Altered States of America – Basic Map Finished

So, I got about 30% finished on this and then started all over – found a better method of translating the map into hexes. At this point, I need to fill in the ecosystems of Canada and Mexico, draw in the coasts, islands, lakes and rivers, maybe draw in some old trails, add in volcanoes (dormant and active) and then drop in all the settlements. So, you know – almost there.

After all of this work on the map (which if nothing else will aid me in producing maps for my Hex Crawl Chronicles for Frog God Games – on sale now!), I’ll probably try to turn it into a game/campaign similar to the Space Princess project. Might call it “1800”, “American Empires”, or “Corps of Discovery”. Don’t know yet.

In the meantime, enjoy the scaled down map …

 

Chim Chimera Cheree

The chimera: lion + goat + dragon = booooring. Let’s spice this critter up a bit. First, we need the basic stats:

Chimera: HD 9; AC 4 [15]; Atk (see below); Move 9 (Fly 18); Save 6; CL/XP 11/1700; Special: Flight, plus see below.

Then we roll some random dice on the tables below to add attacks and special abilities …

Right Head and Front Body (d12)
1. Bear (Cave/Polar): 2 claws (1d6+1), 1 bite (1d10+1); gains hug attack for 3d6 damage
2. Cheetah: 2 claws (1d3), 1 bite (1d6); increases land speed by +3, can trip with claw attacks
3. Crocodile: 1 bite (1d6); replace flight speed with swim speed
4. Eagle: 2 talons (1d4), 1 bite (1d8); increases flight speed to 24
5. Hyena: 1 bite (1d3)
6. Lion: 2 claws (1d4), 1 bite (1d8)
7. Owl: 2 talons (1d8), 1 bite (1d6+1); increases flight speed to 20 and flies silently, -2 to hit in bright light
8. Tiger: 2 claws (1d4+1), 1 bite (1d8); gains swim speed of 6
9. Tyrannosaurus Rex: 1 bite (2d8); clamp down jaws and shake for auto damage in subsequent rounds [front body will be the same as rear body, not that of a T-Rex]
10. Weasel: 1 bite (2d6); clamps down and sucks blood for 2d6 damage per round
11. Wolf: 1 bite (1d4+1); can trip with bite attack
12. Wolverine: 1 bite/claw (1d6+3); +4 to attack due to ferocity

Left Head and Rear Body (d10)
1. Ankylosaurus: 1 clubbed tail (1d10); body covered with armored plates for -3 [+3] AC
2. Antelope/Gazelle: 1 gore (1d4); increases land speed by +3
3. Bison/Bull: 1 gore (1d8)
4. Boar: 1 gore (3d4); continues attacking 2 rounds after death
5. Camel: 1 bite (1d2); can spit (blind for 1 round)
6. Elephant: 1 trunk (1d8), 2 tusks (1d8); never forgets
7. Goat: 2 horns (1d4)
8. Rhinoceros: 1 horn (2d6); double damage on a charge
9. Stag, Giant: 2 antlers (1d8)
10. Triceratops: 1 gore (2d8); bony plate grants a -1 [+1] AC

Center Head (d20; chimera with gold dragon, hound archon, lammasu and unicorn heads are Lawful)
1. Basilisk: 1 bite (1d8); petrifying gaze
2. Blink Dog: 1 bite (1d6); teleport
3. Bulette: 1 bite (3d6); body has bony plates for -2 [+2] AC and replaces flight with burrow speed
4. Cockatrice: 1 bite (1d3); petrifying bite
5. Coeurl: 1 bite (1d8); displacement effect
6. Dragon (breath weapon is 3/day for 3d8 damage)
     1. Black: 1 bite (3d4); spits acid
     2. Blue: 1 bite (3d4); breathe lightning
     3. Gold: 1 bite (3d4); breathe fire or chlorine gas
     4. Green: 1 bite (3d4); breathe poison gas
     5. Red: 1 bite (3d4); breathe fire
     6. White: 1 bite (3d4; breathe frost
7. Dragonne: 1 bite (2d6+1); roar weakens those who hear it
8. Gorgon: 1 gore (2d6); petrifying breath
9. Hell Hound: 1 bite (1d6); breathe fire 3/day for 3d8 damage and immune to fire
10. Hound Archon: 1 bite (1d8+2); cast spells (bless, continual flame, detect evil, protection from evil)
11. Hydra: 1 bite (1d6); regenerate 2 heads if head not destroyed by fire
12. Lamia: Has a female torso in place of a central head; spells (charm monster and suggestion), touch drains a point of wisdom permanently
13. Lammasu: Spells (dimension door, invisibility x2, protection from evil, 10’ radius)
14. Nightmare: 1 bite (1d8); breathe brimstone smoke (-2 to hit), become incorporeal
15. Rust Monster: 2 antennae (corrode metal, destroying it)
16. Stirge: 1 proboscis (1d3); drains 1d4 blood per round automatically with proboscis hit
17. Unicorn: 1 horn (1d8); teleport, double damage for charge
18. Vrock: 1 beak (1d6); cause darkness, immune to fire, magic resistance (50%)
19. Winter Wolf: 1 bite (1d6+1); breathe frost 1/turn (10’ range, 4d6 damage)
20. Yith Hound: 1 bite (1d6+1); bay (cause fear within 100 ft), magic resistance (10%)

