Sunday, February 28, 2010

Suffering Souls

"Alas! how feeble is our faith! If a domestic animal, a little dog, falls into the fire, do you delay to draw it out? And see, your parents, benefactors, persons most dear to you, writhe in the flames of Purgatory, and you do not consider it your urgent duty to relieve them; you delay, you allow long days of suffering to pass for those poor souls, without making an effort to perform those good works which will release them from their pains."

-Fr. Schouppe, from his book: Purgatory, pp. 238-239, 1893 Imprimatur
Suffering Souls
Medium Outsider (Neutral, Extraplanar, Incorporeal, Swarm)
Hit Dice: 4d8+3 (24 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16
Base Attack/Grapple: +3/+11 (+1 for each soul)
Attack: Swipe +5 melee
Full Attack: Swipe and Grapple
Space/Reach: 5 ft./5 ft.
Special Attacks: Haunt, soul link
Special Qualities: Incorporeal, strong-willed, immunity to charm and sleep effects
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 18, Dex 11, Con 3, Int 10, Wis 14, Cha 11
Skills: Climb +6
Feats: Improved Grapple
Environment: Hell, any haunted locale
Organization: Swarm
Challenge Rating: 3
Treasure: None
Alignment: TN
Advancement: None
Level Adjustment: None

Haunt (Su): Suffering souls haunt an area, trying to escape their torment on the Nine Planes of Hell. Creatures within a haunted area (usually a 400' diameter circle) receive -1 penalties to all rolls.

Combat

Suffering souls swarm all who enter their unhallowed grounds. They will attack relentlessly until repelled, at which point they return to Purgatory until they are returned in an unending cycle to their place on the Prime Material Plane to haunt it evermore. The only way to free suffering souls from this torment is to travel to Hell to confront the devil that binds them.

Soul link (Su): When suffering souls make eye contact with a humanoid within 20' for a full round, they establish a soul link with them. For the duration of the encounter, all damage they experience is also experienced by those whose souls are linked with them. When the encounter ends, the soul link lingers for multiple days, during which time the affected experience the torment of the suffering souls in Hell.

OwlCon XXIX Recap

It's not often enough that we're able to get out of our regularly scheduled lives and game for a few days straight. But it was time!

Last weekend, we attended OwlCon at Rice University, a handsome campus smack in the middle of Houston. Since we could stay at a hotel just a few blocks away, we could walk to the con itself, which this time of the year is brisk but enjoyable.

Adam spent the weekend at the RPGA tables, which were well-run, complete with an organizer taking orders for food, which was then delivered at your table so you could keep gaming. Very enabling of our addictions...

And very well run. Their adventures take part in the Forgotten Realms, which allows players to come in knowing much of the world, helping to paint the scene for easier role playing. I have to admit I don't know enough about FR, so I'll need to pick up a book and do some background reading before my next con. That way I'll know where Aldric is from and where he's been. Seems like harmless enough homework...

I spent Friday and Sunday at the RPGA tables playing the same adventures, and Saturday I played board games. It's hard to find the groups to play Advanced Civ and Rail Baron since people are rightfully daunted by these classic Avalon Hill titles and their many complex dynamics. But at my last two cons, I've seen these listed, and simply had to play. When it all shook down, as Asia I came in second in Civ (Egypt taught us all a lesson in economics) and as Minneapolis-based "white player" came in third in Rail Baron (first time playing; I'm clearly not a optimal capitalist).

We learned on Saturday night (in the last game of the night) that Battletech pods are fun as hell! Providing a hands-on 'Mech pilot experience, they confounded me, but Adam racked up tons of points. I did have fun jumping all over the map and firing missiles at long range toward every 'Mech I could track down. Good times, and a desire I've had since middle school fulfilled.

Our final game on Friday was run by a great DM who embodied many of the traits of other favorite con DMs -- he controlled the action, telling an engaging story, didn't read any of the mechanics aloud, occupied the long end of the table, stood for much of the session, and used traps, hazards and classic DM trickery to get us to fall into them. We learned a lot from his presentation. So, Phil of the Houston RPGA, this post is for you.

All in all, a very well-organized con, especially one hosted by a university. Good people, DMs, and miniature dungeons and battlescapes. Adam got a few photos of the scapes, but I put it off too long...

Late night diner runs led us to 59 Diner, a friendly joint with tasty greek salads. Try 'em the next time you're in downtown Houston.

Finally, on our way out of town, we dropped by some old friends' place for some home cooked lasagna and caught up. A great weekend! Looking forward to next year's.

Saturday, February 27, 2010

Abysm's Dread Kraken

Deep beneath the waves of the oceans of Abysm, Demogorgon's realm in the Abyss, lurks a creature of unfathomable might.  Spawned and nurtured by the Sibilant Beast, Drigular is to a squid what Demogorgon is to a monkey.  Drigular will rise to the surface at his master's bidding to whelm and destroy intruders on Demogorgon's waters.


