Tuesday, 7 April 2015

The Descendents of Gith

My githyanki hail from the 1st Edition AD&D Fiend Folio, created by Charles Stross. Just seeing the creatures on the cover made my heart race. Indeed, I found the Fiend Folio indispensable, and its wild exuberance informs my monster creation to this day. Not every creature was equally well realized, but the attempt to do something great often overshadowed an individual creature's failings.

Without further preamble, I present to you my version of the githyanki and their adversarial brethren, the githzerai.

Githyanki: Init +2; Atk two-handed sword +3 melee (1d10) or psychic blast +2 ranged (1d6); AC 14; HD 2d10; MV 30’; Act 1d20; SP psychic blast, astral projection, possible special abilities, infravision 60’, +4 to saves vs. magic; SV Fort +4, Ref +4, Will +10; AL C.

The githyanki were a race of evil humans, conquered millennia ago by squid-faced psionic flayers. Bound to service by their conquerors, they were used as slaves and occasional food, for the flayers ate the brains of humanoid creatures. After centuries of servitude, the humans arose against the psionic flayers under the leadership of Gith. Having developed their own psychic and physical powers, they succeeded in throwing off the horrid yoke of slavery to the brain-eating creatures. Taking their name from their leader, they became known as the githyanki.

The githyanki dwell in huge castles floating in the astral plane, but can project themselves to material worlds, where they seek to obtain slaves and riches of their own, or to defeat their former masters wherever they may find them. They are said to worship an immensely powerful lich-queen. In some cases, they have allied with powerful fire-breathing dragon for mutual benefit. Each castle is ruled by a Supreme Leader who automatically carries a silver sword (see below).

Let there be no doubt – the githyanki have a well-deserved reputation for violence. For each githyanki encountered, roll percentile dice and apply the following adjustments:

01-40     No change.
41-56     Tougher: Add +1d3 HD, and raise saves by 1 per 2 full HD increase.
57-60     Superior Psychic Blast: Does +1d6 damage.
61-64     Superior Psychic Shield: Gains a +4 bonus to Will saves.
65-70     Psychic Power: The githyanki possesses a special psionic power. See below.
71-77     Spellcasting: Can cast spells as a (1d3: 1-2 wizard or 3 cleric) of level 1d3. If rolled again, the githyanki may be able to cast spells as if it had two classes. Levels of the same class stack, up to a maximum of 6th level.
78-80     Illusion Generation: The githyanki can project mental illusions to a range of 60’. These cannot cause damage directly, but can mislead or otherwise cause targets to damage themselves. The githyanki must concentrate to maintain the illusion. Will DC 20 negates when the illusion is interacted with.
81-90     Arcane Blade: The two-handed sword used by the githyanki has a +1 bonus to attack rolls and damage, and can strike creatures as though it were magical.
91-94     Knight: The githyanki gains 2d3 HD, and gains a +1 bonus to all saves per 2 full HD gained. The githyanki knight can cause damage or heal with a touch. Each instance uses the Hit Die type of the target. Each day, the knight can heal or cause damage in dice equal to the knight’s own Hit Dice. Each touch can use a part, or the whole, of this effect. For instance, a 4 HD knight could heal 1 HD to himself, and later cause 3 HD to another. There is a 5% chance per Hit Die that a knight will have a silver sword (see below).
95-99     Silver Sword: The githayanki possesses a silver sword. See below.
00           Roll again twice.

Githzerai: Init +4; Atk open-handed blow +4 melee (1d6+1) or two-handed sword +2 melee (1d10) or psychic blast +3 ranged (1d6); AC 15; HD 1d10; MV 30’; Act 2d20; SP psychic blast, astral projection, possible special abilities, infravision 60’, +8 to saves vs. magic; SV Fort +4, Ref +4, Will +10; AL N.

Another offshoot of the same evil humans who spawned the githyanki, the githzerai dwell on Limbo, but may be found upon material worlds as well. Their war with the githyanki is vicious and eternal, as neither side can gain supremacy for long. The githzerai have an uneasy truce with the psychic flayers which enslaved their ancestors, which is constantly broken in isolated raids and skirmishes. They are said to be ruled by an undying wizard-king.

10% of githzerai have an additional 1d5 Hit Dice (and gain a +1 bonus to all attack rolls per 2 full HD added). 25% of githzerai have 1d3 psychic powers.


