Earlier today, I was looking through my Compact Edition of the Oxford English Dictionary -- which, I am sorry to say, I now cannot read without actually using a magnifying glass -- and I came across a most bizarre word: "leucrocutanized," which means, "uttered as by a leucrotta." What a delightful word! Of course, it's also a rather specific word and not one I'm likely to be able to use in almost any normal context.
Afterward, two thoughts occurred to me. First, unless I am mistaken, there are no OGC game stats for the leucrotta anywhere. If correct, I may have to correct that, as I've always been fond of these weirdo beasts. Second, the leucrotta, as you probably know, is based on distorted tales of hyenas. This made me wonder why it is that D&D included stats for both "normal" and "mythical" versions of so many animals. In a world with leucrottas, do you need hyenas too? I suppose it's to provide options and that's fair enough, but, having pondered it now, I realize that, if I do include leucrottas (or any other mythical animal-type monster), I won't also be including the real world animal on which they're based.
Showing posts with label ogc. Show all posts
Showing posts with label ogc. Show all posts
Friday, April 29, 2011
Thursday, April 28, 2011
The Honest Truth
I was thinking the other day about a lot of the rules-related fault lines of D&D and I realized that, if I'm honest, I don't really care (all that much) about arguing in favor of, for example, descending armor class vs. ascending armor class or demihuman level limits. In truth, my defense of these things stems to a great degree from a sense that they need to be defended in the face of a lot of disinformation and occasional dishonesty about them. That is, while I personally prefer descending AC over ascending, I don't think one's preferences matters all that much, but I do think it matters whether the respective vices and virtues of each system are being exaggerated.
I readily admit that I'm both a traditionalist and a contrarian -- the two personality traits often feed off one another, especially when confronted with neophiliac iconoclasm, of which there is much in our hobby (and always has been, lest anyone foolishly think I'm singling out "kids today" as the source of this trend). So, it raises my hackles to hear someone suggest that level limits "make no sense" or alignment is "stupid" or ascending AC is "easier to use" or any one of dozens of other claims about the supposed superiority of later edition rules mechanics of D&D over those of the past. I won't for a second deny that, for some gamers, such things may be true, but I do deny -- vociferously so -- that it's true for all gamers, because I did and do use most of these "bad" rules in my campaigns and somehow manage to have a great deal of fun.
Want to drop alignment from your campaign? Go for it. Find that you need some kind of skill system to differentiate two 5th-level fighters from one another? More power to you. Think 1-minute combat rounds are too abstract for your tastes? Gotcha. You don't need anyone's permission to make these changes, least of all mine, and I don't necessarily think any particular change to D&D's original rules takes one outside the bounds of "old school" -- and, even if I do, so what? Grab a copy of The Arduin Grimoire and you'll probably find that Dave Hargrave disagreed with me, just as Gary Gygax disagreed with him. Believe it or not, I'm cool with that.
Just, please, don't make the mistake of implying that your preference for some later mechanical innovation is anything more than that -- a preference. Many of the rules you deride as "bad," "broken," "wrong," "stupid," "embarrassing" or any number of other unpleasant adjectives aren't so in any objective sense and neither an appeal to "I've always thought so and I've been playing since 1978" nor the tendentious metaphor of game mechanics as technology will make them otherwise. And, again, that's just fine. Speaking only for myself, if I felt more people actually got this, I'd probably be a lot less defensive about many of the traditional rules of D&D than I typically am (though you're still never going to get me to say much nice about Dragolance).
Since this is clearly a rant, in accordance with the Joesky Protocol -- and my own addendum to it -- I offer the following. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
I readily admit that I'm both a traditionalist and a contrarian -- the two personality traits often feed off one another, especially when confronted with neophiliac iconoclasm, of which there is much in our hobby (and always has been, lest anyone foolishly think I'm singling out "kids today" as the source of this trend). So, it raises my hackles to hear someone suggest that level limits "make no sense" or alignment is "stupid" or ascending AC is "easier to use" or any one of dozens of other claims about the supposed superiority of later edition rules mechanics of D&D over those of the past. I won't for a second deny that, for some gamers, such things may be true, but I do deny -- vociferously so -- that it's true for all gamers, because I did and do use most of these "bad" rules in my campaigns and somehow manage to have a great deal of fun.
Want to drop alignment from your campaign? Go for it. Find that you need some kind of skill system to differentiate two 5th-level fighters from one another? More power to you. Think 1-minute combat rounds are too abstract for your tastes? Gotcha. You don't need anyone's permission to make these changes, least of all mine, and I don't necessarily think any particular change to D&D's original rules takes one outside the bounds of "old school" -- and, even if I do, so what? Grab a copy of The Arduin Grimoire and you'll probably find that Dave Hargrave disagreed with me, just as Gary Gygax disagreed with him. Believe it or not, I'm cool with that.
Just, please, don't make the mistake of implying that your preference for some later mechanical innovation is anything more than that -- a preference. Many of the rules you deride as "bad," "broken," "wrong," "stupid," "embarrassing" or any number of other unpleasant adjectives aren't so in any objective sense and neither an appeal to "I've always thought so and I've been playing since 1978" nor the tendentious metaphor of game mechanics as technology will make them otherwise. And, again, that's just fine. Speaking only for myself, if I felt more people actually got this, I'd probably be a lot less defensive about many of the traditional rules of D&D than I typically am (though you're still never going to get me to say much nice about Dragolance).
Since this is clearly a rant, in accordance with the Joesky Protocol -- and my own addendum to it -- I offer the following. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Dwimmersmite: Named both for its purpose and its place of origin, this sword +1, +2 versus spellcasters is a sapient weapon, Lawful in alignment and having INT 12 and Psyche 12. Dwimmersmite can speak and it understands both Common and Elvish, in addition to its alignment tongue and being able to read magic. The sword's motivation is to destroy magic-users and elves, which grants it the ability to paralyze such foes with a successful hit (save vs. spells to resist). In addition, Dwimmersmite can detect evil (20' range), invisible or hidden objects and creatures (20' range), and secret doors (10' range, usable thrice per day). The sword also grants its wielder clairvoyance, as per the magic-user spell of the same name, usable three times per day.
