Playing the Night Land
by Sandy Petersen
(note: formatting in this very long article has been turned off because of bugs in some browsers)
I’ve been playing tabletop roleplaying games since 1974,
starting with the old original D&D, way back when I was fresh out
of high school. And now, even though I’m a grandfather, I still run a game night once a week
at my house.
I first read The Night
Land in Lin Carter’s expurgated version for the Ballantine Adult
Fantasy series, and was captivated. Many is the time I have cursed the
German artillery shell that killed Hodgson, as well as the idiotic
British ethos which destroyed an entire generation in a war that
settled nothing, and left the world worse than before. But as a fan of
the work, and also as an old-time roleplayer, I have often explored the
possibilities of experiencing Hodgson’s terrifying dystopia via playing
as a game.
So let’s talk about how to set up and run a Night Land
campaign or scenario.
Basics
FIRST - the most important thing in such an alien
setting is that you, the gamemaster, need to use a system with which
you feel comfortable. If you play
Dungeons & Dragons, use that. If you play RISUS, go ahead.
My personal preference would be Call
of Cthulhu, not only because I designed it (heh) but because it
comes ready-built with a system for destroying a player-character’s
mind. But familiarity is the most important element so you don’t
hesitate or waffle when something unexpected comes up. And trust me,
something unexpected will happen with people in the Night Land. The
most important feature in any roleplaying game is not the system, but
the players and gamemaster in any case.
Second, refamiliarize yourself with the Night Land before running the game.
Yes I know you read it every year at Christmastime. Read it again while
preparing the game.
Third, write a brief background on the Night Land for
the players to read before the game, so they don’t come in completely
ignorant. If you don’t want to write up a background summary, just have
them read the second chapter of the book (it’s on Project Gutenberg, so
they have no excuse to not do so).
Fourth, pick out one of the excellent maps on this website, and print it out. Give
the players a copy of the map of the area surrounding their Redoubt.
You will probably want to make notes on your own copy of the map in any
case. And of course, If you have decided to set up a game in another
part of the world, you’ll have to do your own map. This last is also
true if you have the players adventure somewhere that was not visited
in the book.
The Adventure
To me, the only logical place to adventure is the Night
Land itself. Yes, the Redoubts are filled with potentially interesting
intrigues and situations but let’s face it - the kind of adventures you
could have inside the Redoubt are the exact same adventures that you
could have in a medieval Castle, or in the world of Herbert’s Dune, or
Babylon 5, or wherever. They are not particularly unique to Hodgson’s
world. Your players will probably start in a Redoubt, and may spend
some time there before exiting forth upon an adventure. But the
ultimate goal, I here assume, is to get your players out among the
abhumans and Watchers.
So with that in mind, what kind of adventure do you
want? Here are some adventure hooks to help stimulate a gamemaster’s
thoughts:
- The players are at
the Lesser Redoubt just before its fall. They experience the
anarchy and horror of its demise, and then must scavenge weapons, food,
and other necessities and try to make their way across the Night Land
to some haven. (In the book, of course, no one made it to the Great
Redoubt except Naani. You could either just say that other people made
it as well, or lead your players on a path towards some other safe
place of your invention.)
- The players were
trying out a rocket to escape the Earth and it was knocked down by an
energy burst from a Watcher. They might be all excited about the
possibilities of getting mankind off the world, only to find out one
reason why it has not been attempted successfully before.
- The Players were
testing a flying machine from ancient times and it crashed.
Perhaps it ran into an airless pocket and plummeted like a rock. This
is a good way to get players into a completely new place never seen
before. Perhaps they are in the area behind the Headlands From Which
Strange Things Peer, for instance.
- The players found
an ancient subterranean rail system and in exploring it, the
train crashed in an open spot where Something had drilled down from
above. The tube back is blocked, so they must climb to the surface
(experiencing adventures) and then make their way back.
- The players are on
a mission from the Redoubt. They must find out something, or
gather something, or destroy something, and then return safely. Lots of
missions spring to mind.
- The defense against
one of the Watchers has failed. Perhaps the light that blinds
the South West Watcher has gone out. The players are sent to find out
what happened and to try to fix matters.
