Saturday 31 December 2022

Because It Bears Repeating

From this Redditt thread:

We are used to imagining things as being objective measures. One inch is one inch in all cases. One mile is one mile. One kilogram is one kilogram.

However, not all units of measure need to be objective, and hit points are an example of a relative measurement. One hit point does not necessarily mean the same thing for one character that it does for another. For character A, 1 hp damage may well be a mortal wound. For Character B, 1 hp damage might be a notable wound. For character C, it might be the equivalent of a paper cut.

And, of course, the first 1 hp damage Gygax's example fighter takes is negligible, while the last 1 hp they take (after all other hit points are gone) is a mortal blow. Hit points are relative even for a given character themselves.

If you stop trying to figure out how much a "hit point" is objectively, and accept that hit points are always a relative measure, this problem goes away.

Healing

So what, then, does it mean if you have to heal hit points? A high-level warrior has lost 20 hp, which is relatively insignificant, but requires rest or magic to heal. Why?

Because the warrior isn't at their best. They are not all beaten up, and they are still better than many others at their best, but they could be better. Conan with nicks, cuts, and abrasions is still formidable, but not quite as formidable as Conan without.

Saturday 24 December 2022

Free Adventure for Yule

When Snowmen Attack!

Here is a free adventure for the Yule season.

Fighty, but I hope also fun. 


You should be able to complete it in a single session over eggnog.


Because this adventure is free (no Patreon membership required) feel free to spread this post far and wide! Obviously, I am hoping that this increases the number of visitors to my humble abode, but I also hope that playing this brings some seasonal joy. Or seasonal curses of anguish. Your choice!


Happy Holidays!



Monday 19 December 2022

Let’s Convert the Fiend Folio: Ygorl, Lord of Entropy

You know what was missing from the last post? Me blathing about the Fiend Folio and my fond memories thereof. In truth, I never used the Slaadi Lords in play. The highest level characters we had achieved in those halcyon days of yore were 14th to 16th level. Powerful, yes. Powerful enough to take on these creatures? No, they were not. And, of course, AD&D didn’t have a robust patron system like Dungeon Crawl Classics does!

Did I know that Ssendam was “madness” backwards, or that Ygorl is an anagram of “glory”? I would like to think that I had noticed, but if I did I had long since forgotten until I began to convert them, when it came as a pleasant surprise.

Anyway, this finishes the Slaadi, although not the letter “S”!






 

The Avatar of Ygorl, Lord of Entropy

Ygorl’s Avatar: Init +5; Atk Sickle +8 melee (3d8 plus DC 15 Fort or die) or spell; AC 27; HD 12d12+36; hp 110;  MV 40’ or swim 50’; Act 2d20; SP Spellcasting, death sickle (Fort DC 15 or die), gate, command un-dead, regenerate 3 hp/round, +3 or better weapons to hit, wish fulfillment, 85% magic resistance; SV Fort +14, Ref +8, Will +20; AL C.

This fearsome slaad lord always appears as a 12-foot-tall skeletal man in the Lands We Know, utterly black in hue, with bat-like wings and wielding an adamantine sickle with an 8-foot-long blade. The sickle has the word “death” inscribed on its blade in the slaadi tongue, strikes as a +5 weapon, and instantly slays targets who fail a DC 15 Fortitude save when it hits.

In the Lands We Know, Ygorl is rides the brass dragon, Shkiv (see below). Where the winds of Limbo roar, Ygorl is said to appear as a 15-foot-tall slaad who is so totally black that he is darker than darkness itself.

Ygorl can use an Action Die to gate in another slaad of any type (except Ssendam or other unique slaadi), and this ability never fails. In addition, the Lord of Entropy can cast the following spells as psionic powers, needing no somatic, material, or verbal components (+18 bonus to the spell check): Chill touch, detect evil, detect invisible, ESP, phantasm, planar step, ray of enfeeblement, scare, and shatter. He regenerates 3 hp each round, so long as he has any hit points left.  He has an 85% chance of being able to ignore a spell (or other magical effect) as though it did not exist (determined before any applicable save is made) and can only be harmed by +3 or better magic weapons.

In addition, Ygorl may command up to 50 Hit Dice of un-dead creatures, which must succeed in a DC 25 Will save to ignore or disobey any of his commands.

 

Shkiv (large wingless brass dragon): Init +16; Atk Claw +17 melee (1d8) or bite +17 melee (1d12) or tail slap +17 melee (1d20 plus venom) or breath weapon; AC 30; HD 16d12; hp 120;  MV 60’ or swim 80’ or climb 40’; Act 4d20 for attacks plus 1d20 for spells; SP Breath weapons, amphibious, spellcasting, poison plants; SV Fort +16, Ref +16, Will +16; AL C.

Shkiv has two breath weapons. The first is a line of electricity 100 feet long, which forks 1d4 times and does damage equal to Shkiv’s hit points (Reflex DC 26 for half). The other is a cone of intense cold, 60’ long with a 20’ wide base, which does damage equal to the dragon’s hit points (Fortitude DC 20 for half). His tail is venomous, and those struck by a tail slap take an additional 1d8 hp damage from the venom and must succeed in a DC 20 Fort save or take 1d5 points of Stamina damage.

The dragon can cast magic shield with a +16 bonus to the spell check. Plants wither within 100’ of Shkiv, and the ground he treads on cannot support plant life for 1d3 years after his passing. Plant creatures must succeed in a DC 20 Fort save each round they are within 100’ of Shkiv or suffer 3d8 damage.

 


Calling upon the Lord of Entropy is perilous indeed. Wizards and elves can may seek to bond with Ygorl, and they may bond others to increase his following, but any time a creature is bonded to Ygorl they must roll a Luck check after the spell is cast, but before the spell check is made. If this fails, Ygorl takes a personal, and unfortunate, interest, appearing to grant the true gift of entropy to the committed soul. In short, Ygorl kills the unlucky suppliant, taking them body and soul to his palace among the winds of Limbo.

