Notion – One vs. Many

Here’s an idea I had today while walking the dog. It’s about combat with multiple attackers in RPG fights of the B&T variety.

When a character is facing more than one opponent, they can make a choice on how many of their foes they want to “actively engage” each round. For each foe they actively engage beyond the first, they suffer a cumulative -1 penalty to their attack. Any foe they do not actively engage gets a cumulative +1 bonus to attack the character.

For example: A fighter is facing three goblins. If he decides to actively engage one goblin, he gets to attack that goblin with his normal chances. The other two goblins, because they are not actively engaged, attack with a +2 bonus (+2 because there are two goblins not actively engaged).

If the fighter actively engaged two of the goblins, then he suffers a -1 penalty to his attack that round (-1 because there is one “extra” goblin he is engaging). The one goblin who is not engaged gets a +1 bonus to hit the fighter (+1 because there is one goblin not actively engaged).

If the fighter actively engages all three, the goblins get no bonus to attack, but the fighter suffers a -2 penalty to his attack.

If you use a rule wherein the fighter class can attack multiple opponents, you can still use these penalties, but apply them to each of the fighter’s attacks during a round.

Note – I planned to use an image from Cyrano de Bergerac (1950) where he was fighting several men, but couldn’t find it. I stuck with Cyrano anyways, because he’s my hero.

Buzzkill

A while back, I was playing around with creating YouTube playlists based on Saturday morning TV shows from different years. The one’s I managed to create – not an easy thing, since most of those classic shows are not remotely public domain – are live on the site. If you search for “SaturdayMorning1968” – or other years – you’ll probably find them.

In the process of making these lists, I came across a Canadian sci-fi show called Starlost. Given the audience for this blog, many of you have probably heard of this show and maybe even seen it. The episodes are on YouTube, and I must say that the one I watched I quite enjoyed. I watched episode 15, thus starting near the end of the series, but it wasn’t hard to figure out what was going on.

The show could be good inspiration for folks who run Metamorphosis Alpha, as it has a similar setting. Episode 15 involved a creature that I thought would work well as a monster for fantasy, post-apocalypse or sci-fi games, but I must issue a SPOILER ALERT here, since the creature and its stats give away the plot of the episode.

Scroll down past the episode link if you don’t care about spoilers, or better yet, watch the episode first and then check out the monster stats …

 

 

 

 

The episode involved  giant mutant bees that I thought would make a pretty good monster. Their Blood & Treasure stats are below:

Giant Mutant Bee
Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 14
Attack: Sting (1d4 + Poison III)
Movement: 30′ (Fly 80′)
Save: 15
Intelligence: High
Alignment: Lawful Neutral (with evil tendencies)
No. Appearing: 2d4
XP/CL: 1,200/6

Giant mutant bees are highly intelligent bees that measure up from 3 to 4 feet in length. They are very aggressive, wishing to expand their territory and domination over “lesser” species by any means possible.

A giant mutant queen bee is capable of controlling one humanoid creature at a time, communicating through something akin to radio waves and issuing orders to it in a subtle-enough way that the controlled creature does not recognize that it is being controlled. This domination has a range of 1 mile, but can be extended through the queen’s drones – thus up to 2 miles.

A giant mutant queen bee can control normal bees within 1 mile, sending swarms of them to harass and attack her enemies. She can read the thoughts of humanoid creatures within 3 miles.

Giant mutant bees enjoy a +3 bonus to save vs. poison, while the queens are immune to poison. Cold damage acts as a slow spell on giant mutant bees.

A giant mutant beehive consists of one queen and 2d4 drones.

A Moment of Paternal Pride

Just a quick note today to show off something that made me very happy, for a few reasons …

This is a shot of the game table where my daughter ran a session of Blood & Treasure for a group of her friends.

Of course, it makes me happy to see my game being played, especially on a table instead of via the internet.

It also makes me happy to see that the little acorn didn’t fall too far from the tree. Gaming was never something I pushed on my daughter. She showed interest from an early age, mostly because we collected some of those D&D miniatures that WoTC put out. Out games were not very serious and used rules I made up as I went along – mostly me asking what she wanted to do, and then having her roll the dice and try to beat a number to do it. We had fun – her party consisted of Romeo the dwarf, Aladdin the cleric, Tinkerbell the thief … and a few others. I don’t remember them all, but I do remember that the wacky antics of Romeo the dwarf were our favorite.

