Author: Bryan Fazekas

  • Short Fiction – Introduction and Setting

    These short stories are pastiches I wrote, mostly published in & Magazine and similar Dungeons & Dragons-themed free magazines. The first one written – Gree-Kin – was written about the grandparents of one of my children’s AD&D characters. I wrote the pastiche as a way of making Marissa and Trajan come alive, and as a means of entertainment for both my sons and me.

    From there things grew on their own, until I was writing pastiches about the trio Marissa, Trajan, and Etjar to introduce various monsters – for articles published in & Magazine, and later in other magazines including Footprints.

    The collection is broken into four sections, based upon the characters involved:

    Marissa, Trajan, and Etjar

    This trio adventured together for seven years, encountering many obscure – and deadly – beasts.

    The Company from Kerr

    Initially composed of Jake, David, and Bisonbit, this party of AD&D characters is my sons’ first characters. The pastiches I wrote involving them are based upon actual play. While I fictionalized the story, the basis is from our game.

    The Council of Rendelshod

    These characters are from my original campaign from the mid-1980’s. Most of the characters are from that game, although some were added to flesh out the history of my mythological campaign world.

    Other Characters

    In addition to the above characters, I’ve written about others – mostly single-use characters to illustrate articles for & Magazine.

    The Setting

    These tales take place mostly in Trivana, a land in which magic – the circumvention of the normal laws of physics – works.

    While much of the land is dominated by various groups of humans, they are by no means the only major sentient race. The elves, dwarves, halflings, and other “demi-human” races control their own ancestral lands. Other areas are infested with numerous “goblinoid” races, creatures such as orcs, goblins, ogres, and giants. The remaining wilderness is inhabited by various lesser races and creatures, both mundane and magical.

    Trivana is a land of many wonders and many dangers.

    Marissa, Trajan, and Etjar hail from Kerr, the largest independent city/state located in the southern reaches of the Grav-Lach Mountain near the eastern coast of Trivana. This is the largest of the city/states, claiming all lands within a hundred miles or so of the city, including some smaller cities.

    The remainder of the arable land in the mountains is held by other city/states, and by dwarven and gnomish cities.

    The lands to the south and west of the Grav-Lach Mountains belong to the Empire of Sathea, and the lands farther west are claimed by the Empire of Mathailda. Sathea would likely be looking to take lands in the mountains, but its continuing conflict – not quite war – with Mathailda keeps that empire distracted. That, and previous failures to take and hold lands in the Grav-Lach Mountains.

    To the East? The Lowlands between the mountains and the ocean contains relatively small city/states, whose allegiances vary over time. The one thing that unites them is when forces from the Sathean Empire invade. While this area lacks the benefits of mountainous terrain, long supply lines have historically been the cause of failure for Sathea to hold the lands they’ve taken.

    Tales involving the Council of Rendelshod may take place at the Castle Rendelshod, which is near the dwarven city Rendelshod situated in the north end of the Grav-Lach mountains.

  • Marissa, Trajan, and Etjar – Bereaver

    This was the second pastiche written, to accompany the bereaver article published in & Magazine Issue 5, Ecology of the Bereaver. I’m still not sure why I ended it the way I did. Gree-Kin was the beginning of the trio, this was the end. Everything written after this fills in the details.

    The writeup of the Bereavers is here.

     


     

    Hal thumped the table to emphasize his point, “And THAT is how to kill an ogre!” Someone placed a fresh tankard in front of the old duffer which he quickly lifted with his left hand, nodded his thanks to his benefactor, and slurped half of the ale noisily down. He was well into his cups and it was early afternoon. An old adventurer missing his right eye and half of his right arm was well entitled to enjoy his cups as often as possible. Telling tales until he was too drunk to talk coherently helped to keep the cups replenished. The mixed crowd around his normal table boded well for more drinks.

    A half-grown boy asked another duffer sitting at a nearby table, one not quite as old as Hal nor as weather beaten. “Trajan, did you ever fight an ogre?”

    Hal glared first at the boy and then at Trajan, enflamed that his glory might be stolen. The boy was oblivious but Trajan smiled back at Hal’s one-eyed glare and spoke softly. “Yes, David, I fought ogres, but Hal already told you best. If you do what he said and manage to not get killed first, you’ll certainly win against an ogre.”

    Several snorts of amusement from the audience meant a few people understood the ironic humor of the reply. Still oblivious the boy pressed the retired adventurer further, “What have you fought?”

    Hal chugged the remainder of his ale and was of mind to dress the boy down for stealing his thunder, and more importantly, more free drinks! He belched thunderously, looked owlishly around the table, and decided to tear a stripe off the boy’s back. Right after a short nap. Hal nestled his head on his folded arms and started snoring softly.

    Glancing amusedly at his suddenly sleeping compatriot then at the crowd that shifted to surround his table, the old man replied, “In my day I fought a lot of monsters. The most interesting was the magical construct called ‘bereaver’ by wizards and other spell casters.”

    “Interesting?”

    “That means scary.” The old man laughed.

    David brightly piped up, “More scary than an ogre?”

    Trajan realized, not for the first time, that the boy had no idea what scary was. “FAR more terrifying than an ogre!” He sipped his wine and continued, “There were six of us. My right hand partner Etjar, a better friend than any of you will ever have. Adelf, an elven scout.” He sipped again. “An exiled wizard, and a couple of young dwarves looking to make a reputation.”

    “We were exploring the tunnels below the wizard Ar-Rul-Val’s ruined tower …”


    Trajan shuddered. The hallway was wide and the ceiling was high, vaulted an easy 10 feet above his head. But the hallway was deep beneath the ruins of the ruined tower and the oppressive atmosphere made it feel narrow and restricted. The weight of being so far underground was palpable. He was generally fearless and certainly not claustrophobic, but something about this maze of tunnels awoke an ancient fear. They had been in narrower and deeper places that didn’t have this feel.

    Ahead of him the elf Adelf tread slowly and carefully. An excellent scout, his tall, thin, and wiry frame remained generally relaxed no matter how bad the situation. Here? “This place must be getting to him, too”, thought Trajan. Adelf’s shoulders were tight and when he turned to glance at the walls his normally exceptionally good looks were marred by tension, making him oddly hideous. Instead of his usual sliding glance that covered a room all at once, his eyes darted around fearfully.

    Looking forward, up, down, and left all at once, Trajan didn’t look to the right. His right-hand partner was there, covering his section. Etjar always did his duty. Etjar, who was even bigger than Trajan’s 6 foot plus, and possibly more fearless than Trajan who had a reputation for having ice water in his veins. The combined light of their magical swords illuminated up to the ceiling and 30 feet in front of them … leaving everything beyond in an oddly frightening gloom. Odd to Trajan anyway.

    Senses stretched to their max Trajan could hear the nearly silent tread of Marissa behind him. As per her habit, she was out of sword range. Once a backswing had accidentally slashed her cheek. Never beautiful, the resulting scar had not done her any favors, nor had she forgotten who inflicted it. Funny that she didn’t remember whose fault the cut really was. “Bitch,” he thought. “One of these days her bitchiness is going to overrule her usefulness.”

    Adelf stopped suddenly, causing Trajan and Etjar to close distance on him before they, too, stopped. The hallway ended with double doors sized for an ogre marring the center of the smooth stone wall. Once gilded, the door was defaced with odd scratches.

    Adelf stood where he was, drinking in the details of the door before moving closer. “A cautious one, that one is,” Trajan considered. The elf drank in the wall and doors for a very long minute. Then another.

    A high pitched, strangled scream came from behind. Spinning, Trajan saw that the two newest members of their group had failed their charge. The back line’s job was to keep anything from sneaking up on them. In this the dwarves failed, evidently their attention had wandered to the door instead of watching the gloom behind them.

    The first would never learn that all important lesson. A bulky figure, a man-shaped thing whose rolls of fat were covered with pasty white skin clubbed the young dwarf with fists like battering rams. His torch arced up to the ceiling from the force of the first blow, while the second slammed him against a wall with a sickening “crunch”. He toppled to the stone floor leaving a patch of gore on the wall.

    The thing rounded on the second dwarf. This youngster may have wandered from his duty but his reflexes were up to the task. Dropping his torch he yanked a glowing dagger from its sheath while slashing with his sword. Dwarven muscles powered a telling blow that slashed open what would have been a human’s ribs. Following up with the dagger he slashed at the arm.

    The glow of the magical dagger snuffed out like a match in water, gone in an instant.

    The slash would have opened a human’s arm to the bone but barely scratched the pasty flesh. In return the thing punched him with enough force to bounce him off the wall, sprawling him bonelessly to the floor. He too, left a patch of gore on the opposite wall where the back of his head struck. Still alive he struggled to his feet.

    Marissa cast a short spell and sent three spikes of bright green radiant energy lancing into the thing. She gasped – expecting three charred-edged holes in the white flesh, instead it absorbed the bolts, and a moment later the ugly slash opened by the dwarven sword closed almost completely.

    “Magic heals it?” the wizard thought in horror.

