Basic Fantasy Field Guide Volume 3

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Bumblepig
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Re: Basic Fantasy Field Guide Volume 3

Post Sat Aug 22, 2020 2:17 pm

Seven wrote: Sat Aug 22, 2020 1:26 pm Legends say many centuries ago some celestial messengers fell in love with humans. Egregors are watchers put in place to ensure this never happens again.
I'm not sure if you intended it, but this is an interesting take on an old story. In the book of Enoch version, the celestial messengers (literally translated "angels") were called Watchers because they were supposed to be watching over humanity. They watched a little too closely and ended up mating with their wards to create a hybrid race.
Could be cool to work into a campaign.
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post Sat Aug 22, 2020 3:23 pm

Bumblepig wrote: Sat Aug 22, 2020 2:17 pm
Seven wrote: Sat Aug 22, 2020 1:26 pm Legends say many centuries ago some celestial messengers fell in love with humans. Egregors are watchers put in place to ensure this never happens again.
I'm not sure if you intended it, but this is an interesting take on an old story. In the book of Enoch version, the celestial messengers (literally translated "angels") were called Watchers because they were supposed to be watching over humanity. They watched a little too closely and ended up mating with their wards to create a hybrid race.
Could be cool to work into a campaign.
Yes. Ironically this brings me back to some of my earliest memory and was intended to tie into Teaman's Celestial, Descendent which is posted earlier in the thread. Someone could add a Celestial, Messenger, weaker than a Celestial, Solar to complete the picture.

The Egregor is also a wink towards Marvel's Celestials with its appearance.
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post Tue Aug 25, 2020 1:20 pm

Didn't see any birdmen.

The ones I'm familiar with fight by throwing javelins with their feet. That does not seem possible to me. They also gathered in groups to summon air elementals. Meh.

As for the name, Avis Vir; Bird Men.

Avir

Armor Class: 15 (13)
Hit Dice: 1+3
No. of Attacks: 1 lance or 2 kicks
Damage: By weapon or 1d4/1d4
Movement: 30' Fly 80'
No. Appearing: Wild 5, Lair 10d10
Save As: Fighter: 1
Morale: 8
Treasure Type: U, E in Lair
XP: 25

The Avirs are a race of anthropomorphic birds who live in settlements at the top of mountains. They stand 5 feet tall and weight up to 80 lbs. The males have colorful feathers while the females are usually some shade of gray and slightly larger. Avirs have hands near the middle of their wings and a wingspan of 20 feet. They have extraordinary eyesight, but no Darkvision.

Avirs hunt and fight in wings of 5 while holding lances with their feet. They are master of dive attacks getting +4 on their attack rolls and doing double damage. They also wear bladed spurs on their feet with which they can kick savagely, doing 1d6 points of damage with each, either when on the ground or when flying by. An avir kicking with only its natural spurs, will only do 1d4 points of damage per kick. If unable to fly, an avir can peck for 1d4 points of damage, as a last resort. They wear leather harnesses which offer them some protection and allow them to carry light items. They cannot carry more than 50 lbs. Avirs have natural resistance to cold and take half damage against magical cold attacks.

A settlement will always have one shaman 4HD with the Clerical abilities of level 1d4+3, and 1d4 2HD acolytes with Clerical abilities up to level 1d4 each. There will be also a 5HD magister with the ability of a Magic-User of level 1d4+4, with one 3HD apprentice with half the abilities of its master. An avir magister is a master of aerial combat and will always know magic missile and lightning bolt.

Avirs trade to obtain the equipment they cannot produce themselves, such as weapons, often with Dwarves who live under their mountain. They also keep good relations with giant eagles.
Last edited by Seven on Thu Aug 27, 2020 12:06 pm, edited 4 times in total.
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chiisu81
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Re: Basic Fantasy Field Guide Volume 3

Post Wed Aug 26, 2020 3:31 pm

Some good entries recently 8-) Before too long will be time for the next release.
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post Thu Aug 27, 2020 10:17 am

I could add stats for the monsters that don't have any.
Sadly, there's not a lot of background on the infected.
I searched but didn't find anything.
I get The Last of Us vibes, mostly.
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Dimirag
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Re: Basic Fantasy Field Guide Volume 3

Post Thu Aug 27, 2020 11:17 am

I was about to suggest we start giving stats to all the monsters that currently are just pictures

Don't know if the artists are still around so they can give guidelines and suggestions or if we could just "grab'em & stat'em"
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post Thu Aug 27, 2020 11:28 am

For the infected, I'd come up with a formula to modify the stats of the infected creatures.

It looks like the infection comes from some sort of spores.
The infected could be some sort of zombies, but that's a bit boring.
What about something like the borgs?
There could be something called the Infectious Mind and the infected become part of its drone legions.
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post Thu Aug 27, 2020 11:50 am

Baldanders

Armor Class: 15
Hit Dice: 5*
No. of Attacks: 1
Damage: By weapon or 1d4
Movement: 30' Swim 40'
No. Appearing: 1
Save As: Fighter: 4
Morale: 10
Treasure Type: E
XP: 405

Baldanders, also called shifters, are marine creature similar to dopplegangers, yet with several significant differences. In its original form, a baldanders looks like a middle aged man with the feet of a goat and a long serpentine tail ending in a fin. However, it is seldom encountered in this form. A baldanders is able to take the exact form of any creature it kills, along with most of its abilities. In fact, a baldanders seem to live only to acquire new forms.
A baldanders usually carries a trident and a large book. The book is used to record every shape it has acquired along with any magical spells that were known by the creatures it has killed.
Strangely enough, a baldanders can only acquire one form from a given species, although it can still acquire new spells by killing additional Magic-Users of the same species. It cannot acquire clerical spells.
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chiisu81
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Re: Basic Fantasy Field Guide Volume 3

Post Thu Aug 27, 2020 2:31 pm

Seven wrote: Thu Aug 27, 2020 11:28 am For the infected, I'd come up with a formula to modify the stats of the infected creatures.

It looks like the infection comes from some sort of spores.
The infected could be some sort of zombies, but that's a bit boring.
What about something like the borgs?
There could be something called the Infectious Mind and the infected become part of its drone legions.
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post Sat Aug 29, 2020 11:18 am

The infected King Bug looks like a rhino beetle.
Let's start with that.

Beetle, Giant Rhinoceros

Armor Class: 18
Hit Dice: 10
No. of Attacks: 1bite/1horn
Damage: 3d6/2d8
Movement: 60' (10')
No. Appearing: 1, Wild 1d4
Save As: Fighter: 10
Morale: 10
Treasure Type: L
XP: 1,300

Giant Rhinoceros Beetles are veracious monsters mostly found in jungles. They are twelve feet long and their carapace is hard and a dull gray.

They are fast runners who charge at their preys getting a +2 bonus to their horn attack which does 2d8 points of damage. Their mandibles can bite large creatures doing 2d6 points of damage. They will ignore any creature smaller than a dog and when facing a rider, they go for the mount. Like most beetles, they have more or less the same visual acuity in all directions and thus suffer no penalty to Armor Class when attacked from behind.
Gems, which might help their digestion, are often found in their abdomen.
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