Posts Tagged ‘ Basic Fantasy RPG ’

Kobolds for Basic Fantasy

Recent posts elsewhere on the interwebz about revisualizing the kobold both charmed me and also got me thinking about retooling kobolds to be closer to the ways they’re depicted in their mythological origins. Thus, here are kobold reimagined as spirit creatures capable of taking corporeal form.

Common Traits

Kobolds live most of their lives as invisible, intangible spirits. Kobolds tend toward capriciousness, but they are generally well-meaning so long if treated with respect and appeased by regular gifts. They are natural shape-changers. To detect invisible, a kobold in spirit form appears as a halfling-sized, humanoid shape, and it cannot be harmed except by magical weapons.

A kobold must manifest to attack. A kobold cannot attack the same round it changes form. There are three known types of kobold: aquatic, domestic, and mining. Regardless of type, all kobolds can manifest as fire. In this form, a kobold cannot be harmed by nonmagical weapons, and it takes double damage from water. All kobolds have Darkvision with a range of 60′ (or 90′ for mining kobolds). They speak their own language as well as Common.

XP Value: 16

Kobold in Fire Form: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 (+1d4 against creatures which are cold or icy in nature); MV 30′, fly 20′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

Aquatic Kobold

These kobolds live in coastal regions and on ships. They help sailors and fishermen, and they are expert carpenters. In spirit form, they move through water, coral, and sand as easily as humans move through air. They can polymorph self into any sort of coastal bird, fish, or crustacean. They can also assume a humanoid shape, roughly halfling sized with noticeable piscatory features such as gills, small fins, et cetera. Once per day, an angry aquatic kobold can become visible to a single creature with no more than 7 Hit Dice; this creature must make a saving throw versus Death Ray or die instantly.

Aquatic Kobold: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 or by weapon; MV 20′, Swim 30′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

Domestic Kobold

These kobolds live in homes or on farms. They help the residents with domestic chores. In spirit form, they move through wood and stone as easily as humans move through air. They can polymorph self into any sort of domestic animal. They can also assume a humanoid shape, roughly halfling sized and resembling a pudgy child with a short tail. Once per day, a domestic kobold can cause disease.

Domestic Kobold: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 or by weapon; MV 30′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

Mining Kobold

These kobolds live underground in or near mines. They help the miners find valuable ore and avoid subterranean dangers. They are expert miners (equal to dwarves) as well as skilled metalworkers. In spirit form, they move through earth and stone as easily as humans move through air. Unlike other kobolds, they cannot polymorph self in animal forms. In humanoid form, they appear much a like a gaunt dwarf or gnome with luminous eyes. They can use ventriloquism at will, phantasmal force twice per day, and wall of stone once per week.

Mining Kobold: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 or by weapon; MV 20′, Climb 20′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

January 16th, 2023  in RPG No Comments »

The Sybil Ants

The prolific virtual pen of Bearded-Devil has written about me. How exciting! Elsewhere on the interwebz, Matt Jackson’s CollaboDungeon 02 has gone live. CollaboDungeon 02 is bigger and perhaps niftier than its predecessor. Check it out, and be a collaborator. (It’s okay in this instance; normally, collaborators get shot.)

My previous post perhaps included one too many puns, assuming such a thing is possible. It’s okay. I forgive me. Since only a fool laughs at his own jokes, I’m still kind of giggling about the Sybil ants. Therefore, today’s monster, written for the wonderful Basic Fantasy Role-Playing Game. (Nota Bene: The link for the Basic Fantasy RPG is an affiliate link.)

Swarm of Sybil Ants
Armor Class: 12
Hit Dice: 4**
No. of Attacks: 1 bite plus paralysis
Damage: 2d4
Movement: 60′ (10′)
No. Appearing: 1d6, Wild 2d6 , Lair 4d6
Save As: Fighter: 4
Morale: 7 on first sighting, 12 after engaged
Treasure Type: U
XP: 320

The hissing Sybil ants build vast networks of tunnels and chambers in the Saar Chasm. These stealthy, precognitive insects have swarmed more than one careless traveler, their venom quickly inducing paralysis but not unconsciousness, making it easier to drag their hapless prey underground to be drained of blood over a period of several days.

A swarm of Sybil ants covers up to a 10-foot square, but it may move in column, et cetera. It makes only one melee attack against a creature adjacent to or within its mass. If more than one target exists, randomly determine which one is affected. A creature bitten by the swarm must make a save versus Poison or become paralyzed for 1d4 days. A creature that starts its turn within a swarm must make a saving throw versus Poison or be unable to take any actions other than moving at half speed due to the large number of insects crawling and biting the creature.

A swarm of Sybil ants takes half damage from weapons. It is immune to magical effects that target a single creature. Since Sybil ants have low-level precognitive abilities, they are surprised only a 1 (in 6). If a swarm of Sybil ants has lost at least 50% of its hit points, its bite inflicts 1d4 points of damage and saving throws against the swarm’s effects are made with a +2 bonus.

January 28th, 2020  in RPG No Comments »