Silver Swords

The silver swords of the githyanki act as +3 weapons, but they are not magical. They have a critical range of 19-20. On a “20”, instead of rolling for effect, a silver sword severs the astral cord of an astral traveller unless it succeeds in a DC 20 Will save, or decapitates a material foe unless it succeeds in a DC 20 Fort save. If either save succeeds, the attack instead does double normal damage. If a silver sword falls into non-githyanki hands, they will go to any length to recover it.

Psychic Powers

If psychic powers are indicated, the judge is encouraged to consider the psionics systems presented in The Wizardarium of Calabraxis or Crawljammer#3, both of which are resources that any self-respecting judge should own in any event. Barring those resources, roll 1d7 and consult the following table:

1d7
Psychic Power
Effect
1
Teleportation
Can use an Action Die to move instantly 1d6 x 10 feet away in a direction chosen by the creature.
2
Telekinesis
Can move up to HD x 10 pounds up to 30’ away, as if the object where in hand. Attacks require an Action Die.
3
Pyrokinesis
Start a normal fire with an Action Die, or inflict 1d6 to a target within 30’; Reflex DC 10 or catch fire (1d6 damage each round until a DC 10 Agility check puts the fire out). Uses an Action Die
4
Telepathy
Can speak silently to all, or selected, targets within line of sight.
5
Telekinetic Blast
Can attack all targets in a cone 60’ long with a 30’ base, by hurling a myriad of small objects. All within need to make a DC 10 Reflex save or suffer 1d6+1 damage. Uses an Action Die.
6
Psychic Defence
Spend 1 Action Die to gain a +1d12 bonus to AC for one round.
7
Fear
Target within 30’ must make a DC 10 Will save or take a –1d penalty on the dice chain to all die rolls for 1d5 rounds. Multiple instances stack. This uses an Action Die.



This is just a quick note to tell you that CE 6: The Crimson Void is now available.

Any role-playing game session can take a left turn at Albuquerque, leaving the poor Game Master wondering what to do next. This is even more true for the dedicated Dungeon Crawl Classics judge, who discovers that patron quests, divine disapproval, and the requests of gods to pay back divine favor can make the game take incredible new turns with the roll of a few dice.

Add to this the advice urging players to “Quest For It” when they want something unusual for their characters, and you have a potent stew for gaming, but also a situation in which the judge may want strong DCC elements with a minimum of preparation required.

The Campaign Element (CE) series attempts to address these specific areas. Now, when your wizard is looking for a spell, your cleric is sent on a mission from her deity, or your thief simply wants to find a location where stealth and a cunning mind are paramount, you will have an answer at your fingertips. Weave these campaign elements into your world, mesh them into other modules and areas of your own creation, and watch the “Appendix N” vibe of your games grow.

In addition, for various reasons sometimes only a few players were available for a night’s gaming. Each Campaign Element is short enough to be played through by most groups in only a single session. That doesn't mean that the value of the area is limited to a single session – each adventure includes notes on “squeezing it dry”…effectively getting the maximum re-use from your investment.

CE 6: The Crimson Void describes a unique goddess (Kala Môr), Her cult, temple grounds, as well as the priests and other beings associated with the location. The easiest way to use this material is to allow PC clerics of Kala Môr attached to this temple. Kala Môr may also be used as a template for creating unique deities of the judge’s own devising. Other characters may oppose the temple, come to it for aid, attempt to prevent a sacrifice, or need to leap into the Crimson Void themselves. Robbing the temple of its riches would be a crowning achievement for any thief. A Neutral deity was chosen to allow the judge to easily use Kala Môr as both aid and adversary to any group as he chooses.

A setting element to help create a rich campaign environment for DCC games of all levels.

Monday, 6 April 2015

Herculoids: The Amatons

Amaton: Init +0; Atk strike +1 melee (1d8) or by weapon +2 melee (by weapon +1) or blast rifle +1 ranged (2d8 nonlethal); AC 17; HD 3d8+3; MV 20’; Act 1d20; SP weird technology; SV Fort +6, Ref +1, Will +4; AL L.

This is a race of small machine entities who travel to different planets and dimensions in flying disc ships. They seek to enslave powerful monsters, and then use these to battle all who oppose them. The Amatons appear to be spindly humanoids encased in outlandish orange armour. Their heads are flattened ovals with odd projections. The Amatons rely upon their weird technology, as outlined below.

