Showing posts with label Épées & sorcellerie. Show all posts
Showing posts with label Épées & sorcellerie. Show all posts

Monday, 2 October 2017

Now in English! The rest of the monsters for Épées & Sorcellerie 2nd ed.

Blood Vine

Hit Dice: 10-60 hp [4-10]
Attack: +2 à +5
Armour Class: 8
Movement: 0
Alignment: Neutral

Blood vines are without a doubt one of the hardiest plants; this vicious vegetation grows in every environment, even the most sterile and the most hostile, such as the icy northern reaches or the burning southern deserts.

The blood vine can be recognised by its characteristic purple colour and its pointed leaves. With its tendrils, it captures its victims on a successful attack roll and injects a sleeping poison which plunges its prey into a deep coma if a saving throw is failed. The plant can maintain one creature in this state per 10 current hit points it possesses, draining the blood of its victims at the rate of 1d6 hit points per round. This does not prevent it from making normal attacks against other assailants.


Brain Devourer

Hit Dice: 6 [9]
Attack: +3
Armour Class: 10
Movement: 5
Alignment: Chaos

These strange creatures with unnerving anatomy haunt the nightmares of those who come into contact with magic, either directly or indirectly. Brain devourers are quadripedal brains, deep black in colour, which lurk on the material planes far beneath the ground, or in dark, wild parts of the ethereal and astral planes. They hunt sorcerers, attracted by their spells, and move about in the darkness like 10th level thieves, waiting to pounce on their defenceless prey to tear them apart with their sharp claws and deliver a searing mental assault. Each round, the GM should roll 2d6. If the result is less than or equal to the level of the sorcerer, their mind is obliterated and the twisted intellect of the devourer takes its place in order to trick the sorcerer's companions, all the while retaining mastery of its own body. Magic weapons are necessary to injure a Brain Devourer, and they are immune to spells, incantations, and supernatural effects.


Couatl

Hit Dice: 9 [10]
Attack: +4
Armour Class: 9
Movement: 2 / 6 (fly)
Alignment: Law / Neutral

These winged, feathered serpents are seldom encountered outside their hot and humid native jungles. The primitive tribes who live there look upon them as with admiration and venerate them as deities, which does not displease these ego-centric creatures. Despite their knowledge of all spoken languages (those of humanoids, birds, and reptiles), they rarely intervene in human affairs, and will only aid their 'worshippers'. All couatls are priests of 5th-7th level.


Follower of Set

Hit Dice: 8 [10]
Attack: +4
Armour Class: 11
Movement: 4
Alignment: Chaos

The Followers of Set are barbaric creatures who walk the earth in the form of large humans with the features of birds of prey, muscles of steel, and coppery skin. These servants of the ophidian god are able to transform into giant serpents at will. They never flee, serving their pitiless master unto death, down the most trackless and convoluted paths, with their terrifying powers and demoniacal intelligence. Some of these monsters have mastered the black arts of sorcery, functioning as a sorcerer of level 4-9 (1d6+3).


Ki-rin

Hit Dice: 12 [18]
Attack: +6
Armour Class: 13
Movement: 8 / 16 (fly)
Alignment: Law

Ki-rins are celestial unicorns that live in the clouds and are rarely seen on earth. These solitary creatures possess an ethereal appearance and an aura of purity that makes them particularly recognisable. Nevertheless, if one of them is appealed to properly, they will undoubtedly rise up on the side of Law in the eternal struggle against Chaos, where they will make good use of their intelligence and exceptional magical abilities. Ki-rins cast spells as 12th level priests, are resistant to magic, and also possess the powers of djinns.


Lich

Hit Dice: 10+1 [13]
Attack: +6
Armour Class: 12
Movement: 2
Alignment: Chaos / Neutral

These skeletal undead, sometimes dressed in the faded rags of formerly sumptuous robes, were formerly sorcerers or priests of great power, and are now animated by black magic, a curse, or an implacable will stronger than death.

They have the spells and abilities of a sorcerer or priest of their level. In addition, the sight of these horrors causes fear in all beings of less than 4 hit dice, and their icy touch causes paralysis. Creatures of 4th level or higher are entitled to a saving throw. Finally, liches are immune to mind-affecting spells, sleep, poison, and disease.


Nâga

Hit Dice: 7 [9]
Attack: +3
Armour Class: 9
Movement: 5
Alignment: Neutral

Nâgas are legendary creatures of the far east. These monsters have the body of a giant serpent and multiple heads; females possess an even number of human heads whilst males have an odd number. The number of heads seems to directly influence their status, as does their age, but no one knows more, which can be very problematic as nâgas are very formal, and require that one address them with their endless list of titles and do them honours precisely according to their rank. They are often albinos, perhaps because they never leave the depths where they conscientiously and jealously guard the treasures of the earth. These ophidian creatures of great nobility will never touch any metal other than gold. Their bracelets, diadems, and their necklaces are made of this substance, and worked to attain an unparalleled purity. Nâgas  know 1d6+4 spells of levels 1-3, chosen from the priest or sorcerer lists, which they cast as if they were 5th level.


Phoenix

Hit Dice: 6 [10]
Attack: +3
Armour Class: 11
Movement: 4 / 8 (fly)
Alignment: Law

Phoenices are mythological birds of great rarity, although one might encounter them in the company of the great eastern magicians. Their appearance on any other occasion cannot but signify great changes, for it is said that they come from a faraway land across the ocean... or perhaps nest on the sun itself! It is said that these noble creatures are almost equal in size to rocs, and their iridescent plumage is surrounded with a halo of flames, which melts any weapon, even a magical one (saving throw allowed for magic weapons) which comes in contact with it. Sorcery is ineffective against these legendary birds. The virtuous have nothing to fear from the inferno which surrounds them, but others suffer one die of damage per round, at a range of ten metres.


Polar Worm

Hit Dice: 13 [15]
Attack: +6
Armour Class: 8
Movement: 2
Alignment: Neutral

These gigantic worms, 15 metres long and 3 metres wide, burrow in the frozen ground of the northernmost regions of the world, digging commensurately large tunnels far beneath the fields of ice.

Although they seem to be related to purple worms, this is not the case. They are in fact larvae. Of exactly what they are larvae is a completely different question; no one in living memory has seen them complete a metamorphosis. This is hardly surprising, for these annulated creatures have an astonishing power of hypnosis (saving throw allowed) which causes any creature staring into their maw filled with row upon row of teeth to walk up calmly to be swallowed, and then digested. Any ogre-sized creature or smaller will be swallowed on an attack roll of 15 or higher. A swallowed creature will be completely digested in one hour.


Psychic Flayer

Hit Dice: 8+1 [10]
Attack: +5
Armour Class: 10
Movement: 4
Alignment: Law

This subterranean humanoid race possesses a super-human intelligence. Although lawful, they behave in a fashion which is generally perceived as malignant by the younger races who do not know all their plans nor understand their mode of thinking. Their spongy heads possess 1d3+3 tentacles with which they attack their victims, aiming for the head. If an attack succeeds, corrosive juices dissolve the cranium and the tentacles will reach the brain in 1d3+1 rounds, killing the victim.

They can attack once per round with a wave of intense psychic energy, capable of killing every creature of less than 4 hit dice within 6 metres, and putting others in a coma. If a saving throw succeeds (modified by Intelligence), the effects are coma or stunning respectively. Psychic flayers have a +3 bonus to save against magical attacks.


Rakshasa

Hit Dice: 12 [14]
Attack: +4
Armour Class: 11
Movement: 6 / 12 (fly)
Alignment: Chaos

Rakshasas are shape-changing demons from the far east who frequently come into conflict with the gods, sometimes successfully. In their terrible true shape, the hair and eyes of these immortal creatures burn with a supernatural fire whilst they pierce their prey with their extremely long claws. They particularly appreciate human flesh. They are the uncontested masters of illusion. One of the shapes they love to assume is that of a tiger-headed human. These soot-black demons can never refuse a wager, but nothing guarantees that they will play fairly, and a poorly-worded bet will often backfire on the careless challenger, unless the rakshasa uses dishonourable means to achieve victory.

Rakshasas can employ the following spells at will: Transformation, Invisibility, Illusion, Clairvoyance, and Suggestion. The regenerate one hit point per round and their claws are covered in a swift-acting lethal venom.


