Showing posts with label Caldwen. Show all posts
Showing posts with label Caldwen. Show all posts

Wednesday, July 1, 2020

D&D: The Horror Below

            The Teekal were native fellfolk who turned into jellyfish-like wraiths. Eons earlier, these stone-age nomads dwelled along Grand Valley of Khargandal’s southern shores. They dabbled with dark magic Ghülean raiders left behind for them to unearth. While the Teekal learned much in the necromantic arts, their newfound knowledge slowly transformed them into their present form: translucent and devoid of bones, fundamentally evil, undead, and craving the vitality of the living. Their arid homeland and the scorching light of the tropics drove them to seek the cool dimness of the deep, claiming the Teekal Seaway as their new realm. Save for parietal art hinting at the fellfolk’s sinister fate, little remains of their past existence on land. They are now irretrievably beholden to alien gods of Ghüle whose emissary they await. 

Skull Jellyfish by Manzanedo ©2020 Manzanedo
            Those intruding upon the seaway’s depths will probably encounter the Teekal’s marauders first. These are soulless constructs indistinguishable from large jellyfish. They occasionally foray into nearby seas, in search of prey near the shores of the Taslan Peninsula and the Island of Mareas. They usually attack small boats at night. Their purpose is to fetch what their makers covet the most: the souls and memories of the living. With their long tentacles, they ensnare their quarry and paralyze them. While kept alive and fully conscious by means only necromancers can fathom, their heads are cut off and their bodies discarded. All flesh other than eyes and brain matter is digested, after which the skulls and their contents are sucked into the marauders’ translucent innards and taken back to their makers.
            The Teekal upper bodies appear humanoid, while their lower halves looks more like bell-shaped cnidarians, with whorls of writhing tentacles where legs ought to be. With one such tentacle, one may pierce through a captured head and burrow into its brain in order to examine its owner’s past life. The process may last many days of sheer pain and horror for the victim, as the inquisitor sifts through items of interest and dwells with unholy relish upon emotional moments defining one’s entire life. All memories are meticulously observed, organized, and mentally marked for future use.

            Should captives offer little of interest, their flesh is sucked out and their souls devoured. Marauders regurgitate the bones and return to their previous duties. The others remain in a great hall made from hollowed out skulls, in alcoves where marauders and their captives are kept alive. By then, most victims have gone utterly mad from terror and despair, but such isn’t the Teekal’s concern. Their intent is to preserve all the information they gathered and turn it over to the Ghülean emissary, should it ever show up.

Marauder: Body AC 9/tentacles AC 6, HD 4**, 15 hp +1/tentacle, MV 30 (10’), AT 1d4+1 tentacles, D 1d4 each, Save F8, Int 0, ML 12, AL Chaotic, Size: M, XP 175.
            Abilities: Invisible from more than 30’ unless holding a skull. Paralysis as a ghoul. It fights with up to 5 of its fifteen 30’ long tentacles each round. Each hit requires a saving throw. The marauder wraps 1d4+4 tentacles around a paralyzed victim and floats away, fending off any pursuers with 1d4+1 of its remaining tentacles. Unless rescue takes place, the victim’s head is sucked in and extraneous flesh and hair melted off within the next 3 combat rounds +1 per experience level or HD of the victim. Death occurs if the disembodied head is taken from the marauder or if the creature is slain.
            Each tentacle requires at least 1 hp damage to cut off. They are immune to blunt and piercing/stabbing weapons, except for their magical bonuses, if any. The marauder’s bell-shaped body incurs half damage from slashing and blunt weapons except for their magical bonuses. It suffers normal damage from piercing/stabbing* weapons and magical attacks (* includes most swords if their owners clearly announce they are stabbing only). The creature uses tentacles with which it performs attacks to keep these foes away from its body. It receives a +2 bonus to hit foes ignoring tentacle attacks in order to reach its body. Tentacles can strike foes up to 30’ away. Inflicting 15 hp of damage to the body kills the creature. Marauders suffer an immediate Morale Check with a –2 penalty during each round of exposure to sunlight.