Since those times, we’ve played some real D&D – recently using the Moldvay Basic set with some family friends, wherein she has a played a thief that was the only smart enough not to challenge a dragon while 3rd level … and thus was the one who survived the fight without a scratch. The others should have listened to her, but a couple of them were just learning the game, and the most experienced player had most recently played 3.5 edition … so you know how that works in terms of player survivability. Just a wee bit different than old Basic D&D.

But now the child has become the DM (or Treasure Keeper, in this case), and it was fun to listen to her introduce her friends to the concept of gaming. They wanted to try because of Stranger Things – who knows how good that show has been to table top gaming? Listening to people who have never played before start hatching crazy plans involving 10′ poles and finding a way to kill the witch without destroying her treasure brought a smile to my face – the game may be old now, but it has the same goofy effect on the players. And, most importantly, they had fun and wanted more – 3 sessions in all before one of them went off to college.

Folks, games are supposed to be about getting people together and having a good time. D&D and its many clones and descendants do just that – so raise a glass to the games, and all the people who designed, played and enjoyed them over the years.

And no – I’ve not disappeared from the hobby. I’m taking a sabbatical and planing to get back to work in earnest in 2020.

Thar She Blows

Here’s a little beastie that popped into my head today while I was walking the dog. Strangely enough, there was a cloud-filled sky …

Cloud Whale
Type: Elemental (Air)
Size: Huge
Hit Dice: 36
Armor Class: 16 [+1]
Attack: Bite (6d6 + 1d6 electricity), slam (3d6 + 1d6 electricity)
Move: Fly 100′
Save: 7
Intelligence: Low
Alignment: Neutral (N)
No. Appearing: 1d4
XP/CL: 3,600/37

SA—Resistance to cold and electricity, immune to fire

SP—Gaseous form, gust of wind •••

Cloud whales look just as you might expect, as masses of clouds in the shape of whales. They swim through the sky, only rarely descending near the ground, feeding on incendiary vapors and smoke. These vapors are spouted from the cloud whale every so often as a gout of flame, and coagulate within them as “flambergris”, a waxy, reddish mass about the size of a human fist, that can be used by magic-users in fire-oriented magic. A ball of flambergris is worth 500 gp. A ball can be set ablaze and thrown in the manner of alchemist’s fire.

Faux Fiends

Illustration by
Arthur H Young

A while back I started a project of converting old monsters for B&T, but changing the names and descriptions so I could just make them open content. I’m not done yet, mostly because I’m planning to illustrate the monsters with nothing but public domain stuff to keep the project “cost effective”, or, as I would put it, cheap.

Since I’m always looking for ways to keep this blog alive, I figured posting a few of these monsters would be a good idea. To keep things interesting, I’ll also post a few old classics from the blog and NOD magazine updated to the new B&T.

Ampe
Type: Monster
Size: Medium
Hit Dice: 6
Armor Class: 16
Attack: Fists (1d4)
Move: 30′
Save: 14
Intelligence: Low
Alignment: Neutral (N)
No. Appearing: 1
XP/CL: 600/7

SD—Immune (electricity)

Ampes are annoying dungeon monsters that hook up with parties (whether they like it or not) and follow them around, getting in the way and making an inordinate amount of noise. They fight to defend themselves, but not the party they are following. They are shaggy humanoids with pointed faces. Ampes are always hungry and thirsty, and they have a terrible lust for treasure, being able to detect precious metals and gems up to 100′ away. If fed or given drink, it becomes wonderfully loyal to its benefactor, but this loyalty ends if the ampe is not given at least 30% of any coins and/or gems its benefactor finds.

Ampes store up great amounts of static electricity in their bodies, and can generate 50 points of electricity damage each day through their touch. It need not inflict all 50 points of damage with a single touch. If it drains all of this power, it immediately falls asleep for one hour, during which time is regenerates up to 25 points of static charge; recharging completely requires another 7 hours of sleep.

Ampes can weave their own hair into nets, which they carry around their waists like belts.

Cyborg
Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 16
Attack: Bite (1d8) and hook (1d6 + trip) or claw (1d6 + constrict) or ray gun (see below)
Move: 30′
Save: 15
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1d4
XP/CL: 400/5

These cybernetic outlaws know no fear. They are equipped with metal jaws that can bite through nearly anything (+2 to sunder attacks) and mechanical arms with exchangeable attachments: Ray gun, hook or claw. Cyborgs can store unused weapons on their belts; it takes a full round to exchange one attachment for another.