Scrutinizer

Hit Dice: 11 [12]
Attack: +5
Armour Class: 12
Movement: 1
Alignment: Neutral / Chaos

Avaricious and strange, these levitating monsters have a scaly spherical body and possess ten eyestalks and a larger central eye.

The creature can use 1d6 magical powers per round, each one dependent on one of its eyes: charm, sleep, telekinesis, slow, instant death, debilitation, confusion, disintegration, panic, dispel magic, statue. An even number on the damage roll indicates that an eyestalk has been cut off, and the creature loses use of the associated power.


Shedu

Hit Dice: 9 [10]
Attack: +4
Armour Class: 10
Movement: 4 / 8 (fly)
Alignment: Law

These winged, human-headed bulls are among the most noble earthly creatures. Ardent defenders of humanity against the innumerable dangers of Chaos, they aid lawful heroes and sometimes join in friendship with humans. Shedus can converse telepathically and use Dimension Door and Invisibility at will. They function as 6th level priests and are surrounded by a permanent Circle of Protection from Evil.

Saturday, 30 September 2017

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

Here are the 6th-8th level monsters. I've opted for literal translations from the É&S rulebook for the classic monsters with trademarked names, but if you want to call them by their traditional appelations, I won't stop you.


Diffracting Panther

Hit Dice: 6
Attack: +3
Armour Class: 10
Movement: 5
Alignment: Chaos

These intelligent creatures, probably beings from another planet or dimension, are also known as coeurl. They resemble six-legged black panthers with glowing eyes. Two tentacles grow out of their shoulders, and terminate in suckers through which they drain the vital fluids of their victims, inflicting horrible wounds.

This creature emits a field of electrostatic forces, able to deflect light waves or magical attacks and which makes the creature to be one metre away from its actual position. All attack rolls against it receive a -1 penalty and it gets +4 on saving throws (instead of +3). Its force field can also open locks which have been closed by a Hold Portal spell.


Flesh Golem

Hit Dice: 8
Attack: +4
Armour Class: 9
Movement: 3
Alignment: Neutral

These creatures, usually humanoid, are created by mad sorcerers using black magic upon pieces collected from various corpses of different sizes and species. This makes their misshapen appearance so terrifying, and their gait unsteady as they move their disparate parts. These deranged patchworks of flesh sometimes include parts of monstrous cadavers or even surprising mechanical additions.

The flesh golem will obey its creator without question, but its intelligence is limited, often resulting in obtuse or absurd interpretations of its orders. During combat, make a reaction roll each round; if the reaction is very bad (double 6), the golem becomes enraged, and the sorcerer must succeed in an intelligence check to regain control (one attempt per round is allowed).

The construction of a flesh golem is equivalent, in both time and cost, to that of a magic item corresponding to a fifth level spell. When its creator dies, the golem will tirelessly carry out the last task it was given, but putrefaction will attack its flesh insidiously until nothing remains but dust.


Hellhound

Hit Dice: 6 [7]
Attack: +3
Armour Class: 10
Movement: 5
Alignment: Chaos

These creatures, who look like monstrous hounds of a reddish colour, are possessed of a sort of malignant intelligence. They often serve as guards for chaotic masters aligned with fire. Their acute senses allow them to detect the presence of hidden or invisible creatures (like an 8th level warrior). In addition to their terrible jaws, they can attack thrice per day by breathing fire (1-2 on a d6 chance per round). The monster's breath has a range of 5, and inflicts 6d6 points of damage.


Mist Giant

Hit Dice: 6+2
Attack: +5
Armour Class: 8
Movement: 8
Alignment: Chaos

These unnatural giants have no real head, just two small yellow eyes on their massive torso. This notable lacuna limits their intelligence to a voracious and warlike instinct, not without cunning. Four massive, gnarled arms emerge from their back. Their skin is a chalky white, which makes them practically invisible in fog. In spite of their imposing mass, nearly 4m in height, they always surprise their enemies in their misty fens.


Morkoth

Hit Dice: 8
Attack: +4
Armour Class: 10
Movement: 0
Alignment: Chaos

This creature of the ocean abysses is without a doubt one of the most feared aquatic monsters. Occupying the centre of a mineral labyrinth of spiralling galleries carved into the abyssal seabed, this strange and incomprehensible monster waits, sometimes for centuries, amorphous and apathetic, until its ill-advised prey ventures into the depths of the ocean where it invariably makes its home.
Seen from above, the spirals of the labyrinth form a hypnotic pattern which attracts the viewer irrepressibly towards the monster unless a successful saving throw is made at a -2 penalty. Once in proximity of this unspeakable creature, a new saving throw at -4 must be attempted. In case of a failure, the prey will steer itself right into the disproportionate beak of the tentacled horror to be torn apart. It should be noted that, if it makes its saving throw, any spell cast at the morkoth will be deflected back onto the caster and any other creatures within ten metres. Morkoths are immensely ancient creatures, and concentrate fluids and other substances in their organisms necessary to cast specific spells.


Ogre, Oriental

Hit Dice: 5+2 [7]
Attack: +4
Armour Class: 10
Movement: 3 / 5
Alignment: Chaos

These monsters are much more powerful and intelligent than their occidental cousins. They keep slaves, and often have their own castles, leading chaotic armies to plunder and pillage civilised lands. Oriental ogres are versed in the dark arts of sorcery and can cast the following spells at will: Invisibility, Darkness, and Fly. Additionally, they regenerate 1hp per round and once per day can cast Cone of cold, Charm, Transformation, and Sleep.


Owlbear

Hit Dice: 6
Attack: +3
Armour Class: 9
Movement: 4
Alignment: Neutral

Reaching 3.5m tall when standing on their hind legs and massing around 450kg, this beast is as aggressive as it is formidable. It attacks on sight and fights to the death. Its hide is very thick, and covered in both fur and feathers, and its head resembles a giant owl's.


Rock Umber

Hit Dice: 8
Attack: +4
Armour Class: 11
Movement: 2
Alignment: Neutral

This burrowing monster is humanoid in form. It lurks in the darkness of underground tunnels which conceal it. It burrows its tunnels with its mandibles, which are of an incomparable hardness. Its four multifaceted eyes cause confusion in its enemies.


Serpent Man

Hit Dice: 3+1 [6]
Attack: +2
Armour Class: 10
Movement: 5
Alignment: Chaos

According to certain legends, this nearly extinct race -- known for their mastery of sorcery and illusion -- had known its zenith before the earliest origins of humanity. Their empire fell into decadence whilst the species degenerated into an ever more animalistic form. Some sorcerers amongst the serpent folk still exist in secret and plot to re-establish their former power. Serpent men have a scaly humanoid body, surmounted by a long neck and reptilian head, which they sometimes conceal beneath heavy hooded robes. They can sometimes transform at will to assume the appearance of any humanoid, with unlimited duration.

Serpent men move with the greatest silence, and surprise their adversaries on a roll of 1-4. If they hit their opponent when attacking from Surprise, they inflict 2d6 damage on the first attack. In hand-to-hand combat, they use daggers or short swords, often coated in poison. They can spit their venom into the eyes of an opponent to blind them (making an attack roll for a projectile with a range of 3). IF a saving throw succeeds, the blindness is only temporary.

Serpent men can cast three spells of each level three times per day, from the following list:

Level 1: Magic aura, Charm, Detect magic, Darkness, Hold portal, Protection from evil, Sleep
Level 2: Weakness, Detect invisibility, Illusion, Invisibility, Read thought*
Level 3: Dispel magic, Group invisibility, Paralyze


Serpent Man, Sorcerer of Set

Hit Dice: 6 [8]
Attack: +3
Armour Class: 11
Movement: 5
Alignment: Chaos

A sorcerer of Set possesses 1d3 magic items (scrolls, wands, or misc. items) which they will not hesitate to use. They may cast 1d3+2 spells of each level on the list of those available to ordinary Serpent Men, plus the following:

Level 3: Suggestion
Level 4: Secret army, Circle of protection from evil, confusion, Sorcerer's eye, Dimension door*, Undead servants, Tidal wave, Spell rebound, Rune of protection, Hallucinatory terrain, Scrying*


Sphinx

Hit Dice: 6
Attack: +3
Armour Class: 11
Movement: 4 / 8 (fly)
Alignment: Neutral

These aloof monsters, winged or otherwise, having the body of a lion and the head of a woman, often lurk in desert or mountainous regions, darkening the land with their aura of terror and devouring lone travellers. Though they especially enjoy human blood, sphinxes are happy to postpone a good meal for a contest of riddles, for they are game players as much as they are vain, confident that their ancient wisdom will carry the day and they will soon feast upon the losers.


