that yeti sometimes trail folk travelling the high passes, learning what they can about them. Sometimes, this results in an attack, and when a yeti chooses to attack, its attack can be devastating.

A yeti attacks with claws and fangs. Its weird, ululating cry can freeze opponents in terror, as can its malevolent gaze. A yeti can use its cry as an action, or its gaze as a reaction. Those who hear the cry or meet the gaze must make a save (Will or Reas, DC 18) or be stunned for 1d6 rounds. In addition, the yeti’s body radiates intense cold, so that any creature engaged in close melee combat with a yeti takes 1d6 points of cold damage each round.

Yeti sometimes lead bands of carnivorous apes. They may keep shiny objects, but the remainder of their treasure is usually found in some hidden area where they store the remains of their victims. There are rumours that yeti with dark fur roam some isolated temperate forests, occasionally terrorizing the inhabitants of remote settlements, hunting cabins, and logging camps.
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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 13th March 2009, 10:38 PM   #126 (permalink)
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Nothing is set in stone at this point, but part of the goal is to have a humanocentric world that makes sense as a humanocentric world.
It's the stick, in other words. You can slant players one way or another with a carrot or a stick, and that's the stick.

It's an out-of-balance solution. The HD penalty only affects classes with d8 or d10 and higher HD (depending on size) and has no effect on low HD classes, so you'll skew those races that way. I didn't see a HD cap for dwarves, so dwarves are OK to play? I can understand not having one for half-elves and half-orcs. Linking it to size makes it additionally discriminatory - you don't like elves, but you really don't like gnomes and halfings! It also suggests large races should get a HD bonus. And it doesn't do anything to support that idea that hit points reflect, in part, your ability to evade, lessen, or mitigate a hit and the effects thereof - an ability that should be independant of size.

I think level limits are probably a better way to go. If you're really hooked on hit dice, then say elves drop down a die size (from d10 to d8, or d8 to d6) and small characters drop two sizes; both to a minimum of d4. That keeps it more abstract.

I'll post more later. I know you're looking forward to it.
Nell.
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Old 13th March 2009, 11:04 PM   #127 (permalink)
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The basic idea for the HD cap comes from Basic Fantasy.

Actually, I like elves, and gnomes, and halflings. But, as with all game designers, I have design goals in mind when creating a game. Thus far, in the playtests, I've not seen short characters crippled by the HD restriction.

Of course, RCFG is being designed as a modular system, so that individual GMs and groups can alter the rules in various ways to reflect the game they wish to play.

And, yes, I am looking forward to it!!!!
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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 13th March 2009, 11:38 PM   #128 (permalink)
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The basic idea for the HD cap comes from Basic Fantasy.
To recap BFRPG, elves & halflings are limited to a d6 HD; but fighters only have a d8 HD; clerics & rogues have a d6; wizards have a d4. Elves do not have a Con penalty; they have a Con. cap instead. Also, elven fighter/magic-users have a d6 HD for all levels, which evens out the issue for them (that's design by carrot).

RCFRPG limits elves to d8 AND assigns them a Con penalty (dropping their average hit points an additional point per die, or equal to a d6); gnomes and halflings to an actual d6. Paladins, Fighters, and Barbarians have d10 or higher hit dice; sorcerers & wizards have d6 or lower hit dice. Only sorcerers and wizards don't penalize short characters. All other classes have d8 - elves don't have a HD penalty, but they'll lag in hit points in all classes because of the Con penalty.

Quote:
Of course, RCFG is being designed as a modular system, so that individual GMs and groups can alter the rules in various ways to reflect the game they wish to play.
Yes, but if I can change your mind now, I avoid a houserule in the future. Efficiency.

Quote:
And, yes, I am looking forward to it!!!!
I find your lack of enthusiasm troublesome.
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Old 16th March 2009, 02:38 PM   #129 (permalink)
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Originally Posted by Nellisir View Post
To recap BFRPG, elves & halflings are limited to a d6 HD; but fighters only have a d8 HD; clerics & rogues have a d6; wizards have a d4. Elves do not have a Con penalty; they have a Con. cap instead. Also, elven fighter/magic-users have a d6 HD for all levels, which evens out the issue for them (that's design by carrot).

RCFRPG limits elves to d8 AND assigns them a Con penalty (dropping their average hit points an additional point per die, or equal to a d6); gnomes and halflings to an actual d6. Paladins, Fighters, and Barbarians have d10 or higher hit dice; sorcerers & wizards have d6 or lower hit dice. Only sorcerers and wizards don't penalize short characters. All other classes have d8 - elves don't have a HD penalty, but they'll lag in hit points in all classes because of the Con penalty.