Invoke Patron check results:

12-13

The entropic power of Ygorl reaches through the caster, striking a target of the caster’s choice within 100’. The caster may choose any number of d8 to roll to damage the target, but the glory of acting as a conduit for Ygorl is too great for mortal flesh, and the caster takes half the damage rolled (DC 15 Fortitude save to reduce to one-quarter).

14-17

As 12-13, above, but the caster has no control over how many dice are rolled. Roll 1d24 to determine the number of d8 rolled. In addition, the Fortitude save the caster must make to reduce damage to themselves is increased to DC 20.

18-19

The caster partakes in entropy! For 1d3 rounds, any creature the caster touches, or who touches the caster, must succeed in a DC 15 Fortitude save or die. This includes creatures making successful attacks with natural weapons, but also includes friendly creatures (such as a cleric attempting to Lay on Hands). A character handing an object to the caster must succeed in a Luck check to avoid coming into contact.

20-23

As 18-19, above, but the condition lasts for 1d6 + CL rounds, and the DC for the Fortitude save is increased to DC 20.

24-27

Ygorl gates 1d5 grey slaadi to the caster’s location. These creatures are free-willed. If the caster is in immediate danger, the slaadi will protect them, but afterward they will bargain with the caster for their service (to a maximum of 1d4 + CL days). If suitably rewarded, they serve the caster well. Otherwise, meeting these slaadi again without Ygorl’s protection is sure to be a harrowing experience.

28-29

1d4 free-willed death slaadi are gated to the caster’s location. They will protect the caster if they are in immediate danger, but thereafter seeks to bargain with the caster for its service (to a maximum of 1d5 + CL hours). If a bargain cannot be reached, woe unto the caster, for the death slaadi will seek to take the caster themself as its reward!

30-31

Once per round, for the next 2d6 + CL hours, the caster may point at a target within 500’ to which the caster has line of sight. The target takes 3d6 damage, and must succeed in a DC 25 Fort save or die. Each time the caster evokes this power to affect a target, they take 1d6 damage which cannot be healed through magic, as a price for acting as a conduit for Ygorl’s power.

32+

The avatar of Ygorl himself appears, and fights on the caster’s behalf for up to 3d6 rounds, or until all foes within 500’ are slain (whichever comes first). At the end of this period, Ygorl judges the caster, who must succeed in a Luck check or Ygorl will transform them into a red slaad and take them to Limbo. In this event, the caster is lost forever, unless the judge (in an uncharacteristic fit of kindness) allows a special quest to recover the character.

 

Sunday 18 December 2022

Let’s Convert the Fiend Folio: Ssendam, Lord of Madness

The Avatar of Ssendam, Lord of the Insane

Ssendam’s Avatar: Init +5; Atk Black longsword +10 melee (1d8+4 plus stun) or pseudopod +10 melee (2d8 plus XP drain); AC 26; HD 16d12+48; hp 150;  MV 40’ or swim 50’; Act 3d20; SP Spellcasting, stun, XP drain, gate, regenerate 3 hp/round, +3 or better weapons to hit, wish fulfillment, 85% magic resistance; SV Fort +16, Ref +10, Will +22; AL C.

Said to be the most powerful of the slaadi, the Lord of the Insane appears either as an unarmored man wielding a black sword, or as a golden amoeba with a man's brain in place of a nucleus when his avatar is encountered in the Lands We Know. As a man, Ssendam’s sword causes all it strikes to succeed in a DC 16 Fort save or be stunned and unable to move or take any action for the next 1d5 rounds. As an amoeba, its pseudopodia can stretch to 10’ and drain 1d8 XP (Will DC 16 for half) in addition to their damage on a successful attack. If this XP drain brings a character below the required XP for their current level, they immediately lose that level, and are reduced to the previous level. A character that drops below 0 XP is slain.

Ssendam can use an Action Die to gate in another slaad of any type (except Ygorl or other  unique slaadi), and this ability never fails. In addition, Ssendam can cast the following spells as psionic powers, needing no somatic, material, or verbal components (+20 bonus to the spell check): Charm person, comprehend languages, detect invisible, detect magic, dispel magic, ESP, flaming hands, phantasm, planar step, and scare. He may also fulfill another’s wish, if it strikes his fancy to do so, requiring a round in which the Lord of Madness does nothing else.

Ssendam’s avatar regenerates 3 hp each round, so long as he has any hit points left.  He has an 85% chance of being able to ignore a spell (or other magical effect) as though it did not exist (determined before any applicable save is made) and can only be harmed by +3 or better magic weapons.

When encountered, Ssendam always gives his true name, though woe betide he who tries to use it! In that plane where the slaadi are found, his form is that of a large, golden slaad.

Both wizards and elves can bond to Ssendam, and chaotic clerics can dedicate themselves to the Lord of Madness. Although followers of Bobugbubilz may consider him a rival, Ssendam takes little concern for non-slaadi creatures and their affairs. When a non-slaadi performs the ceremony to patron bond with him, they must roll 1d7 and add their Luck modifier to determine what die is used for the spell check. This roll is only made after the casting time has been spent: (1 or less) 1d7, (2) 1d8, (3) 1d10, (4) 1d12, (5) 1d14, (6) 1d16, (7) 1d20, (8) 1d24, or (9+) 1d30.

Invoke Patron check results:

12-13

Ssendam can barely be concerned with such a paltry request. A target of the caster’s choice (within 100’) suffers a moment of confusion, causing it to miss its next action.

14-17

Ssendam reaches through the caster to cast forget upon one target of the caster’s choice within 100’. If no other target is available, the caster is affected instead. The spell check is made with 1d20+8 – the caster’s mind is not powerful enough to channel Ssendam’s true power!

