Monday, June 8, 2009

Doom Avenger

No. Enc.: 1
Alignment: Chaotic
Movement: 120’ (30')
Armor Class: 5
Hit Dice: 3/4/5/...
Attacks: 1 (weapon)
Damage: 1d8+1
Save: F3/F4/F5/...
Morale: 12
Hoard Class: None

"You can run but you can't hide."

The Doom Avenger is a demonic entity that takes the shape of an undead knight, wearing a decayed black armor and sword. His eyes shimmer with a pale green light. He is a relentless hunter that comes to the world when summoned by chaotic magic-users to hunt down and kill their enemies. The Doom Avenger always knows where his target is and never stops chasing it. He kills and destroys anyone and anything that stands in his way. If somehow locked in a way that prevents him from doing his duty, he teleports to the nearest safe place after 1d4 turns. He is smart and cunning, but never speaks a word. After his target is assigned, the magic-user who summoned him can't control him anymore.
When defetead, the Doom Avenger disintegrates in a 20 feet radius dark cloud of acid, which deals 1d6 damage each round to people in it. After 2d6 rounds, the cloud dissipates and the Doom Avenger raises again, even more powerful than before. Everytime he is defeated and returns, he is back to full hit points, gains one extra HD of hit points and better saves. He also gains +1 bonus to damage rolls for every 2HD he currently has. There is no limit on how many times the Doom Avenger can be killed and how much more powerful he can become. He only stops if his target is killed, or if the magic-user that summoned him is destroyed.

Friday, May 29, 2009

Worgoyle

No. Enc.: 1d4(4d6)
Alignment: Chaotic
Movement: 150’ (50')
Fly: 150’ (50’)
Armor Class: 5
Hit Dice: 4
Attacks: 3 (2 claws, bite)
Damage: 1d6/1d6/1d4
Save: F4
Morale: 6
Hoard Class: XX

Worgoyles are magical creatures that resemble winged werewolves. They stand 8 feet tall and their fur and skin look like living stone, athouglth they can be harmed by any weapon. Their eyes are vibrant red and they have infravision of 60'. Worgoyles can shield themselves with their enormous wings in combat, forfeiting any move or attack in the round, giving themselves AC 2. They also have a Dive attack, which they frequently use when hunting. Their low morale does not indicate cowardice, but a will to survive. When in disavantage or heavily hurt, they withdraw so they can gather their forces and numbers for the next fight. This makes them a plague hard to be erradicated.

Worgoyles live in nomadic packs. They make their havens in caverns on top of high mountains, usually near human settlements, where they can hunt. Worgoyles don't need to eat like a normal creature since they are magical by nature, but they need to drink living blood at least once per month, or they turn into stone. The leader of the pack is the Alpha Worgoyle, that appears to be an older worgoyle since his fur looks like white marble. He has 7 HD, and a +1 bonus do damage rolls. If the leader is destroyed, all worgoyles from his pack turn into stone. Worgoyles turned into stone can be revived if living blood is poured on their mouths. In the absence of a leader, the first one revived becomes the Alpha Worgoyle.


The worgoyle was the first monster I created when I started playing D&D. (I started playing it by DMing AD&D 2e). In my campaing they lived near a small town, on a peak called Mountain Worgoyle. Their pack had being turned into stone a long time ago when their leader was destroyed, but the villagers accidentally revived one if them, and the nightmare started once again.

Thursday, May 28, 2009

AAC Tables

I'll be using the ascending AC rules in my next sessions of Labyrinth Lord. It's faster to calculate attacks this way in my group. Here is the conversion table I made for my game.




One of the things I like in the old descending AC rules is that armors don't modify your AC, they are your AC. I think it's an easy and elegant way to handle AC and it also preemptively solves any possible confusion about stacking AC bonuses (which is very probable to occur with players coming from 3E D&D). Armor values are your "base" AC, and then you modify it with the DEX bonus, magic armor, shield, etc. That's how I'll handle it.




And here are the "to-hit" bonuses. Nothing really new added to the game, since attack rolls already suffer bonuses from magic weapons, range, strenght modifier, etc. Just another number to add to your roll. I kept the old-style table for nostalgia.





I almost forgot the monster "to-hit" table. I love the way it is presented in this house rule because it's very easy to come up with a second column with a different progression in case you wish to create a disinction between monsters with a good chance to hit and a poor chance to hit. But for now, I'll keep it the way it is.



Wednesday, May 27, 2009

Welcome

Welcome.