Posts Tagged ‘ ThursdAD&D ’

ThursdAD&D: Another Scaly Creature

A couple of weeks ago, I mentioned Ms. Marvel’s 1978 encounter with a race of lizard people who had mutated into an intelligent society from common desert reptiles due to atomic bomb testing. So-called saurians have been a staple in fantasy and science fiction for further back than the late 70s. For example, Edgar Rice Burroughs had the frightening Mahars, intelligent pteradon-like creatures with deadly psychic powers. (Click here for a look at one of these malevolent beasts.)

But back to Ms. Marvel. If memory serves, she held her own pretty well against those mutated lizards when it came to fisticuffs, but not so well when targeted by a psychic attack. Different saurians had different abilities, and some were capable of a sort of bolt of psychic energy. For last ThursdAD&D, I presented the sollersaurus, an intelligent raptor-like creature. Today, I add the cogitasaurus, which I see as a sort of behind-the-scenes leadership for saurians.

Cogitasaurus
Frequency: Rare
No. Appearing: 1 (1-6 in lair)
Armor Class: 5
Move: 12″
Hit Dice: 6+6
% in Lair: 45%
Treasure Type: Q, S, T
No. of Attacks: 2
Damage/Attack: 1-4/1-4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Lawful neutral
Size: M (3′ tall, 6′ long)
Psionic Ability: 70-100
Attack/Defense Modes: A, B/F, G, H
Level/XP Value: VI/850 + 8/hp

The cogitasaurus is an intelligent saurian carnivore of exceptional intelligent. It possesses powerful psionic abilities, which is prefers to use in lieu of its claws. The cogitasaurus is bipedal, and it more closely resembles a humanoid-form that the sollersaurus. The cogitasaurus often rule over sollersauruses, using them as guards and mounts. It is unlikely (only 20% chance) that a cogitasaurus will be encountered outside its lair without 1-4 sollersauruses. A cogitasaurus lair is always protected by 1-4 sollersauruses per cogitasaurus.

The cogitasaurus has keen senses and infravision of the 90-foot variety. It is surprised only 1 in 6 times. The cogitasaurus has the following psionic abilities (performed at 6th-level mastery): animal telepathy, domination, and energy control. While the cogitasaurus cannot cast spells per se, it can read magic at will and utilize scrolls of all sorts as if it were a 6th-level caster.

The gaze of the cogitasaurus poses a special threat. Any avian or mammalian creature that meets the gaze of the cogitasaurus must make a saving throw versus paralyzation. Failure results in the victim being stunned for 2-8 rounds, dropping anything held in manipulative members. Creatures with more than 6 levels or hit dice receive a +4 bonus on the saving throw to resist the cogitasaurus’s gaze.

The cogitasaurus speaks the same tongue as the sollersaurus. The cogitasaurus has a 75% chance to understand 1-4 other languages, although the cogitasaurus lacks the vocal apparatus to speak most other tongues. Despite its intelligence, the cogitasaurus seldom makes use of much more than the simplest of tools.

June 6th, 2019  in RPG No Comments »

ThursdAD&D: Scaly Creatures

Way back in 1978, Ms. Marvel met a race of lizard people who had mutated from common desert reptiles into an intelligent society, all as a result of atomic bomb testing. I used to have that comic book. I’m pretty sure it was among the several comics from late 60s through the mid-80s that did survive the purge of my bedroom after I left for basic training in the summer of 1985.

Dinosaurs, lizardmen, et cetera have long been a staple of fantastic fiction and roleplaying games. From Lost Worlds to Lovecraftian serpent people to tragically mutated one-armed scientists, who doesn’t love scaly creatures? People who are wrong. That’s who.

Sollersaurus
Frequency: Rare
No. Appearing: 1-6 (4-24 in lair)
Armor Class: 4
Move: 15″ or 21″ (see below)
Hit Dice: 4+4
% in Lair: 20%
Treasure Type: D
No. of Attacks: 3
Damage/Attack: 1-4/1-4/2-8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral
Size: L (6′ tall, 12′ long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/250 + 5/hp (Alphas: IV/290 + 5/hp)

The sollersaurus is an intelligent saurian carnivore. It is fast, and it has a whip-like tail, grasping forearms with hand-like appendages sporting sharp talons, a strong jaw full of fangs, and powerful hindlegs. The sollersaurus travels on either two legs or four (move 15″ or 21″, respectively). Its coloration is highly adaptable, much like that of a chameleon.

