Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Saturday, 6 February 2021

The Tyrant Bird or "Quetzalcoatlus"

As per normal my players have found a flying vehicle and are using it to explore the worldship. This time is a small flying saucer “scout”, last time it was the gyrocopter (my second group are about to find a Visitor Trader and have expressed an interest in finding other worlds, more on that later). As such I need to work on both vehicle combat rules and encounters appropriate to exploring using a vehicle that flies.

So while I work on this I am identifying monsters that can damage vehicles to build the table as well as making a few new monsters. The first is the Quetzalcoatlus. I think this would be called a “Tyrant Bird” by the common folk of the worldship and I have detailed it below:

Dinosaur, Quetzalcoatlus AKA Tyrant Bird (Gigantic animal)

% In Lair:

Dungeon Enc:

Wilderness Enc:

Treasure Type / XP:

None

None

Flight (1d4)

None / 700

Hit Dice:

Armor Class:

Save:

Special Def.:

9

4

F5

None

Movement:

Attacks:

Morale:

Special Off.: 

120’(40’) ground; 240' (80') flying

Bite (3+, 2d12 [3 VHP, 2 THP])

+1

None


This gigantic pterosaur is the largest known flying animal to have ever lived. These gigantic winged reptiles had wingspans of up to 40 feet. At this size they could be compared to the size of modern aircraft and would have been a tyrant of the skies. To the inhabitants of the worldship this monster would be found in the arboretum jungles and the wider mainlines of their world, they are commonly referred to as the Tyrant Bird. They weigh around 440 pounds but can only carry around 10 stone due to their light bone structure. They would attack animals and large creatures for food and their territorial nature would lead them to attack other airborne creatures or even vehicles such as flying saucers.

Based on original image by Joschua Knüppe

Build notes:

Starting with the Pterosaurian BME 1.35–1.48 rates in L&E I calculated out the 9 HD to achieve the upper mass estimates of the base creature found online (there is a wide range of estimates out there). Coincidently this is another 4HD increase from the Pterandon at 5HD which is itself a 4HD increase on the Pterodactyl. The gigantic size is based off literal dimensions here not mass, similar to other pterosaur in the base book these are lighter mass creatures. In a way I was looking for a gigantic creature so it can damage structures and vehicles. The AC is increased by 1 for no benefit and the damage is above the recommended table but below the upper limit to ensure it can damage vehicles. I increased its moral by 1 given its size and to step each of the pterosaurs by one for each monster size.

The big question was - should it have dive attack? The actual flight and feeding habits of this creature are controversial given difficulty in estimating its mass. As a dominant beak attack I can’t imagine it doing a grab attack similar to a Hawk or Roc using Talons. As such I will just restrict it to standard beak attacks. It can still dive and attack with its beak, it just lacks the bonus damage. That said I have given it an already strong bite attack.

Friday, 18 September 2020

Worldship encounter tables, Levels 4-6

The key thing for my setting has been to create a new random encounter table that is adjusted to the setting. In a way this table seeks to differentiate the Worldship from a generic fantasy game. A few months ago I posted the first half, now i can post the last half:

Roll

Monster Level 4

Monster Level 5

Monster Level 6

1

Lythancrope, wereboar (1d4; ACKS p.181)

Ogre mutate

(1d6; Blog)

Demon Boar

(1d4; ACKS p.160)

2

Smiaceans 

(2d4; Blog)

Ogre Twin

(1+bodyguard; Blog)

Baku

(1d3; Blog)

3

Revenant, greater

(1d6; Blog)

Shojon, Kagion/Madion

(2d4; Blog)

Revenant, superior

(1d4; Blog)

4

Keythong

(1d4; Blog)

Otyugh

(1d2; BCK p.81)

Skittering Maw

(1d6; ACKS p.193)

5

Rhagodessa, Giant

(1d4; ACKS p.189)

Phase spider

(1d4 *; BCK p.87)

Chuul

(1d3; BCK p.67)

6

Boar, giant

(1d4; ACKS p.157)

Salamander, flame

(1d4; ACKS p.191)

Salamander, frost

(1d3; ACKS p.191)

7

Balroach

(1d3; BCK p.68)

Wasp, giant parasitic

(1d6; BCK p.89)

Sorcerous Sphere

(1; LE p.178)

8

Ochre Jelly

(1d3; ACKS p.186)

Terrorbird

(1d3; BCK p.88)

Destrachan

(1d3; BCK p.69)

9

Phase tiger

(1d4; ACKS p.188)

Fungus, basidirond

(1d4; Blog)

