Sunday, May 22, 2011

DOOMQUEST TO IGNORANCE

I'm still working to complete the much delayed Kingdom of Ignorance micro-campaign for Doomquest. Below are some of the new monsters, loot, and hit location tables that will be included in the book.

DENIZENS

Black Sun Doom Lord (Dark troll)
Sword: 18[20] Sorcery: 7[12] Social: 6 Bonuses: +3 Sword +5 Sorcery Spells: Black Fire, Countermagic, Darkwalk, Extinguish, Blood Feast Special: +8 Loot factor
HP / Armor: Head: 7/5 Left Arm: 6/5 Right Arm: 6/5 Chest: 8/5 Abdomen: 7/5 Left Leg: 6/5 Right Leg: 6/5 Lead helm, Lead ring mail, Lead shield (d3+3, AP 6 HP 18), Lead bound spiked maul (2d6+2, AP 6 HP 12), Encumbrance: 4 Move: 24’ XP: 200

Blood Sun cultists
Sword: 10 Sorcery: 10 Social: 9 Bonuses: none
Spells: Countermagic, Darkwalk, Extinguish
HP / Armor: Head: 4/2 Left Arm: 3/0 Right Arm: 3/0 Chest: 5/2 Abdomen: 4/2 Left Leg: 3/0 Right Leg: 3/0 Leather cap and jerkin, Club or long knife (d6, AP 4 HP 8), Encumbrance: 17 Move: 57’ XP: 100

Blood Sun Doom Priest
Sword: 10 Sorcery: 10[15] Social: 9[14] Bonuses: +5 Sorcery, +5 Social Spells: Black Fire, Blind, Blood Feast, Blood Rain, Blood Red, Command Spectre, Countermagic, Darkwalk, Extinguish, False Healing, Summon Black Salamander
HP / Armor: Head: 4/4 Left Arm: 3/4 Right Arm: 3/4 Chest: 5/4 Abdomen: 4/4 Left Leg: 3/4 Right Leg: 3/4 Headdress, Hand wood (d8, AP 6 HP 12), Encumbrance: 6 Move: 44’ XP: 150

Blood Sun False healer
Sword: 8 Sorcery: 10[13] Social: 7 Bonuses: +3 Sorcery
Spells: Countermagic, Darkwalk, Extinguish, Blood Red, False Healing
HP / Armor: Head: 3/0 Left Arm: 2/0 Right Arm: 2/0 Chest: 4/0 Abdomen: 3/0 Left Leg: 2/0 Right Leg: 2/0 Knife (d4, AP 4 HP 8), Encumbrance: 16 Move: 60’ XP: 130

Cinquu Sword: 13 Sorcery: 2 Bonuses: none Spells: none
HP / Armor: Head/Neck: 5/0 L Leg: 4/0 R Leg: 4/0 Hind Q: 6/0 Fore Q: 6/0 Peck (1d4) or Kick (1d6), Encumbrance: 26 Move: 70’ XP: 130

Cinquus are very large, wingless ostriches commonly used as mounts in Ignorance. They are ill tempered, stubborn, foul smelling, and frequently spit bile.

Cliff toad
Sword: 30 Sorcery: 2 Bonuses: +2 Hide in Rocks Spells: none Special: Swallow*
HP / Armor: Head: 10/4 LF Leg: 9/6 RF Leg: 9/6 Hind Q: 10/6 Fore Q: 11/6 LF Leg: 9/6 RF Leg: 9/6 Tongue (1d6) or Kick (2d6), Encumbrance: 40 Move: 40’ XP: 300
*A cliff toad will swallow anything hit by its tongue (it can swallow any creature with Sword <15). Swallowed victims suffer 1d6 acid damage per round, are immobilized, and can only use magic or divine intervention, or hope for rescue.


Mad mystic
Sword: 8 Sorcery: 12[17] Social: 11 Bonuses: +5 Sorcery
Spells: Attune Landscape, Deflect Harm, Dragon Armor, Dream Vision, Fire Breath, Heal, Mesmerize, Regrow Limb, Shed Skin, Soul Blast, Spit Venom, Sustain Life, Tattoo Matrix,
HP / Armor: Head: 3/0 Left Arm: 2/0 Right Arm: 2/0 Chest: 4/0 Abdomen: 3/0 Left Leg: 2/0 Right Leg: 2/0 Robe Staff (d6, AP 4 HP 8), Encumbrance: 15 Move: 59’ XP: 170

LOOT

Lead tablet: This heavy rectangular hunk of lead is embossed with Startan glyphs that include 1-4 spells. The number and the specific spells are determined randomly; possible spells include (d8): 1. Blind 2. Blood Rain 3. Command Spectre 4.Countermagic 5. Darkwalk 6. Extinguish 7. False Healing 8. Summon Black Salamander  The spells may be cast once by any reader of Startan; however a Sorcery roll is required to cast each spell. The glyphs fade when each spell is cast. The tablet may be used in total darkness and has an ENC of 6.

