The Star Warrior

My conception of Space Princess is as a very focused, rules-lite, beer & pretzels game that you and a few friends can break out one day and play without too much prep. For all intents and purposes, it is about dungeon crawls with a pulp sci-fi motif inspired by the original game. I wanted to make a very simple, focused set of rules that worked, and allow others to add on to those rules if they wanted to expand the game into different realms.

With that in mind, and as a way to show the simplicity in the rules, I present the Star Warrior class for the game, along with a sample illustration by Jason Sholtis.

STAR WARRIOR
Star warriors are the rocket-powered heroes of the game, leaping to the fore when things turn ugly. The star warrior is usually a soldier or professional adventurer with marginally more ethics than the scoundrel. They are not as skilled as the scoundrel and scientist and do not have the powers of the psychic, but nobody is more valuable in a fight than a star warrior.

HIT DICE: Star warriors roll 1d10 for hit points.

REQUIREMENT: Strength and Dexterity of 4 or higher.

SKILLS: Star warriors may choose one of the following skills as a skill to which they can add their skill bonus during a test: Avoid Notice (Dexterity), Leap & Swing (Strength), Pilot Ship (Mentality) or Swim (Strength).

STARTING GEAR: Ray gun and hand weapon.

Hit Dice in this game determine one’s attack bonus, much as monster Hit Dice determine attack bonus in other old school games. They also determine hit points and are the basis for one’s DEFENSE (i.e. AC).
The ability scores in Space Princess are really just the ability bonuses, which run from 0 to 8. To roll abilities, you still start with 3d6, so we get the bell curve, and then translate those into the ability scores. An ability score of “4” in Space Princess corresponds to an ability score of “9-12” in most old school games. The game uses four abilities – Strength, Dexterity, Mentality and Knowledge.
The skills work off of the skill bonuses in the chart. If your character has a skill (scientists and scoundrels have more skills than the star warrior and psychic) and is attempting a test, they add the skill bonus to the attempt. Otherwise, they add nothing. Tests are also modified by one’s ability score.
Example: Athena Laserwolf, a veteran, is attempting to out-pilot some space pirates. She has chosen “Pilot Ship” as her skill, and thus adds her skill bonus (6) to her Mentality score (we’ll say it is 5) to get her total Pilot Rating of 11. The space pirate pilot has a total Pilot Rating of 9. Comparing the two ratings, we see that Athena Laserwolf will get a +2 bonus to her roll to keep her distance from the space pirates. She will then roll 1d20, add 2, and try to roll a 10 or higher.
Combat works the same way, except you figure out your combat rating by adding your Hit Dice to either Strength (for melee attacks) or Dexterity (for missile attacks) and compare it to your opponent’s Defense (HD + Dex + Armor). Compare the two to determine the bonus or penalty, roll the dice and try to get a “10” or higher to hit.

Starting gear seems pretty light, but consider the source material – old movies. Once a group is in a space fortress prowling around, they can pick up additional gear and find (or build) pieces of super science (i.e. the sci-fi version of magic items). Naturally, the Referee can provide additional bits of equipment if he or she likes.

Luck points balance the different levels, allowing games that include both old veterans of clone wars and eager young space cadets. A luck point can be spent for an automatic success on a roll – any roll. At character creation, aliens can spend a luck point to gain a new special ability, and any character can spend a luck point to gain a super science item.

So, creating a character means rolling four ability scores, picking a species, class and level, rolling hit points, calculating a few basic ratings (so you don’t have to do it later) and writing down your starting gear. Theoretically, a group can be ready to delve into a space fortress and rescue a space princess in about 10 minutes.

Hell South – Preview 2

“Hell South” sounds weird. Anywho …

4.68 Kobolds in Distress: A band of 15 kobolds have been trapped on a ledge about 30 feet above the ground. They are armed with javelins and clubs, and especially worried about the cave located about 10 feet above their ledge, where a lone howler dwells. Below the ledge there are four chaos beasts that escaped the Master.

HOWLER: HD 6; AC 2 [17]; Atk 1 bite (2d8) and 1d4 quills (1d6); Move 18; Save 11; CL/XP 8/800; Special: Quills (save or quill breaks in flesh, imposing -1 penalty to d20 rolls, removing deals 1d6 damage), howl (those who hear for one hour must save or become confused (per spell).

