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

 

Altered States of America … A Bit More Info

Well, the teaser post yesterday seems to have sparked some interest. Now I want to give a little more information to keep from overselling it – yes, my brilliant marketing plan is to get people interested in something and then quickly douse that interest. Seriously, though, I don’t want people buying NOD 9 and then being disappointed because they though it was going to be something it was not. So …

Altered States of America
This article is part of a loose “series” of articles I’m calling Campaign Sketchbook. They are intended to be just that – an idea for a campaign with a few details sketched in, but overall leaving most of the work to the prospective Referee. ASA is not is a fully fleshed out campaign or game of Napoleonic fantasy with all the trimmings, although maybe it will be at some point. For now, it is an 8 page article with the following:

The campaign concept. In this case, wilderness delving in a Napoleonic milieu set in a North American continent divided between a number of quarrelsome nations – i.e. no United States, but independent nations like the Commonwealth of Massachusetts and the Texas Republic.

The inspiration – well, I’ve always had an interest in this sort of thing. I think the first “wargame” I ever played was one of my own invention, where I took a map in a coloring book that showed the growth of the United States (i.e. Original colonies, Northwest Territories, Louisiana Purchase, Gadsen Purchase, etc), pretended they were all separate countries, and then devised some manner of them fighting battles and expanding their territory. This idea popped back into my head when I watched an episode of How the States Got Their Shapes. I knew that I wanted to do a blog post about the show (which originated from this blog, apparently), because I liked it, but I had other things to do so I put it on the back burner. In planning NOD 9, I realized I needed another article, and so I thought about exploring the idea of a USA with different borders and city names, and tried to find a way to make it relevant to role playing games.

As for alternate history … well – pretty light on that in the article. It’s more of a “we need an excuse to explore the continent and fight battles, so here you go” than a study in what bizarre historical twists were necessary to bring the Altered States of America into existence. Marie Antoinette and other historical figures show up in the descriptions of the nations of North America, but the historical details are left up to the Referee.

The article covers the following ideas:

– A quick sketch of the idea, which is, in a nutshell, “swap dungeon crawling with wilderness crawling. Party of adventurers with followers (max for each character) is financed by a company or government for 6 months to head into the wilderness and explore it, planting their nation’s flag as they do.”

The campaign is ultimately about working towards the end game of building forts. To that end, it makes use of a Leadership score (level + charisma) that allows for a number of henchmen. This creates the likelihood of mass battles (or mass skirmishes). Of course, dungeons might be found in the Mysterious Interior and explored, but they aren’t the focus. The main focus is finding enough “treasure” to keep the exploration going and thus have a hand in drawing the map of North American.

– A small list of Napoleonic-era weapons and cannon.

– A small run down of Napoleonic men-at-arms – grenadiers, voltigeurs, lancers, etc.

– The leadership score table.

– Quick sketches of the nations of North America, with population number, capital, other cities, form of government and ruler. The countries use the original names of cities where possible to give the place an otherworldly feeling. The base start year of the campaign would be a very loose 1800.

– Some ideas of what might be lurking in the Mysterious Interior. Including pilgrims setting out to found a New Zion in the wilderness, monsters, lost cities and tribes and, of course, Native Americans.

The article does not contain a massive hex map of the Mysterious Interior, but I am working on such a map that I’ll post on the blog when it is finished. I might even try to run an ASA play-by-email campaign, though I’m not certain about how well that would work.

Hopefully I’ve given folks a better idea of what the article entails. It’s not earth shattering, but might be useful for folks wishing to wrap their heads around a campaign of exploration in an alternate North America of 1800. If it seems that there’s enough interest, I might expand it into a beer & pretzels game like Space Princess.

Future Campaign Sketchbooks should include a campaign of mutant caravans on the Polyester Road and JD Jarvis’ Mutant Front.

Image of Lewis & Clark Expedition by N.C. Wyeth. From HERE.