The Sieve of Sirach

When a sieve is shaken, the refuse remains; so a man’s filth remains in his thoughts. The kiln tests the potter’s vessels; so the test of just men is in tribulation. The fruit discloses the cultivation of a tree; so the expression of a thought discloses the cultivation of a man’s mind. Do not praise a man before you hear him speak, for this is the test of men. (Sirach 27:4-7)

Okay, got to be honest. This time the magic item doesn’t really have much at all to do with the quote, which was part of the first reading at Mass this past Sunday. Once the idea presented below got stuck in my head, it wouldn’t let go.

Sieve of Sirach
Wondrous item, rare (requires attunement)

This leaf-shaped wondrous item is a bit longer than a human’s hand and made of silver. While holding the sieve, a monster capable of incorporeal movement cannot move through creatures and objects in a 15-foot square area around you. This effect does not prevent normal movement. Also while holding the sieve, you have advantage on saving throws against the incorporeal monsters’s attacks and magical powers.

The sieve can be used as a weapon. You can use the Attack action to make a melee spell attack with the sieve against an incorporeal creature. Your attack bonus with the sieve equals your Wisdom modifier + your proficiency bonus + 1. An incorporeal creature hit by the sieve takes 3d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed.

If the creature is destroyed, a fine powder remains in the sieve. You can use an action once per day to sift this powder to find 1-4 smoky crystals called ghost stones. A ghost stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet when within 60 feet of any undead or fiend. This glow lasts for 1 minute and then the ghost stone dissolves into mist. Also, an unactivated ghost stone retains its power for 1 hour, at which time it dissolves into mist.

March 4th, 2019  in RPG No Comments »

ThursdAD&D: Hisser Queen

I delve further into Gamma World to reach the hisser: “This 3-meter long half-man-half-snake inhabits the more arid regions…, often settling near an oasis or well. … Their society is matriarchal, one female leading a group of…males and young. She, like a queen bee, lays all the eggs for eat settlement, and all of them hatch as males.”

The hisser is a tough monster in Gamma World: AC 3, 18 Hit Dice, some interesting mutations. For my AD&D conversions of mutants, I’ve been scaling back the Hit Dice. Arks, for example, have 8 Hit Dice in Gamma World, but my AD&D ark has 2 Hit Dice. I scaled the 20-HD gren way back to 1+2 HD.

With the hisser, however, I’m drawn to the idea of a hisser matriarch ruling over male hissers, who I envision has a sort of insect-like hivemind complete with drones and warriors.

So, today, we meet the hisser queen. Drones and warriors show up next ThursdAD&D.

Hisser Queen
Frequency: Rare
No. Appearing: 1
Armor Class: 3
Move: 12″
Hit Dice: 10
% in Lair: 75%
Treasure Type: D, Q (x3)
No. of Attacks: 2
Damage/Attack: by weapon type (x2) or 1-6/2-12
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Any
Size: L (10′ long)
Psionic Ability: 151-250
Attack/Defense Modes: B/FGH
Level/XP Value: VII/2,250 + 14/hp

The hisser queen attacks either with melee weapons or else with her powerful bite. If her bite hits, she constricts for 2-12 points of damage per melee round. If several strong creatures (such as 4 humans of 17 or greater strength) can grasp the queen at head and tail, the can uncoil her in 2-5 melee rounds.

Once every four melee rounds, the queen can emit a piercing hiss that causes 3-18 points of damage due to ruptured tissues to all creatures (except the queen) in a 30-foot radius (no saving throw). Creatures damaged by the queen’s hiss are deafened for a number of melee rounds equal to the damage taken (saving throw versus breath weapon halves the duration). She is immune to fire/heat and sound-based attacks.

The hisser queen is psionic. She has the following psionic abilities: clairvoyance, hypnosis, and telepathy. The latter power is the queen’s primary means of communication. Hissers have no spoken or written language.

The hisser queen is guarded by 2-20 drones and 2 warriors who fight with special ferocity, gaining a +2 on “to-hit” rolls to defend their queen.

Hissers are territorial and carnivorous. The alignment of a hisser brood matches that of the queen. Good-aligned queens tend toward benevolence and may aid travelers. Neutral-aligned queens may do likewise, but often only in exchange for goods and services. Evil-aligned queens and their broods cannot be trusted, and they often capture intelligent creatures for use as slaves and food.