CHAOS BEAST: HD 8; AC 3 [16]; Atk 2 claws (1d4); Move 9; Save 8; CL/XP 10/1400; Special: Magic resistance (20%), corporeal instability (save or become amorphous mass and lose one point of wisdom per round; at 0 wisdom the victim turns into a chaos beast).

5.69 Goons: A tribe of 370 goons and their 60 females and 40 children dwell here in an ornate, garish palace of stone set with ornamental stones. The carvings depict cavorting demons, hunting beasts and scenes of terrible melancholy. The palace contains barracks and living chambers, fungal gardens, cruel prisons and kennels for the goons’ 30 champion hunting dogs. The palace is laid out in rings separated by fungal gardens crawling with shriekers who double as guard animals.

The goons are ruled by Vodic, a brutal priest of Cali, the demon queen of assassins. Vodic dwells at the center of the palace in a shrine of Cali. The ring just beyond the shrine is inhabited by 30 louts. The shrine contains a bronze idol of Cali and three iron chests hanging from thick, iron chains attached to the ceiling. The idol holds aloft in one hand a compass carved from a single large sapphire (worth 4,000 gp). The compass has a permanent find the path effect cast on it, activated by holding upright on one’s palm and blowing on it.

GOON: HD 1+1; AC 4 [15]; Atk 1 weapon (1d8+1); Move 12; Save 17 (12 vs. hold spells); CL/XP 4/120; Special: Crown (if knocked from his head, he either slinks away in embarrassment or flies into a rage, gaining +2 bonus to hit and damage until reduced to -5 hit points), magic immunity (immune to mind-affecting spells).

6.102 Dusty Halls: There is a small castle here, abandoned ages ago while under siege by the wizard Porin Bloody Bones. Porin devised a wondrous spell that sealed the castle – a powerful variation on the venerable hold portal enchantment. In time, the garrison succumbed to hunger and cannibalism and eventually wiped themselves out. Unfortunately, the wizard didn’t last long enough to enjoy his victory, having succumbed to the venom of a serpent that crawled into his tent one night. The castle has been sealed ever since, and is now inhabited by twenty ravenous zombies. Within these dusty hallways one might discover the great hall with its magnificent opal-studded throne (ten opals worth 250 gp each).

The castle’s treasure is hidden in a room within a room. The walls of the outer room are studded with spikes. When the inner door is tampered with, it opens with a powerful gust of wind. Anyone in front of the door must pass a saving throw or be flung back on the spikes for 1d6 points of damage. If the damage rolled is “6”, the spiked walls of the circular chamber begin to spin, first at a rate of 10 feet per round. The speed increases by 10 feet per round until it reaches a maximum speed of 90 feet per round. Once the speed reaches 30 feet per round, anyone still on the spikes begins to suffer 1d6 points of damage per round.

Within the treasure chamber there are 5,650 sp, 2,310 ep, 1,060 gp, a tiny pair of gold dice (30 gp), a small book of dirty kobold limericks with a gray-brown cover (by reading the first word of each page you discover a wish spell that works one time) and a +1 broadsword.

CANNIBAL ZOMBIE: HD 4; AC 8 [11]; Atk 2 claws (1d4) and bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Immune to sleep and charm.

Image from WIKIPEDIA

Another Hex Crawl Done!

Finally put the finishing touches on Hex Crawl Chronicle #6 – The Troll Hills


Here’s a little preview …

THE TROLL HILLS

There was a time when crystal domes dotted the landscape of the Troll Hills and sky sleds cut through the air like ships through the waves. That was long ago. The ancient, golden-skinned men, they say, built their domes too near the great lake from which all life sprang, and so the lake spawned the trolls and more fearsome creatures to punish the ancient men. Whatever the truth is, the ancient men were laid low, the cities crumbled, the survivors turned out into the wilderness and the hills were left to the trolls.

The Troll Hills are mostly gentle, rolling hills covered with green grass and dotted by woodlands of oak and hickory. They are bordered to the south by the Devil Peaks, jagged mountains that are home to the devilkins. To the north there is the Zarko Mountains, with valleys of pines where dwell dwarves in colorful coats who make rare distillations. The hills drain into the Sapphire River and Great River, which connects the Valley of the Hawks to Crescentium, the city-state of the witchmen to the south.

The Great River has proven a great boon to trade, but now the petty trolls have occupied the ancient fortress on Little Rock [3311] and shut down that trade, cutting Crescentium off from its markets in the north. Perhaps the adventurers might sally forth from north or south to open the river. Or maybe they’ll ignore the wars of the trolls and witchmen and instead delve into the wilderness in search of the secrets behind the weird blue ruins of the ancient men.

