Showing posts with label Spelldancer. Show all posts
Showing posts with label Spelldancer. Show all posts

Monday, 10 September 2018

New Map

I spent Sunday of this week re-designing the map of the imperial hinterlands and frontier from Spelldancer.

This map was the first part of the Elizium setting I ever mapped, back when I was at 6th form college.  My then girlfriend would be the first person to ever play in Elzium with her Elf mage who would later lend her name to the game - Pandora Spelldancer.  That version was done by hand.

When I got my first copy of Campaign Cartographer by Profantasy Software I remade the map with that.  At the time it seemed great but technology - and expectations - have come a long way since then.  The version in the current edition of Spelldancer was remade using Campaign Cartographer 2 and again, how great it looked when I made it but once again the state of the art has moved on since then.

This version was made with CC3+ by Profantasy Software.  How far things have come since the pencil drawn then inked version on an artists pad!

Wednesday, 10 May 2017

(Spelldacner) New Creature! Morindiar (aka; mace tail)

Morindiar (aka; mace tail)
STR          SIZ           AGL        PER          LUC         WIP
40-80        60-70        5-15        10-25        10-30        10-30
Armour;-     7 point underbelly, 14 point everywhere else
Attacks; -    Headbutt    20-45%    KP; 29                   Stomp        10-25%     KP; = half creatures SIZ
                   Tail Lash    25-45%     KP; 32
Description; - These large, powerful herbivores have 4 short legs, circular in cross section and with four short toes on each foot.
  The creatures have broad bodies covered in tough, gnarly hide, softest on the underbelly where it is smooth.
  They have muscular tails with dense, oval, keratinous growths at the end which can be swung like a mace.
The animals wide, broad head have large mouths, filled with flat teeth.  They have small, round eyes, sunken into their heads for protection, and they have two short, broad, horns sprouting from above the eyes at a slight angle.

Habitat; - Temperate shrub lands, fens and forests across Eroon, although they are more common in the east than the west of the continent.

Behaviour; - Passive herd dwellers, they live in herds numbering between 30 and 90 individuals, for protection from predators.
They are generally quite passive, unless attacked, in which case they will lash out with their tails, head butt their attackers or stomp on anything that is smaller or closer to the ground than they are.
Seismic activity of any kind makes the creatures jittery and nervous since one of their most common predators are the tunnelling terrors.

(Spelldancer) New Creature!

Dronith
STR          SIZ            AGL         PER          LUC        WIP
40-80        40-70        10-25        10-40        10-40        10-40
Armour;-     2 point hide, 4 point wool
Attacks;-      Head butt    20-45%    KP; 13
                     Stomp          10-55%    KP; = half creatures SIZ
Description; - Dronith are large quadrupeds with short, forward-curving horns.  The creatures have large heads with wide, round eyes and large, drooping ears which they can prick up and swivel 240 degrees.  Their bodies are covered with a thick wool in the colder seasons, which they shed in the warmer seasons.
Their skins are dark brown, and the wool of the females is white whilst the wool of the males is black.

Habitat; - The natural habitat of the Dronith is fertile, temperate hills, fens and grassland, and they can be found across Eroon.  They are commonly domesticated by beast men as draft animals, sources of wool and sources of milk.  Since their meat is quite bitter, they are not commonly farmed for food, at least not where Carsen can be reared.
Behaviour; - These large herbivores are placid to the point of being docile.  With no natural predators, they have little sense of danger, and will often stand and watch dumbly as danger thunders towards them.

They are prone to parasites, especially Sanguiphage Larvae, although they are also often found in the presence of Sornth birds, which feed upon the Sanguiphage larvae and live in symbiotic relationship with the Dronith.

Dronith feeds on grass and root vegetables.

Tuesday, 9 May 2017

(Spelldancer) New Creature! Thanikol

Thanikol
STR        SIZ         AGL          PER          LUC        WIP
5-10        5-10        20-50        30-70        10-30        10-30
Armour; -     None
Attacks; -    Bite    30-65%    KP; 8
                     Talons    40-80%    KP; 8
Description; - Thanikol are large birds with rusty brown feathers covering their bodies and wings.  Their tail feathers are black, and their heads, which are bare of feathers, are a brown-pink in colour. They have long, and wickedly sharp beaks, wich they use to strip flesh from cadavers.