Drigular
Size/Type:     Colossal Magical Beast (Aquatic, evil, outsider)
Initiative:     +4

Hit Dice:     44d10+484 (726 hp)
Armor Class:     28 (-8 size, +26 natural), touch 2, flat-footed 28
Damage Reduction: 10 / magic
Saves:     Fort +35, Ref +22, Will +18
Resistances: cold & fire 20
Spell Resistance: 30

Speed:     Swim 20 ft. (4 squares)
Attack:     Tentacle +42 melee (4d6+22/19-20) with 10 point power attack
Full Attack:     2 tentacles +42 melee (4d6+26/19-20) and 6 arms +37 melee (1d8+18) and bite +37 melee (4d8+18) with 10 point power attack
Base Attack/Grapple:     +44/+76 (+56 if not concentrating completely on a single target)
Space/Reach:     30 ft./ 20 ft. (90 ft. with tentacle, 45 ft. with arm)
Special Attacks:     Improved grab, constrict 4d6+16 or 1d8+8, swallow whole, smite good (+20 damage 1/day)
Special Qualities:     Darkvision 60 ft., ink cloud, jet, darkvision, spell-like abilities

Abilities:     Str 42, Dex 10, Con 33, Int 21, Wis 20, Cha 20
Skills:     Concentration +58, Diplomacy +7, Hide +0, Intimidate +32, Knowledge (geography) +30, Knowledge (nature) +25, Listen +51, Search +51, Sense Motive +34, Spot +51, Survival +5 (+7 following tracks), Use Magic Device +32
Feats:     Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Improved Natural Armor (x7), Power Attack

Environment:     Abyssal Ocean
Organization:     Solitary
Challenge Rating:     20
Treasure:     Triple standard
Alignment:     any evil
Advancement:     21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:     —

Improved Grab (Ex)
To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex)
A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex)
A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex)
A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell-Like Abilities
at-will-deeper darkness, bestow curse, contagion, control weather, control winds, resist energy
3/day-dominate animal (DC 27 Will negates), insanity (DC 22 Will negates)
1/day— unholy aura (DC 23 Fort. or 1d6 strength damage when hit).
Caster level 17th. The save DC is Charisma-based.

Friday, February 26, 2010

Abyssal Headlesses

Created by Orcus from the corpses of Demogorgon's subjects when he began reshaping Abysm to suit his will, these horrors now stalk the burning jungles of the 88th layer of the Abyss.  They mindlessly kill all they encounter other than their own kind.


These horrible maimed wretches are as varied as the demons of the abyss in appearance, but all share the trait of having no head - just a bloody stump for a neck.  

Abyssal Headless CR 15
CE size large monstrous humanoid (outsider, undead)
Init: +1 Senses: tremorsense 60 ft.
Languages: none

AC: 30 (+1 dex, +20 natural, -1 size) touch 10, flatfooted 16
HP: 199 (HD 30d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +13

MV: 40 feet
Attack: claw +28 (1d8+12) or greatclub +27 (2d8+18)
Full Attack: 2 claws +26 (1d8+12) or greatclub +27 / +22 / +17 (2d8+18)
Attack Options: improved grab, rend, combat reflexes
Space / Reach: 10 ft. / 10 ft.
Base Attack: +15 Grapple: +39

Abilities Str 34, Dex 10, Con -, Int -, Wis 14, Cha 6
SQ: tremorsense 90 feet, senseless, undead traits
SA: improved grab, rend
Feats: Improved Grapple, Weapon Focus (claws), Combat Reflexes, Iron Will, Improved Natural Armor (7 times)
Skills: climb +46, jump +46

Rend (Ex): If a headless hits with both claw attacks it can automatically rend for 4d6+18 damage.

Improved Grab (Ex): If a headless hits with a claw attack it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it's claws at a -4 penalty or it can roll a grapple checks to deal claw damage.

Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.

Thursday, February 25, 2010

Burning Treant Husks

These eternally burning undead treants were created by Orcus when the Savage Tide was thwarted, Orcus became Prince of Demons, and he began to transform Abysm, the 88th layer of the Abyss, to his liking.


This blackened, shrieking, humanoid tree rushes toward you, its panicked expression back-lit by the blazing fire in its foliage.

Burning Treant Husks CR 15
CE size huge plant (outsider, undead)
Init: -1 Senses: darkvision
Languages:abyssal, common
Aura: creatures within 5 feet take 3d6 fire damage

AC: 29 (-2 size, -1 Dex, +22 natural), touch 7, flat-footed 27
HP: 187 (HD 28d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +11
SR: 20

MV: 30 feet
Attack: slam +32 (2d6+18)
Full Attack: 2 slams +30 (2d6+18) and 3d6 fire
Attack Options: trample 2d6+18 and 6d6 fire, (DC 32 Reflex for half damage)
Space / Reach: 15 ft. / 15 ft
Base Attack: +15 Grapple: +31

Abilities Str 37, Dex 8, Con -, Int 12, Wis 16, Cha 12
SQ: plant traits, undead treaits
SA: trample

Skills: climb +46, jump +46