Basic Fantasy Field Guide Volume 2

Creating game materials? Monsters, spells, classes, adventures? This is the place!
User avatar
chiisu81
Posts: 4106
Joined: Fri Aug 19, 2011 3:05 pm

Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

Started work on R19, which will include more editing and re-writes, to reflect the work Solo is doing for the first Field Guide.

FG2 doesn't really NEED any more entries, but I'd still like to keep it open, at least for a little while. I will tentatively say a month, unless Smoot or Solo say otherwise. FG2 won't even come close to a print release candidate until BF3, AA2, CS1, and maybe even CS2 are finished first, so please don't ask.
Bodmir-The-Gnome
Posts: 18
Joined: Tue Feb 21, 2017 5:44 am

Re: Basic Fantasy Field Guide 2

Post by Bodmir-The-Gnome »

I will do some art for the FG2 when I get back from holidays in 3 weeks or so and....

Loup

AC: 16
Hit Dice: 4
No. Of attacks: 2 claws/1 bite or weapon
Damage: 1d6/1d6/1d8 or by weapon
Movement: 40' Leap 60'
No. Appearing: 1d8
Save as: Fighter: 3
Morale: 10
Treasure type: None
XP: 240

A Loup is a wolf-like humanoid, standing around 7' tall with thick black fir all over its body. It is a clever being, using cunning traps and often ambushing its target. Loups are desendents of wolves and are able to speak both Common and Wolf. Loups scarcely leave their lairs without them (what is this referring to?) (it refers to the wolves) and are accompanied by at least 2d8 (same) (also the wolves). I Loups love to hunt and will usually chase after their prey for sport. Loups often capture humans and other creatures which it releases and hunts when there is little other food around. Small children are their favorite as they provide the most entertainment.
Last edited by Bodmir-The-Gnome on Sat Aug 05, 2017 11:28 am, edited 1 time in total.
User avatar
chiisu81
Posts: 4106
Joined: Fri Aug 19, 2011 3:05 pm

Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

R19 uploaded, lots of re-writing and corrections.
User avatar
Fraetor
Posts: 71
Joined: Fri May 01, 2015 3:25 pm
Location: Somerset, UK

Re: Basic Fantasy Field Guide 2

Post by Fraetor »

Edit for the Loup:

A Loup is a wolf-like humanoid, standing around 7' tall with thick black fur all over its body. It is a clever being, capable utilising cunning traps and often ambushing its prey. Loups are descended from wolves and are able to communicate with wolves, as well as speak common. A Loup scarcely leaves its lair without being accompanied by at least 2d8 wolves. Loups enjoys the hunt and will usually chase after their prey for sport, often capturing humans and other creatures to release and hunts at its leisure. Small children are a perticular favorite of Loups for they provide the greatest entertainment.
User avatar
chiisu81
Posts: 4106
Joined: Fri Aug 19, 2011 3:05 pm

Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

Thanks bodmir and coldrage. Not sure why I didn't think of the wolves. I'll include this entry in the next release.
User avatar
chiisu81
Posts: 4106
Joined: Fri Aug 19, 2011 3:05 pm

Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

From the Strongholds of Sorcery thread:
PapersAndPaychecks wrote:Pangotherium

Armor Class: 16
Hit Dice: 7
No. of Attacks: 2
Damage: 2d4/2d4
Movement: 40 ft
No. Appearing: 1d6
Save As: F7
Morale: 9
Treasure Type: J, K
XP: 670

Pangotheria look like grizzly bears, with the heads, hides and rather enlarged claws of scaly anteaters. Their place of origin is uncertain but it is not in this universe, and they are one of several alien creatures whose appearance indicates that a conjuration or summoning spell has gone wrong.

Some sages theorize that the universes are adrift in a sea of probability. According to this theory, most conjuration/summoning spells call things from this universe or another, but when the spell is miscast it can tap the probability streams directly. Usually this results in nothing more than a shower of rainbow sparks and a yell of pain from the spellcaster, but on occasion, Pangotheria, or indeed certain other strange creatures, can emerge.

Pangotheria are intelligent animals, with similar cognitive ability to a gorilla, but extremely chaotic and unpredictable. Determine how each one reacts to the party by rolling 3d6. A score of 3-6 means it charges; a 7-8 means that it attacks; on a 9-12 it approaches without attacking; on a 13-14 it retreats; on a 15-17 it flees, and on an 18 it takes an immediate liking to the party and will roll on its back waiting for its belly to be scratched. If attacked it will certainly retaliate!