    The thing clubbed the dwarf as he reached his knees, slamming him back to the stone floor. A CRUNCH of bones breaking said that the dwarf would not get up again soon. Probably never.

    Rounding on the wizard the pasty thing clubbed at her, striking with both fists. Thankfully the blows were glancing ones or she would have died as instantly as the dwarves. The raw scream wrenched from her throat shook Trajan from his shock. She crumbled to the stone floor in a ball, another scream peeling from her tortured throat.

    Etjar reacted first, throwing himself across the intervening space to skewer the pasty attacker before it could strike the downed woman. Like the dagger before it the magical light of the sword snuffed instantly upon touch and instead of puncturing the thing it merely drove it back a step from the force of the lunge. Its return swing missed Etjar, instead hitting the sword as he withdrew, hitting with enough force to spin him in a circle, thankfully out of its range.

    Trajan flicked a heavy dagger across the space, burying it to the hilt in the thing. His brains scattered from being flung around, Etjar still managed to lunge again. This time instead of skittering off the thing’s skin it plunged in true to the hilt!

    “It eats magic!” Trajan cried out. Sheathing his sword he yanked two more daggers and launched them, one after another. Each struck true although both passed closer to Etjar than his right side partner would have appreciated.

    Unfortunately for the human, Etjar’s lunge had been off balance and he collapsed against the pasty creature. Ignoring the daggers in its side it wrapped its arms around him in a grotesque hug. Etjar’s snapping ribs echoed through the hallway.

    Time froze. The vision of Etjar in the grasp of that grotesque thing burned into his memory. The shocked look on his best friend’s face as his chest was crushed and the bright light of those eyes dimming.

    Trajan froze, unable to move. An eternity passed as he watched Etjar crushed.

    Marissa groaned in agony. That sound was enough to break the trance that locked Trajan’s mind and muscles.

    As if waking up from a trance, Trajan realized for the first time that Adelf had fled in the first moment of combat, somehow making it around the fight without being noticed or impeded. “Just like that elf to run out on us!” he thought.

    Etjar groaned. “Run,” he said feebly. “Marissa …”

    Time froze again for Trajan. His best friend told the soldier to run, to take the woman and leave him to die. The thing flung Etjar aside, his groan of agony as he hit the wall burned into Trajan’s memory.

    Marissa groaned again, waking Trajan from another eternity that lasted about three seconds. Looking at the woman he made a decision he knew he would regret for eternity, yet the only decision he could make. The soldier reacted like a soldier, his body doing what the situation required without the interference of thought. Flinging his last two daggers at the thing as it charged him, Trajan evaded it, scooped up the sobbing woman and bolted, leaving his best friend to die.


    Eyes shining, the boy was on the edge of his seat. “What did you do next?”

    “When she recovered Marissa told me that thing pulled two spells right out of her mind, slurping them up like you or I would eat soup. Her master had told her of things like this – bereavers, magical constructs made to eat magic.”

    “How can you kill something like that? Can you kill it?”

    The old man looked down at the wooden floor. The story brought back memories that he would rather not revisit. Children had no concept of what it was like to leave behind your best friend. “Yah, things like that can be killed. Maybe destroyed is the right word, since they’re not really alive.” Sipping his wine he continued, “Marissa and I used ourselves as bait. Her spells and my sword.”

    An older man interjected, “Bait?? You went back in there?” The faces of the audience were mostly incredulous.

    Trajan looked down at the table, his shoulders slumped. Taking a larger sip of wine he said, “Etjar’s body was there. I owed it to my best friend to give him a good burial and to even the score with his killer.”

    He looked up from his cup, his steely gaze pushing his audience back. “We went back in … with a dozen bowmen.” A glint filled his eyes, one that made some of the more knowledgeable wonder about this old man. “Marissa and I lured it into range and they filled it with arrows like it was a pincushion. Took thirty arrows to kill it. In the end it puffed up and then deflated, dissolving into a cloud that burned the eyes and made us choke.”

    “Yah, we destroyed it and gave Etjar the burial he deserved.”

    “What kind of treasure did you find?” the boy nearly shouted, all bright eyed and bushy tailed thinking about brave deeds and great treasure. “Did you ever find the elf?”

    “Those are stories for another day, David.”

    “But, but, but,” he gulped “I want to know!!!”

    “Tomorrow I’ll tell you more tales after Hal takes his nap.”

  • Spore Spitter

    Kevin invented this one — it proved deadly for lower level parties, especially when the spore spitter kept making spores faster than we could kill them.

    This monster was originally published in & Magazine, Issue 8, and the short fiction that was published along with this description is here.

     


     

    Spore Spitter

    Frequency very rare
    No. Encountered 1d3
    Size L (10′ tall)
    Move 10 feet
    Armour Class 0
    Hit Dice 11
    Attacks special
    Damage 1d6
    Special Attacks spores
    Special Defences none
    Magic Resistance standard
    Lair Probability 95%
    Intelligence semi-
    Alignment Neutral

    Appearance

    The spore spitter is a semi-intelligent, carnivorous plant that somewhat resembles a short, squat, greenish tree trunk. Although it has no obvious external sense organs, it can apparently detect and “observe” creatures and terrain within 240 feet of itself. About 3′ from the top of the truck it has six evenly spaced holes about 8″ in diameter. Through these it emits the flying spores that comprise both its reproductive and attack systems.

    Combat

    While the spore spitter has no attacks it can emit up to 6 flying spores per round which attack for it. A spore spitter can control up to 36 spores at a time and can emit up to 144 spores in a week. Each spore has 1 hit point and is AC -1. The spores fly at 18″ (MC:B) and attack as an 11 hit die monster. Each hit causes 1d6 points of damage and kills the spore. The spores are non-intelligent but are controlled by the spore spitter at distances up to 240 feet, including out of line-of-sight.

    The spore spitter will direct its spores to attack what appear to be the most dangerous opponents first, which will include spellcasters, and any character utilizing any type of fire or large cleaving weapons. It will also attack the closest opponents first, unless more distant opponents appear to be the greater threat.

    Habitat/Society

    Spore spitters are singular creatures and will not normally tolerate the presence of other spore spitters within their territory. Spitters will typically drive animals over 40 pounds out of their area, and will also drive out any mobile plant life, intelligent or not. If faced with a foe that cannot be killed or driven away, a spitter will flee to preserve its own life.

    Found only in temperate forests, spitters go dormant in sub-freezing weather, rousing when the temperature rises above freezing.

    Spore spitters may be considered divine by some humanoids monsters of low intelligence. In some cases, a spore spitter will guard the treasure of the worshippers and will in turn be guarded and fed by them with compost and water. In other rare cases there might be as many as 3 spore spitters, but such cases are very infrequent.

    Sages postulate that spitters that accept the presence of humanoids or other spitters were raised in proximity to other creatures and become accustomed to their presence. Those who grow in solitary conditions are more typical.

    Ecology

    Spore spitters appear to draw their sustenance from water, light, and soil. Periodically they will sink appendages similar to roots into the soil, and when not otherwise roused may remain in a spot for weeks. While considered carnivorous, they do not directly consume flesh. Rather they kill trespassers and drag the bodies into a sheltered area, covering them with leaves and dirt. The spitter will then root most often on this spot, in essence making it a compost heap.

    The spores serve for both protection and reproduction. Given that spitters are typically solitary creatures, to reproduce they will send their spores flying outside of their range of control. The spores have been known to drift for miles until eventually falling to the ground or hitting a solid object. If landing in the right conditions (rich soil) the spore will transform into a type of seed.

    The young spore spitter appears like a greenish sapling without branches. Over the course of the first three years of growth it grows to 10′ high, and for the next few years after that will broaden out to a girth of 3′ in diameter.

    Up to this point the spitter appears to be a non-sentient, non-mobile plant. An unknown event triggers a change, after which it gains intelligence, uproots itself, and goes in search of a home area if its initial area does not appear suitable, or if too close to another spitter.

    Note: Gas spores and their brethren have no relationship with spore spitters.

    Variants

    None.

    Treasure

    Q x5

    Level/XP Value

    Hit Dice AD&D 5% Rule
    11 HD 4,950 + 16/hp
  • Gas Spores

    My first campaign as DM had a number of experienced players. This was a first attempt at shaking up the experienced players by providing encounters for which they could not be prepared. While we never used all the types listed here, the Gem spore was entertaining, as was the Invisibility spore.

     


    Gas Spores

    Frequency rare
    No. Encountered 1 (2d4)
    Size L (6′ diameter)
    Move 30 feet
    Armour Class 9
    Hit Dice 1 hp
    Attacks none
    Damage special
    Special Attacks see below
    Special Defences see below
    Magic Resistance standard
    Lair Probability nil
    Intelligence non-
    Alignment Neutral

    Appearance

    Although the Gas spore is the most commonly known of the type, there are many other kinds. All have similar physical characteristics, strongly resembling a beholder at distances beyond 10 feet. As such they have what appears to be a large eye on one side, the “front”, and appendages on the top that resemble the smaller eyes of the beholder. They travel slowly, floating along silently, never making any noise.
    Please note that at distances of 10 feet to 30 feet a character who asks has a 50% chance of detecting that the creature is a spore and not a beholder. At distances beyond 30 feet a character cannot determine the difference although the fact that the spore has not attacked magically may provide a character with the clue that it is a spore.

