The Monsters of the House of Amber Lanterns
The House of Amber Lanterns is done Steps 1-3 of my Accelerated Adventure Design Tool. Step 4, "Enrich Your Notes" is where you add content, mechanics, and useful details.One of my personal preferences when creating a D&D adventure is to create lots of strange and unique monsters that my players won't recognize as a generic D&D monster. This keeps the metagaming down, as players can't use their knowledge to anticipate the monsters' strategies and abilities, more importantly, the alien feel of custom monsters takes the PCs out of their comfort zone. The encounter becomes scarier, and engages the PCs more deeply.
Now, theoretically, I could do these in order of appearance throughout the notes as I enriched them, but monster design is one of my favourite parts of planning, so I will do that first.
So glancing over my notes I will need:
- Kamaitachi
- Tiny Fire Elementals (Inka)
- Marionettes
- Bunraku Puppets
- The Ghost Guardian
- Shinigami
- Jubei
- And some simple stats for all of the evil spirits.
I will also need to look at stats for Shadows, Soldiers, Atrack Dogs, and Giant Centipedes to make sure I don't need to tweak them. I am thinking that I want this adventure to be hard, but survivable for BD&D / OSR characters around level 4. That will be my aim for design.
Timing this will be more a tribute to the simplicity of designing for an OSR compatible system, and maybe my familiarity with BD&D more than anything.
"Kamaitachi" (鎌鼬) from the
Kyōka Hyaku Monogatari
by Masasumi Ryūkansaijin
|
Armour Class: 6
Hit Dice: 3*
Move: flying 240' (80')
Attack: 1 sickle
Damage: 1d6
No. Appearing: 2-6 (2-6)
Save As: T3
Morale: 9
Treasure Type: Nil
Intelligence: 11
Alignment: Chaotic
XP Value: 50
Monster Type: Elemental
Kamaitachi appear like man-sized flying weasels that float in dust devils through th air. Instead of claws, their feet sport sickle-like metallic blades. They dive in at foes leaving cuts so fine that they barely hurt at first.
A Kamaitachi 's whirlwnd buffets their targets. Anything that a Kamaitachi moves within 5' of while moving at least 100' must make a save Vs. Dragon Breath or be knocked off their feet. Often, one Kamaitachi will charge through a group to knock them prone before the others descend on them to slash with their sickles.
Kamaitachi are sometimes employed as assassins by magicians, and are known to use poison when directed to kill a target.
Terrain: Mountains, Ruins
Hit Dice: 3*
Move: flying 240' (80')
Attack: 1 sickle
Damage: 1d6
No. Appearing: 2-6 (2-6)
Save As: T3
Morale: 9
Treasure Type: Nil
Intelligence: 11
Alignment: Chaotic
XP Value: 50
Monster Type: Elemental
Kamaitachi appear like man-sized flying weasels that float in dust devils through th air. Instead of claws, their feet sport sickle-like metallic blades. They dive in at foes leaving cuts so fine that they barely hurt at first.
A Kamaitachi 's whirlwnd buffets their targets. Anything that a Kamaitachi moves within 5' of while moving at least 100' must make a save Vs. Dragon Breath or be knocked off their feet. Often, one Kamaitachi will charge through a group to knock them prone before the others descend on them to slash with their sickles.
Kamaitachi are sometimes employed as assassins by magicians, and are known to use poison when directed to kill a target.
Terrain: Mountains, Ruins
Animated Puppet
Marionette | Bunraku Puppet | |
Armour Class: | 8 | 9 |
Hit Dice: | 1* | 3 |
Move | 90' (30') | 120' (40') |
Attack | 1 whip | 1 punch |
Damage | 1d3 + entanglement | 1d6 |
No. Appearing: | 2-8 (1) | 1-6 (1) |
Save As: | N | F2 |
Morale: | 9 | 11 |
Treasure Type: | Nil | Nil |
Intelligence: | special | special |
Alignment | Neutral | Neutral |
XP Value: | 13 | 35 |
1850s portrait "Kusinada: Puppet & Puppeteer " |
Animated puppets are ornate, carefully constructed puppets that have been given the power of animation by a magic-user's spells or by the work of a spirit that has possessed a multitude of the puppets. In both cases, the puppets allow their master to see through their eyes, hear through their ears, and can speak through them.