Jellyfish Mermaid by Castaguer
© 2015 - 2020 Castaguer93
Teekal*: Body AC 7/tentacles AC 4, HD 7*****, 32 hp +6/tentacle, MV 60 (20’), AT 4 tentacles or 1 spear or 1 spell, D tentacles and spear 1d6 each or by spell, Save F10, Int 10+2d4, ML 7, AL Chaotic, Size: S (fellfolk body size), XP 2,450.
            Abilities: Spellcasting as level 6 clerics—spell levels I-II x2 each, level III x1. Same general abilities as the marauder (they do not carry their foes' skulls). Teekals attack with all four of their 20’ long main tentacles; they require 6 hp damage to sever although they regenerate within a day. Their bodies can withstand up to 32 hp.
            They possess two arms as part of their torsos, although their hands and fingers are worm like. Some may wield a long spear whose head was coated with poison. The toxin is discharged with the first successful attack, liquefying the foe’s internal organs for 6d6 damage (save for half).
            Teekal speak a more sophisticated version of their old language, which other creatures in the region may understand (such as the Hanāi published earlier). They developed a written form, and can produce magical items.

Samaz Symbol
An Unexpected Guest: A sea god of Caldwen, Samaz is in fact a renegade who fled his alien masters in the Ghülean dimension. Powerful in his own right, he rose as a deity, hiding his true origins and watching for portents of his former overlords coming into Calidar’s universe. He’s found the Teekal and knows their purpose. Working surreptitiously from the shadows, he endeavors to manipulate their race, occasionally posing as a Ghülean emissary when the Teekal commune for their spells, hopefully to divert them from their evil quest. Some may already be under his sway. Ghülean gods have not detected his influence so far. Nonetheless, Samaz posted aquatic servants of his at narrow straits outside the Teekal Seeway and the Sea of Daor. Their objective is to slay marauders attempting to cross through, and launch an invasion should a Ghülean emissary show up. These forces often rely on beguiled sharks, swordfish, sea turtles, which are natural jellyfish predators.

Source: The map was cropped and altered from the revised climate chart by Thorfinn Tait, available as a poster map on DTRPG ©2019 Bruce A. Heard. Ghüle was introduced in Calidar’s CAL1 In Stranger Skies, page 55. Ghüle and Samaz were developed in CC1 Beyond the Skies, pages 102 and 245. The marauder and the Teekal as fantasy creatures constitute original content ©2020 Bruce A. Heard.

Sunday, June 7, 2020

D&D Demon Devourer

An unusual and colorful D&D critter that feeds on demons and may join knights protecting unsoiled mana sources from those who would abuse them. A tad obscure if you're not into the Calidar world, it remains nonetheless a cool creature to retain in a DM's arsenal.

Foreground: Fu Lion by CaziTena © 2012-2020 CaziTena (altered by the author)
Background: Desert Cave Ruins by wwsketch © 2015-2020 wwsketch (altered by the author)
Mana Lion*: AC –3 (unarmored), HD 18********, MV 150’ (50’), AT 1 bite/2-4 paws or 1 spell, D bite 3d10+2/paws 2d8+1 each or by spell, Save F18; Size L (20’ long, 5,600 lbs.)—Int 14, ML 11, AL Neutral, XP 12,855.
            Abilities: Spellcasting as a magic-user—levels I-II x3 each, levels III-IV x2 each; all abilities of mage-knights (see CAL2, pg. 98); natural cat-like senses; if both front paws hit, two more attacks may be performed with the two rear paws; move silently (100% chances); detect magic at will; bite may cause mana disease; regenerates fully in 2 hours.
            Immunities: Mana sickness, weapons less than +2 enchantment, mind-affecting attacks, poison, and energy drain; spells level 3 or lower (or 25% anti-magic at the DM's option).

