Wednesday, May 31, 2017

Magyar Sector in the Rim War: Statting out Squadrons

So now that we have deduced the general composition of the Imperial and Solomani fleets in Magyar during the Rim War, and fleshed out the ship classes, there’s the task of statting out the squadrons available to Kemper and Coglan for our wargame.

There is an excellent thread on Citizens of the Imperium that discusses how to translate High Guard ship statistics into game mechanics compatible with the Fifth Frontier War and Invasion Earth. Both boardgames use similar ratings for squadrons, which have three values for Attack, Bombardment, and Defense. These ratings generally range from 0 to 8; FFW also tracks TL, Jump rating, and hull type (important for refueling).

The Attack rating is determined by the number and power of spinal weapons in the squadron; Bombardment is based on the number of missile bays and fighters; Defense is based on the number and size of hulls, as well as other factors such as agility or armor. A powerful TL 14 Battle Squadron might have a rating like 6-4-6, while a cruiser squadron might have a rating like 2-0-4. Damaged squadrons have reduced ratings, so that 6-4-6 BatRon might be only 3-2-3 following a major engagement.

I used a modified method proposed by the Oz to calculate FFW squadron ratings. Since many of the basic ship statistics used in the calculations are common across various editions, it was fairly easy to pull designs from disparate sources such as T20 Fighting Ships and Fighting Ships of the Solomani Confederation as well as Fighting Ships of the Shattered Imperium, which has several older TL 13 and 14 designs. Although the Oz’s method assumed squadrons of 8 ships of the same class, I built squadrons of mixed composition similar to the detailed orders of battle provided in Fighting Ships of the Solomani.

The following unit list provides FFW ratings for all units of the Magyar campaign, as well as their initial position following the Battle of Idu.

Solomani Units
SquadronTLJumpPrimary Ship ClassRatingInitial Position
12th AssaultRon133Zhukov-class troop carrier2-8-6Tralp (1913)
2nd CarrierRon144Hermes-class fighter carrier1-2-4Clown (1807)
11th CarrierRon133Midway-class fighter carrier1-2-4Fornorb (2616)
19th CarrierRon133Midway-class fighter carrier1-2-4Anise (2904)
21st CarrierRon133Midway-class fighter carrier1-2-4Chorus (1403)
12th DSRon133Yamamato-class strike cruiser1-0-3Clan (0205)
18th DSRon133Yamamato-class strike cruiser1-0-3Havaiikii (0523)
38th FleetRon144Zeus II-class battlecruiser5-0-4Jumpspace
39th FleetRon143Zeus II-class battlecruiser4-0-5Seloo (2102)
41st FleetRon144Prometheus-class fast dreadnought5-0-4Fornorb (2616)
46th FleetRon133Virago-class battle rider5-0-3Iatur (2628)
47th FleetRon133Zeus-class battlecruiser4-0-5Anise (2904)
49th FleetRon133Zeus-class battlecruiser5-0-6Packard (0918)
53rd FleetRon133Zeus-class battlecruiser3-0-5Wu (0203)
54th FleetRon133Zeus-class battlecruiser3-0-6Kaig (0413)
56th FleetRon133Victory-class battlecruiser4-0-5Tralp (1913)
59th FleetRon133Victory-class battlecruiser3-0-6Eery (1208)
69th FleetRon133Victory-class battlecruiser3-0-5Akludu (0902)
71st FleetRon133Victory-class battlecruiser4-0-5Ock (0227)
67th FleetRon122Cygnus-class colonial cruiser1-0-4Drang (0223)
6th HSRon143Normandy-class heavy cruiser1-1-5Namedih (1713)
19th HSRon133Minsk-class heavy cruiser2-0-5Asorret (2623)
20th HSRon133Yamamato-class strike cruiser2-0-5Seloo (2102)
104th FleetRon144Planet-class dreadnought5-1-4Orvon (Db 2935)
145th FleetRon144Planet-class dreadnought5-1-4Hermes (Db 1431)
205th FleetRon144Zeus II-class battlecruiser5-0-4Kimel (2239)
327th FleetRon133Virago-class battle rider5-0-3Norway (Db 2536)
155th DSRon144Beijing-class deep strike cruiser1-0-3Dudin (Db 2028)
207th DSRon144Beijing-class deep strike cruiser1-0-3Harmony (Db 1230)
2112th DSRon133Yamamato-class strike cruiser1-0-3Cruxway (Db 2926)