Habitat; - Found all over Eroon and D’grathia, especially in warm climates.

Behaviour; - Thanikol can usually be found in flocks of 10-20 and are carrion feeders.  They are attracted to freshly killed, warm-blooded animals, and as such can be found where one may expect to find freshly killed warm blooded animals. (Usually in the hunting territory of other carnivores).  They will usually only descend to feed on a kill once the predator that has brought the kill down has fed and left, so they tend to eat other animals leftovers.  However, they will attack the sick, injured and dying.

Since the animals are carrion feeders, they tend to carry horrible diseases on their beaks and talons, a wound by these creatures has a +30% chance of becoming infected.

Hit Location;-
Roll Nit location
91-00 Head
70-90 Left Wing (Limb)
 51-70 Right wing (Limb)
21-50 Body  11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creatue! Sornth Bird

Sornth Bird
STR       SIZ       AGL        PER           LUC         WIP
1-2        2-4        20-50        10-40        10-30        10-30
Armour; -     None
Attacks; -    Peck    30-65%    KP; 5
Description; - These yellow birds are about the size of a small domestic cat.
Habitat; - Found wherever one finds Dronith.
Behaviour; - Sornth lives near Dronith herds, and feed upon the Sanguifage larvae that live on the larger animals.  By feeding on the larvae the birds perform a symbiotic function for the Dronith.
The birds generally live in mated pairs and are only territorial if food is scarce, so if a large number of Sornth are seen with a Dronith herd, it is a good indication that the herd is seriously infected with Sanguifage larvae.
The birds are not commonly aggressive but may peck if they feel threatened.

Hit Location;-
Roll Nit location
91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
11-50 Body
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creature! The Flying Shroud

Flying Shroud
STR           SIZ           AGL        PER           LUC        WIP
10-25        10-20        30-50        40-85        10-30        10-30
Armour;-     1 point hide on head and body
Attacks;-    Bite    30-65%    KP; 20 + Poison
                   Grapple 55-75%    Pin
Description; - These giant brown creatures can grow to a considerable size, the largest examples have a wingspan of well over 10 feet.  Their ears are large and funnel-shaped, and they have large, round eyes, above oval sensor pits that allow them to see into the infrared.  Their large mouths have two long, needle sharp fangs.

Habitat; - Flying shrouds initially evolved in the eastern, temperate, regions of Eroon.  Since then they have expanded west and can be found in temperate areas and sub-tropical forest regions of places like the kingdom of Aarr.  They avoid arid regions, such as Thule and the southern Steppes.

Behaviour; - Flying shrouds live in dark areas, such as caverns or under dense forest canopies, and in colonies of between 10 and 50.  They hunt at night and are carnivorous, hunting warm-blooded animals.  On their own, these animals will not attack anything larger than themselves, however, in groups, they will happily attack much larger prey, and there are many stores of small parties of humans or other beast men being attacked by a flock of these creatures.

 When attacking, they will swoop down on prey and attach themselves to their victim.  Only the first bite is poisonous, as their poison sacks only contain enough poison for one dose every 24 hours.
Once they have bitten a victim they will remain attached to their prey, usually trying to wrap their wings about the victim (treat as a wrestling hold) whilst they try to worry at the wound (giving them +15 to hit, and resulting in each wound after the first being to the same location).

Special abilities; -  As mentioned, the first bite of the flying shroud injects a toxin with a POT equal to the creatures SIZ.  The poison takes effect in 1-4 Cr.

Result Effect
W The toxin has no effect on the victim

L The toxin causes sluggishness in the victim for a period of 1-10 minutes. The victims AGL and IL fall to three-quarters of their usual level during this time.

M The toxin causes intense sluggishness in the victim for a period of 2-20 minutes. The victims AGL and IL fall to three-quarters of their usual level during this time.

H The toxin causes intense sluggishness in the victim for a period of 2-20 minutes. The victims AGL and IL fall to half of their usual level during this time.

S The toxin causes the victim to become completely immobile for the period of 1-5 Combat rounds.  During this time the victim is conscious but unable to move any muscle.

C The toxin causes the victim to become completely immobile for the period of 1-10 combat rounds.  During this time the victim is conscious but unable to move any muscle.