Pangotheria can operate doors and other simple mechanisms but they have no language.
User avatar
chiisu81
Posts: 4106
Joined: Fri Aug 19, 2011 3:05 pm

Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

R20 uploaded. This includes Bodmir's Loup and Stuart's Golems and Pangotherium (thanks Solo for pre-formatting that!).
User avatar
SerGavin
Posts: 875
Joined: Wed Jun 11, 2014 12:51 pm
Location: England.

Re: Basic Fantasy Field Guide 2

Post by SerGavin »

I've got a frw unedited ones I'd like to fix and post but am currently on holiday, any chance of extending the deadline?
"If I have seen further it is by standing on the shoulders of Giants."
User avatar
Fraetor
Posts: 71
Joined: Fri May 01, 2015 3:25 pm
Location: Somerset, UK

Re: Basic Fantasy Field Guide 2

Post by Fraetor »

I, also, am just returning from my holiday and I have had ample time to think of monsters, due to the lack of internet connectivity. I have several monsters I shall upload when i return home, either later today or tomorrow.

I shall steadily create and upload art for them afterwards.
User avatar
Fraetor
Posts: 71
Joined: Fri May 01, 2015 3:25 pm
Location: Somerset, UK

Re: Basic Fantasy Field Guide 2

Post by Fraetor »

Here comes the monster hoard:


Golem, Purifier

Armour Class: 18‡
Hit Dice: 8**
No. of Attacks: 2 fist or 1 flame
Damage: 2d10/2d10 or 3d6
Movement: 20'
No. Appearing: 1
Save As: Fighter: 8
Morale: 12
Treasure Type: None
XP: 1,015

A Purifier Golem is an 8 foot tall construct of stone and brass, roughly humanoid but with swollen arms, at the end of which are numerous holes.

A Purifier Golem attacks by punching or by holding its arms out in front of it and belching fire from them in a 30 foot long cone, 20 foot wide at its end. Victims may make a save vs.
Dragon Breath for half damage.



Advi

The Advi are greatly advanced machines, of a complexity far beyond that mortals are capable of. They appear as silvery sphere, with faint, green euclidean patterns appearing on their surface. They are all immune to damage from non-magical fire and take only half from magical fire. They each hold a single ‘core’, a perfect red sphere of a six inch diameter. This can be used as a component in magical items and therefore can be easily sold for a price of 1,000 gp. The Advi are immune to charm and fear effects and always fight until destroyed.

Advi, Avenger

Armour Class: 18‡
Hit Dice: 9*
No. of Attacks: 2 blades or 1 beam
Damage: 2d8/2d8 or 4d6
Movement: 30'
No. Appearing: 1
Save As: Fighter: 9
Morale: 12
Treasure Type: None
XP: 1,150

An Advi Avenger appears as a 1 foot diameter sphere with 4 knife like legs and a single large 'eye'.

It uses its sharp legs to slash at opponents and it can fire a beam from its 'eye' at a target up to 50 feet away. This beam sets fire to whatever it touches, though the avenger may not use it for the 2 rounds following its use.

Its sharp legs also allow it to climb vertical surfaces such as walls.



Advi, Charity

Armour Class: 16‡
Hit Dice: 6*
No. of Attacks: 4
Damage: 1d6/1d6/1d6/1d6
Movement: 10'
No. Appearing: 1d4
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 555

An Advi Charity is a cylinder of silvery metal with dozens of protrusion over its body that glow a faint orange.

It attacks by firing miniature fireballs out of these protrusions, targeting any foe within 80 feet. The fireballs can set fire to flammable materials such as wood or cloth.



Advi, Diligence

Armour Class: 26‡
Hit Dice: 12
No. of Attacks: 8
Damage: 1d4
Movement: 30'
No. Appearing: 1d4
Save As: Fighter: 12
Morale: 12
Treasure Type: None
XP: 1,875

An Advi Diligence is a 1 foot diameter sphere of silvery metal with 8 appendages carrying small work tools (hammer, saw, etc.).

It will use these tools to slowly chip away at its foes until they fall.



Bone Chimera

Armour Class: 17
Hit Dice: 5
No. of Attacks: 2 bite, 2 claw, 2 tail
Damage: 2d6/2d6/1d6/1d6/1d10/1d10
Movement: 60'
No. Appearing: 1d6
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 240

A Bone Chimera is an undead composed of the skeletons of several different species to form an abominable creature. It has two heads, five legs (all of different lengths), and a pair of tails. In spite of this odd configuration it is an effective combatant, able to swiftly move about the battlefield and act as a fierce opponent to many.

It will attempt to attack opponents in front with its bites and claw them, while opponents behind will be subject to the assault of its tail.