The sollersaurus has keen senses and infravision of the 90-foot variety. It is immune to illusions and is surprised only 1 in 8 times. The sollersaurus moves quickly and stealthily. It surprises its prey 4 in 6 times. On the first round of combat, the sollersaurus may leap up to 3″ and attack with the gutting talons on its hind legs. This attack enjoys a +2 to-hit bonus and inflicts 3-12 points of damage.

A pack of sollersauruses numbering at least 4 creatures will be coordinated by a mated pair of alphas. These alphas have at least 6 hit points per hit die and have a +1 to-hit bonus on attacks.

The sollersaurus speaks it own language of barks, trills, and hisses. It has a 25% chance to understand 1-2 other languages, although the sollersaurus lacks the vocal apparatus to speak most other tongues. Despite its intelligence, the sollersaurus seldom makes use of tools.


It’s been a while since I featured anything for The Four Color Hack, and a post that opens talking about a comic book seems an good time to remedy this omission.

The lizard people that Ms. Marvel met included some pretty tough customers. Some had psychic powers. One was a giant viper of sorts. Another threw a tank at Ms. Marvel. That takes some muscle.

Sca-Lor
Level 5 Villain

Quote: “Rraauwrrr!”
Real Name: H’stok
Identity: Secret
Place of Birth: Somewhere in the southwestern United States
Height: 7 ft. 6 in.
Weight: 390 lb.
Eyes: Yellow
Hair: None

Hit Points: 30 (4 Vigor)
Base Damage: d10
Powers: Desert Camouflage d10, Regeneration d10, Super-Strength d16 (d10+d16 damage), Thick Scales d12 (7 protection)

Background: Sca-Lor is the war-like champion and self-appointed guardian of the saurian people who live hidden in caves in the southwestern United States. Belligerent, xenophobic, and ambitious, Sca-Lor believes he should lead his people out of hiding in order to wage war on the “sssoft skinsss” that seem to be increasingly encroaching on saurian territory.

Powers: Sca-Lor’s powers are straightforward and quite exceptional for a saurian. He can lift 50 tons, and his thick scales are immune to most conventional weaponry. He heals rapidly, and he can even regenerate lost limbs and organs.

May 23rd, 2019  in RPG No Comments »

ThursdAD&D: The Bearboar

“Everybody died,” the scientist claims. The grizzly boar charged through the grounds and impaled the rich hunters, one after the other, on its sharp tusks. Though it was shot a few times, the creature seemed to have no problem absorbing bullets.

Scientists performing mad experiments in genetic engineering are the equivalent of the insane wizard who created the first owlbear.

Bearboar
Frequency: Uncommon
No. Appearing: 2-6
Armor Class: 6
Move: 12″
Hit Dice: 7+5
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-8/1-8/3-18
Special Attacks: Hugs for 2-16
Special Defenses: +1 or better weapon to hit
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral
Size: L (8′ at shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/1,000 + 10/hp

The bearboar is the result of some mad experiment by an insane wizard. It combines the form and features of a cave bear and a giant boar. Although omnivorous, the bearboar prefers a diet of meat. It has excellent hearing and smell but rather poor eyesight. If a bearboar scores a paw hit with an 18 or better, it also hugs for 2-16 points of additional damage. Due to its exceptional ferocity and stamina, the bearboar will continue to fight for 1-4 melee rounds after reach 0 to -9 hit points. At -10 or greater damage, it is killed immediately.

If 3 or more bearboars are encountered, there is only a 25% chance that there will be young numbered from 1-4 of the total herd. These young will have 2-6 hit dice, and their attacks inflict less damage:

2 HD: 1-4 (gore only); hit by normal weapons
3 HD: 1-3/1-3/2-5; takes -2 damage from nonmagical weapons
4 HD: 1-4/1-4/2-7; takes -1 damage from nonmagical weapons
5 HD: 2-5/2-5/2-8; takes half-damage from nonmagical weapons
6 HD: 1-6/1-6/3-12; +1 or better weapon to hit

May 16th, 2019  in RPG No Comments »

ThursdAD&D: Bunny, Ho!

No prog rock inspired post today. (Aside: I skimmed through Rolling Stone‘s top 50 list of greatest prog rock albums of all time. Not a single Moody Blues album was on the list. Absurdity!)