Scroll: This rice paper sheet contains 1-4 spells. The number and the specific spells are determined randomly; possible spells include (d12): 1. Attune Landscape 2. Deflect Harm 3. Dragon Armor 4. Dream Vision 5. Fire Breath 6. Heal 7.Mesmerize 8. Regrow Limb 9. Shed Skin 10. Soul Blast 11. Spit Venom 12. Sustain Life  A Sorcery roll is required to cast each spell. The spells may be used once by any reader of Startan and the glyphs fade when each spell is cast.

Map: An illustrated map on rice paper. The nature of the map may be determined by the GM or randomly determined; possibilities include (d8): 1. A map of the Kingdom 2-4. A map of the local region 5-8. A map to the nearby lair of a randomly determined monster. Remember, maps of the Kingdom of Ignorance actually hinder navigation.

Book: a heavy tome bound with (d6): 1. Fur 2, human skin 3. troll skin 4, brass sheets 5. wood 6. fabric. The nature of the book may be determined by the GM or randomly determined; possibilities include (d8): 1. A book of maps 2. A book of magic containing 1d6 scrolls 3. A book of Kralorelan proverbs 4-8. A book of nonsense poetry. A book has an ENC of 1d4.

Potion: A copper flask containing a randomly determined magical elixir; such as (d20):1. Deflect Harm 2. Dragon Armor 3. Dream Vision 5. Fire Breath 6-11. Heal 12-13 Regrow Limb 14-15. Shed Skin 16-18. Spit Venom 19-20. Sustain Life  A potion may be used only once, will affect only the imbiber, and no Sorcery roll is required; otherwise it is treated as the spell it mimics.

Poison: Save or Die!

Antidote: Allows an additional save at +4 to counteract poison.

Salve: A small stone jar containing a sickly sweet smelling white paste . There is sufficient paste in the jar to coat 1d6 hit locations on one or more human sized users. An application heals 1d6 points of damage. The jar, regardless of contents, has an ENC of 1.

Whale fat: A large carved stone jar containing a mass of foul smelling Koromodol whale fat. There is sufficient fat in the jar to coat 3d6 hit locations on one or more human sized users. An application conveys 3 points of armor protection and lasts one day. The jar, regardless of contents, has an ENC of 4.

Tin compass: A small tin dish with a hinged lid containing a tiny enchanted tin arrow. When a small amount of water is poured into the dish the arrow floats and always points to the east. Use of the device allows an additional roll if the party is attempting to leave an area.



HIT LOCATION TABLES
Humanoids (d20)
1-3
R. Leg
4-6
L. Leg
7-9
Abdomen
10-12
Chest
13-15
R. Arm
16-18
L. Arm
19-20
Head

Winged Humanoids (d20)
1-3
R. Leg
4-6
L. Leg
7-8
Abdomen
9-10
Chest
11-12
R. Wing
13-14
L. Wing
15-16
R. Arm
17-18
L. Arm
19-20
Head

Four Legged Creatures (d20)
1-3
R. Hind Leg
4-6
L. Hind Leg
7-8
Hindquarter
9-10
Forequarter
15-16
R. Front Leg
17-18
L. Front Leg
19-20
Head

Winged /Large Tailed
Four Legged Creatures (d20)
1-3
R. Hind Leg
4-6
L. Hind Leg
7-8
Hindquarter
9-10
Forequarter
11-12
R. Wing/Tail
13-14
L. Wing/Tail
15-16
R. Front Leg
17-18
L. Front Leg
19-20
Head


Cinquus/Demi-Birds (d20)
1-4
R. Leg
5-8
L. Leg
9-12
Hindquarter
13-16
Forequarter
17-20
Head/Neck


3-Headed Dragon (d20)
front
1-3
R Front Leg
4-6
L Front Leg
7-10
Forequarter
11-12
R Wing
13-14
L Wing
15-16
R Head
17-18
C Head
19-20
L Head


3-Headed Dragon (d20)
rear


1-6
R. Hind Leg
7-12
L. Hind Leg
13-17
Hindquarter
18-20
Tail

3 comments:

  1. Mad Mystics are the best kind! ;)

    ReplyDelete
  2. Very cool stuff! Surprised you kept it on the backburner for so long.

    ReplyDelete
  3. @Trey: Never trust a sane mystic...

    @Scott: Thanks. Between setting up the Humanspace PbPs and lots of overtime at work I haven't been able to devote the time I'd like to this. Perhaps I became a bit overambitious but it will be finished eventually. I think the hit location tables, if nothing else, would be useful to anyone playing Doomquest.

    ReplyDelete

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