Saturday, March 21, 2009

Weekly What the Heck

Welcome to the twenty-third installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? What does it carry around in that thing on its chin?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Tuesday, March 17, 2009

Battle Journal of Kain Gaa'zaith - The River Town

Since my last entry the cadre has had two more opportunities to enter battle. These were markedly different kinds of encounters than those for which the battle plan was developed, though some elements of the plan were still of use.

Tactical Analysis - Kobolds and Gnomes in the River Town

Differences
As we approached the riverside town which is unnamed on our map, we spotted a group of gnomes and kobolds standing in a large ruined building arguing. Another group was at the river's edge harassing a ferry with slung stones. The arguing group spotted us and they all attacked. Tactically, the balance of foes between melee and ranged combatants was inverted compared to the groups the battle plan was designed for. Instead of multiple melee fighters supported by a small number of spellcasters and/or archers, we faced a single shortsword-wielding kobold, two guard lizards, three kobold slingers, a kobold priest, three gnome crossbowmen, and a gnome spellcaster.

Outcome
The multiple ranged attackers were able to target different cadre members almost at will. At one point Hobb was dazed and unable to easily focus his attacks for maximum effect while Calibraxis was glued to the ground out of reach of any enemies, thus rendering a third of the cadre almost completely ineffective. The warlock and wizard, as our ranged attackers, took up some of the slack by focusing their most devastating attacks on the enemy spellcasters. Marun and I focused on taking down the dangerous guard lizards as quickly as possible. Once the lizards were killed we focused as a group on each of the other attackers, working from the most dangerous (the gnome spellcaster) to the least (the gnome crossbowmen).

Analysis
The cadre is definitely weaker at long range than in melee. More thought will be required to find a solution (or to even determine whether it is truly a problem, as the group acquitted itself admirably).

Tactical Analysis - Wolf Hunt

The villagers on the ferry were grateful that we dispatched the kobold raiders, and expressed the same surprise we had that the gnomes were working with them. They also provided another opportunity to test the cadre as it turned out that in addition to kobold raiders they were having problems with a small pack of marauding wolves.

Engagement
We tracked the wolves back to a cave den in a hillside. Adincari crept ahead to scout and climbed part way up the hill to peer into one of the cave entrances. The next thing we heard was a chorus of howling and snarling as four wolves emerged and tried to climb up to him.

Outcome
Adincari's position on the hillside was fortuitous, giving him the option of targeting any of the wolves through most of the battle. The rest of the cadre formed a solid line around the cave mouth, even leaving small holes where the wizard could reach through and blast multiple targets. Other than a worrisome moment where two wolves surrounded Marun and tripped her to the ground, the pack posed little threat to the cadre.

Addendum
The villagers also mentioned that Weaversburg, our destination, is reportedly overrun with zombies. The walking dead will require a whole new battle plan if we are to deal with them. I may need to consult the writings of the great gith avenger Bru'us Kam'bl.

Saturday, March 14, 2009

Why, that's a Piscean!

The final comments are in from last week's "Weekly What the Heck". The result is the piscean, a creature of water native to the Elemental Chaos. It represents the variations and adaptations of the denizens of the sea. Of course, fishermen don't realize this and just think it's monstrous.

I'd like to thank benpop and Ripper (with special thanks to benpop for the name) for their ideas, all of which have been mashed together to create:
Piscean
A piscean is an elemental beast embodying the variety and changeability of the sea. Always hungry, pisceans hunt for food endlessly and attack anything they can swallow.

Level 12 Skirmisher
Piscean Tempest
XP 700
Large elemental beast (aquatic)
Initiative +12 Senses Perception +10
HP 126; Bloodied 63
AC 26; Fortitude 26, Reflex 24, Will 24
Speed 4, swim 12
mBite (standard; at-will)
+17 vs. AC; 2d8 + 5 damage.
MSnatching Bite (standard; at-will)
Reach 2; +17 vs. AC; 2d6 + 5 damage, plus the target is grabbed (until escape). The piscean tempest cannot make bite attacks while grabbing a creature, but it can use gnashing teeth.
MGnashing Teeth (standard; at-will)
If a piscean tempest begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +17 vs. AC; 3d8 + 5 damage. Miss: Half damage.
MSwallow (standard; at-will)
The piscean tempest attempts to swallow a bloodied Small or smaller creature it is grabbing; +15 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the piscean’s turn. Schools of piranha that live in the gullet also attack the target every round (+13 vs. AC; 1d8 + 5 damage). The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the piscean tempest dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the piscean.
CRadiant Burst (minor; at-will)
Close burst 2; +11 vs. Will; the target takes a -2 penalty to attack rolls until the end of the piscean tempest’s next turn.
Skirmish +1d8
If, on its turn, the piscean tempest ends its move at least 3 squares away from its starting point, it deals an extra 1d8 damage with its melee attacks until the start of its next turn.
Alignment Unaligned Languages -
Str 20 (+11) Dex 19 (+10) Wis 19 (+10)
Con 22 (+12) Int 3 (+2) Cha 12 (+7)