Given its high intelligence and psyche, Dwimmersmite is a very willful weapon, often overpowering its wielder, which it then uses as its "body" to achieve its singular goal of eliminating elves and magic-users from the world. Once, the sword distinguished between Chaotic and other types of spellcasters, but, in the centuries since its forging, it has been hardened in its views and no longer makes such distinctions. In Dwimmersmite's mind, all elves and magic-users are suspect and thus its foes -- the consequences be damned. Needless to say, the weapon frequently gets its wielder into much trouble and it has been many years since it was last seen in the hands of anyone in civilized lands.
Labels:
DnD,
humor,
labyrinth lord,
musings,
ogc,
old school
Wednesday, March 9, 2011
Grognard's Grimoire: Father Wicked
![]() |
| Father Wicked rises from the muck |
On the other hand, I do very much enjoy sharing those things I have created for the campaign and not having that outlet frustrates me a little bit (as does not having gotten together with friends to game in several weeks, but that's a topic for another time).
So, to scratch that itch, I'm offering up something that I created for the campaign but never had a chance to use -- a unique monster known as Father Wicked. Originally, I intended the PCs to encounter him while wandering around the sewers beneath Adamas while in the employ of the Rat Boss, but that never happened for a variety of reasons. As I imagined him, Father Wicked is the city-state's equivalent of the Bogeyman and I had some ideas for adventures about him and his origins. Perhaps one day I'll get around to using them. Until then, here are the stats I came up with for this sewer-dwelling nightmare.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
Father Wicked
No. Enc.: 1 (Unique)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 0
Hit Dice: 12 (75 hit points)
Attacks: 2
Damage: 2d10/2d10
Save: F12
Morale: 10
Hoard Class: VI x 2, XIII x 2
XP: 5200
Legends claim that the creature known as Father Wicked was once an ordinary, if cruel, man, who abused and terrorized his children, who accidentally slew him in self-defense. Frightened by what they had done, the children dumped their father's body into the sewers, hoping it would never be found. Their hope was in vain, for somehow -- whether a curse by the gods or the will of demons, none can say -- their father's body returned to a semblance of life as a gigantic humanoid monster, standing 8' tall and covered with rotting vegetation and slime. The creature now roams the sewers, sometimes venturing onto the streets above to punish disobedient children and those adults who aid and abet their unruly behavior.
Immensely strong, Father Wicked bashes his opponents with both of his huge, tree trunk-thick arms. If he successfully strikes a target with both arms in a single round, the target has been grabbed and automatically suffers 2d8 points of damage per round from constriction until either the target is dead or Father Wicked dissolves from sufficient damage. Achieving dissolution is not easy, as Father Wicked suffers no damage from fire-based attacks. Likewise, he takes only half-damage from all weapons, electricity, and cold. If brought to 0 hit points, Father Wicked dissappears in a puff of acrid smoke, only to reform again in 1d10 days, leaving behind the treasure he has accumulated. Destroying him permanently is seemingly impossible, although rumors persist that he is particularly susceptible to a spear or stake carved from the wood of a tree he once cultivated in his mortal existence.
Labels:
dwimmermount,
grognard's grimoire,
labyrinth lord,
monsters,
ogc
Monday, February 7, 2011
The Necromancers of Dwimmermount (Part III)
My apologies for the delay in this final post in my series about the necromancers of Yethlyreom from my Dwimmermount campaign. It took me so long to post it because, truth be told, I only ever came up with a single new spell for the necromancers and that seemed too few to justify a whole post. So, I racked my brain trying to come up with some more to pad out this entry and failed. Once again, my hypocrisy is revealed: I was trying to come up with new gaming material to meet a publishing demand rather than a gaming one. Sure, posting to a blog isn't the same thing as publishing a new book, but the principle remains the same. I am always going on about play being the proper engine of creation of game materials and I wasn't even heeding my own advice.
So, without further ado, here's the single spell I created for the necromancers. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
So, without further ado, here's the single spell I created for the necromancers. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Necromantic Healing
Level: 2
Range: Touch
Duration: 1 turn
A magic-user who casts this spell and then makes a successful melee attack against an opponent deals 1d6+1 points of damage per the highest spell level he is capable of casting. For example, a 5th-level magic-user deals 3d6+3 points of damage, while a 7th-level magic-user deals 4d6+4. In addition, the magic-user is healed for an amount equal to the damage dealt. A saving throw is permitted, but it, like the attack roll, may be foregone if the target willingly submits to the effects of the spell.
Labels:
dwimmermount,
labyrinth lord,
magic,
magic-user,
odd,
ogc,
old school
Thursday, January 13, 2011
The Druids of Dwimmermount, Part III
As noted in Part II, druids can continue to use many clerical spells, in addition to many new spells taught only by their order. What follows is a list of their spells by level, with a notation indicating whether it's a clerical or druidical spell. In all cases, I'm using the names of these spells as presented in Labyrinth Lord and the Advanced Edition Companion and I direct you to those books (or their complimentary no-art versions) for more details. Note too that, in my campaign, there are no commonly available spells above level 5 for clerics (or level 6 for magic-users), so the lists below do not include 6th or 7th level spells.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
1st Level
1. Cure (Cause) Light Wounds (Cleric)
2. Detect Magic (Cleric)
3. Divine Weather (Druid)
4. Faerie Fire (Druid)
5. Locate Creature (Druid)
6. Purify Food and Drink (Cleric)
2nd Level
1. Find Plant (Druid)
2. Find Traps (Cleric)
3. Heat Metal (Druid)
4. Hold Person (Cleric)
5. Obscuring Mist (Druid)
6. Produce Flame (Druid)
7. Silence 15' Radius (Cleric)
8. Snake Charm (Cleric)
9. Speak with Animals (Cleric)
10. Warp Wood (Druid)
3rd Level
1. Call Lightning (Druid)
2. Cure Disease (Cleric)
3. Cure Disease (Cleric)
4. Dispel Magic (Cleric)
5. Hold Animal (Druid)
6. Locate Object (Cleric)
7. Plant Growth (Druid)
8. Protection from Fire (Druid)
9. Pyrotechnics (Druid)
10. Water Breathing (Druid)
4th Level
1. Cure (Cause) Serious Wounds (Cleric)
2. Hallucinatory Terrain (Druid)
3. Neutralize Poison (Cleric)
4. Passplant (Druid)
5. Produce Flame (Druid)
6. Protection from Electricity (Druid)
7. Speak with Plants (Cleric)
8. Sticks to Snakes
9. Summon Animal I (Druid)
10. Temperature Control (Druid)
5th Level
1. Animal Growth (Druid)
2. Animal Summoning II (Druid)
3. Anti-Plant Shell (Druid)
4. Commune with Nature (Druid)
5. Control Winds (Druid)
6. Hold Vegetation and Fungus (Druid)
7. Insect Plague
8. Transmute Rock to Mud (Druid)
9. Transport via Plants (Druid)
10. Wall of Fire
Labels:
druid,
dwimmermount,
labyrinth lord,
magic,
odd,
ogc
Wednesday, January 12, 2011
The Druids of Dwimmermount, Part II
![]() |
| Please ignore the anachronistic watch |
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Prime Requisite: WIS
Alignment: Neutral (Balance)
Hit Dice: 1d6
Maximum Level: 13
Druids are a secretive sub-class of cleric, but their allegiance is not to a god but to Nature itself. As a consequence, they do not abide by human moral concepts, adopting instead a philosophy dedicating to protecting the balance of all things. That balance just as often requires acts that non-druids view as evil as those they view as good. This, combined with the fact that druids view Lawful civilization as an impediment to their plans, makes them objects of much fear and distrust.
