Sunday, 10 September 2017

Now in English! Even more monsters for Épées & Sorcellerie 2nd ed.

Presenting the most fearsome monster of them all...

Humans

Aristocrat
Hit Dice: 1-1
Attack: -1
Armour Class: variable
Movement: 3
Alignment: variable

This term refers to all the members of the rich leisure classes. As little inclined to combat as they are to effort, they generally call upon their bodyguards to assure their protection (2d6 men-at-arms or brigands, depending on the morality of the employer).


Barbarian, berserker
Hit Dice: 1+1
Attack: +1
Armour Class: 9
Movement: 4
Alignment: Neutral

Completely obsessed by the frenzy of combat, these warriors rush toward the adversary without any protection save a shield and body paint. They fight with a +2 attack bonus against opponents of less than 2 hit dice. They fight to the death and never check morale. They are sometimes led by a Hero (1-2 on 1d6) or a Druid (3+ on 1d6).


Barbarian, warrior
Hit Dice: 1+1
Attack: +1
Armour Class: 8
Movement: 4
Alignment: Neutral

These savage tribal warriors wear furs into battle, and are armed with sword, spear, and shield. Superstitious, they have a +2 morale bonus against normal opponents, but a -1 when faced with supernatural manifestations.


Barbarian, hero

Hit Dice: 4+1
Attack: +3
Armour Class: 10
Movement: 4
Alignment: Neutral

A barbarian hero has the same fear immunity as a 4th level warrior. There is a chance (10+ on 2d6) that they will possess a magic weapon.


Druid
Hit Dice: 5 [7]
Attack: +2
Armour Class: 8
Movement: 4
Alignment: Neutral

A mysterious caste, the druids generally serve as priests amongst the barbarian tribes of the northern forests. They may cast spells as 7th level priests, but may use sorcerous spells as well priestly ones, and do not require a spellbook to prepare their invocations. They can transform into animals thrice per day.

In their capacity as spiritual leaders of their community, they are often accompanied (1-4 on 1d6) by a troupe composed of 5d6 1 hit die warriors and 1d6-1 heroes who fight as 4HD monsters.


Brigand
Hit Dice: 1+1
Attack: +1
Armour Class: variable
Movement: 3
Alignment: Neutral/ Chaos

This category comprises all types of individuals such as bandits, pirates, buccaneers, deserters, renegade mercenaries, gangsters, etc. Often organised in bands, they take their orders from an NPC (1-2 warrior; 3 priest, 4 sorcerer, 5-6 thief). Undisciplined, they suffer a -1 penalty to morale rolls if their chief or one of their lieutenants is not present to command them.


Normal Human
Hit Dice: 1
Attack: 0
Armour Class: 7
Movement: 4
Alignment: variable

This category designates the majority of the human population: peasants, artisans, shopkeepers, etc. They generally fight with improvised weapons, tools, or clubs. When faced with monsters or skilled fighters, they have a -1 penalty to morale rolls.


Man-at-arms
Hit Dice: 1
Attack: 0
Armour Class: 8 or 9
Movement: 3
Alignment: Law / Neutral

Men-at-arms are common soldiers, guards, or members of the militia. Their equipment is usually made up of a spear, a short sword, leather armour, and sometimes a helmet and shield. In the absence of an officer to command them, they suffer a -1 penalty to morale rolls.


Man-at-arms, veteran
Hit Dice: 1+1
Attack: +1
Armour Class: 8 or 9
Movement: 3
Alignment: Law / Neutral

Veterans are experienced soldiers, guards, or members of the militia. Their equipment is usually made up of a spear, a short sword, leather armour, and sometimes a helmet and shield.


Man-at-arms, sergeant
Hit Dice: 2
Attack: +1
Armour Class: 9 or 10
Movement: 3
Alignment: Law / Neutral

The equipment of a sergeant usually comprises a short sword or mace, a coat of mail, and sometimes a helmet and shield.