Vampire Tree

Hit Dice: 8
Attack: +4
Armour Class: 12
Movement: 2
Alignment: Chaos

Similar in appearance to ents, these malevolent trees are able to grow blood-sucking creepers or roots for more than one hundred metres round themselves. Once they have hit a creature, they drain 1d6 hit points per round, unless the appendage is severed.


Vulture Lion

Hit Dice: 7
Attack: +3
Armour Class: 10
Movement: 8
Alignment: Chaos

Related to griffons, these creatures have the body of a lion with the face and claws of a vulture, though they lack wings. They were once summoned in great numbers during the wars between sorcerers.

Sunday, 24 September 2017

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

I've been busy, but here's some 5th level monsters (and one 6th because I wasn't paying attention...):

Dimensional Spider
Hit Dice: 5 [6]
Attack: +2
Armour Class: 8
Movement: 2 / 5
Alignment: Neutral

These gigantic spiders attack their prey using their disconcerting ability to travel  between dimensions, by means of the Dimension Door spell which they may use at will to trick and mislead their victims before delivering a poisonous bite.


Entropic Gorilla
Hit Dice: 4+1 [5]
Attack: +3
Armour Class: 9
Movement: 3
Alignment: Neutral

These extraordinary animals resemble a cross between a primate and a large mastiff. They are arboreal creatures with prehensile feet. Of repellent appearance, they live underground or in dark jungles, in small familial groups comprising a mated pair and 1-3 offspring. If the young are attacked, their parents become so enraged that they attack with a +5 bonus instead of their usual attack value.

If an entropic gorilla is the target of a spell of any sort, it will not have any effect. Instead, roll 2d6 and consult the following table to determine the magical effect on the creature. This effect lasts for a number of rounds equal to the spell level.

2. Levitation
3. Giant strength
4. Ogre strength
5. Regeneration
6. Invisibility
7. Ventriloquism
8. Light
9. Gaseous form
10. Haste
11. Displacement
12. Gallop


Giant Owl
Hit Dice: 5
Attack: +2
Armour Class: 10
Movement: 3 / 8 (flight)
Alignment: Neutral

These flying creatures with terrifying wingspans happily feed upon falcon-men and pegasi.


Planar Destrier
Hit Dice: 5
Attack: +2
Armour Class: 10
Movement: 6/12 (flight)
Alignment: Neutral

These magnificent magical mounts can run on water, even on clouds, with their rider. Because of their quasi-incorporeality, weapons and spells only affect them on a roll of 1-2 on 1d6. It is the very rare sorcerer indeed who knows the rituals to summon one.


Rust Monster
Hit Dice: 5
Attack: +2
Armour Class: 11
Movement: 4
Alignment: Neutral

This creature which resembles an enormous armadillo is attracted to the odour of metal. Its touch, resulting from a successful attack roll on its part or the part of its adversary, causes metal to rust instantly, reducing arms, armour, and other metallic objects to dust. The rust monster feeds on the rust thus produced.


Yeti
(abominable snowman)
Hit Dice: 4 [5]
Attack: +2
Armour Class: 9
Movement: 4
Alignment: Neutral

These inhabitants of the highest snowy peaks are rare, and still rarer are those who encounter one of these man-eating creatures and live to tell the tale. Their white fur blends in perfectly with snow, and they surprise their adversaries on a roll of 1-5 on 1d6. A surprised opponent must make a saving throw (modified by Dexterity) or be paralysed with shock for an entire round. If the yeti hits with two successive attacks on the same enemy, it can try to crush them between its gigantic arms, inflicting 2d6 damage. The creature does fear fire, to which it is particularly susceptible. Any fire-based attack (magical or otherwise) inflicts 50% additional damage.



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.

Wednesday, 30 August 2017

Now in English! Cultural Origins in Épées & Sorcellerie 2nd ed.

Optional rule: Cultural Origins

With this option, each character belongs to a great culture: Barbarian, Civilised, Decadent, Enlightened, Nomad, Primitive, or is instead of Unknown origin. The cultures determine the broad strokes of the character's origin.

The exact region, city, or kingdom from which the character hails is determined by the player, in agreement, of course, with the GM and his campaign. Each origin has traits which add detail and variety to one's character. This option works best in a world where the PCs are generally human.



Barbarian

Barbarians live in savage, hostile lands, such as craggy hills, mountains or inhospitable forests. Most of them worship austere, bellicose gods. The splendours of civilisation offer but little enticement for these rough and pragmatic peoples, but even so there are some individuals amongst them who feel an irrational attraction for the charms of civilisation. Their harsh lives prepare them very well for the life of an adventurer, a road that many of them do not hesitate to follow, tempted by the gold and jewels of the cities...

Hardy: Barbarians roll their hit dice twice and keep the better result.

Warlike: A barbarian usually leads a life of combat and furor. If the character is a single-classed warrior, all melee damage they inflict receives a +1 bonus. If the character becomes dual-classed, this bonus is lost.



Civilised

Civilised characters come from countries where the cultures are among the most advanced. They hail from great cities and towns with majestic towers and colourful populations. The cities are the ideal place to acquire skills, learn sorcery, or pick the pockets of one's neighbours...

Babble: Civilised characters receive a +1 bonus to all social interactions (haggling, bluff, persuasion, etc.).

City-dweller: Having spent a part of their lives embroiled in urban culture, civilised characters receive a +2 bonus to anything that touches upon knowledge or erudition.



Decadent

All civilisations, once their golden age is past, fall into decrepitude. The inhabitants of these empires in decline wallow in forbidden pleasures, organise depraved orgies, take all sorts of mind-numbing drugs, and worship strange demoniacal divinities to whom they make bloody human sacrifices. Slave merchants, fanatic priests, and corrupt nobles rule these impious lands with an iron fist.

Dark Secrets: All Decadent characters may use magic scrolls of any sort.

Presence:
Decadent characters may obtain double the number of henchmen.



Unknown

Characters of Unknown origin knows little, perhaps nothing, of their cultural and social origin. They have led (and will yet lead, you can bet on it...) the life of an outcast and a wanderer. Even though they haven't benefited from the teachings of a specific cultural environment, they have nevertheless acquired the instinct and intelligence necessary for a life of wandering and improvisation: they learn quickly and effectively. Moreover, these adventurers par excellence are often possessed of exceptional luck, which often leads them to believe they have a great destiny.

Luck & Instinct: The character may re-roll the dice (for whatever reason) a number of times per day equal to their level divided by 4, rounded up (one re-roll for levels 1-4, two for levels 5-8, and three re-rolls from level 9 and up).

Intelligence & Improvisation: An adventurer of Unknown origin learns quickly and better, receiving a +10% bonus to earned experience points.



Enlightened

A very few great civilisations rise above the others and obtain a quasi-divine status. Scholars, philosophers, sages amongst men, the members of such a civilisation have produced incomparable creations, study the great problems beyond the comprehension of mere mortals, have philosophised for centuries, and posses an encyclopedic knowledge. Their cities, which transcend reality itself, last for centuries, just as these great men have no awareness of time.

Longevity: Enlightened characters have a lifespan three times longer than normal humans.

Ancestral Memory: At creation, spellcasters have three additional spells in their  spellbook.



Nomad

Nomads, like barbarians, live in inhospitable country such as deserts or steppes.  They are not sedentary and drive their herds mounted upon their horses, which are the pride and basis of their culture. Nonetheless, their animistic faith spurs them on to the greatest caution when confronted with the supernatural and makes them very often superstitious.

Born rider: A Nomad may perform any action without penalty whilst mounted (combat, archery, even spellcasting!). Moreover, the character may begin play with a horse, if desired.

Traveller: Thanks to their incessant journeys, Nomads regularly come in contact with peoples of every origins, with whom they trade, talk -- or fight! They may thus know two supplementary languages.