Unlike clerics, druids eschew the use of metal armor or shields, preferring instead leather or wooden armor and shields. They may use most weapons, except crossbows and bows. Druids use the same experience point tables as clerics, as well as sharing their attack, spell, and saving throw progression, though they have a different selection of spells available to them (see Part III). Druids receive a +2 bonus to saving throws against all elemental-based attacks. They may use all magical items available to clerics, except spell scrolls or armor forbidden to them. Druids have no power over the undead.
The distrust of druids is further fueled by the fact that the druidic hierarchy consists almost entirely of apostate clerics, who have abandoned their former beliefs to embrace the Old Ways the druids espouse. A cleric of no higher than 7th level who renounces his original faith and adopts a Neutral (Balance) alignment may become a druid, with his clerical levels converting to druid levels, as described above. In addition, converted clerics gain certain additional abilities depending on the level at which they apostasized (these abilities are cumulative):
Former Clerical Level Bonus Abilities 1-2 +1 to hit against Lawful or Chaotic opponents 3-4 Retention of one otherwise forbidden clerical spell per point of Wisdom bonus 5-6 +1 damage per die against Lawful or Chaotic opponents 7 A minor (4 HD) elemental as a permanent companion. If slain, it cannot be replaced for one year.
Druidic philosophy accepts the survival of the fittest as a moral principle, which is why druids advance within their ranks through combat. At any given time, there can be no more than four Master Druids, two Archdruids, and one High Druid. A character who attains sufficient experience points to reach one of these levels must defeat one of the existing druids at this rank in battle before he can advance in level. The loser of such a competition drops in experience points to the level below the one he was seeking. Rematches are possible once sufficient experience points are later acquired, but many such contests are to the death, which discourages all but the most powerful and confident druids from seeking the highest ranks within their hierarchy. There are rumors of esoteric druid levels beyond High Druid. If they exist, few can attest to their existence and powers.
Druids have their own secret language, used in their rites and to identify themselves to other members of their cult. They also have the following abilities based on their level:
2nd level: The ability to identify animals and plants, as well as the ability to discern whether water or food is pure, safe, or poisoned. At this level, gain the ability to pass through thick vegetation with neither a penalty to movement nor any evidence of their passing.
6th level: The ability to assume animal shapes, three times per day. Any normal animal may be chosen, from as small as a bat or rat to as large as approximately twice human size, such as a bear. A specific animal shape may be taken only one time per day, for unlimited duration. However, while in the form of an animal the druid has all the physical properties of that animal, while retaining his normal mental state. Transitioning from one form to another allows the druid to heal 1d6x10% of any damage that has been sustained to the previous form. In addition, druids become immune to charm and charm-like effects from sylvan and elemental beings.
Labels:
character classes,
druid,
dwimmermount,
labyrinth lord,
odd,
ogc
Tuesday, January 11, 2011
The Druids of Dwimmermount (Part I)
![]() |
| From The Strategic Review, Volume 2, No. 1 (February 1976) |
The take on druids I've adopted in the Dwimmermount campaign ties into the alignment system I've adopted, where I make a distinction between Neutral and Neutral (Balance), with druids being associated with the latter. And then there's the oft-forgotten note in later printings of the LBBs, which stipulates that "Clerics of 7th level and greater are either 'Law' or 'Chaos'." I've been intrigued by this obscure comment since I first came across it several years ago and, as I pondered it, I thought it an interesting if the order of druids was composed of former clerics, who apostatized from their original faiths and joined this Nature cult. Consequently, druids use the same XP and spell charts as clerics, although their spell selection, armor and weapon restrictions, and other abilities are somewhat different.