Dune Devil
Type: Elemental (Earth)
Size: Large
Hit Dice: 6
Armor Class: 17 [+1]
Attack: Shriek (60′/2d6 sonic)
Move: 30′
Save: 14; MR 30%
Intelligence: High
Alignment: Chaotic (NE)
No. Appearing: 1
XP/CL: 1,800/8

Dune devils are gangling monsters who stalk blazing deserts at high sun, feasting on the good and letting the wicked alone. Although they are called “devils”, they are no relation to the actual devils of Hell. Dune devils are brought to the material plane by magical summons. They are peerless trackers (90%). The monster attacks with a shriek. By pressing its lips against a creature, it can kill them instantly (save to negate).

 

Rainbow Fantasy III – The Champion

I wind up my little Rainbow Fantasy series of tributes to children’s TV fantasy action shows with a class based on probably the two best such shows, He-Man and the Masters of the Universe and She-Ra, Princess of Power.

The Champion

Champions are warriors that draw their power from an oath to defend a Lawful place, institution or divine entity. They often appear as shining knights, and preach a philosophy of mercy, honesty and generosity. Although implacable foes of Chaos, they are not killing machines; a champion would prefer to subdue evil or convert it to goodness if possible, rather than simply slay it.

Requirements & Restrictions

To be a champion, a character must have the following minimum scores: Str 9, Wis 11 and Cha 13.

Champions must be Lawful in alignment. They can use all armors, shields and weapons.

A champion who ceases to be Lawful or whom grossly violates the champion’s code of conduct (see below), loses all special abilities, including the services of their mount (see below). The fallen champion may not progress any further in levels as a champion until she atones by gaining enough experience to gain another level without the use of her special abilities and while acting in perfect accordance with his alignment and code of conduct.

Champion Skills

Champions add their level to the following task checks:

Healing—Champions are knowledgeable about applying bandages, mending broken bones and compounding medicines, unguents and tinctures. They can stop wounds from bleeding, and with a successful check grant a +1 bonus to save vs. ongoing poison and disease.

Riding—Champions are capable of fighting while mounted at no penalty, and can use this task for dangerous (and awesome) stunts.

Champion Abilities

A champion must take a sacred oath to a Lawful cause or entity. Her sword (or other weapon) becomes a symbol of this oath. If a champion comes into the possession of a better weapon, she may transfer her oath to it.

A champion is immune to disease, and can cure disease once per week per 5 levels attained. Her touch can calm emotions (as the spell) three times per day. Comrades adventuring with a champion receive a +2 bonus to save vs. mind-affecting effects.

A 2nd level champion can heal wounds (her own or those of others) by touch. This is called the “laying on of hands”. Each day she can heal a total number of hit points of damage equal to twice her champion level. She may choose to divide her healing among multiple recipients and she does not have to use it all at once.

A 3rd level champion gains the ability to amplify her heroic powers once per day by invoking her sacred oath while holding aloft the weapon on which she took her oath. This exact form of this amplification can be chosen by the champion. To simulate this, the champion receives a number of Power Points equal to her level divided by two (rounding up) per day. One power point can be spent to gain a +1 bonus to attack or save or a +2 bonus to Armor Class or damage or a +10′ increase to speed. These power-ups last for 10 minutes. Three power points can be spent on an augury, strength or haste spell effect with duration as the spell’s in question.

A 4th level champion can undertake a quest guided by a divine vision to find and gain the service of an unusually intelligent, strong, and loyal mount to serve her in her crusade against evil. This champion can choose from one of the following mounts: Celestial warhorse, pegasus, spotted lion, tiger or unicorn (female champions only). Treasure Keepers can add other animals to this list as they wish.

The mount and its location appear in a vision. The location is no more than a week’s ride away, and the challenge involved in claiming it should be difficult but not impossible.