18-19

Ssendam gates 1d3 red slaadi to the caster’s location. These creatures obey the caster resentfully for 1d5 + CL rounds before they are again gated away. If suitably rewarded, they may better regard the caster. Otherwise, meeting these slaadi again without Ssendam’s protection is sure to be a harrowing experience.

20-23

Ssendam gates 1d4 blue slaadi to the caster’s location. These creatures obey the caster resentfully for 1d6 + CL turns before they are again gated away. If suitably rewarded, they may better regard the caster. Otherwise, meeting these slaadi again without Ssendam’s protection is sure to be a harrowing experience.

24-27

Ssendam gates 1d3 grey slaadi to the caster’s location. These creatures are free-willed. If the caster is in immediate danger, the slaadi will protect them, but afterward they will bargain with the caster for their service (to a maximum of 1d4 + CL days). If suitably rewarded, they serve the caster well. Otherwise, meeting these slaadi again without Ssendam’s protection is sure to be a harrowing experience.

28-29

A single free-willed death slaad is gated to the caster’s location. It will protect the caster if they are in immediate danger, but thereafter seeks to bargain with the caster for its service (to a maximum of 1d5 + CL hours). If a bargain cannot be reached, woe unto the caster, for the death slaad will seek to take the caster themself as its reward!

30-31

Ssendam gates 1d6 red slaadi to the caster’s location, who permanently serve the caster (until slain). These creatures are resentful unless well rewarded, and will seek to pervert the caster’s intentions while obeying orders unless satisfied. The caster may dismiss them at will (in whole or in part), and they will instantly return to their home plane once dismissed.

32+

Ssendam takes enough interest in the caster to grant a wish. If the caster’s wish is over-exacting, or takes too great a liberty with Ssendam’s largesse (as determined by the judge), the Lord of Madness will pervert the wish to the caster’s woe (again, as determined by the judge). In either case, the results of the wish manifest on the caster’s next initiative.

 

Saturday 17 December 2022

A Kickstarter at Howling Crater

Cover art by Adrian Landeros
I haven’t been posting for the last little bit because of health-related eye strain. I was unable to focus on a computer screen for more than 15 minutes at a time. As you can imagine, this has played havoc with my creativity and caused me to shoot past several deadlines. The problem seems to be abating, and I have hope that the miracle of modern science will help me get past it this month.

Okay, let’s talk about An Occurrence at Howling Crater, now on kickstarter from Planet X Games. This is designed for use with either DCC or MCC, and is from the same folks who brought you Jungle Tomb of the Mummy Bride last year.

The Kickstarter is already funded, although this is an insane time of year to be starting your kick, and ends on January 3rd, 2023.

You know that I believe in full disclosure, so I don't mind letting you know that I am posting this as a favor to Levi Combs. He is definitely a stand-up guy, who I had the chance to meet in person at Gary Con earlier this year. While I did some writing for Mummy Bride, at this point I don’t have any financial stake in Howling Crater at all. I am a backer, and I am really happy with how Mummy Bride turned out. And yes, obviously, I hope to do some more work for Planet X in the future.

So, the real question is, what does this thing get for us DCC and MCC aficionados? I'm going to quote the press kit text below, but what it really gets us is high production values, great art printed on good stock, and lots of pulp-era action and inspiration, if the Mummy Bride is anything to judge by.

Here's what the press kit says:

  • For those backers choosing the DCC/MCC compatible ruleset, all THREE levels of the crashed spaceship are included, complete with detailed locations and full write-ups. Maps are rendered in incredible detail by Karl Stjernberg, AKA @skullfungus!
  • A TON of all-new material! New magical items, deadly monsters, patrons, exciting locations and all-new spells for your ongoing DCC/MCC game.
  • A digital map pack that is fully compatible with Virtual Table Top (VTT), with the secret door markers and encounter numbers removed.
  • Full conversion to the DCC/MCC compatible ruleset. We didn't just file off the serial numbers and throw this thing to the wolves - as DCC/MCC players ourselves, we made a dedicated conversion and spent a lot of nights playtesting this new version so that it retains the feel, vibe and compatibility of Dungeon Crawl Classics and Mutant Crawl Classics. This module is 100% compatible with both rulesets!
  • The hinterland settlement of Hem's Holler, an all-new starting location for your PCs written by Levi Combs. New NPCs! Deadly leads and rumors! All new dangers lurking at the edge of civilization to make your PCs' lives absolutely miserable! Even if your players have played through the scenario previously, what secrets swirl in Hem's Holler waiting to be discovered?
  • Tons of new art! Not only did we commission a brand-new cover from original cover artist Adrian Landeros, but we've added plenty of new illustrations to the module as well. In addition to all the original art, top-tier illustrators Ed Bickford, Tim Burns and Je Shields are all lending their considerable talents to this project.
  • New Patrons! Jeff Scifert has detailed all-new patrons for An Occurrence at Howling Crater, complete with special traits, divine favors, cleric titles, disapproval charts and all new canticles. There is a considerable amount of flavor and lore added to the original scenario and it really helps bring the mystery, super-science and savagery of the forbidden crater to life.
  • All New Flavor Text. Traditionally, Planet X modules don't use flavor text but the excellence and playability of the DCC/MCC system has really brought us back around to it. This module contains read-aloud flavor text for every single encounter area.
  • Finally, we've just flat out changed a few things. Converting a previous module to the look and feel of DCC compatibility isn't just about giving it a quick makeover and sending it on its way. We've altered a few key bits here and there, added in some new things and done the best job we could in making the scenario look and feel like the kind of good time you'd expect from a product compatible with the DCC/MCC ruleset.

