Showing posts sorted by relevance for query xumaltet. Sort by date Show all posts
Showing posts sorted by relevance for query xumaltet. Sort by date Show all posts

Monday, July 27, 2015

New Oe/1e/BX Monster: Scrä-Worm

A few weeks ago, I featured a new monster race, the gorloght. The gorloght were the race enslaved by Xumaltet (the petty god of primal emotions and savage urges*) to fight the scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane). One of my planned psionic adventures (the one that will ramp up the characters to get them ready for The Jahnu Prophecy) is an adventure I'm tentatively naming Spawn of Xumaltet. I'm thinking it will take place in a large scale underground system (similar to Descent into the Depths of the Earth.) It will include the gorloght, the scrä-worms, and some new psionic monsters (in that 2-4 HD sweet spot). That's all I really have right now... some ideas. Now, without further ado, I present the scrä-worm.

SCRÄ-WORM


DESCRIPTION
When Xumaltet, the petty god of primal emotions and savage urges, first found his way to the Prime Material Plane from the darkest realms of the Dream Lands, his arrival created a massive cloud of subconscious residue. This residue lingered there, mutating the early nematode life living there, and creating the genetic forefathers of the large, semi-intelligent race of creatures that have since come to be known as the scrä-worms. The same subconscious residue that gave them semi-intelligence, also gave their ids dominance, causing these creatures to be driven by their needs, wants, desires, and impulses, particularly their sexual appetites and aggressive drives. If they see something they want, they take it, and they’re not opposed to killing other scrä-worms to get it.

These slender, hammer-headed flatworms measure nearly 6' in length, with a head approximately 12" wide. They are moderately slow, but attack with a forceful blow from their hammer-heads, doing 2d6+2 on a successful “to hit” roll. Additionally, on a natural “to hit” roll of 20, a scrä-worm will strike the head of its target, creating confusion in its victim, with one of the following effects (roll 2d6):
ROLLACTION
2-5attack closest target
6-8do nothing
9-12flee in fear
Scrä-worms are incredibly resilient. They take only half damage from acid and fire-based attacks, take no damage from cold though it slows them to half movement (2d6 rounds), and electrical attacks restore their hit points (up to their normal maximum).

Given their libidinous behavior, there is a 50% chance a scrä-worm lair will have 2d4 young with half the stats of an adult.

Scrä-worms are the natural enemies of the gorloght, the race that Xumaltet enslaved to fend off the ever-growing population of scrä-worms.

* See Petty Gods: Revised & Expanded Edition

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 6" (6")
HIT DICE: 5
% IN LAIR: 50%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-14
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic evil
SIZE: L (6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 6*
MOVE: 60'(20') (60'(20'))
ATTACKS: 1 slam
DAMAGE: 4-14
NO. APPEARING: 1-2 (2-20)
SAVE AS: Fighter:3
MORALE: 11
TREASURE TYPE: D
ALIGNMENT: Chaotic


Thursday, January 7, 2016

New Oe/1e/BX Monster: Eye Slime

This is a monster that I intend to include in PA2: Spawn of Xumaltet, the follow up to PA1: Vault of the Faceless Giants, and precursor to PA3: The Jahnu Prophecy.

From the definite extraplanar bent these adventures are taking, you can probably tell this is all going to be related to the Basic Guide to the Planes. This is really going to play a big part in the Xumaltet adventures (yes, plural adventures).

Xumaltet is really going to be more of a hex crawl as a module, with small self-contained (but very interwoven) adventures (the majority of which will be designed to play out within a single game session). Xumaltet will answer this question from Vault of the Faceless Giants... "Are there other planar rifts?" For now, that's all I'll say.



EYE SLIME

These horrid creatures appear as a tentacled slime littered with staring eyeballs. The eye slimes were originally created by Juiblex to aid in his quest for dominance of the 99th plane of the Abyss. However, over the ages, many of these abominations have slipped into the Material Plane, mostly from the Slime Pits (the 457th layer of the Abyss, Juiblex’s home realm where they eye slimes are bred).

In combat, an eye slime lashes out against a single opponent with a barrage of tentacles, doing 2d4 points of damage on a successful “to hit” roll. On a natural 20, the eye slime will succeed in grappling its opponent, and do an additional 1d6 points of squeezing damage. Every round thereafter, the eye slime will continue its hold, doing 1d6 points of damage per round until the victim or the eye slime is dead.

