Tuesday Terror: The Terara

This week’s Tuesday Terror was created by John Tedrick. You check his online portfolio by clicking here. The monster statted below is based on a piece titled “The Terror of Undermountain” (click here, please).

The terara dwells deep within rocky realms, often claiming an abandoned subterranean structure as its lair. From there, it ranges throughout the region, either hunting or demanding tribute from the creatures it encounters.

Terara
Gargantuan aberration, chaotic evil

Armor Class 18 (natural armor)
Hit Points 325 (26d20+182)
Speed 40 ft., fly 75 ft., swim 40 ft.

STR 27 (+8), DEX 14 (+2), CON 25 (+7), INT 19 (+4), WIS 15 (+2), CHA 16 (+3)

Saving Throws DEX +8, CON +15, INT +10, WIS +8
Skills Perception +10
Damage Resistances psychic; bludgeoning, piercing, slashing (in Swarm Form)
Condition Immunities blinded; charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned (in Swarm Form)
Senses blindsight 120 ft. or 40 ft. while deafened (blind beyond this radius), passive Perception 20
Languages Undercommon, telepathy 120 ft.
Challenge 20 (25,000 XP)

Amphibious. The terara can breathe air and water.

Blind Senses. The terara can’t use its blindsight while deafened and unable to smell.

Innate Spellcasting (Psionics). The terara’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect magic, detect thoughts, invisibility
3/day each: phantasmal force, see invisibility, shield
2/day each: charm monster, gaseous form, nondetection, suggestion
1/day each: clairvoyance, phantasmal killer

Keen Hearing and Smell. The terara has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If the terara fails a saving throw, it can choose to succeed instead.

Magic Resistance. The terara has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The terara makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) piercing damage plus 11 (2d10) psychic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Swarm Form (Recharge 5-6). The terara can discorporate its body into a squirming mass of monstrous worms. The terara remains in this form until the beginning of its next turn. While in swarm form, the terara cannot fly, bite, claw, or use its tail. The terara can occupy other creatures’ spaces, and it can move through any opening large enough for a Medium creature. When a creature enters the swarm form for the first time on a turn or starts its turn there, the creature must make a DC 19 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect. The terara makes a Wisdom (Perception) check.

Tail Attack. The terara makes a tail attack.

Psionic Blast (2 Actions). The terara unleashes a blast of psionic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 15 (2d10+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself.

February 12th, 2019  in RPG No Comments »

ThursdAD&D: Bloodoak and Other Woods

The Skyrealms AD&D campaign resumes this coming Sunday with the heroes continuing their exploration of the so-called “haunted house” on the outskirts of Saltmarsh. One of the inspirations for the campaign is The Edge Chronicles by Paul Stewart and Chris Riddell. I recently started re-reading Beyond the Deepwoods, the first of the books in the Twig Saga.

In Beyond the Deepwoods, readers are introduced to the Deepwoods, a place of magic and danger. Unusual trees grow in the Deepwoods.

Scentwood: This wood burns with a soporific fragrance that sends “those who breathed it drifting into dream-filled sleep”. A creature that breathes air tinged with scentwood for 1 turn must make a saving throw versus poison or fall asleep for 1d4+2 hours. The creature can be awakened before this time by rough handling, loud noises, or damage, but he is treated as moderately intoxicated if less than half the time has passed, or slightly intoxicated otherwise. See page 82, Dungeon Masters Guide for the specifics. If the affected creature sleeps for the entire duration, he awakens refreshed as if he had rested for a full day. Minimum Size of Log: 2 lbs. Cost: 5 gold pieces per pound.

Lullabee: When burned, this wood, silvery-turquoise in color, sings “strange mournful songs” that are widely viewed as an acquired taste. A creature that listens to the singing wood for 1 turn must make a saving throw versus spells after falling asleep. If the saving throw fails, the creature’s dreams are sad and disturbing. The creature loses 1d4 points of wisdom, which are restored at a rate of 1 point per hour after waking up. If the saving throw succeeds, the creature is mentally fortified, enjoying a +1 bonus to saving throws against enchantment/charm and fear effects for 1d4 hours after waking up. Minimum Size of Log: 2 lbs. Cost: 15 gold pieces per pound.