- Something from
Outside has penetrated the Redoubt. This can apparently only
happen if a person has somehow invited it in. Perhaps someone meddling
with things better left alone has been transmogrified into a horror
that now threatens the pyramid, or maybe something normally unliving
like a wall, or a room, is now spawning monsters. This would give the
players a chance to fight monsters without needing to venture outside,
but also possibly without proper preparation, as the horrors could be a
surprise occurrence.
Monsters
To do this, you will need stats for the likely enemies
they may meat. This site has stats for
some monsters in D&D
and Call of Cthulhu format.
You may
want to do your own formats, of course. One of the helpful features of
the Night Land in this regard is that the monsters aren’t really laid
out in any detail, and almost everything seems to have extra powers
that don’t always come into play. Hence, you can be as inventive as you
like without worrying about consequences.
For instance, think of the following description of some
giants from the book:
And three did be dull coloured and seeming
much haired and brutish; but the other did be an horrid white, and
livid-blotched; so that it did seem to my spirit that there went by, a
thing that did be a very man-monster filled of unwholesome life.
Clearly the fourth giant has Something Special about it
- something that made it even more loathsome than the normal giants.
You as gamemaster would be within your rights to give this creature
extra powers beyond that of your “normal” giants. For instance, it
might regenerate from damage, or its touch spread disease, or it might
emanate some demoralizing aura that hinders those who oppose it.
The biggest problem with the monsters in the Night Land
is that so many of them fought in the book seem incredibly powerful.
The Giants, the Night Hounds, the Silent Ones … how can your players
hope to overcome such horrors? Here are three techniques to enable you
to handle the situation without weakening or undercutting the monsters’
prowess.
- Even in the book, there are plenty of lesser monsters
mentioned, like the yard-long scorpions and smaller serpents. Not every
fight has to be against beings of unthinkable malevolence. There can be
a whole range of horrors between the small monsters and unstoppable
colossi such as the Slug. Night Pups, anyone?
- Your players will not be alone. Fighting as a team is
far more
effective than a lone man, as is demonstrated in almost any roleplaying
system.
- You can give your players some kind of special item -
for instance a tube which projects a destructive Earth Current - which
they can use to save their bacon in extremis. It should have limits,
however. Perhaps it can be used just thrice, for instance. So if they
get attacked by a Night Hound and a litter of Night Pups they can use
the project to slay the Hound and then fight the Pups on a more fair
basis.
This should be enough to get people started. Post
suggestions and comments for other things I should add to the
descriptions.
Sandy Petersen
Send me
your comments on this essay and I'll post them here next time I
update the site.
From: Pinlighter
We should all read
Marcus Rowland's "Forgotten
Futures - the Carnacki Cylinders" for RPG ideas in this universe .
. .
See also http://hourslips.fortunecity.com/game.html
Copied
below is a long thread
from the Night Land forum on this subject as at 16 april
2011.
FRP for TNL?
Zathras9 |
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I've been doing a bit of casual construction
of
an "X" character in the ITL system, with there being enough similarity
to GURPS that it could transfer over without much problem at all.
His basic "kit" centers around equiptment, which is simple: Weapon
(Diskos), armor (plate), and carried supplies (which we'll leave as
standard issue adventurer's stuff). Weapon and armor help set a minimum
STrength and DeXterity.
The Diskos would count as a Peculiar Weapon (non-standard) in ITL, but
if we assume it's the equivelent of a sword it becomes easy to assign X
a strength. The largest one-handed sword, broadsword, requires a
minimum ST of 12 to weild (ST10 being the human average). I can't
recall if X ever used the Diskos 2 handed, but if so it would count as
a hand and a half and require an ST of 13.
Dexterity is a measure of accuracy in using a weapon. If I recall
arights X had roughly a 20-25% percent hit rating against the Humpt Man
and the Squat Man, who were actively avoiding his blows. Hitting
dodging opponents requires rolling dexterity or lower on 4d6. A DX of
11 (again, 10 is average) would give a hit probability of 23.9% against
4d6. But this would be an adjusted value due to the encumbrance of
wearing plate armor, which reduces the effective DX by 6. An actual DX
of 17 is literally off the scale, giving a 95.4% normal hit probability
and 84.1% if the opponent is dodging. It's no wonder no one in the
Great Redoubt could match him in with the Diskos!