Tail (d20; increase challenge level by 1 if the creature has a special tail)
1-16. None or per rear body
17. Manticore Tail: 6 tail spikes (1d6) per round, range 180 ft.
18. Scorpion Tail: 1 sting (1d4 + lethal poison)
19. Skunk Tail: Spray musk
20. Snake Tail: 1 bite (1 hp + lethal poison)

NOD 9 PDF On Sale Now!

Five days into July, and the June issue of NOD is finally on sale. Currently, I have only the PDF up for sale – when I have a print copy in my hands for review I’ll put the print version up for sale as well. PDF price is $3.50. For this princely sum, you get:

Yun-Bai-Du – Fantasy city for the Mu-Pan setting introduced in NOD 8. Features some keen art by Jon Kaufman.

Altered States of America – Campaign Sketchbook article describing a Napoleonic fantasy campaign set in a North America of warring states.

The Titans’ Door – A Pars Fortuna adventure for low level characters that takes place in a massive stone door and challenges the party to enter through the keyhole and unlock the door. Features an illustration by Kelvin Green.

Washed Out in Washoe – A Mystery Men! adventure for super human heroes; The Black Dragon is holding Silverado City ransom – can the heroes stop him from wiping it off the face of the Earth?

Plus magic coins and portals, the Jack-of-All-Trades class and another installment of Phantastes. 60 pages. Click HERE to purchase.

Mu-Pan – Eastern Encounter IV (or IIII if you prefer)

4219. Dragon’s Gorge: Dragon’s Gorge is deep and wide, with walls of granite covered with knotty pines that grow on precarious ledges, some at odd angles. A small stream now flows through the gorge, spilling into an area of geysers and hot springs that themselves feed into a long, deep lake. The lake is inhabited by a gold dragon called Mongiyn, an ancient wyrm that enjoys the medicinal qualities of the lake.

Caves in the sides of the gorge are home to a tribe of 60 lizard men and their 70 mates, 20 hatchlings and 40 eggs. The lizardmen look like geckos and are incredibly adept climbers. Their cave homes are shallow and small, consisting mostly of a fire pit and nest. The lizardmen arm themselves with throwing clubs and stone knives. They serve the dragon loyally as guardians of the valley. The chief, a being called Karn, acts a warrior and shaman, having learned magic spells from Mongiyn. He carries a large wicker shield and staff and decorates himself with hawk feathers.

4242. Didi Lair: The wooded hills here are resplendent with waterfalls and towering pines. One of these small waterfalls hides the entrance to a wondrous community of strange subterranean dwellers. Behind the waterfall there is a cavern with a large, green pool. The pool flows into a subterranean system of canals and burrows inhabited by many houses of didi, an underground race skilled in the medicinal arts. In their burrows, they keep large archives of medical knowledge, dried and fresh herbs and other powders and extracts useful in the medical arts. The quest of every didi is the elixir of life.

A didi is a small humanoid that looks like a skeleton with pale skin stretched over the bones. Their skin is covered with velvety, platinum blond hair. Didi have over-large heads with long, pointed ears. Despite their hideousness, they are a kind people, assuming you can win their trust.

| Didi: HD 1d4; AC 3 [16]; Atk 1 dagger (1d4); Move 9 (S12); Save 18; CL/XP 1/15; Special: Magic resistance (30%), spells (confusion, continual flame, dimension door, mirror image, ventriloquism, protection from evil 10-ft radius).

Altered States of America – Map Progress

Just waiting for one image – for the Pars Fortuna adventure – before I publish NOD 9. Very excited. In the meantime, I’ve been working on a hex map for the Altered States of America. When it is finished, it should encompass a pretty good chunk of the continent. You can see my progress below.

