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Archive for the ‘Monsters’ Category

Goblin Sap

08 Feb

Goblin sap is the ‘blood’ of the sentient plant that is commonly known as a goblin. These humanoid creatures, spawned from the seeds dispersed by the pods of the púca tree, are driven to survive and spread their seeds across the world; their seed being their ‘hearts’, or at least what would be heart in a human. The ‘blood’ of these goblins is a sap that becomes highly volatile upon their death (some alchemical reaction caused by the sudden cessation of life), often causing a deceased goblin to exploded violently, thereby helping to spread their heart-seed. They tend to live in forests or underground, in caves rich with moisture of minerals, which the young púca tree can use as nourishment when sunlight is not avilable for photosynthesis. The seeds grow into fully grown, aware and inherently hostile, intelligence creatures in the space of several days, and have adopted customs of others races, especially the use of armour and weapons to defend themselves from those who seek to harvest their sap.

Goblin Sap & Its Uses

The dwarfs discovered the volatile nature of goblin sap when they fought against the encroachment of the invasive plants, in their underground realms or hill forts. The explosive sap was first used to create bombs, which aided the dwarfs in their war against the elves; the term sappers was invented when dwarf engineers used the sap-bombs to destroy walls and buildings, undermining battlements and foundations. In the last decades of the war they invented projectile weapons that fired small lead pellets from a rifled barrel, propelled by capsules full of sap that were crushed under a hammer attached to the weapon’s stock. The explosion made the pellet fly through the air with deadly accuracy and force, capable of killing an elf– or a man, and other such creature– instantly. These weapons were soon copied by other races, and their use and manufacture spread.

Harvesting Goblin Sap

The easiest way to harvest the sap of a goblin is to grow them in a special farm, where their growth can be controlled and the goblins culled before they can rebel or outgrow the farm. Intact goblins are the best source of the sap, and when the time comes to harvest them, the goblin is strung upside down and their throats slit, allowing the sap to ooze out into containers lined with alchemical silver that allows the sap to be transported without exploding– something about alchemical silver prevents the sap becoming explosive. The sap can also be collected from dead goblins, after they have exploded, although there is less to collect as the sap is quickly absorbed by the surrounding environment. In any case, live goblin sap is useless as an explosive, but can be used to aid in the creation of healing poultices or fermented to brew a particularly potent dwarven-mead that dwarfs are partial to.

Due to the rarity of successful goblin-farms, goblin sap is a highly prized and thus expensive commodity, and fetches a high price, even for the sap collected from wild and deceased goblins. A standing bounty on goblins exists in all civilised lands, and there are numerous hunting lodges that specialise in tracking down goblin sporing grounds.

Gaming Notes

Below are the guidelines for goblins and their explosive, valuable sap:

  • Goblin statistics (based on ACKS goblins, compatible with similar games);
  • Harvesting goblin sap (how much it is worth, rules for collecting it);
  • New weapons and ammunition (sap-rifles, –capsules, and –bombs);

Typical Goblin

AC 3 (leather, size), Move 60′ (20′), HD 1-1*, #Ats 1 (weapon), Dmg 1d6 or weapon, Sv 0-lv, ML -1, XP 10; when slain by a slashing or piercing weapon, fire or explosive magic, the goblin sap explodes, spreading the dead goblin’s remains over 20′ and inflicting 1d4 damage to anyone within melee range of the goblin– save versus breath or blast to avoid– and leaving sap all over the place. Goblins slain by blunt weapons or non-volatile magical attacks only explode on a 1-in-6 chance.

Harvesting the Sap

An intact and properly bled goblin produces enough sap to create 10 sap-capsules or  a single sap-bomb; worth 50 gold pieces. A live goblin can be sold for ten times as much, since their carcasses can be further used to spawn new goblins.

A slain goblin that has exploded can have the resultant spread of sap collected in a suitable container, but only a small amount: for every hit point the goblin had, a single gold piece worth of sap can be collected. Five of these is enough to create a sap-pellet, but there is never enough to make a bomb. Sap from different goblins can be combined, but if an unskilled collector attempts to do this, there is a chance that the sap reacts and explodes for 1d6 damage for every capsule worth combined, a save versus spells allows the unskilled collector to avoid such a hazard. Skilled collectors (anyone with a suitable craft proficiency) have no such problems.