A +1 or better weapon is required “to hit” an eye slime, and they take half damage from bashing weapons. Additionally, they are immune to acid and cold, though the latter will slow them to half movement for 2d4 rounds.

Because an eye slime has 360° vision, it is never surprised except by invisible creatures (or similar), and thieves get no bonus for striking them from behind. However, an eye slime saves vs. blinding effects with a –5 penalty.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 4
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 4-8*
MOVE: 180'(60')//60'(20')
ATTACKS: 1
DAMAGE: 2-8 or special
NO. APPEARING: 1-3
SAVE AS: Fighter:4
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Sunday, July 19, 2015

The Jahnu Prophecy...

What follows is the background information for the mid-level BX psionics playtest I ran this past Friday, and plan to run (probably in 2 parts) at the 2016 NTRPGCon. The youree noted below are the same ones that appear in the Creature Compendium. You'll notice that the mockup image here is designated as P3. My goal is to have it be the 3rd in a series of BX/LL psionics modules. P1 would be an expanded version of "The Auroral Alcazar or Aethaungor" (which will include a psionic boss monster), and P2 would be a dungeon crawl through a ruined temple dedicated to Xumaltet (the the petty god of primal emotions and savage urges who appears in the expanded version of Petty Gods).



Among the great psionic races of the multiverse (the mind threshers, limbo giths, astral giths, zlaahd, et al.), the youree have mostly been relegated to the status of legend, thought to have been wiped to extinction (by the mind threshers) millennia ago. In truth, the youree retreated from their home plane to "hide" in the small corner of the Material Plane known as the Valley of the Trees. The youree, as a people, seek to live a life of contemplation and meditation and avoid the entanglements of war. They saw this exodus as the only possibility for preserving themselves as a race.

Settling in the Valley of the Trees, the youree erected themselves a home in a place called Shub z'Dha (a youree word for "home away from home")—a temple-like structure that also housed a planar gate (built around a natural rip in planar space) that would allow the youree easy access to various places around the planes. Over time, however, they realized the same gate that would allow them egress might allow others entrance, and that the extraplanar energy emanating from the gate might draw unwanted attention. For safety, the youree “locked” the gate, and hid the gate ’s keystone in a remote cavern deep below the surface, where its natural psionic energies would be naturally muted. Destroying the gate was not an option, for it would only loose the rip and release untold energies, revealing the rip's presence. Anyone would then be able to harness the rip, should they possess the knowledge required to erect a new gate.

The youree moved far to the north, erecting a hidden tower known as "The Crystal Pagoda" by outsiders (those chosen few who came to study with the youree). The youree have no name for the structure. The pagoda is located in a dome constructed under a mountain and protected by a field of synaptic static (which keeps psionic abilities from passing through, whether in or out).

Recently, it has been reported (by non-youree visitors to the Crystal Pagoda) that a small party of limbo giths was seen exploring the ruins of Shub z'Dha. Since the synaptic field keeps youree clairsentients from being able to observe the ruins themselves, the youree wish for this report to be physically investigated. They fear that the gate will be discovered, but as a race the youree must take every precaution to ensure that their presence remains unknown to would-be conquerors. They fear the fulfillment of "The Jahnu Prophecy"—a vision revealed hundreds of years prior to a youree guru named Jahnu which foretold the annihilation of the youree should any of their number ever return to Shub z'Dha. It is for these reasons the youree sardar ("head or authority") has enlisted the PCs to investigate the truth of the limbo gith presence at Shub z'Dha.




Thats right! The youree are the mysterious people of the trees from VA1: Valley of the Five Fires. Believe it or not, this concept reaches back prior to my actual development of the BX psionics rules. Originally, the youree were just supposed to be an alien race that settled in the Valley of the Trees millennia prior to the events of VA1. Eventually, they would need help from the outside world. As the psionics rules started to develop, it became obvious that the youree would have psionic abilities.

I also intend to wrap the Xumaltet concept into the youree history, with a small Xumaltet reference in the expanded Alcazar adventure as well (though in a very minor way there). I'm trying to weave the story threads through the entire series to create a greater fabric of myth around these stories. (BTW, anyone who has read VA1a: The Lost Caverns of Azgot knows there are references to proto-ogres. It is also intended that the evolution from proto-ogre to standard ogre was related to Xumaltet and/or the youree (although I'm still trying to decided exactly how.)