Imperial Units
SquadronTLJumpPrimary Ship ClassRatingInitial Position
226th CruRon144Atlantic-class heavy cruiser3-2-3Anise (2904)
236th CruRon144Effendi-class heavy cruiser1-2-3Anise (2904)
239th CruRon144Effendi-class heavy cruiser1-2-3Anise (2904)
Sternbach Colonial CruRon134Arlumer-class heavy cruiser2-0-2Darrukesh (SR 0106)
285th BatRon144Dlan-class dreadnought6-5-6Anise (2904)
337th BatRon144Triton-class heavy battleship6-3-6Anise (2904)
484th BatRon144Quiquilat-class battle rider6-1-3Anise (2904)
513th BatRon144Inkaalur-class light battleship6-0-6Anise (2904)
568th BatRon144Inkaalur-class light battleship6-0-4Anise (2904)
2542nd Colonial BatRon133Tiananmen-class battleship4-1-4Darrukesh (SR 0106)
894th BatRon133Timarin-class battle rider4-1-4Darrukesh (SR 0106)
926th BatRon133Timarin-class battle rider4-1-4Darrukesh (SR 0106)
91st CarRon144Liasdi-class fleet carrier1-1-4Anise (2904)
214th CarRon144Liasdi-class fleet carrier1-1-5Anise (2904)
115th TankRon143Kadela-class fleet tanker0-0-4Darrukesh (SR 0106)
155th TankRon143Kadela-class fleet tanker0-0-4Darrukesh (SR 0106)
265th CruRon144Atlantic-class heavy cruiser2-1-3Amkhalarug (SR 0301)
355th CruRon144Zahvat-class strike cruiser3-0-3Amkhalarug (SR 0301)
810th CruRon133Huron-class bombardment cruiser0-3-5Amkhalarug (SR 0301)
916th CruRon133Huron-class bombardment cruiser0-1-3Amkhalarug (SR 0301)
355th BatRon144Triton-class heavy battleship5-3-7Darrukesh (SR 0106)
397th BatRon144Triton-class heavy battleship7-3-6Darrukesh (SR 0106)
484th BatRon144Inkaalur-class light battleship6-1-3Amkhalarug (SR 0301)
4932nd Colonial BatRon133Timarin-class battle rider4-1-4Amkhalarug (SR 0301)
106th CarRon144Liasdi-class fleet carrier1-1-4Darrukesh (SR 0106)
293rd CarRon133Giishuda-class fleet carrier1-1-4Amkhalarug (SR 0301)
244th TankRon133Kadela-class fleet tanker0-0-4Amkhalarug (SR 0301)
27th AssaultRon143Vrenair-class assault carrier0-0-5Darrukesh (SR 0106)
93rd AssaultRon143Vrenair-class assault carrier0-0-4Amkhalarug (SR 0301)
380th CruRon144Atlantic-class heavy cruiser3-2-3Darrukesh (SR 0106)
381st CruRon144Atlantic-class heavy cruiser2-1-4Darrukesh (SR 0106)
587th CruRon145AHL-class fleet intruder2-2-2Anise (2904)
602nd CruRon145AHL-class fleet intruder2-2-2Anise (2904)
706th CruRon144Zahvat-class strike cruiser3-0-3Darrukesh (SR 0106)
811th CruRon144Effendi-class heavy cruiser1-2-3Darrukesh (SR 0106)
1102nd Colonial CruRon134Arlumer-class heavy cruiser2-0-3Darrukesh (SR 0106)
1214th Colonial CruRon134Arlumer-class heavy cruiser2-0-3Darrukesh (SR 0106)
428th BatRon144Perisher-class fast dreadnought5-1-4Darrukesh (SR 0106)
492nd BatRon144Inkaalur-class light battleship6-0-6Anise (2904)
495th BatRon144Inkaalur-class light battleship7-0-6Anise (2904)
2677th Colonial BatRon133Tiananmen-class battleship5-1-5Darrukesh (SR 0106)
246th TankRon143Kadela-class fleet tanker0-0-4Darrukesh (SR 0106)
51st ScoutRon145Talaria-class fleet courier0-3-4Anise (2904)