Clerics can become druids at any level, but the higher the level of the cleric who joins their order, the more power he gains from doing so (as explained in Part II). For this reason, clerics view druids with extreme distrust and often hatred, seeing them both as apostates and as competitors. Druids are thus unwelcome in
![]() | |
| The friendly face of Nature |
Below is a listing of the thirteen druid level titles. I'll post more specific details on the class in Parts II and III, which I'll put up tomorrow and Thursday of this week. I worked these details up several months ago when it looked like the druids and their place in the world would become an important part of the campaign. That never happened, but who knows what the future holds? When and if the druids do appear, it's possible that I'll alter my initial ideas as better ones come to me through play. For the moment, though, I thought people might enjoy seeing what I'd originally imagined.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Level Druid Title 1 Ovate 2 Initiate of the First Degree 3 Initiate of the Second Degree 4 Initiate of the Third Degree 5 Initiate of the Fourth Degree 6 Initiate of the Fifth Degree 7 Initiate of the Sixth Degree 8 Initiate of the Seventh Degree 9 Initiate of the Eighth Degree 10 Initiate of the Ninth Degree 11 Master Druid 12 Archdruid 13 High Druid
Labels:
character classes,
druid,
dwimmermount,
labyrinth lord,
odd,
ogc
Monday, January 10, 2011
A Reminder
It's not just the history of the hobby that so many of us forget, it's even more recent history, such as The Joeskythedungeonbrawler Protocol, put forward only six months ago:
So, to that end, I offer you the following as per my suggested addendum. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
IF YOU MAKE A POST BLOG THAT IS ONLY A ARGUMETN AND WHEN I READ ITIT MAKES A BLAHBLAH BLAH SOUND, YOU HAVE TO GIVE ME SOMETHING FREE AT THE END: NEW COOL RULE, OR A MONSTER(S), OR SOME SPELLS, OR MAGIC ITEMS OR REGULAR ITEMS THAT ARE DIFFERENT, OR EVEN BETTER A MAP - AND IT CAN’T BE A LINK JUST TO SOMEP LACE ELSE IN YOU’RE BLOG, IT HAS TO BE NEW AND COOL.IF YOU DON’T TO DO THAT YOU AUTIMATICALLY LOSE THE ARGUMENT AND THE OTHER GUY IS DECLARED A WINNER, WHICH MEANS YOU JUST WRITED 5000 WORD SFOR NOTHING!!!!1
Much as I love the Protocol, I'd like to suggest an addendum -- the "something free at the end" has to derive from your current RPG campaign. I say this because I honestly think there'd be a lot less contentiousness on the blogs and forums if more people were actually playing the games they're passionate about (whatever they are) rather than just talking about them in the abstract. I know this blog was a lot more ranty in the first year of its existence than it has been over the last two and I attribute that to the fact that, prior to 2009, I wasn't actually playing OD&D; I just talking about playing it. I can understand that, sometimes, circumstances simply prevent our being able to play as often as we'd like (or at all), but, ultimately, this hobby is about playing games, not merely talking about doing so. We need more playing and we need more talking informed through regular play.
So, to that end, I offer you the following as per my suggested addendum. The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Tome of the Iron God: This large, metal-bound volume contains the rites and scriptures of the enigmatic deity known only as the Iron God. The Tome depicts the Iron God as a traveler from another world who came (or was sent -- the text is unclear on the matter) to do battle with demons and the undead. Consequently, the Tome's rites revere the Iron God as a psychopomp and eternal foe of those who disturb the eternal rest of the dead. Anyone who carefully reads the book in its entirety (a process that takes 1 week) and successfully rolls his Wisdom or less on 1D20 gain a permanent +1 bonus to attacks and saving throws against demons and the undead. However, this benefit is lost and may never again may be regained if the reader ever uses or has used upon them the spell raise dead, which is abhorrent to the Iron God's religion. In addition, clerics who successfully read the Tome gain access to the following spell:
Peaceful Repose
Level: 2
Duration: Permanent
Range: Touch
By casting this spell, a cleric prevents the body of a creature from ever rising as one of the undead, whether as a result of having been slain by an undead being or being reanimated through magic or other processes. A body protected by this spell may be raised from the dead, in accordance with the usual limitations on raise dead, but if the cleric who cast peaceful repose knowingly allows or does nothing to prevent such a magical resurrection, he immediately loses access to this spell and may never again relearn it (or, at the referee's discretion, might be able to do so if he undergoes an appropriate penance in the eyes of the Iron God).
Labels:
dwimmermount,
humor,
labyrinth lord,
magic,
odd,
ogc,
other blogs
Tuesday, November 30, 2010
Grognard's Grimoire: Summon Protector
When the idea of the Animal Kings first occurred to me, it seemed obvious their existence would also imply the existence of animal clerics. Over the course of play, I came to realize that animals needed magic-users too. Even if I hadn't, my inclusion of the Boss of the Rats more or less required that I postulate their existence.
In the course of thinking about animal magic-users, I realized that, like their clerical counterparts, certain spells would need to be re-imagined. This in turn led me to give some more thought to the way that animals and Men interacted with one another. Thus was born the summon protector spell.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
In the course of thinking about animal magic-users, I realized that, like their clerical counterparts, certain spells would need to be re-imagined. This in turn led me to give some more thought to the way that animals and Men interacted with one another. Thus was born the summon protector spell.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Summon Protector
Level: 1 (Animal Only)
Duration: See Below
Range: 1 mile per level
By casting this spell, an animal magic-user can obtain a human protector. The casting takes from 1-24 hours (referee's discretion) and uses up items of value appropriate to the caster's species (e.g. meaty bones for a dog, sparkly shards of glass for a rat, etc.) that have an equivalent value of 100 gp. The materials are consumed during the ritual. The referee decides the probability that a protector will respond to the spell and which type of protector is summoned within range. It is possible that no human will respond. This spell may only be attempted one time per year.
A protector is able to grant the caster access to its own senses and is able to understand the caster's wishes in a general, non-verbal way. In addition, a protector is loyal to the caster and will do everything in its power to aid and protect the caster, provided that doing so will not bring harm upon the protector. Protectors are more intelligent than ordinary Men (+1 Intelligence); they always possess a class and 1d4 levels (i.e. no 0 Humans). A protector grants the caster additional hit points equal to one-third of the protector's maximum hit points, when the two are within 120' of one another. However, if a protector is slain, the magic-user must subtract one-quarter of the protector's maximum hit points from his own maximum hit points, permanently.
A new protector may not be summoned for one year. If a protector is located, the referee may use the following as examples:
Protector
Abilities Augmented
Cleric
+1 to armor class
Fighter
+1 to hit
Magic-User
+1 damage per die with spells
Thief
+1 saving throws
Anytime a protector is summoned, there is a 5% chance it is a special protector. The type is determined by the caster's alignment. Special protectors still have a class and level, as above, but they also have a role in human society that gives the caster a possible advantage. A potential protector is entitled to a saving throw versus spells and, if successful, the spell fails and the caster must wait 1 year before trying again.
Alignment
Type
Lawful (Good)
Paladin
Lawful
Magistrate
Lawful (Evil)
Aristocrat
Neutral
Merchant
Neutral (Balance)
Druid
Chaotic
Barbarian
Labels:
animal kings,
dwimmermount,
grognard's grimoire,
labyrinth lord,
magic,
odd,
ogc
Sunday, July 18, 2010
Grognard's Grimoire: Termaxian Mummy
Having just watched the 1959 film, The Mummy, starring Peter Cushing and Christopher Lee, reminded me of an idea I'd been toying around with. So, here's a Hammer horror-style mummy adapted for use in my Dwimmermount campaign.