It’s nearly Easter (by the Western method of figuring out the date). Much like (but less so than) during the Christmas season, Internet wags waggle their fingers across keyboards to explain the “true origins” of Easter and its associated bunnies, eggs, et cetera. One of the more popular “true origins” explains that “Easter” derives from “Ishtar”, who, of course, was celebrated with eggs and rabbits. It’s all sorts of whacky fun that only seems plausible if one ignores some major things, such as reality.

But I digress.

Per Folmer, a wonderful artist whose work can be seen by clicking here, shared the picture below via MeWe. After a brief chat, he generously gave me permission to feature the bunny-rider for today’s post.

So, with no more blather: Bunny, ho!

Jättekanin
Frequency: Rare
No. Appearing: 1-4
Armor Class: 5
Move: 15″
Hit Dice: 3+3
% in Lair: 15%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 2-5
Special Attacks: Nil
Special Defenses: Retreating kick
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral
Size: M (3′ at shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/85 + 4/hp

The jättekanin is a rabbit of unusual size and courage. While not aggressive, the jättekanin is a fierce fighter if threatened or cornered. It can spring upwards 15′ or ahead at least 20′ to attack, raking and kicking with its blunt claws and sharp incisors. When retreating, the jättekanin can kick backwards with its hind legs, making two melee attacks that inflict 2-5 hit points damage for each that hits.

If encountered in its lair, there is a 50% chance that there will be 2-8 bunnies (1-2 hit dice, 1-2/1-3 damage/attack). These young are worth from 100 to 200 gold pieces on the market as they can be tamed and trained. Gnomes and some faeries train jättekanins, using them as pets, mounts, and guards. A jättekanin can bear up to 1250 gold pieces in weight, but it is considered encumbered if carrying more 625 gold pieces in weight.

The jättekanin does not speak, but it can understand the languages of gnomes and faerie creatures.

Äggkrigare
Frequency: Very rare
No. Appearing: 1-4
Armor Class: 6
Move: 9″
Hit Dice: 1+1
% in Lair: 20%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: By weapon type
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Intelligence: Very
Alignment: Neutral good
Size: S (2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/126 + 2/hp

The äggkrigare is a faerie creature found meadows and forests. Exuberant but bellicose, the äggkrigare loves games of chance and athletics as much as it hates any sort of evil. In combat, the äggkrigare fights with small sword and bow (equal to a dagger and short bows, respectively). In its natural habitat, the äggkrigare moves with great stealth. It is effectively invisible until it attacks, and it surprises others on a 1-4 (in 6).

The äggkrigare’s most effective weapons are the magic eggs it carries in a basket. When encountered, the äggkrigare has 3-6 such eggs. The äggkrigare can throw an egg as its attack. Treat the egg as a grenade-like missile with a 3″ short range, a 6″ medium range, and a 9″ long range. The egg’s effect is determined by rolling 1d8:

1-2: entangle
3-4: scare
5-6: pyrotechnics
7: sleep
8: slow

The äggkrigare speaks its own language as well as one or two other languages common to the area in which it lives.

April 18th, 2019  in RPG No Comments »

ThursdAD&D: Sword of Clear Understanding

Better with the blogposting and what not this week, so hurray for me. Still, nowhere near as productive as I ought to be, so boo for me as well.

Jethro Tull doesn’t quite qualify as prog rock. I’m not sure what Jethro Tull qualifies as. The band has drifted in and out of different styles over its decades of musical output. Yesterday, driving to a tutoring gig, I listened again to some Jethro Tull’s greatest hits. There are these words from Tull’s fourteenth studio album’s sort-of title track:

“I see a dark sail on the horizon / Set under a black cloud that hides the sun. / Bring me my broadsword and clear understanding. / Bring me my cross of gold as a talisman.”

And so we have another magic item.

A Sword of Clear Understanding performs as a +1 weapon. When carried or wielded, the sword increases its bearer’s wisdom. The overall increase equals 4 points if the bearer’s wisdom is 6 or less, by 2 points if at 7-13, and by 1 point if wisdom is 14 or higher. Furthermore, the bearer enables non-thief characters to read languages as if he or she were a 4th-level thief. If carried by a thief of sufficient level to read languages, he or she increases the normal chance by 10 percent.

70% of these swords are broadswords, 20% are longswords, 5% are short (small) swords, 4% are bastard swords, and 1% are two-handed swords.

April 11th, 2019  in RPG No Comments »