1/26/16

Churrelloth (Demon)--Montporte Dungeon Campaign Critter

CHURRELLOTH
Armor Class: 2 [17]
Hit Dice: 5
Attacks: 2 Punches (1d6+1 each)
Saving Throw: 12
Special: Magic Resistance; Stunning Blow
Move: 12
Challenge Level/XP: 6/400

The churrelloth (plural churrellothii) is a very minor demon inhabiting the plane of Syvyys, where the churrellothii often form vast hordes under the control of more powerful demons. The churrelloth is a small almost featureless bipedal demon, about 3' in height. It has pale gray translucent skin and human-like eyes with black pupils.

COMBAT: The churrelloth knows no fear in combat and will fight until it dies or is commanded to stop by an overlord. It is surprisingly quick and strong, enabling it to strike twice during each round of combat with its fists.

MAGIC RESISTANCE: Like all demons, the churrelloth is resistant to magic. It gains a +2 to its saving throw against arcane magic and a +1 to saving throws versus divine magic.

STUNNING BLOW: When the churrelloth successfully strikes an opponent with its fists, the opponent must successfully make a saving throw or be slightly stunned. The opponent attacks with a -1 penalty for the following 1d4 rounds.

1/25/16

Monday Moodsetter 79

RPG Rorschach: What's the first gaming thought that pops into your head?

1/24/16

Mazzik (Demon)--Montporte Dungeon Campaign Critter

MAZZIK

The mazzik (plural mazzikii) is a human who has been tainted by the demonic. This usually happens when a human spends its childhood in close proximity to demons and the demonic. A mazzik lives a Jekyll & Hyde existence, living among humans in its human form but occasionally becoming monstrous and demonic.  A mazzik will position itself so that it can prey upon humans, usually by putting itself in a position of trust and leadership in a community.

The mazzik can go for several years with its demonic form in dormant state. The demonic form, when it comes forth, usually creates a feeding frenzy over the course of several days or weeks. The mazzik only has partial control of itself, with the changing to the demonic happening when it is least likely to be observed.

LESSER MAZZIK
Armor Class: 4 [15]
Hit Dice: 6
Attacks: 2 fists (1d4 each) or by weapon type (1 attack)
Saving Throw: 11
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 12
Challenge Level/XP: 7/600

The lesser mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the lesser mazzik will consume 3-6 humans.

COMBAT: The lesser mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.

MAGIC RESISTANCE: The lesser mazzik has a +2 to its saving throws versus magic.

MOVE SILENTLY: The lesser mazzik can move silently at will with no chance of failure.

HIDE IN SHADOWS: The lesser mazzik can hide in shadows as if it were an 8th level thief.

GREATER MAZZIK
Armor Class: 2 [17]
Hit Dice: 9
Attacks: 2 fists (1d8 each) or by weapon type (2 attacks)
Saving Throw: 6
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 14
Challenge Level/XP: 10/1,400

The greater mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the greater mazzik will consume 7-12 humans.

COMBAT: The greater mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.

MAGIC RESISTANCE: The greater mazzik has a +2 to its saving throws versus magic.

MOVE SILENTLY: The greater mazzik can move silently at will with no chance of failure.

HIDE IN SHADOWS: The greater mazzik can hide in shadows as if it were an 11th level thief.

1/23/16

Shared GMing

+Tim Shorts+Chris C. and I have been doing some round-robin GMing with a shared world. It has been a good time. Here is a bit more about what have been doing in bullet point form:

  • Using a Simple Rule Set: We are using Pits & Perils and it has been serving us well.
  • Keeping the Group Small: This was a hard one for us, but we had decided to restrict our group to just the three of us. We had been talking about this style of play for several months and decided that it would work best with the three of us. As far as gaming goes, it was the right decision. Personally and socially, it was difficult thing to do.
  • Short Adventure Arcs: We have been rotating the GMing duties every 2-4 sessions. Each time, whoever is GMing starts a new arc for the next 2-4 sessions.
  • Not Quite a Sandbox: Each adventure arc has started with a specific problem to solve or task to complete. Rather than spending time with the players figuring out what the characters are going to do, each arc has started a bit more railroady. Sometimes it is as simple as an NPC asking for help (we have all used this at least once). Other times, the PCs travel into a village with a major problem to be solved. We made a conscious decision to start off each adventure arc with a specific task or goal. 
  • Not Much World Building: We have not done much world building, except what was needed to support each adventure arc. The minimal world building was not intentional but I think it has worked fine so far.
  • Same Characters: Each of has been using the same player character throughout. When one of us is GMing, the GM's character simply sits out those sessions. 

11/2/15

Monday Moodsetter 78

RPG Rorschach: What's the first gaming thought that pops into your head?

10/26/15

Monday Moodsetter 77

RPG Rorschach: What's the first gaming thought that pops into your head?

10/12/15

Vampire Spawn (Undead)--Montporte Dungeon Campaign Critter

VAMPIRE SPAWN

Vampire spawn are hideous undead creatures, created by vampire lords and ladies. Vampire spawn remain under the control of their vampire lord or lady until they are released and become full vampires in their own right. Vampire spawn are often sent on missions by their vampire masters.

LESSER VAMPIRE SPAWN
Armor Class: 5 [14]
Hit Dice: 4
Attacks: Bite (1d6)
Saving Throw: 13
Special: Regeneration; Slow; Zombie Control
Move: 12/18 (Flying)
Challenge Level/XP: 6/400

Lesser vampire spawn are created by vampires to be servants until such time that they become full vampires. Despite the fact that lesser vampire spawn are weaker than their greater vampire spawn kin in many respects, they are not harmed by running water and sunlight. However, they are repelled by garlic and are turned by clerics as if they were shadows.

COMBAT: Lesser vampire spawn are not subject to fear and their behavior in combat is determined by their vampire masters.

REGENERATION: Lesser vampire spawn regenerate at 1 point per round. When the lesser vampire spawn reaches zero hit points or below, it is no longer able to regenerate.

SLOW: When a lesser vampire spawn successfully bites an opponent or victim, the opponent must make a saving thrown. If the saving throw is failed, the opponent is slowed. The opponent then moves and attacks at half speed for 2d4 rounds.

ZOMBIE CONTROL: A lesser vampire spawn can control up to 4 zombies at a time.

GREATER VAMPIRE SPAWN
Armor Class: 4 [15]
Hit Dice: 6
Attacks: Bite (1d8)
Saving Throw: 11
Special: Regeneration; Level Drain; Zombie Creation & Control
Move: 12/18 (Flying)
Challenge Level/XP: 8/800

Greater vampire spawn are created by vampires to be servants until such time that they become full vampires. Greater vampire spawn turn into a gaseous form and return to their vampire master. Greater vampire spawn can only be killed in the same manner as a vampire: By sunlight, by running water, or by a wooden stake driven into its heart. They are repelled by garlic and are turned by clerics as if they were wraiths.

COMBAT: Greater vampire spawn are not subject to fear and their behavior in combat is determined by their vampire masters.

REGENERATION: Greater vampire spawn regenerate at 2 points per round. When the greater vampire spawn reaches zero hit points or below, it is no longer able to regenerate. It becomes gaseous and returns to its master, where it regains its body after a time of rest.

LEVEL DRAIN: When a great vampire spawn successfully bites an opponent, the opponent must make a saving throw. If the saving throw is failed, the bitten opponent loses one experience level.

ZOMBIE CREATION & CONTROL: An opponent that dies by the bite of a greater vampire spawn becomes a zombie under the control of the greater vampire spawn, one round after death. A greater vampire spawn can control up to 10 zombies at a time.