Showing posts with label BECMI. Show all posts
Showing posts with label BECMI. Show all posts

Wednesday, 31 August 2011

Mass Samurai Battles in BECMI

What do you say we lighten things up and talk about the mass slaughter of the flower of youth?

The Rules Cyclopedia is (I think) the only iteration of DnD which makes a stab at a flavourful, quick and comprehensive mass battle system in its core rules. This has always been relevant to my interests, because I was always as much into Warhammer Fantasy Battle and Warhammer 40,000 as much as I was a role player, and I am to this day something of a wargame geek (incidentally, if any of the readers of this blog play Steel Panthers: World at War, I'm always available for a PBEM game).

The War Machine, as it is known, is a noble attempt, and ultimately a success - because, although the rules are simplistic, efficiency is art, and it clearly strikes the right balance between simplicity and flexibility. Let's run ourselves through a battle and find out why. Because almost nobody commented on it and it sank into the murky waters of the blogosphere with nary a trace, I'll randomly generate two samurai armies from my random feudal Japanese army generator to duke it out.

To be fair, we'll keep both armies roughly the same size [Force Size C on my generator, for those following along], but keep composition different. And, through the wonderful mystery of dice rolling, here's what we come up with:

Lord Bakayaro's Army (490 men)

49 light cavalry (0-level keikihei; unit contains 2 1st level warriors)
49 medium cavalry (1-level chukihei; unit contains 2 2nd level warriors)
122 heavy infantry (1-level foot samurai; unit contains 4 2nd level warriors)
74 archers (0-level medium archers; unit contains 2 1st level warriors)
196 light infantry (1-level foot samurai; unit contains 4 2nd level warriors)

Lord Bakayaro is level 5. He is a paladin.

The BFR for this force is 63, assuming 20 weeks of training with their general, and including bonus for having an average AC of 5 or better. This means their Troop Class is 'fair'. Their BR is 77 (63, +7 for having 20% mounted troops, +7 for speed).

Lord Do-Aho-s Army (390 men)

39 light cavalry (1-level keikihei; unit contains 1 2nd level warrior)
39 heavy cavalry (1-level mounted samurai; unit contains 1 2nd level warrior)
39 heavy infantry (1-level foot samurai; unit contains 1 2nd level warrior)
195 light infantry (1-level foot samurai; unit contains 5 2nd level warriors)
39 archers (0-level light archers; unit contains 1 1st level warrior)
39 no-dachi samurai (1-level foot samurai; unit contains 1 2nd level warrior)

Lord Do-Aho is level 9. He is a magic-user.

The BFR for this force is also, interestingly, 63, applying the same bonuses as above - giving a BR of 70 (+7 for speed).

Let's also assume that no other bonuses apply - the troops are meeting on an open field in neutral territory on a bright autumnal evening.

Now, combat results: both armies advance forwards, fanning out across the plain - a standard meeting engagement. Both players roll a d100 and add their BR: Lord Bakayaro gets 68 + 77, resulting in 145. Lord Do-Aho gets 37 + 70, resulting in 107. Lord Bakayaro's force drives Lord Do-Aho's backwards, winning by 38; examining the results table to find out what this means, we discover there is great slaughter on both sides - 20% of Bakayaro's men are casualties, compared to 40% of Do-Aho's, and after the day is done both forces are understandably fatigued (Bakayaro's moderately, Do-Aho's seriously) and retreat from the field.

Casualties are spread equally across all units, with a 50/50 split between dead and wounded, leaving Bakayaro with 402 men able to fight the next day if necessary, and Do-Aho with a mere 234. Bakayaro has 49 wounded men on his hands; Do-Aho, 78 - both sides were able to retreat in good order and save their injured.

I was able to complete the above battle in about half an hour while I was making dinner, including generating both sides. It would be a bit more complicated in other scenarios - if I was taking into account terrain, who was defending and who was attacking, that sort of thing - and magical or special monstrous troops through additional factors into the mix. But still, most battles can be worked out in 45 minutes or less. This makes it a robust and sexy little system for generating battle results.

There are two key complaints I suppose could be made:

  • Figures for dead and wounded. In most medieval battles, indeed in the entire history of human conflict, the wounded always far, far outweigh the dead. However, by the same token, the injured in pre-20th century battles would frequently die afterwards from their wounds and often from disease, and arguably therefore the 50/50 split makes sense (the "50% killed" figure could refer to the total number of dead during the fighting and after).
  • Bonuses are applied to the entire force - either the whole army is defending or attacking, the whole army is on higher ground, the entire army is in the woods, etc. This is a fairer criticism, although it is difficult to imagine how it can be resolved without recourse to counters and maps; and the beauty of the system is that you don't need either of those things.
A great innovation is the optional rule for tactics. Both players choose a tactic for their turn (attack strongly, attack, envelop, trap, hold, withdraw) and conceal a dice, face up with the corresponding number (1 for attack strongly, 2 for attack, 3 for envelop, etc.). Then they reveal their dice at the start of the turn and see what happens (if both sides attack strongly there are lots of casualties; if one side attacks strongly and the other holds, the attacking side suffers more casualties; if one attacks and the other withdraws, the withdrawing side suffers more casualties, etc.). Kind of a glorified version of Rock, Paper, Scissors, but also fun and easy to use.

The great tragedy, of course, is that you don't often get the chance to see the rules in action because high-level play is so rare. Playing once a month is not a recipe for success in this regard. NOISMS NEEDS A WEEKLY GAME.

Friday, 14 January 2011

The Undead Pigs of Andong

(Inspired by this news story.)

The hills and forests of Andong, it is said, were once a tranquil and beautiful wilderness, famous for its many varieties of orchid and the peculiar clarity of its light. Now it is a dark and desolate region, where the trees are tough and blackened and no flowers can grow. This is all due to the depridations of what the locals call the Dwaeji - roaming packs of black-eyed and grey-skinned pigs which devour any living thing they can find: plant, animal, or human.