Saturday 19 November 2022

Let’s Parody the Fiend Folio: The Lesser Slaadi

When I was younger, every year Dragon (or The Dragon, should we go back far enough) would include some content which was relatively silly, or which parodies the normal magazine content. A lot of this was, frankly, unusable in a regular game. But every so often there would be content that, while clearly meant to take the piss out of serious gaming, could also be used in a serious game. This, to me, is the holy grail of gaming parody. It may be funny, but, even so, it also works.

My friends can hardly be alone, back in the 80’s, in noting that Slaad and Salad are pretty close. If no one in your gaming group ever made a joke about “ordering the Slaad” that is your loss; it certainly was not ours.

So here I provide you with five additional Slaadi – Lesser Slaadi – for your Dungeon Crawl Classics game. And the important thing is that, if you change the names and adjust a little bit of the content, these creatures are perfectly usable. I did warn you that I was considering a whole secondary hierarchy of Slaadi running parallel to those in the Fiend Folio, and here we are. Instead of running parallel, though, these Lesser Slaadi hope to reincarnate into true Slaadi.

Hold on tight to your dreams!

 

 

Lesser Slaadi

Smaller than the main slaadi, the lesser slaadi are also extra-planar frog-like monsters resembling batrachians humanoids. Like the slaadi, these creatures are from the plane of Limbo, and worship/obey the same dread masters. Like slaadi, the lesser slaadi believe that, if they act according to the principles of their masters, they will be reincarnated after death into the next rank of slaadi. After progressing through all the lesser ranks, a lesser slaad hopes to become a red slaad in its next life.

Lesser slaadi have the following common abilities:

Communication: Speech in their own language, understanding all languages, and telepathic communication to a range of 50’.

Magic Resistance: All slaadi have a chance of ignoring a spell (or other magical effect) as though it did not exist. This is rolled as a percentile chance before any applicable save is made.

Spellcasting:  Some lesser slaadi can cast spells, using their Hit Dice as a bonus to the spell check. Lesser slaadi do not suffer corruptions, disapproval, or patron taint, but lose access to any spell for 24 hours if they roll a spell check of 10 or less on that spell. Their spells are psionic in nature, requiring no words, motions, or material components.

Summoning: Lesser slaadi can be summoned using monster summoning.

Slaadi Symbols: All slaadi, including lesser slaadi, have a magical symbol of rank in the form of a jewel encased in the creature's skull beneath the skin of the forehead. These are artificial devices which encase the slaad's life-force; they may be removed when a salad is held immobile by any spell. On threat of destruction of the gem, an intelligent being may force the monster to fulfill three tasks, if they are within the creature’s capacity. However, when released and the gem replaced, a salad that is not very well rewarded (usually by human slaves to take back to its own plane of existence) turns on its would-be controller with lethal intent. The same occurs immediately upon a fourth task being requested, and a controller who is slow to destroy the stone usually does not survive to learn from their mistake. These jewels are typically valued at 10 gp per Hit Die of the linked salad, but any slaad seeing a symbol held by a non-slaad attack with berserk fury. Each symbol is unique and readily identifiable by any other slaad.


Garden Slaad

Garden Slaad: Init +3; Atk Claw +0 melee (1d3); AC 10; HD 1d12; MV 10’ or swim 20’; Act 1d20; SP Lesser slaadi traits (5% magic resistance); SV Fort +0, Ref +3, Will +0; AL C.

The least of the lesser slaadi, the garden slaad stands only 1’ tall, and is greenish in color with occasional bits of red. They are found lurking in gardens, consuming slugs, beetles, and other pests as commanded by their masters. These slaad may be dressed in various styles, but their statistics are not affected by this.

 

Greek Slaad

Greek Slaad: Init +2; Atk Claw +0 melee (1d3); AC 11; HD 2d12; MV 10’ or swim 20’; Act 1d20; SP Lesser slaadi traits (5% magic resistance), hard to grasp, death throes; SV Fort +1, Ref +1, Will +1; AL C.

At a mere 2’ tall, this is the second rank of lesser slaadi. Their appearance is similar to that of the garden slaadi, but with spots of darker hue and of white. Their bodies exude olive oil, which makes them difficult to grasp, and a Greek slaad can escape any form of hold or bond with a DC 10 Reflex save. When slain, a Greek slaad collapses into a pile of dark olives and feta cheese sufficient to feed 1d4 individuals.

 

Gelatin Slaad

Gelatin Slaad: Init +0; Atk Claw +1 melee (1d4) or projectile +3 ranged (1d3); AC 12; HD 3d12; MV 20’ or swim 30’; Act 1d20; SP Lesser slaadi traits (10% magic resistance), projectiles, half damage from blunt weapons; SV Fort +3, Ref +2, Will +2; AL C.

Gelatin slaadi come in a variety of colors. Roll 1d5: (1) lime green, (2) lemon yellow, (3) orange, (4) purple, or (5) red. They are semi-translucent, and their inner organs can be faintly seen floating within their bodies, like pieces of fruit. These lesser slaadi stand 3’ tall, and have interior organs which manufacture projectiles they can exude with great force, striking targets 60’ away. As the projectiles must pass through their bodies, each time a gelatin slaad fires a projectile, it takes 1 hp damage.

Gelatin slaadi are wibbly, their bodies being comprised largely of gelatin-like material. As a result, they take half damage from blunt weapons.

Gelatin slaadi are able to cast mirror image. It sometimes seems as though everyone brings a gelatin slaad.

Gelatin slaadi are the third rank of lesser slaadi.

 

Potato Slaad

Potato Slaad: Init +0; Atk Claw +2 melee (1d4) or bite +0 melee (1d6); AC 15; HD 4d12; MV 20’ or swim 30’; Act 2d20; SP Lesser slaadi traits (10% magic resistance), half damage from non-magical weapons, immune to cold-based damage; SV Fort +4, Ref +0, Will +2; AL C.