The puppets are able to act on their own accord based on the last instructions they were given with an intelligence of 5. When they are being controlled by, or in the presence of their master, they have an Intelligence equal to their masters.
Marionette: Animated marionettes are still suspended by the puppet strings that originally gave them motion, but these strings stand straight up from their bodies and appear to vanish into a faint silvery glow several feet above their head. They attack by removing one of their strings, which becomes a wire lash.
When a target is hit with this attack the lash automatically tangles around them and pulls upwards as if an invisible hand were trying to control the target. Each string reduces the targets movement by 25% of its maximum, and its armor class by 2. If four strings are attached, the victim is paralyzed. A string may be cut using a bladed weapon. It has an AC of 12 and 3hp. The marionettes grow new strings after each successful attack.
Bunraku Puppet: The very realistic and lifelike Bunraku puppets can easily be mistaken for people in dim light or at a distance. They are usually used as spies or decoys by their masters.
Terrain: Ruins
"Sougenbi" from the "Gazu Hyakki
Yagyō" by Sekien Toriyama
|
Onibi, Inka
Armour Class: 8
Hit Dice: 1* (S)
Move: 120' (40')
Attack: 1 splash
Damage: 1d4
No. Appearing: 2-6 (0)
Save As: N
Morale: 8
Treasure Type: Nil
Intelligence: 7
Alignment: Chaotic
XP Value: 13
Monster Type: Elemental
Created by strange magic from the fire of cursed sake, these tiny figures appear to be the flaming heads of devils with snaggle teeth and exaggerated horns made of blue and white flames. They attack by spitting globules of flaming alcohol. The target of the attack takes 1d4 ht points of fire damage, and targets within 5' of the target take 1hp of damage.
Inka as a minor fire elemental, cannot be hurt by fire. Any creature hitting them with an unarmed or melee attack takes 1 damage from the heat of their bodies.
Terrain: Mountains, Ruins
Hit Dice: 1* (S)
Move: 120' (40')
Attack: 1 splash
Damage: 1d4
No. Appearing: 2-6 (0)
Save As: N
Morale: 8
Treasure Type: Nil
Intelligence: 7
Alignment: Chaotic
XP Value: 13
Monster Type: Elemental
Created by strange magic from the fire of cursed sake, these tiny figures appear to be the flaming heads of devils with snaggle teeth and exaggerated horns made of blue and white flames. They attack by spitting globules of flaming alcohol. The target of the attack takes 1d4 ht points of fire damage, and targets within 5' of the target take 1hp of damage.
Inka as a minor fire elemental, cannot be hurt by fire. Any creature hitting them with an unarmed or melee attack takes 1 damage from the heat of their bodies.
Terrain: Mountains, Ruins
Image by ntnvnc from Pixabay |
Ghost Samurai
Armour Class: 4
Hit Dice: 6**
Move: 120' (40')
Attack: 2 katanas
Damage: 1d10
No. Appearing: 1
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 11
Alignment: Lawful
XP Value: 725
Monster Type: Undead
When a Samurai is killed in battle in a way that shames his opponent, or in a way that either shatters or exalts his honour, their armour and their sword are often enshrined in the place they fell. These tiny stone shrines are often attended by the killers family for generations as a matter of honour, and to keep the Samurai's spirit from carrying out any grudge.
These shrines become homes for the spirit of the Samurai, which, if properly honoured, becomes a guardian of the shrine and the people in it. In some cases, instead, the spirit becomes a sentinel, preventing others from falling to whatever evil claimed his life.
Ghost Samurai appear as shadowy visions of the warrior just as he appeared before death, holding his original katana. They will always give warning to those who might tresspass against the Samurai or harm his wards, they are usually very reasonable to those who appea honourable and truthful.
If roused they are a terror in combat. They can be harmed only by magic weapons and spells, and always win initiative.