IQ is the last atribute to be assigned (yep, 10 is average). Skills in
ITL require a minimum IQ level of 7-14 for each and have a "cost" in
total points of 1-3, dependant on the difficulty level. Due to X being
amongst the Monstruwacans, even though not of the order, he could be
considered a Scholar IQ13, 3 pts). His high skill with the Diskos
(Sword, IQ 7, 2pts...augmented with Fencing, IQ 10, 3 pts). Fencing
requires a minimum adjDX of 14, but the only time X truely used the
ability was in the battle with the Humpt Men and after the House of
Silence struck down his Lady Faire. Both incidences would count as
being in a berzerk fury, which by the rules would boost his DX by 1, so
X's DX must be raised to 19. Making the leap from 30 feet up to engage
the Squat Man would require Acrobatics (IQ 10, 3 pts, PLUS a minimum
effective dexerity of 12....which he already has). Finally, to survive
in the wilds requires the skill of Naturalist (IQ 10, 2pts). To do what
he did whilst sneaking about would require Silent Movement, but that
skill isn't applicable when wearing plate armor. X's inate telepathic
ability would count as the spell Long Range Telepathy (IQ 16, 3pts for
a non-wizard character). Using the spell also requires 12 ST points, so
this adjusts his Strength to a minimum of 14 to allow him to remain
conscious. (BTW, as his Main Squeeze also can be considered to have
that telepathic ability, she also would require a strength of
14+....which would explain how such a tiny and "frail" woman managed to
drag him to safety after the battle with the Humpt Men). Adding up all
the required IQ points comes to a total of 16, which is also the
required minimum IQ to apply all these abilities.
Thus we have the following character:
ST 14
DX 19 (adjDX 13 in plate armor)
IQ 16
Sword (Diskos)
Fencing
Scholar
Acrobatics
Naturalist
Long Range Telepathy
The only question yet to be settled is whether X's armor was standard
issue, or the better constructed "fine plate". Fine plate only lowers
DX by 4 pts, so then X's minimum DX would be 17. As there's no mention
that his armor was any more special than anyone else's, I'm leaving it
as standard plate.
Another point is X's strength might be markedly higher than the minimum
of 14. As he was in full kit (~30 kg) PLUS carrying his Lady Faire, who
even as a teeny tiny woman would likely weigh in at 35-40 kg, he'd need
a strength of at least 22 to do everything he did. That would almost
make Conan look like Peewee Herman in comparison.
The above character is VERY experienced in comparision to the racial
norm of ST 10, DX 10, IQ 10. Only about 1 in 1120 ACTIVE characters
would statistically be found in any population group with that much
experience. And since in any given population only a very small
percentage can be considered as "active", especially in TNL where very
very few ever go adventuring, X is literally (and conservatively) one
in a million.
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Here's the first part of what I've put
together
for TNL within a gaming context. There's more coming but I thought I'd
pass along what I've cobbled together so far. Eventually I'll clean it
up of goofs.
-------------------------------------------------------------
Fantasy Role Play for The Night Land
Before embarking on this little jaunt, it should be mentioned the game
system being used here is the defunct precursor to GURPS, called In The
Labyrinth. Being an "Aulde Guard" gamer I prefer it to many others I
have dealt with. It's just a matter of preference and hopefully the
data within this missive will provide enough for others of differing
preferences to compile their own characters within whatever gaming
system they like best.
One must obviously start with "X", for he is the Hero of the story and
as such all must begin with him. Based on cannonal sources within the
story I have set X's stats and skills as such:
"X"
ST 13
DX 19 (adjDX13)
IQ 13
Diskos 2-12pts damage (2d6)
Plate Armor -5 damage, -6 DX
Skills (*):
Peculiar Weapon - Diskos (2)
Naturalist (2)
Scholar (3)
Fencing (3)
Acrobatics (3)
Long Distance Telepathy (1)+
* Skills will be detailed in a later missive as I am searching out
cannonal references in the story to quote next to the skill
descriptions.
+ This is a magical spell normally denied a hero character, or rather
can only be taken with penalties. But, as X is a Sensitive, this is
applied as an inate talent and only the normal magic requirements are
placed against him.