Sap Weapons

Sap-rifles, -capsules and -bombs, and lead pellets are now manufactured by different races, but the dwarfs are the original inventors. The weapons listed below represent the generic designs; there are also items such as alchemical silver containers, and collection jars.

Item Cost Notes
Sap-Rifle 150 gp Range as longbow, 1d8 damage (‘explode’ on an 8)*
Sap-Bomb 50 gp Range as spear, 2d8 damage to all in 10′, 1d8 to those 10-20′ distant (save versus breath for half)
Sap-Capsule 5 gp each 1d6 damage is detonated
Lead Pellet 1 sp each
Lined Container (large) 10 gp Holds 20 capsules worth
Lined Container (small) 5 gp Holds 10 capsules worth
*if an 8 is rolled, roll again and total; repeat each time maximum is rolled.

Rifle & Bomb Misfires

Due to the volatile nature of goblin sap, there is a small chance that the sap can explode prematurely. Whenever an attack throw rolls a natural 1 a misfire occurs: roll 1d6 on the table below for rifles, 1d8 for bombs.

Result Misfire Effect
1 Damp Sap: burns out without effect
2 Pitiful explosion, shot fails and pellet falls 1d6 feet from firer (can be recovered)
3 Skewed explosion, fires at a random target instead: roll to hit as normal
4 Sap burns through rifle, ruining it
5 Explodes, ruining rifle: deals 1d6 damage to user
6 Explodes, taking rifle with it: does damage to user
7 Explodes prematurely: deals damage to bomber
8 Immense explosion: deals double damage to bomber and normal damage to others in range
 
 

Dynamic Lair: Dragon Turtle

07 Nov

“A dynamic lair is a small dungeon or lair, created in advance like a point of interest, which includes 1-3 encounters.” ACKS page 236.

 This week, a different sort of ‘dragon‘:

The Sea-Cave

A rock sticks out from the surface of a large body of water, and below the water-line is a submerged cave that leads into a cavern that is the lair of a mighty Dragon Turtle.

Dragon Turtle (1): AC 11, Move 30′ (10′) and swim 90′ (30′), HD 30, hps 120, #ATS 3 (2 claws, bite), Dmg 1d8/1d8/1d6 x 10, SV F14, ML +2, AL C, XP 9,500; ACKS page 166; breath 90′ long and 30′ wide blast of steam, 3/day, dealing 30d6 damage, save versus breath for half.

Treasure in Lair

  • 1,000 Electrum
  • 2,000 Gold
  • 1,000 Platinum
  • 1 crates of monster parts, worth 300gp each (5 stone each)
  • 1 crates of armor and weapons, worth 225gp each (10 stone each)
  • 4 barrels of fine spirits or liquor, worth 200gp each (16 stone each)
  • 1 crates of monster parts, worth 300gp each (5 stone each)
  • 34 pieces of ivory (1 stone per 100gp value), each worth 38gp
  • 17 pieces of ivory (1 stone per 100gp value), each worth 50gp
  • 500 monster feathers (1 stone per 25 feathers), each worth 3gp
  • 1 sets of engraved teeth (1 stone per 100 sets), worth 50gp
  • 1 spinel (250 gp)
  • 1 wrought gold jewelry (600 gp)
  • Potion of Animal Control
  • Treasure Map (to 5d6x1000gp, 5d6 gems)
  • 61 4HD monster horns (1 stone per 20 HD), each worth 2gp per HD
  • 33 typical fur capes, worth 100gp each (1 stone each)
  • 2 platinum reliquaries with crystal panes, each worth 8,000gp
  • Potion of Human Control
  • Potion of Delusion
  • Potion of Dragon Control
  • Potion of Fire Resistance
  • Scroll of Arcane Spells (Written in Classical Auran): Knock (2nd lvl)
  • Scroll of Arcane Spells (Written in Ancient Zaharan): Magic Mouth (1st lvl), Hold Person (3rd lvl), Light* (1st lvl)
  • Scroll of Divine Spells (Written in Elven): Remove Curse* (3rd lvl), Smite Undead* (4th lvl), Detect Magic (1st lvl), Cure Light Wounds* (1st lvl), Sanctuary (1st lvl)
  • Scroll of Ward against Lycanthropes
  • Scroll of Divine Spells (Written in Draconic): Delay Poison (2nd lvl), Dispel Magic (4th lvl)
  • Treasure Map (to 5d6x1000gp, 5d6 gems)
  • Scroll of Ward against Undead
  • Scroll of Arcane Spells (Written in Classical Auran): Transmute Rock to Mud* (5th lvl), Contact Other Plane (5th lvl)
  • Ring of Telekinesis
  • Wand of Fire Balls
  • Staff of the Serpent
  • Wand of Fire Balls
  • Elven Boots
  • Decanter of Endless Water
  • Sword +2, Charm Person
  • Axe +1
  • Spear +1
  • Dagger +1
  • Plate Armor +1 and Shield +1
  • Plate Armor +2 and Shield +1
 