Piscean Tempest Tactics
A piscean tempest prefers to move around the battlefield, using its skirmish ability to deal extra damage while it tries to find a Small target to grab and swallow.

Level 14 Controller
Piscean Evolutionary
XP 1,000
Huge elemental beast (aquatic)
Initiative +12 Senses Perception +12
HP 143; Bloodied 71
AC 28; Fortitude 27, Reflex 26, Will 26
Speed 4, swim 12
mBite (standard; at-will)
+19 vs. AC; 2d8 + 5 damage.
MSnatching Bite (standard; at-will)
Reach 3; +19 vs. AC; 2d6 + 5 damage, plus the target is grabbed (until escape). The piscean evolutionary cannot make bite attacks while grabbing a creature, but it can use gnashing teeth.
MGnashing Teeth (standard; at-will)
If a piscean evolutionary begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +19 vs. AC; 3d8 + 5 damage. Miss: Half damage.
MSwallow (standard; at-will)
The piscean evolutionary attempts to swallow a bloodied Medium or smaller creature it is grabbing; +18 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the piscean’s turn. Schools of piranha that live in the gullet also attack the target every round (+15 vs. AC; 1d8 + 5 damage). The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the piscean evolutionary dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the piscean.
CRadiant Burst (standard; at-will)
Close burst 3; +16 vs. Will; 1d10 + 5 damage, and the target slides 1 square and takes a -2 penalty to attack rolls until the end of the piscean evolutionary’s next turn.
Change Shape (minor; at-will)
A piscean evolutionary can alter its physical form to appear as any large-gargantuan aquatic creature (see Change Shape, page 280). It loses its radiant burst attack in any other form.
Alignment Unaligned Languages -
Str 15 (+6) Dex 17 (+7) Wis 20 (+9)
Con 17 (+7) Int 15 (+6) Cha 20 (+9)

Piscean Evolutionary Tactics
A piscean evolutionary often begins a fight disguised as an aboleth, a huge chuul, or some other aquatic creature more powerful than itself. Once a battle is joined it drops the disguise and uses its radiant burst to scatter enemies. It tries to single one out as a target to be grabbed and swallowed.

Piscean Lore
A character knows the following information with a successful Arcana check.
DC 20: Pisceans are aquatic creatures that are always hungry. They swallow prey whole, and those swallowed are quickly torn to shreds by schools of vicious fish that live in the monster's gullet.

Encounter Groups
Pisceans are sometimes found enslaved by aquatic humanoids.
Level 13 Encounter (XP 4,100)
* 2 piscean tempests (level 12 skirmisher)
* 1 piscean evolutionary (level 14 controller)
* 1 kuo-toa marauder (level 12 skirmisher)
* 1 kuo-toa harpooner (level 14 soldier)
I'm not sure what the hiccup was with blogger that this morning's WWtH post didn't show up at 10 AM as scheduled and I had to manually post it at 4 PM. It's up now, in case anyone thought I forgot or quit or something.

Weekly What the Heck

Welcome to the twenty-second installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? What is it so upset about?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, March 7, 2009

Why, that's a Saber-Tooth Lycotaur!

The final comments are in from last week's "Weekly What the Heck". The result is the saber-tooth lycotaur, a creature of very confused heritage.

I'd like to thank benpop, greywulf and Ripper (with special thanks to benpop for the name) for their ideas, all of which have been mashed together to create:
Saber-Tooth Lycotaur
A creature of very confused heritage, the saber-tooth lycotaur is the result of a minotaur being bitten by a lycanthropic saber-toothed tiger. Or vice versa. No one is really sure. They're very mischievous, and like to wear designer loincloths, fling invisible logs at their adversaries, paint their hooves bright pink, and generally confuse their foes.

