Warding Seal: A heavy stamp-seal carved from ornamental stone, the warding seal measures a good two inches across its ornately inscribed base. Its shank, large enough to grip comfortably between the fingers, is pierced for a golden tassel for securing it to a belt or similar.
Warding seals are discovered with 2-20 charges. When the seal is pressed against any surface and a charge expended, a seal impression is left behind; if the surface is then disturbed or moved, the seal's energies inflict 1-6 hit points of damage on the source of the movement before expending themselves.
Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.
Friday, January 9, 2009
Thursday, January 8, 2009
First Level Spells: Sigil, Carbuncle
Sigil
Range: 30'
Duration: Permanent
Effect: One sigil or mark
This spell creates a tiny sigil, glyph or other emblem no more than an inch in any one dimension. It may have any appearance, or even glow faintly, but it must be a single coherent mark. Sigils may be used to create false traps.
Carbuncle
Range: 150'
Duration: 3 turns
Effect: Any one creature
When this spell is cast, a ruby orb flies from the magic-user to strike one chosen target. that target's Armour Class immediately worsens by 2 due to the magical interference of the spell. carbuncle does not allow a saving throw.
Range: 30'
Duration: Permanent
Effect: One sigil or mark
This spell creates a tiny sigil, glyph or other emblem no more than an inch in any one dimension. It may have any appearance, or even glow faintly, but it must be a single coherent mark. Sigils may be used to create false traps.
Carbuncle
Range: 150'
Duration: 3 turns
Effect: Any one creature
When this spell is cast, a ruby orb flies from the magic-user to strike one chosen target. that target's Armour Class immediately worsens by 2 due to the magical interference of the spell. carbuncle does not allow a saving throw.
Monster: Hidden One
Hidden One
Armour Class: 6
Hit Dice: 1+1
Move: 180' (60')
dig 90' (30')
Attacks: 2 claws or 1 weapon
Damage: 1-4/1-4 or weapon
No. Appearing: 3-12 (4-40)
Save As: F2
Morale: 8 (10)
Treasure Type: D
Alignment: Chaotic
XP Value: 15
Hunched and thin, hidden ones are subterranean, nocturnal humanoids perpetually concealed by layered wrappings of ragged cloth and leather. Their faces are masked, and no flesh is exposed save for their long, metal-dense claws. Hidden ones fight with their claws in combat, or else use stolen weapons that are often poisoned.
For every ten hidden ones in a pack, there is one 2+2 hit dice sub-chief, and a tribe is lead by a shaman of 4 hit dice who has the spell-casting ability of a third-level Cleric. As long as the leader of any pack or tribe of hidden ones is alive, the morale of the whole is 10 instead of 8.
Should the wrappings be stripped from a hidden one, it will be discovered that roughly half are emaciated and bestial, half stunningly beautiful.
Armour Class: 6
Hit Dice: 1+1
Move: 180' (60')
dig 90' (30')
Attacks: 2 claws or 1 weapon
Damage: 1-4/1-4 or weapon
No. Appearing: 3-12 (4-40)
Save As: F2
Morale: 8 (10)
Treasure Type: D
Alignment: Chaotic
XP Value: 15
Hunched and thin, hidden ones are subterranean, nocturnal humanoids perpetually concealed by layered wrappings of ragged cloth and leather. Their faces are masked, and no flesh is exposed save for their long, metal-dense claws. Hidden ones fight with their claws in combat, or else use stolen weapons that are often poisoned.
For every ten hidden ones in a pack, there is one 2+2 hit dice sub-chief, and a tribe is lead by a shaman of 4 hit dice who has the spell-casting ability of a third-level Cleric. As long as the leader of any pack or tribe of hidden ones is alive, the morale of the whole is 10 instead of 8.
Should the wrappings be stripped from a hidden one, it will be discovered that roughly half are emaciated and bestial, half stunningly beautiful.
Tuesday, January 6, 2009
Monster: Rosenwulf
Rosenwulf
Armour Class: 5
Hit Dice: 5+4*
Move: 180' (60')
Attacks: 2 briars / 1 bite
Damage: 2-8/2-8/1-6
No. Appearing: 2-8 (3-12)
Save As: F5
Morale: 8
Treasure Type: Nil
Alignment: Chaotic
XP Value: 400
Possessed of a surprising cunning, rosenwulves are large, rangy wolf-like beasts with impressive jaws; their pelts are a thick reddish-brown and laced with long lace-like thorns, and their eyes are a brilliant amber. Rosenwulves roam in small packs, and will stalk chosen prey relentlessly once they have the taste of blood.