 

Dynamic Lair: Dragon

31 Oct

“A dynamic lair is a small dungeon or lair, created in advance like a point of interest, which includes 1-3 encounters.” ACKS page 236.

Last week was the shapeshifting doppelganger; today, a mighty dragon!

The Mountain Lair of the Great Dragons

map of a dragon's lair

This network of caverns is the lair of a pair of mated dragons:

Dragon (2): AC 7, Move 90′ (30′) or fly 240′ (80′), HD 10, hps 51, 50, #ATs 3 (2 claws, bite), Dmg 2d3/2d3/2d10, SV F10, ML +1, AL N, XP 2,950 each; ACKS page 163-165; breath weapon 3/day, 100′ long & 5′ wide lightning bolt (10d6); 40% of being found asleep; 1 special ability each:

  1. male “Cryx”: decapitating bite (on a natural roll of 19-20 kill opponent unless a save versus death is made, even then, take 8d10 damage);
  2. female “Hevex”: poisonous blood (if wounded, attacker must save versus poison or be splashed by the blood and die).

The huge bed of treasure consists of the following loose coins, miscellaneous items, and piles of gems as well as various magical items:

  • 2,000 Silver
  • 1,000 electrum
  • 3,000 gold
  • 3 crates of terra-cotta pottery, worth 100gp each (5 stone each)
  • 15 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)
  • 1 jars of dyes and pigments, worth 50gp each (5 stone each)
  • 2 bags of loose tea, worth 75gp each (5 stone each)
  • 2 sets of engraved teeth (1 stone per 100 sets), each worth 110gp
  • 1 rich fur coat (1 stone each), worth 1,000gp
  • 32 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)
  • 6 jars of lamp oil, worth 20gp each (6 stone per jar)
  • 2 barrels of fine spirits or liquor, worth 200gp each (16 stone each)
  • 3 vials of rare perfume (1 stone per 100 vials), each worth 75gp
  • 1 sets of engraved teeth (1 stone per 100 sets), worth 50gp
  • 1 sets of engraved teeth (1 stone per 100 sets), worth 70gp
  • 20 pieces of ivory (1 stone per 100gp value), each worth 84gp
  • 4 crates of fine porcelain, worth 500gp each (2 stone each)
  • 3 8HD monster carcasses (1 stone per HD), each worth 80gp per HD
  • 4 opal cameo portraits and intaglio erotic tableaux,each worth 800gp
  • 250 monster feathers (1 stone per 25 feathers), each worth 6gp
  • 2 bundles of rare fur pelts (such as ermine, mink, or sable), worth 500gp each (5 stone each)
  • 1 rolls of silk, worth 400gp each (4 stone each)
  • 2 jars of spices, worth 800gp each (1 stone each)
  • 3 statuettes (1 stone per 1d3 statuettes), each worth 800gp
  • 4 crates of fine porcelain, worth 500gp each (2 stone each)
  • 1 pearl (250 gp)
  • 1 chalcedony (75 gp)
  • 1 alexandrite (500 gp)
  • 1 tourmaline (100 gp)
  • 1 silver studded with turquoise jewelry (1,000 gp)
  • 1 moonstone (50 gp)
  • 1 porcelain jewelry (500 gp)
  • 1 shells jewelry (130 gp)
  • 1 Facet cut imperial topaz (4,000 gp)
  • 1 alexandrite (500 gp)
  • 1 Fine wood jewelry (400 gp)
  • 1 Alabaster jewelry (1,200 gp)
  • 1 opal jewelry (3,000 gp)
  • Scroll of Ward against Undead
  • Scroll of Ward against Lycanthropes
  • Scroll of Ward against Magic
  • Scroll of Ward against Undead
  • Cursed Scroll (Inflicting: One random ability score suffers a -4 penalty)
  • Potion of Oil of Sharpness
  • Potion of Polymorph
  • Potion of Undead Control
  • Potion of Philter of Love
  • Potion of Diminution
  • Potion of Flying
  • Ring of Weakness
  • Sword +1, +3 versus summoned creatures
  • Shield -2 (cursed)
  • 2 x Treasure Map (to 1 magic item)
  • Treasure Map (to 1d4x1000gp)
 