    Combat

    Spores do not have a physical attack — they are very fragile and explode if as little as 1 hp of damage is inflicted upon them. The explosion affects all within 2″ of the spore (see below for exact effects). While some spores cause physical damage, others do not, merely inflicting a magical effect.
    Touching a spore with bare flesh infects a creature with rhizomes, which travel through the body in 1 round. The victim must receive a Cure Disease within 24 hours of infection or die and sprout 2-8 spores. Note that the types of spores produced is random, so a creature killed by a spore can produce 8 different types, none like the original. Also note that creatures within the area of effect of an exploding spore (regardless of type) have a 5% chance of being infected.

    Habitat/Society

    Spores are completely non-intelligent and have no society. While more than one may be encountered at a time, that is relatively rare (5%) and will occur only within a few hours of an infected creature sprouting spores, or in cases where sprouted spores are physically unable to leave a locale.

    Ecology

    The origins of spores are lost in antiquity, but sages believe that they were originally created by magic users as guardian beasts. Considering that examination of the remains show a similarity to various fungi, sages further conjecture that they were created from mushrooms.
    Once sprouted the spores will drift randomly through a dungeon until encountering anything that inflicts at least 1 hp of damage, which causes them to explode. Observation has shown that unless damaged a spore may survive up to a year, at which time it will sink to the ground and die, resembling a flattened ball. Anything touching the remains with bare flesh within the next month will be infected with rhizomes and start the process anew.
    Spores tend to move towards anything with body heat within 12″, although how they sense heat through a maze of tunnels remains unknown. They float via light gases, apparently hydrogen or helium, move by spurting small amounts of gas through orifices, and metabolize additional gas as they need it.

    Variants

    The following types of spores have been documented:

    Spore Type Effect
    Anti-Magic Explodes for 2d6 points of damage. In addition all items must save vs. Lightning at +3 or be permanently drained of all magic.
    Confusion Explodes for 1d6 points of damage. In addition all must save or be confused for 6d6 rounds.
    Feeblemind Explodes for 1d6 points of damage. In addition all must save or be feebleminded for 1d6 turns.
    Gas Explodes for 6d6 points of damage.
    Gem Explodes for 6d6 points of damage and sprays 6d6 100gp gems in all directions.
    Glow Explodes for 1d6 points of damage. In addition all metal items in area will glow with Continual Light for 1d6 turns. Magic items may save vs. breakage to avoid the effect.
    Heal All damage is cured and ailments healed. This effect includes the effects of a Restoration spell, but will not raise or resurrect dead.
    Invisibility Explodes for 3d6 points of damage. In addition all failing a save vs. Spell affected as by Improved Invisibility spell.
    Metallic Explodes for 6d6 points and sprays 100-1,000 coins of random types.
    Paralysis Explodes for 1d6 points of damage. In addition produces an invisible gas and all must save or be paralyzed for 1-4 turns.
    Petrification Explodes for 1d6 points of damage. In addition all must save vs. Petrification or be turned to stone.
    Plane Shift Explodes for 1d6 points of damage. In addition all creatures not saving vs. Magic plane shift to a random plane. All in group affected will shift to the same plane.
    Poison Explodes for 3d6 points of damage. In addition it produces a greenish cloud and all in cloud must save vs. poison or die.
    Slow Explodes for 1d6 points of damage. In addition all creatures are slowed for 3d4 rounds with no saving throw. Note that creatures immune to Slow for any reason are not affected.
    Stun Explodes for 1d6 points of damage. In addition all must save or be stunned for 3d6 rounds.
    Wish Explodes for 1d6 points of damage. In addition all creatures in area gain a Wish or Limited Wish. Note that the affected creatures have 1 hour to make their wish and the first statement during that time indicating a desire will be acted upon.

    Treasure:

    While spores generally have no treasure, some explode scattering coins or gems.

    Level/XP Value

    Hit Dice AD&D 5% Rule
    1 HD 200 200
  • Orc, Subterranean

    Since getting back into AD&D I periodically search the web for new ideas. A while back I spotted the Black Orc on Dungeon Delver’s site. Thought it was a great variation and immediately added it to my campaign!

    More recently I started rewriting home-built monsters in a write-up style similar to that used by more recent editions of D&D — while I don’t care for the newer games that doesn’t mean they don’t have some good ideas. <G> The version that follows expands upon the original description, adding more depth in the form of society and ecology. If you want to read the original version click here to navigate to the Dungeon Delver’s site.


    Orc, Subterranean

    Frequency very rare
    No. Appearing 1d10 or 10d10 or 100d10
    Armor Class 1
    Move 120′
    Hit Dice 4+4
    % in Lair 15%
    No. of Attacks 2
    Damage/Attack by weapon +3
    Special Attacks surprise
    Special Defenses difficult to surprise
    Magic Resistance 25%
    Intelligence Average to Very
    Alignment Lawful Evil
    Size L (7′ tall)
    Treasure A, C

    Appearance

    An underground dwelling off-shoot of the more common surface dwelling orcs, Subterranean Orcs present an imposing appearance. Standing 7′ tall, they tower over their smaller brethren, approaching nearly the height of ogres. They typically wear well-padded black chain armor and carry small bucklers, arming themselves with heavy scimitars or heavy battleaxes (both inflict 1d4+1d6 points damage per hit, plus strength bonus).

    Subterranean Orcs are sometimes called “Black Orcs”, not only due to their fierce treatment of their enemies (which includes everything that isn’t another Subterranean Orc, and a fair amount who are!), but due to their skin coloration. While their natural skin color is pale, similar to many subterranean creatures, starting in childhood these goblinoids practice the tattooing of black ink onto their entire body. By the time they reach adulthood their entire bodies are tattooed black.

    Combat

    Normal Subterranean Orcs have an equivalent strength of 18/01, thus are able to do extra damage by weapon type. They prefer a heavy scimitar or battleaxe, and eschew spears, bows, and most other distance weapons.

    While they pride themselves on personal fighting ability, the Subterranean Orcs fight in an organized manner. Their training includes not only individual combat, but group combat and the concept of multiple attackers on a single opponent. Their society praises winners and buries losers. Given that many of their enemies are magic or psionics using, good tactics and strategies are part of winning.

    Their chainmail armor is well padded for silence, given that they live in an environment where sounds carry far through silent caverns. As such they surprise non-subterranean dwellers 3 in 6 and are themselves surprised only 1 in 8 by such visitors who are attempting silence. When dealing with subterranean races Subterranean Orcs surprise 2 in 6 and are surprised 1 in 6. They have 9″ infravision and can more readily spot light sources at long distances.

    Over the centuries, they have warred with various “deep” races such as Beholders, Mind Flayers, and Black Elves. They have by necessity developed a degree of resistance to magic. Subterranean Orcs are very aware of spell casters, magic device users, and psionic creatures. Their one concession to distance weapons is against magic/psionics using creatures, upon whom they will use their ability to throw daggers for 2-5 points of damage within 6″.

    Habitat/Society

    Of the humanoid races and their various offshoots, the most mysterious and feared is the Subterranean Orc (also known as Deep Orcs or Iron Orcs). What is known about them, through communication with their more common cousins, is that the Subterranean Orcs were the legendary offspring of a tribe of Orcs which in ages past engaged in a civil war with all of the other Orc tribes. Unsuccessful at imposing their will upon their fellows, they fled deep within the earth, presumably never to be heard from again. It is surmised that there they grew strong and even more hateful, learning to forge steel (or perhaps stealing the secret from Deep Gnomes who learned it from Dwarves), and grew stronger and created an almost completely militaristic society, bent on returning to the surface and wiping out not only what they view as their “weaker” brethren, but all humanoid races and (eventually) conquering human society as well.

    The society of the Subterranean Orcs demands strength and unwavering obedience from its members. Thus, all Subterranean Orcs will have at least 5 hit points per die. Only the strongest and toughest are allowed to live; any perceived as “weak” are forced into gladiatorial combat and either toughen up or are slain.

    When encountered, there is a chance (35%) that they will be returning from a raiding party and have captured some of their weaker brethren or other creatures to use as slaves. If this is the case they will have 1-10 Orcs (85%) or other humanoid creatures (15%) with them, although they are usually bound and severely beaten so as to be little use to their potential “liberators”.

    For every 10 Subterranean Orcs encountered, one “Sergeant” with 5+5 HD, and an equivalent 18/26 Strength will be present. Larger groups will be led by “Captains,” one per 30 Subterranean Orcs, with 7+7 HD and an equivalent 18/51 Strength. This fiend will be in turn attended by at least one Sergeant and two Bodyguards (6+6 HD), who will have the maximum amount of hit points.