Primitive

The most savage cultures sometimes produce adventurers, wanderers who prowl about the margins of civilisation. They often make savage and bestial combatants, but remain absolutely uncomprehending of the most subtle facets of civilisation, such as sorcery...

Savage: Illiterate and uneducated, a Primitive character cannot read nor write, regardless of Intelligence. Moreover, they may not begin their adventuring career as a Sorcerer. They may become sorcerers later as long as they have first learnt to read and write. Primitive characters have led a harsh life and have learnt to survive in savage, hostile environments (+2 bonus to track, find food & shelter, etc. in the wilderness).

Vigorous: A Primitive character has lived in extremely hard and savage conditions, and can bear up under things that would overcome a person raised in milder conditions. They receive a +1 bonus to saving throws against fear, poison, and disease.
 

Tuesday, 29 August 2017

Now in English! Thieves in Épées & Sorcellerie 2nd ed.

I've often thought I should translate the additional material in É&S 2nd edition into English, and Sophia's post today in an RPG group reminded me of this fact. It's a really fine game and I think everyone should try it, so to that end, I will translate bits and pieces when I have time (I'm working on 2 other projects right now which need to take priority).

So for now I present the fourth character class, The Thief.

(If you don't know about Épées & sorcellerie, you can get a  free PDF of the 2nd edition (in French), or a free English translation of the 1st edition.)

17/3/22 addendum: Extra thanks to donjondo for pointing out discrepancies in the text, which turned out to be differences between the PDF and printed version. I've amended this page to follow the print version, as the PDF had some inconsistencies.

---

Thief

The thief can be an acrobatic burglar, an expert treasure hunter, an unscrupulous crook, a spy devoted to a just cause, a big-hearted brigand, an audacious smuggler and many other roles besides. Because of his meticulous training, he has several special skills, which go far beyond what an ordinary individual could do faced with the same difficulties.

Hit Dice
The Thief gains 1d6 additional hit points per level up level 8. However, certain races stop gaining extra hit dice before this level.

Weapons and Armour
A thief can use all light weapons (one-handed melee and all throwing weapons) and armour (up to Chain Mail), but some of his particular abilities require certain freedom of movement. In this case, he may wear at the most leather armour, and must abandon any shield, in order to benefit from the special bonuses for these abilities. The Abilities concerned are: Sneak Attack, Reflexes, and Stealth.

Sneak Attack
When the thief manages to surprise and/or attack a target from behind, he gains an additional +2 bonus to attack. All damage caused is doubled. This ability is not effective against any creatures that do not have "backs" per se, nor against thieves of a equal or higher level.

Reflexes
The thief gains a +1 bonus to saving throws against traps requiring reflexes, speed, etc.

Manipulation
A thief is able to pick locks and disarm small traps, such as a poisoned needle in the lock of a chest or an alarm on a door), with the proper tools (+2 bonus).

Keen Hearing
The thief has developed better hearing than normal, being always on the alert. He is more likely than others to perceive suspicious or alarming noises (+2 bonus).

Stealth
A thief is generally more skilled than others at hiding in the shadows, getting lost in a crowd (by disguising himself, for example) or remaining unnoticed by all those who are not paying attention (+2 bonus). Some thieves take advantage of such stealth to pick the pockets of passers-by and the unwary (+2 bonus). In addition, when he is prowling about on his own, a Thief adds his attack bonus to the normal surprise chance (2-in-6). For example, a Level 4 Thief would have 3 chances out of 6 to surprise his opponents. Carrying a light source cancels this bonus.

Cunning
Beginning at level 2, a thief is able to use magic items that are normally prohibited. The thief must make a successful saving throw (10+) in order to use the object in question. A success indicates that he can use the object without risk. Scrolls and objects with charges require a saving throw for each use. If the saving throw fails, the thief is unable to use the object and may suffer damage. However, this special ability does not allow the thief to escape the effects of a cursed object.


Level Experience Hit Dice Attack  Special
  1       0        1d6      +0
  2     1 500      2d6            Cunning
  3     3 000      3d6
  4     6 000      4d6      +1
  5    12 000      5d6
  6    24 000      6d6
  7    48 000      7d6      +2
  8    96 000      8d6
  9   192 000      8d6
  10  280 000      8d6      +3
  11  340 000      8d6
  12  436 000      8d6

NB
 this is the print version of the chart. It aligns with the example in the Stealth paragraph (which was also corrected in the print version to show the correct surprise chance). The chart in the PDF gives an attack bonus of +1 at 5th level, +2 at 8th, and +3 at 12th. 

Sunday, 7 August 2016

Épées & sorcellerie - Quatrième partie : les derniers défis


The corridor ends in a long, narrow chamber [room 12 - special - sépulture]. The walls are carved with faux columns, between which once-vividly painted frescos are suffering from mould and rot. Four massive bronze statues occupy the four corners of the room, each depicting a winged genius or demon. Each statue has but a single eye, which glows with a cold, blue light. In the centre of the chamber sits an enormous, open sarcophagus of polished black marble, from which even now a terrible figure is emerging, a long-dead warrior clad in corroded mail and wielding a rusting sword.

[Wight (HD 3 [4], HP 12, Att +1, AC 8, MV 3, AL Chaos, Special: level drain, immunities)

The HD notation indicates that the wight has only 3 hit dice, but is a 4th level monster. It can thus attack all four 1st level PCs (and is worth more XP).

There was no surprise on either side.]

The hollow eyes of the undead horror are incandescent with hatred for the living who have disturbed its rest. It clambers out of its sarcophagus and lurches forward to meet them in battle.

[Round 1]
There's still might left in those dead limbs. Even surrounded, the wight is a fearsome opponent. But the fear and desperation spur our heroes on to greater things. Kurg stabs right through the thing's crumbling armour, and hears bones splinter inside [3 damage drops it to 9hp]. Nadilla bathes the wight in crackling blue energy which burns through rotten skin and cracks ancient bones [8 damage leaves it with 1hp]. Zarain and Délia make several feints with arms of sorcery and steel, but the wight's furious sword arm keeps them at bay.

[Round 2]
The wight makes an overhand swing at Kurg, and the barbarian brings his shield up before his face at the last possible instant. The sword and shield meet, and both shatter as the powerful blow crashes down on the heavy steel boss. Kurg feels a wave of cold pass over him. [both rolled a 10 on their attack, and then a 6 for damage, with the result that each has a weapon or shield break. A wight's energy drain works on any successful hit (claws or weapon), but this wasn't quite a success for it].

The wight is momentarily distracted by the loss of its weapon, but its claws are no less dangerous to the living. Nadilla discharges another burst of mystic energy at the thing, causing it to stagger back a pace, right into the path of Délia's axe. The wight is crushed to powder by the impact, and is no more. Only a pile of rags and rusted chain links remain to tell of the tomb's occupant.

Behind the sarcophagus is a low, open stone basin full of gold coins [800gp]. Kurg, Zarain, and Délia begin shovelling the coins into sacks by the handful, as Nadilla searches the walls of the chamber.

[Délia has a 5 Wisdom (-1) and both Zarain and Kurg have a 2 (-2), so it is best they leave searching to Nadilla, with her 9 Wisdom (+1). She needs a 7+ (Moderate difficulty) to find the hidden portcullis controls: 8+1=9]

"So much gold!" says Kurg holding aloft a bulging sack, his eyes more a-glitter than the coins within.

"I shall live like a queen -- for a month at least!" exclaims Délia.

"I want to buy carnelian beads for my beard," says Zarain. "I hear red is in this season."

"And I should simply like to live to enjoy any of it," says Nadilla. "Fortunately, I have found a hidden lever to unbar the way."

"Killjoy," mutters Kurg. The other two just look at their feet.

Nadilla pulls down the lever, and is rewarded with the screech of the heavy portcullis retracting into the ceiling at the passage's end. She can feel the clanking of the mechanism through the lever, but it cannot be heard above the din. Some enchantment indeed! Surprisingly nothing is attracted by the noise [1d6=4, no random encounter].

They drag the bodies of their fallen comrades back towards the entrance to the caves. Despite the amount of noise they make, not a creature comes to challenge them.

[I checked for a random encounter in each numbered area as usual. Since they were aware of the fire trap, I gave them a +2 saving throw bonus to avoid it. I made one more check when they left the dungeon: 1d6=1.

Q: Brigands? 50/50: O3 C1 No, and...]

