Monday, August 31, 2009

Monster: Theron

Theron
Armour Class: 5
Hit Dice: 1+2*
Move: 120' (40')
Attacks: by weapon, or 2 claws + 1 bite
Damage: as weapon, or 1-4/1-4/1-3
No. Appearing: 1 (2-8)
Save As: F2
Morale: 9
Treasure Type: B
Alignment: Chaotic
XP Value: 20

Crazed predators and cannibals, theron are often mistaken for ghouls by those unfamiliar with the undead but in fact bear more resemblance to lycanthropes. When the bloodlust takes over, a theron twists into a hunched, bestial posture, growing tearing claws and bestial teeth; their eyes grow slitted and beastlike, and they are often afflicted with a blood-flecked foam at the mouth and bloody tears. The theron's curse is in many ways a "lesser" strain of lycanthropy, passed along in a similar manner and with similar traits. Some theron are provoked into bloodlust by being threatened or injured; others by violent emotional states, or the phase of the moon. Most fearful are those who can control the timing of their transformations.

When unafflicted, theron attack with any weapons they happen to be armed with. When in bloodlust a theron attacks any and all living creatures in sight with claws and teeth for 1-4 and 1-3 hit points of damage respectively; if both claw attacks successfully strike the same victim, the theron rends the wound, which takes another 1-2 hit points of damage on the following round.

Theron regenerate 2 hit points per round. 50% of theron require silver weapons, enchanted weapons or spells to be harmed.

Victims who lose more than half of their hit points to a theron attack have a 50% chance of being taken by the curse within 2-8 days. Certain members of the clergy, as well as various enchanted items and elemental powers, are capable of curing the curse before it takes root.

Sunday, August 30, 2009

Project cancellation and reconsideration.

After spending the last two months in a never-ending spiral of not getting things written (though what could only be described as sheer fear and writer's paralysis) for the elemental project, then not getting proper posts done on the blog (out of guilt for not working on the project), then provoking further paralysis through not making proper posts and not breaking through the wall to get work done, I have concluded that I will have to fold the project.

(I can't even fathom what to do with the blog material to collect it into a publishable form, and the idea frankly makes my head spin; how can I possibly manage to write and assemble what I had in mind? *flailing forever*)

There are a few other factors that have led to this, but by and large the blame falls squarely on myself.

I do have some material, mostly critters and a few items, in postable or almost-postable format. I have no trouble doing so if people would like to see them rather than my sitting on them in the hopes I get the brass to find my muse again.

Perhaps I may be better off leaning towards short pdfs or booklets (if I have the brass at all), until I stop panicking. There is the Egypt idea; that would be, at least, a familiar and comfortable subject. Though I still have no idea what to actually do with the material once produced ...


Please understand that I feel massive guilt at having to call this off (at least for the time being), but I have gotten quite utterly nowhere in the last month and am about to chew my hand off with other massive guilt at having not finished the bloody thing by now and therefore kept people waiting. And my ability to blog has also suffered.

I do offer my greatest of apologies, and if anyone wants to ask questions or suchsort feel free.

Monster: Bririt

Bririt
Armour Class: 7
Hit Dice: 1/2*
Move: 150' 50')
burrow 90' (30')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1-4
No. Appearing: 4-12
Save As: Normal Man
Morale: 7
Treasure Type: L
Alignment: Chaotic
XP Value: 5

Bririt could be adorable fluffy bunnies -- if fluffy bunnies had slick green scales under their patches of grey fur, bone-plated heads with long near-naked ears, glowing red eyes and a maw of fangs, and paws bristling with barbs and sharp tearing claws. The tail of a bririt is long, coiling, and resembles a bristly, scaly rat's tail. Nesting in burrows and roaming in packs, bririt are the bane of small livestock, crops and smaller humanoids such as kobolds.

In combat bririt attack with claws and fangs, inflicting 1-2 and 1-4 hit points of damage respectively. Once a target of a bririt attack has been successfully injured, there is a 50% that all bririt present will swarm the injured individual. Rumours persist of a strain of bririt with rusty scales and an acidic bite.