    War bands over 100 members will be led by a sub-chief of 9+9HD and 18/76 equivalent Strength. Three Captains will be present and accompanied as above. Clan chieftains would be 11+11 HD, minimum of 7 hp per die, and have 18/00 strength. Their bodyguard consists of two Captains and a Sergeant.

    Their home caverns will house tribes consisting of between 100 and 1,000 male members, with 150% that number of adult females and 200% that number of children. While females are normally not encountered outside the home caverns, they too can fight as 3+3, 4+4, 5+5, or 6+6 HD monsters with damage according to weapon type +1. The smallest children are non-combatants, but half grown children will fight as 1+1, 2+2, or 3+3 HD monsters with damage according to weapon type.

    While Subterranean Orcs cannot be magic users, clerics form an influential part of their society. In some tribes they assist the military leadership; in others they are the military leadership!

    Clerics of any species typically represent the best of the species — Subterranean Orc clerics are no exception. Their clerics must be strong, powerful fighters in personal combat so they can be the best spiritual leaders. As such the clerics are typically physically stronger and better able to survive combat their their peers. The follow table displays the minimum attributes for clerics.

    Cleric Level Hit Dice One Cleric for Every ? Adult Male Minimum Strength Minimum HP per Die
    1 5+5 10 18/51 5
    2 6+6 25 18/51 6
    3 7+7 50 18/76 6
    4 8+8 100 18/76 6
    5 9+9 250 18/91 7
    6 10+10 500 18/91 7
    7 11+11 750 18/00 7

    Ecology

    Subterranean Orcs are omnivorous, but tend to eat more meat when available. While Subterranean Orcs will hunt they typically use slave labor to grow and harvest. Farming is not a fit occupation for soldiers, although minor crimes may be punished by sentencing the guilty to a period of farming, a form of public humiliation.

    Fungus and Underdark growing plants form a large part of their diet. For meat they will normally hunt and eat any edible creatures, although animal husbandry is generally not practiced. Their home caverns will be surrounded on all sides by farm caverns, simultaneously keeping their food supply close, creating a buffer between their home caverns and the outside world, and putting the slaves as the first line of warning of attacks.

    Variants

    No Subterranean Orc crossbreeds exist; their society views crossbreeds as an abomination against their gods so they slay any at birth. More powerful members of the tribe are described above.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The common orcs have 3 Special Abilities (surprise, difficult to surprise, more damage due to strength), and 1 Exceptional Abilities (magic resistance).

    Clerics add 1 Exceptional Ability (spell use).

    Hit Dice AD&D 5% Rule
    Soldiers
    4+4 HD 245 + 5 xp/hp 500 + 6 xp/hp
    5+5 HD 425 + 6 xp/hp 775 + 8 xp/hp
    6+6 HD 500 + 8 xp/hp 1,175 + 10 xp/hp
    7+7 HD 775 + 10 xp/hp 1,900 + 12 xp/hp
    8+8 HD 1,900 + 12 xp/hp 2,850 + 14 xp/hp
    9+9 HD 2,850 + 14 xp/hp 3,550 + 15 xp/hp
    10+10 HD 2,850 + 14 xp/hp 4,250 + 16 xp/hp
    11+11 HD 4,250 + 16 xp/hp 5,050 + 17 xp/hp
    Clerics
    5+5 HD 625 + 6 xp/hp 950 + 8 xp/hp
    6+6 HD 950 + 8 xp/hp 1,450 + 10 xp/hp
    7+7 HD 1,450 + 10 xp/hp 2,300 + 12 xp/hp
    8+8 HD 2,300 + 12 xp/hp 3,450 + 14 xp/hp
    9+9 HD 3,450 + 14 xp/hp 4,275 + 15 xp/hp
    10+10 HD 3,450 + 14 xp/hp 5,100 + 16 xp/hp
    11+11 HD 5,100 + 16 xp/hp 6,075 + 17 xp/hp

    Concept, original statistics, and original description copyright Bill Silvey

    Expanded description copyright 2007 Bryan Fazekas

  • Circle of Jocelyne

    I was looking for a new type of friend and/or enemy for a new campaign, and the Circle of Jocelyne developed over the course of a few weeks.


    Circle of Jocelyne

    The Circle of Jocelyne formed two thousand years before the first War of Rendelshod, the creation of a group of secular savants who eschewed the gods in pursuit of knowledge. The Circle secretly invited the most prominent intellectuals to join their group, which focused on amassing knowledge for the sake of knowledge.

    Decade after decade, century after century, the Circle continued its mission of accumulating knowledge. Its libraries grew, expanded, and expanded again. Mindful of the losses that wars and turmoil produce, they built multiple fortified libraries and duplicated information against unexpected catastrophes, both natural and inflicted by sentient beings.

    During the early centuries, the Circle made numerous attempts to shape governments by sharing knowledge with carefully selected leaders. Although the effort was somewhat successful, all too often a formerly well-grounded leader was seduced by power or a need to impose their will on others for the others’ own good. After a number of spectacularly ugly failures, one which resulted in the destruction of a Circle library, the Circle withdrew from politics and focused on its core mission.

    Remaining hidden, the Circle was very rarely known by anyone outside of its membership, and was considered a legend more than anything real. They avoided politics and focused on expanding knowledge, including mundane and magical research.

    However, time proved to be the one enemy they could not avoid or defeat. As each member aged and died, their accumulated individual knowledge and experience was lost. While information was saved and protected, the experience in research and using that knowledge was lost. Some magics could extend life a few score of years, but that merely delayed the inevitable.

    The Circle expended tremendous effort to investigate many avenues for  extending life. Experiment after experiment failed, some tragically.

    Among the worst of the failures, the Circle is  believed to have produced the first lichs. This effort proved to be simultaneously a great success and their most dismal disaster. The success was that it worked — those who survived the transition experienced an existence centuries longer than mortal life. However, the selfishness required to make the transition to undeath meant the survivors lost their belief in the in the Circle, and some actively opposed their former brethren. This resulted in hidden wars that lasted centuries.

    Nearly twenty centuries of effort finally produced a suitable result — the fah’amiga.

    Normal mortals would never accept the solution, but the mystics of the Circle found the result satisfactory.

    Accepting that modifying their mortal bodies would not work, the Circle produced new bodies, a sphere about two feet in diameter with six many-jointed legs for movement. The body has a single eye, a small mouth, and four slender tentacles, each three feet in length and tipped with six slim “fingers”, tentacles a few inches long that allow delicate manipulation of objects.

    At a point where a mystic’s natural body was failing, a fah’amiga would be created and the consciousness transferred to the new receptacle.

    One caveat is that the recipient of the transfer must be a fairly powerful spell caster, as non-spell casters and those with insufficient power would either fail to transfer or the new body would die within hours.

    Since the creation of the first fah’amiga, all members of the Circle focus part of their effort on developing enough magical power to enable them to survive the transfer.

    Fah’Amiga

    Frequency very rare
    No. Appearing 1d12
    Armor Class 0
    Move 240′
    Hit Dice 9 to 16
    % in Lair 25%
    No. of Attacks 2
    Damage/Attack 1d4, 1d4
    Special Attacks spells, charm, chameleon-like
    Special Defenses spells, regeneration, immune to poison
    Magic Resistance Standard (see below)
    Intelligence High to Supra-Genius
    Alignment Neutral (Lawful)
    Size M (5′ Tall)
    Treasure varies

    A fah’amiga has a spherical body roughly 2 feet in diameter. Six legs sprout from the top of the body, so that the body is suspended beneath them. The legs each have 7 omni-directional joints which are tipped in claws. They can move rapidly in even rough terrain, including half speed up near vertical surfaces. If a ceiling is sufficiently rough, they can move at quarter speed across the surface.

    The body has a single eye about 3 inches in diameter, with infravision and ultravision to a range of 120 feet. A small mouth beneath the eye has teeth that resemble a human’s – they are omnivores, capable of digesting most plant and animal matter, and are immune to normal poisons and diseases.

    The mouth is capable of forming sounds within and beyond the range of human vocal cords. However, they typically use a limited telepathy that allows them to communicate with creatures of Animal intelligence or greater to a range of 60 feet. If there is no common language between the fah’amiga and another creature, general feelings and emotions can be exchanged. A given fah’amiga may know 4d4 languages.

    Fah’amiga are resistant to mind-affecting magics. With respect to such magics, treat them as having 25% magic resistance. If the resistance fails, they gain a saving throw against magics that normally allow none, and gain +4 on saves versus spells that do allow saves.

    The body and legs are covered with an armor-like chitin that provides a very good defence against most weapons. If their eye is threatened, they will close the eyelid and use their telepathy on creatures in range to “see” around them, using the creatures’ eyes.

    Their bodies regenerate, although they will be extremely hungry when recovering from damage. The rate of regeneration is 1 hp/turn and they will regrow lost body parts. Legs will regrow in 3d6 days as will the eye. The tentacles regrow in 1d4 days. Note that the loss of 2 legs will not appreciably slow movement, but the loss of a third leg will reduce movement to 50%.

    Fah’Amiga avoid physical confrontations and prefer to avoid any type of fight. They will use their speed to disengage when possible, then spells, and finally using their claws as a last resort – in any round they may attack with two of their claws.