As they step out into the open air, they find the day has taken a turn. Angry clouds hang low in the sky, and a fierce wind whips across the beach, drawing sheets of sand along with it, and unsettling the ebbing tide. But there is scarcely a moment to catch one's breath, for coming out of the surf is a band of five blasphemous, hopping, semi-anthropoid, fish-frog abominations spawned in the deepest reaches of some briny abyss.

[5 Deep Ones (HD 1, Att +2, AC 7, MV 4/4(swim), AL Neutral (sic; I'd make them Chaotic), Special: +1 morale)

No surprise; reaction=5...]

Each of the terrible beings holds a wickedly pointed trident. The latter pair are dragging a net, in which flops a small shark in its death agonies. They let go of the net halfway up the beach, as the band approach the anxious humans with palpable malice.

[Round 1]
Zarain makes the Secret Sign of Ngion-Lar, and speaks syllables of arcane import. Two of the advancing terrors are overcome, and lay down to sleep upon the sand [he cast Sleep. 1d6=3hd; one of the three made its saving throw].

But any triumph is short-lived. For Kurg is set upon by one of the Deep Ones. The furious creature powers through his parry, and buries the three points of its awful weapon in the barbarian's breast. It pulls the trident back with great force, and Kurg's life blood spurts out over the sand. He sinks to his knees, ever defiant, but death claims him in the end [4 damage dropped him to -1hp, dead].

Nadilla summons the unseen forces of the universe to manifest around her, bathing her hands again in crackling blue energy. But she suddenly cries out in anguish -- less for Kurg than for the barb which rips through her shoulder. The sorceress' left arm hangs limp and bloody as her foe gurgles with demonic glee [3 damage leaves her with 1hp].

Délia fares better, for though she cannot score a hit, neither does she receive one in return [7 vs. 9, both miss].

[Round 2]
Kurg's slayer advances upon Zarain, who e'en now has summoned his ghostly sabre. But weapons nor of steel nor of thought are proof against this cunning killer; Zarain is slashed across the face. It is a shallow wound, but painful [1 damage puts him at 3hp].

Délia smashes her axe into the side of her foe's head, but sadly with the flat of the blade. It staggers and almost falls, but comes at her again with renewed vigour [5 damage put it at 1hp].

Nadilla looses the mystical energy from her good arm. It plays over the Deep One from head to foot, and the creature sinks to the sand and breaks apart into smouldering halves [6 damage kills it].

[Rounds 3-4]
Nadilla rushes over to aid Délia, who is again at an impasse. Axe and trident clash over and over, neither striking true. But thus it is that the Deep One sees not the sorceress slinking up behind it. There is a flash of blue, and then the headless creature drops at the stunned warrior's feet [5 damage put it at -4hp].

Zarain is fighting like a Crimson Servitor of the dreaded Goddess of Slaughter. With each thrust his enemy retreats a few paces towards the sea. he strikes it once [3 damage], twice [5 damage], and it falls back lifeless, its guts spilling into the surf [-4hp].

One of the creatures wore a belt with a stolen money-purse, containing 21 golden coins [standard treasure is 1d6gp each]. Zarain takes it, though it is poor recompense for the loss of mighty Kurg. Délia puts his sword back in his dead hands, that he may take it with him to the Blessed Plains of Battle. Nadilla is taking pity on the shark and freeing it from the Deep One's net.

A group of fisherfolk has seen the battle from afar. They put in to shore to congratulate the heroes victorious, but are saddened to see that the number of the fallen is greater than that of the living. They mournfully offer to take the weary heroes and their slain comrades back to town.

~ fin ~

[XP are earned for defeating monsters (in combat or otherwise) and may optionally be given for treasure recovered. I decided to use both rules as it obviates the need for story awards or awards for clever thinking and good roleplaying, which never quite seem appropriate in solo gaming.

So, 1gp=1xp as usual in the OSR. Monsters are worth 100xp/level, which equals Hit Dice unless otherwise noted (e.g. the wight). Monster XP are divided by the number of PCs in the encounter, treasure by the number of PCs who make it back to enjoy it.

I'll spare you the combat XP maths. The survivors earn 517xp each from combat, plus 273xp for treasure recovered, giving them a base of 790xp each. Délia's strength isn't high enough to grant her a bonus, but both of the sorcerers' Intelligence bonuses of +2 translate to a +20% award, so they each earn 948XP. At this rate, they'll need one or two more adventures to hit second level.

So what happens next? First, they paid for proper funerals for Kurg, Grûm, Fr. Melek, and Aeyrine. I decided suitable obsequies would cost 100gp/level of the fallen character. Lisette's body couldn't be recovered, so her cenotaph will cost half that.

They then intended to recruit some help and go back to the caves, and maybe see where that river goes. But they never made it. They were lured down a side street by a mysterious stranger, and before they knew it they were 1000s of leagues distant in the strange city of Cryptopolis.

I had been wanting to give Ruins of the Undercity an actual go, but I only had it in PDF. Anything with that many tables seemed like it would be much easier with a physical copy. Then I remembered that Kabuki Kaiser is actually French, so I looked on www.legrog.org and found out that there was indeed a French version: Les Catacombes de la Ville Morte.

Les Catacombes de la Ville Morte is entirely self-contained, so I didn't need my various usual solo aids (my random table Mythic / UNE / 1000 personality traits spreadsheet, the d30 Sandbox Companion, &c). I decided to play totally old-school, eschewing the computer entirely and taking all my game notes with pencil and paper. This was very freeing, and my PCs (those who survived) are all on the cusp of 5th level now. I was using a slim A5 notebook to write in, and have filled just over half of it, 50 pages or so.

The problem is I don't know when I'll get it all typed up. Or translated.

Wednesday, 3 August 2016

Épées & sorcellerie - Troisième partie : la guigne



After a short way the passage opens up a bit  [Room 7 - empty] and forks. They take the left passage, which turns sharply to the west. It ends in a long, natural chamber with an uneven floor [Room 8 - treasure & trap].

Almost hidden amongst the jagged rocks lies a human skeleton, covered in mould and the tattered remains of clothing. None dare approach too near, lest it leap up to attack, but as they watch the unmoving bones they soon realise it isn't moving any time soon. And it appears to be yet holding something in its bony fingers -- a wand!

The wizards are both seized with desire for the mysterious object, but Zarain hesitates just a moment too long, for Nadilla rushes forth to claim it. She stops short, and peers carefully at the scene in order to determine what caused the wand owner's death. [There isn't a skill system as such, but all characters are able to attempt general adventuring tasks (climbing, sneaking, riding, &c.) by rolling 2d6 and applying an attribute modifier. Noticing the pressure plate under the skeleton is difficult, requiring a roll of 9+. Searching for traps is modified by Wisdom, so Nadilla rolls 2d6+1=6, a failure.]

She is sure that whatever killed this poor soul is long gone. But as she steps over the skeleton, a cloud of gas bursts up around her from beneath it. She snatches away the slender wooden wand -- a few skeletal fingers still attached -- and bounds off to the far wall of the chamber to steady herself, coughing and gasping for breath. She looks a bit green, but is soon well enough to stand on her own. [Poison gas trap: 1d6 damage, save for half. She rolled a natural 12, so took 1d6=4÷2=2 damage, putting her at 4hp].

She speaks a short charm, and reaches out to the wand with supernatural awareness, and the command word for summoning its magic impresses itself upon her mind: « méfu ». [In addition to allowing a wizard to read a scroll, the Read Magic spell also reveals the command word for magic items. Nadilla has found a Wand of Pyrotechnics (as the second level spell) with (1d6x10=)20 charges. Nadilla is from a Civilised culture, which gives her the Citadin (city-dweller) special ability. In addition to the +1 for social interactions, I assume it also means she understands verlan.]

As there are no further exits from this chamber, the party return to the last one and take the other fork of the passage. It goes for some way to the north. The corridor becomes progressively more damp, and the sound of rushing water comes from ahead. A passageway splits off to the west, but the party continue forward to investigate the water. Soon the passage open into a large chamber [Room 9 - encounter] wherein three gigantic toads are sitting. The slimy creatures are roused from their toadly reveries by the sight of the party's torches, and hop hungrily forward.