Lufwood: This wood is the most popular for home fires. It burns softly and well, producing a restful purple glow. This glow acts as a protection from evil in a 5-foot radius per burning log. A log burns for 1 hour. Minimum Size of Log: 3 lbs. Cost: 25 gold pieces per pound.

Bloodoak: Bloodoak is the most bouyant of woods, and it’s used in the construction of floatboats and skyships. Bloodoak burns brightly and hotly, moreso than other woods. It also wails and screams while burning. Bloodoaks are dangerous, and invariably grow alongside the predatory tarry-vine. Cost: 1 gold piece per pound.

At the top of the trunks of these huge flesh-eating Deepwoods trees are a ring of enormous teeth which ensures that hapless prey, captured for it by the parasitic lassoo-like tarry-vine, can never escape.

Bloodoak
Frequency: Rare
No. Appearing: 1
Armor Class: 3 (5 for tarry-vine)
Move: 0″ (12″ for tarry-vine)
Hit Dice: 16+16 (4+4 for tarry-vine)
% in Lair: Nil
Treasure Type: Incidental
No. of Attacks: 1 (4 for tarry-vine)
Damage/Attack: 5-20 (1-4 for tarry-vine)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral evil
Size: L (20+ feet tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IX/5,250 + 20/hp (Tarry-Vine: IV/205 + 5/hp)

Climate/Terrain: Any non-tropical/any forest
Organization: Solitary
Activity Cycle: Nocturnal
Diet: Carnivore
Morale: Fearless (19)

The bloodoak cannot be easily mistaken for a normal tree. Great, scab-like growths cover its thick, nearly limbless trunk. Its thick roots can be seen pulsing slowly, pumping bloodsap. Ropy, barbed tarry-vines grow riot around the bloodoak’s trunk and roots. These vines snake and strike, and account for the characteristic “deathstillness” around the bloodoak, for it is a careless or very hungry animal that gets close enough to the tree to become a meal. Closer to the bloodoak, depending on wind conditions, the “underscent” of rotting carcasses and blood might be detected. Atop the bloodoak’s trunk is a gaping mouth ringed by huge, jagged teeth.

In truth, the bloodoak is two creatures: the bloodoak itself and its symbiotic tarry-vine. The tarry-vine attacks with barbed, lithe branches, striking in any direction out to 12″ around the bloodoak. A tarry-vine has 13-20 attack vines, each one treated as AC 5 and requiring 4 points of damage from an edged weapon to sever. Damage inflicted to the attack vines does not affect the tarry-vine’s body, which has 4+4 Hit Dice. When an attack vine hits, it inflicts 1-4 points of damage and wraps tight around a limb or the neck. The attack vine inflicts damage automatically each round it is attached. Furthermore, it lifts the victim into the air to drop the victim into the bloodoak’s gaping maw. This takes 1-4 rounds.

The bloodoak’s maw grinds its food, inflicting 5-20 points of damage each round with no need to make a “to-hit” roll. It is almost impossible to climb out of the bloodoak’s throat due to the numerous, downward slanting fangs. A thief (or character with climb walls ability) might succeed, but with half the normal chance. The inner armor class of the bloodoak is 8. Bludgeoning weapons are ineffective against the bloodoak, whether its interior or exterior. Nonmagical piercing weapons also cannot harm a bloodoak.

Bloodoaks hate fire, but they are not particularly vulnerable to it. Tarry-vines take +1 point of damage per damage die from fire attacks. Cold spells have their normal effect, and also slow the bloodoak and/or tarry-vine for 1-4 rounds. Bloodoaks and tarry-vines are immune to enchantment/charm and magic missile spells.

February 7th, 2019  in RPG No Comments »

Savage Wednesday: The Story Begins

This past Saturday, the link to the work-in-progress The Kids’ Game campaign using Savage Worlds Deluxe Explorer’s Edition began. Four players created four 13- to 14-year-old characters: John, the rich kid; Bin, the bookworm; Ganke, the honor student; and Mario, the troubled teen. All four kids reside in a Miami suburb in the 1980s. They’re not necessarily friends, but they still managed to get into trouble together after loose talk moved into dares about breaking into Old Man Sutherland’s house at the end of a street in a well-heeled neighborhood. The kids were caught, and Mario’s police officer dad organized the punishment: clean Sutherland’s vast attic over the course of a Saturday afternoon.