Level 2 Controller
Saber-Tooth Lycotaur
XP 125
Medium natural humanoid
Initiative +3 Senses Perception +4
HP 38; Bloodied 19; see also ferocity
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6
mGore (standard; at-will)
+7 vs. AC; 1d10 + 1 damage.
MConfusing Lick (standard; at-will)
Immobilized target only; +6 vs. Fortitude; the target charges its nearest ally and makes a melee basic attack against it.
RFling Invisible Log (standard; at-will)
Ranged 5; +6 vs. Reflex; 1d6 + 3 damage and the target grants combat advantage until the end of the saber-tooth lycotaur’s next turn.
CFlash the Bling (minor; at-will)
Close burst 2; +4 vs. Will; the target is immobilized until the end of the saber-tooth lycotaur’s next turn.
Ferocity (when reduced to 0 hit points)
The saber-tooth lycotaur makes a melee basic attack.
Alignment Unaligned Languages Common
Skills Dungeoneering +9, Intimidate +9
Str 12 (+2) Dex 14 (+3) Wis 17 (+4)
Con 14 (+3) Int 12 (+2) Cha 17 (+4)

Saber-Tooth Lycotaur Tactics
A saber-tooth lycotaur prefers to engage foes at long range with fling invisible log for as long as possible. Once in melee it uses flash the bling first every round and tries to use confusing lick on any immobilized foes.

Level 8 Skirmisher
Were Saber-Tooth Lycotaur
XP 350
Medium natural humanoid
Initiative +9 Senses Perception +9
HP 89; Bloodied 44
Regeneration 5 (if the were saber-tooth lycotaur takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 22; Fortitude 20, Reflex 20, Will 22
Speed 6
mGore (standard; at-will)
+13 vs. AC; 2d8 + 2 damage.
MConfusing Lick (standard; at-will)
Immobilized target only; +11 vs. Fortitude; the target charges its nearest ally and makes a melee basic attack against it.
RFling Invisible Log (standard; at-will)
Ranged 5; +11 vs. Reflex; 1d8 + 5 damage and the target grants combat advantage until the end of the were saber-tooth lycotaur’s next turn.
CFlash the Bling (minor; at-will)
Close burst 2; +9 vs. Will; the target is immobilized until the end of the were saber-tooth lycotaur’s next turn.
Change Shape (minor; at-will)
A were saber-tooth lycotaur can alter its physical form to appear as a saber-tooth tiger or a unique minotaur (see Change Shape, page 280). It loses its flash the bling attack in saber-tooth tiger form.
Ferocity (when reduced to 0 hit points)
The were saber-tooth lycotaur makes a melee basic attack.
Combat Advantage
The were saber-tooth lycotaur deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Alignment Unaligned Languages Common
Skills Dungeoneering +14, Intimidate +14
Str 15 (+6) Dex 17 (+7) Wis 20 (+9)
Con 17 (+7) Int 15 (+6) Cha 20 (+9)

Were Saber-Tooth Lycotaur Tactics
A were saber-tooth lycotaur uses the same tactics as a saber-tooth lycotaur.

Saber-Tooth Lycotaur Lore
A character knows the following information with a successful Nature check.
DC 20: Saber-Tooth Lycotaurs are outlandish creatures that stun their foes with sheer outrageousness. They can turn enemies into their allies with a single lick.

Encounter Groups
Saber-tooth lycotaurs are sometimes found allied with other lycanthropes or minotaurs.
Level 3 Encounter (XP 750)
* 3 saber-tooth lycotaurs (level 2 controller)
* 2 wererats (level 3 skirmisher)
* 2 dire rats (level 1 brute)
Level 8 Encounter (XP 1,750)
* 2 were saber-tooth lycotaurs (level 8 skirmisher)
* 3 werewolves (level 8 brute)
I'm afraid I just couldn't bring myself to paste the words "bright, pink colored stiletto heels" into a monster writeup. I hope someone finds this guy useful. The base version fills an empty niche in the Monster Manual - the 2nd level controller.

Weekly What the Heck

Welcome to the twenty-first installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Does one of the tails belong to the little head?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Hair Nymph


Hi everyone,
I know I don't usually post here, but I had to share this wonderful hair nymph who was there to greet me when I took a shower today. Note: I didn't create this - she was just there staring at me from behind her cascade of hair.
- Jennifer