Based upon his attributes, X is an above average person on all counts,
as befits a Hero. Stronger, faster/more dextrose, and more intelligent
than the average person within the Great Redoubt. He is taller, ~6' 2",
but "lean and mean" at ~185 pounds. It should be noted that, under
special situations, X is also a Berzerker. Those situations are when
his lady, Naani, is threatened with dire harm. Descriptions of that
state will be included with the above mentioned missive on skills and
cannonal examples.
Naani/Merdath
Face it, there is no X without his Main Squeeze figuring into the mix
as his Inspirision for his Heroic Quest to save her cookies.
"Naani"
ST 11
DX 10
IQ 13
Knife 1d6-1
Skills(*):
Knife (1)
Scholar (3)
Charisma (2)
Naturalist (2)
Telepathy (3) +
* Naani's skills will be apart of the upcoming cannonal missive
+ Telepathy is also a magical skill, normally not allowed for a Hero
without penalties But, as she is also a Sensitive like X, the same
requirement are set against her as with him.
Naani is a very petite and (outwardly) delicate woman, well under 5
feet, ~ 70 pounds, as well as young enough to be almost considered a
lolita. The differences in size betwixt X and Naani is roughly the same
as Lurch, from the Adams Family, and Sally Fields. If this sounds
rather extreme, remember that X, no matter how testosterone inspired he
might be in the name of his Main Squeeze, would not be able to travel
for 12-16 hours a day while carrying anything resembling a normal sized
woman in the manner he did in the story. Also, since the author had X
going on at such nauseating length about Naani's size, delicacy, and
such, it seems only proper to take her stature to extremes here as
well. Naani's strength is based on the minimum strength needed to drag
a weight equal to X in his armor and kit, after his battle with the
Humpt Men, to safety. Otherwise her strength would be set at 8, the
minimum required for the knife she carries.
Naani is given the skill of Scholar, due to her being the daughter of
the Master Monstruwacan of the Lesser Redoubt. Even if not formally
trained as such, like X, much would be picked up by osmosis. She has
also been given Charisma, this is in part due to the effect she has on
X, in his Victorian twitterpation towards her, as well as the fact she
pulled some stunts in the story that could only be called charming (I
laughed when X, being the good paladin, kept his eyes averted whilst
she, supposedly, "tended to her toilet". While in truth she just sat
there smiling at his being chaste, honorable, and generally dumb as a
worm.). The skill Naturalist is granted because she managed to survive
in the Night Land, after the fall of the Lesser Redoubt, for a month
before X found her. The spell Telepathy is a lesser version of the
spell Long Distance Telepathy that X has. Though Naani is a full
Sensitive she is of lesser power than X, thus it's proper to give her
the lesser of the two spells/skills.
Night Land Nasties, and other such things
The various creatures below are based upon cannonal sources from the
story, with a few variations that will be mentioned.
The Humpt Men
ST 12
DX 10
IQ 7
Rock/Club 1d6+1
These attributes have been set according to the ITL Neanderthal and
then adjusted to fit the situation where X was able to dispatch a dozen
Humpt Men single handed whilst in a berzerk rage. It can be considered
an optional tactic, when facing Humpt Men in combat, that a Humpt Man,
when defending, uses his rock as a the equivelent of a large shield (-2
damage). This can be considered cannonal from the single combat X had
with the one Humpt Man, who used his rock to interpose between him and
X's Diskos.
Varience - Since it was mentioned during the story that the Humpt Men
used sharpened rocks as their weapons, while in the hunt against the
large creature they would drop on and strike, such assumes at least a
rudementary skill in shaping tools/weapons. As such, based on knowledge
not available at the time of the story's writting, it might be assumed
that some more advanced tribes of Humpted Men might have developed the
Hand Ax. The Hand Ax was a stone tool that was shaped such that it
could be thrown, in a manner similar to the modern discus, to strike
down prey/enemies at a distance. Such advanced Humpt Men would have
IQ's of 8, DX's of 11, and have the skill Thrown Weapons (granting
+3DX). The Hand Ax, in keeping with the deadly nature of most TNL
nasties, would be a d6+2 weapon in the hands of a Humpt Man.
Grey Man
Apply Humpt Man attributes to him, with the added skill of enhanced
smell. There is no ridding yourself of this creature once he's on your
trail. He WILL sniff you out. However he also seems to suffer from this
singular benefit with a lacking in other senses (I've seen similar in a
former lady's Bassett Hound, once his "bionic nose" was in control,
none of the 4 other senses seemed to work as well). If it's not a full
frontal attack this creature must make a 3d6 save against IQ or the
character gets at the least a free shot. GM descretion as to whether
that free shot counts as a killing blow against a helpless opponent.