Saturday, August 29, 2009

Magic Item: Fireblossom

Fireblossom: Baroque wands or rods of gold and copper and glass, shaped like twisting coiled tapers and tipped with stylized flowerbuds, fireblossoms are so deeply etched and carved that the entire shaft seems to be a meld of glyphs and greenery. Despite appearing like exceptionally ornate sculptures, fireblossoms are in fact enchanted weapons.

By expending a charge, a fireblossom can be made to expel a gout of clinging scarlet flame from its flowery tip. A wand will release a 1'x5'x10' flame, or a single fireorb up to 40' away; a rod may produce 5'x10'x25' of flame, or use a ranged fireorb up to 120' away. A wand deals 1-6 hit points of damage, and a rod 1-10, with half damage again on the round after the fire initially strikes.

Fireblossoms are charged with an elixir resembling a garnet-red, grainy syrup, composed of cinnabar, saltpetre, dragon's blood and red lotus combined with certain specific enchantments. A wand can hold five charges, a rod ten.

Some versions of fireblossoms, rather than crafted in the shape of flowers, resemble baroque serpents who spit flames from their opening jaws.

Monster: Amber Jelly

Amber Jelly
Armour Class: 8
Hit Dice: 1*
Move: 120' (40')
climb 90' (30')
Attacks: 1
Damage: 1-4
No. Appearing: 1-12
Save As: F1
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 13

Amber jellies are glistening, transparent amoebae of a densely gelatinous and vaguely ovoid nature, most notable for their deeply golden-yellow colouration (hence the name). Often found in small swarms, amber jellies are occasionally annoying populous in dungeons; other monsters sometimes use them as makeshift "snares".

In combat an amber jelly strikes with a pseudopod or simply collides with a target, inflicting 1-4 hit points of damage and spraying a gout of thick, sticky amber mucilage. if a save vs. paralysis is failed, the victim is slowed by the hampering mucilage and moves at only half-speed for an hour; the effects are cumulative. Amber jelly mucilage may be dissolved by alcohol.

Amber jellies are immune to cold. Fire damage prompts an immediate fissioning into two jellies, each with 1 HD but half hit points.

Monster: Primal Sigil

Primal Sigil
Armour Class: 9
Hit Dice: 2 hp***
Move: fly 210' (70')
Attacks: 1
Damage: special
No. Appearing: 1 (1-4)
Save As: M2
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 8

A primal sigil -- also referred to as a living rune, living glyph, or godglyph -- is a magical spell incarnate, a twisting, glowing symbolic pattern of magical energy no more than a palm's width in size. Most primal sigils are a silver-white in colour, but exceptions do exist, and the sigil they embody may only be deciphered with read magic. Primal sigils have existed since the earliest aeons, appearing spontaneously, and a great body of lore has developed around them; rumours continuously circulate of magic-users creating new sigils, but these have never been proven.

A primal sigil does not "attack" so much as discharge the spell it embodies, which may be any cleric or magic-user spell of first level. (Rare sigils embody higher-level spells.) Once discharged, the sigil becomes dormant and invisible for five rounds while it restores its pattern.

Primal sigils may only be damaged by magical weapons, taking damage equal to the weapon's magical bonus. A spell cast on a sigil recharges it with a number of discharges equal to the level of the spell cast.

Tuesday, August 25, 2009

Magic Item: Al-Kemet

Al-Kemet: Said to have been created in the burning desert kingdom of the Diamond Sands, Al-Kemet is a handspindle of the high-whorl variety. The shaft of the spindle is carved of ivory, whereas the whorl is a dense disc of finely-carved ebony; the whorl is further ornamented with tiny, delicate glyphs and arabesques picked out in lapis, malachite and gold.

A utilitarian, if ornamental, object at first glance -- and indeed it may be used as an ordinary handspindle -- Al-Kemet possesses a single specific enchantment. Any substance, no matter its form or origin, may be spun into yarn or thread for weaving. From blood to gold, dragonscales to jade, all may be fed to Al-Kemet with only the spinner's skill affecting the quality of the fibre. More to the point, the skeins so produced retain all of the properties of the original substance -- in appearance and in physical qualities.