Legend has it that an ancient king of Andong ordered twelve thousand of his people's pigs to be buried alive to stop the spread of an uncontrollable sickness across the land. These swine died the most painful and terrifying of deaths, but their souls were unable to rise from their bodies through the earth which covered them. Over the centuries they became progressively more enraged, hateful and insane, so that when finally they were dug free by unsuspecting farmers they spread across the land, motivated by their fury and malice, destroying anything that was alive in incoherent spite.

Dwaeji, Undead Pig of Andong

Armour Class: 5
Hit Dice: 2*
Move: 180'
Attacks: 1 bite
Damage: d6+2
No. App: 20-200 (20d10)
Save As: F2
Morale: N/A
Treasure: None
Intelligence: 1
Alignment: Chaotic
XP: 55
Type: Undead, uncommon

Dwaeji enter a killing frenzy if they encounter anything alive, and will attack it relentlessly until destroyed. They never check for morale.

Tuesday, 11 January 2011

My Mind Ghouls Wanna Get Fed

Curse of the Mind Ghouls

4th Level Clerical Spell
Range: Touch
Duration: Permanent
Effect: Cannibalistic insanity

This hex, when cast, causes the victim to believe his own mind to be possessed by cannibal ghosts that crave to be fed. Unless his will and resolve are exceptionally strong, sooner or later he will find himself unable to stave off the urge to devour human flesh.

On being stricken by the curse of the mind ghouls, the victim begins to hear voices within his head begging, pleading, demanding, and urging to be fed. Their clamouring is constant and uncontrollable; it does not stop even during sleep. Each day the cursed individual must successfully save versus death. A failed save means that his resolve has been broken by the sheer obstinacy of his mind ghouls, and he will attempt to kill and eat the first human he sees.

The curse of the mind ghouls only affects humans. It can be cured only by a wish or remove curse spell.

Saturday, 8 January 2011

The Cannibal Elves of Byrkije


In the deep, fecund pine forests of Byrkije live a race of elves known to the surrounding peoples as the Feeders. Graceful, beautiful and strong, and possessing magical and eldricht knowledge beyond the ken of other peoples, they consider themselves superior in all respects. To them, humans are but another prey species as worthy as a fish or deer, fit only for butchering and consumption. The raw, succulent flesh of human children is especially prized, particularly if it is freshly killed; this meat is thinly sliced, sashimi-like, and the blood sucked from it with great delight. The best carvers attract visitors from leagues around, and often arrange special meat-hunting raids from the dark Byrkije forests into human lands.

The elves of Byrkije worship their ancestors, who inhabit the forest even after death. These pale, ethereal elf ghosts are strongest on cold winter days when the sun barely floats beyond the horizon; at such times they throng the dark, misty hollows deep within the woods. Though incapable of interacting with the world of the living in any physical sense, they are quick to alert their brethren to the presence of prey. Wanderers who find themselves lost in Byrkije often find themselves surrounding by these ghosts, who howl and shriek like gargoyles to direct their descendants to the location of the kill. Many a poor woodsman or lost child has died with the cries of the elf ghosts still echoing through the trees about him.

Elf of Byrkije

Very thin, tall and pale, but possessing a horrid strength, an elf of Bykije is an unforgettable sight. Their eyes are the lightest blue like the colour of a glacier; their hair is white; their teeth are fanged. During the hunt they sing mournful-sounding ditties to draw out the terror of their prey.

Elves of Byrkije hunting groups typically contain D3 wokani, who they call sorcerers. Their level is typically W4.

Armour Class: 4
Hit Dice: 4
Move: 120'
Attacks: 1 weapon (usually spear, sword, or axe)
Damage: As weapon, +2
No. App: Hunting group of 6-24 (6d4)
Save As: F4
Morale: 12
Treasure: V
Intelligence: 14
Alignment: Chaotic
XP: 75
Type: Humanoid, Uncommon

Ancestral Elf Ghost of Byrkije

These white, near-translucent shades are completely ethereal and cannot interact with the physical world - though they can be destroyed by magical or cold iron weapons. On encountering a human or other sentient race they let up a loud, piercing shriek, which has a 10% chance per turn of raising the attention of a nearby hunting band. They will give chase until their prey are dead or have managed to escape Byrkije.

Armour Class: 5
Hit Dice: 4*
Move: 120'
Attacks: None
Damage: None
No. App: 3-18
Save As: F4
Morale: N/A
Treasure: None
Intelligence: 14
Alignment: Chaotic
XP: 125
Type: Undead, uncommon

Friday, 19 February 2010

Five Spells

Five forge inspired BECMI spells:

Oil King (Level 2)
Range: 60'
Duration: Concentration
Effect: Manipulation of oil

This spell allows the caster to control oils and greases in two ways: firstly, by animating them into a movable form which can cover surfaces and slip through cracks and under doorways; and secondly by causing them to ignite. Any oil within 60' of the caster (including that in containers) can be manipulated in this way.

Whisper Throne (Level 1)
Range: 240'
Duration: 2d4 turns
Effect: Distracts 2-16 HD of creatures within a 40' square area

This spell causes its victims to be surrounded by a host of phantasmal whispers making promises and threats, playing on fears, and attacking insecurities - often in the voices of people the creature used to know but have since died. To be effective, the victim must have a spoken language and have HD of 4+1 or less. There is no saving throw.

Whisper Throne prevents the victim from casting spells; all missile attacks suffer a -4 to hit penalty and hand-to-hand attacks -2; movement is at half-rate.