For every three levels the champion gains after 4th level, her mount gains one Hit Dice.
A champion wielding a weapon sword can deflect rays, beams and magic missiles a number of times per round equal to half their level (rounding down). Instead of automatically deflecting a ray, the champion can try to aim the deflection. To do this, the champion must roll 1d20 under her dexterity score; if the save is successful, her target must pass a saving throw or be struck by the ray, beam or magic missile. This ability does not work against lightning bolts or fireballs. A 3rd level champion can also choose to convert the ranged attack into a color spray spell. A 6th level champion can convert the ranged attack into a rainbow pattern. A 9th level champion can convert the ranged attack into a prismatic spray.

Swearing Fealty

A 9th level champion can swear fealty to a Lawful outsider, becoming their agent and champion on the Material Plane. The champion is charged to defend a Lawful realm under the protection of the outsider in question. To aid her on her quest, the champion gains the services of 1d4+2 followers. Roll on the following table to discover what sort of followers the champion attracts:

Roll d%
01-08  Automatons (1d6)
09-12  Crystal men (1d3)
13-20  Dwarves (1d6)
21-28  Elves (1d6)
29-36  Gnomes (1d6)
37-44  Hawk men (1d6)
45-64  Men-at-arms (1d6)
65-70  Nixies (1d4)
71-74  Pixies (1d3)
75-76  Shambling mound (1)
77-78  Bard (level 1d6+1)
79-80  Butterfly (level 1d6+1)*
81-82  Duelist (level 1d6+1)
83-86  Fighter (level 1d4+1)
87-90  Magic-user (level 1d4+1)
91-92  Monk (1d4+1)
93-96  Scout (level 1d6+1)
97-00  Sorcerer (level 1d4+1)

* See THIS POST for the butterfly class

Strongholds

A 12th level champion may conquer an evil stronghold and sanctify it for her own use or simply construct a stronghold of her own. The stronghold must be a symbol of goodness for all the land, not just a mere construction of stone and metal. When a champion occupies a stronghold, she adds 1d4+2 more followers to her retinue, plus 60 Lawful men-at-arms of a type determined by the champion.

Champion Codes

Champions live their lives by a code of virtue, and must also abide the following strictures:

• Must always seek to knock foes unconscious rather than killing them – killing is a last resort.

• May not own more than 10 magic items.

• May not retain more wealth than needed to support herself, her henchmen and to maintain her castle.

• May only employ Lawful henchmen. Champions may adventure with non-Lawful characters, but must make at least a small attempt to reform them, and must, at the end of each adventure, explain how that adventure taught a sound moral lesson.

Besides these rules, champions must abide by a code of conduct that demands honesty, mercy and generosity above all things.

Sniffing the Flowers in No-Man’s Land

The concept of “Edition Wars” never really struck a chord with me. I started my D&D life with Moldvay/Cook, and then bolted on all the cool stuff from AD&D (classes, races, monsters, spells). I later went to 2nd edition AD&D, ignoring anything I didn’t like and using the things I thought were cool (kits – at the time – being one of them). In 3rd edition I got tired of all the rules and hour long combats that would have taken 10 minutes in older versions of the game and ultimately abandoned it, but I never hated it and there were things in 3rd edition I thought were pretty clever.

And so it came to last Saturday night, when four of my daughter’s friends – aged 17 to 22 I think – gathered around my dining room table to learn D&D. To be more precise, they wanted to get their own game going, but since none of them have ever DM’d, and they knew I was a D&D-er from way back, they wanted to see how I ran a game. My daughter asked me if I was willing, and I was, and so the date was made.

Just a few weeks ago, I had started another D&D game because the wife of an old friend (and D&D player) wanted to try the game out. This game also included my daughter (who had played a couple times with me when she was younger), my friend (as I said, an old pro) and our wives, who had never really played. For this game, I decided to use Moldvay/Cook D&D for two reasons. The first is that I had just bought vintage boxed sets of both and wanted to play with my new toys. The other reason was that I wanted to use a game with few options and few rules so that people could ease into the game playing aspect without being overloaded with rules and regulations. We’re now three sessions in, adventuring in Jeff Rients’ Under Xylarthen’s Tower and I’ve only killed three characters … all of them belonging to my buddy, the most experienced player at the table.

So, having just successfully launched a game for novices with Moldvay/Cook, I figured that would be the best way to go with this new group. But then a complication arose … the kids had all gotten together (no including my daughter) and rolled up characters. With what version of rules I asked? D&D 5th Edition. Hmm.