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2017 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, May 30, 2017

Bones III have Landed

Wow,  this seems like the best set yet in terms of quality. The Tiamat figure is particularly impressive.

Monday, May 29, 2017

Suffer Us to Famish

Famine Spirit

The 3e Monster Manual II (2002) was an interesting failure: a hardback released in the middle of short-lived 3e cycle, the MMII included updates of several iconic and not-so-iconic monsters and debuted a slew of high level monsters. The book was never updated for 3.5e and, although Wizards reportedly planned to release the material as Open Game Content, the monsters remain closed content.

The MMII has perhaps too many oddball monsters; many of the new creatures are not particularly memorable and the high Challenge Rating monsters in particular are largely broken, a reflection of the generally poor understanding of high level design at the time.

For me, one of the more interesting of these failures is the Famine Spirit, a corpulent, CR 19 ghoul variant with relatively limited punch for its Challenge Rating. And yet . . . there are some really compelling concepts here, and the Wayne Reynolds art is certainly inspirational. I have therefore taken some of the more interesting ideas and built an open version that I think works better as a 3.5e monster.

The following text is Open Game Content:

Ghoul, Famish

This rotund humanoid, large as an ogre, is swathed in sagging folds of putrid, grey-green flesh. Its slack-jawed mouth is filled with long, razor-like teeth and its tiny black eyes glimmer with an insatiable hunger.

Deathless Gluttons. A maddening hunger drives these corporeal undead to devour anything and everything they can cram into their enormous jaws, which they are able to unhinge like a serpent’s.

A Ceaseless Hunger. All living creatures that approach a famish ghoul are wracked by debilitating pangs of hunger.

Solitary in Misery. Famish ghouls will eat anything save for ghouls or ghasts, which occasionally serve this undead horror.

0e

Famish Ghoul CL 19 (4,100 XP)

Famish ghouls radiate a continuous aura of pain in a 60 feet radius. A creature in the area must succeed at a saving throw or be wracked with agony, imposing a -4 penalty to hit and damage in melee combat. If a famish ghoul scores a natural 20 on its attack roll, it severs one of the opponent’s extremities (roll 1d6: 1–2 arm, 3–4 leg, 5–6 head; severed limbs have a 50% chance of being either right or left). They are immune, like most undead, to charms and sleep spells.

HD 14; AC -1 [20]; Atk 2 claws (1d8), 1 bite (2d6); Save 3; Move 15; Al C; Special aura of pain, vorpal bite, immune to charm and sleep.

3.5e

Famish Ghoul CR 19

Always CE Large undead

Init +8; Senses darkvision 60 ft.; Listen +28, Spot +28

Languages Abyssal, Common

Aura pain (60 ft., DC 27)

Defense

AC 30, touch 13, flat-footed 26
(Dex +4, natural +17, size -1)

hp 234 (36d12 HD)

Fort +12, Ref +16, Will +23

Immune undead traits

Offense

Spd 40 ft.

Melee bite +28 (2d6+11/19–20), +28 claws (1d8+5)

Space 10 ft.; Reach 10 ft.

Special Attacks vorpal bite

Tactics

In Combat A famish ghoul is so preoccupied with its insatiable hunger that it fights almost mindlessly. A famish ghoul will ignore opponents to devour food within reach.