            In the flesh or in its native spirit form, a mana lion appears as a large, muscular feline with a red pelage and pearl-like eyes. Faint gold spots mark its short fur while its curly mane, thick brows, long-haired tail, and ample locks trailing from its limbs form long volutes of saffron light. The mana lion does not age and if it is killed, its spirit returns the World Soul at once.
            This massive 20-foot-long (26 with its tail stretched out), 5,600-lb feline can cast spells like a level 8 magic-user. It possesses all the special abilities of Shebbai knights and the senses of a cat. It can detect magic and move silently. A bite wound bears the same odds of the victim contracting mana sickness equivalent to a week-long stay inside a raw mana conduit (see CAL2, pg. 98). If the two front paw attacks succeed, extra attacks may be performed with its two hind legs. If all four attacks succeed, the mana lion drains an experience level or one HD from the victim (at the referee’s discretion). Its melee attacks and spells are potent enough to harm any demon, including archfiends. It is wholly immune to raw mana sickness as well as spells level 3 or lower, weapons with enchantments less than +2, mind-affecting magic, poison, and energy drain attacks. This fantastic beast also regenerates fully within 2 hours at most, or less than an hour if inside a mana conduit.
            If Shebbai knights befriended such a creature, it would fight alongside a combat unit (rather than an individual) usually to protect a source of mana. It would bestow upon its banner a special enchantment, thus making it a great honor among knights to carry it in battle. Mage-knights within 100 yards of a mana lion’s standard temporarily earn enough additional experience levels to increase their combat and spellcasting abilities, as well as a significant bonus to their Morale ratings. Great dishonor befalls a unit if its mana lion is slain in battle. In a non-Calidaran context, assume the mana lion would favor paladins on a worthy quest against to magic gone bad.
Shebbai Order

Source: The mana lion was originally introduced in CAL2 "On Wings of Darkness." The Shebbai knight is described in PG2 "A Players' Guide to Caldwen," although its special abilities are further detailed in CAL2, page 98. The Shebbai knight is a cross between a Templar knight and a magic-user. In a BECMI context, a standard "elf" class would work well in this role. Labyrinth Lord stats for both lion and knight are available in CAL2a "Conversion Guide to Caldwen for Vintage Roleplaying."

Sunday, May 31, 2020

Spectral Bat

Too many magical items in the party? Need to get your PCs to head for the big monster boss of their own free will and in a hurry? Got ju-u-ust what you need. D&D BECMI stats included.

Foreground: Spectral Bat by Charles Metze III, Artstation (altered by the author)
Background: 
Wonderbook: Book of Spells  - Environment Concept by atomhawk


Spectral Bat*: AC 5 (unarmored), monster HD ½***, 1 hp, MV 120’ (40’) flying, AT 1 bite or snatch, D 1-2, Save F1; Size S—Str minimal, Dex 17, Int 7, ML 7, AL Neutral, XP 8.
            Abilities: Invisible from 30’ or more; bites cause local numbness lasting about an hour (bite location: roll 1d6—1-2. Face, 3-4. Hand, 5-6. Leg).
            Immunities: Mind-affecting attacks, non-magical weapons, disease, poison, paralysis, and energy drain. Can be turned as a skeleton.
            Description: These ghostlike bats crave healing magic, which they can sense from up to 60’ away. Rather than bite, they can alter their ability to interact with the physical world up to three times per day in order to snatch what they want from inside a backpack or a closed chamber, using a short range telekinetic ability to hold on to them. They target small objects like single use potions or enchanted sweets, and fly away with them at MV 90’ (30’) to a place where they can consume them and gain extra Hit Dice. These critters often trick pursuers into a nearby chamber where a greater undead resides.

Source: Original design from CA2 "How to Train Your Wizard." Conversion for use with Labyrinth Lord in CAL2a "Conversion Guide to Caldwen."

Thursday, May 28, 2020

Eerie D&D Monster

Something to throw at annoying spellcasters! 

Skeleton Green by Johnny Morrow (image altered by the author)


Eerie*: AC 4 (unarmored), monster HD 4***, 20 hp, MV 60’ (20’), AT 1 claw, D 1d4 + spell drain, Save F4; Size M—Int 9, ML 7, AL Chaotic, XP 225.
            Abilities: Walks or levitates; can pass through walls; spell drain (see description).
            Immunities: Mind-affecting attacks, non-magical weapons, disease, poison, paralysis, and energy drain. Can be turned as a wraith.
            Description: Sentient residue from a failed necromantic experiment, this spectral emanation manifests itself occasionally, wandering through places where magic is strong. It appears as a skeletal being with glaring eyes and a glowing blue aura. Astral wind causes its long white hair and rags to flutter in slow motion.
            The eerie steals uncast magic from those it strikes in combat, removing spells from their owners’ memories, or if none remain, from carried scrolls. Each time a spell is stolen, the undead emanation makes a Morale Check and vanishes into the Netherworld if it fails. Once it has stolen magic from a party, the eerie reappears periodically to claim more (within 30’ of its victims, every 2-4 hours between sunset and sunrise). When the eerie is destroyed (with weapon or magic), the one who struck the killing blow earns a random new spell.