Terrain: Mountains, Ruins
Hit Dice: 6**
Move: 120' (40')
Attack: 2 katanas
Damage: 1d10
No. Appearing: 1
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 11
Alignment: Lawful
XP Value: 725
Monster Type: Undead
When a Samurai is killed in battle in a way that shames his opponent, or in a way that either shatters or exalts his honour, their armour and their sword are often enshrined in the place they fell. These tiny stone shrines are often attended by the killers family for generations as a matter of honour, and to keep the Samurai's spirit from carrying out any grudge.
These shrines become homes for the spirit of the Samurai, which, if properly honoured, becomes a guardian of the shrine and the people in it. In some cases, instead, the spirit becomes a sentinel, preventing others from falling to whatever evil claimed his life.
Ghost Samurai appear as shadowy visions of the warrior just as he appeared before death, holding his original katana. They will always give warning to those who might tresspass against the Samurai or harm his wards, they are usually very reasonable to those who appea honourable and truthful.
If roused they are a terror in combat. They can be harmed only by magic weapons and spells, and always win initiative.
Terrain: Mountains, Ruins
Time So Far: 3 hours 13 minutes 03 seconds
Shinigami
Armour Class: 3
Hit Dice: 12***
Move: 120' (40')
Attack: 1 Flail
Damage: 1d6
No. Appearing: 1
Save As: C12
Morale: 10
Treasure Type: Nil
Intelligence: 15
Alignment: Lawful
XP Value: 3875
Monster Type: Outsider
The Shinigami is a twisted and dark spirit of the Abyss that holds power over life and death, both by killing any it wishes, or by bringing the dead back to life. They are bound by powerful laws to use these powers sparingly, and rarely travel to the Material Plane except by powerful magic. They appear as malformed, emaciated people with grey skin, sharks' teeth, and bloodshot eyes, dressed as farmers with a reaping flail and sake bottle.
As a reaper of souls, any target struck by a Shinigami's flail must save vs. Death or die instantly. Any creature killed by the Shingami' s flail or spells are drawn into a sake jar carried by the Shingami. Unless it chooses to release the soul or is destroyed, a creature whose soul is collected cannot be returned to life by any means except via Wish.
The Shinigami can bewitch people to self destruction by whispering to the. Those affected by the Shjngami's whispers must make a save Vs. Spell or use their next action to inflict damage on themselves in the most effective way possible.
A Shingami can cast the following spells each at will: confusion, finger of death, sleep, speak with dead, resurrection. They often carry an Apple of the Underworld, and a pouch full of jewels they have bought with souls collected.
Terrain: Ruins
Hit Dice: 12***
Move: 120' (40')
Attack: 1 Flail
Damage: 1d6
No. Appearing: 1
Save As: C12
Morale: 10
Treasure Type: Nil
Intelligence: 15
Alignment: Lawful
XP Value: 3875
Monster Type: Outsider
The Shinigami is a twisted and dark spirit of the Abyss that holds power over life and death, both by killing any it wishes, or by bringing the dead back to life. They are bound by powerful laws to use these powers sparingly, and rarely travel to the Material Plane except by powerful magic. They appear as malformed, emaciated people with grey skin, sharks' teeth, and bloodshot eyes, dressed as farmers with a reaping flail and sake bottle.
As a reaper of souls, any target struck by a Shinigami's flail must save vs. Death or die instantly. Any creature killed by the Shingami' s flail or spells are drawn into a sake jar carried by the Shingami. Unless it chooses to release the soul or is destroyed, a creature whose soul is collected cannot be returned to life by any means except via Wish.
The Shinigami can bewitch people to self destruction by whispering to the. Those affected by the Shjngami's whispers must make a save Vs. Spell or use their next action to inflict damage on themselves in the most effective way possible.
A Shingami can cast the following spells each at will: confusion, finger of death, sleep, speak with dead, resurrection. They often carry an Apple of the Underworld, and a pouch full of jewels they have bought with souls collected.
