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torsdag 23 april 2020

1d6 graves of fallen knights

1.

A large rock, overgrown with ferns. Crushed underneath are the remains of a nameless Knight. The troll that hurled the rock still lairs nearby; ancient and wicked she carries the skull of the dead knight on her club, occasionally swearing at it or ridiculing it.
HAG-TROLL: Huge (2d8), HD 6, AR 3, dmg 1d12 (gt club: knockback, area) or 1d12 (boulder: ranged, 2x2 square area)

+ Mesmerizing song: Each 1d8 turns, save or be paralysed.
+ Regenerates 1HD per round. Immune to magic.

2.

The pine-forest here is quiet, and bones litter the ground. Among the lichen-covered trees lie a heap of toppled stones - all that remain of the once-splendid grave of Byrla the Shield. Each night the dead knight returns to cursed life, intent only on killing. If vanquished, the knight begins hauting again at the next full moon unless the body is placed in hallow soil.
CURSED KNIGHT: HD 5, AR 4, Shield 1d16 (3), dmg 1d8 + 1d6 magic (cursed sword).

+ Unhallowed charge: Each 1d4 rounds, the knight charges 2d4 squares forward and attacks with an impaling strike: target must save or suffer 1d12 magical damage and lose 1d4 Spirit.
+ Fay Shield: The Fay Shield of Byrla protects against all types of damage, and reflects the damage back at the attacker if the shield roll is higher than the damage roll. If taken from Byrla, it breaks and withers on a roll of 1.
+ Cursed: Cannot cross running water, must return to corpse at daybreak.

3.

A solemn stone of pink granite marks the grave of Brathos of Werelden. The inscriptions read "As in life, so in death." A large family of wild boars have partly exhumed the bones through extensive burrowing; curse-stricken, they now hunt for food. The boars secrete a dark oil that turn their manes into porcupine-like quills, and gradually kills the forest surrounding their lair. On the week of a full moon, there is a 1-in-4 chance that Gloso is among them.
QUILLED BOAR (3d4): HD 2, AR 2, MV 9, dmg 2d6
Charge, knock down, disengage

+ Bristles: when evading an attack, the boar deals 1d6 damage to the attacker
+ Death struggle: when reaching 0 hp, the boar immediately makes a melee attack before dropping dead.

GLOSO: Large (1d8), HD 6, AR 4, MV 9, dmg 2d8
Charge, knock down, disengage

+ Poisonous exhale: Each 1d4 rounds, Gloso exhales a cloud of black smoke covering 1d8x1d8 squares. The cloud obscures line-of-sight and dissipates at a rate of 1 square in each direction per round. Everyone in the cloud must save or suffer 1d6 poison damage (no armour).
+ Bristles: when evading an attack, Gloso deals 1d6 damage to the attacker
+ Death struggle: Each 2 HD lost, Gloso immediately makes a melee attack.

4.

A great heap of branches and fallen trees adorned with feathers mark the nest of a huge bear-like creature. Beaked and feathered like an owl, it hunts mainly at night and is at disadvantage in direct sunlight. Tangled in the roots in one of the storm-felled trees are broken human bones, barely held together by fragments of green fabric with gold-tread inlay. This is the remains of a nameless knight. If investigated, a sword can be retrieved from the light-brown soil (as longsword; crit on a 19-20).
OWLBEAST: Large (1d8) HD 4, AR 4, MV 6, dmg 1d8 + knockback (area) or 2d6 + grapple

+ Pounce: Each 1d8 turns, the Owlbeast leaps forward 2d4 squares. All PCs in its path must evade or be pushed forward and suffer 1d6 damage (half protection from armour) as they are crushed under the terrible weight of the landing beast. In addition, the Owlbeast may make a single melee attack with its beak upon landing, dealing 2d6 damage (rending: armour reduced by 1).

5.

In the flooded ruins of a small stone temple lives a tribe of leech-skinned goblins. Inside the temple is the remains of Sir Folming; mummified in the marsh, the goblins have exhumed the body and distorted it into an grim idol.
LEECH-GOBLINS (3d6): Small (-1d8), HD 1, AR 4, mv 6, dmg 1d6 (spear).

+ Pack tactics: Ignores size penalty if outnumbering target
+ Impossible to shake: The goblins gain a +3 bonus to grappling; when the grappling goblin is removed, the grappled character suffers 1d3 damage for each failed attempt to break free from it.

GOBLIN LEADER: Small (-1d8), HD 4, AR 4, Shield 1d4(2), mv 6
dmg 1d8 +1d4 magical (sword)

+ Command: Each 1d8 turns, the leader issues an order and the other goblins must immediately charge towards a target or hurl their spears at a specific target. All goblins must follow the same order, towards the same target.
+ Spear of Folming: the leader uses the head of the mummified knight's spear as a sword. If repaired into a spear, its damage increases to 1d10 + 1d6 magical but any failed attempt will dent the weapon.

6.

The wind carries the sweet fragrance from a glade where butterflies swarm over ever-flowering thorns. In the middle of the glade lies the remains of sir Heaved, peacefully as if resting. If the body is removed, the glade will slowly die but similar flowering thorn-bushes will sprout forth over the course of 1d6 days from all dead matter the body touches until it is placed in hallowed soil.

torsdag 16 januari 2020

3 Lantern Knights

Here are three lantern knights, supposed to the mini-bosses in my campaign. Like dragon-hauted Cabour the format is inspired by wisdom from a lot of other sources - such as "paragon creatures" - in hope of making solo monsters that can pose a challenge to a group of players. They are not playtested, so whether it works or not I do not know.