[Giant toads (HD 2, Att +1, AC 8, MV 1 or 6 (jump&swim), AL Neutral)

As 2nd level (2HD) creatures, they can each attack two 1HD characters. Neither side was surprised.]

The party fan out to meet the advance of the awful toads.

[Round 1]
Mighty Kurg fights alongside the sorceress, Nadilla. He delivers a powerful blow with his sword, nearly killing the slavering toad, but Nadilla's magic cannot seem to break its skin [Kurg hit for 4 damage, dropping it to 1hp].

Délia joins Zarain to fight the second toad. Their fortunes are the opposite of the first pair; her axe does not even scratch the toad's skin, but the wizard's phantom blade nearly disembowels it [Zarain did 7 damage, leaving it with 1hp].

Melek and Aeyrine are squared off against the largest of the three. They catch it between sabre and mace, but the wounds only serve to increase the creature's fury [4+2 damage drops it to 4hp].

[Round 2]
Kurg stabs his sword right through the toad's throat [4 damage drops it to -3hp], whist Délia crushes the skull of another with her axe [3 damage drops it to -2hp].

Aeyrine's sabre swishes through the air, and she then must watch in horror as the toad clamps its jaws down on Melek, half swallowing him. The mace drops from his lifeless hands and skitters across the rocky ground [6 damage put him at -1hp].

[With two of the toads being killed, the last one needs to check morale: 2d6+1=9, it will fight on.]

[Round 3]
Délia rushes over to take the fallen priest's place. Aeyrine tries to avenge him, but the toad pounces upon her, and crushes the elf beneath its bulk [4 damage puts her at -1hp]. Its momentum drives it right into Délia, who smashes its snout in with her axe [6 damage drops it to -2hp].

Now they are but four. They scout ahead past the toad's lair [room 10 - special] to find that they have come to the bank of a swiftly flowing underground river. The churning waters send up  spray as they roar through the rocky, uneven channel.

[The river flows (1d6): 1-2 quickly, 3-4 moderately, 5-6 slowly; 2=quickly
Q: Does the passage continue on the other side? 50/50: O1 C6 - No
Q: Is there a boat? 50/50: O6 C8 - Yes
Q: Does it have oars? Likely: O3 C1 - Yes and... in sockets.]

On the bank is a boat with oars fixed firmly in metal sockets. It looks as it would easily hold [1d4x2=] six. But having lost half their number, the party are none too eager to hurtle into the unknown along the subterranean waters. They decide to make their retreat, and drag the bodies of their two fallen comrades after them.

There is still a side passage they have not yet tried, so they proceed down it. Perhaps, they reason, it might lead them safely past the flame chamber. It certainly isn't a case of just-one-more-room syndrome...

They have gone a few paces down the passage when an iron portcullis slams down behind them with a clang that echoes down the passage [area 11 - trap in corridor - falling portcullis]. Kurg goes back and tries to lift the gate, but stain as he might, he cannot force it back upwards, not even a hand's breadth. [He needed to roll a 12+ for this feat of strength; 2d6=6 +2(Str mod.) failed.]

"It is more than the weight of iron that keeps this gate lowered. There must be some enchantment," says Kurg, semi-convincingly.

"We must press on then," replies Zarain. Their dead comrades are left by the portcullis, and they continue down the corridor.

Saturday, 30 July 2016

Épées & sorcellerie - Deuxième partie : les pertes


The passage out of the chamber loops back and branches. Proceeding down the left hand path brings the party into a long, narrow chamber [Room 4]. They see torches at the far end of the room. A group of 6 rough-looking warriors in cuirbouilli armour bearing axes and shields is coming towards them.

[The encounter is with 1d6+2=5 brigands (HD 1+1, Att +1, AC 9, MV 3, AL Neutral/Chaotic), led by a priest of chaos (HD 1, Att +0, AC 9, MV 3, AL Chaos).

Their reaction roll is 2d6=7, neutral.]

The band of warriors look tense, but do not seem overtly hostile. The leader cautiously calls out a greeting. But Grûm sees the large, leaden symbol hanging round the priest's neck, and recognises it as a symbol of evil. "He wears the Mark of Krazhexth-Khaa!" shouts Grûm. "We must put a stop to their deviltry!"

[Round 1]
Both sides are a bit taken aback by the dwarf's outburst, but they both know that violence is necessary outcome. Nadilla recovers first from the shock, and murmurs a soft incantation, calling upon Sister Night to enfold the brigands in her Dreamy Embrace. Three of the warriors sink to the floor in deep slumber.

[She cast Sleep, which affects 1d6 HD worth of humanoid opponents per caster level. Those affected are allowed a saving throw to shake it off, but all three of the brigands fail theirs.

Nadilla has three (1+2 for INT) spells prepared for the adventure, and can cast three spells per day in any combination, so she has two left.]

The evil Priest intones a vile prayer to the wicked demon lord he serves, to aid him in his fight against these servants of Law [He casts Aid, giving him +1 to AC and saving throws].

The remaining two warriors attack Kurg and Délia, as the front ranks close upon one another.

Kurg swings his mighty sword in an even mightier arc as the brigand raises her axe to strike. Her head is severed neatly from her trunk and sails off into the darkness beyond the torchlight [He rolled 11 vs. 8; 5 damage dropped her to -3hp].

Neither Délia nor her foe can best the other. Their axes smash together and spark [6 vs. 9; no hits].

[Morale phase: As the brigands have lost half their number, they need to make a morale check: 2d6 + the level of the strongest creature in the party. 7+ is required to stand; The brigands roll 8+1, a success.]

Despite their losses to mettle and magic, the brigands fight on.

[Round 2]
The priest steps over the headless corpse of his comrade [movement phase], and raises his own axe to strike. He brings it down upon the rim of the barbarian's shield with hellish fury. The blow is so fearsome that it snaps the iron band in twain and splinters the wood, sending fragments flying, leaving Kurg with little more than a leather strap.

[Kurg and the priest roll 5 vs. 12; 1d6=6 damage. This would kill Kurg, bringing him to -3hp, but PCs (and, optionally, important NPCs) have an option to cheat death in combat by sacrificing their shield or weapon to avoid the fatal blow. He chooses to lose his shield; for, though he remains to fight rather than flee this encounter, he is of the same opinion regarding shields as Archilochus: 'ἐξαῦτις κτήσομαι οὐ κακίω' (I will get a new one, and no worse).]

The brigand and Délia square off again. Her swing is a hair's breadth too far away to connect, and she tries to fend off his counterattack with her shield. His axe strikes right next to the boss, and half the wooden shield is broken away with a crunch. It hangs at an angle from the rest of the shield, as it is still nailed to the outer covering of hide. Délia is left with an unbalanced and useless wreck, which she casts aside in frustration.

[She and the brigand both rolled a 9. When both rolls are the same, each combatant rolls their damage and compares the results. Whoever rolls lower has their weapon or shield broken (their choice).]

[Round 3]
Kurg lets out a mighty war cry, and buries his sword in the evil priest's head. The priest dies with a curse on his lips as foul as the darkness in his heart [Rolls 14 vs. 9; 3 damage dropped the priest to -1hp].

Délia and the brigand are locked in single combat, and neither notice what is going on around them. The feint at each other a few times, but with no result.

[Rolls 3 vs. 6, no hits. The brigand needed to make another Morale check, this time at -1 for having lost his leader (per the brigand description in the rulebook), but he rolled very high.]

[Round 4]
Though the fanatic fights on, he is no match for the combined might of the two warriors. His lifeblood soon stains their blades, and the cavern floor.

Délia turns round to look at the rest of her companions standing behind her in the torchlight.

"So nice of you to help us out," she snaps.

"I did my part," says Nadilla.

"We had to guard the rear, sweetie," says the elf, "in case any more of them showed up. Besides, you two put on quite the show. it wouldn't have been right to interfere with such artistry."

Not one for discussions, Lisette has been slitting the throats of the sleepers and going through their purses. She amasses a total of 14 gold coins [they had 1d6 each], which she is allowed to pocket for now. Kurg and Délia select new shields, Grûm smashes the priest's symbol of Evil with his hammer, and then the party continue with their exploration.