Yes, but if I can change your mind now, I avoid a houserule in the future. Efficiency.
Point.

I'll take it under consideration.

Quote:
I find your lack of enthusiasm troublesome.
What can I say?
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- Module B1, Page 24


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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 16th March 2009, 04:07 PM   #130 (permalink)
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Nothing is set in stone at this point, but part of the goal is to have a humanocentric world that makes sense as a humanocentric world.
Can that not be explained in thinks which are not (usually) the province of game mechanics: fecundity, bureaucratic/logistical aptitude, etc?


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Old 16th March 2009, 05:40 PM   #131 (permalink)
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Can that not be explained in thinks which are not (usually) the province of game mechanics: fecundity, bureaucratic/logistical aptitude, etc?

Isn't the attempt to do that one of the most commonly derided things about 1e and 2e?

I think that there should be solid in-game mechanical reasons if one wants the set-up to survive PC creation.


RC
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 16th March 2009, 06:07 PM   #132 (permalink)
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Isn't the attempt to do that one of the most commonly derided things about 1e and 2e?
Not AFIAK. And if it was, it shouldn't have been!

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I think that there should be solid in-game mechanical reasons if one wants the set-up to survive PC creation.
I thought a tenet of sandbox-style play is that the set-up doesn't survive character creation (or at least, doesn't survive it by long).

Seriously, just look at the dominance of the west in general and the USA in particular in the real world. Did they get there because they had larger hit dice than the rest of us?


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Old 16th March 2009, 06:31 PM   #133 (permalink)
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I thought a tenet of sandbox-style play is that the set-up doesn't survive character creation (or at least, doesn't survive it by long).
Sorry, but this is a conflation of different meanings of the term "set-up".

Set-up includes two parts, one of which doesn't (and shouldn't) necessarily survive character creation, and one of which does. IOW, "Minotaurs are only found in the Big Forest" may change as a result of PC action, but "Minotaurs have X HD" generally should not.

If the PCs engineer a major change to the world's power structure, that's cool. Great, even. But they should be doing so, IMHO, despite the factors that caused the original status quo, not simply through modifying the rules to create the desired outcome.

(Of course, the DM can modify what rules he wishes to change the initial status quo.)

Quote:
Seriously, just look at the dominance of the west in general and the USA in particular in the real world. Did they get there because they had larger hit dice than the rest of us?
There are so many "funny" answers I could give here, but the real answer is that the dominance of a nation is not the same thing as the dominance of a species.

Even as RCFG is written in its current draft, it is entirely possible to imagine an elf-dominated world through the accumulation of temporal power, even if it wouldn't be the "baseline" RCFG world.

Like I said earlier, though, right now everything is potentially mutable.


RC
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- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 16th March 2009, 08:09 PM   #134 (permalink)
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Can that not be explained in thinks which are not (usually) the province of game mechanics: fecundity, bureaucratic/logistical aptitude, etc?
I think Raven is right in that, if he wants to create a general condition (human-dominance) throughout his fantasy game, regardless of setting, it has to be coded into the mechanics. I don't disagree with that. I just think his current solution is over-the-top, overly complex, and won't really do the job he wants it to do. There will be a lot more half-elves, half-orcs, and dwarves, for instance.

I'm going to move on now, btw.
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Old 24th March 2009, 06:22 PM   #135 (permalink)
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A Trio of Spells

Alteration of Probability
Evocation [Mathematical]
Class and Level: Sorcerer (Mathematical) 1
Casting Time: Reaction
Components: V, S
Range: 100 ft.
Target: One event.
Duration: Instantaneous.
Save: None.

This spell alters the probability of any given event that is within range and that can be observed by the sorcerer casting it.

This spell can be cast as a reaction as part of any die roll, regardless of whether the die roll represents the action of a friendly, hostile, or other figure. The sorcerer can alter the odds by as much as 5% (up or down) per caster level on a d% roll, or as much as +1 or –1 per caster level on any other roll, to a maximum of 25% or +/– 5. A damage roll cannot be reduced below 1. Thus, a 10th level sorcerer could increase the chance of his ally hitting by +5, damage by +5, or reduce an enemy’s save by –5.

Analyze Dweomer
Divination
Class and Level: Sorcerer (Draconic) 6
Casting Time: 10 minutes
Components: V, S
Range: 25 feet.
Target: Up to one object or creature per caster level.
Duration: One round per caster level.
Save: Special (see below).