Tendriculos

(1d4; BCK p.87)

10

Battle Drone

(1d8; Blog)

Warbot

(1d3; BCK p.81)

Reticuloid combat walker (1d4+1; Blog)

11

Rogue Stevedore

(1d4; Blog)

Manticore 

(1d3; ACKS p.182)

Rogue Combaticon (1+guard; Blog)

12

NPC Party, Lvl 5
(1d4+2)

NPC Party, Lvl 7
(1d4+2)

NPC Party, Lvl 9
(1d4+2)



I have altered the dungeon encounter for many of the solitary monsters. On researching the origin or comparable monsters they often can be found in small groups. By upping them to a small dice like 1d3 there is still a chance of finding a solitary monster, but you will also find doubles, making the fight a little more interesting and challenging. Ultimately the weakness of a single monster is a well documented and explored concept that I don't want to get into here (simpler just to give the chance of 2-3).

I will get into NPC parties in a later post, but a group of level 14’s wandering around a dungeon always sat a bit weird and I often changed it on the fly. When I crunch the XP values and compare them level 14’s NPC's are way up the chart - being more powerful than a Baku. I rebalanced them all based on the monsters encountered. I have some simple stat blocks I use to assemble disposable groups, based on the slabs in the island of terror, I will post them later.


Breaking it down:

So, one of my goals was to create a better spread of XP across the levels. The final charts look like this:






















From a maths perspective the extra encounter numbers are creating the spread at the upper levels I was after.

When compared to the ACKS standard chart (which has served me well in the past) I am avoiding the crater of solitary monsters in the level 6 category (see chart below). While XP from monsters is not the best gauge of difficulty, it is the measure we have. Once the dice start rolling a challenging monster can be easy and an easy monster hard (if it keeps rolling 20). While many later versions of D&D seek to create a balance metric I'm not after this, more just a more smooth transition on the random tables. In the end for me I want the players to sometimes bite off more than they can chew and be forced to make tough calls. That said, at the earlier levels slightly smaller encounters make entry levels a little lighter on. Overall the worldship tables give me the flavour I was after while making the game seem a little more balanced in terms of overall encounters.


 









Worldship monster breakdowns

Monster Level 1

Monster Level 2

Monster Level 3

Monster Level 4

Monster Level 5

Monster Level 6

Hit Dice

⅕ to 1+2

1 to 2+1

2+1 to 5

4** to 6

5** to 8*

7*** to 12****

AC Avg. (max)

2.9 (5)

3.2 (7)

4.5 (7)

4.5 (8)

5.8 (9)

7.2 (9)


I have been enjoying the release of the UFOs supplement from Stellagama Publishing this week, check it out. I'm sitting on a heap of visitor content so will likely go on a bit of a visitor spree the next month as this release has sparked some ideas. As the core villan/antagonist of my setting they get a lot of love (and hate from players). Also the Almanac was funded so I'm currently exploring that with much happiness.



Saturday, 12 September 2020

Return of the Revenants

I have been siting on this one a long time, i didnt even post them in my original revenants blog post.

Why so long… originally I used fear and terror on these two, ala mummies and undead. But I really dislike that representation of fear. Maybe fear should be something else… there are monsters that should have fear but never mention it. So I dumped it then got in a rut.

I wanted something special for the greater version, but my source inspiration doesn’t really have magical powers (mortal engines, the book series). Talking with my daughter (we read the books together) revealed that they are often described as fast, super fast dead zombies. This sort of matches a Shadowrun style cyber zombie. Given my players call these cyber-zombies as a nickname the initiative boost power finally clicked into place.

Now I have all the monsters I need to finish my random encounter table for worldship dungeons. I will post that next week.

Revenants


While known as a plague of technological zombies, few know the true terror of the revenants. Their lesser forms are known to collect parts, be they technological or organic. But to what end are these parts collected?

Many speak of more advanced thinking revenants, remembering machines that follow some old memory or programming to unknown ends. These beings build armies of their own kind and seek to harvest kingdoms for their biological materials (people). Like their lesser forms they are monsters of biological material grafted with metal. Even limbs from the metal bodies of Endjinn have been grafted onto their forms making truly monstrous combinations of creatures. Unlike less sophisticated revenants these forms have cognitive abilities to strategize and reason making them far more dangerous than simple constructs. More concerning, is the very crystals that power them do not seem diminished through operation. In a world where no crystals can be created or charged, many seek to explore the cause of this phenomenon.

