Posts Tagged ‘ Warhammer ’

Fimir for C&C

Today, I shift away from Chaos Goblins and the Undead and toward the Fimir, found on pages 218-219 of the 1989 Warhammer Fantasy Roleplay (WHF).

WHF tells us that the Fimir might be “part Human and part Demon” and that they “haunt bogs, fens and desolate moorlands throughout the northern and western wastes of the Old World.” While usually fond near coasts, Fimir dwell “anywhere that is suitably dank and dismal”, where they live in “strongholds [that] are typically forbidding, craggy piles of rock, crudely built in the semblance of human castles on jutting headlands and other rocky eminences”. These strongholds are “constantly wreathed thick, writhing mist”.

“The Fimir are creatures of mist and darkness, and shun bright light.” They live in communities populated “almost entirely of males”. These creatures have a caste system. From lowest to highest, these castes are the Shearl (thralls), “a cast of servitors and menials”; the Fimm (warriors), “to which the bulk of Fimir nobility belongs”; the Dirach (demonfriends), “a small but powerful cast of magicians”; and the greatly feared Meargh (hags), “the witch-queens that rule over Fimir strongholds. The Meargh are the only female Fimir.”

Fimir live by raiding isolated communities to seize food and prisoners. Since the Meargh are sterile, Fimir “abduct Human women” with which to breed; offspring of these blasphemous pairings are always fully Fimir whose castes are obvious at birth. Very few female Fimir are born, and most of those are killed by the stronghold’s reigning Meargh.

These raiding parties “generally consist of a dozen or so Fimm and a roughly equal number of Shearl”. Along coastlines, Fimir “travel in low-hulled, black longships.” For important raids, a Dirach leads the Fimir. Meargh are seldom encountered outside their strongholds. Fimir favor “great heavy maces and axes, which a Human would need both hands to wield; some Fimir, especially the nobility, go into battle with one of these weapons in either hand. Fimir do not generally use missile weapons, since the fog which is their natural element precludes missile fire.”

“Fimir dress in an almost Human fashion, but always leave the legs, arms and tail bare. The Fimm often weapon shirts of chainmail in battle, and nobles favor long cloaks fastened at the shoulder by heavy brooches of gold set with gems.” Fimir nobles love blood-colored gems. “Dirach and Meargh wear long, drab-coloured robes and cloaks.”

Fimir resemble large humanoids with powerful chests, short legs, feet with three clawed toes, and long arms that nearly reach the ground. Fimir are quite strong, with strong muscles hidden beneath a flabby layer of fat covered by leathery skin. They have large, mostly bald heads that resemble a cross between a boar and a lizard, with a single lidless eye. Fimir have no exterior ear structures. The average Fimir stands about eight feet tall, but they typically stand hunched over. Fimir also have “powerful, snake-like tails, which average about 6 feet in length.”

Fimir

Magic: Dirach cast spells as an 8th-level wizard. Dirach always know summon lesser monster. Due to their pacts with hellish powers, a Dirach can summon a specific type of monster, as desired, and the summoner can communication with its summoned monsters. Meargh cast spells as 10th-level wizards. Furthermore, a Meargh can prepare cleric spells of up to 3rd level in place of wizard spells of the same level. These cleric spells are gained through devotion to evil deities.

Furthermore, once per day, Dirach and Meargh can cast fog cloud. The bilious fog created by this ability is centered on and moves with the caster.

Strength Bonus: Due to their size and strength, Shearl, Dirach, and Meargh receive a +2 bonus to melee weapon damage (including tail lashes). Fimm receive a +4 bonus to melee weapon damage.

Tail Lash: In place a melee weapon attack, a Fimir may lash out with its tail, striking at a creature no farther away than 10 feet. A The tails of Shearl, Dirach, and Meargh inflict 1d6+2 points of damage. Fimm have stronger tails that end in bony knobs or spikes for nobles. These tails inflict 1d10+4 points of damage.

Twilight Vision: No type of fog — natural or magical — obscures a Fimir’s vision. Fimir dislike bright light. They suffer a -2 attack roll penalty in bright light as well as a -2 penalty on saving throws against fear while exposed to bright light.

December 6th, 2023  in RPG No Comments »

Chaos Goblins for C&C

Yeesh. It’s been about a month and a half since my last post. That’s probably not my worst lag, but it’s an impressive anti-accomplishment nonetheless.

So, I had been posting about converting content from the 1989 Warhammer Fantasy Roleplay (WHF) for use with Castles and Crusades. Today, at long last, is no exception. I took the Mutation tables from the Chaos Beastmen (WHF 216) and Warrior of Chaos (WHF 230) to create a Chaos Goblin Mutations table.

Enjoy!

November 24th, 2023  in RPG No Comments »

Marshlight for C&C

The 1989 Warhammer Fantasy Roleplay (WHF) has few undead not already part of Castles and Crusades. Last post, I converted the Carrion. This post? The Marshlight.