Before closing to bite its prey, a rosenwulf attacks with long briar-like tendrils that erupt from its thorny hackles. These briars have a length of 10' and cause 2-8 hit points of damage; if both briars successfully hit a singe target that target is entangled in the thorny grasp and the rosenwulf may bite with a +4 to hit. The victim suffers a -2 to all rolls while entangled, and may escape with a successful Strength check or by cutting themselves free.
Armour Class: 5
Hit Dice: 5+4*
Move: 180' (60')
Attacks: 2 briars / 1 bite
Damage: 2-8/2-8/1-6
No. Appearing: 2-8 (3-12)
Save As: F5
Morale: 8
Treasure Type: Nil
Alignment: Chaotic
XP Value: 400
Possessed of a surprising cunning, rosenwulves are large, rangy wolf-like beasts with impressive jaws; their pelts are a thick reddish-brown and laced with long lace-like thorns, and their eyes are a brilliant amber. Rosenwulves roam in small packs, and will stalk chosen prey relentlessly once they have the taste of blood.
Before closing to bite its prey, a rosenwulf attacks with long briar-like tendrils that erupt from its thorny hackles. These briars have a length of 10' and cause 2-8 hit points of damage; if both briars successfully hit a singe target that target is entangled in the thorny grasp and the rosenwulf may bite with a +4 to hit. The victim suffers a -2 to all rolls while entangled, and may escape with a successful Strength check or by cutting themselves free.
Sunday, January 4, 2009
Magic Item: Star of the Sun
Star of the Sun: Forged to be as much of an impressive piece of regalia as a formidable weapon, the Star of the Sun was commissioned by the Church of Asterea as reward for Sir Denfain upon his recieving a knighthood for his service to his Church and kingdom. It was last seen borne by Sir Denfain when he ventured into the northern peaks to fight against the Ghoul King.
Star of the Sun is a mace +1, +3 vs. undead. A magically-reinforced star-shaped head of crystal bearing eight spikes caps the polished steel haft, and the grip is wrapped with golden wire and set with ivory scales. The pommel-nut, a dome of amber, unscrews to reveal a compartment perfectly suited to holding a vial of holy water.
Star of the Sun is a mace +1, +3 vs. undead. A magically-reinforced star-shaped head of crystal bearing eight spikes caps the polished steel haft, and the grip is wrapped with golden wire and set with ivory scales. The pommel-nut, a dome of amber, unscrews to reveal a compartment perfectly suited to holding a vial of holy water.
Saturday, January 3, 2009
Monster: Wichtling
Wichtling*
Armour Class: 4
Hit Dice: 1/2*
Move: 240’ (80’) (flying)
Attacks: 1
Damage: 1-2
No. Appearing: 4-40
Save As: M1
Morale: 7
Treasure Type: Nil
Alignment: Any
XP Value: 6
Tiny spirits of elemental energy, wichtlings are fist-sized globes of softly-glowing light of a colour representative of their element: orange for fire, white for air, blue for water, and green for earth. Curious creatures, they like to travel in flocks and investigate strange things or creatures. Unfortunately, their touch is dangerous to non-elemental beings.
Non-magical weapons deal no damage to a wichtling. They take double damage from their opposing element.
Armour Class: 4
Hit Dice: 1/2*
Move: 240’ (80’) (flying)
Attacks: 1
Damage: 1-2
No. Appearing: 4-40
Save As: M1
Morale: 7
Treasure Type: Nil
Alignment: Any
XP Value: 6
Tiny spirits of elemental energy, wichtlings are fist-sized globes of softly-glowing light of a colour representative of their element: orange for fire, white for air, blue for water, and green for earth. Curious creatures, they like to travel in flocks and investigate strange things or creatures. Unfortunately, their touch is dangerous to non-elemental beings.
Non-magical weapons deal no damage to a wichtling. They take double damage from their opposing element.
Friday, January 2, 2009
Monster: Blood Slime
Blood Slime
Armour Class: Can always be hit
Hit Dice: 1*
Move: 3’ (1’)
Attacks: 1
Damage: See below
No. Appearing: 1
Save As: C1
Morale: 9
Treasure Type: K
Alignment: Chaotic
XP Value: 13
The brilliant red of arterial blood, this slime – which, like its “cousin” green slime, often attacks by surprise from a clinging perch on a wall or ceiling – may only be damaged by holy water or the strike of a holy symbol (which will cause 1-3 points of damage to the slime).
A blood slime may dessicate cloth and leather and thus destroy it, doing so in one round. Once it gains contact with flesh, it sticks and cannot be scraped away, as it leaches into the body and dissolves bone and blood to absorb into itself. If a blood slime is not removed within 1-3 rounds, it will have drained all fluids and dissolved bone from its victim, leaving behind a dessicated mass of fleshy collagen fibres.