Morale A famish ghoul will fight until destroyed as long as it can see something to eat.

Statistics

Str 32, Dex 18, Con –, Int 15, Wis 17, Cha 11

Feats Awesome Blow, Cleave, Great Cleave, Dodge, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Multiattack, Improved Sunder, Mobility, Multiattack, Power Attack, Spring Attack

Skills Climb +34, Diplomacy +1, Hide +22, Jump +38, Listen +28, Move Silently +27, Search +25, Sense Motive +26, Spot +28, Survival +26 (+28 to follow tracks), Swim +34

Base Atk +18; Grp +33

SQ create spawn, shadow jump

Ecology

Environment any

Organization solitary or troupe (1 plus 2d6 ghouls and 1d6 ghasts)

Treasure none

Advancement 37–72 HD (Huge)

Special Abilities

Aura of Pain (Su) At the end of each of a famish ghoul’s turns, living creatures within 60 feet of the ghoul must make a DC 28 Fortitude save or suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. The save DC is Charisma-based. A creature need save against the aura only once as long as it remains within the area, though if it leaves the area and returns while the famish ghoul is still active, it must save again. These effects last for 1 hour after the creature moves farther than 60 feet from the famish ghoul.

Create Spawn (Su) Any humanoid slain by a famish ghoul and not devoured rises as a ghast in 1d4 rounds. Ghasts are under the command of the famish ghoul that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible.

Shadow Jump (Su) As an immediate action, the famish ghoul can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A famish ghoul can jump up to a total of 200 feet each day in this way; this may be a single jump of 200 feet or two jumps of 100 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Vorpal Bite (Ex) On a successful critical hit against a creature of up to one size category larger than itself, the famish ghoul’s bite attack severs the opponent’s head (if it has one) from its body. Though some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, most creatures die when their heads are cut off.

5e

Famish Ghoul
Large undead, chaotic evil
Armor Class 19 (natural)
Hit Points 174 (18d10 + 72)
Speed 40 ft.
StrDexConIntWisCha
18 (+4)16 (+3)18 (+4)15 (+2)17 (+3)11 (+0)
Saving Throws Str +10, Con +10, Wis +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft.; passive Perception 20
Languages Abyssal, Common
Challenge 19 (22,000 XP)
Pain Aura. At the start of each of the famish ghoul’s turns, each creature within 20 feet of it must make a DC 19 Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Actions
Multiattack. The famish ghoul makes three attacks: 1 with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the famish ghoul can’t bite another target.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Swallow. The famish ghoul makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the famish ghoul, and it takes 21 (6d6) necrotic damage at the start of each of the famish ghoul’s turns. If the famish ghoul takes 40 damage or more on a single turn from a creature inside it, the famish ghoul must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the famish ghoul. If the famish ghoul dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Legendary Actions
The famish ghoul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The famish ghoul regains spent legendary actions at the start of its turn.
Attack. The famish ghoul makes one claw attack.
Move. The famish ghoul moves up to its speed without provoking opportunity attacks.
Chomp (Costs 2 Actions). The famish ghoul makes one bite attack or uses its Swallow.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Friday, May 26, 2017

The Stars are Right!

Within 24 hours I received notice that two long-delayed Kickstarter campaigns for plastic miniatures were finally shipping. My Bones III order should be here next Tuesday, and my Sandy Peterson’s Cthulhu Mythos for Pathfinder order should be here on Wednesday. That will be a LOT of plastic. Pics to come.

Wednesday, May 24, 2017

Magyar Sector in the Rim War: Ship Classes

The d20 version of Traveller, T20, was set during the Solomani Rim War, about 100 years before the “Golden Age” of Classic Traveller. Two T20 supplements, Fighting Ships, and Fighting Ships of the Solomani Confederation provide helpful details on the navies of the Third Imperium and the Confederation, respectively.