    They have a chameleon-like ability to change color in 1 round so that most creatures will have a 1 in 12 chance of spotting an unmoving fah’amiga. Please note this depends on their surroundings and the light levels. In 2 rounds they can adjust their apparent body temperature to match their surroundings, effectively hiding them from infravision.

    Each can cast Charm Person or Animal 3 times per day. This spell resembles the 2nd level druid spell Charm Person or Mammal, although it works on most creatures. Note: Creatures with a magic resistance of 5% or greater are immune. Affected creatures will treat the fah’amiga as a trusted friend or ally and will accede to most reasonable requests.

    All fah’amiga are spell casters, using versions of common spells that require only verbal components. The most common type of ability is magic-user, and the least common is cleric or druid. It is believed that one or two gods whose sphere of influence is knowledge may support the Circle. Their clerics and/ or druids may be members but do not promote worship of their god within the membership.

    The minimum level of spell casting ability is 9th level, and there is no known maximum. Given that the bodies are immortal unless killed by damage, many older members of the Circle are arch-mages and the like.

    Libraries

    The Circle has many strongholds which they call “libraries”. Each Library resembles a mixture of fortress and mundane library. Built in remote places, Libraries are difficult to approach, a large part of their defense.

    The center of each location is a collection of materials including samples of items (this part resembles a museum), scrolls, books, and Storage Crystals. Surrounding the collection are laboratories and research stations, and the remainder of the fortification is a small city.

    The staff in a Library typically includes at least half-dozen fah’amiga and many dozen researchers and archivists. At least half of the researchers and archivists have some spell casting ability in all known areas, e.g., magic-users, illusionists, clerics, and the like.

    The city part of a Library has everything a typical small city might have, with the exception of inns. Visitors are typically members of a different Library and either stay with friends or relatives, or use a dormitory maintained for visitors. All types of trades and skills are present, as are entertainment such as musicians and actors.

    The Libraries stay in constant contact with each other, using magical means. It is common for the residents to visit other Libraries, also using magical means. This establishes a wider community and avoids inbreeding, both physically and mentally. In many cases, the residents of a Library have lived there for generations.

    Note: Each Library has been imbued with magical protections. With the exception of a few carefully selected rooms, any type of translocation (Teleport, Dimension Door, etc.) fails to function, although the caster expends the spell. Tunneling spells such as Passwall also fail, and the entire library is cut off from the Ethereal Plane. Preparing a new Library can take a decade of magical preparation to establish the protections.

    The Circle employs agents and scribes in many cities and larger towns. Their job is to acquire information and to copy it to scrolls, and many do not know they work for the Circle. The scrolls are taken to the Libraries, assembled into books (where appropriate) and most of it is transferred to Storage Crystals.

    Storage Crystals

    One goal of the Circle is that each Library contains copies of the materials in all other Libraries. In addition to books and scrolls, the the favored medium is Storage Crystals, small pieces of corundum about 1 inch long and 1/2 inch in diameter. Depending on the quality of the stone, one may store the equivalent of 1,000 to 10,000 pages of information.

    A Storage Writer and the spell Storage Crystal Writer are used to embed information within a crystal. This device is a book-shaped translucent mineral about 24 inches long, 18 inches wide, and 2″ thick.

    A Storage Reader is used to view the information on Storage Crystals. Each reader is a cube-shaped white mineral about 6 inches square with an indentation on the top. When a Storage Crystal is placed in the indentation, am image of the information in the crystal appears in the air above it and hand movements are used to page through books and roll/unroll scrolls. No magical ability is required to use a reader.

    Enemies

    Over the eons, the Circle of Jocelyne has developed numerous enemies.

    Gods

    Most gods ignore the Circle, as the Circle does not interfere with how the gods’ devotees worship. The Circle never speaks against reverence of the gods; they simply ignore the gods and continue with their mission.

    The exceptions to this are gods that abhor learning and knowledge – they may have a special hatred toward the Circle. These gods rarely have large groups of believers, but those small clusters often track down and destroy fah’amiga where possible.

    Lichs

    The first lichs were created by the Circle, and as previously noted, rebelled against or actively opposed the Circle. While they caused significant short-term damage, the lichs are individuals with no organization, so as each lich was destroyed or lost its eventual battle with time, their fight died with them.

    However, the writings of these early lichs survived and surface periodically. Some individual lichs and groups of undeath worshipers oppose the Circle, although their exact reasons for doing so are lost to the sands of time, e.g., they may not have a real understanding of why they oppose the Circle.

    It should be noted that a tiny number of exceptional lichs are members of the Circle, although in all cases they passed into undeath before joining the Circle.

    Splinter Groups

    During the near 9,500 years since the end of the original Wars of Rendelshod, countless individuals and groups have left the Circle. The reasons for leaving are legion, although typically involve losing dedication to the mission, or they develop a desire to go in a direction different from the Circle.

    The Circle may attempt to talk members into remaining, but once the decision is made, the former members are allowed to leave in peace. The one condition is that those leaving must not opposed the Circle in any way.

    Some leaving the Circle form their own groups. In general, the Circle leaves splinter groups alone as they fail in time, with only a handful lasting more than a century as the originators die off and their successors lose the flame of desire.

    The secret of creating the fah’amiga is known by only a few and is carefully guarded; none with that knowledge are allowed to leave the Circle. Early failures in the search for extending life and dabbling in politics taught the Circle to protect certain secrets. Even the most dangerous groups will die off in the long term as the members die.

    In general, the Circle ignores such groups as much as possible, since few pose a real danger, as judged by the Circle. However, some groups prove highly dangerous through arrogance, malevolence, or a thirst for power. These groups are destroyed without mercy.

    The Tagata’Fili

    The Tagata’Fili are leaders in the arenas of arrogance, malevolence, and a thirst for power.

    This group firmly believes that they should not stand on the sidelines – they should lead civilization. Knowledge should be used to provide strong leadership for the weak, whose place is to support the strong.

    They have worked for centuries to overthrow governments and place their puppets in leadership. They have been successful in some cases, and learn from their failures.

    The one reason the Circle considers them a danger is that they have mastered the power of extending life. While they failed to acquire the secret of the fah’amiga, the founders had enough background knowledge to produce their own replacement bodies. The name of the group and the name for their replacement bodies are the same: Tagata’Fili.

    Compared to the Circle, the Tagata’Fili is tiny, having at most a dozen full members at any time. Power struggles are relatively common and they prove to be their own worst enemy.

    They typically have a single fortress, which is ruled with an iron fist by the strongest. Their arrangement resembles the Fah’Amiga, although it is a mockery. The researchers are not allowed to leave while alive, the guard complement is often charmed, and the support personnel are slaves.

    Over the centuries the Circle has defeated and destroyed the Tagata’Fili numerous times, but like cockroaches, the group reappears eventually. Their writing are scattered and even when an instance of the Tagata’Fili is wiped out to the last man, a century or two later an overly ambitious person finds the writings and begins the cycle again.

    The founders are long dead, but each new leadership proves deadly. The current leader is named Taita’ileaga, and she leads a group of about a dozen lieutenants.

    Tagata’Fili

    Frequency very rare
    No. Appearing 3d4
    Armor Class 4
    Move 150′
    Hit Dice 5 to 14
    % in Lair 25%
    No. of Attacks 3 to 8
    Damage/Attack 1d3 each
    Special Attacks spells, charm
    Special Defenses spells, regeneration, difficult to surprise
    Magic Resistance Standard (see below)
    Intelligence High to Supra-Genius
    Alignment Neutral Evil
    Size M (5′ Tall)
    Treasure varies

    The tagata’fili have a globular body something like that of the fah’amiga. However, all similarities end there. Three eyes are spaced around the center section of the globular body, allowing it to see in all directions. A human-sized mouth is below one of the eyes, and defines which direction is “front”. Like the fah’amiga they can digest most materials, although they do not have a resistance to poison.

    Three thick walking tentacles, each about 3 feet long, support the body. An additional three to eight thinner tentacles are spaced around the top section of the body. Each sprouts from a large lump on the body and is 2 to 3 feet long, ending in a mouth full of sharp teeth. The lump contains a brain. These mouths can bite and speak, but are not for eating as they do not connect to the stomach.

    The body and tentacles have a thick, rubbery skin that provides a good level of protection to the flesh beneath. They regenerate at a rate of 1 hp/turn and they will regrow lost body parts. Leg tentacles regrow in 3d6 days as will the eyes. The mouth tentacles do not regrow.

    Like the fah’amiga, only a spell caster of at least 9th level can have their mind transferred into a tagata’fili. Lesser spell casters do not survive the transference and the body dies.

    When a tagata’fili is created, it has 1 mouth tentacle. The mind of the recipient is transferred from their old body into the new one, entering the brain under that tentacle.

    Within the next week the minds of up to two additional spell casters can be transferred to the body. Each addition adds another mouth tentacle, and the brain at the base contains the transferred mind. Each year another mind can be added, up to a maximum of eight.