Armour Class: Can always be hit
Hit Dice: 1*
Move: 3’ (1’)
Attacks: 1
Damage: See below
No. Appearing: 1
Save As: C1
Morale: 9
Treasure Type: K
Alignment: Chaotic
XP Value: 13
The brilliant red of arterial blood, this slime – which, like its “cousin” green slime, often attacks by surprise from a clinging perch on a wall or ceiling – may only be damaged by holy water or the strike of a holy symbol (which will cause 1-3 points of damage to the slime).
A blood slime may dessicate cloth and leather and thus destroy it, doing so in one round. Once it gains contact with flesh, it sticks and cannot be scraped away, as it leaches into the body and dissolves bone and blood to absorb into itself. If a blood slime is not removed within 1-3 rounds, it will have drained all fluids and dissolved bone from its victim, leaving behind a dessicated mass of fleshy collagen fibres.
Wednesday, December 31, 2008
Monster: False Unicorn
False Unicorn
Armour Class: 7
Hit Dice: 3
Move: 240’ (80’)
Attacks: 2 hooves / 1 horn
Damage: 1-4/1-4 or 1-6
No. Appearing: 2-20
Save As: F4
Morale: 9
Treasure Type: Nil
Alignment: Neutral
XP Value: 35
Mistaken for actual unicorns only by those with little knowledge of the fey beast, false unicorns are wild equines found in forests and savannah scrublands. Their coats vary from pale dun to almost black, and on their foreheads is a sharp reddish-brown horn much like that of a rhinoceros, if sharper and more slender.
False unicorns, if caught young, can be broken with some difficulty. They can carry up to 3500cn, or 7000cn at half-speed.
Armour Class: 7
Hit Dice: 3
Move: 240’ (80’)
Attacks: 2 hooves / 1 horn
Damage: 1-4/1-4 or 1-6
No. Appearing: 2-20
Save As: F4
Morale: 9
Treasure Type: Nil
Alignment: Neutral
XP Value: 35
Mistaken for actual unicorns only by those with little knowledge of the fey beast, false unicorns are wild equines found in forests and savannah scrublands. Their coats vary from pale dun to almost black, and on their foreheads is a sharp reddish-brown horn much like that of a rhinoceros, if sharper and more slender.
False unicorns, if caught young, can be broken with some difficulty. They can carry up to 3500cn, or 7000cn at half-speed.
Tuesday, December 30, 2008
Monster: Alraune
Alraune
Armour Class: 7
Hit Dice: 2+2
Move: nil / 90’ (30’)
Attacks: 1 bite
Damage: 1-4
No. Appearing: 1-6
Save As: M2
Morale: 7
Treasure Type: K
Alignment: Chaotic
XP Value: 25
Horrid little plant monsters, alraunes burrow themselves into earth, or are potted, and while at rest resemble rosettes of foliage the size of a dinner plate bearing a few fleshy, pale yellow fruit. When a living creature passes close, the alraune springs free of the surrounding soil -- revealing its oversized head, wizened body, sickly green flesh and maw of fangs – and lunges at its prey.
An alraune is a swift ambusher, gaining +2 to initiative checks, and prefers to begin attacking with a shriek that affects all within 20’. Usable once per day, this shriek stuns all who hear it for 1-6 rounds if a save vs. paralysis is not successful, inflicting a -3 penalty to all rolls.
Armour Class: 7
Hit Dice: 2+2
Move: nil / 90’ (30’)
Attacks: 1 bite
Damage: 1-4
No. Appearing: 1-6
Save As: M2
Morale: 7
Treasure Type: K
Alignment: Chaotic
XP Value: 25
Horrid little plant monsters, alraunes burrow themselves into earth, or are potted, and while at rest resemble rosettes of foliage the size of a dinner plate bearing a few fleshy, pale yellow fruit. When a living creature passes close, the alraune springs free of the surrounding soil -- revealing its oversized head, wizened body, sickly green flesh and maw of fangs – and lunges at its prey.
An alraune is a swift ambusher, gaining +2 to initiative checks, and prefers to begin attacking with a shriek that affects all within 20’. Usable once per day, this shriek stuns all who hear it for 1-6 rounds if a save vs. paralysis is not successful, inflicting a -3 penalty to all rolls.
Monday, December 29, 2008
Magic Item: Fire Seeds
Fire Seeds: When found, 2-12 of these small crystals will be found in a waxed leather pouch or wax-paper parcel. A fire seed is orange-red, flickers with an oily sheen, the size of one’s thumb joint and warm to the touch.
If removed from their container a fire seed will ignite (burning as a torch flame) in two rounds and will burn for a single round unless in contact with something flammable. Fire seeds may be thrown, with a range of 5/10/15.
If removed from their container a fire seed will ignite (burning as a torch flame) in two rounds and will burn for a single round unless in contact with something flammable. Fire seeds may be thrown, with a range of 5/10/15.
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