The text in the quote box below is hereby designated Open Game Content via the Open Game License, while the names "Turms Termax" and "Termaxian" are designated Product Identity.

The text in the quote box below is hereby designated Open Game Content via the Open Game License, while the names "Turms Termax" and "Termaxian" are designated Product Identity.

Mummy, Termaxian
No Enc.: 1 (1)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 3
Hit Dice: 7
Attacks: 1
Damage: 1d12, choke
Save: F7
Morale: 12
Hoard Class: XIX
XP: 1140
Termaxian mummies are a rare form of undead created by the cult of Turms Termax in order to punish a member who has betrayed the cult in some fashion. Through a magical ritual, the betrayer is granted imperishable existence dedicated to a singular task, such as the protection of a cult site against interlopers. The mummy remains dormant until events related to its purpose occur or commanded by a Termaxian adept of 7th level or above.
Because of the peculiar circumstances of their creation, Termaxian mummies generally retain vestiges of their former personalities. Many, if not most, of these mummies hate their undead servitude to the cult but can do nothing to rebel against it. However, if either circumstances or a command of the controlling adept pit them against some deeply held positive belief or emotion of their former lives -- mere hatred of servitude is not enough -- there is a good chance (60%) that they can reassert their wills and act accordingly.
Like normal mummies, Termaxian mummies are so fearsome tthat any being seeing one must make a saving throw or suffer ill consequences. Unlike normal mummies, however, the saving throw must be made against death (Wisdom bonuses or penalties, if any, apply to this roll) and failure results in being afflicted with the effects of a feeblemind spell. This effect can only be lifted by means of remove curse; no other remedy will work.
When a Termaxian mummy successfully strikes, its victim is caught in its choking grip, suffering 1d12 points of damage on the first and subsequent rounds until either the victim is dead or the mummy is destroyed or forced to relinquish its grip in some fashion. These mummies can be distracted from their tasks by persons, events, or objects associated with their past life in a powerful way -- or perception of the same, for, just like mortal beings, they can be deceived, including through the use of illusion magic.
Termaxian mummies are virtually indestructible by physical means, being immune to damage by anything other than spells, including fire. Like other undead, though, they are unaffected by sleep, charm, and hold spells.
Labels:
dwimmermount,
grognard's grimoire,
labyrinth lord,
monsters,
odd,
ogc,
undead
Wednesday, July 14, 2010
Grognard's Grimoire: Wereshark
Reading closely through Holmes lately has reminded me of an off-handed reference in the monster section, mentioning "were-sharks in Polynesia." As a younger person, I always found the idea of weresharks a bit odd, but compelling at the same time. I'll admit to being mildly unnerved by sharks, especially their soulless, empty eyes. They don't frighten me in quite the same way as spiders do, but they do frighten me, so the idea of men who can change themselves into sharks -- or, worse yet, human-shark hybrids -- creeps me out.
Anyway, Dr. Holmes seems to have been fond of weresharks, as they appear a lot in things he's written, including a little piece that appeared in Alarums & Excursions, illustrated by Chris Holmes who, I believe, is his son. What follows is my interpretation of the wereshark for Labyrinth Lord, based on Holmes's descriptions of them and their abilities.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Anyway, Dr. Holmes seems to have been fond of weresharks, as they appear a lot in things he's written, including a little piece that appeared in Alarums & Excursions, illustrated by Chris Holmes who, I believe, is his son. What follows is my interpretation of the wereshark for Labyrinth Lord, based on Holmes's descriptions of them and their abilities.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Lycanthrope, Wereshark
No Enc.: 1d6 (2d6)
Alignment: Chaotic
Movement: 60' (20') or Swim: 180' (60')
Armor Class: 2 (9)
Hit Dice: 6
Attacks: 1 (bite)
Damage: 2d6
Save: F4
Morale: 8
Hoard Class: XX
XP: 820
Like many of the creatures called lycannthropes, weresharks are humans cursed with a disease that allows them to take the form of an animal, in this case a shark. Unlike some types of lycanthropes, weresharks may choose to take the form of either a 10-foot long shark or a horrific shark-like being of similar size, but with powerful arms and legs that enable it to walk on land. In either form, weresharks possess rows of razor sharp teeth and glowing red eyes, the latter of which is a sure way to distinguish a wereshark from an ordinary shark.
Weresharks share all the other abilities and weaknesses of lycanthropes and can spread lycanthropy to other humans. They can likewise summon 1-2 mako sharks to aid them if a sea is nearby. Weresharks prefer to dwell near and prey upon coastal communities, but there are reports of weresharks who've traveled further inland, some taking up residence in subterranean locales with large bodies of saltwater.
Labels:
grognard's grimoire,
holmes,
labyrinth lord,
monsters,
ogc
Thursday, June 24, 2010
Grognard's Grimoire: Cloak of the Ulfhethnar
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Cloak of the Ulfhethnar: This cloak is made of an intact wolf skin, carefully removed according to a well-guarded occult formula. When worn, the cloak grants the wearer the ability to turn into fearsome half-man, half-wolf creature. In this form, the wearer retains his normal hit points but gains an armor class of 4 (even if this is worse than his ordinary armor class), the ability to bite for 2d4 points of damage, a movement rate of 180' (60'), and an immunity to normal weapons, being harmed only by spells, silver, and enchanted weapons. While in wolf-form, wearers can use normal weapons and cast spells. Wearers of the cloak are not not true lycanthropes and are thus unaffected by wolfsbane. Likewise, they cannot transmit lycanthropy to those they attack, regardless of how much damage they inflict upon them.
The cloak of the ulfhethnar has one additional quality that makes it very attractive to the immoral and degenerate. For each hit point of an intelligent being slain and eaten by the wearer while donning the cloak, he extends the length of his current age stage (see Advanced Edition Companion, p. 23) by one day. There is no limit to this extension, meaning that, with the regular slaughter of intelligent beings, a wearer of the cloak of ulfhethnar can prolong his life indefinitely. There is an additional cost, however. Every time the wearer transforms himself into wolf-form, there is a cumulative 1% chance that his alignment will shift permanently to Chaotic and regard all intelligent beings as little more than potential fodder for his increasingly ravenous appetite. A remove curse spell cast by a Lawful cleric of 9th level or higher can reverse this effect.