    While the first mind transferred must be a powerful spell caster, all subsequent additions will be a lesser spell caster, ranging from 3rd to 8th level.

    The most powerful spell caster in the tagata’fili will be the dominant mind. It controls all others and will not permit a more powerful caster to be added to the gestalt.

    The eyes spaced around the body make it difficult to surprise a tagata’fili, which is normally 1 in 12. Each tentacle mouth can bite, although only 3 mouths can attack a single opponent.

    However, the true danger of a tagata’fili is its spell ability. Each mouth can cast 1 spell each round. Each mouth has its own spell list as it is the mind of a spell caster, so a given creature can cast numerous types of spells each round, including magic-user, illusionist, and cleric. Individually they are among the most dangerous of creatures.

    Note that the destruction of a mouth tentacle kills the brain associated with it. If the master brain is killed, the next most powerful spell caster assumes control, although a span of 1d3 rounds is required for it to impose its dominance on the others.

    New Spells

    Storage Crystal Writer

    Type Alteration
    Level 1
    Type Magic-User, Illusionist, Cleric, Druid
    Casting Time 1 segment
    Range Touch
    Duration 10 rounds + 1 round/level
    Area of Effect special
    Components V, M
    Saving Throw N/A

    This spell copies information from a sheet, scroll, or book into a Storage Crystal, using a Storage Crystal Writer. The material components are the material(s) to be copied, a Storage Crystal, and a Storage Crystal Writer. None of the components are consumed in the casting.

    The caster places the material to be copied on top of the Writer, inserts a Crystal in the slot on the side of the Writer, and casts the spell. It takes 10 seconds to copy the equivalent of a page into the Crystal, and as each page completes a faint chime is heard. The spell copies 6 pages per round up to the duration of the spell.

    When the last page is copied the chime takes on a different, deeper tone. If the spell has duration remaining, a new item may be placed on top within 1 round. Note that the time used to place a new item on the Writer is part of the overall duration. If new materials are ready, this change takes only 10 seconds.

    If the duration runs out before copying completes, the spell can be recast within 1 day and the copy will begin where it left off.

    The caster must remain within 10 feet of the Writer, and is aware of how much of the item has been copied, how much space remains on the Crystal, and how much of the spell duration is left.

    At any point the caster can stop copying and mentally command the Writer to remove any duplicates in the Crystal, and sort the contents, and produce a table of contents. This process requires 1 round for every 1,000 pages in the Crystal.

    New Magic Items

    Storage Crystals

    Storage Crystals are small pieces of corundum that are enchanted to store written materials. Each crystal is formed into a rod about 1 inch long and 1/2 inch in diameter. One end is flat while the other is gently pointed. Depending on the quality of the stone, one may store the equivalent of 1,000 to 10,000 pages.

    The construction and enchanting of these crystals is known only by the Circle of Jocelyne.

    A Storage Writer and the spell Storage Crystal Writer are required to add information to a crystal.

    Storage Writer

    This item is used to embed information within a Storage Crystal. This device is a book-shaped translucent mineral about 24 inches long, 18 inches wide, and 2″ thick. One side has a hole about 3/4 inch deep in which the pointed end of a Storage Crystal may be placed. Materials to be copied are placed on top of the Writer and the spell Storage Crystal Writer copies 1 page or similarly sized section of scroll every 10 seconds until all material is entered.

    Storage Reader

    This item displays the information on Storage Crystals. A reader is a cube-shaped white mineral about 6 inches square with an indentation on the top. When a Storage Crystal is placed in the indentation, am image of the information in the crystal appears in the air above it. While the images cannot be touched, hand movements can be used to page through books and roll/unroll scrolls. No magical ability is required to use a reader.

  • Oni, Noble

    A while ago I stopped using the term “ogre mage”, and started using the original Japanese name, oni. Ogres and oni have nothing in common, so the original name makes more sense.

    I also realized the common oni was scalable, and I like scalable monsters. I developed the idea that oni are commoners, and giving nobles the abilities of wizards makes them pretty darn scary.


    Oni, Noble

    Frequency very rare
    No. Appearing 1d8 (3d4 x 10)
    Armor Class 4 (varies by armor)
    Move 120′ / 180′ (MC:C)
    Hit Dice 5+2 to 10+7
    % in Lair 35%
    No. of Attacks 1 (weapon) or 2 (claw, bite) or 2 (longbow)
    Damage/Attack 1d12+6 or by weapon; 1d8+6, 1d6; or 1d8+6 (x2)
    Special Attacks spells, see below
    Special Defenses regeneration, spells
    Magic Resistance Standard
    Intelligence Average to Genius
    Alignment Lawful Evil
    Size L (8′ to 10′ tall)
    Treasure G, R, S

    published in & Magazine Issue 11, Creature Feature I: Ecology of the Ogre Mage

    Note: This version has been updated and expanded from the published version.

    Appearance

    The so-called ogre magi, called “oni” in their own tongue, are a conundrum. Often associated in lore with common ogres, sages note the two species have nothing in common, including size, appearance, intelligence, and magical ability. The two species are quite different, despite the common name. Note that the use of the word “species” is correct – the oni are not the same race as ogres.

    The oni are taller than ogres, typically ranging from 7′ to 9′, with rare individuals topping 10′. Most have light brown skins, with blue or green tinges in areas such as the ears and between the fingers. Their hair is blonde tinged with green or blue. Their visage is fierce, having protruding tusks and small horns. The horns are ivory colored, their tusks and teeth bright white, and in contrast their finger and toenails are black.

    The oni are similar to many goblinoid races but are not clearly associated with any. Their origins are steeped in mystery.

    Combat

    While the horns are of no obvious combat use the oni may, at extreme need, savage their opponents with their tusks, although this is distasteful to them.

    They generally attack once per round using a variety of spears or bladed pole arms – weapons that human sized creatures consider pole arms. These weapons typically inflict 1d12 or 2d6 hp of damage, plus the oni’s strength. All oni are exceptionally strong by human standards and gain +6 damage on all attacks. Most carry huge longbows which fire heavy arrows, all built to utilize their great strength.

    Common oni wear metal armor equivalent to chain mail and typically carry shields. Noble oni wear finely crafted hardwood armor that is enchanted to the equivalent of Chain Mail +1, +2, or even +3. They carry a similarly enchanted shield, and their weapons are also typically enchanted to up to +3 value.

    Except when defending their homes, they always use good tactics and strategies, and will never sacrifice themselves needlessly, fleeing combat if the odds are against them.

    Powers

    All adult oni regenerate 1 hit point per melee round (lost members must be reattached to regenerate). In addition, they may perform the following feats of magic at will, one power per round: Fly (for 12 turns before resting for 6 turns), Invisibility, Darkness 10′ Radius, Polymorph Self to human (or similar bipedal humanoid form from 4′ to 12′ size). Once each per day they can use the following powers: Charm Person, Sleep, Assume Gaseous Form, and Cone of Cold (8d8 hp damage, forming a cone 5′ diameter at the base, 20′ at the terminus, 60′ long).

    Most oni are the common sort. The individuals typically seen by outsiders are 5+2 HD. However, 10% to 20% of their adult population will be noble oni. The nobles are typically more powerful, able to accept or deflect greater damage then their normal brethren, their hit dice ranging from 6+3 up to 10+7. Fueling their greater stamina is magical power – noble oni study human-style wizardry and have magic user spell levels in addition to their innate abilities. They cast their spells at a mastery level equal to their hit dice.

    The most common correspondence of HD to MU level ability is depicted in the HD/MU Levels table.

    Noble oni maintain wizard-style spell books and must study and memorize their spells as do human magic users. The books are typically 50% to 100% larger and heavier than human books, and Read Magic will always be required to read the spells.

    HD/MU Levels table
    HD MU Level
    6+3 3
    7+4 5
    8+5 7
    9+6 9
    10+7 11

    Habitat/Society

    Outside of their home, the oni encountered are typically small groups of 1d8 individuals.

    They live in clans of 30 to 120 adults, their numbers equally divided between males and females. A clan usually has a number of children equal to the adult population, and the children will have 1 to 4 HD. The older children (4 HD) can and will fight as ogres. Younger children have no effective combat ability.

    Their homes are typically hidden in out-of-the way places, difficult to find, and quite dangerous to enter. They have an affinity for stone similar to gnomes and tend to live in caverns or stone buildings. They fiercely defend their homes and children, and never check morale when doing so. Both sexes attack at +1 to hit and +2 hp/die of damage when defending children.

    Savants note that the resemblance between oni culture and dwarven culture is strong. Both races focus firmly and clan and family, although the difference in basic ethos produces obvious differences.

    The oni tend to avoid non-oni, and interactions with other species take place away from their homes. They do engage in trade, selling finely made metal weapons and armor at premium prices.

    The oni live with a stringent code of honor – their worst crime is violating their clan’s code. The letter of their word will always be kept, and their reaction to non-oni breaking their given word is typically fatal to the oath breaker.