Terrain: Ruins
Now the NPCs
I like a data rich profile on NPCs with a list of their goals, etc. I will do an abbreviated format of that here, and use it as a guide for enriching my notes."Monk Saigye" by Hoshi, 1888 |
Armour Class: 10
Hit Dice: 5*
Move: 120' (40')
Attack: 1 punch
Damage: 1
No. Appearing: 1
Save As: C5
Morale: 8
Treasure Type: Nil
Intelligence: 13
Alignment: Lawful
XP Value: 300
Monster Type: Humanoid (Human)
Terrain: Mountains, Ruins
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
The Jade Princess
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
Time So Far: 4 hours 25 minutes 06 seconds
Monster Type: Undead (As Spirit or Possessed Carp) or Humanoid (As Mortal)
Terrain: Ruins
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
The Old Drunk
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
The Musician
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
The Actor
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
Terrain: Ruins
I no longer feel that this is showcasing my method in the way I might like. I could have done that better with a 5-room Dungeon. But I love what I am creating, and so I am going to keep working on it. I will track bot essential and non-essential tasks for my method as separate time records.
I also took a couple of minutes to look at each encounter with reference to the Balancing Encounters rule (Rules Cyclopaedia, p.100) to make sure that they would for for either 5 level 4 or 4 level 5 encounters. Most will be challenging for fresh characters. Some, like the Wizard and the Mother are deliberately difficult. The Shinigami will be downright lethal if the players get sucked into combat.
Next up, items and essential mechanics.
Time So Far: 6 hours 26 minutes 00 seconds
Time on Essential tasks to the AAD Method: 2 hours 40 minutes 24 seconds
Hit Dice: 5*
Move: 120' (40')
Attack: 1 punch
Damage: 1
No. Appearing: 1
Save As: C5
Morale: 8
Treasure Type: Nil
Intelligence: 13
Alignment: Lawful
XP Value: 300
Monster Type: Humanoid (Human)
Jubei is a shugenja, a priest of the animistic spirits that live in sacred places. He travelled with his master, the samurai Ningyò as they tried to put down the evil spirits of the House of Amber Lanterns. After his master was killed, he fled the Castle and created a Shrine to Ningyò's memory on the approach. Once Ningyò's shrine was complete, Jubei placed a magic seal on the Castle gate to trap the spirits within. Then he infiltrated the Castle by way of the ruined tower. He imprisoned the shadows of the dead servants in the servants quarters, and was in the process of consecrating the fireworks in the storehouse when he was caught by the Evil Samurai and imprisoned. Jubei the ability to Turn Undead like a cleric of fifth level if he has his magic staff. If he has access to paper and sacred inks he can create magic talismans, holy water, or sacred ropes. He can create seven items each day. Thanks to his religious discipline, Jubei cannot be charmed of possessed. And has a +4 bonus to save vs. Illusions. If freed, Jubei will retreat to the shrine at the Castle approach and support the characters with magic items. | What He Wants
What He Does Not Want
What Else
|
The Amber Princess
As Spirit | As Mortal | |
Armour Class: | 6 | 9 |
Hit Dice: | 7**** | 7* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 draining touch | 1 dagger |
Damage | special | 1d4 |
No. Appearing: | 1 | 1 |
Save As: | M7 | M7 |
Morale: | 10 | 6 |
Treasure Type: | Nil | Nil |
Intelligence: | 17 | 17 |
Alignment | Chaotic | Chaotic |
XP Value: | 2050 | 850 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Amber Princess is the Onryō spirit of Nikki Osome, a sorceress of the House of Amber Lanterns.. Like all of the Ghosts of the House of Amber Lanterns, The Amber Princess has a number of magical powers that are tied to her undead nature. The Amber Princess is incorporeal, she cannot be harmed except by magical weapons and spells. However, she can affect mortals with a corrupting touch that causes a mortal touched by her to save vs. Spells or fall asleep. The Amber Princess is also adept at Illusions. She creates illusions that affect sight, touch and hearing lasting until magically dispelled. She does not need to concentrate to maintain these illusions, although she must spend an action the change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. They are also dispelled if anyone accuses her of being