Sutherland, wheelchair-bound and aged, lives alone, but every room of his spacious home is wired for intercom. Hidden cameras monitor the interior and exterior. Kids being kids, half the group went to work while the other half didn’t. Mario moved an over-stuffed box. The bottom fell out, dumping its contents, which included a handsome, leather-bound manuscript.

Within the covers? A handwritten description of something called a “role-playing game” titled “Savage Worlds”. A true oddity, for in the kids’ world, no such thing as a role-playing game exists. There is no TSR or Mayfair Games. Gary Gygax publishes mediocre fantasy fiction, not culture-changing games. During lunch, Old Man Sutherland explained the game, and offered to show the kids how to play.

“Better than attic cleaning,” he said.

And so the kids made up fantasy characters, guardians in a magical world called Aysle. John made up Dark Halo, magical bounty hunter. Bin created Books, a golem. (“Android!” Bin insists.) Ganke’s character is Lander Foxglove, cat-man warrior, and Mario made up Haldir, elven archer. Sutherland explained that their characters were on the road through the woods, returning to a keep in a frontier region.

With a pop!, the lights in Sutherland’s house went out. Floodlights glared through the front windows, and a voice boomed, “Come out slowly! Bring the Book and the Dice!”

Old Man Sutherland thrust the book into Mario’s hands and the dice into John’s grip. “Run!” he said. “Protect the Book and the Dice!”

And so the kids ran out the back door and across the lawn, pursued by men in bulletproof vests and ski masks. Men armed with firearms they proved willing to use, but — thank goodness! — the weapon aimed at Mario jammed when the trigger was pulled. The kids scattered and hid.

And then all the lights went vanished. The buildings vanished. Miami disappeared. One second, it was there. The next: nothing but forest and hills. John, Bin, Ganke, and Mario were changed. They’d become their characters in a frontier region of Aysle….

The World Rules

The magical realm of Aysle is borrowed from Torg by West End Games. Aysle differs greatly from Miami in the 1980s. Specifically, there are four immutable Laws that govern life in Aysle.

The Law of Observation

What can be observed through the senses is real. Every real thing is the result of a previous observation. That which cannot be sensed is not real. This does not, however, mean that every individual creature lives its own reality. Solipsism is not possible in Aysle. That castle is real because it has been observed. Maybe not by you, but by others. In Aysle, observation creates theories, rather than the other way around, where theories require testing by observation. What is or has been observed is true.

The Law of Magic

Magic has been observed; therefore, magic is real. Every sentient being in Aysle has at least the potential to use magic. Most beings do not invest the time and effort into honing their preternatural senses. Nevertheless, magic is common in Asyle. One might meet a humble farmer whose soothing words repel vermin from his fields. The interaction between the Law of Observation and the Law of Magic has consequences for illusions. An illusion, once perceived, might become real, at least for a time. An illusion that becomes real might behave as appropriate for whatever it is. Illusionists take note: That image of a chimera might scare off those guards, but it might also become a chimera, at which time it’s no longer under your control.

The Laws of Honor and Corruption

The Law of Honor declares that good deeds cannot be hidden. The honorable creature embodies honor, which is reflected outwardly in appearance and bearing. Likewise, the Law of Corruption declares that evil deeds cannot be hidden, but is reflected outwardly as well. Most denizens of Aysle do not exhibit exceptional honor or corruption. They seldom perform heroic deeds. They seldom perform evil deeds. Their lives includes many minor decisions for good or against good, and the net effect is negligible. Some creatures, however, dedicate their lives to honor or corruption.

For the heroes in Aysle, this means that their actions will see an accumulation of Honor Points and Corruption Points based on the actions the hero performs during the course of an adventure. Think of Honor Points as positive numbers and Corruption Points as negative numbers. At the end of an adventure, if the total is positive, the hero gains Honor. If the total is negative, the hero gains Corruption. These points are tracked like XP. For every 5 Honor Points, the hero gains a step up on his Honor skill (starting with 1d4, then 1d6, et cetera). For every 5 Corruption Points, the hero gains a step up on his Corruption skill. Unlike other skills, Honor and Corruption do not increase based on XP, but only due to Honor Points and Corruption Points. Honor and Corruption skills can also decrease or even be lost (no die assigned). Honor and Corruption cannot be used unskilled.