Man-at-arms, captain
Hit Dice: 3
Attack: +1
Armour Class: 10
Movement: 3
Alignment: Law / Neutral

The equipment of a captain usually comprises a long sword, a coat of mail, a helmet, and a shield.


Scholar
Hit Dice: ½ (3 hit points)
Attack: 0
Armour Class: 6
Movement: 4
Alignment: variable

Sages, savants, librarians, and other learned people living a studious life.


Noble
Hit Dice: 5
Attack: +2
Armour Class: 11
Movement: 2
Alignment: variable

Temporal lords of a domain, usually combatants, nobles generally go armed and accompanied by an escort of at least 1 captain and 2d6 men-at-arms.


Cultist
Cultists are members of a religious cult or secret society, generally worshippers of demons, ancient Chaos gods, or the spirits of dead sorcerers.

Cultist, guard (zealot)
Hit Dice: 1
Attack: 0
Armour Class: 9
Movement: 3
Alignment: Chaos

Cult guards are usually fanatics because of their religion or daily use of drugs. They fight to the death and never check morale.


Cultist, faithful
Hit Dice: 1-1 [1]
Attack: -1
Armour Class: 7
Movement: 4
Alignment: Chaos

The faithful of a sect usually attack in a disorganised fashion, using daggers, stilettos, or improvised weapons. When there are more than ten of them present, and led by a priest of the cult, they may unite their prayers for 1d6 rounds in order to cast one of the following spells up to three times per day: charm, fear, hold portal, protection from evil, darkness, sanctuary. If the cult leader is killed, they disperse automatically.


Cultist, sacrificator
Hit Dice: 2 [3]
Attack: +1
Armour Class: 7
Movement: 3
Alignment: Chaos

These priests of the second rank officiate at the daily prayers and sacrifices of the cult. They cast spells as a 2nd level priest as long as they are accompanied by at least 10 faithful (see above). They may possess spell scrolls (1-in-6 chance) and make use of them. If the cult leader is killed, they disperse automatically.


Cultist, officiant
Hit Dice: 4 [5]
Attack: +2
Armour Class: 7
Movement: 3
Alignment: Chaos

In addition to their power to channel the spells of the faithful (see above), the priests of a sect may cast 1d3+1 spells per day of levels 1 and 2 on both the priest's and sorcerer's lists. They may also be in possession of spell scrolls (1-2 on 1d6) or wands (roll of 3 on 1d6) and make use of them.


Cultist, grand master
Hit Dice: 5+1 [7]
Attack: +3
Armour Class: 7
Movement: 4
Alignment: Chaos.

The grand master of a cult is loathe to fight, and always prefers to send guards and the faithful in his place. The grand master of a cult may cast 1d6+2 spells per day, of levels 1-3, chosen from both the priest's and sorcerer's lists. They possess 1d3 magic items (scrolls, wands, or miscellaneous items) which they will not hesitate to use. They may also be endowed with certain strange powers determined by the GM.

Saturday, 9 September 2017

Now in English! More monsters for Épées & Sorcellerie 2nd ed.

Additional monsters of levels 1-4.


Bugbear
Hit Dice: 3+1
Attack: +2
Armour Class: 9
Movement: 3
Alignment: Neutral / Chaos.

This tribe of primordial giants are great hairy goblins, and much more bellicose than their ancestors. They move without making the slightest sound, which gives them a 3-in-6 chance to surprise their adversaries.


Carrion Crawler
Hit Dice: 3 +1 [4]
Attack: +2
Armour Class: 10
Movement: 4
Alignment: Neutral

These many-legged monstrous worms feast on carrion, but do not object to adding living creatures to their diet. Carrion crawlers can walk on walls and ceilings. Contact with the tentacles surrounding their maw causes paralysis.


Falcon Man
Hit Dice: 1
Attack: +0
Armour Class: 9
Movement: 4 / 6 (fly)
Alignment: Chaos

These humanoids possess the wings and head of a falcon on a human body. Excellent duellists, they can use a sword in flight. Their hollow bones do not allow them to wear armour. Their cities are built on icy mountain peaks. Some falcon men are true warriors, able to progress to 10th level.