Labels:
dwimmermount,
grognard's grimoire,
labyrinth lord,
magic,
ogc
Tuesday, June 22, 2010
Grognard's Grimoire: Knocker
The text in the quote box below is hereby designated Open Game Content via the Open Game License.Dwarf, Knocker
No Enc.: 2d6
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 4
Hit Dice: 1+2
Attacks: 1 (weapon)
Damage: As weapon
Save: D1
Morale: 10
Hoard Class: VI, XX
XP: 27
Knockers are aberrant, insane beings accidentally created through an error in the carving process by which dwarves propagate their kind. They are wild-eyed, almost feral demihumans of similar stature to their dwarven kin but much thinner and with somewhat sharper features. Their skin is pale and they favor unkempt clothing and armor that weirdly enables them to blend in with stone, granting them the ability to hide in shadows in such surroundings on a roll of 1-3 on 1d6 (and surprising opponents with the same probability).
Consumed with a lust for gold, gems, and precious metals, knockers hate other dwarves, against whom they wage constant guerrilla warfare. Fortunately, they similarly hate most other creatures, which means they rarely have allies in their war against their kin. Foolhardy and mad, most knockers do not have a long life expectancy. Those that do survive grow more powerful as a result. Consequently, 50% of all knockers encountered with be 2nd-level Dwarves and, in a group of 10 or more, there will always be a 4th or 5th-level Dwarf amongst them. Knockers favor the use of polearms and axes and rarely use missile weapons. All knockers radiate an aura of confusion (as per the 4th-level magic-user spell of the same name) and anyone who comes within its 30' radius must save vs. spells or suffer its ill effects for 12 rounds.
By all rights, there should be no more knockers than there are gnomes -- likely fewer given the lives these savage beings lead. Yet, somehow, there are more. Indeed, in some subterranean areas, knockers inexplicably exist in very large numbers, suggesting that either there are other means of creating these beings than through an error in carving or they have a means to reproduce themselves. There are longstanding rumors that knockers steal inert dwarves and transform them into more knockers, but no evidence of its truth has ever been found.
Labels:
dwarves,
dwimmermount,
grognard's grimoire,
labyrinth lord,
monsters,
ogc
Thursday, June 17, 2010
Grognard's Grimoire: Gnomes
I promised more information about the gnomes of the Dwimmermount campaign and I intend to provide that in due course. In the meantime, here's racial class I've cooked up to represent them in my sessions.
The entirety of this class is hereby designated as Open Game Content via the Open Game License.
Requirements: CON 9
Prime Requisite: INT
Maximum Level: 12
A gnome is a rare sub-species of dwarf (less than 5% of all dwarves are actually gnomes), the result of a dwarf father's carving gone awry. Like his father, a gnome is a short, bearded demi-human being. Unlike his father, a gnome is significantly shorter and thinner, with more delicate, somewhat pointed, features. Their small size grants them a lower armor class (-2) when attacked by creatures greater than human size. The coloration of a gnome, particularly his eyes, is brighter and less "earthy," which makes this sub-species stand out amongst their dwarven relatives.
Gnomes are renowned for their command of magic, a talent lacking among dwarves. A gnome can cast spells as if he were a magic-user of the same level. Because of this, their dwarven brethren keep them safe and generally away from danger, which is why gnomes can use only the same weapons and armor as magic-users, as well as the same column of the character attack table. However, like dwarves, gnomes are very hardy and use the dwarf saving throw table.
Gnomes have the ability to see in the dark with infravision up to 60 feet. They also have a 2 in 6 chance of detecting traps, false walls, hidden constructions, or noticing if passages are sloped. They must be actively searching for these abilities to function, however. They can use magic-user spells from scrolls, in addition to all magic items restricted to magic-users. They can speak the common tongue, dwarvish, goblin, and kobold, as well as a special jargon used among their kind often gnomish, whose meaning is generally understood by most dwarves as well.
Reaching 9th Level: When a gnome reaches level 9, he is able to create spells and magic items. He may also establish a magical workshop within a dwarven stronghold and attract gnomish apprentices (1d4), who will range from levels 1-3.
The entirety of this class is hereby designated as Open Game Content via the Open Game License.
Requirements: CON 9
Prime Requisite: INT
Maximum Level: 12
A gnome is a rare sub-species of dwarf (less than 5% of all dwarves are actually gnomes), the result of a dwarf father's carving gone awry. Like his father, a gnome is a short, bearded demi-human being. Unlike his father, a gnome is significantly shorter and thinner, with more delicate, somewhat pointed, features. Their small size grants them a lower armor class (-2) when attacked by creatures greater than human size. The coloration of a gnome, particularly his eyes, is brighter and less "earthy," which makes this sub-species stand out amongst their dwarven relatives.
Gnomes are renowned for their command of magic, a talent lacking among dwarves. A gnome can cast spells as if he were a magic-user of the same level. Because of this, their dwarven brethren keep them safe and generally away from danger, which is why gnomes can use only the same weapons and armor as magic-users, as well as the same column of the character attack table. However, like dwarves, gnomes are very hardy and use the dwarf saving throw table.
Gnomes have the ability to see in the dark with infravision up to 60 feet. They also have a 2 in 6 chance of detecting traps, false walls, hidden constructions, or noticing if passages are sloped. They must be actively searching for these abilities to function, however. They can use magic-user spells from scrolls, in addition to all magic items restricted to magic-users. They can speak the common tongue, dwarvish, goblin, and kobold, as well as a special jargon used among their kind often gnomish, whose meaning is generally understood by most dwarves as well.