Azure Purity (Level 6)
Range: 30'
Duration: Instant
Effect: Eliminates 4d8 HD of undead, devils and demons in a 30' cone extending from the caster

This spell creates a cone of clear blue purity extending from the caster to 30'; this blast destroys 4d8 HD of undead beings, devils and demons within that range (lowest Hit Dice creatures being affected first), but leaves all else unaffected.

Ubara's Scalding Palm (Level 1)
Range: Touch
Duration: 2 turns
Effect: Generates intense heat in the palm of the caster's hand

This spell causes powerful white hot energy to course through the caster's left palm, allowing him to burn anything he presses his hand to. The scalding palm causes 1d6 of damage per round if clasped against flesh (requires a successful to hit roll if the target can move freely). Originally created as a method of torture by the archmage Ubara, the scalding palm has other more practical uses; for instance a mage casting the spell can use it to
burn his hand through a wooden door within 1 turn.

Misshapen Moth (Level 5)
Range: 240'
Duration: Concentration
Effect: Summons one Misshapen Moth

Misshapen Moths are beings from another plane of existence: fat-bodied insectoid winged things with faces like birds, apes, reptiles or even humans
(AC 1, HD14, Move 90', Fly 240', Attacks: 1 bite [2d8 damage, energy drain as Wight]). These horrid, unintelligent creatures drain the life force of their victims, who once dead return to unlife as pale zombie-like thralls after 4 days.

This spell allows the caster to summon a Misshapen Moth to do his bidding; the thralls the Moth creates will then serve the caster until their bodies rot (4 weeks). Thralls are treated as zombies.

Monday, 4 January 2010

Giant Koi Carp

There is nothing alive on this planet that is as ravenous or as stupid as a koi carp. To gaze into the eyes of one as it opens its maw at you with blind hunger, thinking only of filling its grotesquely distended belly, is to gaze into the eyes of gluttony itself. Their baleful rapacity is unmatched.

Here's a picture of one I took yesterday, to prove it.



Giant Koi Carp

Armour Class: 4
Hit Dice: 6*
Move: 180' (Swim)
Attacks: 1 bite
Damage: 2d6+2, special
No. App: 2-40
Save As: F3
Morale: 9
Treasure: V (in belly)
Intelligence: 0
Alignment: Neutral
XP: 650

On a hit which does more than 10 damage, a koi will swallow its victim whole. The unfortunate will then die within 2d6 rounds from a combination of drowning and stomach acid unless the koi can be killed.

Tuesday, 1 September 2009

BECMI Zephyr Hounds [Part V]

[The last zephyr hound entry.]

Cold Hound

Frigid temperatures betray the coming of these beasts. Their presence turns water vapour to frost and withers plant-life; their bodies are pale blue, their eyes icy white.

Their breath weapon is a cone of ice shards and pure cold, like a winter storm in miniature. (3d6 damage, saving throw for half. Ice hound breath extinguishes all fires.)

Armour Class: 5
Hit Dice: 4+4*
Move: 180'(60')
Attacks: 1 bite/2 claws
Damage: 1d8/1d4/1d4
Breathcone: 30'x10'
No. Appearing: 2d8
Save As: F4
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 200


Nexus Hound

Composed of swirling magenta-coloured mists which somehow never stray beyond the lines and contours of their hound-like shape, nexus hounds are agents of mutation, corruption and entropy.

Their breath weapon is a ball of nexus, which eats at the very fabric of reality, causing it to dissolve and fray. (6d6 damage. Victims permanently lose d3 points from d3 stats, randomly chosen. Successful saving throw negates this and halves damage. Stat loss can only be restored by a wish or cureall spell.)

Armour Class: 3
Hit Dice: 8+8*
Move: 150'(50')
Attackss: 1 bite/2 claws
Damage: 2d4/1d4/1d4
Breathcloud: 30'x30'x30'
No. Appearing: 2d8
Save As: F6
Morale: 8
Treasure: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 1,400


Aether Hound

Aether Hounds are the most powerful and dangerous of all zephyr hounds - they are embodiments of all the elements combined, demigods in canine form, who only the most powerful of archmages can hope to summon and control. Superior to their cousins in all respects, they are truly formidable beings, in numbers more powerful than even the most ancient of dragons.

Aether hounds may use any of the breath weapons and any of the abilities of all of the other zephyr hounds.

Armour Class: 0
Hit Dice: 15+15**
Move: 180'(60')
Attacks: 1 bite/2 claws
Damage: 2d8/2d4/2d4
Breathcone: Any/all (see above)
No. Appearing: 2d6
Save As: F12
Morale: 10
Treasure: Nil
Intelligence: 9
Alignment: Neutral
XP Value: 4,050

Thursday, 20 August 2009

Gejigeji

[More Zephyrs to come, but I saw one of these buggers yesterday crossing the pavement bold as you like and just had to stat one up.]



Gejigeji

The gejigeji are a species of giant hunting centipede-like creatures with 15 pairs of legs and powerful poisons. They are found throughout Yoon-Suin, from the mangroves around the Yellow City all the way to the foothills of the Mountains of the Moon. Wild they are nocturnal predators, but they are frequently domesticated - prized as one of the few creatures which naturally preys on giant velvet worms.

Gejigeji are voracious creatures which exist only to hunt, kill and eat. They are horridly fast, efficient and remorseless, using their excellent eyesight and long antenna to pinpoint victims. They have four modified legs arrayed around their head which they use to inject paralysing poison - strictly speaking a sting, rather than a bite. (Victims must save vs. poison or be permanently paralysed. This paralysis can only be healed by a cure disease or wish spell.)

Armour Class: 3
Hit Dice: 4+4*
Move: 180' (60')
Attacks: 1 bite/1 sting
Damage: 2d4/paralysis
No. Appearing: 1
Save As: F4
Morale: 7
Treasure: Nil
Intelligence: 1
Alignment: Neutral
XP: 200

Monday, 17 August 2009

BECMI Zephyr Hounds [Part IV]

Nether Hound

These ghostly canine forms seem to seep the world of colour and leech the air of all warmth as they move. They are the embodiment of death itself.