Source: Original design from CA2 "How to Train Your Wizard." Conversion for use with Labyrinth Lord in CAL2a "Conversion Guide to Caldwen."

Tuesday, May 19, 2020

Gods: From Calidar to Mystara

After the two recent blog articles focused on epic heroes and demigods, I now have to give the “apex spirits” a new look. I’ll endeavor to provide straightforward D&D BECMI stats and guidance on correlating Calidar’s gods with Mystara’s immortals. The original material on cults and patron deities came from CAL1 “In Stranger Skies.” It was hugely expanded in CC1 “Beyond the Skies,” which offers tons of background info, not only on the deities themselves but on the structure of pantheons, who/what dwells in them (beside the obvious), and how this all actually works.

Brimaz, King of Oreskos ©2014-2020 PeteMohrbacher, Deviantart

As regards Calidar, the original concept about gods is that they just don’t interact physically with mortals, therefore actual game stats weren’t provided. CC1’s primary objective was to outline benefits and liabilities to worshipers and clerics especially. This present article addresses instead the game mechanics behind Calidar gods and therefore how they relate to demigods and epic heroes. So, before proceeding further, here is the hard data on game stats.

Gods of Calidar (CC1 p. 211)
Abilities
Minor God
Greater God
Pantheon Ruler
Hit Dice
Base 60 + Adj.* (+50 hp)
Base 70+ Adj.* (+60 hp)
Base 80 + Adj.* (+70 hp)
Size (feet)
15’
Movement:        walking
swimming
flying
240’ (80’)
300’ (100’)
330’ (110’)
270’ (90’)
330’ (110’)
360’ (120’)
300’ (100’)
360’ (120’)
390’ (130’)
Teleport (times/day)
Teleport, teleport other, and planar travel at will
Armor Class (AC)
–10
–15
–20
# of Physical Attacks
Fists x3 or 3 weapon
Physical Damage
Fists: 2d20+12 each,
or by weapon +12
Fists: 4d12+14 each,
or by weapon +16
Fists: 3d20+16 each,
or by weapon +20
Special Abilities
Spells and all special abilities available to clerics Level 36, plus all Divine Favors from the deity’s sphere (see CC1, Table 10). They can shapechange at will, can possess mortals in the same manner demons do, and enjoy doppelganger abilities. They are never surprised by lesser beings than ascended deities, possess telepathic abilities, and can commune with any being except Ghülean gods. They strike first at the beginning of a battle vs. non-divine foes. Gods require neither air, nor food, nor water, nor sleep to live.
Exorcise/Turn Undead
As clerics Level 36
Call Other
Can summon/dismiss at will any being(s) of their faith, such as pious followers, zealots, clerics, epic heroes/villains, divine servants, demigods, demons, or other monstrous beings up to half the gods’ HD.
Regeneration (per hour
Non Divine Dmg.
Divine Damage

60%
25%

70%
30%

80%
35%
Saving Throws
As clerics Level 36
Basic Immunities
Non-magical attacks and any others involving non-divine magic, and all netherworld effects. See Godly Impunity in CC1.
Magic Resistance
Non-Divine Magic
Divine Magic

Immune
15%

Immune
20%

Immune
25%
Min. Int. & Wis.
18+
19+
20+
Alignment/Cha
Prevailing worshipers’ Alignment/Cha 18+
Morale (ML)
11
(*) See Hit Dice later in this article.