F The toxin causes the victim to become completely immobile for the period of 2-20 combat rounds.  During this time the victim is conscious but unable to move any muscle.

Hit Location;-
Roll Nit location
 91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
21-50 Body
11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creature! "Cloud Snapper"

Cloud Snapper
STR           SIZ           AGL        PER           LUC         WIP
10-25        10-25        20-50        40-80        10-30        10-30
Armour;-     1 point hide
Attacks; -    Bite    30-65%    KP; 18
        Talons    40-80%    KP; 22
Description; - Cloud snappers look a lot like small Kakari, although they differ from their western cousins in that they have longer, finer heads and are a blue-grey in colour.
Habitat; - Unlike their western cousins, the Kakari, cloud snappers are found in D’grathia and southern Eroon.
Behaviour; - These aerial predators live in small colonies, usually with a familial relationship, numbering 2-6 individuals.  They nest on cliffs and mesas and hunt alone, with each adult member flying in a different direction to find prey.
They tend to take prey animals that are smaller than themselves and can be carried off.  Consequently, they rarely attack humans, although such attacks have been heard off.  They more commonly take mountain goats or hunting canines, which they will sweep down upon and try to pick off the ground.
Cloud snappers will try to kill their prey quickly, and then take it back to the nest to share with the rest of the colony.
Hit table;-
Roll Nit location
 91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
21-50 Body
11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

Wednesday, 19 April 2017

Spring Fantasy Sale!

It is now officially spring here in the UK and you know what they say, in the spring a gamer's fancy turns to Fantasy!
Well okay, by 'They' I mean'I' and by 'Say' I mean, 'I've just made this up this instant', but still.  IT's certainly true that for me as the days grow liter I find myself turning towards Fantasy as my genre of choice.  Not sure how I acquired that association but anyway, I'm waffling now, so back to the point!

For 1 Week only I am selling all the PDFs in my fantasy range - 'Spelldancer' at an incredible knock down price of between $1 and $2 each with the following special codes.

Simply add the code at check out OR purchase the product through the URL given which will automatically add the discount.

Hurry though, the sale only lasts till April 27th (The fact my mortgage payments are due on the 28th is totally coincidental, obvs). ;)

So snap up a bargain now!

Here are the Deals:-

Rules

Spelldancer Revised Rules for $2
Use Code 96593a1737
Or visit  http://www.rpgnow.com/browse.php?discount=96593a1737


Adventure Modules

Born In Flames: Book 1 for £2
An adventure for starting characters
Use Code 9661362555
Or visit 
http://www.rpgnow.com/browse.php?discount=9661362555


Secret of Serpents Tor for £1
Adventure scenario.  An ancient evil walks the land after curious farmers accidentally uncover a long sealed cavern in the earth.  Can the PCs drive the Serpent-men back into their ancient prison?
Use Code 966b7393ad

Sulphur pits of Nathezda for £1
Forgotten since the Mage wars the ancient demon Nathezda harbors many of his own secrets.  Now, tired of hiding and grown bold that his old enemies are no longer a match for him the demon begins to stir once more.
In this adventure the heroic PCs may face more than they bargained for and may even learn the fate of one of the lost lords of the Malmori.
A scenario for experienced and powerful PCs
Use Code 967a5b29a5

Trouble at the Troubadour's Rest for $1
Horror meets fantasy in this dark adventure for the Spelldancer RPG which can easily be modified for use with other systems.
The party and a few bedraggled fellow travelers seek shelter at a travelers inn somewhere in the Twin Kingdoms when they blunder into something far more dangerous than a bowl of broth and a bed for the night.
Use Code 96854839d9



Source Books and Gazateers

City Book 1: The City of Vor-Laran for $1
Compatible with any fantasy RPG the city book describes the vibrant urban environment of Vor-Laran, first capitol of the Empire in detail with adventure and plot ideas, notable NPCs, places of note in the city and much more.
Use Code 967f183c24

City Book 2: Port Apek for $1
Compatible with any fantasy RPG the city book describes the vibrant urban environment of Port Apek in detail with adventure and plot ideas, notable NPCs, places of note in the city and much more.
Use Code 966660e175
Or visit 
http://www.rpgnow.com/browse.php?discount=966660e175

Secrets of the Sea Kingdoms £1
The mysterious Sea Kingdoms have have perhaps more of an impact upon the world of Elizium than any other nation of comparable size.  Their constant raids along the Eroon coast lead to the foundation of the Gothman alliance which became the Empire.  There contact with the Felixiads of D'Grathia resulted in the freeing of human slaves there.
Their raids against the Western Isles lead the islanders to seek defense by becoming an Imperial protectorate.