Their breath weapon is a cone of energy draining akin to the touch of a wight. Nobody knows the fate of those who lose all of their life force to a nether hound.

Armour Class: 1
Hit Dice: 10*
Move: 150'(50')
Attacks: 1 bite/2 claw
Damage: 1d10/1d6/1d6
Breathcone: 30'x10'
No. Appearing: 2d6
Save As: F8
Morale: 8
Treasure: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 1,750


Light Hound

These beings shine with an unearthly brilliance, a blinding radiance which never dims. They are impossible to look upon directly.

They breathe beams of light so concentrated that it burns the skin (2d6 damage, no saving throw; victim is blinded for 1d6 turns). Opponents suffer a -2 penalty on all their attack rolls against a light hound.

Armour Class: 4
Hit Dice: 5+2**
Move: 180'(60')
Attacks: 1 bite/2 claws
Damage: 1d6/1d4/1d4
Breath: 30'x2'
No. Appearing: 3d6
Save As: F4
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 575


Dark Hound

The opposite of their cousins the light hounds, these canine beings are created not from blackness but from the absence of light itself. They are shadows of infinite depth, so purely dark that to look upon one is to feel that you are not seeing the hound so much as you are seeing its invisibility.

They breathe clouds of darkness as per the wizard spell. Dark hounds themselves are unaffected.

Armour Class: 4
Hit Dice: 5+2*
Move: 180'(60')
Attacks: 1 bite/ 2 claws
Damage: 1d6/1d4/1d4
Breathcloud: 30'x30'x30'
No. Appearing: 3d6
Save As: F4
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 400


Acid Hound

Corrosion made real, acid hounds melt the earth and stone beneath their feet and wilt vegetation; they continually ooze burning liquid and toxic fumes, and are accompanied everywhere by the gases which their corrosive touch creates.

Their breath weapon is a cone of acid which melts metal and flesh. (4d6 damage, saving throw for half. If the victim is wearing armour each hit permanently reduces AC by 1 until no armour remains.) Any normal weapon which hits an acid hound does regular damage but is thereafter rendered useless and corroded.

Armour Class: 4
Hit Dice: 6+6**
Move: 150'(50')
Attacks: 1 bite/2 claws
Damage: 1d8/1d6/1d6
Breathcone: 30'x10'
No. Appearing: 2d8
Save As: F5
Morale: 8
Treasure: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 950

Sunday, 16 August 2009

BECMI Zephyr Hounds [Part III]

Plasma Hound

These hounds are among the most powerful of all; they are composed not of elemental material but of the very energy which creates those elements. Reality itself warps around them as they move; their sheer presence is enough to bend and twist the phlogiston from which the world is made.

They breathe balls of plasma which disrupt the fabric of creation, equivalent to an explosive cloud spell.

Armour Class: 0
Hit Dice: 14+14*
Move: 150' (50')
Attacks: 1 bite/2 claws
Damage: 2d8/1d10/1d10
Breathcloud: Special (see spell description)
No. Appearing: 2d6
Save As: F10
Morale: 9
Treasure: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 2,700


Earth Hound

Earth hounds seem to be composed of solid rock, yet they move with strange grace. Their eyes sparkle like gemstones.

Earth hounds breathe a storm of rock shards which slice through skin, metal and bone alike (3d6, no saving throw). They can cast passwall at will.

Armour Class: 4
Hit Dice: 6+6*
Move: 150' (50')
Attacks: 1 bite/2 claws
Damage: 1d8/1d6/1d6
Breathcone: 30'x10'
No. Appearing: 2d8
Save As: F5
Morale: 8
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 650


Air Hound

Swirling vapours are all that these creatures seem to be created from, and they float through the air like the most immaterial of clouds. Noxious gases accompany them, stinging the eyes and throat.

Air hounds breathe clouds of poisonous gas, the equivalent of a stinking cloud spell.

Armour Class: 4
Hit Dice: 6+6*
Move: 180' (60') (Fly)
Attacks: 1 bite/2 claws
Damage: 1d6/1d4/1d4
Breathcloud: 30'x30'x30'
No. Appearing: 2d8
Save As: F5
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 650


Chaos Hound

These beings take on an ever-changing, immaterial form which at once appears to be a table, an elephant, a snake, a cup, a cloud, and everything else that exists. And yet somehow they always seems to do so in the shape of a hound.

Chaos hounds breathe a cone of chaos, which combines the effects of a confusion and polymorph other spell. Victims are polymorphed into a random creature (roll on random dungeon encounter table, level 1).

Armour Class: 1
Hit Dice: 10+10
Move: 180'(60')
Attacks: 1 bite/2 claws
Damage: 1d10/1d6/1d6
Breathcone: 30'x10'
No. Appearing: 2d8
Save As: F9
Morale: 8
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 1,900

Friday, 14 August 2009

BECMI Zephyr Hounds [Part II]

Fire Hound

Fire hounds are composed entirely of scorching, crackling flame; they emit continual and powerful heat which sets alight flammable objects and sears the skin of those around them. Their breath weapon is a jet of pure flame which does 3d6 damage (successful saving throw for half).

If a fire hound passes within a yard of any flammable object, there is a 10% chance the object will catch fire. All fire hound attacks do +1 damage from burns.

Armour Class: 4
Hit Dice: 5+5*
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d8+1/1d6+1/1d6+1
Breathjet: 30'x2'
No. Appearing: 2d8
Save As: F5
Morale: 8
Treasure: Nil
Intelligence: 1
Alignment: Neutral
XP Value: 400


Time Hound

These hounds exist within and beyond time itself; they appear simultaneously as a puppy and a toothless old cur and everything in between. Their movements are impossible to predict, as they transfer themselves in and out of our timeline with impunity.