The problem was that I didn’t have 5th edition and, frankly, I wasn’t going to get it. Nothing against it, but I just didn’t need another version of D&D and I didn’t have time to learn those new rules. I could have nixed the characters and required people roll up new ones for the session I was going to run, but I hate to quash youthful enthusiasm. I could have converted the characters to B&T, but since I knew they were ultimately going to play 5th edition I wanted this training session to be as useful to them as possible. My ultimate solution – I decided to wade into the No-Man’s Land between editions and cling to the faith that D&D is D&D and I could make these different editions work together with absolutely no preparation on my part.

It worked!

What did I end up running? I ran Michael Curtis’ Stonehell dungeon, which was written for Labyrinth Lord with my Blood & Treasure rules behind the DM screen and characters created in 5th edition D&D, except for my daughter, who ran a valley elf fighter named Moon Unit done in B&T. And – I want to stress – I went in 100% cold, with no knowledge of 5th edition other than the fact that lots of people think it’s pretty close to traditional D&D.

How did I handle the rules clash? If I was rolling it behind my DM screen, I was using a blend of Blood & Treasure (surprise, skill rules, saves) and a little old-fashioned D&D (listen at doors checks and reaction checks). If the players were rolling, I let them use what was on their character sheets, sometimes interpreting it through an old school lens. The first thing that took me back was the presence of more bonuses and higher ability scores in 5th edition than in old school games – not a shock, though, since I had played 3rd edition. To make up for the stronger fighting ability of the 5E crowd, I decided to bump monster Armor Classes by 2 points, and I rolled d10 for their hit points. This was after it looked like the characters were going to cut through the monsters like a hot knife through butter. After I made the change about halfway through the session, the fights got tougher and more fun.

I allowed the 5th edition healing rules and death rules to function as-is. If we were playing by old school rules, I killed three characters (including my daughters), two of them with a zombie who rolled really high on damage and who had as many hit points as he could have. Boy, did that zombie scare them. Since we used the new death rules, nobody died – which is fine. I’m not a killer DM, and hey, just getting knocked out scared the crap out of them and made the fights more fun.

The only hurdle I’m not 100% sure how to handle is XP. By 5th edition’s character XP chart, it seems like the group would advance very quickly through levels, making Stonehell too easy for them quickly. The group wants to stick with me as DM for a while longer and they want to explore the dungeon, so I need to keep it viable. For that reason, I think I’m going to use Blood & Treasure’s XP system, which they can then translate into 5th edition’s XP values when I hand over the DM’ing to the player who is planning to become the new DM.

So – moral of the story. Do not fear different editions. Though I can’t speak for 4th edition, which was a departure from the norm, I can say that different editions can work together IF … and this is important … IF you don’t care about getting things perfectly right from a rules standpoint, and just want to have an enjoyable, engaging, exciting game. Work with the players to make a good session, regardless of the rules, and you’ll all have a good time.

Oh – and I found an online character creator that allowed me to turn my daughter’s B&T elf fighter into a 5th edition elf fighter in about 5 minutes, with the exception of picking a feat or feats.

Holier Than Thou

I’m currently working on Blood & Treasure Monsters II, which involves fleshing out a few monster notes I’ve accumulated over the years. You know the sort of thing – monster concepts I just haven’t had time to flesh out. Among these concepts are three angels, the cherubim, seraphim and ophanim. These are the kinds of folks you just don’t want to mess with, especially if you’re chaotic. At the end of this article, I’ll talk about what I’ve just released, what I’m about to release, and what I’m going to try to release in 2018.

Image to the right of a cherub in humanoid form by Martin Harris, used under the Creative Commons license

Cherub
Type: Outsider
Size: Large
Hit Dice: 20
Armor Class: 25 [+3]
Attack: 2 kicks (4d6)
Move: 60′ (Fly 120′)
Save: 7; MR 55%
Intelligence: Super
Alignment: Lawful (LG)
No. Appearing: 1
XP/CL: 10,000/23

SA—Magic use (cleric spells, up to 9th level)

SD—Immunity (cold, electricity, fire, energy drain, magic missile, mind effects, petrification, poison, surprise and trap the soul), see invisible creatures, discern lies, protection from evil II and true seeing always active