a liar. The Amber Princess may become Invisible at will. No matter what, the Amber Princess cannot hide the fact that she is extremely homely and awkward. He magic is unable to make her charming or likeable. The Amber Princess' Greater Illusions are special and described throughout the adventure. If she is sealed, banished, or slain, then these effects wear off. The Amber Princess has the power of Possession. In order to possess someone she must trick them into interacting with her illusions, eating food, drinking wine, talking to illusory people. Etc. Each time they interact with her illusions they gain a 1d3 penalty on their Wisdom (although this is tracked in secret.) Once a target has a Wisdom of 3, she may possess them as described in the section on Possession. The Amber Princess can cast Magic-User Spells: Level 1: Hold Portal, Magic Missile, Sleep Level 2: ESP, Mirror Image, Phantasmal Force Level 3: Dispel Magic, Lightning Bolt Level 4: Wall of Ice |
What She Wants
What She Does Not Want
What Else
|
Terrain: Ruins
Genji Emaki: Aristocratic Beauty by Okada Yoshio |
As Spirit | As Mortal | |
Armour Class: | 6 | 8 |
Hit Dice: | 4*** | 4* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 draining touch | 1 short sword |
Damage | special | 1d6 |
No. Appearing: | 1 | 1 |
Save As: | T4 | T4 |
Morale: | 9 | 7 |
Treasure Type: | Nil | Nil |
Intelligence: | 14 | 14 |
Alignment | Chaotic | Chaotic |
XP Value: | 225 | 125 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Jade Princess is the Onryō spirit form of Nikki Jugiri, gifted poetess, dancer, and artist of legendary charm and Charisma. She was considered the finest entertainer in the House of Amber Lanterns.. Like all of the Ghosts of the House of Amber Lanterns, The Jade Princess has a number of magical powers that are tied to her undead nature. The Jade Princess is incorporeal, she cannot be harmed except by magical weapons and spells. However, she can affect mortals with a corrupting touch that causes a mortal touched by her to save vs. Spells or fall asleep. The Jade Princess can also create Illusions. She creates illusions that affect sight and hearing lasting until magically dispelled. She does not need to concentrate to maintain these illusions, although she must spend an action the change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Jade Princess may become Invisible at will. The Jade Princess has incredible Magnetism, and can be hard to resist. Listening to her recite poetry or seeing her dance slowly erodes the ability of the viewer to resist her. The longer she performs the lower their inhibitions.This works like a Charm Person spell. Characters must save vs. Spells every turn they spend around her, with a cumulative -1 penalty for each turn. The Jade Princess has the power of Possession. In order to possess someone she must get them to kiss or caress her. | What She Wants
What She Does Not Want
What Else
|
Terrain: Ruins
Time So Far: 4 hours 25 minutes 06 seconds
The Patriarch
As Spirit | As Mortal | Possessed Carp | |
Armour Class: | 6 | 9 | 10 |
Hit Dice: | 5** | 5 | 1-4** (S) |
Move | flying 90' (30') | 120' (40') | flying 30' (10') swimming 90' (30') |
Attack | 1 corrupting touch | 1 short sword | 1 Slap |
Damage | special | 1d6 +2 | 1d4 -2 |
No. Appearing: | 1 | 1 | 9 |
Save As: | F5 | F5 | N |
Morale: | 9 | 6 | 11 |
Treasure Type: | Nil | Nil | Nil |
Intelligence: | 14 | 14 | 14 |
Alignment | Chaotic | Chaotic | Chaotic |
XP Value: | 425 | 300 | 7 |
Monster Type: Undead (As Spirit or Possessed Carp) or Humanoid (As Mortal)
The Patriarch is the Onryō spirit form of Nikki Ikyu, the Daimyō of the House of Amber Lanterns.. Like all of the Ghosts of the House of Amber Lanterns, The Patriarch has a number of magical powers that are tied to his undead nature. The Patriarch is incorporeal, he cannot be harmed except by magical weapons and spells. The Patriarch may become Invisible at will. The Patriarch has the power of Possession. At present, he possesses the bodies of the Koi that he was fed to when he was murdered by his own daughters. He csn possess nine of them at once. If sll of his Koi are destroyed, he will become a single Onryō spirit. Once that happens, he will be able to possess any who flatter or kowtow to him. Possessed Carp: These fish are found in meditative Koi ponds in the ruined manors of wealthy families fallen to evil and corruption. They are haunted by the spirit of