In addition, the MegaTraveller supplement Fighting Ships of the Shattered Imperium details several TL 13 and 14 warships, filling in niches not covered by the T20 books. Although FSotSI was decanonized, in part due to the broken ship designs, the basic information of some of these ships can be salvaged for our purposes.

Taken together, these sources allow us to flesh out the most common ships to see combat during the Magyar campaign of the Solomani Rim War.

Third Imperium Ships
Ship ClassShip TypeTLJumpDisplacement (kdt)HullSpinal Weapon
Dlandreadnought144700StreamlinedClass S Meson
Tritonheavy battleship144500StreamlinedClass S Meson
Perisherfast dreadnought144400PartialClass S Meson
Inkaalurlight battleship144200StreamlinedClass Q Meson
Quiquilatbattle rider14430StreamlinedClass S Meson
Tiananmenbattleship133350StreamlinedClass P Meson
Timarinbattle rider13330StreamlinedClass L Meson
Epshuarmored cruiser144100StreamlinedClass S Particle Accelerator
Effendiheavy cruiser14490StreamlinedClass E Particle Accelerator
Atlanticheavy cruiser14475PartialClass H Meson
Zahvatstrike cruiser14470StreamlinedClass H Meson
AHLfleet intruder14560PartialClass N Particle Accelerator
Barcolpatrol cruiser14435StreamlinedClass H Meson
Arandollight cruiser14417.5StreamlinedClass G Meson
Arlumerarmored cruiser134100StreamlinedClass R Particle Accelerator
Huronbombardment cruiser13350Streamlined-
Nuzuuarmored cruiser123100StreamlinedClass Q Particle Accelerator
Vrysonumissile cruiser123100Streamlined-
Zastretiinterdiction cruiser12280StreamlinedClass L Particle Accelerator
Resolute Bastionarmored cruiser12340PartialClass E Particle Accelerator
Liasdifleet carrier144300Unstreamlined-
Giishudafleet carrier133150Unstreamlined-
Vrenairassault carrier144300Partial-
Roivalkdestroyer1443Streamlined-
Saberwolf Block IIdestroyer1443Streamlined-
Chrysanthemumescort destroyer1421Partial-
Fer-de-Lancedestroyer1441Partial-
Saberwolf Block Ifleet destroyer1345Streamlined-
Kadelafleet tanker143500Streamlined-

Solomani Confederation Ships
Ship ClassShip TypeTLJumpDisplacement (kdt)HullSpinal Weapon
Planetdreadnought144300StreamlinedClass S Meson
Prometheusfast dreadnought144250StreamlinedClass S Meson
Zeus IIbattlecruiser144150StreamlinedClass S Meson
Zeusbattlecruiser133150StreamlinedClass P Meson
Victorybattlecruiser133130StreamlinedClass L Meson
Hastabattle rider13330UnstreamlinedClass P Meson
Valiantmonitor13030Streamlined-
Normandyheavy cruiser14470StreamlinedClass H Meson
Beijingdeep strike cruiser14440StreamlinedClass G Meson
Madridlight cruiser14410Streamlined-
Minskheavy cruiser13360StreamlinedClass E Meson
Yamamatostrike cruiser13350StreamlinedClass R Particle Accelerator
Yarmouthlight cruiser13315StreamlinedClass G Meson
Cygnuscolonial cruiser122100StreamlinedClass D Meson
Texaslight cruiser1238Streamlined-
Hermesfighter carrier144200Unstreamlined-
Midwayfighter carrier133200Unstreamlined-
Zhukovtroop carrier133100Unstreamlined-
de Gaullepocket carrier13310Partial-
Washingtonpocket carrier12350Streamlined-
Bremenpocket carrier1238Unstreamlined-
Dingirdeep strike destroyer1455Streamlined-
Tau Cetidestroyer1343Streamlined-
Strikerdestroyer1233Streamlined-

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2017 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Wednesday, May 17, 2017

Magyar Sector in the Rim War: Naval Forces

In preparing to wargame the Magyar campaign of the Solomani Rim War, we have to determine what naval forces might have been available to Admirals Kemper and Coglan, and how these forces would have been organized. Fighting Ships of the Solomani Confederation helpfully describes the ten sector fleets fielded by the Confederation Navy at the start of the Rim War, and provides very specific details on the composition of the task forces used for the invasion of Diaspora sector in 990. This information can be used to infer and extrapolate the Confederation assets commanded by Coglan.