SP—animate object, blade barrier •••, change self, commune, comprehend languages, control weather •, cure blindness/deafness, cure disease •••, cure serious wounds •••, detect evil, detect magic, dimensional anchor, dispel magic, earthquake •, ego whip •, feeblemind •, fire storm •, flame strike •••, heal, holy word •, insect plague •, intellect fortress •, invisibility II, limited wish •, mental barrier •, mind blank •, mind thrust •, polymorph any object, psionic blast •, psychic crush •, raise dead •••, random action •, read magic, remove curse, remove fear, resist cold, restoration •, shape change •, speak with dead, symbol (any) •, teleport without error, thought shield •, tower of iron will •, wind walk

The cherubim are the second highest in rank among the angels, after the solars. Called great, mighty and blessed, they appear as huge shedu with four wings and four faces, those of an angel, a dragonne, a gorgon and a gold dragon. They guard the passages from the Astral Plane to the upper planes, keeping fiendish beings out.

The dragonne head of a cherub can, four times per day, emit a powerful roar that forces all within 120′ to pass a saving throw or fall unconscious for 1d4 rounds.

The gold dragon head of a cherub can, three times per day, breathe forth a 60′ long cone of fire that deals 6d6 points of damage, or a similar cone of weakening gas that has the same effect as a ray of enfeeblement.

The gorgon head of a cherub can, five times per day, breathe a 60′ long cone of gas that turns creatures that fail a saving throw into salt, even if they astral or ethereal.

If a solar should be destroyed, a cherubim is uplifted into a new solar to take his place in that rank.

Ophan
Type: Outsider
Size: Huge
Hit Dice: 18
Armor Class: 25 [+3]
Attack: Slam (5d6) or trample
Move: 60′ (Fly 150′)
Save: 8; MR 50%
Intelligence: High
Alignment: Lawful (LG)
No. Appearing: 1
XP/CL: 9,000/21

SA—Magic use (cleric spells, up to 9th level, magic-user conjuration spells, up to 6th level)

SD—Immunity (cold, electricity, fire, energy drain, magic missile, mind effects, petrification, poison, sleep and trap the soul), see invisible creatures, discern lies, protection from evil II and true seeing always active

SP—astral projection ••, blade barrier •••, commune, comprehend languages, control weather •, cure blindness/ deafness, cure disease •••, cure serious wounds •••, detect evil, detect magic, disintegrate •, dispel magic, ego whip •, etherealness •••, feeblemind •, fire storm •, flame strike •••, heal, hold monster, holy word •, intellect fortress •, invisibility II, limited wish •, mental barrier •, mind blank •, mind thrust •, polymorph any object, psionic blast •, psychic crush •, raise dead •••, random action •, read magic, remove curse, remove fear, resist cold, restoration •, speak with dead, symbol (any) •, teleport without error, thought shield •, tower of iron will •, wind walk

Ophanim, also called Thrones and Elders, are living symbols of justice and authority (and just authority). They appear as beryl-colored wheels within wheels. The rim of the outer wheel is covered with hundreds of eyes, and the entire angel is wreathed always in divine radiance that heals the good and harms the wicked.

The space within the ophan’s wheels can be occupied by another creature, usually an angel. In this manner, the ophanim are used as chariots, or mounts, by other angels and lawful deities.

The radiance surrounding an ophan grants Lawful creatures the regenerate special ability, and deals 3d6 points of fire damage per round (double to undead) to non-lawful creatures.

An ophanim on the ground can trample a creature by rolling over it, dealing 6d6 points of damage. When flying, they can rotate so rapidly as to cause a whirlwind, like that created by an air elemental, for one minute.

Ophanim can emit up to four rays per round from the eyes on their rim. They can choose from the following:

Amethyst: Command
Silver: Hold monster
Gold: Polymorph
Sapphire: 6d6 cold damage
Emerald: Cure serious wounds
Ruby: 6d6 fire damage
Platinum: Fear
Diamond:6d6 electricity damage

Seraph
Type: Outsider
Size: Huge
Hit Dice: 16 [Regenerate]
Armor Class: 25 [+3]
Attack: Bite (4d6 + constrict)
Move: 40′ (Fly 120′)
Save: 9; MR 75%
Intelligence: High
Alignment: Lawful (CG)
No. Appearing: 1d3
XP/CL: 8,000/19

SA—Magic use (cleric spells, up to 9th level)

SD—Immunity (cold, electricity, fire, energy drain, magic missile, mind effects, petrification, poison and trap the soul), see invisible creatures, discern lies, protection from evil II and true seeing always active