either their former master, or someone whose flesh they fed upon. All fish in a group may act independently, but they are all possessed by the same ghost, what one senses, they all sense, and all speak in unison in the language the possessing spirit. Every round, instead of acting, one carp may let out a wail in a human voice. All creatures within 30' of the carp that can hear it must save vs. Spells or become afraid, suffering a -2 on attack rolls and saving throws for 1 round. While the fish themselves still live, they are corrupted and diseased. Anyone hot by their slap must save vs. Poison or spend the round unable to attack or cast spells for one round as they wretch. | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
The Mother
As Spirit | As Mortal | |
Armour Class: | 6 | 9 |
Hit Dice: | 6*** | 6* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 corrupting touch | 1 dagger |
Damage | special | 1d4 |
No. Appearing: | 1 | 1 |
Save As: | F6 | F6 |
Morale: | 11 | 9 |
Treasure Type: | Nil | Nil |
Intelligence: | 15 | 15 |
Alignment | Chaotic | Chaotic |
XP Value: | 950 | 500 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Mother is the Onryō spirit form of Nikki Yashio, wife of the Daimyō, and the real power in the House of Amber Lanterns.. Like all of the Ghosts of the House of Amber Lanterns, The Mother has a number of magical powers that are tied to her undead nature. The Mother is incorporeal, she cannot be harmed except by magical weapons and spells. However, she can affect mortals with a corrupting touch that causes a mortal touched by her to save vs. Spells or fall asleep. The Mother can also create Illusions. She creates illusions that affect sight and hearing lasting until magically dispelled. She does not need to concentrate to maintain these illusions, although she must spend an action the change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Mother may become Invisible at will. The Mother has the power to command undead and lowlife creatures. She can command up to 30 Hit Dice of creatures at will. She has a special empathy for the giant centipedes of the region, and can summon 1d4 of them as an action. She always has 2d4 on hand in the Tenshu. The Mother has the power of Possession. In order to possess someone she must make them become paralyzed with Centipede venom. | What She Wants
What She Does Not Want
What Else
|
Terrain: Ruins
Old Man, Crazy to Paint 18th Century Scroll Unknown Artist |
As Spirit | As Mortal | |
Armour Class: | 6 | 10 |
Hit Dice: | 8*** | 8* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 corrupting touch | 1 club |
Damage | special | 1d6+1 |
No. Appearing: | 1 | 1 |
Save As: | F8 | F8 |
Morale: | 9 | 7 |
Treasure Type: | Nil | Nil |
Intelligence: | 9 | 9 |
Alignment | Chaotic | Chaotic |
XP Value: | 2250 | 1200 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Old Drunk is the Onryō spirit form of Nikki Shirataya, uncle of the Daimyō, of the House of Amber His heyday he was a great warrior who, after losing many body parts and many years to his brother's service retired to a life lived in the shadow of brothers who gained so much more at do little personal cost. Like all of the Ghosts of the House of Amber Lanterns, The Old Drunk has a number of magical powers that are tied to his undead nature. The Old Drunk is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep. The Old Drunk can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Old Drunk may become Invisible at will. The Old Drunk has the ability to breathe fire. It comes out in a 'cone. All within the blast take 3d6 fire damage, although they may Dave vs. Dragon Breath to take only half damage. Each time he uses this power, roll 1d4, he may use it agsin in that many rounds. Each time he uses this ability he also conjures 1d3 Inka. He retains this power even if he becomes a mortal so long as he drinks sake. The Old Drunk has the power of Possession. In order to possess someone he first must get them drunk. | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
The Wizard
As Spirit | As Mortal | |
Armour Class: | 6 | 10 |
Hit Dice: | 7**** | 7* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 corrupting touch | 1 staff |
Damage | special | 1d6-1 |
No. Appearing: | 1 | 1 |
Save As: | M7 | M7 |
Morale: | 10 | 8 |
Treasure Type: | Nil | Nil |
Intelligence: | 16 | 16 |
Alignment | Chaotic | Chaotic |