The hexes here are 20 miles across. I haven’t really tackled the coasts yet or drawn in the major rivers.

Mu-Pan – Eastern Encounter III

4109. Three Nymphs: A patch of hot springs bubbles from the ground here, coating the ground in translucent, poisonous salts and causing nearby vegetation to twist and wither. The hot springs are home to three nymphs, Yemun, Chuka and Manai, who have serpentine tongues and a taste for plum wine.

4147. Azer Lair: Through a stone arch in the side of a mountain one can enter the blazing hot lair of a band of seven azer, black-skinned and bulbous-nosed and occupied in the manufacture of weapons for Lei Gong, the Duke of Thunder. Beyond the arch one enters a cavern of glassy basalt, empty and dry, though there is a sheen of moisture at the back of the cavern where a natural slide grants access to lower caverns. The slide spirals down into the earth about 300 feet and presents a significant obstacle to climbing back up, as it is as smooth as glass.

At the bottom of the slide there is a collection of caverns, all starting out as great bubbles of poisonous gas in a massive flow of lava, and now inhabited by the azer. The largest has a deep pit, maybe miles deep, in which bubbles magma that is used by the azer for their fire. Their anvils surround the magma pit. A few feet away there is a trough dug into the stone in which water flows from another cavern, a cavern of steam blocked by an iron gate traced with silver glyphs and sealed with a complex lock. Steam rises into this chamber from below and condenses to form the stream that feeds the azers’ trough. A mihstu inhabits this cavern, and it is the mihstu that the magic gate is designed to thwart.

Other caverns contain the living quarters of the azer, decorated with basalt couches and bronze sculptures that are geometric and abstract, and storage chambers containing their tools, their iron, bronze and adamant ignots and armories with their armor and weapons. The living quarters of the seven brothers holds a gilded cage inhabited by a nightingale, a polymorphed sylph that displeased the Duke of Thunder and now wiles away in the acrid, choking air of the azers’ lair until Lei Gong has decided she has suffered enough.

Image of azer by Sam Wood and owned by Wizards of the Coast.

Mu-Pan – Natural Bridges and Soot Fairies

A couple more Mu-Pan encounters.

4043. Natural Bridge: The mountains give way to a deep gorge here. Terrible, ghostly cries emanate from the bottom of the gorge – actually just wind drafts – which lies 300 feet below. A natural bridge crosses the 80-ft wide gorge, but lies 60 feet below the lip. One can get to the bridge (without the use of the rope – watch those crosswinds) by locating the entrance to a cave about 30 feet behind the lip of the gorge.

The cave entrance is really just a hole in the ground, but the hole can easily be climbed and leads to a small tunnel decorated with friezes of dancing saints. The tunnel leads to the bridge, which is about 4-ft wide with slightly rounded sides. The other side of the bridge has a similar tunnel arrangement.

The bridge is meant only for the righteous (i.e. Lawful). The friezes come alive and attack chaotics and neutrals that enter the tunnels. The friezes from the other side of the bridge join in on this attack.

4101. Soot Fairies: An ancient foundry rests here, surrounded by crumbling black walls with tall smokestacks still reaching for the sky. The old building is surrounded by piles of slag and overgrown with sunflowers. The foundry is inhabited by thirty tiny fairy creatures that look as though they were made of blackened, shriveled matchsticks, with bulbous heads and ugly faces. The mere touch of these creatures causes flammables to ignite and skin to blister. The creatures hide a treasure of thirty large jaspers (worth a total of 500 gp) hidden beneath a pile of ash, along with 100 gp worth of iron ingots (weighs about 1,000 pounds).

| Soot Fairies: HD 1d4; AC 3 [16]; Atk 1 touch (1d6); Move 6 (F15); Save 18 (15 vs. magic); CL/XP 2/30; Special: Touch ignites flammables, cough clouds of burning ash (per spell incendiary cloud) once per day.



Image from HERE.

Deviant Friday – Caleb Cleveland Edition

Mr. Cleveland first came to my attention with the work he did in Kingdoms of Kalamar way back when. He is on DeviantArt as innerabove, with lots of new material as well. Always a good level of detail and a great eye for composition.

Four Legs in the Morning …

 

 

Doombrother

 

 

Female Assassin

 

 

Fury of the Sky Pony Tribe

 

 

Life Be Damned, I Want Jewels

 

 

Animal Empathy

 

 

The Girl from Halruua

 

 

Dryad

 

 

Guardin’ Gnome

 

 

Kobold Conversation

 

 

Buggin’ Elves

 

 

Aquatic Dragon

 

 

Sureshot