SP—animate object, blade barrier •••, change self, commune, comprehend languages, control weather •, cure blindness/ deafness, cure disease •••, cure serious wounds •••, detect evil, detect magic, dispel magic, earthquake •, ego whip •, feeblemind •, fire storm •, flame strike •••, heal, holy word •••, insect plague •, intellect fortress •, invisibility II, limited wish •, mental barrier •, mind blank •, mind thrust •, polymorph any object, psionic blast •, psychic crush •, raise dead •••, random action •, read magic, remove curse, remove fear, resist cold, restoration •, shape change •, speak with dead, symbol (any) •, teleport without error, thought shield •, tower of iron will •, wind walk

The seraphim are burning serpents with burnished gold scales and six copper wings. They are messengers from the upper planes and foot soldiers of virtue.

Creatures within 30′ of a seraph suffer 2d6 points of fire damage from the intense heat unless they are lawful in alignment, in which case they are unaffected.

A chaotic creature constricted in its coils must roll 1d20 under their Wisdom score or have their alignment shifted to neutral for 3d6 days. This power does not work on chaotic outsiders, but it does leave them confused for 1d6 rounds.

A seraph can breathe a cone of divine fire that is 120′ long and deals 6d6 points of fire damage to most creatures, but 9d6 to chaotic creatures and 12d6 to the undead.

AND NOW A WORD FROM OUR SPONSOR …

A week ago I published the e-book for Blood & Treasure Esoterica Exhumed, an expansion to the game with numerous new races, classes, weapons, armor, spells and magic items, as well as optional rules for psionics, 0-level characters and proficiencies. The e-book is $7.99 cheap.

Later today (I hope), I’m putting NOD 33 up for sale. It features an Africa-inspired hex crawl, a continuation of the one first published in NOD 16. It has a pantheon of African deities, mostly drawn from West Africa, a new hero, villain and plot outline for Mystery Men! and a dungeon for OSR games.

In 2018, I’m aiming for three hard covers (and will probably finish two).

Blood & Treasure Monsters II is a sure thing, as I’m about 75% done with it right now. I’m waiting for a cover by Russ Nicholson (you can see a mock-up below).

Myths & Legends will collect numerous pantheons I’ve published in issues of NOD, as well as many as yet unpublished. I’m probably 35% done with this baby.

Outre Dark is a guide to the planes in the NOD cosmos. I’m maybe 15% done with this one, but it should be pretty fun to write.

Of course, I’ll still be making issues of NOD and expanding the NOD campaign setting, and I should get the Pars Fortuna revision out, which will also serve as a preview of the revisions I’d like to do on Bloody Basic in 2019.

Baluchor, Prince of Astral Evil

I found a great old illustration of “Baluchor” from an old Halloween advertisement via James Lileks’ Bleat and thought it would make a great demon prince.

Baluchor, Demon Prince of Evil Astral Monsters

Type: Outsider
Size: Large
Hit Dice: 15 (90 hp)
Armor Class: 22 [+3]
Attack: 2 claws (2d8 + Poison I)
Movement: 40′ (Fly 60′)
Save: 9; MR 65%
Intelligence: Super
Alignment: Chaotic (CE)
XP/CL: 7,500/18

SD—Immunity (electricity, poison)

SP—Astral projection, confusion •••, darkness II, desecrate, detect good, dimension door, dispel magic, ego whip •••, fear, intellect fortress •••, magic missile, mental barrier •••, mind blank •, mind thrust •••, nightmare •, phantasmal killer •, psionic blast •••, psychic crush •, read magic, shield, suggestion, symbol (any), telekinesis (2000 lb.), teleport without error (self + 50 lbs.), thought shield •••, tongues, tower of iron will •, unhallow, unholy aura, unholy word, wall of force

Baluchor is the demon prince of evil Astral creatures, paid fearful obeisance to by the kith-yin, mind blasters, night hags and nightmares.

Baluchor’s antennae can pick up mystic vibrations (detect good, detect magic) and thought waves (E.S.P.) in a 60′ radius (always active).

When Baluchor rolls a natural ‘20’ on a claw attack while on the Astral Plane, he automatically severs a creature’s astral thread (if applicable).

Three times per day he can open a portal to the Astral Plane or a portal from the Astral Plane to another plane and, in the same round, use his telekinesis ability to attempt to push a creature through it.