XP Value: | 2050 | 850 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Wizard is the Onryō spirit form of Nikki Morano, uncle and chief advisor of the Daimyō, of the House of Amber. A wizard of moderate talent, he spent more time brewing drinks and making fireworks than weaving magic. Like all of the Ghosts of the House of Amber Lanterns, The Wizard has a number of magical powers that are tied to his undead nature. The Wizard is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep. The Wizard can also create Illusions. He creates illusions that affect sight, touch, and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Wizard may become Invisible at will. The Wizard's greatest gift is his mastery over the magic Amber. He can freeze things in amber using an alchemical concoction, freezing them out of time. With a touch of his catalytic wand he can cause the frozen objects to reanimate in seconds. He has also learned to trap spells in amber to create something like a scroll activated by the same wand. The Wizard uses a modified version of the Under a Servant spell to give him limited telekinesis. He may lift and manipulate objects weighing no more than 10 lbs. at a range of 15'. This power can be dispelled like a spell, and he must sacrifice a spell to reactivate it. The Wizard has the power of Possession. In order to possess someone he has to get them to use spells in his presence. The caster suffers a -1 to the saving throw per level of spell. Finally,, The Wizard casts spells as a magic user of 7th level. He has the following spells prepared: He will retain his magic spells even if returned to a mortal form. | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
"Musical Couple" by Kitagawa |
As Spirit | As Mortal | |
Armour Class: | 6 | 6 |
Hit Dice: | 4*** | 4* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 corrupting touch | 1 throwing knife |
Damage | special | 1d4 |
No. Appearing: | 1 | 1 |
Save As: | T4 | T4 |
Morale: | 8 | 6 |
Treasure Type: | Nil | Nil |
Intelligence: | 11 | 11 |
Alignment | Chaotic | Chaotic |
XP Value: | 225 | 125 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Musician is the Onyrō form of Kurawa Izaemon a beloved retainer of the House of Amber Lanterns. His talent with the Koto and Samisen are legendary. He is always open to making friends with gifted musicians. Like all of the Ghosts of the House of Amber Lanterns, The Musician has a number of magical powers that are tied to his undead nature. The Musician is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep. The Musician can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Musician may become Invisible at will. The Musician has no unique powers, but he has the ability to touch and play the Blue Koto, and can activate its powers without making ability tests. The Musician has the power of Possession. In order to possess someone he first must get them to dance or play music with him. | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
Hanyagi Jusuke as the Fox Spirit In Kokaji by Nitori Shusen |
As Spirit | As Mortal | |
Armour Class: | 6 | 6 |
Hit Dice: | 6*** | 6 |
Move | flying 90' (30') | 120' (40') |
Attack | 1 corrupting touch | 1 short sword |
Damage | special | 1d6 |
No. Appearing: | 1 | 1 |
Save As: | T6 | T6 |
Morale: | 9 | 7 |
Treasure Type: | Nil | Nil |
Intelligence: | 12 | 12 |
Alignment | Chaotic | Chaotic |
XP Value: | 950 | 275 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Actor is the Onryō spirit form of Ickikawa Tokizo, a gifted actor, conjurer, and juggler who served the House of Amber Lanterns as both a performer and Assassin as needed. Like all of the Ghosts of the House of Amber Lanterns, The Actor has a number of magical powers that are tied to his undead nature. The Actor is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep. The Actor can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Actor may become Invisible at will. The Actor has an imitation power. The first time he uses this power, he magically creates a theatrical mask of his target, and puts it on using traditional face-dancing theatrics. In the same round he conjures it it on, he is capable of using a spell, attack or class feature of the target. He may attack using a Fighter's ThAC0 or Attack Bonus and deal damage as if the possessed that character's strength and special abilities, etc. He must change masks to use Imitation again. He may not imitate the same character two rounds in a row, The Actor has the power of Possession. In order to possess someone he must use his power of imitation on them three times. | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