Marshlight
Size: Small to Medium
HD: 1 (d8)
AC: 12
Saves: M, P
Move: Fly 40 ft.
Attacks: None
Special: Darkvision 60 ft., Incorporeal, Mesmerism, Undead Instability
INT: None
Alignment: Neutral Evil
Type: Undead
Treasure: 1
XP: 15 + 1/hp

From WHF 252: “Marshlights are ethereal creatures which take the form of glowing lights; they can appear to be lanterns, vaguely humanoid figures or other crude shapes. …. They are dangerous not because of any physical damage they cause, but because of the compelling hypnotic effect, by which they lead mesmerised characters to their deaths. It is thought they feed in some vampiric way upon the ebbing life forces of their victims.”

Combat: A living creature with greater than animal intelligence must make a successful charisma save upon seeing a Marshlight that is within 300 feet. Elves and half-elves apply their resistance to charms to his save. If the save is successful, the creature is immune to that Marshlight’s mesmerism for 24 hours. Mesmerised victims walk toward the Marshlight, taking the most direct route available. Mesmerised victims takes no actions other than to defend themselves and move toward the Marshlight. A mesmerised victim who takes damage or who loses line-of-sight to the Marshlight is freed from that Marshlight’s enchantment.

Incorporeal: Marshlights exist only partially within the mortal realms; most of their essence resides in the ethereal. A creature in the mortal realms cannot attack a Marshlight except with magical weapons of +1 or better. Marshlights are immune to cold- and fire-based attacks.

October 9th, 2023  in RPG No Comments »

Carrion for C&C

Let’s take some undead monsters from the 1989 Warhammer Fantasy Roleplay (WHF) and adapt them to Castles and Crusades, to include WHF’s idea that undead are subject to instability.

Undead Instability: Undead do not belong on the Material Plane. Some of whatever gives unlife to what should be a dead thing comes from another plane of existence. Undead might be subject to instability. This is common with uncontrolled undead who venture outside of desecrated or unholy places. Undead directly controlled by a necromancer or similarly powerful master may also avoid instability. Otherwise, check for instability by rolling 1d8 when an undead creature:

  • Is reduced to half or fewer hit points.
  • Fails a saving throw versus a magical effect.
  • Is affected by a turn undead attempt.
  • Enters a consecrated or holy region.

1-2: The source of the undead’s power and the Material Plane separate. The undead becomes incorporeal and can longer use any of its physical attacks. Each round, there is a 50% chance the undead becomes unable to act at all. The undead may be harmed by magical attacks (including magic weapons) as normal. This effect is permanent; don’t check for instability again.
3-4: The source of the undead’s power and the Material Plane separate. The undead becomes incorporeal and can no longer use any of its physical attacks. The undead is reduced to 1 hit point per hit die (if lower than its current hit point total). The undead may be harmed by magical attacks (including magic weapons) as normal.
5: The source of the undead’s power and the Material Plane flux. The undead’s move is halved, and it suffers a -2 penalty to attack rolls and saving throws for 1d6 rounds. If normally struck only by magic weapons, the undead can be harmed by normal weapons during this time.
6: The flow of negative energy from the source of the undead’s power to the Material Plane reverses. Roll the undead’s hit dice, reading the result as damage. Intelligent undead suffer half damage from this effect.
7: The flow of negative energy from the source of the undead’s power increases. For 1d6 rounds, the undead’s move is doubled, and it enjoys a +2 bonus to attack rolls and saving throws. If normally struck only by magic weapons, the undead takes half damage from such weapons during this period. If normally struck by normal weapons, the undead takes half damage from such weapons during this period.
8: The flow of negative energy from the source of the undead’s power increases. For 1d6 rounds, the undead benefits from number 7 above. Furthermore, the undead regenerates 1d4 hit points per round during the same period.

Carrion
Size: Large (7 ft. tall, 20 ft. wingspan)
HD: 6 (d8)
AC: 14
Saves: P
Move: 20 ft., fly 90 ft.
Attacks: 2 Claws (1d6), 1 Bite (1d8)
Special: Darkvision 60 ft., Dive, Fear, Twilight Vision, Undead Instability
INT: Inferior
Alignment: Neutral Evil
Type: Undead (Extraordinary)
Treasure: 2
XP: 300 + 6/hp

From WHF 248: “Carrion were once great birds of prey inhabiting the northern fringes of the Worlds Edge Mountains. Now are scarcely recognizable, having been captured and warped by Chaos into the present form. These great, Undead birds now serve the forces of Chaos as aerial scouts and fighters. Occassionally, they will carry a rider – typically a small Chaos Goblin mutant armed with a lance and a bow. They cannot carry heavier riders.”

“Carrion are skeletal flying beasts, mostly birdlike but with membranous wings and tails, reminiscent of bats or pterodactyls.”

Combat: “In combat, Carrion attack with two claws and one bite per round.” In melee combat, Carrion cause fear (PH 175-176) in a 10-foot radius; a creature that makes its charisma check against this effect is immune to that Carrion’s fear for 24 hours. A Carrion’s rider is immune to this fear. A Carrion bearing a rider is not subject to undead instability.