Their breath weapon is a cloud of time disruption, which ages all of those affected by 10 years - or causes them to lose an equivalent amount (15% chance) - a successful saving throw reduces this to 5 years. The hounds can move from one timeline to another at will, which is the equivalent of a dimension door spell. Time hounds always win initiative and always surprise their opponents.

Armour Class: 0
Hit Dice: 11+11**
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d12/1d8/1d8
Breathcloud: 30'x30'x30'
No. Appearing: 2d4
Save As: F10
Morale: 9
Treasure: Nil
Intelligence: 9
Alignment: Neutral
XP Value: 3,000


Clear Hound

Clear hounds are the weakest of zephyrs, immaterial things so faint as to be almost nonexistent. But this very weakness is their great strength, as it makes them invisible to the naked eye - they can only be seen by those with infravision. They have no breath weapon.

Armour Class: 5
Hit Dice: 2+2*
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d6/1d4/1d4
No. Appearing: 2d8
Save As: F2
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 35


Energy Hound

Energy hounds are composed of pure electrical energy; they crackle and vibrate as they move, filling the air with static. They breath bolts of lightning (3d6 damage).

Every blow dealt to an energy hound does d4 electrical damage to the attacker if the weapon is metal.

Armour Class: 5
Hit Dice: 4+4**
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d8/1d6/1d6
No. Appearing: 2d6
Save As: F4
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 275

Thursday, 13 August 2009

BECMI Zephyr Hounds [Part I]

Zephyr Hounds are summoned by powerful sorcerers from strange and distant planes of existence. They come in many varieties, but they always take on a similar form - that of an unearthly large wolfhound with loping gait and ferocious aspect. Most have dragon-like breath weapons.

They are most commonly employed as guardians by their masters, but they are intelligent and wild, and sometimes manaage to break the sorcerous bonds which hold them. These masterless hounds can sometimes be found lurking in wilderness areas.

All Zephyr Hounds can use their breath weapon five times per day.

Inertia Hound

Inertia hounds are a pale grey colour. To the naked eye they hardly appear to move, and yet they do so with great speed. It is said that even to look at one is enough to drain a person of all energy. Their breath weapon is a powerful slow spell, with no saving throw permitted. They always win initiative.

Armour Class: 3
HD: 8+8*
Move: 150' (50')
Attacks: 1 bite/2 claws
Damage: 2d6/1d6/1d6
Breathcone: 30'x10'
No. Appearing: 2d6
Save As: F6
Morale: 8
Treasure: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 1,400


Impact Hound

Impact hounds are a deep, dark brown, with amber coloured eyes. They seem to radiate force; just to be in one's presence is enough to cause physical pain. Even their footsteps crack stone and compress the earth beneath them. Their breath weapon is a disintegrating blast which can shatter walls. (Acts as a disintegrate spell.)

Foes of an impact hound are never surprised - the creature's footsteps can always be heard within at least 100'.

Armour Class: 2
HD: 10*
Move: 150 (50')
Attacks: 1 bite/2 claws
Damage: 2d8/1d8/1d8
Breathcone: 30'x10'
No. Appearing: 2d4
Save As: F6
Morale: 9
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 1,750


Gravity Hound

These creatures use gravity as their tool and plaything, walking freely on walls and ceilings and effortlessly manipulating reality itself. They can levitate at will and their breath weapon is the equivalent of a reverse gravity spell. They are immune to any spell or spell-like effect which manipulates gravity.

Armour Class: 3
Hit Dice: 8+8**
Move: 150'(50')
Attacks: 1 bite/2 claws
Damage: 2d6/1d6/1d6
Breathcloud: 30'x30'x30'
No. Appearing: 2d6
Save As: F6
Morale: 9
Treasure: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 2,025


Water Hound


These hounds seem to be composed entirely of swirling, sloshing water which somehow never spills from their dog-like form. But with each step they take they leave pools of water behind them. They reek of brine.

The breath weapon of a water hound is a jet of ice-cold salt water which does 2d6 damage and stuns the victim for 1d6 turns (successful saving throw for half).

Armour Class: 4
Hit Dice: 6+6*
Move: 180 (60')
Attacks: 1 bite/2 claws
Damage: 1d10/1d6/1d6
Breathcone: 30'x10'
No. Appearing: 2d6
Save As: F6
Morale: 8
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 650

[Tomorrow, fire hounds, time hounds, clear hounds and energy hounds.]

Tuesday, 11 August 2009

Zephyr Hounds

On the subject of elemental magic, I've always wanted to D&D-ize the Zephyr Hounds from the roguelike ToME. One of the most dangerous creatures in the game, there are many varieties based on various elements, from fire to 'impact' and 'ethereal', and they roam in packs around the dungeon, breathing their element of choice and generally making life extremely difficult for the player. (Like all contemporary roguelikes, ToME's AI is pretty decent, and the Zephyr Hounds are clever about not letting themselves get caught in confined areas - so they can use their breath attacks to maximum effect.)

So over the next few days I'll stat up a few BECMI versions for your reading pleasure.

I was woken up at 5am by an earthquake this morning and couldn't get back to sleep, so this is the extent of my blogging activities for today.

Tuesday, 4 August 2009

[New Class] Elephant Priest

Elephant Priests are the clerics and religious leaders in the Hundred Kingdoms. They direct the worship of the Elephant Demon and channel his rage and hunger in battle.

The cult of the Elephant Demon is a new one, but now widespread in the Hundred Kingdoms - where until a century ago each city-state had its own pantheon of spirits. Now the people say that the Elephant Demon has devoured all those other gods and will not stop until he has devoured the world. It is rare to find a place where the cult has not transplanted the old native beliefs.