The lumpy potato slaad is pale in color, and stands a 4’ tall. They are cool to the touch, and completely immune to cold. These slaadi can cast chill touch and enlarge. These creature comprise the fourth rank of lesser slaadi.

 

Caesar Slaad

Caesar Slaad: Init +3; Atk Claw +4 melee (1d5 plus grab) or bite +0 melee (1d7); AC 14; HD 5d12; MV 30’ or swim 40’; Act 2d20; SP Lesser slaadi traits (15% magic resistance), half damage from non-magical weapons, gate; SV Fort +3, Ref +3, Will +4; AL C.

Greatest of the lesser slaadi, the Caesar slaadi stand a full 5’ tall. Their claw attacks allow them to grab an opponent, who must make an opposed Strength check (vs. +0) to break free. A Caesar slaad has a 1 in 3 chance of opening a gate to Limbo with an action. If they succeed, they may use a move to carry a seized victim into Limbo, to become slaves or food for the true slaadi.

They may cast paralysis, which assists them in capturing victims.

 


Saturday 12 November 2022

Let’s Convert the Fiend Folio: Grey Slaad and Red Slaad

This post sees the final mainline Slaadi converted to Dungeon Crawl Classics, which will aid in the conversion of most adventures using these creatures. The Slaadi Masters will each get their own post, giving them a partial patron write-up as well as statistics for their avatars. The Slaadi available to you now can be summoned by the PCs, or sent on nefarious missions by NPC wizards and elves. If you do decide to use them, as always, I would love to hear about your experiences!

The astute reader will again notice that I toned down the Slaadi somewhat, while trying to maintain the essential elements of the creatures from the Fiend Folio. The Red Slaadi pellets didn’t describe how they killed, and I had a bit of fun with that. I again attempted to determine what magical powers were essential, and allow each type of Slaadi to have some unique attribute, hopefully with some degree of success.

If you are enjoying this series of posts, and want to tip, please consider supporting my Patreon. If you are looking for even more monsters, encounters, or adventures, this month the material I am working on explores the fey.

 

 

Slaadi

The slaadi are a group of extra-planar frog-like monstrosities whose natural form resembles large batrachians humanoids. Their heads are huge, their claws extremely sharp and long, and their voices form a croaking language which is all they deign to speak. Although beings of chaos and woe, which dwell where the winds of Limbo roar, slaadi are extremely hierarchical by type, from the lowest red slaad to their dreaded masters. All slaadi have names, and those who learn them may attempt to summon and compel them using demon summoning.

Slaadi are ranked as follows: red slaad, blue slaad, green slaad, grey slaad, death slaad, slaad master. Slaadi believe that, by following the orders of their superior types, they can reincarnate upon death as a higher slaad rank, while those who fail to live up to their caste duties are reborn as red slaadi.

The relationship between the slaadi, the slaad lords, and Bobugbubilz is a matter for some debate among those learned in the Toadfiend’s lore, but is unlikely to be unraveled by mortal folk any time soon. Certainly, there were many foul beings spawned in the primordial pools where Bobugbubilz first emerged, and few if any of them considered their spawn-mates to be anything more than rivals and potential meals.

All slaadi have the following common abilities:

Communication: Speech in their own language, understanding all languages, and telepathic communication to a range of 100’.

Magic Resistance: All slaadi have a chance of ignoring a spell (or other magical effect) as though it did not exist. This is rolled as a percentile chance before any applicable save is made.

Spellcasting:  All slaadi have a number of spells they can cast, using their Hit Dice as a bonus to the spell check. Slaadi do not suffer corruptions, disapproval, or patron taint, but lose access to any spell for 24 hours if they roll a spell check of 10 or less on that spell. Slaadi spells are psionic in nature, requiring no words, motions, or material components.

Slaadi Symbols: All slaadi have a magical symbol of rank in the form of a jewel encased in the creature's skull beneath the skin of the forehead. These are artificial devices which encase the slaad's life-force; they may be removed when a salad is held immobile by any spell. On threat of destruction of the gem, an intelligent being may force the monster to fulfill three tasks, if they are within the creature’s capacity. However, when released and the gem replaced, a salad that is not very well rewarded (usually by human slaves to take back to its own plane of existence) turns on its would-be controller with lethal intent. The same occurs immediately upon a fourth task being requested, and a controller who is slow to destroy the stone usually does not survive to learn from their mistake. These jewels are typically valued at 10 gp per Hit Die of the linked salad, but any slaad seeing a symbol held by a non-slaad attack with berserk fury. Each symbol is unique and readily identifiable by any other slaad.

 



Grey Slaad

Grey Slaad: Init +0; Atk By weapon +5 melee (by weapon +2) or Claw +5 melee (1d7+3) or bite +3 melee (2d8); AC 19; HD 8d12; MV 30’ or swim 40’; Act 2d20; SP Slaadi traits (55% magic resistance), half damage from non-magical weapons, shift to human form, immune to cold, cause blindness, gate, planar travel, enchant items; SV Fort +6, Ref +6, Will +6; AL C.

These creatures, also known as the Executioners, are most often found in the Lands We Know carrying out not the injunctions of mortal wizards, but the will of the slaadi masters, and this makes them the most feared by those versed in slaadi lore. They are the height of a normal human, and are able to shift into human form or back using an action. Most often, they are encountered in human form, which affects only their available attacks in game terms.

Grey slaadi can be summoned as Type VI demons. They have access to the following spells: darkness, fireball (ball lightning manifestation), flaming hands, invisibility, and scare. Once per day they can blind an opponent within 100’ with a single word (Will DC 15 negates). Also once per day, they may attempt to open a gate allowing 1d3 additional grey slaadi to enter the Lands We Know; there is a 60% chance of success when this is attempted.