500 Youths
The young hotheads that sought to bravely offer aid and rescue, after
the news that the Lesser Redoubt had fallen became know in the Great
Redoubt, are described here. It is assumed that, being youths, they
were not fully trained and experienced with the arms and armor they
took with them in their vain quest. Thus they are rendered as a basic
character with the minimum attributes/skills required for their
weapons. It should be mentioned here that their armor is their worst
enemy, as no starting character should attempt to wear plate armor
because it will reduce dexterity to a point where it's almost
impossible to hit an opponent. However, since there is no mention of
any other lighter form of armor, plate armor is granted to the Youths
to magnify their brave folly.
ST 12
DX 10 (adjDX 4)
IQ 10
Diskos 2d6
Plate Armor (-5 damage, -6 DX)
The 27 Giants
The giants that the 500 Youths faced are nasty brutes. Based on
cannonal sources it can be assumed that the giants were surrounded on
all sides by the youth, to maximize their attack. Still, each giant
managed to dispatch an average of 7.4 Youths before being struck down.
Based on the Youth character above, as was done with X against the 12
Humpt Men, it was calculated what attributes would allow the giants to
do this deed. Two versions were created, based on the standard ITL
giant character.
"Greater" giant
ST 80
DX 9
IQ 7
Damage 7-37 (6d6+1)
"Lesser" giant
ST 70
DX 10
IQ 7
Damage 6-31 (5d6+1)
The Greater Giant is a truely frightening brute! A full 7 tons in
weight and 25 feet tall this creature can easily rend with it's bare
hands any warrior who has the misfortune of coming within range of it's
clutches.
The Lesser Giant is only slightly less fearsome to his larger cousin.
Smaller, but more dextrose, the Lesser Giant extracts damage through
striking more often than his more powerful kin. At 5-1/2 tons and
22-1/2 feet tall this is still a creature you really don't wish to meet!
The Spider
This creature X encountered in his quest to find Naani. Buried in the
sand it can be considered similar to the ambush predator that is the
contemporary trap door spider. The standard ITL spider was chosen to
represent this monster. This is due to the fact that X's armor was
equal to the task of protecting him from the creature's attack. The
standard ITL spider can only penetrate leather armor, for 1 point of
damage, to inject it's venom (which requires a 4d6 save against ST or
suffer 2d6 damage) so could only inflict damage on a triple damage roll
against a TNL quester in plate. The greater threat of such a creature
is if it attempted to close for hand-to-hand combat and ensnare the
person in web. Such oddball rules might be the stuff of a secound
missive, after covering X's/Naani's skills, should it be
required/requested.
ST 16
DX 10
IQ 1
The Bird Creature
There is a standard ITL monster that can be used directly for this
monster that X had to deal with at one point. The creature is based on
the Diatryma and attacked with both beak and feet (kicks). There is no
reason to re-invent the wheel and the attributes are cited verbatum.
Bird/Diatryma
ST 22
DX 13
IQ 5
MA 22
Bite 1d6+1
Kick 1d6+1
Both at -4DX
~8 feet tall
The Army of 10,000
Those that set out from the Redoubt to rescue the surviving Youths of
the Giant's Attack can be considered to be better equipted, in
experience, than the Youths that they attempted to rescue. Thus they
were given a base value of a character with a +3 DX as compared to the
Youth character. This makes them far more capable of dealing with, at
least in a group, the overt threats of the Night Land. One on one,
however, any of this army would be found wanting if they are a basic
character jaunting off on their own.
Night Hounds
This creature, at this time, defies an adaquate rendering into the
gaming genre. A canine the size of a horse is easy to render, in one
respect. Just use the nastiest version of a horse (a paladin's War
Horse....they make camals look like Mr Rogers in comparison for
additude) within the game system. Unfortunately even this rendering
falls far short of the carnage wreaked when the Night Hounds attacked
the 10,000 and managed to slay 2000 of them. This creature is still
being pondered at this time.
Slugs/Rat-dogs/Night Land Snakes/etc.