The Puppeteer
As Spirit | As Mortal | |
Armour Class: | 6 | 8 |
Hit Dice: | 3*** | 3 |
Move | flying 90' (30') | 120' (40') |
Attack | 1 corrupting touch | 1 dagger |
Damage | special | 1d4 |
No. Appearing: | 1 | 1 |
Save As: | M3 | M3 |
Morale: | 8 | 8 |
Treasure Type: | Nil | Nil |
Intelligence: | 12 | 12 |
Alignment | Chaotic | Chaotic |
XP Value: | 80 | 35 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Puppeteer is the Onryō spirit form of Matanagawa Chikamatsu, a A dollmaker, artisan, and performer who has served the House of Amber Lanterns for decades. Like all of the Ghosts of the House of Amber Lanterns, The Puppeteer has a number of magical powers that are tied to his undead nature. The Puppeteer is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep. The Puppeteer can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Puppeteer may become Invisible at will. The Puppeteer has gained the ability to animate his puppets (see Animated Puppet, above.) He controls a number of them while invisible in order to distract, disorient, and overwhelm his enemies. He is never without several puppets nearby. The Puppeteer has the power of Possession. In order to possess someone he must have his marionettes bind them with puppet strings | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
Fukushima Masanori by Utagawa Kuniyoshi |
The Evil Samurai
As Spirit | As Mortal | |
Armour Class: | 4 | 4 |
Hit Dice: | 8*** | 8* |
Move | flying 90' (30') | 120' (40') |
Attack | 1 Cursed Katana | 1 Cursed Katana |
Damage | 1d10+4 | 1d10+4 |
No. Appearing: | 1 | 1 |
Save As: | F8 | F8 |
Morale: | 11 | 10 |
Treasure Type: | Nil | Nil |
Intelligence: | 12 | 12 |
Alignment | Chaotic | Chaotic |
XP Value: | 2300 | 1200 |
Monster Type: Undead (As Spirit) or Humanoid (As Mortal)
The Evil Samurai is the Onryō spirit form of Nikki Daizen, Son of the Daimyō of the House of Amber Lanterns and the commander of its small contingent of warriors. Like all of the Ghosts of the House of Amber Lanterns, The Evil Samurai has a number of magical powers that are tied to his undead nature. The Samurai is incorporeal, he cannot be harmed except by magical weapons and spells. He is able to interact with his own Kabuto, Katana, and his Battle Mask, allowing him to fight with physical foes. The mask has both a curse and a powerful fear effect. See in the items section. The Evil Samurai can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. The Samurai may become Invisible at will. The Actor has the power of Possession. In order to possess someone he must have critically wounded them in battle. | What He Wants
What He Does Not Want
What Else
|
Terrain: Ruins
A Pause in the Action
This was a colossal amount of content and took me nearly three hours to put together (admittedly, I was sneaking most of this in around my sons' naps, bathroom breaks, etc.) and way more than I would have needed if I were not making as much content to share. I doubt I would have done nearly as much with the NPCs, for example. The monsters I could have winged or borrowed and re-skinned stuff from the Rules Cyclopaedia. I also favour even more stripped-down RPGs like ICRPG for a lot of my games where even less data is required.I no longer feel that this is showcasing my method in the way I might like. I could have done that better with a 5-room Dungeon. But I love what I am creating, and so I am going to keep working on it. I will track bot essential and non-essential tasks for my method as separate time records.
I also took a couple of minutes to look at each encounter with reference to the Balancing Encounters rule (Rules Cyclopaedia, p.100) to make sure that they would for for either 5 level 4 or 4 level 5 encounters. Most will be challenging for fresh characters. Some, like the Wizard and the Mother are deliberately difficult. The Shinigami will be downright lethal if the players get sucked into combat.
Next up, items and essential mechanics.
Time So Far: 6 hours 26 minutes 00 seconds
Time on Essential tasks to the AAD Method: 2 hours 40 minutes 24 seconds
This work is licensed under a Creative Commons Attribution 4.0 International License. By Brian C. Rideout. And is done under the Open Game License 1.0a.
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