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Posted in ACKS, Monsters

 

Monstrous Monday: Orange Spikes

29 Oct

MONSTROUS MONDAY!

Today is Monstrous Monday, as declared by Tim Brannan. Here then is my contribution, from my almost finished Lottery Dungeon adventure setting:

Orange SpikesOrange Spikes

These strange ‘monsters’ are really an alien fungus that feeds on decayed flesh, before releasing spores. They resemble balls of orange spikes, about the size of a human head, and bounce along in search of living beings: they then hurl towards them, intent on paralysing their victims and slowly excreting an acid that eats away at the flesh, allowing them to absorb the liquefying flesh.

% Lair None

Dungeon Encounter Flowering (2d6)

Wilderness Encounter None

Alignment Neutral

Movement 120’ (40’), plus charge 240’ (80’)

Armour Class 6

Hit Dice 3***

Attacks 1 (spikes)

Damage 1d8 plus paralysis

Save F3

Morale n/a

Treasure Type None

XP 95

These fungi begin combat by charging into their opponents, dealing double damage (2d8) on a successful hit, and forcing the target to make a save versus petrification or be knocked prone; a successful hit also causes paralysis for 2d6 turns, unless a further save versus paralysis succeeds. The fungi then sit attached to their prey, slowly digesting them, automatically dealing 1d6 acid damage per round; they can be easily removed, without harming the victim, but the fungus will try to reattach by attacking the following round.

 
 

Monster Monday: Serpent Tiger

22 Oct

Another Monstrous Monday!

Serpent TigerMonstrous Monday

A red-and-black striped tiger with a face that is a mass of writhing tentacles. It hunts its prey by sensing heat and movement, stalking as a prelude to pouncing. Its tentacles lash out at its prey, strangling it while its claws dig into the flesh and tear it to shreds, lapping up the blood through the hollow tips of the tentacles. The exsanguinated corpse is left for others to feed upon.

% Lair 40%

Dungeon Encounter Solitary (1) /Pride (1d6)

Wilderness Encounter Pack (1d6)/ Pride (2d6)

Alignment Chaotic

Movement 150’ (50’)

Armour Class 5

Hit Dice 7*

Attacks 3 (2 claws, tentacle)

Damage 1d8/1d8/strangulation

Save F7

Morale +1

Treasure Type I (incidental)

XP 790

On a successful hit with the tentacle, the opponent must make a saving throw versus paralysation or are strangled for 1d6 damage per round; the victim may make another save to break free, or the tentacle can be cut (hps 5, AC 5) although there is an equal chance of hitting the victim (as per firing into melee).

Serpent Tigers can sense movement and heat within a 60’ radius, and there is a 2 in 6 chance that the beast will stop to feast on a freshly killed corpse.

 
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Posted in ACKS, Monsters