Baluchor’s hairy body is host to numerous pests and parasites, so those in melee contact with him for more than 3 rounds must pass a saving throw or contract a disease.

Three times per day, Baluchor can summon 1 nalfeshnee or 1d2 marilith demons. Once per day, he can summon 2d8 kith-yin, 2d6 nightmares, 2d4 mind blasters or 1d4 night hags.

 

Nodian Grimoire II

Thought up a few new spells – probably more weird than useful, but who knows?

Belch Bile (Conjuration)
Level: Magic-User 3
Range: 20′ cone
Duration: Instantaneous

The magician conjures acid from their guts, belching it in a cone 20′ long and 10′ wide. All in the path of the acid suffer 1d4 points of damage per magic-user level (save for half damage). The magic-user loses their voice for one hour after casting the spell due to throat burn.

Body of Rubber (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 1 hour

The spell caster’s flesh becomes as rubber. They are immune to falling damage, and in fact bounce back half as high as they fell with no effort, or as high as they fell with some effort. Bludgeoning weapons do no damage to them, and their Armor Class against all other attacks is increased by +2.

Cocoon (Abjuration)
Level: Magic-User 2
Range: Touch
Duration: 1 hour

A piece of cloth large enough to cover the target becomes a metal cocoon, protecting them from harm. The cocoon holds enough air to allow the protected individual to breathe comfortably for the duration of the spell. The quality of the metal depends on the level of the spell caster: Steel for levels 3rd to 7th and adamantine for 8th and 9th level casters. The metal is one inch thick. The cocoon weighs approximately 1,400 lb.

Freeze Ray (Evocation)
Level: Magic-User 3
Range: 120′
Duration: Instantaneous

The target of this ray suffers 1d6 points of cold damage per level and must pass a saving throw or be paralyzed for 1d4 rounds.

Lifting Hand (Evocation)
Level: Magic-User 4
Range: See below
Duration: 1 minute

An invisible hand of force appears beneath the spell caster and comrades within 5 feet of him and lifts them up or down up to 20 feet per level. The hand can move laterally no more than 2 feet per level. If the magic-user and friends are still on the hand when the spell’s duration runs out, it simply disappears.

Mutation Ray (Transmutation)
Level: Magic-User 4
Range: 60′
Duration: 1 hour

A glowing green ray erupts from the palm of the magic-user’s left hand. A creature struck suffers a random mutation (see mutagen capsule in Blood & Treasure Rulebook). There is a percentage chance that the mutation is permanent equal to 20 minus the target’s constitution score, or 10 minus their Hit Dice for monsters. Constructs, oozes, outsiders and elementals are unaffected by the ray and fey creatures receive a +2 bonus to save against it.

Ricochet (School)
Level: Magic-User 2
Range: Touch
Duration: 1 minute

A sword blade touched by the magic-user gains the ability to block unerringly rays and magic missiles.

Spiraling Failure (Enchantment)
Level: Magic-User 3
Range: 30′
Duration: 24 hours

The magic-user curses one dice-rolling aspect of her target – attack rolls, saving throws against a general class of threat, a particular task check, etc. For 24 hours, every time the target fails one of those dice rolls, they suffer a cumulative -1 penalty one subsequent dice rolls of that type.

Transmute Flesh to Robot (Transmutation)
Level: Magic-User 6
Range: 30′
Duration: 10 minutes

The target of this spell has their flesh and innards changed to metal and mechanisms for 10 minutes. This gives them the abilities of a construct and a natural AC of 15, but removes their emotions (and alignment becomes true neutral).

Transmute Food to Ash (Necromancy)
Level: Anti-Cleric 2, Druid 2, Magic-User 2
Range: 10′
Duration: Instantaneous

Up to 1 lb of food per level within view and no more than 10 feet away is turned to ashes.

Transmute Water to Poison (Necromancy)
Level: Anti-Cleric 2, Druid 2, Magic-User 2
Range: Touch
Duration: Permanent

The magic-user transmutes up to one gallon of water per level into Poison I or one quart of water per level to Poison II, one pint of water per level to Poison III and fluid ounce of water per level to Poison IV. If the magic-user attempts to transmute a larger portion of water than allowed by their level, the spell fails. The reverse of this spell changes poisons (in like quantities to above) to pure water.

Illustration by Jon Kaufman

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