Nota Bene: The specific effects of Honor and Corruption are beyond the scope of this post. I’ll be typing them up as part of the The Kids’ Game document or as part of a separate document about Aysle. When it’s ready, I’ll post the link.

February 6th, 2019  in RPG No Comments »

Tuesday Terror: Ch’ik’ich’ik’i

This week’s Tuesday Terror is brought to us from the mind of the talented Mike Franchina. You check his online portfolio by clicking here. The monster statted below is based on a piece evocatively titled “Monk of the Church of the Metamorphosis” (click here, please).

Portals ought to be opened. Doorways ought to be walked through. Every path leads somewhere, and every destination necessitates innumerable experiences. Each experience changes me, and — oh! — I so long to change. Nothing is now as it was, and I am ever new. This form you see? This form from which you recoil? It serves me now as the means to further transcendence. (Canons of Chaos, Book II, Verses XXX through XXVIII)

Ch’ik’ich’ik’i
Large aberration, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 119 (14d10+42)
Speed 25 ft., fly 45 ft.

STR 21 (+5), DEX 14 (+2), CON 17 (+3), INT 12 (+1), WIS 19 (+4), CHA 14 (+2)

Saving Throws CON +6, WIS +7
Skills Perception +7, Persuasion +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages any three languages
Challenge 5 (1,800 XP)

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the ch’ik’ich’ik’i and can see the ch’ik’ich’ik’i’s true form must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the ch’ik’ich’ik’i is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ch’ik’ich’ik’i’s Horrific Appearance for the next 24 hours.

Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the ch’ik’ich’ik’i.

Spellcasting. The ch’ik’ich’ik’i is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ch’ik’ich’ik’i has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt, shield of faith
2nd level (3 slots): aid, enhance ability, hold person
3rd level (3 slots): dispel magic, protection from energy, spirit guardians

Spider Climb. The ch’ik’ich’ik’i can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Venomous Infusion. As a bonus action, the ch’ik’ich’ik’i can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) poison damage to a target on a hit. This benefit lasts until the end of the turn. If the priest ch’ik’ich’ik’i a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Actions

Appendages. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the ch’ik’ich’ik’i can’t use its appendages against another target.

Digestive Tendrils. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that is grappled by the ch’ik’ich’ik’i, incapacitated, or restrained. Hit: 12 (2d6+5) piercing damage plus 18 (4d8) acid damage.

Touch of Chaos (3/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target has disadvantage on attack rolls and saving throws for 1 minute. At the end of each of its turns, the target can make a DC 15 Wisdom saving throw, ending the effect with a successful save.

February 5th, 2019  in RPG No Comments »

Pillar of Iron

Thou therefore gird up thy loins, and arise, and speak to them all that I command thee. Be not afraid at their presence: for I will make thee not to fear their countenance. For behold I have made thee this day a fortified city, and a pillar of iron, and a wall of brass, over all the land, to the kings of Juda, to the princes thereof, and to the priests, and to the people of the land. And they shall fight against thee, and shall not prevail: for I am with thee, saith the Lord, to deliver thee. (Jeremiah 1:17-19)

Pillar of Iron (Abjuration)
Level: Cleric 5
Range: 0
Duration: 1 round/level
Area of Effect: 1″ diameter by 2″ high column
Components: V, S, M
Casting Time: 8 segments
Saving Throw: Special

Explanation/Description: When the cleric calls upon his or her deity for strength and protection, a burst of radiance radiates from the cleric, forming a column of bright light equal to continual light. Enemies within the spell’s area of effect must make a saving throw. Failure to make the save means the creature is violently thrust 10-30 feet directly away from the cleric. If the creature hits a solid object as a result, it takes 1d6 points of damage per 10 feet of forcible movement. The area of effect is equal to a protection from evil spell. The cleric is immune to fear and magical silence for the spell’s duration. The cleric and those friendly to the cleric who are in the area of effect make “to hit” and damage rolls at +1, while enemies within the area of effect suffer a -1 on “to hit”, damage, and saving throws. The material component is a small iron rod.

February 3rd, 2019  in RPG No Comments »