When this spell is cast, the sorcerer is able to discern all spells and magical properties present in a number of creatures or objects. Each round, a single creature or object may be examined as an action.

In the case of a magic item, the caster learns its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). This spell does not automatically grant the caster knowledge of command words.

In the case of an object or creature with active spells cast upon it, the caster learns each spell, its effect, and its caster level.

An intelligent object or creature can attempt to resist this effect by making an opposed Willpower contest (to a difference of 20). If the resisting creature or object succeeds, the caster learns nothing about the object except what can by gleaned by the contest itself. Because the contest takes time, the resistor can potentially “win” simply by not being defeated before the spell expires.

Animal Growth
Transmutation
Class and Level: Druid 5.
Casting Time: 2 Actions.
Components: V, S, M.
Range: 120 feet.
Target: One animal.
Duration: 2 hours.
Save: None.

When this spell is cast, one normal animal selected by the caster increases to double its normal size. Its hit dice, hit points, and damage are all doubled for the duration of the spell. It also gains a +8 bonus to Prowess and Endurance saves, and a –8 penalty to Reflex saves while enlarged.

Equipment worn by the creature may be damaged or destroyed, at the GM’s discretion, and may cause the animal up to 2d6 damage as this occurs. This spell may cause other benefits or penalties as determined by the GM.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 24th March 2009, 06:28 PM   #136 (permalink)
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Raven Crowking Gnoll Huntmaster (Lvl 5)
The RCFG Aboleth

Aboleth
(Huge Aberration)

Movement: 10 ft., swim 60 ft.
Armour Class: 16.
Initiative Bonus: +4.
Hit Dice: 8.
Attacks: 2 tentacles (1d8/1d8).
Special Attacks: Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates).
Special Defences: None.
Special Qualities: Amphibious, Darkvision 60 ft..
Saves: Fort +8, Perc +6, Prow +12, Reas +4, Refl +3, Will +10.
Ability Scores: S 26, I 15, W 17, D 12, C 20, Ch 17.
Morale: 10.

Habitat: Amphibious underground (tropical).
Frequency: Very Rare.
No. Appearing: 1 (or 1d3+1).
Skills: Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.
Treasure Type: These rules unwritten at this time.
XP Value: 1,015.

Found in warm, dark areas deep underground, aboleth are nightmarish amphibious creatures that superficially resemble monstrous fish weighing over 6,000 lbs. They have multiple eyes, asymmetrical fins, and two long tentacles coated in thick, corrosive mucous that does an additional 1d4 points of acid damage to any creature struck by a tentacle. Mucous from their skin forms a murky cloud in the water around them. They are generally solitary, and highly territorial. However, they do come together to mate, and at odd times when their arcane interests coincide. Seldom do aboleth form lasting alliances, however – most such alliances end in mutual antipathy.

As an action, an aboleth can attack with a 30-foot cone-shaped blast of psionic energy doing 8d6 damage (Willpower save DC 20 for half). Once a creature has saved successfully, it cannot be further affected by the same aboleth’s psionic blast for a period of 24 hours.

Aboleth are coated in a slimy mucous which can infect humanoid creatures (Fort or Will DC 15 negates). The skin of infected humanoids becomes transparent and permeable. The affected creature can breath water through its skin, but if outside of water for more than 6 rounds takes 1 point of Con damage per round until dead. If the humanoid doesn’t fail a second save within 6 hours, the victim’s skin returns to normal at that time. A second failed save makes the humanoid fall dormant for 6 hours, after which it has undergone a full metamorphosis into a skum under the aboleth’s telepathic control. At any time before full metamorphosis, the infection can be reversed by a heal spell. Afterwards, no magic short of a wish can restore the humanoid. This slime can affect any humanoid struck by an aboleth’s tentacle attack, or any humanoid that touches an aboleth with bare flesh (including unarmed attacks).

Aboleth employ skum both as guardians and as hands to perform their vile experiments. They have been known to direct their skum in projects to undermine coastal towns and cities. Aboleth hate land-dwelling humanoids, and have been known to enslave them without any obvious purpose in mind. Any given aboleth can telepathically control up to 20 skum at a time, and can hold another 20 skum in an inert state as potential replacements.

Aboleth are interested in the arcane arts, and may have 1d8 levels as wizards or sorcerers. An aboleth sorcerer may choose the following spell sources: (1) Dreams, (2) Eldritch Horror, (3) Elemental Water, (4) Infernal, (5) Mathematical, (6) Necromantic, (7) Psionic, and (8) Shadow. The numbers in parenthesis can be used to determine spell sources randomly using 1d8. Aboleth do not gain familiars; instead, a classed aboleth gains DR 5/Slashing.