In combat the more advanced revenants are fast, with the most advanced version being blindingly quick in their actions. They retain the ablative durability of their lesser form while using speed and armor plated to deflect blows. They strike with their claws, referred to as hand glaives, and seem able to extract the very life essence from their targets as they attack.

Advanced Revenants

Revenant, greater 

(medium construct)

Revenant, superior 

(medium construct)

% In Lair:

Dungeon Enc:

Wilderness Enc:

Treasure Type / XP:

35%

Stalk (1d6) / Hunt (2d6)

Hunt (2d6) / Rampage (3d6)

Hx2, Dx2 / 245

40%

Stalk (1d4) / Hunt (2d4)

Hunt (2d4) / Rampage (3d4)

R,Q / 3,100

Hit Dice:

Armor Class:

Save:

Special Def.:

4***

5

F4

Resistance to all damage (half),
Immune (sleep, charm, hold and poison)

9****

7

F9

Resistance to all damage (half),
Immune (sleep, charm, hold and poison)

Movement:

Attacks:

Morale:

Special Off.: 

150’ (50’)

2 razor claws (7+, 1d6)

N/A

Vampiric drain (1 pt.) 

180’ (60’)

2 razor claws (3+, 1d8)

N/A

Initiative, Vampiric drain (half)


The mix of desiccated organic material and metal plating embedded and reinforcing their bodies makes revenants highly resistant to damage, they take half damage from all damage sources. As reanimated constructs they are immune to poison as well as charm, hold, and sleep spells. They are not undead as such, being closer in nature to a flesh golem, and are not subject to turning

Killing their physical form is often not the end of a revenant as they have been known to recover from this state after several days. Their core reconstructs damaged joints with pieces of sinew, metal and bone. For advanced forms roll 1d6, on a 1 they are damaged beyond repair, on a 2 to 3 they return as a form one step below their present level (eg greater becomes lesser) on a 3 to 5 they return as they are and on a 6 they return as a superior form if they are not already. If they return, it takes as many days as was rolled. Re-roll their hit points on resurrection.

The Hades Module
As a result of this resurrection process, many a scout or infantryman has learned that they need to burn the corpses in a bonfire; but to those with technological training there is another way to deactivate these monsters. The device that animates these abominations is referred to as the Hades Module. Each Hades Module is an energy crystal, normally with little to no power remaining, with a small box like unit attached that contains it's cogitator and nano-thread tentacles. This device is normally imbedded in the chest and even with low charge crystals they possess an almost unending operating life. A player may test on alien lore robots or general devices to determine if they know of the Hades Module, additionally mechanists may test for awareness using their build throw. If they are aware of the device they may remove it on a successful technological research throw or repair throw. Once removed, the corpse will deteriorate naturally and it is a simple matter to scrape off the attachments to the Hades Module and recover the energy crystal. Crystals recovered from the advanced revenants are often of half power and worth 25gp, though occasionally fully charged crystals have been recovered.

Both greater and superior revenants can reanimate corpses as revenants given sufficient materials. Generally they require a body, some metallic parts and an energy crystal, the process takes an hour to complete. The type animated is based on the crystal's charge; lesser revenants are created with crystals with a quarter power, greater revenants are created with half or higher charge. If using a full crystal, a superior revenent has a 50% chance of animating another superior revenant, otherwise a greater revenant is created as above.

Greater revenants: greater revenants are faster, more armored and all round deadlier than the barely functional lesser forms. They can channel energy from their Hades Module allowing them to drain the life force from their foes as they maul them with their glaives. They recover one health whenever they do damage to a foe with their hand glaives.

Superior revenants: superior revenants display a keen and focused intellect along with lightning speed making them greatly feared. They can channel energy from their Hades Module to give them two distinct advantages in combat. Their hand glaives transfer half of the damage (rounded up) from any attack to heal themselves on each strike. They also gain lighting speed going first in combat regardless of their action. Against foes using the instant action spell treat them as having the spell permanently active (cannot be dispelled).

Build Notes


Following on from the lesser form, the following builds were used;

Greater:
  • 2x 1d6 damage (7 - slightly low)
  • Construct *
  • Damage resist *
  • Vampiric strike (hit heals 1 hp) ####
  • Swift ## +30ft
  • Tough +2AC ##
  • The resurrection is more a flavor ability, no points.
  • Net specials ***

Superior:
  • 2x 1d8 damage (9/18 - half damage -####)
  • Construct *
  • Damage resist *
  • Vampiric strike (hit heals ½ hp) *
  • Initiative *
  • Swift #### +60ft
  • The resurrection is more a flavor ability, no points.
  • Net specials ****