Four basic ideas:
- Each lantern knight has a single theme for its special attacks. This should make it possible to anticipate actions, even when the knight is only encountered over a few rounds of combat.
- The special attacks are mainly tied to turn timers. This forewarns of their coming in an obvious way, but also interrupts the back-and-forth of sidewise initiative.
- Special attacks are also set up so that one timer (d8) is tied to ranged and the other (d12) to melee. This should make it possible to interrupt the attacks through positioning, thereby encouraging movement.
- Each lantern knight has more than one HD pool that must be depleted in order. When one is reduced to zero, the circumstances of the encounter changes substantially.

I hope they survive playtest, because the format seems manageable both to write and to run.

ALASTER
Proud and oblivious of his fall, his shielded lantern glows like a sun.

HD 7/7
- Exquisite armour (ar 8, magic 4, flame 4)
- Blackened crossbow (dmg 1d12/magic, range 12)
- Champion sword (dmg 1d12/magic, fast, deathblow)

Radiant: all characters starting their round within 2 squares of Alaster must suffers 1d4 damage (no armour).

Unnatural life: Alaster has two HD pools. When one pool is reduced to zero Alaster is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.

Demonic actions: Alaster has 1 bonus round (move AND attack) per HD pool.

Unshielded radiance (downed): When a HD pool is reduced to 0, the metal cover than shields Alaster's light is is dislodged. When this happens, the damage of radiant and consuming light doubles (to 2d4 and 2d8, respectively).

Turn timers
1d8: Mothlight. If not in melee, Alaster lifts his lantern and lets it burn like a beacon. All characters within line of sight must save or make a full movement directly towards him. In addition, all actions are HARD for affected characters until next turn.
1d12: Consuming light. If in melee, Alaster covers his face with his arm and lets the lantern burn unshielded. All characters within 2 squares must save or suffer 1d8 damage (no armour) as their flesh boils under the horrible light.


BLAINE
A hulking mass of armour and weapons, carrying a faint candle like a captured bird.

HD 5/5/5, Large (+1)
- Layered armour (ar 8/4/2, magic 6), evade +0/+2/+4
- Jagged greataxe (dmg 1d14, reach 1, deathblow, rend: save vs total damage or armour is dented; dent it again and AR is irreparably reduced by one).
- Blunt greatsword (dmg 1d12-1, reach 1, deathblow, knockdown).
- Hand axes (dmg 1d10 each, rend: save vs total tamage or armour is dented).
- Rusted short sword (dmg 1d8-1, fast) and fractured shield (ar 1d8-1)
- Improvised weapon (dmg 1d6-1, close, knockdown).

Unnatural life: Blaine has three HD pools. When one pool is reduced to zero Blaine is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.

Demonic actions: Blaine gains 1 bonus round (move AND attack) per HD pool lost.

Shed (when downed): When a HD pool is reduced to 0, Blaine crawls out of his armour like an insect breaking free from its cocoon. Each time this happens, AR is halved (to 4, then 2), evade increases by +2.

Turn timers
1d8: Hurl weapon. If not in melee, Blaine moves up to full movement and throws his weapon at the most exposed target (as weapon, range 12, knockdown).
1d8: Special attack. If in melee, Blaine performs a special attack (per weapon).

Special attacks
- Destruction (axe): all characters in melee must save or suffer half damage and have their armour dented.
- Stunned (sword): target character must save or become stunned for 1d3 rounds and have their helmet torn off and thrown 1d6+5 squares in random direction.
- Tear (unarmed/other): Blaine grabs the target character and starts tearing: save or armour is ripped/deformed (AR -1).

GWENT THE GAUNT
A skeletal knight long since fallen from honor, sustained by the cold light of his lantern.

HD 4/4/4, Large (+1)
- Chain +1 (ar 5, flame 4)
- Thin spear (dmg 2d6, piercing 3, reach 2, deathblow)

Impaling strike: If any damage dice shows max damage, the spear is stuck in its target. Impaled characters cannot move without suffering 1d6 damage (no armour). Removing the spear is an action, requires a STR check and results in 1d6 damage (no armour).

Fling: Instead of dealing damage, the attack sends the target 2d4 squares away. If target is impaled, no attack roll is needed.

Unnatural life: Gwent has three HD pools. When one pool is reduced to zero Gwent is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.

Demonic actions: Gwent has 1 bonus action (move OR attack) per HD pool.

Lights out (when downed): When a HD pool is reduced to 0, the lantern's light fades. As long as there are no other light sources all character-actions requiring sight are HARD, and Gwent strikes from behind and with surprise each turn, if possible. During this time, no turn timers are rolled. Gwent re-lights his lantern once there is another light source.

Turn timers
1d8: Blow fire. If not in melee, Gwent moves up to 3", lifts his lantern and blows fire (fire dmg 1d10, area 6:2, save or catch fire for 1d4 fire damage per round until put out).
1d12: Burn. If in melee, Gwent uses his lantern to burn the most susceptible opponent (fire dmg 1d4, save or catch fire for 1d4 fire damage per round until put out).