The T20 Fighting Ships supplement does not provide quite the same level of granularity for the Imperial Navy circa 990. One canonical source is Classic Traveller Alien Module 6 - Solomani:

In response to [Imperial success], the Confederation embarked on a desperate gamble, consolidating its remaining forces into a single Grand Fleet under their ablest admiral, Ivan Wolfe.

Wolfe analyzed the nature of the dual Imperial advance. The Imperial 17th Fleet was advancing along the line Lagash-Nusku-Agidda, towards Terra; the 1st Fleet was striking from Vega toward Dingir and its industrial and political strength. . . . Wolfe caught the advanced guard of the 17th Fleet at Agidda and inflicted a major defeat. He then shifted his forces to Dingir, hoping that he could also defeat the 1st Fleet. The fatal miscalculation was in figuring reorganization time: the 17th Fleet was able to rally its ships in a matter of weeks and effect a pursuit of Wolfe’s Grand Fleet. In the Battle of Dingir (early 1002), Wolfe was caught by surprise as lmperial reinforcements turned the tide against him (11).

In the context of the Rim War, just what were the 1st and 17th fleets? The MegaTraveller Rebellion Sourcebook’s map of “Fleets of the Imperium” shows that, circa 1116, the 17th Subsector Fleet is stationed at Ikhnaton, subsector A of Ley, while the 1st, naturally enough, defends Core subsector of Core sector. But it doesn’t seem likely to me that the 1st and 17th fleets that fought at Dingir were these subsector fleets.

Traveller sources are somewhat inconsistent in their description of the Imperial navy, but the most recent canonical source is Mongoose Traveller: Sector Fleet. Although set in the “Golden Era” of 1105, much of this information seems broadly applicable to the Rim War period. Sector Fleet contends that the Imperial Navy’s numbered subsector fleets are different in composition and mission from the named sector fleets. The Sector Fleets “are responsible for large-scale military action, most importantly warfighting,” while the Subsector Fleets “are responsible for defending their subsector and maintaining its security” (38). Sector Fleet explains that “In the Imperial Navy, the term ‘Fleet’ has three specific but very different meanings. The term can refer to a ‘Numbered Fleet,’ which is a grouping of several squadrons, to a ‘Named Fleet,’ which is an assembly of two or more Numbered Fleets. It can also refer to a force created for a specific task, e.g. a Battle Fleet sent across the border to attack an enemy [emphasis added]” (38).

A little later on, Sector Fleet explains that “In the event of a major war, other Sector Fleets away from the immediate battle area will be ordered to provide a number of ships and squadrons to serve in one or more Special Fleets or to reinforce the Sector Fleets of the embattled region. Most commonly this means that up to half the sector’s heavy cruiser and capital ship strength may be drawn off to create one or more Battle Fleets to take the war to the enemy. The usual model for such a conflict is that the Sector Fleets defend their territory and resist the enemy advance, perhaps counterattacking if there is an opportunity, and then battle fleets are moved up from elsewhere to take the offensive” (41–42).

So in this context, the 1st and 17th were probably Battle Fleets especially assembled from elements of the Sector Fleets of the coreward Imperial sectors. Their specific mission was the invasion of the Solomani Rim. After the Armistice they were likely disbanded and the constituent assets returned.

Estimating the Fleets of the Imperium and the Confederation

If we imagine a full Sector Fleet as a standard unit of measurement we can then assess the relative strengths of the Imperial and Confederate fleets.