The northern passage extends for a little way, then abruptly ends at the lip of a chasm [Special]. Kurg and Délia are fortunate not to have tumbled into the blackness. The wizards bring the torches forward to see. The bottom of the chasm -- if it indeed has one! -- is too far down for the feeble light to reach, but there is a suggestion that the passage continues across on the other side. Kurg is about to throw a stone down into the chasm to sound out the bottom, but Zarain grabs the barbarian's hand. "You don't want to wake anything that might be down there," cautions the magician sagely. A brief moment of panic plays over the warrior's features, and he gently returns the pebble to the floor.

No one is willing to attempt a crossing of the chasm, so they go back and try the passage leading east. After only a few steps it opens up into a small squarish cave [Room 5 - empty, trap: fire] with stalactites and an uneven floor. The party make their way carefully through it, looking for possible hazards. But so focussed are they on the floor and ceiling that they fail to note the brass nozzles hidden in crevices in the walls. Suddenly three jets of flame roar forth, criss-crossing the room.

[1d3=2 random PCs affected: Zarain & Grûm. Both make saving throws modified by DEX: G 6+0, Z 8+1; both failed. Grûm takes 6 damage, dropping him to -3hp; Zarain only takes 2, leaving him with 2hp.]

Most of the party are out of the line of fire, but the flames wash over Grûm and Zarain, neither of whom is quick enough to dodge out of the way. Zarain is badly burnt (2 damage leaves him with 2hp), and the poor dwarf is charred to a cinder (6 damage puts him at -3hp). He dies instantly.

The rest are saddened by the loss of their comrade, but they must press onwards, lest his sacrifice be in vain. They decide to bring his body back to civilisation when they leave, and press onwards.

The long passageway out of the fire room also leads to another great chasm, but this time it is spanned by a narrow bridge of roughly-hewn rock [Room 6 - chasm with bridge; 50% chance of guardian]. The ceiling of the cavern rises high above the bridge, further up than the torchlight can reveal. The party decide to cross, but must walk in single file.

[surprise die=1
Anyone pushed back in mêlée (attacker's roll = AC) must make a saving throw (dex mods apply) or fall off the bridge. Anyone killed or rendered unconscious falls automatically.]

The party proceed slowly and cautiously across the bridge. Some of them, ever alert for hidden dangers, try to look up and around themselves, but their only recompense is a feeling of vertigo. Watching one's step is the only sensible course of action. A cold breeze wells up from the chasm, the exhalations of the deepest recesses of the earth, if not the very underworld whispered of by the prophets of mad gods and demons.

And then from a hidden recess in the darkness above springs a creature of nightmare, right into the middle of the stunned explorers. It is a humanoid creature whose dark blue skin is shot through with blood-red veins. Its almost featureless face has a single eye, almost totally white, whilst its hair is composed of a mass of tentacles that seem animated with a life of their own. Its hands, situated at the end of long, flexible arms, are at once talons and mouths bristling with thorny teeth.

[The creature is a Darakht (HD 3, Att +1, AC 8, MV 4, AL Chaos). I recognised the description immediately from the cover of one of my wife's John Carter novels, and it's not the only Martian monster in the bestiary; É&S makes a great Sword & Planet rule set.]


[Surprise round]
The horror lands on the bridge between Lisette and Melek. It swipes at the priest with one of its hideous, toothy paws, but he instinctively imposes his shield. Its other hand darts out to catch Lisette between her shoulders. The awful mouth bites deep, and pulls back with a bloody morsel of her flesh clamped between terrible fangs. She cries out, then tumbles over the side of the bridge, and is swallowed up by the darkness.

[Monsters (and Fighters) of level 2+ can attack multiple opponents whose total levels do not exceed theirs. A monster's level is equal to its hit dice if no other mention is made. The darakht could thus attack up to 3 PCs, were there room.

Due to surprise, the PCs only got to roll for defence.  Melek rolled (9) vs. its 8, so it missed. Poor Lisette rolled (6) vs. 10; 2 damage dropped her to exactly 0hp, unconsciousness. So she fell...]

[round 1]
Zarain is next in line after Lisette. He does not advance, but calls upon the Ineffable Powers of Yuskiz-Vog; he is enveloped by a shimmering field of energy to protect him from the nightmare-beast [he cast Shield, which gives him AC10 -- but only for 1 round (per level; I should have read the description more carefully)].

Melek leads with his shield, and swings his heavy mace up from underneath, smashing the beast in its impassive face [9 vs. 8, 4 damage leaves it with 6 hp].

[Round 2]
The coward Zarain will not advance! Nadilla sighs and edges past him [she can move but not quite get into mêlée range]. Blue sparks once again begin to play over her hand.

The creature slams both its arms against Melek's shield. The priest staggers, losing his footing as the thing's bulk presses him back. He stops just in time, as he feels his foot come down on the lip of the bridge. [5 vs. 9 (=Melek's AC): he is pushed back. Luckily he rolls 10+0 on his saving throw, so doesn't fall off the bridge. He'll still suffer the normal penalties next round.] 

[Round 3]
Melek steps back towards the centre of the narrow bridge, and plants his feet firmly. The creature takes another few swipes at him, but cannot get past his shield [6-1 vs. 7+1; Melek's AC is 9, so both miss].

Nadilla steps swiftly forward and discharges a blast of magical energy at the monster. It tenses as the blast erupts into its back, then drops over the edge and falls writhing into the abyss [10 vs. 9; 1d6+2=7 damage, killing it].

Disheartened by the loss of yet another of their band, the party continue their cautious way across the bridge. Fortunately, no more monsters leap out to attack them.

Tuesday, 26 July 2016

Épées & sorcellerie - Première partie : dans les cavernes


The journey from the dusty little frontier village down to the sea was brief and uneventful. The stalwart band made their way up the sandy coast underneath the towering cliffs, and finally they stood before the yawning cave. A wave of unease washed over them at the sight of it, at its presence. Those of a religious bent whispered a quick prayer to the gods of their ancestors. The more worldly ones made do with crossed fingers for luck. And the more philosophically inclined wondered indeed if all their memories were but an illusion, all of history a trick of some strange demi-urge, if indeed the world itself had only now just come into being, and they themselves had never existed at all before they had come to stand here at the entrance to this cave.

They formed their marching order. The wizards ignited their torches, whilst little Lisette lit her lantern, and they walked grimly into the cold blackness. When they were a few dozen paces in, each of the fortune-seekers was beset by an uncontrollable shiver. Was it the fear of being cut off from the daylit world, and entering the realm of the dead and the unnatural? or perhaps the very evil of the cave had washed over them in an invisible, yet palpable wave? or is it simply that they feel the change from the preterite to the present tense, as the narrative shifts into a more typical format for the relating of an RPG adventure?

The first decision facing the adventurers is anything but momentous: left or right?  The right-hand passage off the T-junction leads just a short distance to a dead end. At the end of the passage is an altar, carved out of the rock wall itself [Area 1]. None are daring enough to approach within a stone's throw of the ancient altar, save Grûm, who is burning with curiosity. The dwarf looks over the carved stone with the practiced eye of his people. "This must have been here," he says, "since time immemorial. Just look at the rough construction: no metal tools worked this stone. But whoever first claimed these caves, they must have worshipped the gods of [1d3=] Law."

[Should a Lawful character ever pray at this altar, they will be granted healing (1d6 hit points) or a cure of some kind (disease, poison, curse) should they need it, or else a blessing (Protection from Evil, 1hour) if they don't. But only once.]

Leaving the altar, they march back and down the second passage, which soon opens up into a long, roughly rectangular chamber [Room 2] with rough, natural stone walls. They proceed inside slowly, and the torchlight slowly reveals a passageway leading out at the far end. As the party reach the centre of the chamber, there is a stirring all about them. From small niches in the wall clamber the animated bones of warriors long dead. Each holds a long, curving scimitar, which they raise to strike as they draw near.

[The encounter is with 1d6+2=8 skeletons (HD ½, Att +0, AC 7, MV 2, AL Chaos). Either of the priests could have attempted to turn them, but as the PCs aren't outnumbered they chose to stand and fight. This being the first combat encounter, I'll be giving rather more detail about the rules than in subsequent encounters.

Surprise works like B/X: 1-2 on a d6 indicates surprise. The skeletons really couldn't be surprised, so I only rolled for my PCs; skeletons coming out of the walls didn't seem to particularly phase them.