Sunday, August 23, 2009

Monster: Empressbug

Empressbug
Armour Class: 4
Hit Dice: 3*
Move: 120' (40')
climb 120' (40')
fly 150' (50')
Attacks: 1 bite
Damage: 1-10 (special)
No. Appearing: 1 (1-2)
Save As: F3
Morale: 10
Treasure Type: Nil
Alignment: Neutral
XP Value: 50

The empressbug is -- predictably -- a mammoth, monstrous ladybug. Appearing to be lacquered in black and brilliant ruby or burnt amber (and of course spotted with more black), the empressbug is equally at home in primeval forests, overgrown jungles, untended garden labyrinths and dank crawling dungeons. All it needs is suitable prey -- and though other giant creepy-crawlies are preferred, an empressbug will eat just about anything that moves.

An empressbug attacks by biting, inflicting 1-10 hit points of damage with its bladed mandibles. If an empressbug inflicts five or more hit points of damage it has successfully grasped its prey and maintains its grip, continuously chewing away for an automatic 1-10 hit points of damage per round until the subject is devoured or escapes. A Strength check at a -4 penalty is required to escape the empressbug's gnawing.

It is entirely possible for adventurers -- already contending with giant centipedes and the like -- to be inadvertently aided by the trundling arrival of a hungry empressbug.

Monster: Kurath

Kurath
Armour Class: 8
Hit Dice: 1+3*
Move: 120' (40')
Attacks: 1 weapon or spit
Damage: as weapon or 1-3 + poison
No. Appearing: 1-6 (6-24)
Save As: F2
Morale: 8
Treasure Type: F
Alignment: Any
XP Value: 19

Humanoids with coppery skin (occasionally with a faintly golden or even pearly sheen) and dark hair, kurath bear some faint resemblance to iaret and are speculated by sages to be the descendants of iaret-human breeding. More telling are their slightly inhuman features, their clawlike nails, and the scattered patches of fine scales in jewel-like colours. Most kurath have blue or amber eyes, and a rare few individuals -- usually spellcasters -- have silver hair. Though there are rumours of a kurath kingdom in the southern forests, the clans known to humanity are nomadic and small in population, bringing rare alchemies and exotic substances to human lands.

In combat a kurath will normally attack with a weapon, preferring short swords and javelins. If pressed -- or wishing to startle -- a kurath will spit venom at a target to a range of 10'; this venom inficts 1-3 hit points of damage and stuns for one round if a save vs. poison is failed. Kurath venom is more commonly used as a "lacquer" on their creations.

Each kurath clan is led by a matriarch or patriarch of 2 HD who possesses the fighting ability of a 3 HD monster and 2nd-level magic-user spellcasting ability. For every six kurath there is an individual with the ability to cast a single 1st-level spell per day.


Saturday, August 22, 2009

Monster: Living Statue, Glass

Living Statue, Glass
Armour Class: 6
Hit Dice: 2**
Move: 120' (40')
Attacks: 2
Damage: 1-4/1-4
No. Appearing: 1-3
Save As: F2
Morale: 11
Treasure Type: Nil
Alignment: Neutral
XP Value: 30

A living statue of glass is a construct of wildly varying appearance. Some are colourless and perfectly transparent, others coloured like jewels or in a riot of rainbow hues; some smooth and flowing in their designs, others faceted like crystal. Regardless of the detail of their manufacture, all glass statues have the same abilities. Most glass statues are created in the shape of stylized humanoids, but others have the forms of hooved beasts or insects.

Glass statues attack twice, inflicting 1-4 hit points of damage with each successful strike. The light reflecting from a glass statue's curves and facets is piercing and disorienting; all actions against a glass statue are at a -2 penalty to the roll.

Any spell cast against a glass statue provokes a counter, a burst of brilliantly-coloured light with a radius equal to the effective range of the provoking spell. The effects are randomly chosen from the following:

1. red: fire damage, 1-8 hp
2. orange: paralysis, for three rounds
3. yellow: acid damage, 1-6 hp for two rounds
4. green: healing, 1-6 hp
5. blue: cold damage, 1-8 hp
6. violet: weakness, -3 to to-hit and damage for one hour
7. indigo: spirit attack, -3 to all saves for one hour
8. white: searing light, blindness