Reaching 9th Level: When a gnome reaches level 9, he is able to create spells and magic items. He may also establish a magical workshop within a dwarven stronghold and attract gnomish apprentices (1d4), who will range from levels 1-3.
| Gnome Level Progression | ||
| Experience | Level | Hit Dice |
| 0 | 1 | 1d6 |
| 3,735 | 2 | 1d6+1 |
| 7,465 | 3 | 2d6 |
| 15,025 | 4 | 2d6+1 |
| 30,251 | 5 | 3d6 |
| 60,501 | 6 | 3d6+1 |
| 120,001 | 7 | 4d6 |
| 240,001 | 8 | 5d6 |
| 360,001 | 9 | 6d6+1 |
| 480,001 | 10 | 7d6 |
| 600,001 | 11 | 8d6+1 |
| 720,001 | 12 | 8d6+2 |
Labels:
character classes,
dwarves,
dwimmermount,
gnomes,
grognard's grimoire,
labyrinth lord,
ogc
Tuesday, May 4, 2010
Speaking of Perytons ...
... is there are OGC version of these beasties? I can't seem to find one, which is odd, given that they're based on creatures from medieval bestiaries and thus wholly within the public domain.
If there's not a version, I can whip one up pretty easily but I'd prefer to use an existing one if such can be found.
If there's not a version, I can whip one up pretty easily but I'd prefer to use an existing one if such can be found.
Tuesday, April 6, 2010
Grognard's Grimoire: Caryatid Column
I'm very fond of animated statues as opponents in D&D, perhaps because I loved The Golden Voyage of Sinbad as a child. When I first started playing the game, it struck me as odd that, aside from golems, there weren't any stats for animated statues in either Holmes or the Monster Manual. It wasn't until got my hands on a copy of Moldvay's Basic Rulebook that I had official write-ups for animated statues.Interestingly, the Fiend Folio, whose contents I generally don't find to my liking, included the caryatid column, a creation of Jean Wells and an opponent I've often used to good effect. What follows is the version of this magical construct that I use in my Dwimmermount campaign.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
Caryatid Column
Number Appearing: 1d12 (1d12)
% in Lair: Nil
Alignment: Neutral
Movement: 60' (20')
Armor Class: 5
Hit Dice: 5
Attacks: 1
Damage: 1D8
Save: F5 (see below)
Morale: 11
Hoard Class: None
XP: 500
The caryatid column is akin to the stone golem in that it is a magical construct created by a spellcaster. Caryatid columns are always created for a specific defensive function. The caryatid column stands 7 feet tall and weighs around 1,500 pounds. Its smooth chiseled body is shaped as a beautiful woman. The column always wields a weapon (usually a longsword) in one of its hands. The weapon itself is constructed of steel, but is melded with the column and made of stone until the column animates.
Caryatid columns are programmed as guardians and activate when certain conditions or stipulations are met or broken (such as a living creature entering a chamber guarded by a caryatid column). A caryatid column attacks its opponents with its longsword. It does not move more than 50 feet from an area it is guarding or protecting.
Any weapon that strikes a caryatid column has a 40% chance to shatter into pieces. Magic weapons have a 5% less chance to shatter for each point of its combat bonus. Thus, a +2 sword has only a 30% chance to shatter. Due to their sturdy construction and magical nature, caryatid columns gain a +4 bonus to all their saving throws.
Labels:
grognard's grimoire,
labyrinth lord,
monsters,
necromancer games,
odd,
ogc
Thursday, March 11, 2010
For Blair
In response to Blair's entreaty here, I present the froghemoth, old school-style and as open content. I was planning to use one of these critters in Dwimmermount anyway, so this gives me a good excuse to stat them up. If anyone wants to offer a different/better implementation of these creatures, have at it in the comments.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.Froghemoth
Number Appearing: 1 (1)
% in Lair: 30%
Alignment: Neutral
Movement: 30' (10')/Swim 90' (30')
Armor Class: 4 (body), 2 (tentacles), 5 (tongue)
Hit Dice: 16
Attacks: 6 (4 tentacles, 1 tongue, 1 bite)
Damage: 1D10 (tentacles), 1D8 (tongue), 4D6 (bite)
Save: F8
Morale: 10
Hoard Class: XIX
XP: 4,200
The froghemoth is a weird aberration that dwells in marshes and swamps. It appears as a huge frog-like creature with 4 large tentacles in place of its front legs, each with AC 2 and 20 hit points; a 10-foot long tongue, with AC 5 and 14 hit points; and a retractable eyestalk on top of its head. Its underbelly is yellow, its body green, and upper legs are mottled green. The froghemoth attacks using its tentacles and tongue to grab opponents. Grabbed opponents are shoved into the froghemoth's mouth.
A grabbed characters is drawn toward the froghemoth's mouth at a rate of 5' per round. He or she may break free by making a successful force doors roll, suffering a -1 penalty for every appendage of the froghemoth that successfully grabbed him or her (but a roll of 1 on 1D6 always succeeds). Those drawn into the creature's mouth suffer 4D6 points of damage immediately from its teeth and an additional 1d8 points of damage from digestive juices every round until either the grabbed character or the froghemoth is dead.
Froghemoths are immune to the damage of all electrical attacks, but are slowed for one round after each successful attack involving electricity.
Labels:
grognard's grimoire,
labyrinth lord,
monsters,
necromancer games,
ogc,
other blogs
Tuesday, March 2, 2010
Grognard's Grimoire: Quintelemental
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
While the sublunary world is made up of four primary elements, scholars know that there is in fact a fifth element -- ether -- which fills the void between the worlds and fuels the empyrean stars. In its natural state, ether is a subtle, luminiferous gas, but, under Ioun's influence, it solidifies into a silvery-black liquid known as azoth. The supernatural beings composed entirely of ether are known by Men as quintelementals and are the most powerful of all elemental beings. Only those who retain the knowledge of Eldritch magic (or posses one of their magical devices) may conjure a quintelemental, which explains their rarity in the present age.
While the sublunary world is made up of four primary elements, scholars know that there is in fact a fifth element -- ether -- which fills the void between the worlds and fuels the empyrean stars. In its natural state, ether is a subtle, luminiferous gas, but, under Ioun's influence, it solidifies into a silvery-black liquid known as azoth. The supernatural beings composed entirely of ether are known by Men as quintelementals and are the most powerful of all elemental beings. Only those who retain the knowledge of Eldritch magic (or posses one of their magical devices) may conjure a quintelemental, which explains their rarity in the present age.