There are no initiative rolls. A combat round has 5 steps, but there wasn't a great deal of movement (step 1) once the battle was joined. Nor did anyone cast a spell (step 2) or use a missile weapon (step 3). And neither skeletons nor PCs check Morale (step 5). So this will mostly be an excursus on mêlée combat.

As this was theatre-of-the-mind rather than miniatures-on-a-grid, I ruled that any PC who killed a skeleton could move far enough to join one of their friends in battle and still attack the next round providing that they were next to each other on the 8-PC character sheet I made (horizontally or vertically, but not diagonally), which is in the order of the initials below.

K D
N Z
G L
M A


So Kurg could easily join Délia or Nadilla; it would use a full round's movement to join Zarain.]

The skeletons advance slowly [MV2], and the adventurers rush forth to meet them [MV variously 3-5], with arms and magic at the ready.

[Round 1]
Kurg steps boldly in front of one of the undead creatures, fearing not their wickedness nor the vile magic which spawned them. He knows only steel, and his steel will be the undoing of these monsters. The skeleton, however, has less on its mind, and slips right through the pensive barbarian's defences to land a solid blow on his shoulder, which bites through the hard leather armour and into his flesh.

[The basic rule of mêlée is that both combatants roll their attack dice (2d6+bonuses) simultaneously. Whoever gets higher roll hits, provided it exceeds the opponent's Armour Class. Kurg rolled a pitiful 5+1(1st level fighter)+2(STR bonus) for a total of 8. The skeleton rolled 10+0. Kurg has AC 9 (leather & shield), so he is hit. Damage is 1d6=2; Kurg has 3 hit points remaining.]

Délia is much more focussed than the barbarian. She swings her axe in a mighty arc, which the skeleton is unable to block in time. Its skull sails through the air after the blade bisects its neck. The rest of the bones hang suspended  in space for a brief moment, then clatter in a jumble to the stone floor.

[Délia rolled 12+1 vs. the skeleton's 9+0. 1d6=4 damage; it only had 1d3=1hp, so is destroyed.]

Sparks of crackling blue energy play over Nadilla's hand as she approaches her skeletal enemy (she hold a torch aloft in her other). She discharges the energy at her foe, which nearly disintegrates its weapon hand, and shatters its ribs and part of its shoulder. The rest of it falls to pieces a moment later.

Zarain wields a phantom sword, which is an almost invisible outline in the torchlight. He slashes at the skeleton facing him, and splits its skull in twain. It too falls before his eldritch power.

[Sorcerers have a power called Elemental Force, which allows them to use magic like a weapon, both mêlée and ranged (1m/level); mechanically this is equal to a mundane weapon, except that the sorcerer uses their INT modifier instead of STR or DEX.

Nadilla rolled 8+2 vs. 4+0; she hits for 1d6+2=5 damage, destroying the skeleton. Zarain  rolled 11+2 vs. 8+0; 1d6+2=3, also destroying his enemy.]

Grûm brings his hammer to bear, but try as he might he just cannot get past the skeleton's whirling scimitar. Thrice their blades meet with a mighty clang.

[The dwarf rolled a 6, the skeleton a 3; the skeleton has AC 7, so there were no hits scored.]

Lisette slinks up with her smallsword, biting her lip with nervous tension. She's no warrior; why is she even trying to pretend? Best she try to hold off until one of the fighters can -- ouch! that scimitar nearly cut her open! Why did she ever leave the big city?

[Lisette rolled 5+0 vs. the skeleton's 11+0; she only took 1d6=2 damage, but that's half her hit points.]

Melek raises his heavy mace over his head, and brings it down upon the skeleton. It raises its scimitar at the last instant to parry the blow, the force of which staggers the monster, which staggers back a few paces to right itself.

[Melek rolled a 7 vs. its 5. He hits, but as the roll is equal to the monster's AC it doesn't inflict any damage. Instead, the opponent is pushed back (or down); next round, the attacker gets a +1 on their roll, and the defender gets -1.]

Ayrine lets the skeleton get near. Its curving blade rebounds once off the boss of her shield, then swishes over her head as she ducks beneath the swing. "You'll have to do better that that, sweetie," she admonishes as she slices the skeleton neatly through the spine with a flourish of her sabre. The two halves fall at her feet before the magic has quite left them.

[Ayrine rolled 9+1 vs. 8+0. 1d6+1=7 damage, destroying the skeleton]

[round 2]
Having defeated their foes, Délia, Nadilla, Ayrine, and Zarain join their friends in the fight. Délia moves to assist Kurg, Nadilla steps over to fight beside Grûm, and both Zarain and Ayrine turn to help Lisette.

[Movement phase happens first. No one moved more than their movement rate (in metres), so they can still attack. Now, back to the fighting.]

Kurg and Délia, fighting side-by-side, make short work of the skeleton that had wounded Kurg.

[Kurg rolled 9 vs. 2; Délia rolled 8 vs. (7) -- skeletons only get one attack, but dice are still rolled when defending. They can't inflict any damage, but the attacker still must roll higher to hit them. I put the roll in parentheses to indicate this in my notes.]

Nadilla joins the dwarf against his opponent, but her burst of occult energies merely plays harmlessly over the skeleton's bony frame. Grûm has to leap backwards to avoid the skeleton's scimitar flashing before his face. He stumbles and nearly falls over.

[Nadilla's attack was 3+2 vs. (8+0); she missed. Grûm's was 5 vs. 11; his AC is 11, so he is pushed back (+1/-1 next round).]

Lisette stabs desperately with her short sword. Her swift attack leaves the skeleton without a lower jaw, a blow which would have felled a living opponent. Yet does the implacable undead press its attack. Zarain attacks cautiously, and his phantom sword comes nowhere near to finding its mark. But Ayrine fights on the thief's other side. Her sabre comes down once, definitively, and the heap of bones clatters to the ground.

[Lisette rolled 10 vs. 7; she hit for a mere 1 damage, dropping the skeleton to 2hp. Zarain rolled 4 vs. (9); luckily the skeleton was attacking Lisette, or he'd have been hit (AC 7). Ayrine rolled 9 vs. (4); 1d6=5 damage, destroying the skeleton.]

Melek tries to press his advantage, but the skeleton recovers with praeternatural swiftness, and both must pause to ready a further attack.

[5+1 vs. 8-1; no hits.]

[round 3]
Grûm's foe, however, takes full advantage of his being off-balance. The scimitar sweeps across his legs, cutting him so he can barely walk, and opening a major artery. But even as it strikes the dwarf, Nadilla's magic is consuming it, causing bones to split and fall into powder. In an instant, it is no more.

[Grûm rolled 4-1 vs. 11+1; he was hit for 4 damage, leaving him with but 1hp. Nadilla rolled 10 v 7; 5 damage destroyed it utterly.]

Melek and his foe face off, then each rushes the other. The skeleton's attack is brutal, but the priest catches it on his shield as he smashes the skeleton to bits with his mace.

[He rolled 11 vs. 10; 3 damage destroyed it.]

Grûm nearly died in the fighting, so feels he has no choice but to use his sole invocation for the day upon himself. The magic knits together his torn flesh, but he's lost a lot of blood and still feels the effects of his injuries.

[I'm using the optional More Spells rule, so Priests and Sorcerers get to add their Wisdom and Intelligence bonus respectively to the number of spells of each level they may prepare and cast in a day. First level priests get 0 first level spells; for his wisdom bonus, Grûm gets 0+1. He has more spells in his spellbook, (priests and sorcerers both use them), but he can only prepare the one for now. It remains prepared until he switches it out for a different spell, so can be cast once per day.

He heals 1d6=2, putting him back up to 3hp (out of 5).]

A search of the skeleton's alcoves uncovers nothing of interest. The adventurers continue deeper into the caves. They soon come to a long chamber, which is mostly taken up by a large pool of brackish water [Room 3 : special - mare]. After 10  minutes or so of shining light over it, peering at it carefully, and even prodding it with weaponry, it is revealed that the pool is nothing more than it appears to be. Since no one is especially in the mood to go paddling, they continue deeper still into the caverns.

[I'm playing without Scenes, so I'm using a d8 Chaos die for the Oracle (with MCSV Mythic). I'd asked the oracle--

Q: Is there a monster in the pool? 50/50: no
Q: Is the pool magical? Unlikely: no

No wandering monsters showed up whilst the party were dithering, so basically all that happened is that their torches burnt down a little.]