The cult's practices are byzantine and rarely spoken of aloud. They involve much sacrifice; often victims are people captured in battle. The unfortunates have their limbs and ribs broken and are then thrown, dead or alive, into a pit called the Elephant's Mouth, to rot. Usually these pits are hugely elaborate and decorated all around with golden statues.

Elephant Priests are battle leaders. Unlike clerics in other lands they do not have the ability to turn undead or cast spells. Instead, they can only use the fury of the Elephant Demon to smite their opponents.

Elephant Priest

Prime Requisite: Charisma
Other Requirements: Strength of 9
Experience Bonus: +5% for Charisma of 13-15; +10% for Charisma of 16+
Hit Dice: d6 per level up to 9th; starting at 10th level, +1 hit point for level.
Maximum Level: 36
Armour: Any, shields permitted
Weapons: Any
Special Abilities: Smite Attack (see below); Rage of the Elephant Demon (see below); Hunger of the Elephant Demon (see below).
Experience Levels: As Cleric
Saving Throws: As Cleric

Smite Attack

Elephant Priests may channel the power of the Elephant Demon to blast their opponents. This power can only be used once on one set of opponents. The player should declare to the DM that he wishes to use his Smite Attack in the same way that a cleric's player declares an attempt to Turn Undead.

The Smite Attack affects 1d8 HD of monsters; this rises to 2d8 HD at 4th level and 3d8 HD at 8th level. Victims lose 33% of their remaining hit points, whatever that number is; monsters with 3 HD or more may save vs. death to negate the effects.

Rage of the Elephant Demon

Using this power gives the Elephant Priest a bonus of +1 to his attack rolls and +2 to his damage rolls for 1d3 hours, and a bonus to hit points for that period (+d4 at 1st level level, +d8 at 4th level, +2d6 at 8th level). When those 1d3 hours have passed the Elephant Priest immediately loses his hit point bonus; if this results in his hit points total passing below 0, he dies.

Hunger of the Elephant Demon

Using this power allows the Elephant Priest to sap the energy of his enemies. For the next 1d3 hours, he can attempt to grab an opponent (successful attack roll) and drain 1d6 hit points from the victim. This rises to 1d8 hit points at 4th level and 2d6 hit points at 8th level. As soon as a successful drain has been achieved, the power cannot be used again for 24 hours.

[Feedback appreciated. Too powerful? Underpowered?]

Saturday, 18 April 2009

Do Not Feed The Oysters

Huge freshwater oysters lurk in the waters of the God River, filtering algae and other nutrients from the water. Most are harmless and make a tasty meal - which has certain well-known effects on the eater. Rare breeds, however, have developed the ability to kill.

This occurs when an unsuspecting water-dweller or swimmer passes nearby. The oyster lies with its shell wide open so that both halves are flat against the river bottom. When its thin hair-like tendrils detect movement in the water nearby, the halves immediately snap shut. Smaller animals are taken whole, while larger animals are caught in the jaws. Either way, they eventually starve to death or drown - or, if they are lucky, lose a limb. Then their nutrients are gradually absorbed by the oyster.

The oysters are perfectly camouflaged, and in any case appear harmless, so they surprise opponents 95% of the time - unless those opponents are forewarned.

Giant Flesheating Oyster

Armour Class: 0
Hit Dice: 5 (L)*
Move: 0
Attacks: 1 bite
Damage: 1d12 (A successful hit means the victim is caught, and will bleed to death, losing 1d4 hit points per round. If submerged in water, they will drown after 10 rounds. They cannot escape unless the oyster is killed.)
No. Appearing: 1-12
Save As: F3
Morale: N/A
Treasure Type: V
Intelligence: 0
Alignment: Neutral
XP Value: 125

Tuesday, 24 February 2009

The Nasnas of Syr Darya


[Apologies once again for the dreadful art.]

From the journal of Laxmi Ghuptra Dahl:

Before I arrived in Syr Darya I had of course heard of the strange appearance of its populace. After all, apart from the city's architectural beauty and the power of its magic, it is that for which the city is chiefly famed. But nevertheless on my arrival I was shocked by the throngs of deformed and ungainly half-men who hopped through its streets, and I could barely stand to enter the city from revulsion. Nothing in the tales of travellers had prepared me for the sight.

After several weeks in Syr Darya I had grown somewhat used to its wretched people, and I ventured out of my dwelling to find out why they had become this way. I went in search of one of the city's elders, an Ogre Magi by the name of Wahid Qasemi, who I had been told was favourably disposed to outsiders and something of an expert on his city's history.

The Ogre Magi are the only people living in Syr Darya who are whole (apart from some travellers and merchants). I asked him why it should be that those of his own race were unaffected by the affliction, while all of the human citizenry were stricken so.

"It is a long tale whose details I will spare you," he told me, "But it began some five centuries ago, when my people first came to this city. At that time we were wanderers from plague and war in the West, and we came to the mountains seeking fortune and employment as mercenary warriors. At that time the people of Syr Darya were handsome, fair-haired and tall, indeed a wondrous sight."

He paused and blew a great cloud of smoke from his hookah. "My ancestors found employ with the Rajah of Syr Darya, who used us in his many battles against rival states in the mountains - cities which are now long left to ruin. With our aid he laid all of his enemies low, and all of Sughd paid him homage. But even then his greed overtook him and he refused to offer us payment for our years of service.

"Now, my people is a learned one, and we had heard legends of a great demon living in these mountains, known as The Shikk. The Shikk can perform any task he is given, but he is both capricious and hungry, and he always demands a heavy toll for any boon he grants. My people were prepared to make any sacrifice, however, to exact revenge on the greedy Rajah. They summoned The Shikk and asked him for his aid in stealing Syr Darya away from the Rajah forever, and taking the city for their own.