Hags and Trolls
Among the more pernicious and dangerous creatures in the Troll Hills are the trolls and their hag mothers. Most trolls are born from hag mothers and human or demi-human fathers. Under a full moon, hags are capable of appearing to males as nymphs in order to seduce them. Like some spiders, the hags usually eat male after they have mated. About one out of twenty troll births is a female that can breed true with other trolls. Trolls born from hags usually nurse from their mother for about two weeks, at which time they are about four feet tall and capable of catching their own food. The hag then drives the troll from its lair. Trolls return to their mothers from time to time to pay tribute.

Hags have an equally bizarre life cycle. A hag is an elven women that has reached their allotted 1,000 years of life as an elf. At this point, lawful elves wander into the woods and become nymphs. Neutral elves find a nice oak tree and turn into dryads. Chaotic elves crawl into a damp burrow or fallen log and cover themselves with mud and leaves. After one month, the elf emerges as a hag.

The three hags who gave issue to the petty trolls have recently come together to form a covey and spread their dominion over the Troll Hills and maybe beyond. These hags, Peggy Blackteeth, Mollie Longshanks and Fat Anya, because they have formed a covey, can now cast the following spells three times per day each: Animate dead, control weather and phantasmal force.

Notable Nobles – Part the Fourth

Just to show that these nicknames are good for more than pseudo-European nobility, I offer three pseudo-Arabic nobles (and yeah, I like ’em so much I’m going to use them in NOD eventually).

Mansour the Lion, Bey of Rumm
Mansour the Lion is a handsome man, aging and rugged, who commands a fortress where the desert sands meet the savannah. Caravans of traders and pilgrims move through his land, making him wealthy, and his many wars against the nomads have made him famous throughout the kingdom. He looks upon the Sultana Azzah with hopeful eyes, but her heart lies elsewhere. Mansour’s retinue includes the half-ogre fighter Isaam (F5) and his comrade, the sly Ziyad (F1), four men-at-arms and two scribes.

MANSOUR: HD 9 (45 hp); AC 2 [17]; Atk 2 scimitar (1d8); Move 9 (12 out of armor); Save 5; CL/XP 9/1100; Special: Double normal number of followers.

Shafeeq the Landless, exiled Amir of Pazazabad
Shafeeq the Landless is a the son of Bishr, the former Amir of Pazazabad. That wondrous city-state was overrun by goblins not three years ago, and the young man has wandered ever since with his retinue, seeking support for a reconquest of his land. The retinue includes four scribes, two sergeants-at-arms and his father’s court magician, the cloying Nazihah of the Nine Lamps (M3). He is also accompanied by Intisar, a lesser aristocrat and the rambunctious daughter of Pazazabad’s greatest merchant (and, unknown to others, the traitor who engineered the goblin invasion) Haarith of the Hoary Beard.

SHAFEEQ, FIGHTER LVL 3/THIEF LVL 2: HP 15; AC 2 [17]; Special: Double normal number of followers, treasure as CL 15.

Azzah the Liberal, the Iron Sultana, the Leopardess, Sultana of Keshfar
Azzah is the Great Sultana of all Keshfar. Learned, wise and fierce, she commands the deserts, savannas and sea for hundreds of miles from her domed capital of Nadid. Despite her coteries of handsome petitioners and the adoration of her people, she knows he is not getting any younger and must soon choose a husband that her line may continue. Mansour the Lion seems the logical choice, but her heart burns for Shafeeq the Landless, if only she knew where he was.

Azzah’s retinue includes the rakish sisters Amani and Munirah, the handsome young Izvod, Baron of Esterhafen and his sister, Lady Bezpa, four scribes, three men-at-arms and he sergeant-at-arms, the loyal Tariq.

AZZAH: HD 2 (16 hp); AC 1 [18]; Atk 2 scimitar (1d8); Move 9 (12 out of armor); Save 16; CL/XP 2/60; Special: Triple normal number of followers, treasure as CL 20, +2 reaction from peasants, constitution 14.

 

Deviant Friday – Laemeur Edition

Happy Veteran’s Day, folks – especially to any genuine veterans reading this blog. Thank You!