Unless otherwise bound, grey slaadi may travel the planes at will. Given the time and the equipment, they can enchant an item as though they had access to whatever spells are necessary to do so. Because of this, when travelling in human form, grey slaadi will usually have 1d3+1 choice magic items; most often this includes an enchanted weapon of some sort.

 

Red Slaad

Red Slaad: Init +4; Atk Claw +2 melee (1d4 plus implantation) or bite +0 melee (1d5+1); AC 14; HD 3d12; MV 20’ or swim 30’ hop 30’; Act 2d20; SP Slaadi traits (35% magic resistance), hop, implantation, regeneration 3 hp/round; SV Fort +8, Ref +5, Will +10; AL C.

The lowest rank of slaadi, these 8’ tall creatures are the commonest of the slaadi, both in the Lands We Know and their home plane, and are regularly sent to our world in search of human slaves. There intelligence is dull, and they are easily fooled, but they are nonetheless powerful foes. Red slaadi regenerate 3 hp every round until they reach 0 hp; they do not regenerate past death. A red slaad can also use an action die to hop 30’ in any direction; combined with an attack, this should be treated as a charge (+2 to hit, but -2 to AC until the slaad’s next action).

Red slaadi have a gland near their claws which implants a small pellet with each successful claw attack unless the victim succeeds in a Luck check. Once a pellet is implanted, the victim must succeed in a DC 20 Fort save or die within 3d12 hours, when a new red slaadi explodes outward from the site of the wound. Anything which neutralizes poison or disease can also neutralize the pellet, which then becomes inert. The pellet worms itself into the flesh, so digging it out causes 1d6 damage per round that it has been implanted, but this does not neutralize the pellet, so that it may be used as a power component, adding a +4 bonus to any spell check against a spell specifically being used to target slaadi. The pellet is destroyed in this process. When a red slaad is slain, any pellets remaining in its claw gland are instantly neutralized. If captured and made helpless, 1d4+1 pellets can be recovered from a red slaad with a DC 10 Handle Poison check.

Red slaadi may be summoned as Type I demons. The only spell they can use is unique: with a spell check of 12+, they stun all non-slaadi targets within 30’ for 1d4 rounds (Will save equal to spell check result negates). This power is used both the capture potential slaves and to escape from danger.

Friday 11 November 2022

Let’s Convert the Fiend Folio: Blue Slaad, Death Slaad, and Green Slaad

I imagine that there were at least a couple of people waiting for this post, eager to throw a few Slaadi into their Dungeon Crawl Classics campaign! Well, the wait is at least partially over, because it is going to take more than one post to get through all the types of Slaadi, as well as their Masters.

The astute reader will immediately notice that I toned down the Slaadi somewhat, while trying to maintain the essential elements of the creatures. I made a few other changes. The original creatures in the Fiend Folio didn’t have a listed swim speed. This seemed absurd to me, so I gave them one. I attempted to determine what magical powers were essential, and allow each type of Slaadi to have some unique attribute.

Make no mistake: Slaadi are fun to use in a game. But, because they are essentially a listing of different powers/power levels stuck onto the same chassis, they are not as much fun to convert as some other monsters in this project. There is not much of a requirement for creativity, unless one were to create a whole secondary hierarchy of Slaadi running parallel to that of the Fiend Folio. Which I am strongly tempted to do.

 

Slaadi

The slaadi are a group of extra-planar frog-like monstrosities whose natural form resembles large batrachians humanoids. Their heads are huge, their claws extremely sharp and long, and their voices form a croaking language which is all they deign to speak. Although beings of chaos and woe, which dwell where the winds of Limbo roar, slaadi are extremely hierarchical by type, from the lowest red slaad to their dreaded masters. All slaadi have names, and those who learn them may attempt to summon and compel them using demon summoning.

Slaadi are ranked as follows: red slaad, blue slaad, green slaad, grey slaad, death slaad, slaad master. Slaadi believe that, by following the orders of their superior types, they can reincarnate upon death as a higher slaad rank, while those who fail to live up to their caste duties are reborn as red slaadi.

The relationship between the slaadi, the slaad lords, and Bobugbubilz is a matter for some debate among those learned in the Toadfiend’s lore, but is unlikely to be unraveled by mortal folk any time soon. Certainly, there were many foul beings spawned in the primordial pools where Bobugbubilz first emerged, and few if any of them considered their spawn-mates to be anything more than rivals and potential meals.

All slaadi have the following common abilities:

  • Communication: Speech in their own language, understanding all languages, and telepathic communication to a range of 100’.
  • Magic Resistance: All slaadi have a chance of ignoring a spell (or other magical effect) as though it did not exist. This is rolled as a percentile chance before any applicable save is made.
  • Spellcasting:  All slaadi have a number of spells they can cast, using their Hit Dice as a bonus to the spell check. Slaadi do not suffer corruptions, disapproval, or patron taint, but lose access to any spell for 24 hours if they roll a spell check of 10 or less on that spell. Slaadi spells are psionic in nature, requiring no words, motions, or material components.
  • Slaadi Symbols: All slaadi have a magical symbol of rank in the form of a jewel encased in the creature's skull beneath the skin of the forehead. These are artificial devices which encase the slaad's life-force; they may be removed when a salad is held immobile by any spell. On threat of destruction of the gem, an intelligent being may force the monster to fulfill three tasks, if they are within the creature’s capacity. However, when released and the gem replaced, a salad that is not very well rewarded (usually by human slaves to take back to its own plane of existence) turns on its would-be controller with lethal intent. The same occurs immediately upon a fourth task being requested, and a controller who is slow to destroy the stone usually does not survive to learn from their mistake. These jewels are typically valued at 10 gp per Hit Die of the linked salad, but any slaad seeing a symbol held by a non-slaad attack with berserk fury. Each symbol is unique and readily identifiable by any other slaad.