Generalities on Calidar Gods

Beside what transpires from just scanning through the stats, Calidar deities have built-in abilities and limitation. First off, they’re not omnipotent. They must focus on something to become aware of it, just like normal people. It’s the reason they use a vast hierarchy of spirit servants to watch, listen, keep records, dispatch cleric spells, and bring up areas of concern with the gods. Here’s a summary of their “executive” abilities:
  • Insight: Gods can detect lies from mortals, and their alignments.
  • Communion: They understand any mortal language and can use telepathy.
  • Divine Might: Common mortals (as opposed to epic heroes), if they ever met an ascended god, would be stricken with awe and be unable to refuse any given order.
  • Travel: They can teleport self and/or others through the planes.
  • Summon: As above—gods can freely summon mortal beings, epic heroes, and demigods of their faith.
  • Godly Impunity: They are essentially immune to all forms of attack from mortals.
  • Veil: They can conceal any non-divine being, object, place, or past event from the consciousness and memories of mortals. Gods acting together can hide entire races and their histories over thousands of years from other gods and even deliberately from themselves (yes, this actually happened).
  • Divine Domains: “Elder” deities are the ones who initially built their pantheons’ hidden pocket planes as their peers’ permanent dwellings. Outsiders only enter if invited in. Ambrosia is the dimension on which all the pantheons’ domains are located; creatures dwelling in its wilds are more than capable of devouring gods.
  • Create Avatars: Gods rarely intervene personally in the affairs of mortals, other than through clerics and epic heroes. An agreement among Calidar’s pantheons called the Ambrosian Covenant strictly limits divine meddling. Nonetheless, should gods personally intervene in the Prime Plane, it is through avatars. Demigods have no such ability, and thus are personally at risk if involved on that plane. The Ambrosian Covenant does not apply to demigods because epic heroes can confront and defeat them. Ghülean gods and living deities of Draconia do not respect the covenant; neither possess the ability to create avatars.
  • Create Extensions: Gods can create alternate identities that are worshiped as separate entities. They involve separate physical forms with their own divine dwellings. In most cases, mortals and deities are unaware of someone else's divine aliases, although conjecture may lead to obvious conclusions (such as Ellyrion's Teos, Narwan's Soltan, and Meryath's Fireking, but not Caldwen's Urthaala or others). 

Ascended gods possess an extravagant number of Hit Dice, compounded by the general size of their mortal flocks in the Prime Plane. Deities possess a base HD (see game stats earlier), which represent magical power they draw from Calidar’s world soul. An adjustment follows, representing the size or fervor of supporting cults among mortals. Demigods do not receive HD adjustments for the number of their mortal followers. For simplicity, the scopes of these cults are ranked A-G, from smallest to largest, as shown in the following list:

Deities’ HD Adjustment
Cult Size
Minor
Greater
a. Tiny
—
+10
b. Very Small
+10
+20
c. Small
+20
+40
d. Sizeable
+30
+70
e. Large
+40
+100
f. Very Large
+50
+150
g. Huge
+60
+350

For Example: A minor god with a tiny flock has a base 60 HD +0 HD for size = 60 HD (+50 hp) while a greater god with a sizeable flock racks up a base 70 HD +70 HD for size = 140 HD (+60 hp).

Pantheon Rulers: They most likely qualify a greater gods but they also receive additional HD equal to 10% of all deities and demigods in the pantheon (round down).

Estimating the Size of Cults: CC1 provides data on how extensive cults are relative to one another, but unless the exact population figures are known for each region, this info is of limited use from one pantheon to the next. It is a clue nonetheless. Seat-of-pants assessments are needed here, based on CC1’s data and what referees feel works best in their campaigns. Some of the faiths described in CC1 extend beyond the Great Caldera itself, such as those also concerning Calidar's three moons: the elves (Alorea), the dwarves (Kragdûr), and the cults of Teos or Soltan (Munaan). Referees should also feel free to tinker with adjustments from “homebrew” cults, especially if they are unusually lax or fanatical—i.e. a small but fanatical cult might be considered “sizeable” because of the strength of its worshipers' fervor.

Pantheon Examples

Huge: Teos/Soltan—430 HD + 70 hp, or approx. 2,000 hp total.
            Though the above numbers are technically correct according to the suggested method, an exception may be in order for Teos/Soltan, since this cult theoretically outnumbers most of the others, based on descriptions in CAL1 and CC1. I’d shamelessly double the total, at least. I also treated Teos as a pantheon ruler even though it counts no other god, suggesting that the grand old deity is the ruler of just his own august self and his many other identities.
Very Large: Delathien—220 HD + pantheon 130 HD = 350 HD, or approx. 1,285 hp.
Large: Ellorien (170), Faëriad (170)
Sizeable: Adamar (90), Durandil (90), Sphiel (90)
Small: Arëatha (80), Ashebai (80), Maëlrond, Melrenwë (80)
Demigods: Bëlianda (52), Eilonna (52), Mythriel (52)
            The bottom three figures are demigods (paragons—see related article). The total for the pantheon (including Delathien) amounts to: 1,306 HD, therefore Delathien’s pantheon ruler bonus should be 130. In practical terms, the number of hit points or HD is irrelevant aside from giving a good feel for the relative strengths of deities within a pantheon. This makes it possible to compare separate pantheons, enabling a referee to “adjust” the size of cults to balance everything as needed. If you actually decide to run battles between gods, then you’re nuts and you deserve to live in interesting times.