"The Shikk granted their wish, and destroyed Syr Darya's armies while my ancestors stormed the palace. There they took the Rajah and his many wives and children and sliced them into pieces, spending three nights and three days in the process. Finally they were sated, and they looked out upon the beautiful city which they now intended to make their own.

"But The Shikk had taken a heavy toll indeed. The great demon believed that, since he had done at least half the work, he should also have half the prize. So he took the left side of every human being in the city for his own, leaving the people of Syr Darya forever cursed with but the right half of their bodies. My ancestors gained the city, but it has only ever been a pale imitation of what it once was."

Wahid Qasemi had been animated in the telling, particularly as he described the deaths of the old Rajah and his many wives and children. But now his voice became bitter and he said, "The people you see in the city today are the same as lived here five hundred years ago. Whether because of The Shikk's magic of some other reason we do not understand, the
nasnas are undying, and can never die. We Magi are the rulers of but half a city and will be forever more - until, perhaps, we one day find a way to take back from The Shikk what he took from us."

Nasnas

Armour Class: 5
Hit Dice: 4+1*
Move: 90'
Attacks: 1
Damage/Attack: By weapon +1 (usually halberd, sword, axe or spear)
No. Appearing: 1-20 (in mountains); 200-2000 (in city)
Save As: D5
Morale: 10
Treasure Type: S
Intelligence: 9
Alignment: Neutral
XP Value: 125
Type: Undead (rare)

Special Defenses:

Immunity to Normal Weapons: Nasnas are vulnerable only to silver or magical weapons.

Nasnas compose 90% of the citizenry of Syr Darya and females, children and non-combatants are present in the usual amounts. These statistics are for a typical member of the city guard.

Tuesday, 17 February 2009

BECMI Rogue Modron Class



Prime Requisite
: Intelligence and Constitution
Other Requirements: Intelligence of 9
Experience Bonus: +5% XP for Intelligence 13-15; +10% for Intelligence 16 or greater
Hit Dice: 1d8 per level up to 9th; +3 hp per level thereafter
Maximum Level: 9
Armour: Modron Armour only [see below], shields permitted
Weapons: Any
Special Abilities: Modron Toughness [see below], 30% resistance to illusions, charms, sleep and fear spells, and energy drains; 1 in 3 chance of detecting secret and hidden doors.
Experience Levels: As Elf
Saving Throws: Modrons use the Elf saving throw table

Modrons are clockwork contraptions native to the plane of Mechanus. Their head and body is composed of a cube-like box, to which are attached spindly arms and legs. Ordinarily they are utterly focused on law, stability, conformity and obedience, but very occasionally something goes awry in the highly ordered mind of one of their number. Such an unfortunate is immediately cast out from Mechanus and left to wander the universe. It then becomes known as a Rogue Modron.

Rogue Modrons are still, by comparison to other races, obsessed with rules. Indeed, it is difficult for most non-Modrons to notice a difference between a Rogue and an ordinary example of the race. If there is anything which separates Rogues, it is a certain curiosity about the universe. Once they have left Mechanus their minds seem to open up slightly to the possibility of other ways of being, about which they have hitherto had no interest.

Rogue Modrons do not believe in luck or emotion. They are robotically focused on whatever course of action they wish to pursue, and almost impossible to dissuade once their minds are made up. They try to rationalise everything they come across in terms of strict logical arguments, and cannot understand anything that cannot be explained in such terms. They appreciate magic, however, which they can pursue as a kind of science.

Special Rogue Modron Characteristics

Armour and Modron Toughness: Rogue Modrons have a natural Armour Class of 8 due to the hard outer casing of their box-like body. However, they cannot wear the ordinary armour which other races make. Instead they must either have specialist armour fitted, or discover a suit of (incredibly rare) Mechanus-made Modron-armour. Modron armour improves Armour Class to 6, but costs at least 200 gold pieces if it can be found at all.

Modron Minds: Modron minds are difficult to fool. Rogue Modrons have a 30% chance of resisting spells which rely on mind-alteration, such as sleep, charm person, or those which cause illusion. They are also excellent at cataloguing and analysing physical reality, and have a 1 in 3 chance of spotting secret or hidden doors. However, Modrons also suffer difficulties when reacting to sudden changes. When they are surprised, they remain that way for two rounds instead of the usual one. Modrons also find it hard to communicate with others, and any party containing a Rogue Modron must take a -1 penalty to rolls on the Monster Reaction Table.

Magic: Modrons progress in magical ability as does the elf class. They can choose spells from the following list:

Level 1

Analyze
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Read Languages
Read Magic
Shield

Level 2

Continual Light
Detect Invisible
Entangle
Invisibility
Knock
Levitate
Locate Object
Web
Wizard Lock

Level 3

Create Air
Dispel Magic
Fireball
Fly
Haste
Hold Person
Infravision
Invisibility 10' Radius
Lightning Bolt
Protection from Normal Missiles
Water Breathing

Level 4

Clothform
Dimension Door
Ice Storm/Wall of Ice
Massmorph
Polymorph Other
Wall of Fire
Wizard Eye

Level 5

Cloudkill
Contact Outer Plane
Dissolve
Feeblemind
Hold Monster
Magic Jar
Passwall
Telekinesis
Teleport
Wall of Stone

Saturday, 14 February 2009

BECMI Bariaur Class


Prime Requisite: Strength
Other Requirements: Constitution of 9
Experience Bonus: +5% XP for Strength 13-15; +10% for Strength 16 or greater
Hit Dice: 1d8 per level up to 9th; +4 hp per level thereafter
Maximum Level: 16
Armour: Any, shields permitted
Weapons: Any
Special Abilities: Fighter Maneuvers; Fighter Combat Options; Charge Attack (see below)
Experience Levels: As Magic User
Saving Throws: Bariaur use the Fighter saving throw table

Bariaur are a hybrid of man and animal; their torso and arms are those of a human but the body is that of a large goat. The head is a mixture - the face human but horned like a ram in males and like a nanny goat in females.