 

Blue Slaad

Blue Slaad: Init +0; Atk Claw +3 melee (2d6) or bite +1 melee (2d8); AC 15; HD 5d12; MV 20’ or swim 30’; Act 3d20; SP Slaadi traits (40% magic resistance); SV Fort +3, Ref +3, Will +3; AL C.

The second rank of slaadi, the blue variety is more often encountered running errands or missions for the slaadi masters than for anything else, although they can be summoned as Type II Demons. They are 10’ tall, with a light electric blue hue broken by streaks of grey, and two scimitar-like blades growing from the end of each limb. Their rivalry with the red slaadi (whose caste they believe was their own in their last lives) is legendary; neither type will help the other except in direst emergency.

Blue slaadi have access to the following spells: Paralysis. With a successful spell check, they can also move an item weighing up to 100 lbs by telekinesis (up to 10’), or pass up to 10’ through a solid wall.

 

 





Death Slaad

Death Slaad: Init +4; Atk By weapon +8 melee (by weapon +4) or claw +8 melee (3d6) or bite +6 melee (2d10 plus XP drain); AC 24; HD 12d12; MV 30’ or swim 40’; Act 2d20; SP Slaadi traits (75% magic resistance), half damage from non-magical weapons, shift into human form, XP drain, planar travel, death throes; SV Fort +8, Ref +5, Will +10; AL C.

There are said to be only four of these beings, also known as the Lesser Masters by the slaadi, to exist. They are no larger than a tall human, and are able to shift into human form or back as an action. This does not affect their statistics, except that a human-form slaad cannot use claw or bite attacks, and a slaadi-form slaad cannot use weapons. Death slaadi taking human form are often equipped with magical weapons of fearsome aspect. In slaadi form, the bite of a death slaad also permanently drains 2d10 XP. This will not lower a target’s level, but must be regained before the victim can advance once more.

Death slaadi may be summoned as Type VI demons. They have access to the following spells: Choking cloud, detect invisible, detect magic, ESP, flaming hands, invisibility, locate object, and phantasm. Death slaadi may travel to and from Limbo using an action, unless otherwise bound. Upon death, these slaadi explode in a fireball, causing 8d6 damage to all within 30’ (Reflex DC 18 for half).

 

 

 

 

Green Slaad

Green Slaad: Init +2; Atk Claw +6 melee (1d6+2) or bite +4 melee (2d8); AC 17; HD 8d12; MV 20’ or swim 30’; Act 1d20; SP Slaadi traits (50% magic resistance), shift into human form, half damage from non-magical weapons, gate; SV Fort +5, Ref +3, Will +7; AL C.

Green slaadi are pale in hue, with streaks of gray on their light green skin. This creature is pale green in colour with streaks of grey. Although a green slaad can shift into human or slaadi form using an action, the creature always resumes its native aspect when in combat.

Green slaadi may be summoned as Type V demons. They have access to the following spells: darkness, detect invisible, detect magic, ESP, locate object, scare, and flaming hands. Once per hour a green slaad may attempt to gate in another slaad. Roll 1d10 to determine success: (1-5) failure, (6-7) red slaad, (8-9) blue slaad, or (10) green slaad.

Sunday 30 October 2022

The Cup of Saint Nazrat

This great golden cup is worked with images of Saint Nazrat, along with his faithful monkey companion Amikin, and an antelope he was no doubt intent on eating raw. Saint Nazrat was a wild man, raised by savage ape-men after his parents were marooned, and subsequently died, on a wild jungle coast. Overlooking all are the six eyes of Hexorbius, one of the Brotherhood of Ten Wizards.

(One sage of dubious character has declared the cup to be related to Belshar of the Five Eyes. When it was point out to this, apparently mathematically challenged, sage that there were, in fact, six eyes, the sage attempted to blame Cyclos of the One Eye for “horn[ing] in on Belshar’s action”. Such sages are not to be trusted.)

The Cup of Saint Nazrat is worth 100 gp for gold value alone, but its true value lies in its connection to both the magic of the Green Man (Saint Nazrat’s primal deity) and Hexorbius of the Six Eyes.

A cleric with access to this cup can fill it with 1 gallon of fresh water. However great the multitude who drink from the cup within the next half hour, there is always just enough water to quench their thirst. Further, the cleric can pour wine into the cup, drink from it, and then allow an injured, diseased, or poisoned creature to drink from it. This transfers all damage, disease, and poison from the second drinker to the cleric, and reduces the Disapproval range of a lawful or neutral cleric by 1d3 if the transfer is significant (as per judge).

A wizard or elf with access to this cup can drip their own blood into it (equal to 1d4 points of spellburn) in order to cast animal summoning using 1d24 for the spell check. The wizard can fill it with clear water, adding in some part of their own blood (as spellburn), and use the cup to scry any location they know. The scrying lasts up to 1 minute per point of spellburn added to the water. Finally, a wizard or elf can drink the still-warm life’s blood of some creature with at least 1 Hit Die from the cup to regain full access to a spell that was lost for the day. Every time a wizard or elf does this, however, they grow an extra eye (to a maximum of six).

A warrior or dwarf who drinks any fluid from this cup instantly and permanently understands the languages of all apes and monkeys.

A thief or halfling with access to this cup can attempt to sell it for its gold piece value.

Saturday 29 October 2022

Let’s Convert the Fiend Folio: Shocker, Skeleton Warrior, and Skulk

I am glad to have gotten these three in before Halloween, with a plan to start on the Slaads in November.

The Shocker is almost a trap monster – once it has discharged its shock, it is done. These creatures would be right at home in Umerica, where they are found along ancient subway tracks. They are only a little less suited for Mutant Crawl Classics, Bronx Beasts, or similar games, and even the strange West of Weird Frontiers has enough electrical potential to make the critters work.