Alliances: There’s an ulterior motive for quantifying divine HD. CC1 describes in a lot of detail internal politics and rivalries among gods of a pantheon. Measuring their relative strengths offers further insight on the stability of a ruler and how willing related gods are to work together. In turn, this directly affects how clerics of a faith behave when confronting another cult. PCs and epic heroes openly backing a deity for all to see could foster interesting plot developments during their adventures.
            Case in point: There are three circles in the elves’ divine pantheon—1. Delathien’s allies, 2. His Rivals, and 3. Nonaligned deities. Delathien’s group racks up a whopping 494 HD. The rivals come next with 392. The neutrals stand last with “only” 250 HD. If the latter all sided with the rivals, Delathien would have a big problem and a conflict might occur… and a possible change in management. Thus do the dynamics of divine politics begin to take shape. Add to this other possible factors (alignments, parental links, individual rivalries, friendships, secret romance, courtships, blackmail, and so on), demonstrating without the shadow of a doubt that the world of gods is no better than that of mortals who created them.
The Mystaran Connection: You might have noticed that the total hit points initially attributed to Teos/Soltan earlier in this article corresponds to the maximum hit points for Hierarchs in “Wrath of the Immortals.” It wasn’t a coincidence. The simple way to “convert” Calidar gods to Mystaran immortals is as follows, ignoring HD altogether:

Gods to Immortals Conversion
Calidar
Mystara
Initiate (demigod)
Initiate
Temporal (demigod)
Temporal
Paragon (demigod)
Celestial
Minor God
Empyreal
Greater God
Eternal
Pantheon Ruler
Hierarch

The more detailed conversion method is otherwise to go by their hit points (see “Wrath of the Immortals” p. 55). Thus, with his 1,285 hp Delathien qualifies as a Hierarch; Ellorien and Faëriad are Eternals; Adamar, Durandil, and Sphiel are mid-level Empyreals; Arëatha, Ashebai, Maëlrond, and Melrenwë are low-level Empyreals; and the three demigods are mid-level Celestials. Close enough. As to Teos/Soltan, just rate him a Major Pain. He actually is one, so there…

Other Pantheon Examples
Small: Istra—120 HD + pantheon 65 HD = 185 HD, or approx. 720 hp.
Very Small: Fireking/Teos (100)
Tiny: Akuamakue, Alana, Hakulu, Kaimana, Kanemanu, Koanui, Ululani—60 each.
Demigods: Kahula (40), Makapono (40), Nuaka (52)
            Here, Istra doesn’t even qualify as a Mystaran Hierarch, just an upper-level Eternal using the hit point conversion method. The Fireking is an extension of Teos, an upper-level Empyreal. The other gods and Nuaka are all Celestials. Kahula and Makapono are top-level Temporals. Istra’s alliance amounts to 445 HD. Her rivals tally 280 HD. The nonaligned faction can muster 112 HD on a good day. Istra’s alliance is solid.
Sizeable: Naghilas—150 HD + pantheon 86 HD = 236 HD, or approx. 900 hp.
Small: Ashgaddon (110); Samaz and Barthazu 80 each
Very Small: Astafeth, Avraoth, Nekathal, and Zarghadin 70 each
Tiny: Dagleeth and Urthaala (extension of Teos) 60 each.
Demigods: Shai-Mamnon (40)
            By the hit point conversion method, Naghilas indeed rates as a Mystaran Hierarch. Ashgaddon is a top-level Empyreal. Everyone else save for the one demigod are Celestials. Shai-Mamnon is a Temporal. Naghilas’s alliance counts 456 HD. His rivals line up 250 HD. The nonaligned faction numbers 260 HD, easily overtaking Naghilas’s alliance if they all take the party of his rivals. This is unlikely, given the non-aligned faction’s prevailing alignment in stark opposition to the rivals. A change in management is not on the menu.

Coming Next: Click here for a secret way to return fallen heroes to life, kind of.