Blast Rifle: This is an energy projection weapon with a maximum range of 500’ and range increments of 100’/200’/400’. When used by an Amaton, a blast rifle always has sufficient energy to work, as it can draw energy from the Amaton itself. When used by another, the blast rifle ceases to function on any natural attack roll of 1-2 (in addition to any other effects), or immediately after any damage roll of 2. A blast rifle only does nonlethal damage; any creature reduced to 0 hp is stunned for 2d6 minutes.

Control Ring: This large glowing metal ring is in two parts before being snapped around the neck of a creature. The ring can adjust its size to some degree, once closed, to fit its wearer. In order to attach a control ring, two Amatons, each carrying half the ring, must succeed in an attack roll (ignore all armour when determining AC; the judge may adjust to determine the effective AC of monsters, or simply grant a +4 bonus to this check). If both succeed, the control ring is set in place and activated. Amatons prefer to attach control rings to stunned monsters, where success is certain. A creature fitted with a control ring follows the orders of the Amaton leader without question. A humanoid foe is allowed a DC 10 Will save to shake off the control ring, but non-humanoids gain no save. It may be destroyed by inflicting 10+ points of damage in a single attack against AC 16.

Flying Sled: This single-being unit is controlled by the Amatons through sheer mental force via contact, and cannot usually be used by other creatures. It allows the Amaton to fly at a rate of 60’. AC 12, 20 hp. For Crawling Under a Broken Moon stats, see below:

Flying sled: Init +0; Atk rundown +0 melee (2d3+Ram); AC 12; HD 6d6; Speed cruise 1/max 3; Act 1d20; SA open, very nimble; SV Fort +0, Ref +4, Will NA; Fuel Tank special; Guzzle special.

Flying Disc: The Amaton flying disc is equipped with a stun turret that does 4d8 points of nonlethal damage, stunning targets reduced to 0 hp for 4d6 minutes. The stun turret is located on the disc’s underside. A flying disc can hold up to 25 Amatons, as well as their flying sleds, control rings, and blaster rifles. It is capable of flying between worlds and stars, and can even traverse dimensional planes. AC 16, 100 hp. For Crawling Under a Broken Moon (atmospheric) and Crawljammer (interplanetary) stats, see below.
Flying disc: Init +2; Atk stun turret +3 ranged (4d6 nonlethal); AC 16; HD 20d10; Speed cruise 3/max 6; Act 1d20; SA passengers cannot be targeted, weapon mount; SV Fort +8, Ref +2, Will NA; Fuel Tank special; Guzzle special.
Flying disc: Init +2; Atk stun turret +4 ranged (4d6 nonlethal); AC 16; HD 20d10; MV 60’; Act 1d20; SV Fort +8, Ref +2, Will +6; Crit d10; Fumble d6; Composition: metal; Luck pool: 2.
Source: The Herculoids (Hanna Barbera Productions). Modified from original write-up by Abacus Ape, via Turgenev’s PDF collection. These are AD&D stats, but are worth a visit. You can download free PDFs of many Herculoids creatures.

Next up: Githyanki and Githzerai.

Sunday, 5 April 2015

Finding Monsters in My Adventures

As a complimentary post to this one, the following can be considered as an aid for judges who are interested in locating a particular creature in an adventure (or other product) that I have written. As with the previous entry, I will attempt to update this blog post periodically after new adventures have been released for some time into the wild. This list is not complete. It is not even up to date for all of my published material so far. But it is a start.

LAST UPDATE: 17 July 2019

If enough creatures related to a specific adventure intrigue you, please consider supporting the publisher in question.

Although I have done several conversions for Goodman Games (Tower of the Black Pearl, Well of the Worm, Dragora’s Dungeon, Xcrawl: Dungeonbattle Brooklyn, Curse of the Kingsire), I have not included creatures from these adventures. They are good adventures, though, and I recommend them. Be aware that the Xcrawl adventure has different base assumptions from core DCC. Likewise, I have not included adventures where I was aiding another, such as The Perplexing Disappearances in Brambury by Brave Halfling. Again, that doesn’t mean you should avoid those adventures. I simply didn’t want the appearance of taking credit for the work of others. Where individual authorship is clear, I have included a product.

To break up the wall of text, the following is separated alphabetically:

















Q: Qophu.







X: Nothing for X. Something to fix in future adventures!