Skeleton Warriors are a fantastic monster, and the circlets that control them are an excellent example of a magic item that requires the players to seriously weigh benefits versus risks. There is certainly some outstanding horror elements in encountering an un-dead creature that wants to kill you specifically, and once the players understand why, the tension ratchets upward as answers are not as straightforward as one might like. Trying to control something that wants to kill you is fantastic material to work with!

Archade’s Tower offers another conversion of the Skeletal Warrior here.

Finally, the Skulk could have been created as another monster, a race-class, or even a benison (ala DCC Lankhmar) and still been cool. I went with the base monster, because that is of greater value when converting adventures.

 

 

 

Shocker

Shocker: Init +0; Atk Shocking touch +2 melee (2d10); AC 15; HD 1d8+2; MV 20’; Act 2d20; SP Shocking touch (2d10, Fort DC 10 for half), metal armor bonus, shock via attacks against it, single shock, death throes, immunities (electricity, poison, paralysis, and mind-affecting); SV Fort +3, Ref +1, Will +0; AL C.

There are those who speculate that these strange creatures are actually projection of a different being on another plane, and in truth little is known about them. Shockers appear to be humanoids with an aura of faint, light blue sparks. They crackle with electricity, and anyone with good hearing can hear a very faint crackling which increases in intensity as the shocker approaches. Shockers only successfully attack once before they are destroyed, which lends credence to the idea that they are merely organs of a much greater interdimensional being.

The shocker attacks by discharging 2d10 hp of electrical damage (Fort DC 10 for half). It actually has an easier time hitting opponents in metal armor – not only does metal armor offer no protection, but the normal armor value it a bonus to the shocker’s attack rolls. Thus, a shocker gains a +5 bonus to hit an opponent in chainmail and, if the opponent gains no other bonuses, treats the opponent as AC 10.

If a shocker and if it is struck by a metal weapon in melee combat, the attacker suffers a shock for 2d10 damage (Fort DC 10 for half), just as if the shocker has successfully attacked the weapon’s wielder.

When a shocker has delivered its charge – through a successful attack, or through an attack against it – it collapses into a fine inert dust. If it is otherwise destroyed, it simply disappears in a flash of light and static. The dust remaining from a shocker can be used to power electricity-based spells, adding a +1d4 bonus to a single spell (but being consumed in the process).

 

 

Skeleton Warrior

Skeleton Warrior: Init +4; Atk By weapon +1d6 melee (by weapon +1d6); AC 18; HD 5d12; MV 20’; Act 1d20; SP Un-dead, infravision 60’, half damage from non-magical weapons, 1d6 Deed Die, crit 19-20, +10 bonus to saves vs. magic, cannot be turned, soul circlet; SV Fort +2, Ref +2, Will +1; AL N.

These un-dead creatures were formerly powerful warriors in life. They have a Deed Die that adds to their attack rolls and damage, and can perform Mighty Deeds as they did in life. They are hard to damage, being wreathed in supernatural protections against normal weapons and magic (including spells). Clad in the rich, but faded and rotting trappings they wore in life, their sole reason for remaining in an un-dead state is to seek out an regain the circlet which contains its soul (see below).

When a soul circlet is discovered, the PCs may not recognize its significance. The linked skeleton warrior immediately begins moving toward the possessor. Establishing control over the linked warrior requires that the owner puts the circlet on their head, can see the skeleton warrior, and concentrates on establishment control over it. If the owner fails to do this, the skeleton warrior will attack them in an attempt to destroy them and gain possession of the circlet.

Soul Circlet

How skeleton warriors were trapped in their un-dead state is open to debate. Some say that they were tricked by a powerful and evil demigod. Others say they were promised eternal life by the lich Amorti. The truth may never be known, but each skeleton warrior has its soul trapped within a perfect golden circlet.

A skeleton warrior can track its own circlet flawlessly, but only when it is in the physical possession of another creature. Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein, so long as they are within a 240’ range. The controller can see through the skeleton warrior's eye sockets when controlling a warrior in this way, but the controller may not themselves move, attack, cast spells, etc., and is not even fully aware of their own surroundings. When not making the skeleton warrior act, this restriction does not apply, but the creature is inert and the controller cannot see through it.

Control is lost if the creature possessing the circlet is ever more than 240’ from the skeleton warrior, or if it is removed from the controller's head. If the circlet ever leaves a controller’s possession, and the skeleton warrior is not controlled by another, the warrior immediately stops whatever it is doing, seeking instead to attack and destroy its former master.

Finally, if the circlet falls into the possession of the skeleton warrior, the creature vanishes, never to reappear, and the circlet turns to fine, valueless dust.

The circlet cannot be worn with any other headgear to be effective; the wearing of a helm, for instance, will nullify its powers, though the skeleton warrior will still be aware of it, and able to track the creature possessing it.

 

Skulk

Skulk: Init +2; Atk By weapon +1 melee (by weapon); AC 13; HD 2d6; MV 30’; Act 1d20; SP Camouflage +10, backstab, cowardly; SV Fort +0, Ref +2, Will +0; AL C.

Skulks are an offshoot of humanity whose extreme cowardice gave rise to a chameleon-like ability to blend into any background. They live by theft and murder on the edges of civilization, keeping to small bands, moving often, and camping in deep dark forests or underground lairs. Their usual tactics of attacking unsuspecting victims from behind or murdering entire sleeping families make them universally despised, and if a skulk is captured it is usually the recipient of an unpleasant death at the hands of the community.

Skulks moves quickly and quietly, freezing into immobility and near-invisibility at the first hint of danger. They can backstab as thieves, gaining a +4 bonus to their attack rolls and doing automatic critical should they succeed.  They never openly attack a powerful-looking party, though they may set an ambush in an attempt to pick off a straggler or sentry, or (even better) attack when the party members are sleeping.

Their offshoot of humanity is still extremely cowardly, automatically fleeing at the slightest wounding or setback, taking whatever treasure they can.