Short Form

Aboleth (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates); SD None; SQ Amphibious, Darkvision 60 ft.; SV (Fort +8, Perc +6, Prow +12, Reas +4, Refl +3, Will +10); ML 12; XP 1,015. Skills: Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.

Aboleth Sorcerer 3 (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8 plus 3d6; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates), Spellcasting (4 0-lvl, 1 1st-lvl, Elemental Water and Shadow spell sources, DC 14 + spell level); SD DR 5/Slashing; SQ Amphibious, Darkvision 60 ft., Second Sight; SV (Fort +9, Perc +7, Prow +13, Reas +5, Refl +4, Will +14); ML 12; XP 1,860. Skills: Concentration +8, Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.

Aboleth Wizard 5 (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8 plus 5d4; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates), Spellcasting (DC 13 + spell level); SD DR 5/Slashing; SQ Amphibious, Brew Potions, Darkvision 60 ft., Scribe Scrolls; SV (Fort +10, Perc +8, Prow +14, Reas +9, Refl +5, Will +12); ML 12; XP 2,505. Skills: Knowledge +18 (any two), Spellcraft +18, Stealth +6, Swim +16.
Spells: 0-lvl: dancing lights, detect magic, read magic, unseen servant.
1st-lvl: charm person, magic missile, sleep.
2nd-lvl: darkness, invisibility.
3rd-lvl: hold person.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 25th March 2009, 01:15 AM   #137 (permalink)
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Raven Crowking Gnoll Huntmaster (Lvl 5)
BTW, I stuck the Animate Shadows spell on my web page as well.

Cheers!

RC
__________________
[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
ravencrowking at hotmail dot com

dbishop at danieljbishop dot ca
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Old 1st April 2009, 12:48 AM   #138 (permalink)
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Raven Crowking Gnoll Huntmaster (Lvl 5)
Amphisbaena
(Large Magical Beast)

Movement: 20 ft.
Armour Class: 17
Initiative Bonus:
Hit Dice: 6d8+6
Attacks: 2 bites (1d8)
Special Attacks: Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds)
Special Defences: None
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2.
Ability Scores: S 14, I 1, W 12, D 15, C 13, Ch 2.
Morale: 7

Habitat: Temperate Forests
Frequency: Rare
No. Appearing: 1 (1d6)
Skills: Climb +8, Stealth +5, Swim +8.
Treasure Type:
XP Value:

An amphisbaena appears to be a large snake with two heads. One of these heads is located where a normal snake’s head is located, and the other where a normal snake’s tail ends. Each of the amphisbaena’s heads is capable of independent action – but the two heads are equally capable of working together. Each head has a separate digestive tract, both of which nourish the body, with a cloacae midway from the centre of the body to the head on either side for waste elimination and reproduction. They are bad-tempered, and likely to strike when disturbed, even if not hungry or threatened.

Some few (10%) amphisbaenas are hoop snakes, a subspecies which is able to grip their two heads together and roll downhill at three times their normal movement rate.

Tactics

Amphisbaenas rely upon their poison to subdue prey, and do not constrict. They prefer to attack from a position of stealth whenever possible. They strike repeatedly so long as prey fights back, but wait for their poison to do its work if they can – simply following patiently if prey attempts to escape. Hoop snakes prefer to lair at the top of slopes if possible, to make it easier for them to pursue prey or escape larger predators.

Short Form

Amphisbaena (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft.; SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8.

Hoop Snake (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft., Hoop Movement (60 ft. downhill only); SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8.
__________________
[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
ravencrowking at hotmail dot com

dbishop at danieljbishop dot ca
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Old 1st April 2009, 12:49 AM   #139 (permalink)
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Raven Crowking Gnoll Huntmaster (Lvl 5)
Double post
__________________
[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
ravencrowking at hotmail dot com

dbishop at danieljbishop dot ca

Last edited by Raven Crowking; 1st April 2009 at 12:59 AM..
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Old 2nd April 2009, 08:52 AM   #140 (permalink)
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Hey RC, any chance of some fey write-ups? It's always cool to come across interesting 'ecologies of', blurbs, statblocks with extras, or the like. And fey, as well as being of general interest to me as a roleplayer, are particularly relevant to the present and near future of my current fantasy campaign. Mostly, there'll be a Nymph NPC featuring quite prominently for a bit (well, probably) but there's a possibility of other types being (no doubt) a nuisance (or worse) for the character party in question.

The Sorcerer looks promising too; sorry, if I've mentioned that already.
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