Floating Eye
Hit Dice: 1
Attack: +0
Armour Class: 8
Movement: 12 (swim)
Alignment: Neutral

These strange fish possess but one oversized eye and a cloaca situated at its base. They often converge in schools of 2-12 individuals to hunt. Their gaze causes paralysis (saving throw allowed), which allows them to feed easily; larger fish devour the paralysed creatures after which the floating eyes consume the bloody leftovers.


Harpy
Hit Dice: 3 [4]
Attack: +1
Armour Class: 8
Movement: 2 / 6 (fly)
Alignment: Chaos

Half eagle, half woman, a harpy is a bloodthirsty creature, always on the lookout for humans (or humanoids) to tear to pieces. In spite of their repulsive appearance (the bottom half of their bodies is that of a bird), a harpy attracts her victims by her charm and enchanting attributes. The men that she lures are charmed by her touch, before being killed and devoured. Any creature failing a saving throw against magic will move towards the monster, and its simple touch acts as a Charm spell.
 

Ixitxachitl
Hit Dice: 1 + 1
Attack: +1
Armour Class: 9
Movement: 3
Alignment: Chaos

This race of evil manta rays lives in the shallows of tropical seas and assembles in colonies of 10 to 60 individuals, or sometimes many more. Their lair is often a reef of poisonous coral, which lets them keep predators at a distance. They themselves are immune to poison. The ixitxachitl have intelligence comparable to a human's, though their way of thinking differs greatly.

Their colonies are ruled by anti-priests of level 2-8, who poses the power of telepathic communication with other creatures, the which capacity they rarely use due to their bellicose nature. There are occasionally vampiric ixitxachitl, who are twice as powerful as their brethren and can drain levels as do wights.


Lizard Man
Hit Dice: 2+1
Attack: +2
Armour Class: 9
Movement: 2 / 4 (swim)
Alignment: Neutral

These amphibious reptiles of humanoid appearance, organised in sometimes antagonistic tribes, make their lairs in wet places such as under-sea grottos or marshes. They are man-eaters, who make frequent raids on human settlements to takes as many prisoners as possible. Of limited intelligence, they are crudely armed with primitive spears and clubs.


Stirge
Hit Dice: 1+2 [2]
Attack: +2
Armour Class: 8
Movement: 6
Alignment: Neutral.

These sinister birds with long proboscides are bloodsuckers that lurk in the darkness of caverns or savage places, looking for warm-blooded prey. After a successful attack roll, a stirge plants its proboscis into its target and begins draining blood, causing 1d6 hit points damage per round, until the victim is completely exsanguinated. At this point the stirge flies off to digest in its lair.


Strangleweed
Hit Dice: 4
Attack: +2
Armour Class: 9
Movement: 0
Alignment: Neutral.

This carnivorous aquatic plant is mostly found in a tropical climate. Having developed a rudimentary intelligence, this seaweed assembles in colonies which are hard to discern from normal kelp. Each colony is formed of 1-6 strangleweeds from 3-6 metres long (some even reach the surface!) which appear devoid of consciousness until a creature comes within their range. The weeds coil around their prey, trying to immobilise and smother it. At the beginning of combat, each strangleweed makes a separate attack roll; if it succeeds, the target cannot break off combat (and risks drowning). Combat then proceeds normally. The only way to be free of a strangleweed is to kill it.


Thought Eater
Hit Dice: 1/2 [1]
Attack: special
Armour Class: 7
Movement: 6
Alignment: Neutral

Thought eaters are small burrowing animals which bear a certain resemblance to prehistoric trilobites, and which bury themselves in about a metre beneath the surface, be it in a subterranean locale or the ground above.