Quintelemental
Number Appearing: 1 (1)
% in Lair: N/a
Alignment: Neutral
Movement: Fly 450' (150')
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: see below
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: 10
Hoard Class: None
XP: 2,070/3,600/4,200
For every hit die possessed by a quintelemental, it will have a diameter of ½' and be 2' high. For instance, a quintelemental summoned by a spell would be 32' high and have a 8' diameter. Their appearance is that of a barely visible cloud of silvery luminescence. Quintelementals surprise their opponents on a roll of 1-3 on 1d6, who suffer a -1 penalty on all attack rolls due to their nigh-invisibility. Casters of magic-user spells suffer an extra 1d8 points of damage from quintelementals.
Labels:
grognard's grimoire,
labyrinth lord,
monsters,
ogc
Tuesday, December 8, 2009
Grognard's Grimoire: Termaxian Necrolyte
The stat block of this monster is hereby designated as Open Game Content via the Open Game License.
Termaxian Necrolyte
Number Appearing: 1
% in Lair: 90%
Alignment: Neutral
Armor Class: 3
Move: 6
Hit Dice: 7
Attacks: 1 touch (1d8), Spells
Save: M7
Morale: 10
Hoard Class: XVII
XP: 570
A Termaxian necrolyte is a magic-user of the cult of Turms Termax, who, by means of various secret rituals and enchantments, has become undying. Despite its skeletal appearance, it is not technically a type of undead, at least not as the term is usual understood. Clerics have no power over necrolytes and thus cannot turn them. Like true undead, though, a necrolyte is immune to sleep, charm, and hold spells. The cold touch of a necrolyte deals 1d8 points of damage and all of these creatures can cast spells as if they were 7th-level magic-users. Many are also equipped with offensive magic items, such as wands.
In return for the gift of immortality, necrolytes typically serve as guardians of locations of particular importance to the cult of Turms Termax. While acting as such, they are free to continue their researches into magic and occult lore, unfettered from the weaknesses to which all flesh is prone. Those who serve the cult well might one day gain access to more powerful rituals that set them further down the path to apotheosis.
Termaxian Necrolyte
Number Appearing: 1
% in Lair: 90%
Alignment: Neutral
Armor Class: 3
Move: 6
Hit Dice: 7
Attacks: 1 touch (1d8), Spells
Save: M7
Morale: 10
Hoard Class: XVII
XP: 570
A Termaxian necrolyte is a magic-user of the cult of Turms Termax, who, by means of various secret rituals and enchantments, has become undying. Despite its skeletal appearance, it is not technically a type of undead, at least not as the term is usual understood. Clerics have no power over necrolytes and thus cannot turn them. Like true undead, though, a necrolyte is immune to sleep, charm, and hold spells. The cold touch of a necrolyte deals 1d8 points of damage and all of these creatures can cast spells as if they were 7th-level magic-users. Many are also equipped with offensive magic items, such as wands.
In return for the gift of immortality, necrolytes typically serve as guardians of locations of particular importance to the cult of Turms Termax. While acting as such, they are free to continue their researches into magic and occult lore, unfettered from the weaknesses to which all flesh is prone. Those who serve the cult well might one day gain access to more powerful rituals that set them further down the path to apotheosis.
Labels:
dwimmermount,
grognard's grimoire,
monsters,
ogc
Thursday, October 15, 2009
Grognard's Grimoire: Eldritch Bones
One bit of Gygaxian wisdom I've taken to heart when creating Dwimmermount is to include at least one new monster, magic item, spell, or other feature on each level of the dungeon. These new features help keep the game fresh for players, particularly those who've been playing the game for decades and already know the basic repertoire of OD&D and its supplements.
As with most other aspects of megadungeon design, it's a never-ending process. Dwimmermount is constantly changing, as I restock and alter it in response to player actions. In running my play by post version, I've added a few new wrinkles as well, the first that the players have so far encountered being the monsters known as eldritch bones.
Eldritch bones are the reanimated skeletons of slain soldiers. Unlike most other types of skeletons, eldritch bones are not undead. Rather, they are magical constructs brought back to a semblance of life through the use of minute quantities of azoth, which not only gives them the ability to move and attack but also strengthens their bones. Consequently, eldritch bones have a metallic appearance, thanks to the silvery-black azoth that suffuses them.
The process of creating them was originally an invention of the Eld, but was perfected by the Thulians during their late, Termaxian phase. Like truly undead skeletons, eldritch bones suffer only one-half damage from sharp/edged weapons, while blunt weapons do full damage. They are immune sleep, charm, and hold spells and are unaffected by holy water.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
As with most other aspects of megadungeon design, it's a never-ending process. Dwimmermount is constantly changing, as I restock and alter it in response to player actions. In running my play by post version, I've added a few new wrinkles as well, the first that the players have so far encountered being the monsters known as eldritch bones.
Eldritch bones are the reanimated skeletons of slain soldiers. Unlike most other types of skeletons, eldritch bones are not undead. Rather, they are magical constructs brought back to a semblance of life through the use of minute quantities of azoth, which not only gives them the ability to move and attack but also strengthens their bones. Consequently, eldritch bones have a metallic appearance, thanks to the silvery-black azoth that suffuses them.
The process of creating them was originally an invention of the Eld, but was perfected by the Thulians during their late, Termaxian phase. Like truly undead skeletons, eldritch bones suffer only one-half damage from sharp/edged weapons, while blunt weapons do full damage. They are immune sleep, charm, and hold spells and are unaffected by holy water.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
Eldritch Bones
Number Appearing: 3d6
% in Lair: Nil
Alignment: Neutral
Armor Class: 5
Move: 12
Hit Dice: 1+1
Attacks: 1 weapon (1d6+1)
Save: F1
Morale: 12
Hoard Class: Nil
XP: 20
Create Eldritch Bones
Level: Magic-User, 6th Level
Range: 10 feet
Duration: Permanent
Provided the caster possesses an ampule of undiluted azoth, this spell enables the creation of eldritch bones from the complete skeletons of humanoid beings. 1d6 eldritch bones are created per level of the caster above 11th. The eldritch bones remain animated until destroyed.
Labels:
dwimmermount,
grognard's grimoire,
megadungeon,
monsters,
ogc
Subscribe to:
Comments (Atom)