Haven't got this far, yet
Pnumavores
These are also "under construction/pondering"
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The Master Monstruwacian |
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Zathras9 |
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"Assuming these are like GURPS stats, I think
I'm mostly surprised that X is so high on the raw dexterity ... well,
not entirely surprised, because 13 is a reasonable adjusted number.
Say, instead, I probably disagree with whoever assigned such a huge
dexterity penalty to plate armor, after watching serious medieval
re-enactors fight in it."
In general I must agree with you, the dex penalties seem to be more
based on movie armor (where you see knights being winched up onto their
horses) than reality. Still, for play balance, some arbitrary values
must be set. Heavier armor offer penalties to offset the benifits.
Perhaps unrealistic, but then it IS fantasy after all>
"I'd probably have put X at higher than 13 on strength. What with his
talking about never having met anyone stronger than he was, I'd have
guessed he was fairly well up there on the latter attribute. Also if we
run X's strength up we could still have him carrying Naani without
making her quite so small as that. 70 lbs. is pretty darned light for
5'0", and as you point out, she does drag X."
At ST13 X is markedly stronger than the average, which is ST10.
Consider him roughly the equal of a body builder as compared to the
average person on the street, not many would be his equal.
Naani's size/weight I set arbitrarily based on cannonal sources where
Hodgeson went on at such length about her petiteness and delicacy, even
though she's obviously a survivor of no small fortitude. Thus I set
size according to what would be her minimum strength and then set her
"real" strength acording to what would allow her to do the cannonal
things, such as dragging X to safety, she did.
"I don't have most of my GURPS stuff anymore, but I'll note that if my
male shepherd was the size of a horse, he'd be terrifying. If we
multiplied his ability to do damage at 90 lbs. by enough to get him up
to horse-weight (which doesn't immediately strike me as unreasonable),
we'd have a formidable animal indeed."
Based on just raw size, you have a good point. But if it came down to
just that, it'd be easy. Too many GM's have made that error and wrecked
play balance, I tend to be a tad more cautious now after some disasters
of the past.
"I'm thinking about pneumavores. It seems that the three lines of
defense against them are taking shelter behind the Air-Clog, escaping
their notice, or being shielded by the Inner Circle entities. How do
you represent psychic attack in the Labyrinth?"
ITL has no provisions for a psychic attack. The closest would be some
form of magical assault. Plus their are a few nasties that drain
strength. Mainly it's a matter of assuming the attack can happen, and
then deciding how best to let it manifest itself. If a pnumavore is
eating life energy, it could manifest as a strength drain. If it's
specifically a soul destruction, the attribute attacked would likely be
IQ. Within ITL that would be an extremely devastating form because the
first assualt would lower IQ to a point where skills could no longer be
used, leaving the character helpless. This however would certainly fit
for the larger and more deadly ones, such as the thing that came after
the 10000 rescuers or the tree-like creature that came after X and
Naani.
"Most of the entities Hodgson shows us are overwhelmingly powerful:
they can't be confronted. But he has a bias to showing us huge
predators and leaving out everything else out: the Night Land's
material ecology can't consist of Giants, Night Hounds, and
moss-bushes, and probably there are many lesser Outsiders, aside from
the overwhelming Watchers, Silent Ones, Trees, etc. Things that
possibly can be confronted and beaten."
I would have to agree. I guess Hodgson just got caught up in creating a
world that needed to be extra nasty so the hero could do Heroic Things
according to his proper stature. In the same way of old the knight had
to slay a dragon just to get a date.
"Hodgson never says this explicitly, but I think that the Watchers have
mostly been arrested in their motion toward the Pyramid by the Inner
Circle -- the Glowing Dome, the Crown, the Eye-Beam, etc. The Watchers
are clearly Outsiders, but are they pneumavores? I take them to be
something else, simply because they seem to be able to go so long
without feeding on anything in any clear way."
Hmmm, I'd not considered the Crown, Eye-Beam. etc as a possible
manifestation of the Inner Circle, but it would indeed fit. I've also
pondered just how the Watchers manage to survive without apparently
eating something. Some form of symbiosis seems to be at work, in that
the Watchers are keeping watch on the Redoubt in exchange for life
giving energy from the pnumavores. Somewhat in the same way we have
microbes in our bodies that assist in digestion and other functions.