February 28th, 2019  in RPG No Comments »

Savage Wednesday: Combat Ratings

Our campaign using Savage Worlds Deluxe Explorer’s Edition has launched into its first full-blown adventure involving elements cobbled together from Keep on the Borderlands and West End Games’s The Destiny Map. As mentioned last Savage Wednesday, what I thought would’ve been a modestly challenging encounter with a doppelganger assassin ended up being pretty much a cake walk for the heroes. During the fight against Devris Poyer, I expected that either the characters would win or Poyer would escape. The heroes beat him pretty easily.

Interesting.

Now, I expected the heroes to win. I almost always do. I also had a probability warping run of low die rolls when attacking and inflicting damage. The heroes subdued what I thought was a pretty tough customer, all without any real damage suffered and not a whole lot of effort expended, especially once the grappling started.

During the down time between sessions, I’ve read more carefully the section on Balance and Combat Ratings. I think I grok them pretty well. (Some of what follows is a repeat of a social media post; if you’ve already seen it: Mea culpa.) So, I grabbed my son Christopher’s elven warrior character and studied him with combat rating in mind:

Haldir of Elveim
Half Maximum Damage of Typical Attack: +6
Combat Edges/Special Abilities: +2
Toughness over 5: +1
Total Combat Rating: +9

There are three other heroes in the group. I don’t have their characters at hand, but it’s safe to assume they are approximately the same Combat Rating as Haldir. That means the group’s total Combat Rating is about 36. During the last session, the group tracked down and subdued Devris Poyer, a doppelganger assassin:

Half Maximum Damage of Typical Attack: +6
Combat Edges/Special Abilities: +2
Toughness over 5: +2
Total Combat Rating: +10

If the guidelines in SWDEE are accurate (and I have no reason to doubt them), this means Haldir alone versus Devris alone should be a moderately difficult encounter. Devris alone against all four heroes? No challenge for the heroes.

I next looked at a orc and a chieftan orc:

Orc
Half Maximum Damage of Typical Attack: +8
Combat Edges/Special Abilities: +2
Toughness over 5: +3
Total Combat Rating: +13 ÷ 2 for not being a Wild Card = +7

Chieftan Orc
Half Maximum Damage of Typical Attack: +10
Combat Edges/Special Abilities: +3
Toughness over 5: +6
Total Combat Rating: +19

For a moderate encounter involving these orcs, I should pit the heroes against two orcs and one chieftan orc, for example. That’d be Heroes 36 versus Orcs 33. For a tough fight, add a couple of more orcs.

But back to Devris. I adapted his role from The Destiny Map. In that adventure, the assassin was from the Cyberpapacy. He had some pretty hefty stats, including cyberlegs and a really big gun. I remember running The Destiny Map while stationed in Hawaii. We had about a half dozen players in the group I gamed with most often. Those 5-6 heroes did not fare well against the cyber-assassin once he’d been cornered. If I recall correctly, he seriously injured one or two heroes, and then escaped, handily evading pursuit.

For doppelganger Devris to do the same, I guesstimate his combat rating would need to be close to doubled. That means adding 2 to 3 “adds” for each of the three categories, assuming things were spread out more or less evenly. This rougher, tougher Devris might look like this:

Devris Poyer, a Doppelganger Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d10, Persuasion d6, Notice d6, Stealth d6, Throwing d8
Charisma: +0
Pace: 8
Parry: 7
Toughness: 7 (2)
Gear: studded leather vest (+2), studded leather vambraces (+1), shuriken (STR, 3RB, range 1/2/3)

Special Abilities:

Change Shape: Devris can change his appearance to another humanoid ranging in size from -1 to +1. If Devris mimics a specific person, someone familiar with that person can see through the disguise with Notice -2.

Improved Extraction: Make an Agility roll when withdrawing from combat. If successful, one opponent doesn’t get a free attack. With a raise, all opponents currently in melee lose their free attack.

Improved Martial Artist: Devris is never considered unarmed. STR+d6 damage unarmed.

Improved Sweep: Make a single Fighting attack against all currently adjacent targets. Resolve each damage separately.