These creatures are able to hibernate for many dozens of years without feeding, until someone uses magic within 30 metres of them, at which point they awaken and burst forth from the earth to pursue the reckless spellcaster and their companions. When the thought eater comes within 3 metres of a spellcaster, they consume one level of memorised spells per round and per thought eater. For example, a sorcerer loses 2 spells of level 1 or 1 spell of level 2 if a thought eater remains in range for two rounds. Once all memorised spells have been consumed, the thought eaters attack Intelligence, devouring 1 point per round per thought eater, beginning with the creature with the highest Intelligence. The target must be within 3 metres. Note that these monsters have no intelligence of their own, and are thus immune to this power.

When a thought eater has consumed 3 points of spells or Intelligence, it swells up and divides into two identical individuals through a spontaneous cloning process.Whilst drained spells may be re-memorised, points of Intelligence are lost permanently.


Tracker
Hit Dice: 4
Attack: +2
Armour Class: 11
Movement: 10
Alignment: Chaos

Created in ages past by a race of sorcerers, trackers have the body of a wolf with the head and talons of a vulture. Hunting in packs of 6-36 individuals, sometimes under the control of a maleficent entity, they can follow a trail by scent for days on end, regardless of conditions.


Wererat
Hit Dice: 3
Attack: +1
Armour Class: 8
Movement: 4
Alignment: Chaos

A wererat is either a giant rat that can transform into a humanoid, or the inverse. Very intelligent, they usually live in colonies hidden below the great cities of men, whose social structures they imitate. In humanoid form, they seek to infiltrate human society to carry out their plans.

In animal form, they can stand on their hind legs and use weapons in combat. If possible, they will capture their enemies and hold them for ransom.


Will-o-wisp
Hit Dice: 2+1 [4]
Attack: +2
Armour Class: 10
Movement: 6 (fly and swim)
Alignment: Chaos

Will-o-wisps are malignant nocturnal spirits that haunt deserted and dangerous places such as peat bogs, swamps, or cemeteries in the form of small pale lights of a greenish or bluish tint. They seek to attract solitary travellers, playing on their resemblance to a torch or lantern, and lead them into natural pitfalls in hopes of drinking up their vital essence. If they fail to lead their victim astray, they will attack directly, draining 1d6+2 hit points with each successful attack, or using their power to Charm (once per night). They are commonly found in groups of 1d3. Will-o-wisps, being demonic creatures, are immune to sorcerers' spells, but are vulnerable to the invocations of priests.

The wealth of previous victims rests in the natural pitfalls, from which these malign spirits never venture more than 100 metres.

Saturday, 2 September 2017

Now in English! More spells and spellcasters in Épées & Sorcellerie 2nd ed.

Additional material for Priests and Sorcerers

Priest


Three optional sub-classes:

Hermit


This variant of the of the priest is an adept of the ways of nature. Hermits live amongst plants and animals more often than amongst humans. They lose the use of priest spells relating to good and evil, but gain instead those sorcerer spells which concern flora and fauna. They repel plants and animals rather than the undead. Finally, they may not wear any metal armour, but gain a +2 bonus to stealth and survival in natural surroundings.


Cleric


This variant of the of the priest is a mystical zealot, part of a militant religious order known as the Church of Law. Clerics vow their lives to the fight against Chaos in all of its forms. Because of this, they lose the use of all reversed priest spells, but may repel undead and demons.

Required alignment: Law


Anti-Cleric


This variant of the of the priest is cultist, part of a sect which worships one of many demons, for whom they organise bloody sacrifices and depraved orgies. Anti-clerics have the goal of the final destruction of the Church of Law. Some of them infiltrate this order, passing themselves off as clerics, working secretly for the Church's ruin and all the while continuing to venerate their demoniacal deity. The anti-cleric can use all priest spells, including both versions of reversible spells, but loses the exorcism ability.

Required alignment: Chaos


New Spells


Level 2 Invocations


Silence

Level 2 / Range: 10x / Duration: Turns.

The priest and their party move without making the slightest sound. The priest can also use this invocation to make something else silent, and object or creature for example.