    The oni keep some lesser races as slaves, mostly to perform manual labor. Their standard of behavior is seen by other species as harsh, but the oni are never, by their own beliefs, unnecessarily cruel. It is usual that a clan will keep a number of slaves equal to that of the adult oni population.

    Oni that have been expelled or voluntarily left their clans are an exception. These are few in number but tend to be dangerous beyond their personal abilities. Often these unsavory characters serve as mercenaries or leaders for goblinoids and evil giants, and those expelled for crimes tend towards neutral evil.

    Note: It has been discovered that groups of oni have lived in large human cities, disguising themselves as humans using their Polymorph Self ability (see below). But their purpose(s) for living in the cities has never been determined. Were they spying, or just hiding in plain sight?

    Government

    The oni government is a form of magocracy, with their most powerful wizards as the clan’s ruling council. The ability to use wizardry is apparently inherited, so it is not unusual for leadership to pass from mother to son. The clans are typically widely separated and do not compete for resources, and they engage in trade, including the children of one clan marrying into another.

    The few sages conversant with oni customs note that they have no apparent class boundaries – all oni are princes or princesses, and it is not uncommon for a powerful wizardess to marry a common “prince”. It is noted that their species has many romantics, although such may not be obvious by human standards.

    Oni typically speak numerous languages, including the local human common tongue, various trade and goblinoid languages, plus their own. Few outsiders speak oni.

    Variants

    Druidic sages note the existence of a variant of oni, a separate race aligned to nature and neutrality. If the oni are very rare, the druidic ones are even rarer. Their appearance differs – it is reported that their brown skin has a green cast to it, as do their horns, and their hair is generally a dark green. Their nobles study druidic lore rather than wizard lore, and have as great an ability in that area as their “normal” cousins.

    One story says that the druidic oni who live in desert areas have no green hue to their coloration, but this story is unsubstantiated.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The common oni have 5 Special Abilities (missile discharge, regeneration, high intelligence affecting combat, use of minor spells [powers], and cause more damage than like monsters due to strength), and 0 Exceptional Abilities.

    Noble Oni also have 1 additional Special Ability (using magic armor or weapon) and 1 Exceptional Ability (spell use).

    Hit Dice AD&D 5% Rule
    5+2 HD 525 + 6 xp/hp 525 + 6 xp/hp
    6+3 HD 1,150 + 8 xp/hp 1,150 + 8 xp/hp
    7+4 HD 1,700 + 10 xp/hp 2,800 + 12 xp/hp
    8+5 HD 2,800 + 12 xp/hp 4,200 + 14 xp/hp
    9+6 HD 4,200 + 14 xp/hp 5,275 + 15 xp/hp
    10+7 HD 4,200 + 14 xp/hp 6,350 + 16 xp/hp
  • Oculus Despot

    A challenge was posted on Dragonsfoot some years ago to translate monsters from AD&D to OSRIC, as not all monsters were translated when OSRIC was written. This is my response to the challenge.

    The Beholder is the poster child for AD&D monsters that were poorly written. The details are often vague and have produced a lot of questions posted on Dragonsfoot. While this was planned as a “clean up” of the beholder, the final version went a lot further than a clarification. It is a different monster which can be described as “inspired by” the beholder.


    Oculus Despot

    Frequency very rare
    No. Appearing 1
    Armor Class variable
    Move 30′
    Hit Dice 10 to 17
    % in Lair 80%
    No. of Attacks 1
    Damage/Attack 2d4
    Special Attacks magic
    Special Defenses anti-magic ray, hard to surprise
    Magic Resistance special
    Intelligence Exceptional
    Alignment Lawful Evil
    Size Large (4′-6′ diameter)
    Treasure Treasure: 3d6*100 PP (30%), 2d10 gems (55%), 1d12 jewelry (50%), any 1 magic item (15%), 2d4 potions (40%), 1d4 scrolls (50%)

    published in & Magazine Issue 9, Creature Feature III: Ecology of the Oculus Despot

    Note: This version has been updated and expanded from the published version.

    Appearance

    The horrid oculus despot is normally encountered in desolate places, often underground but sometimes in the wilderness. Its spherical body floats through the air apparently by levitation, although the means is unknown as this levitation functions even in anti-magical areas.

    When first sighting one of these deadly creatures many features fight for the beholder’s attention: the gaping mouth filled with pointed teeth that fills the lower part of the front of the spherical body, the great central eye that fills the space above the mouth, or the over-arching mass of tentacles tipped with smaller eyes that look in all directions.

    The body and tentacles are coated in a chitin-like material that is rough looking and provides protection similar to the stronger plate armors.

    Combat

    While the oculus despot can bite, that is its last line of attack, for it uses the magical abilities of its eyes to horrible effect. At will, the great eye projects an anti-magic ray up to 140′ range, with an initial diameter of 5′ and an ending diameter of 30′. All magic items within the ray must save vs. Disintegrate or be permanently drained of magic. Spell casters must save vs. Death Magic or be unable to cast spells for 1d6 rounds. Note that this attack may be used only on opponents within a 30 degree arc in front of the beast. This power can be used at will.

    It has been reported that some oculi have exhibited different major eye powers, including these:

    1d4 Major Power
    1 Magic Jar, 60′ range
    2 Minor/normal/Major Globe of Invulnerability
    3 Powerword Kill, 60′ range
    4 Powerword Stun, 90′ range

    Note: The Magic Jar and Powerwords affect only a single creature. See the article Expanding the Globes of Invulnerability in this issue (& Magazine, issue 9) for details of the Greater Globe of Invulnerability.

    The creature will have 3d4 functional small eyes. Most oculi will have as many as 12 small eyes, but these are subject to damage and an individual may have fewer functional eyes depending on damage it has suffered recently.

    The small eyes can look in all directions except below the creature. Generally, 1d4 of the eyes may look in any direction, e.g., not all eyes can bear on a single target. Each eye projects a different spell effect, the most common of which are listed in the following table. Note that some effects are designated as a ray, indicating it applies to a single creature, whereas the spell the effect is based upon may affect a larger area. Unless otherwise specified, the effect is equivalent to the referenced spell cast a level equal to the hit dice of the oculus despot.

    1d40 Minor Power
    1 Animate Dead, 30′ range
    2 Cause Blindness, 60′ range
    3 Cause Critical Wounds, 30′ range
    4 Cause Disease, 60′ range
    5 Cause Grievous Wounds, 40′ range
    6 Cause Light Wounds, 70′ range
    7 Cause Moderate Wounds, 60′ range
    8 Cause Serious Wounds, 50′ range
    9 Charm Monster, 60′ range
    10 Charm Person, 60′ range
    11 Command, 60′ range
    12 Curse, reverse Of Bless, 60′ range
    13 Darkness 15′ Radius, 120′ range
    14 Death Ray, 40′ range, single opponent, save vs. Death Magic or die
    15 Disintegrate Ray, 30′ range
    16 Dispel Magic, 60′ range
    17 Fear, as wand, 60′ range
    18 Feeblemind, 60′ range
    19 Flesh-Stone Ray, 30′ range
    20 Fumble, 120′ range
    21 Gust Of Wind, 120′ range
    22 Heat Metal, 40′ range
    23 Hold Person, 90′ range
    24 Levitate, 120′ range
    25 Otiluke’s Freezing Sphere, ray only, 60′ range
    26 Paralyzation, as wand, 60′ range
    27 Poison, 50′ range
    28 Polymorph Other, 60′ range
    29 Push, 60′ range
    30 Ray Of Enfeeblement, 120′ range
    31 Silence 15′ radius, 120′ range
    32 Sleep, 90′ range
    33 Slow, 120′ range
    34 Stinking Cloud, 120′ range
    35 Suggestion, 90′ range
    36 Telekinesis 2,500 GP wt
    37 Transmute rock to mud, 90′ range
    38 Vanish, 60′ range
    39 Wall of Fire, Ice, Force, Iron, or Stone, 60′ range
    40 Web, 120′ range

    Note: 1d40 is not a common roll. To simulate this roll 1d4 and 1d10. Multiply the d4 roll by 10 and add to the d10, excepting when the d4 roll is a 4, in which case discard it. Some examples:

    1d4 = 2 and 1d10 = 9, so 2*10 + 9 = 29

    1d4 = 4 and 1d10 = 6, so 0 + 6 = 6

    Attacks from below prevent the smaller eyes from bearing upon the attacker while attacks from above may allow all smaller eyes to attack a target. Survivors of battles with oculi have reported that given the number of eyes facing in all directions, the oculus despot is impossible to surprise except from beneath, in which case surprise is 3 in 6.

    The body is coated in a chitin-like material that offers excellent protection (AC 0). The tentacles are also covered by the same material, although thinner and lighter, offering lesser protection to those organs (AC 2). The great eye is the least protected, having no such covering (AC 7).

    Rear and side attacks typically target the armored body (75%) although the small eye stalks may be hit (25%). Frontal attacks still typically target the body (75%), with a potential to target the great eye (15%) and the eye stalks (10%). Although the eye stalks (AC 7) and great eye (AC 2) are easier targets the relatively large body attracts the attacker’s focus.

