Monday, August 10, 2020

Algae Lurker and its offspring

The Algae Lurker is the first monster for the "Green Sea"-Setting which I'm working on right now. They're defining for one specific region within the Green Sea. This region will be described in a later post. The region desciption will also include the source of their existence.

These green abominations lurk in the algae covered coast and travelling ways of the green sea. They attack only from ambush. Sometimes they lure their prey into traps.

Their lairs are usually coastal caverns or the ruins of a sunken buildings.

If an Algae Lurker has gained enough knowledge, it will become an Algae Lurker Omega.

If something or someone with divine power enters their territory they want to destroy it, no matter what it will take to achieve this.


Algae Lurker

Grotesque, humanoid algae that absorbs the knowledge of their intelligent prey. Legends say they are the offspring of a mighty god.

AC 7 [12], HD 2 (9hp), Att 1 x weapon (1d8 or weapon), THACO 18 [+1], MV 120' (40'), SV D12 W15 P14 B15 S16 (2), ML 9, AL Chaotic, XP 20, NA 1d6 (1d12) , TT U (C)
  • Leader: May have a leader of 4HD.
  • Absorb Knowledge: The absorbtion takes up to the number of HD in turns. Thereafter the creature receives the THACO, class abilities and skills of their victims, if their own isn't better. They abhor divinity and don't absorb them.
  • Wet Habitat: Away from a wet habitat, they will sustain only 1d6 hours. After that are completly dried out, which will cuase their death.
  • Hoard: Only have treasure type C when encountered in their lair.
  • Abhor divinity: They are effected by the Turn Undead ability, but can only be turned not destroyed from it.


Algae Lurker Omega

Grotesque, humanoid algae that absorbs the knowledge of their intelligent prey. They have learned to use arcane magic. Legends say they are the offspring of a mighty god.

AC 5 [14], HD 6* (27hp), Att 1 x weapon (1d8 or weapon) or 1 x magic, THACO 14 [+5], MV 120' (40'), SV D10 W11 P12 B13 S14 (6), ML 10, AL Chaotic, XP 500, NA 1, TT O
  • Language and Spells: 40%; 2 x 1st level, 2 x 2nd level, 2 x 3rd level
  • Absorb Knowledge: The absorbtion takes up to the number of HD in turns. Thereafter the creature receives the THACO, class abilities and skills of their victims, if thier own isn't better. They abhor divinity and don't absorb this kind of knowledge.
  • Create Offspring: If the prey that is absorbed only has knowledge already known by the Algae Lurker Omega, it can create an Alage Lurker. The creation of one offspring takes 1 hour.
  • Wet Habitat: Away from a wet habitat, they will sustain only 1d6 hours. After that are completly dried out, which will cuase their death.
  • Abhor divinity: They are effected by the Turn Undead ability, but can only be turned not destroyed from it.

Sunday, July 26, 2020

Wanderer

Der Wanderer über dem Nebelmeer - Caspar David Friedrich
Recently I stumble across the Iron Gates blog posts on the Coins & Scrolls blog. Reading these posts started a creative process in my mind. I don't know where this will lead, if I will use the Iron Gates setting or if I will create my own. But no matter what I choose to do I will use Old-School Essentials.

Wanderer

Requirements: Minimum CON 9
Prime requisite: CON, INT
Hit Dice: 1d6
Maximum Level: 14
Armour: Any, including shields
Weapons: Any
Languages: Alignment, Common

Wanderer are in search of valuables far beyond treasure. Their journeys led them to powers way bigger than their expectations. They've learned to cast spells.







SavingThrows
Spells
LevelXPHDTHAC0DeathWandParalysisBreathSpell
101d619[0]1112141615-
217002d619[0]11121416151
334003d619[0]11121416151
468004d619[0]11121416151
5136005d617[+2]9101214122
6280006d617[+2]9101214122
7560007d617[+2]9101214122
81150008d617[+2]9101214123
92300009d614[+5]6791193
103300009d6+1*14[+5]6791193
114300009d6+2*14[+5]6791194
125300009d6+3*14[+5]6791194
136300009d6+4*12[+7]357875
147300009d6+5*12[+7]357875


Foraging

The Wanderer has a 2-in-6 change to succeed in foraging.

Far Traveled

The Wanderer reduces the chance of Losing Direction by one point, but never less than 1-in-6. This only applies to overland travel.

Arcane Magic

Magical research: See Magic-User in Old-School Essentials Basic Rules.

Spell casting: At 2nd level the Wanderer is able to cast arcane spells (Magic-User spell list). See Magic-User in Old-School Essentials Basic Rules.
The spells represent how many spells can be cast per day. The maximum spell level depends on the character level (see the following table).

LevelMax.SpellLvl
2 - 6
1st
7 - 11
2nd
12 - 14
3rd


Using magic items: See Magic-User in Old-School Essentials Basic Rules.

Scroll Use

At 1st level the Wanderer can cast spells from arcane scrolls. See Thief in the Old-School Essentials Basic Rules.

After Reaching 9th Level

A Wanderer may establish a caravan.

The Wanderer will attract follower (3d6 Fighter of level 1-2 and 2d6 Thieves if level 1-3). Their morale depends on the success of the last expeditions. The referee decides about the level of the followers and their morale.

Wanderer im Sturm - Karl Julius von Leypold


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EDIT -> Changes after I got some feedback
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I separated the number of spells that can be cast per day and the maximum spell level. The XP were also adjusted. To do so I used Building a More Perfect Class blog post. The class is using the Cleric Saving Throws and Attack, and it is classified as Magic-User 1/4.