Where other lands shun magic, in the Sea Kingdoms it is the core of their religion.

Even today the sales of Sea Kingdom warships strike fear into all but the strongest of hearts.
'Secrets of the Sea Kingdoms' details the culture, magic, religion, geography and unique creatures of the region in great detail and includes rules for sea going adventure.
Use Code 9675bd013b


Tuesday, 11 April 2017

(Spelldancer) New Monster: Cavern Creeper

Cavern Creeper
STR 25-55
SIZ   10-30
AGL   30-70
PER   25-70
LUC  10-30
WIP  10-20

Armour;- 10 point body and head, 5 point legs, 

Attacks;- Mandibles 50-85% KP; 29 + Poison
Kick 35-65% KP; 17
Web 25-55% Entangle with STR= to animals STR.

Skills ;- Stealth 55-75%, Climb 70-98%, Swim 25-45%, Hunting 50-75%
Tracking 45-85%

Description;- These giant arachnids can grow to the size of a fairly large man.  Their bodies are large and covered in thick, leathery hide and course hair which is mottled in shades of browns, providing camouflage against the stone of the caves it most commonly lives in.  The creatures head, such as it is, consists of a cluster of 8 eyes, and a mouth flanked by a large set of mandibles, all set directly on the front of the creatures body.
Habitat;- Cavern creepers, as the name suggest, dwell in caves and caverns, although they emerge at night to hunt. They are commonly found in D’grathia and Eroon, although there are legends of creatures that seem very similar, told amongst the people of the western isles.


Behaviour;- Aggressive and territorial carnivores, Cavern Creepers lair in caves but emerge at night to hunt.  However, they are opportunistic and will happily attack anything that enters their lair.
  Cavern Creepers tend to live solitary lives, only coming together to mate about once every other year.  During this mating season the males can travel hundreds of miles in an attempt to find a mate.  The females will lay a clutch of up to 50 eggs.
  Cavern Creeper young emerge from the egg sack fully formed, although quite small, and are capable of supporting themselves.  Hatching time turns into a macabre feeding frenzy as the animals are cannibals and they will attack their own siblings.  Generally only 10% survive, and they leave the lair to find another home for themselves.


  Because of their life cycle and cannibalistic nature, the population of these creatures is kept quite low, and they seem constantly in danger of extinction, although they always seem to muddle through.
Special notes;- The bite of a Cavern Creeper injects a potent paralytic poison with a 75% attack and a POT equal to the animals SIZ. The poison takes 1-5 CR to take effect.
Result Effect
W The toxin has no effect on the victim
L The toxin causes sluggishness in the victim for a period of 1-10 hours. The victims AGL and IL fall to one half their usual level during this time.
M The toxin causes intense sluggishness in the victim for a period of 2-20 hours. The victims AGL and IL fall to one half their usual level during this time.
H The toxin causes the victim to become completely immobile for the period of 1-5 hours.  During this time the victim is conscious but unable to move any muscle.
S The toxin causes the victim to become completely immobile for the period of 1-10 hours.  During this time the victim is conscious but unable to move any muscle.
C The toxin causes the victim to become completely immobile for the period of 2-20 hours.  During this time the victim is conscious but unable to move any muscle.
F The toxin causes the victim to become permanently paralyzed unless an anti-venom or magical cure can be found.


The creatures can launch a highly adhesive web strand from its spinnerets at a victim.  The spinnerets are located in the creatures hind quarters, and to fire the strand at a victim the creature must rise up and curl its hind quarters under its body, squirting the web from between its legs which are at full stretch.  This leaves the creature vulnerable, so it prefers not to make the attack until most or all of its foes are incapacitated.
Hit Locations;-
Roll Location
81-00 Head
51-80 Abdomen
41-50 Front left leg
31-40 Front right leg
26-30 Middle front left leg
21-25 Middle front right leg
16-20 Middle rear left leg
11-15 Middle rear right leg
5-10 Rear left leg
1-5 Rear right leg