Today’s delve into DeviantArt takes up to Laemeur, a hipster with beautiful line work and lovely colors. Much of his work that would interest gamers concerns ’80s pop culture, but there’s all sorts of goodness on his DeviantArt page. I can’t think of any project – comic book or gaming – that couldn’t benefit from his illustration skills. Go take a look.

BUCK ROGERS, SOLAR SCOUT

 

 

THUNDER POWER RUMBLE

 

 

PRINCESS POWER POPS

 

 

CAP. LAEMEUR ET LA FLEUR

 

 

INVEX THE INVISIBLE MAN

 

 

AMAZING FRIENDS

 

 

EARTH ASTRIDE MARS

 

 

TRAPPED

 

 

STRANGE ENCOUNTERS

 

 

LILLA VS. MAGNUS

 

 

MEGA-MONSTERS: The Anaxim

The SRD is a pretty big document, with plenty of neat things to make use of, even for old school gamers. This is one of the reasons I’ve embarked on the Blood and Treasure project – make a system with old school rules that attempts to embrace just about everything the SRD has to offer – thematically, it would be Basic rules with all the Advanced classes, spells and monsters. If you started playing back in the ’80s, you probably know what I’m talking about. Recently, I was perusing some of the epic-level monsters in the SRD and though that any one of them might make a neat center piece to a massive campaign of the kind suggested in Mentzer’s BECMI set of rules. Thus – MEGA-MONSTERS.

The conversion below is for both Blood and Treasure (as it currently stands in my mind) and Swords and Wizardry, with S-n-W stats being behind the slash where necessary.

ANAXIM
Huge Construct, Intelligent, Lawful
Hit Dice: 30
Armor Class: 27 / -8 [27]
Attacks: 2 spinning blades (2d8), 6 projectile spikes (2d8, 120’) and lightning bolt (10d6, 300’) or sonic blast (10d6 + deafness, 60’ cone)
Move: 60 (Fly 200) / 18 (Fly 30)
Saving Throws: F8, R2, W2 / 3
Special: Summon iron golem, +2 or better weapon to hit, regenerate 3 hp/round, resistance to fire and cold (50%), immune to polymorph, petrification and illusions, blindsight (500’), telepathy (1,000’)
Spells: At will – Displacement, ethereal jaunt, greater dispel magic, greater invisibility / Dispel magic, invisibility, etherealness (as the potion)
XP: 38,000 / 39/10,100

Anaxims, or God-Machines, are massive constructs shaped something like beetles and are as large to an iron golem is as an elephant is to a human being. In place of mandibles that have two spinning blades on iron arms and their bodies are studded with six massive spikes that can be launched at enemies up to 120 feet away. They can also emit lightning bolts and sonic blasts. Four times per day, an anaxim can summon an iron golem to fight by its side.

Anaxims might be the product of titans or hordes of lawful creatures like formians. They are created to smash the forces of chaos (in a final, end of Law vs. Chaos way) or guard the secrets of Creation.

Regenesis
The Regenesis campaign pits the adventurers against a secret cult dedicated to re-creating the universe. The current universe, they believe, is tainted by chaos and thus not perfectible. They wish to create an anaxim and set it upon the forces of Law, smashing the machinery of creation and allowing the universe to collapse in on itself and, in their belief system, be recreated from a single, perfect mainspring. Of course, they are insane, but that doesn’t stop them from being dangerous.

BASIC: Basic adventures pit the adventurers against the foot soldiers of the cult. To create their anaxim, the cultists have struck out in search of pure metals and master smiths and engineers, enslaving them. Each individual cell of the cult is responsible for a single part of the finished anaxim, as guided by a group called “The Divine Architects”. Perhaps the ultimate basic adventure would have the adventurers penetrating the slave factory of one cell as they prepare to place their part of the anaxim in the hands of a visiting, extra-planar Architect.

EXPERT: The expert adventurers force the adventurers to strike out into the wilderness to attack other cells of the cult. Perhaps there are three key factories all trying to produce a single part of the anaxim, and at least one must be stopped to slow down the cult’s plan. Golems of various kinds should come into play at these levels, along with conspirators of the cult – sages, magic-users, nobles, etc.

MASTER: The master level adventures involve moving beyond the material plane. The plan of the cult, which is spread across the cosmos (i.e. not only on the adventurer’s home world), has put the Divine Architects (formians) in conflict with the polyhedroids who maintain the mystic gears of the cosmos. A perfect mainspring has been stolen, and the cosmos is grinding to a halt. The adventurers must find the clandestine base where the various parts of the anaxim are being assembled, for it is hidden in a pocket dimension somewhere in creation.