Bariaur are generally lighthearted and are often considered shallow; they care for nothing much besides travel, drink, sex, and looking good. Incorrigible peacocks, their favourite pastime is decorating their horns, fur and clothing with elaborate, colourful schemes.

Bariaur are very strong fighters, but not intellectually oriented. They have no talent for magic. They have surprising dexterity for their ungainly-looking appearance, but still face difficulties in enclosed environments like dungeons.

Special Bariaur Characteristics:

Movement: Bariaur move much more quickly than members of other races. Their movement rate is 180' (60').

Charge Attack: A Bariaur can forgo the chance to make an ordinary attack and instead declare a charge. This allows him to move up to his running speed and make an attack with his horns. The charge attack does 1d8 damage, plus Strength bonus. However, on a successful hit the Bariaur must also make a saving throw vs. death ray/poison or lose 1d4 hit points himself.

Climbing: Bariaur are agile for their size, but climbing trees and sheer walls is generally impossible for them unless they have assistance of some kind.

Outdoor and Indoor Activities: Bariaur prefer the outdoors and gain a +1 bonus to their attack rolls under an open sky; conversely, they suffer a -1 penalty to their attack rolls indoors.

Friday, 13 February 2009

Sokushinbutsu: The Self Mummified

A sokushinbutsu is a monk or cleric who has undergone the radical process of self-mummification and thereby gained immortality - sometimes, at the cost of his sanity.

The self-mummification procedure takes three years, three months and three days. During this time the holy man fasts and undergoes rigorous exercise to completely purge his body of fat. During the final 333 days of the process he begins to consume small doses of poison, usually arsenic. Finally, 33 days before the end, with the help of other members of his order he shuts himself away in a brick compartment just large enough to allow him to sit in the lotus position. He then waits to starve. Once the 33 days have passed his brothers remove his body from the compartment and position it in a place of veneration. The arsenic in his bloodstream preserves the body from beetles and maggots; his brothers also use various spices and incantations to stave off decay.

After three dozen years have passed, the holy man's soul returns from wherever it dwelt in the intervening period, and inhabits the mummified body it left behind. Sometimes the soul is benevolent and continues to live harmoniously with its brotherly order. Sometimes, due perhaps to the ordeal of the three-year procedure, or because of what happened after, the soul is crazed and incoherent, and requires constant care from its brothers. At others, however, the soul has become twisted and malevolent, with a hatred for all living things. These last often bring with them dark knowledge from the afterlife, and use it to cause pain, sorrow and mischief.

Sokushinbutsu usually wear the vestments of their order, and appear withered and skeletal. They are nearly always eyeless, but nevertheless percieve reality perfectly.

Lawful sokushinbutsu are meditative and serene. They do not generally communicate and spend much of their time in silent contemplation, though sometimes they can be persuaded to perform healing spells or remove curses. They are only ever found at monasteries or shrines in the company of other members of their order, who care for them meticulously. Neutral sokushinbutsu are insane and either catatonic or imbecilic, though occasionally insights about their god, or the afterlife, can be gleaned from their ramblings. Chaotic sokushinbutsu are malevolent and cruel; they usually kill the other members of their order or flee their company, and can most often be found lurking in ruins, caves or graveyards. They are sometimes accompanied by ghouls, who they exercise a strange power over, or, rarely, weak-willed evil humans who venerate them.

Sokushinbutsu

Armour Class: 6
Hit Dice: 6+4
Move: 120'
Attacks: 2 fists
Damage: 1-4/1-4
No. Appearing: 1
Save As: C10
Morale: 9
Treasure Type: Nil
Alignment: Lawful, Neutral or Chaotic

Sokushinbutsu may cast spells as a level 8 cleric. They can only be harmed by magical or silver weapons.

[Note: Sokushinbutsu are a genuine phenomenon, and it is believed that hundreds of Japanese monks, mostly in Yamagata prefecture, attempted self-mummification. Only around 20 are thought to currently be in existence. I was going to post a picture of one in this entry, but it felt oddly disrespectful and I changed my mind. Using the concept as inspiration for a D&D monster is one thing, but I thought it would be in rather bad taste to put up a photo of a specific individual. You can find pictures of them on google image search if you're so inclined.]

Sunday, 8 February 2009

Mollusc World: To BECM or not to BECM?

As I think I might have said before, for sentimental reasons 2nd edition AD&D will always be my favourite version of D&D, but I'd always make the case that the best is BECMI. ('Favourite' and 'best' don't always have to be the same thing, I'm sure you'd agree. My favourite TV series, for example, is Star Trek: The Next Generation, which is hardly the best ever made.) Why BECMI? Because it perfectly melds the make-it-up-yourself aspect of OD&D with a more comprehensive and sensible framework of rules - moreover a set of rules which work as one volume and don't become overly complicated or require you to memorise very much. No edition of (A)D&D ever managed anything like that.

So I think on the face of it I'd like to make my Mollusc World setting a BECMI/RC one. But this could cause a problem.

Viz: just how popular is BECMI these days? The so-called 'legacy gaming' trend tends to focus more on OD&D and 1st edition AD&D than anything else. As far as I can tell BECMI comes a distant third, only just in front of 2nd edition (the big loser in the 'old school renaissance'). Labyrinth Lord is partly to blame for this, in that it scratches the itch that Classic D&D used to. My suspicion is that the people who would have been using the Rules Cyclopedia to run games are now mostly relying on LL. (No bad thing in itself, but I've come to the decision that for aesthetic reasons if nothing else BECMI beats LL hands down.) And there is still, I think, an entirely misplaced prejudice and dislike of race-as-class at large in the D&D playing community.

Just how much interest there would be in Classic D&D products these days is questionable.