Monday, June 1, 2015

New Oe/1e/BX Monster: Gorloght

GORLOGHT


DESCRIPTION
The gorloght (pron. “gore-loft”) are a race of deep-dwelling,
neanderthal-like humanoids with protruding brows and milky white eyes. When Xumaltet, the petty god of primal emotions and savage urges, arrived on the Prime Material Plane, the gorloght were one of the first races he enslaved, employing them as soldiers to fight the ever-growing number of scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane).

The milky white eyes of the gorloght cause a form of hypnosis. Any creature looking up a gorloght must save vs. paralysis or be open to suggestion (a word or phrase suggesting a course of action desirable to the gorloght) for a duration of 3 turns. However, the gorloght speak only their own language, so only those creatures who speak the gorloght tongue, have natural psionic ability, or employ a psionic or mental device (e.g., a helm of telepathy or a medallion of ESP) are susceptible to the suggestions of a gorloght.

Although the gorloght are generally very primitive tool-makers, they have mastered the art of obsidian flintknapping. A wound caused by an obsidian blade of gorloght making does 1d6 damage on a successful “to hit” roll, but also causes the victim to lose 1 additional hit point per round thereafter, until the wound is sutured or a healing spell is used on the victim.

For every 10 gorloght encountered, there will be a sub-chief with 3+3 HD, fighting as a 3 HD fighter, and saving as a 3 HD dwarf. For every 20 gorloght encountered, there will be a tribal chief with 4+4 HD, fighting as a 4 HD fighter, and saving as a 4 HD dwarf. Furthermore, there is a 50% chance this chief will speak common, making them able to communicated with hypnotized victims, even those hypnotized by other gorloght.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 4-40
ARMOR CLASS: 9
MOVE: 12"
HIT DICE: 2+2
% IN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: None
MAGIC RESISTANCE:
Saves as 2nd level Dwarf
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (5' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 8
HIT DICE: 2+2
MOVE: 120'(40')
ATTACKS: 1 fists or
weapon or special
DAMAGE: 3-8 (or by weapon
+2 due to Strength) or special
NO. APPEARING: 4-40
SAVE AS: Dwarf:2
MORALE: 9
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Wednesday, November 25, 2015

New Oe/1e/BX Monster: Ectoplasmic Ooze

Given the expanding planar bent that the psionics adventures I've been writing (Vault of the Faceless Giants, Spawn of Xumaltet, The Jahnu Prophecy) have been taking, a creature like this seemed only natural.

ECTOPLASMIC OOZE


DESCRIPTION
Ectoplasmic oozes appear similar in size and shape to gray oozes, except that ectoplasmic oozes are bright green, give off a glowing green light, and are able to fly. Ectoplasmic oozes are common where stresses, rips and tears occur in the fabric of the planes.

Ectoplasmic oozes are not aggressive, but will defend themselves earnestly if attacked. On a successful “to hit” roll, an ectoplasmic ooze does 1d8 damage, and the ooze’s victim must save vs. paralysis or become entangled (similar to the magic-user spell web). A human of normal strength can break free of the goo in 2d4 turns, but smaller creatures will take considerably longer. Once a creature is entangled, the ooze begins draining 1 hit point per round until the victim is dead or the ooze has been killed. The ooze does not absorb these hit points; instead, the lost hit points dissipate into the fabric of the planes. An ectoplasmic ooze may not make any attacks while a victim is entangled. If the ooze is attacked while a victim is entangled, the ooze will “spit out” the victim in order to defend itself against other attackers.

A +1 or better weapon is required “to hit” an ectoplasmic ooze, and ectoplasmic oozes takes only half damage from energy attacks (i.e., heat, cold, electricity and sound). They are affected normally by acid and purely arcane forces (e.g., magic missile).



Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"/12"
HIT DICE: 3+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 3+1
MOVE: 120'(40')/120'(40')
ATTACKS: 1 touch
DAMAGE: 1-8 + special
NO. APPEARING: 1-6
SAVE AS: Fighter:2
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Tuesday, June 23, 2015

Update: Basic Psionics Handbook

I realized recently that it has been quite a while since my last general/public post about the status of the Basic Psionics Handbook. I figure one was due. A lot has changed since my original inception of things, but for the better. Here's a general overview of where things stand.

Underlying System Structure Updates

Based on the suggestions of a couple of key people, the individualized psionic saving throw number has been eliminated in favor of a save vs. paralysis, modified by INT. I cannot tell you how much this simplified things, while still feeling... "right".

The system now uses a very simplified PSP model where major science/minor devotion costs for the "lower 5" chakras are 3/1 respectively, metapsionic major science/minor devotion costs are 5/2 respectively, and combat modes have PSP costs ranging from 0-6 (by the strength of the ability). Conversion of monsters/PCs/NPCs from other systems is pretty simple (based on a direction conversion from Oe/1e Psionic Ability into a psionic level/PSP # combination for this system).