EPIC: The final adventurers involve an assault on the pocket dimension of the true powers behind the cult and the Divine Architects – a band of rebellious titans who seek the cosmos’ destruction for their own purposes, as each believes he can create his own little universe – a multi-verse, one might call it – with he or she taking the role of Creator. The pocket dimension houses a small world (about the size of an asteroid), and deep within this world sits the anaxim, ready to be activated.

A couple notes on Blood and Treasure

For Armor Class conversions (SRD to BnT), I’m using the following formula:

AC 10 to 18 = keep the same
AC 19-20 = 19
AC 21-22 = 20
AC 23-24 = 21
AC 25-26 = 22
AC 27-28 = 23
AC 29-30 = 24
AC 31-32 = 25
AC 33-35 = 26
AC 36-38 = 27
AC 39-41 = 28
AC 42-44 = 29
AC 45+ = 30

Determining XP in Blood and Treasure will (at the moment, I might change my mind) be done as follows:

For monsters with no special combat abilities, XP = HD x 10

For monsters with minor special combat abilities, XP = HD x 100

For monsters with major special combat abilities, XP = HD x 1,000

And no, I haven’t yet figured out what will count as minor and major special abilities. Spells of 0 to 4th level will probably be minor, spells of 5th level or higher are major; resistance to damage (i.e. half damage) will be minor, immunity major; only harmed by silver weapons minor, magic weapons major, etc.

The saving throws are just the number you have to equal or beat on a d20 roll for monsters. Characters would be adding the appropriate ability bonus (constitution to Fortitude saves, dexterity to Reflex saves, wisdom to Will saves). If the save is considered “difficult” – for example, if saving against a creature with 5 HD or levels more than you or because of some extenuating circumstance determined by the Referee, there is a -5 penalty on the saving throw. I’m trying to keep bonuses and penalties to a bare minimum in Blood and Treasure.

I’m going to cap monster Hit Dice and Armor Class at 30. From Kobold to Orcus (or Anaxim), I think a range of 0 to 30 is sufficient. Character levels run from 1 to 20.

Oh, and yeah, I’m still working on Space Princess (art is being produced by Jason Sholtis as we speak, and it rocks! I need to write a sample space fortress …), 1800 – American Empires (holding pattern until Space Princess is finished) and Action X (holding pattern until American Empires is finished – oh, and I think I found a font I like for the title today!). Also almost finished with Hex Crawl Classic 6 (this weekend for sure), still working on NOD 12 and I should dive into Rappan Athuk at some point soon. Busy and happy!

The Dark Demi-Humans [Art]

I’m not only working on the second half of the “outer hells” hex crawl for NOD 12, I’m also working on part two of the “Deep Denizens” article. The first part had rules for four humanoid races as PC races – orcs, hobgoblins, bugbears and kobolds. The second part features the drow, duergar, svirfneblin (okay, they’re not dark) and the notac-ichat, an insectoid race I made up for the hex crawl. Here is the depiction of these folk by the great Jon Kaufman (pachycrocuta at DeviantArt).

The first article linked those races with the seven deadly sins – gluttony for orcs, envy for kobolds, wrath for hobgoblins and sloth for bugbears. The three evil races in the next article are also linked – the drow are lustful, the duergar greedy and the notac-ichat prideful. Anyhow – enjoy the art preview – back tomorrow with my first entry in a new series called Mega-Monsters – an attempt to convert some of the epic level monsters in the SRD for Swords and Wizardry, adding an idea at a campaign you could build around that monster.

The Glooms – Mechanical Men, Drow and Worm Food

After taking two days off from writing about Hell (well, a week actually – it was two days between finishing NOD 11 and starting NOD 12), here is the first peek at the southern portion of the Glooms.

2.58 Mechanical Misfits: A little tribe of mechanical men, refugees from the experiments of the Master [4.105], dwell in a ruined kobold fortress. The fortress is carved into the wall and consists of a guarded, fortified entry chamber (locked portcullis, the ledge in front of it is trapped to collapse, sending people 50 feet to the cavern floor). Beyond the entry chamber there are about twenty chambers, mostly small, inhabited by the mechanical men. The mechanical men number 40 individuals built of scrap. Most are about 3 to 4 feet in height. They are sneaky little devils, scavenging far and wide for replacement parts and metal that they can melt down and forge into new parts. They have a working forge and a fine crucible and are open to trade, but find it difficult to resist the temptation presented by adventurers toting metal.