That such a process might not by observed isn't far-fetched. The House
of Silence proved it can strike from a distance, with both Naani and
the surviving 500 Youths, benefits for allies likely could also be long
ranged as required.
I didn't get to work on any more stuff this week, obviously. Chaos can
take many forms to disrupt the creative process. Perhaps next weekend.
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Zathras9 |
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The Master Monstruwacian |
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The Master Monstruwacian |
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Array |
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Zathras9 |
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Bloodsucker
Medium Monstrous Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 17 (+2 Dex, +5
natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Claw +9 melee (1d4+3)
Full Attack: 4 claws +9 melee
(1d4+3), bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain,
improved grab
Special Qualities: Darkvision 60
ft., low-light vision
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 17, Dex 12, Con 15,
Int 7, Wis 12, Cha 6
Skills: Spot +5, Survival +7
Feats: Track, Weapon Focus (claw)
Environment: Cold plains or hills
Organization: Solitary or pack
(2-5)
Challenge Rating: 4
Alignment: Often chaotic evil
Advancement: By character class
The Bloodsuckers are some of the vilest human-derived monsters, tall
and four-armed with vampiric mouths.
COMBAT
Bloodsuckers grapple and drain their prey.
Blood Drain (Ex): When a
bloodsucker
makes a successful grapple check against a held foe, it deals 1d2
Constitution damage.
Improved Grab (Ex): To use this
ability, a bloodsucker must hit a Large or smaller opponent with a claw
attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity.
(I don't think these things have an actual name, but they're the
4-armed
abhuman things.)
Watcher
Size/Type: Colossal Aberration
Hit Dice: 50d8+763 (1,188 hp)
Initiative: -2
Speed: 5 ft. (1 square)
Armor Class: 32 (-8 size, -2 Dex,
+8
profane, +24 natural), touch 8, flat-footed 32
Base Attack/Grapple: +37/+75
Attack: Claw +52 melee
(6d8+228-�20)
Full Attack: 2 claws +52 melee
(6d8+228-�20) and bite +50 melee (5d12+11)
Space/Reach: 30 ft./20 ft.
Special Attacks: Frightful
presence,
improved grab, spell-like abilities, swallow whole
Special Qualities: Damage
reduction
20/epic, darkvision 180 ft., profane might, regeneration 12, spell
resistance 33
Saves: Fort +40, Ref +24, Will +37
Abilities: Str 55, Dex 6, Con 39,
Int 5, Wis 12, Cha 26
Skills: Listen +20, Spot +20,
Survival +18
Feats: Alertness, Awesome Blow,
Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Critical
(claw), Iron Will, Multiattack, Power
Attack, Weapon Focus (bite, claw)
Epic Feats: Devastating Critical,
Epic Toughness (3), Overwhelming Critical
Environment: Cold deserts
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral evil
Advancement: 51+ HD (Colossal)
Level Adjustment: -
A Watcher is a half shapeless beast that is a mighty force of evil.
They are gigantic in size, at least hundreds of feet in all dimensions.
The larger ones are
living mountains.
These creatures are also called Fixed Giants.
The Watchers either cannot or do not speak.
Combat
A Watcher will crush anything stupid enough to approach it. Creatures
which remain out of reach are still likely to be daunted by its
frightful presence,
making them more vulnerable to its summoned creatures.
Frightful Presence (Su): A Watcher
can inspire terror by its simple presence within 180 feet. Affected
creatures must succeed on a DC 36 Will
save or become shaken, remaining in that condition as long as they
remain within 180 feet of the Watcher. The save DC is Charisma-based.
Improved Grab (Ex): To use this
ability, a Watcher must hit a Gargantuan or smaller opponent with its
bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and
can try to swallow the foe
the following round.
Spell-like Abilities: At will - bane,
bestow curse, crushing despair, create greater undead, fear; 3/day
- creeping doom, summon
monster IX (evil only)
Swallow Whole (Ex): A Watcher can
try to swallow a grabbed opponent of Gargantuan or smaller size by
making a successful grapple check. Once
inside, the opponent takes 5d8+22 points of crushing damage plus 22
points of acid damage per round from the Watcher's digestive juices. A
swallowed
creature can cut its way out by dealing 60 points of damage to the
Watcher's digestive tract (AC 22). Once the creature exits, muscular
action closes the
hole; another swallowed opponent must cut its own way out. The
Watcher's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium,
or 512 Small or
smaller creatures.