Mind Reading: Devris can read another’s thoughts by opposing his Smarts against his target’s Smarts. If Devris gets a raise, the target is unaware of the intrusion.

This new Devris would be about an 18 Combat Rating:

Half Maximum Damage of Typical Attack: +7
Combat Edges/Special Abilities: +7
Toughness over 5: +4
Total Combat Rating: +18

February 27th, 2019  in RPG No Comments »

Tuesday Terror: The Hish

Today’s picture is “Hish” by that uncanny illustrator of the weird Sidney Sime. Sime lived from 1865 to 1941, and he is best known for his iconic illustrations of Lord Dunsany’s tales and poems.

The hish are mysterious creatures, part shadow, part silence, or so it seems. They are seldom seen or heard, even by their victims, for the hish practice assassination as a form of religious devotion to their strange deities.

Hish
Medium fey, any evil

Armor Class 16 (studded leather)
Hit Points 90 (12d8+36)
Speed 30 ft., climb 30 ft.

STR 13 (+1), DEX 18 (+4), CON 16 (+3), INT 15 (+2), WIS 13 (+1), CHA 12 (+1)

Saving Throws DEX +8, INT +6
Skills Acrobatics +8, Deception +5, Perception +5, Stealth +8
Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities blinded, deafened, poisoned
Senses darkvision 90 ft., passive Perception 15
Languages Common, Sylvan, plus any two languages
Challenge 9 (5,000 XP)

Assassinate. During its first turn, the hish has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the hish scores against a surprised creature is a critical hit.

Hish Senses. Magical darkness does not impede the hish’s darkvision. Magical silence does not impeded the hish’s hearing. The hish cannot be blinded or deafened.

Innate Spellcasting. The hish’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material or verbal components:

At will: disguise self, invisibility (self only)
2/day each: darkness, silence
1/day each: pass without trace (self only), vampiric touch

Sneak Attack. Once per turn, the hish deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hish that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

Spider Climb. The hish can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The hish makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Misty Step. The hish surrounds itself with silvery mist and teleports up to 30 feet to an unoccupied space that it can see.

February 26th, 2019  in RPG No Comments »

The Key of Eliakim

In that day I will call my servant Eliakim the son of Hilkiah, and I will clothe him with your robe, and will bind your belt on him, and will commit your authority to his hand; and he shall be a father to the inhabitants of Jerusalem and to the house of Judah. And I will place on his shoulders the key of the house of David; he shall open, and none shall shut; and he shall shut, and none shall open. (Isaiah 22:20-23)

And I tell you, you are Peter, and on this rock I will build my church, and the powers of death shall not prevail against it. I will give you the keys of the kingdom of heaven, and whatever you bind on earth shall be bound in heaven, and whatever you loose on earth shall be loosed in heaven.” (The Gospel According to St. Matthew 16:18-19)

Key of Eliakim: This heavy iron key weighs 1 pound and is worn about the neck, suspended from a heavy leathern cord. The key of Eliakim functions once per round upon command. When found, it has 41-50 charges. For each week that none of the devices powers are used, the key regains 1-4 charges. This is the only known means of recharging the key. The device has these functions:

  1. Knock: This ability functions as the spell of the same name cast by a 5th-level magic-user. This drains 1 charge.
  2. Wizard Lock: This ability also function as the spell of the same name cast by a 5th-level magic-user. This too drains 1 charge.
  3. Hold Monster: For 2 charges, the user duplicates the spell of the same name as if cast by an 11th-level magic-user. This costs 2 charges.
  4. Dispel Evil: This ability functions as the spell of the same cast cast by an 11th-level cleric. This costs 2 charges.
  5. Plane Shift: For 3 charges, the user duplicates the spell of the same name as if cast by an 11th-level cleric, but this power can only shift creatures to one of the Upper Planes or back to the Material Plane. This ability costs 3 charges.

The key of Eliakim only works for a good-aligned creature who is dedicated to one of the good deities of the Upper Planes. A neutral creature cannot get the key to function. An evil creature who attempts to use the key will lose 2,000-8,000 experience points and make a saving throw versus spells or suffer 5-30 hit points of damage that cannot be healed by magical means.


Nota Bene: In other news, all Spes Magna OGL OSR products are currently on sale. You can peruse the catalog by clicking here.

February 24th, 2019  in RPG No Comments »