2.106 Troupe: A troupe consisting of five drow overseers and their master, Qodvigo, a drow warrior-mage, and thirteen enslaved ophidian dancing girls. The troupe is gradually picking their way through the ooze-filled tunnel using picturesque wagons painted with phosphorescent paint (skeletons, owls, the words “Master Q’s Traveling Show”) and supported on four spindly legs, like those of an elephant only longer and thinner.

There are three wagons in all, each one carrying three or four ophidians huddled around a coal-burning stove, a driver and a guard. The ophidians wear torqs that have a permanent charm monster effect cast on them and tied to Qodvigo. Qodvigo’s wagon is the largest and contains a separate, raised chamber (about 6 feet long and 4 feet wide) containing his ritual objects and spellbook.

3.66 Worm Food: A tunnel in the wall here features a series of stairs downward leading to a branch of three tunnels. In the nexus there is a brass idol of Tricrucia, the petty goddess of forks in underground tunnels. The three-faced, three-legged, three-armed idol has all three arms pointing down towards the three different passages. One of the passages has an “X” carved above the cave entrance, the second a short series of three white marble steps down and the third the smell of rotting vegetation. The third tunnel is the safe one, the other two containing great lantern worms. At the end of the stinky tunnel there is a small shrine to Tricrucia containing sacred coins (5,100 sp, 710 ep, 5,400 gp) in bronze pots. If any of these are stolen, the thieves suffer a divine curse that keeps them from ever knowing their way under-ground, at least until the treasures are restored.

Image of Tricrucia by Chris Huth from Petty Gods – can’t wait for that release!

Osiris Shall Be Reborn!

Jeff Dee, who produced by favorite illustration of a halfling ever (the buff little bastard in Moldvay’s Basic) and an image of Thor that could almost turn me into a full-fledged pagan, is undertaking to recreate all of the art he did for TSR, beginning with his illustrations for the Egyptian mythos in Deities and Demigods. Apparently, the originals were thrown into a dumpster at some point (add that dumpster to my list of places to hit when I get a time machine). Here’s an image of his recreated Elric for a sample of what he has in mind …

He project is being done at Kickstarter (where my own Mystery Men! project was born), and I just kicked in $20.

Let get this done ladies and gents!

Notable Nobles – Part the Third

And we roll on with TABLE III

Baron Aglos the Gatekeeper
Aglos commands a sizable fortress that guards a mountain pass into the archduchy. He and his warriors have faced countless hordes of goblins and hobgoblins attempting to push their way into the green lands of the archduchy from the frozen uplands. These years of combat have allowed him to perfect a defensive stance that makes him more difficult to hit than the normal heavily armored warrior. His retinue includes two scribes, four men-at-arms and his two boon fighting companions, Aaron of the Golden Harp (a 5th level bard) and Schultz (a 5th level fighting-man).

AGLOS: HD 9; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (12 out of armor); Save 5; CL/XP 9/1100; Special: Double normal number of followers, defensive stance (+2 AC, +1 hp/HD).

Kenne the Imp, Count of Owaith
Count Kenne is a devotee of the dark cult of Mammon, as befits one of his greedy nature. His devotion to Mammon has won him the ability to cast cause light wounds once per day. Kenne has a retinue that includes five clarks (money counters, mostly), a man-at-arms two sergeants-at-arms.

KENNE: HD 5; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (12 out of armor); Save 12; CL/XP 5/240; Special: Double normal number of followers, treasure as CL 15, cast cause light wounds 1/day.

Archduke Scaton the Handsome
Scaton the Handsome is everything a fairy tale prince should be, except that he is an archduke, of course. He is handsome, charming, well-mannered and brave. Unlike fairy tale princes, he has rarely been outside the walls of his city, Gondwane, but he has cultivated quite a retinue of followers within those walls. This retinue consists of his court champion, Aloysius (a 4th level fighting man) and his comrade, Black Albrect, a rake, his paramour the Baroness Uda, ten scribes (one of whom, Ignatio, is a 5th level assassin sent to spy on the archduchy), three men-at-arms and two sergeants, Duff and Yoder.

SCATON: HD 2; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (12 out of armor); Save 16; CL/XP 2/60; Special: Triple normal number of followers, treasure as CL 20, charisma 16.