    Note that the body represents 2/3 of the oculus despot’s hit points with the great eye representing the remaining 1/3. Each of the eye stalks takes an additional 1d4+8 hit points of damage to destroy. Destroyed eye stalks will grow back, and even the great eye will grow back if destroyed (loss of all hit points) although that is believed to take significantly longer. Loss of all body hp results in death. Note that oculi will flee if 1/4 of their small eye stalks are destroyed, if the major eye suffers 1/3 hp loss, or if the body suffers 1/2 hp loss.

    Habitat/Society

    All reliable reports indicate the oculus is solitary, an aggressive, greedy creature, wantonly killing for pleasure and treasure. They attack most opponents immediately and with no provocation. However, if confronted with what it believes to be a strongly superior force the creature may negotiate, typically asking a bribe for it to not attack. If battle is going against it, the oculus despot will also negotiate although it will attempt to do so from a position of strength, regardless of what the situation may be. It will keep its word but being exceptionally intelligent it will attempt to twist things in its own favor, and it is not unusual for one to speak 2d4 languages, or possibly even more.

    Although unsubstantiated, one adventurer spoke of a society of oculi, deep beneath the ground. He claimed to have been captured and kept as a slave for more than a decade, escaping when some unknown enemy attacked the city where he was held. Those that interviewed him stated that his mind was unbalanced, possibly by long deprivation, and they were unable to verify his tale.

    Ecology

    Dissection of slain oculi have found nothing resembling reproductive organs, although the internal workings are analogous to mortal creatures and they are omnivorous. Their method of reproduction is unknown.

    One savant reported that an oculus lived in an abandoned dragon’s lair on a high peak, and it supposedly lived there for nearly two centuries before being slain by adventurers. Assuming the tale is correct, it appears their lifespan is at least two centuries.

    Some have been captured, but questioning proved fruitless.

    Variants

    None.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The XP value includes four Special Abilities (minor spells – small eyes, 3 or more attacks per round, difficult to surprise, AC 0 or lower) and one Exceptional Abilities (major spell use – anti-magic ray).

    Hit Dice AD&D 5% Rule
    10 HD 3,300 + 14 xp/hp 4,125 + 15 xp/hp
    11 HD 4,950 + 16 xp/hp 4,950 + 16 xp/hp
    12 HD 4,950 + 16 xp/hp 5,875 + 17 xp/hp
    13 HD 6,800 + 18 xp/hp 6,800 + 18 xp/hp
    14 HD 6,800 + 18 xp/hp 7,900 + 19 xp/hp
    15 HD 9,000 + 20 xp/hp 9,000 + 20 xp/hp
    16 HD 9,000 + 20 xp/hp 10,100 + 22 xp/hp
    17 HD 11,080 + 25 xp/hp 11,200 + 25 xp/hp

     

  • Dungeon/Monster Level

    Figuring out the “dungeon level” of a monster was a mystery for decades, as I missed a small table on page 174 of the Dungeon Masters Guide. It’s easy to miss as it has 5 lines and is not formatted like other tables in the book.

    It’s simple enough to use — just look up the XP value of a monster in the table to determine the dungeon level. Except the XP for a monster varies by the number of hit points, so the level can vary.

    I thought about it and skip the XP for hit points — I total the Base XP, Special XP, and Exceptional XP when determining the level. This is simple and is probably what was intended.

    Following is this table, plus the corresponding table from OSRIC. I often use OSRIC tables in lieu of AD&D tables, as OSRIC is more consistent.

    However, I took a fresh stab at this, starting with 10,001 as the minimum value for 10th level, and divided by 2 until I got 10 levels. I tweaked the values a bit to even them out, which resulted in the column titled “Bryan”.

    Dungeon Level AD&D OSRIC Bryan
    1 1 to 20 1 to 20 1 to 20
    2 21 to 50 21 to 60 21 to 40
    3 51 to 150 61 to 150 41 to 80
    4 151 to 250 151 to 275 81 to 155
    5 251 to 500 276 to 500 156 to 315
    6 501 to 1,000 501 to 1,100 316 to 625
    7 1,001 to 3,000 1,101 to 3,000 626 to 1,250
    8 3,001, to 5,500 3,001 to 5,250 1,251 to 5,000
    9 5,501 to 10,000 5,251 to 10,000 5,001 to 10,000
    10 10,001 + 10,001 + 10,001 +

    Not that Dungeon Level matters much to me. I assume this attribute was designed to help adventure designers pick monsters, and I may look at the level, but choose monsters using other criteria.

    I have been examining the XP system, as it’s just as inconsistent. I use Lenard Lakofka’s 5% Rule tables, which is IMO better, but still not consistent. In this respect the newer D&D games are better.

    Especially with an inconsistent XP system, the Dungeon Level is less useful.

  • Lycanthrope, Were-Moth

    When thinking of material for & Magazine, issue 10 (Shapechangers), I watched The Blood Beast Terror, a 1968 movie starring Peter Cushing. This is a weak lycanthrope, suitable for lower level parties.


    Lycanthrope, Were-Moth

    Frequency very rare
    No. Appearing 1 (2d8)
    Armor Class 7
    Move 120’/240′ (MC:B)
    Hit Dice 1 to 2
    % in Lair 50%
    Treasure Type A
    No. of Attacks 2
    Damage/Attack 1d3, 1d3
    Special Attacks swooping; blood drain
    Special Defenses fear, silver or magic weapon to hit, regeneration
    Magic Resistance standard
    Intelligence Low to High
    Alignment Neutral Evil
    Size M (5-1/2′ to 6-1/2′ tall)

    published in & Magazine Issue 10, Creature Feature III: Ecology of the Were-Moth

    Note: This version has been updated and expanded from the published version.

    Appearance

    Were-moths are always human; it is not believed that other races can succumb to the disease. In human form they appear normal, although they all tend to act distant, as if they are not part of the things around them. Most appear to be scholars or other professions for which a certain amount of standoffishness will be considered normal.

    In were-form their shape is humanoid with a dark grey down covering the body, possessing huge grey-black wings. Their face is a caricature of a human face, dark brown down covering the skin with black patches around the eyes and mouth. The nose is mere slits and the normal jaw is replaced by mandibles, with slashing extensions that the were-moth uses to bleed its victims.

    The visage is terrifying. Upon sighting one of these monstrosities, creatures of less than 1+1 HD/1st level must save vs. paralyzation or be frozen in terror for 1d4+2 rounds. Those making their save will flee in terror for 3d4 rounds. Creatures of 2+4 HD/3rd level or greater must save vs. paralyzation for flee for 2d4 rounds. Creatures of 4+1HD/5th level are unaffected.

    Combat

    In combat they punch with clawed fists, and if both strike in the same round the were-moth slashes its victim with its mandibles for 1d4+1 hp of damage and drains an additional 1d4+1 hp each round thereafter until the victim is dead. The held victim may strike back at -2 and can use only short weapons. A successful Bend Bars roll will free them.

    When possible the were-moth will strike from the air, hitting at +2. If it surprises its victim (roll of 1-3 on d6) it gains an additional +2 to hit and the victim must save vs. paralyzation at -2 or be knocked flat. In this case the were-moth will land on its victim and automatically drain blood (as described above).

    Mundane weapons do not harm were-moths, only silver or magic weapons. If wounded for more than 25% of its hit points the were-moth will flee combat. If wounded for more than 50% of its hit points a were-moth will be unable to fly with a burden, and if wounded for 75% it will be unable to fly until healed.

    Habitat/Society

    Were-moths tend to be solitary; as previously indicated they adopt professions where being aloof is considered normal. However, in rare instances a group may be encountered. The number indicated is those who have reached puberty and have exhibited their lycanthrope form. In addition, there may be 2d6-2 children who are treated as non-combatants.

    They have a blood thirst that must be quenched at least monthly; a pint of human blood is sufficient. However, when first turned or upon reaching puberty, the blood thirst is impossible to control and the were-moth will indiscriminately attack victims and drain them dry. Non-human blood, taken weekly, will delay the blood thirst. However, there is a 10% cumulative chance per week that the were-moth will lose control and drain the first victim it encounters.

    Savants report in a few rare instances a were-moth may become the protector of a village. In exchange for protection the villagers will “donate” a pint of blood from a willing victim each month. Of course, enemies will be drained dry or kept as slave labor / food.

    Ecology

    Unlike other lycanthropes, this condition is not believed to be spread through the bite. Children born to were-moths develop the condition after puberty, and it is believed that drinking the blood of a were-moth will inflict the disease. Newly transformed were-moths will have but 1 HD, while those who have lived with the condition for a decade or more will have 2 HD. New were-moths cannot control their change, which occurs with the full moon. Elder specimens exhibit increasingly more control but are incapable of changing during daylight hours.

    Variants

    None.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The XP value includes five Special Abilities (blood drain, regeneration, fear, swooping, slashing) and zero Exceptional Abilities.

    Hit Dice AD&D 5% Rule
    1 HD II / 30 + 1/hp II / 30 + 1/hp
    2 HD III / 60 + 2/hp III / 110 + 3/hp