Profane Might (Su): A Watcher
gains
a +8 profane bonus on Armor Class and saves.
Regeneration (Ex): Only good
weapons
and spells with the [Good] descriptor deal normal damage to a Watcher.
If a Watcher loses a limb or body part, the lost portion regrows in 1d6
minutes (the detached piece dies and decays normally).
Advancement: As Colossal
creatures,
Watchers can no longer increase in size category. However, for every
additional 25 HD, a Watcher's
space increases by 15 feet and its reach by 10 feet.
Pneumavore
Gargantuan Aberration
Hit Dice: 50d8+823 (1,248 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 43 (-4 size, +2 Dex,
+15 profane, +20 natural), touch 23, flat-footed 41
Base Attack/Grapple: +37/+72
Attack: Slam +52 melee (8d10+19
and
1d6 Charisma drain)
Full Attack: 2 slams +52 melee
8d10+19 and 1d6 Charisma drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Charisma drain,
destroy, engulf, frightful presence, spell-like abilities
Special Qualities: Damage
reduction
20/epic and good, darkvision 180 ft., profane might, regeneration 15,
spell resistance 33
Saves: Fort +47, Ref +31, Will +44
Abilities: Str 49, Dex 14, Con 43,
Int 11, Wis 12, Cha 40
Skills: Intimidate +49, Spot +37,
Survival +35
Feats: Alertness, Awesome Blow,
Blind-Fight, Cleave, Empower Spell-like Ability (cone of cold,
enervation, polar ray), Great Cleave, Great
Fortitude, Improved Initiative, Iron Will, Multiattack, Power Attack,
Weapon Focus (slam)
Epic Feats: Devastating Critical,
Epic Toughness, Overwhelming Critical
Environment: Cold deserts
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Always neutral evil
Advancement: 51+ HD (Colossal)
Level Adjustment: Please tell me
you
are joking
A Pneumavore is a gigantically powerful creature of dreadful energies.
Its form varies wildly, anything from a terrible tree emitting a
sickly, pallid light to
a hill of flowing darkness.
Combat
A Pneumavore annihilates everything nearby, softening it up with
spell-like abilities and then draining it dry.
Charisma Drain (Su): A Pneumavore
deals 1d6 Charisma drain on a successful slam attack. It also deals 1d6
Charisma drain to an engulfed
creature at the beginning of each round.
Destroy (Su): Any creature killed
by
a Pneumavore cannot be raised, resurrected, or reincarnated by any
ordinary means. A very carefully
worded miracle spell has a 25% chance of success, but can be
attempted repeatedly.
Energy Drain (Ex): Any creature
engulfed by a Pneumavore suffers four negative levels at the beginning
of each round.
Engulf (Ex): To use this ability,
a
Pneumavore must hit an opponent of its own size or smaller with a slam
attack. It can then make a grapple
check; if it succeeds, the opponent is treated as entangled and is
subject to the Pneumavore's Charisma drain and energy drain. A creature
can escape
engulfment with a successful grapple check or by means of a freedom
of movement spell.
Frightful Presence (Su): A
Pneumavore can inspire terror by its simple presence within 300 feet.
Affected creatures must succeed on a DC 53
Will save or become panicked, remaining in that condition as long as
they remain within 300 feet of the Pneumavore. The save DC is
Charisma-based.
Spell-like Abilities: At will - bane,
bestow curse, cause fear, doom, enervation, greater magic fang, ice
storm; 3/day - creeping
doom, limited wish, polar ray, summon monster IX (evil only)
Profane Might (Su): A Pneumavore
gains a +15 profane bonus on Armor Class and saves.
Regeneration (Ex): Only good
weapons, Earth Current weapons, and spells with the [Good] or
[Earth-Current] descriptor deal normal damage to a
Pneumavore.
If a Pneumavore loses a limb or body part, the lost portion regrows in
1 round (the detached piece dies and decays normally).
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05/01/08 06:01:55. Edited 1 times.
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06/05/08 05:50:18. Edited 1 times.
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Last Edited By: Vultur10
08/28/08 19:49:31. Edited 2 times.
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