Level 3 Invocations


Anathema

Level 3 / Range: 1x / Duration: Rounds.

The priest's enemies within the zone of effect receive a -1 penalty to saving throws for every 4 levels of the caster.


--- --- --- ---

Sorcerer


Rule addition and new spells.

Elemental Forces (addition): The range in metres is equal to the sorcerer's level.

New Spells

Level 1 Spells


Shield

Level 1 / Range: Caster / Duration: Rounds.

A magical barrier between the sorcerer and his enemies grants armour class 11 against missiles and 10 against other attacks.


Ventriloquism

Level 1 / Range: 1x / Duration: Turns.
The sorcerer can cause his voice to come from somewhere other than his own mouth, for example a statue, and animal, etc.


Level 2 Spells


Mirror Image

Level 2 / Range: 1x / Duration: Rounds.
1d3 images of the sorcerer appear. They are indistinguishable from the sorcerer and copy his every move. Any successful attack upon an image dissipates it, but the others will continue to exist.


Message

Level 2 / Range: 1x / Duration: Special.
A mouth appears on an object (or its own mouth appears to animate) and speaks a message of five words per caster level. The message is determined by the sorcerer at the moment of casting.

The message may be delivered under certain conditions, for example, if someone approaches within a radius of five metres, if an elf touches the object, etc. The spell lasts until the message has been delivered.


Pyrotechnics

Level 2 / Range: 10x / Duration: Rounds.

Whichever form this spell takes, the caster must have access to a fire of some kind, be it a torch, blaze, brazier, campfire, etc. The caster may choose to create dancing lights, coloured and/or dazzling lights resembling fireworks, or else obscure the area with smoke. The extent of the spell's effects depends largely on the size of the fire used. The fire is extinguished when the spell ends.


Level 3 Spells


Conjure Shadows

Level 3 / Range: x10 / Duration: Hours.

The sorcerer can summon 1d6 shadows, who are bound to his service. The entities obey the sorcerer, but retain their own personality and do not always carry out their orders in the way that the sorcerer would have wished, especially if they are sent out of the the sorcerer's sight. These creatures cannot cross the area of a spell of Protection from Evil.


Level 4 Spells


Ice Storm

Level 4 / Range: 1x / Duration: Rounds.
The elements are unleashed in the area of effect. Hail pummels all creatures present, inflicting 5d6 damage per round (no saving throw).


Level 5 Spells


Contact Outer Entity

Level 5 / Range: Caster/ Duration: Special.

This formula permits the sorcerer to ask three questions of an Outer Entity (demonic, divine, it makes little difference. In a Swords & Sorcery context, the entity will most likely be demonic). It will respond, but usually in an elliptical, oracular, or coded fashion, depending on the extent of the questions.

Even though it will respond correctly, a demonic entity will try to twist its responses to lead the sorcerer into error. If it is offended, the sorcerer will become permanently insane (no saving throw).


Level 6 Spells


Conjure Demon

An additional variant of Conjure Djinn.


Telluric Shaping

Level 6 / Range: 10x / Duration: Turns.

With this spell, the sorcerer can completely transform the terrain in the area of effect (either on the surface or underground), flattening hills, opening fissures, collapsing caverns, etc. Whatever the sorcerer modifies, it requires a full turn to complete. The modifications are permanent and remain after the spell's duration has elapsed. They cannot be dispelled, only the spell itself may be.


Legendary Knowledge
Level 6 / Range: Special / Duration: Special.
By means of this spell, the sorcerer acquires knowledge of a magic item, person, or legendary place. It is up to the GM to decide what constitutes "legendary" status. The ritual necessary to cast this spell is sometimes very long: 1d6x10 days. The information obtained may be in the form of a riddle, a poem, etc.


Revulsion*

Level 6 / Range: 10x / Duration: Rounds.

Creatures flee from the sorcerer as quickly as possible until they are out of the spell's range. Another version of the spells deflects objects projected towards the sorcerer (like arrows or thrown weapons) back to their senders, reversing their course.