Dive: A Carrion can dive at a foe, gaining a +4 attack roll bonus, but it must move at least 45 feet in one round to do so. A successful attack means the target takes damage from both claws. Furthermore, the target must succeed at a dexterity check to avoid being grasped in the Carrion’s talons. If the check fails, and the target weighs no more than 100 pounds, the Carrion picks up the target and carries into the air. If the victim manages to stab or otherwise harm the Carrion, it immediately drops the victim. A Carrion cannot carry off a target and carry a mount at the same time.

October 6th, 2023  in RPG No Comments »

Levels of Fright

With my older group of student-players in the gaming club I facilitate whereat I teach, we recently started a sort of mash-up of Warhammer Fantasy Roleplay (from 1986) and basic D&D. I’ve got three 8th graders involved. All three made up elves with the Career Classes of Ranger, Rogue, and Academic. Their starting basic careers are Fisherman, Hypnotist, and Thief. The trio of elves left Albion aboard the Fisherman’s boat and made their way to the land of humans, eventually arriving at Nuln. Good times.

For those unfamilar with Warhammer‘s Old World setting, it is analogous to late-medieval/early-Renaissance western Europe in many ways. It’s a very human-centric setting. Elves in particular are rather rare, which makes the student-players’ characters something noteworthy in the cobbled streets of Nuln. Typical fantasy races such as dwarves, halflings, orcs, goblins, et cetera exist in the Old World. So too do more monstrous creatures like ogres, giant scorpions, and what not. Back when I played Warhammer while stationed at Fort Bragg, North Carolina, our games seldom involved more exotic monsters. The weirdest we encountered were the undead. Demons, devils, intelligent slimes, and what not never showed up.

In Warhammer, the other-worldliness of certain creatures results in those creatures causing Fear or Terror, which is a lot like Fear but also causes lasting psychological damage. For example, a Manticore causes “fear in living creatures under 10 feet tall.” In contrast, a mummy invokes fear in all living creatures, but causes “terror in living creatures under 10 feet tall.” Even the (in D&D terms) relative mundane undead skeleton causes fear in living creatures. In short, the idea that certain creatures are so fearsome and/or so unnatural that the characters’ minds rebel against their very presence is baked into the Warhammer world.

This sort of baking is not part and parcel of D&D. Even 1st-level characters may face a squad of undead skeletons with no more rules-induced trepidation than they’d experience facing the same number of bandits. Within the reality of the “standard” D&D game-world, walking skeletons are no more unnerving psychologically than walking people. There’s nothing wrong with this, unless you want their to be something wrong with it.

Let’s consider fear conditions for 5E D&D that work in a way inspired by Warhammer, and apply those conditions to encounters with undead of any sort. In 5E, the only condition related to fear is frightened. It’s a sort of one-size scares all condition. Moving back a couple of E’s, we find in the d20 System four fear-related conditions: shaken, frightened, panicked, and cowering (in order from least to most severe). I like these, but they’ll need to tweaked to fit 5E.

A brief digression into the 5E version of exhaustion gives me an idea. The condition of exhaustion in 5E has six levels, each one imposing a certain limitation. A character with one level of exhaustion has disadvantage on ability checks. With two levels, he has disadvantage on ability checks and moves at half speed. And so on. Fear conditions could work in a similar manner. A character with one level of fright is shaken, with two levels is frightened, et cetera.

Now I just need to decide on what each level of fright does. Since frightened is already a 5E condition, that might work as a sort of baseline. Shaken would be less severe than frightened. Panicked and cowering would be more severe. After some pondering, here’s what I came up with:

Shaken: A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

Frightened: A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

Panicked: A panicked creature drops anything it holds and flese at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t use the attack action. In addition, the panicked creature has disadvantage on ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the panicked creature must use such means if they are the only way to escape.

Cowering: A cowering creature is incapacitated, meaning the creature can’t take actions or reactions. Also, the cowering creature can’t move, and it can speak (or scream or sob) only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.

Most undead creatures cause Fear. More powerful undead cause Terror. In either case, the victim gets a Will saving throw to resist the effect. Set the DC as appropriate for the creature’s CR. All that is required for the saving throw to trigger is line of sight to the monster, at least in most cases. For weaker undead, it might be reasonable to only require the Will saving throw when the undead attacks. For undead that cause Fear, failing the saving throw imposes one level of fright, which means the character would be Shaken most of the time. Terror is more serious. If the saving throw against Terror fails by 5 or more, the victim receives two levels of fright, which means becoming Frightened at a minimum. In any case, at the end of its turn, the victim of fear is permitted another Will saving throw. If successful, the creature’s fright level is reduced by one level.

As Kelly Bundy says, “Viola!” With rules like these, I’ve taken the first step toward creating a world in which unnatural foes such as the undead are not only frightening in concept but also pose psychological risks, at least in the short term. For more horror, I could put into play the rules related to sanity loss found in the 5E DMG, attaching those rules to encounters with Terror-inducing monsters and/or against characters who reach Panicked or Cowering levels of fright.

Good times.

March 13th, 2020  in RPG 2 Comments »