WIS-based PSP acquisition has also been eliminated, and is now a "flat" rate of acquisition by psionic level and class. Mystics and psionic monsters/creatures get 5 PSPs per level, and monks get 3 PSPs per level.

As a related update, the Mental Class stat is gone, and psionic combat has been simplified. What was originally a "to hit" roll followed by a saving throw, is now a simple saving throw system with no additional "to hit" roll needed.

Character Classes

The refinement on the mystic and monk classes has been small, slow, and gradual. They both feel like they are in a really good place. Most of what changed here was retention of treasure and use of magic items. However, based on some materials that Steve Marsh shared with me from his Cupric Text zine from 1977 (as well as a direct suggestion from him), I've tweaked some of the level names for the mystic.

The 7 Chakras

The first six chakras are designed to stem fairly seamlessly from the 6 established psionic disciplines. For characters of the Mystic class, they are usually accessible in order, but GMs may allow 2 alternate acquisition paths: 1) a relational acquisition, where you can only learn a chakra connected to a chakra you already know, and 2) a "wild" acquisition, where you choose any chakra at such time as you gain an additional one. Regardless of acquisition method, the third eye chakra (metapsionics) must come last.

I have added officially a seventh (crown) chakra, but only as a pathway to becoming immortal. Its abilities, therefore, are not accessible by most mortal creatures. For now, the crown chakra remains a reference to the idea and concept, but without mechanics.




The Disciplines

These have been gradually refined as issues pop up with their use. The biggest change here was going to the simplified PSP (psionic strength point) cost structure noted above.

Psionic Combat (Attack/Defense Modes)

Okay. This is the section that has been getting the majority of the attention lately.

The first key change was going to a simple save vs. the attack to avoid its effects. A failed save for non-psionic individual means a mental effect (emotion effect, confusion, stun) or hp loss. A failed save for a psionic creature means PSP loss plus the individual effects per above. The additional effect is then mitigated based on the defense mode being used against that attack.

Now!!!... My insurmountable gratitude goes to Mr. Marsh for the following comment made recently about the attack/defense mode combinations, "...you can have defense modes that work in a rock, paper scissors fashion." That's what I'd actually been trying to do, but had never thought of it in such "black and white" terms (I was trying so hard to retain the intricate subtleties of Oe/1e attack/defense mode combos that I missed the forest for the trees). This really opened the door to combat mode simplicity. If you have your 1e DMG handy, take a look at pages 76-77 and ask yourself, "Quick! What's the best defense mode for each attack mode?" Unless you've actually used psionic attack/defense modes before, it may take you a while to answer that question. Now, take a look at the chart below and ask yourself the same thing (BTW, "—" means that attack mode has no additional effect against that defense mode, other than PSP loss)...



How simple is that?! Exactly, as simple as it should be for BX/LL!!! The above system is still being tested. I'll keep you updated, but right now the prognosis seems positive.

One of the things you may notice about the table above is the slight tweak to the names of the various modes, including the addition of a new one. The old Psionic Blast is now called Mind Blast, which is its original name per the Mind Flayer entry in Strategic Review #1. This is an area (cone) attack that affects all in its path (causing hp damage). The targeted/individual attacks of Mind Thrust (which attempts to short synapses) and Psychic Crush (which assaults the neurons) have been combined into Psionic Overload (causing hp damage to an individual target). You'll also see the addition of Superego Vortex; this is another item courtesy of Mr. Marsh's 1977 Cupric Text. If you have id and ego attacks, of course there should be a superego attack! I've also refined the id/ego/superego effects based on his ideas. Id attacks unleash underlying emotions (per the illusionist spell emotion), the ego assaults the victim with feelings of inferiority (causing stun), and the superego attack challenges the value system of the victim (causing confusion, per the MU spell). Again, any of these attacks against a psionic creature cause PSP loss (on a failed saving throw).

Psionic Monsters

I haven't really had a chance to dig into these yet, but I will need to refine the combat modes per the above. However, these are really simplified from before (since there is no need for a Mental Class stat, inclusion of INT rating, etc.) Apart from the name changes of the modes, a quick look at any of the psionic-using entries from Petty Gods (e.g., the god Xumaltet), which show you how simple these listings are now.


Okay. That's all for now. More to come after my July 4th weekend testing of the new combat modes.