Wednesday 3 July 2024

Let’s Convert the Melnibonéan Mythos: Mist Giant, Mordagz, and Myyrrhn

This is the third post converting the Melnibonén Mythos from the original version of Deities & Demigods. As before, these are based off the D&DG write-ups, and may not be 100% consistent with the Michael Moorcock source material.

When I am finished, I will eventually convert creatures from the Hawkmoon and Stormbringer games.

It strikes me that this is a good time to discuss why I am doing this at all. Like other conversions that have appeared in this blog, this is a reminder that conversion isn't really all that difficult. Part art, part science, there is no "right" way or "wrong" way to convert things. The Conversion Crawl Classes posts are the same - I am trying to encourage the Gentle Reader to not only convert material to Dungeon Crawl Classics, but also to share with the wider community!

In the end, though, there is also a hope that some of this material gets used in your home game. If you do use it, please let me know! It helps motivate me to keep putting stuff out there!


Mist Giant

Mist Giant (18’ tall, 1,000 lbs.): Init +0; Atk claw +18 melee (3d6); AC 20; HD 12d10; MV 20’; Act 4d24; SP Stealth +10, half damage from non-magical weapons, crit on 20-24; SV Fort +12; Ref +8; Will +6; AL C.

Mist giants are vast four-armed beings comprised of living, semi-sold mist. They have shapeless heads, yellow eyes, and their lower body is a snake-like mass well suited to slithering over the tops of bogs and water. The creature is hard to see in fogs or mist, and is capable of moving soundlessly. Because its body is only semi-solid, it takes half damage from non-magical weapons.

Mordagz

Mordaga (22’ tall, 10,000 lbs): Init +3; Atk sword +22 melee (6d6+6); AC 21; HD 16d10; hp 80; MV 40’; Act 1d24; SP Shield of Chaos, sacred trust, fated death, crit on a 20-24; SV Fort +12; Ref +4; Will +8; AL C.

Mordaga the Sad Giant (called Mordagz in the Deities & Demigods Cyclopedia) was once a Lord of Chaos. It is difficult to imagine the crimes he committed against his fellow gods, but as punishment for his defiance against other, more powerful, Lords of Chaos, he was cast out and made mortal. He now guards and protects the Shield of Chaos as his sacred trust, and no force can part him from the Shield or force him to give it up as long as he lives.

Although now mortal, Mordaga is fated to be slain by one of four men who come to take the Shield from him. As a result, whenever he is down to his last 10 hp (or lower) the Lords of Chaos always whisk him (and the Shield) away, and if reduced to 0 hp he always recovers. In the works of Michael Moorcock, the only men who could permanently slay Mordaga were Elric, Moonglum, Rackhir, and Dyvim Slorm, although the judge may rule otherwise.

Mordaga gains all the benefits of the Shield of Chaos while alive (see below).


Shield of Chaos

Also known as the Shield of the Sad Giant, this round shield is 5’ in diameter I made from silvery-green metal. It bears the device of the eight-pointed arrow of Chaos, radiating out in amber from the Shield’s central boss. Although created by Mordaga when he was still a Chaos Lord of the Higher Worlds, the Shield was created to protect him in his rebellion against his fellow gods, and is sovereign against the powers of Chaos.

The Shield of Chaos grants a +5 bonus to AC (already calculated into Mordaga’s stats). In addition, each round the wielder may direct it to a single quarter. Attacks from the quarter, whether physical, magical, or otherwise, cannot harm the Shield’s bearer if they come from a chaotic creature or source. Unless surrounded by enemies, the wielder can freely move the Shield to counter foes.

The wielder of the Shield cannot be transformed or warped by the power of Chaos. Further, the touch of the Shield undoes any existing transformation. In addition, any Chaos Lord or chaotic demon struck by the Shield (or even coming into contact with it) takes 3d20 damage. Mordaga himself was immune to this last power when he was a Lord of Chaos.

The Shield of Chaos is an Object of Power. Anyone bearing it for over 3 months (except its creator) loses 1 point of Luck per month so long as the Shield is retained.  Worse, powerful creatures, wizards, and agents of  both Law and Chaos continually seek to recover the Shield for their own ends.

Myyrrhn

Winged Folk of Myyrrhn: Init +2; Atk by weapon +1 melee (by weapon); AC 12; HD 4d6; MV 30’ or fly 60’; Act 1d20; SP +1 bonus to saves against spells or magic; SV Fort +1; Ref +2; Will +1; AL N.

Despite their hawkish (but human-looking) faces and avian wings (which span 10 feet) the Winged Folk of the land of Myyrrhn are said to have evolved from the clakars. These people enjoy fighting, and in particular fighting from the air where they have an advantage. If wounded to 5 hp or less, individual Winged Folk seek to escape by flight, leaving their comrades to cover their escape and continue the battle.

A typical warband of the Winged Folk numbers 3d10 members. They generally use longswords (1d8 damage), but may use spears (1d8 damage), javelins (1d6 damage, ranged) or other weapons. Their hereditary enemies are a race of giant owls, which we might as well also supply stats for:

Giant Owls of Myyrrhn: Init +3; Atk claw +7 melee (1d6) or bite +2 melee (1d8); AC 15; HD 4d10; MV 10’ or fly 70’; Act 2d20; SP keen senses, silent flight; SV Fort +3; Ref +5; Will +1; AL N.

These intelligent owls are nocturnal, with a height of 9 feet and a wingspan of 20 feet. They are often solitary, or found only in small groups, which gives the Winged Folk some advantage against them.

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