Sun’s Child

Armour Class: 16‡
Hit Dice: 10*
No. of Attacks: Special
Damage: 3d6
Movement: Fly 40’
No. Appearing: 1
Save As: Fighter: 10
Morale: 9
Treasure Type: None
XP: 1,390

A Sun’s Child initially appears as a sphere of flame, a miniature sun, of 20 feet in diameter. This however this is not its true body. Its true appearance is that of a humanoid baby, with a glowing white hot surface, located in the centre of the ‘sun’.

It attacks by charging, bringing foes within its flames. These flames will burn any flammable objects and can melt most mundane metals (iron, etc.). Magically enchanted items will be spared however.

To hit the Sun’s Child the attacker must have a reach or range of at least 10 feet, or else go within the sphere of flames constantly enshrining it.



Giant Snail

Armour Class: 17
Hit Dice: 6*
No. of Attacks: 1 slam
Damage: 1d8 + poison (paralysis)
Movement: 10’
No. Appearing: 1
Save As: Fighter: 6
Morale: 10
Treasure Type: None
XP: 555


A Giant Snail is a great molluscoid creature with a hard shell covering most of its body.

It attacks by slamming its body into its opponents covering them in its mucus, a powerful poison. The victim of this poison must save vs. poison or be paralysed for a turn.

It leaves a trail of this mucus which is also slippery and any attempting to sprint through it must save vs. death ray or fall and be subject to the poison.

If surrounded it may retreat into its shell giving it an amour class of 20 and a hardness of 4 (see stronghold section of core rules).



Curse

Armour Class: 15‡
Hit Dice: 7*
No. of Attacks: 1 devour
Damage: 2d6
Movement: 40’
No. Appearing: 1
Save As: Fighter: 7
Morale: 12
Treasure Type: None
XP: 735

A Curse is a reddish brown mass of a viscous liquid, about 10’ across. Created from mortals cursed by an unknown god they live in hatred and fear, living in isolation, mainly in uninhabited areas such as deep in forests or high on mountains.

A Curse attacks by jumping at and onto its targets from up to 30’ away, devouring them, dealing 2d6 damage per round. The victim may attempt to escape on his or her initiative with a save vs. death ray. Those killed by a curse become curses themselves, active the round after their deaths. As such, those killed by a Curse may not be raised by anything short of a wish.

A Curse is able to squeeze through spaces greater than 5’ wide however it may not get through gaps smaller than that.



Dreamless

Armour Class: 13‡
Hit Dice: 2*
No. of Attacks: 1
Damage: Special
Movement: 40’
No. Appearing: 1
Save As: Fighter: 2
Morale: 10
Treasure Type:
None
XP: 100

A Dreamless appears as an indefinite humanoid shade, a pale blue in colour. It stalks the wilderness at night, targeting weary travellers, and novice adventurers.

It attacks by touching its opponents. Those touched by a Dreamless must save vs. spells or be unable to sleep until the effect is dispelled with a casing of remove curse.

Being unable to sleep does not cause immediate detriment. Spell casters may still revise their spells, though it takes twice the normal time, and others are unaffected. That is for the first day, after which a d20 must be rolled everyday, with the character’s constitution bonus added and the number of days they have been away subtracted, with a 1 indicating that the character has gone insane due to the sleep deprivation. Such a character may be cured with a casting of remove fear but in the interim they may try and take their own life.



Bull

Armour Class: 14
Hit Dice: 4
No. of Attacks: 1 charge
Damage: 2d10
Movement: 50’ (15’)
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 240

A Bull is a quadrupedal bovine mammal that inhabits plains and grasslands. Females of its species are often domesticated for their milk though the male bulls can be violent, particularity if provoked by foolish adventurers.

A bull attacks by charging at its foes, lowering its head and attempting to gouge them with its horns.



Dreadnought

Armour Class: 24
Hit Dice: 10*
No. of Attacks: 1 Lance or 2 cannon
Damage: 2d12 or 3d6/3d6
Movement: 30’
No. Appearing: 1
Save As: Fighter: 10
Morale: 11
Treasure Type: Special
XP: 1,390

A Dreadnought is a 20 foot tall metal construct in the shape of a giant knight, holding a huge lance and with a pair of long, cylindrical cannons mounted on its shoulders.

It attacks primarily from range as its cannons can effectively fire up to a range of 300 feet, and posses extreme destructive power, capable of causing severer deformation of the surroundings of its targets. If, however, on is to get close it will attack with its lance, charging up to twice its movement for the first attack.

As a construct it possesses no mind of its own and therefore is not subject to charm, sleep or similar effects.



That is all.
Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot], Amazon [Bot], Rik Pease and 43 guests