Returning to Fighting Ships of the Solomani Confederation, we can estimate the strength of the Confederation navy. Some of these are understrength: for example, the rimward sectors do not face hostile polities and therefore can be smaller and focused on piracy and internal conflicts. Some are understrength simply because the Confederation controls only part of a sector.

Solomani Fleet Strength in 990
Sector Fleet Equivalent
Daibei 0.5
Diaspora 0.5
Old Expanses 0.5
Dark Nebula 0.5
Magyar 1
Solomani Rim 2
Alpha Crucis 1
Canopus 0.5
Aldebaran 0.5
Neworld 0.5

“Equivalent” is the size of each fleet in comparison to a standard Sector Fleet. All told, in 990 the Confederation had about the equivalent of 7.5 sector fleets in naval assets.

So how about the Imperium? As Sector Fleet noted, “up to half the sector’s heavy cruiser and capital ship strength may be drawn off to create one or more Battle Fleets to take the war to the enemy” (48). The following table is a swag at the Imperial sectors and the assets they could make available to form Battle Fleets for the Rim War. I assumed the three border sectors—Daibei, Diaspora, and Old Expanses—would not be able to contribute, as they would be focused on defense; I also assumed more distant sectors would not contribute.

Imperial Fleet Strengths in 990
Sector Fleet Equivalent Available
Daibei 0.5 0
Diaspora 0.5 0
Old Expanses 0.5 0
Verge 0.31 0.155
Ililesh 0.75 0.375
Zarushagar 1 0.5
Massilla 1 0.5
Delphi 0.5 0.25
Gushemege 1 0.5
Dagudashaag 1 0.5
Core 2 1
Fornast 1 0.5
Ley 1 0.5

This suggests that the Imperium could call up battle fleets equivalent to a little more than 4 sector fleets.

Let’s assume that the TL advantage enjoyed by the Imperium is roughly balanced out by the advantage of the Solomanis only needing to play defense. So 1 Imperial sector fleet equivalent = 1 Solomani sector fleet equivalent. So the Confederation has a 7.5 to 4 advantage on paper. However, many of these Solomani assets cannot be brought to bear. The three border fleets—Daibei, Diaspora, and Old Expanses—can’t be moved as they are the front line. The spinward fleets—Dark Nebula and Magyar—can’t be moved either, for fear of the Aslan attacking. The Confederation could strip the rimward and coreward areas, and probably did, but those are weaker assets to begin with.

So although the Confederation has a larger number of assets than the Imperium for the Rim War, many aren’t maneuverable, making the odds a little more even. This really explains the outcome of the war pretty well: the Imperium could access enough battle fleets to credibly invade the Solomani Sphere, but not necessarily enough to take the whole thing quickly. If the Imperials had not wasted assets invading Terra, they very well could have crushed the Confederation forever.

The Magyar Campaign

Imperial Forces

There is no detailed timeline for the Rim War. We know that after a Solomani offensive into Old Expanses bogged down the lines largely stabilized in 991 and the two sides were stalemated until 998, when the Imperium began steadily advancing into the Solomani Sphere. By 1002 the Imperium had captured the Vegan District, which set the stage for the battle of Dingir and the invasion of Terra. Working backwards, I would imagine 998 was consumed by an Imperial drive into Old Expanses, with a second front opening up in Diaspora in 999. By 1000 the Imperium was ready to push into Alpha Crucis, Solomani Rim, and Magyar sectors.

Based on the map in the Imperial Encyclopedia, the Magyar campaign featured battles across the sector, which suggests a substantial force. I have assumed Admiral Kemper commanded the equivalent of a full sector fleet: 16 cruiser squadrons, 16 battle squadrons, 4 carrier squadrons, 4 tanker squadrons, 2 assault squadrons, and 1 scout squadron, divided into the 4th, 9th, and 18th Provisional Imperial Battle Fleets. Most of these squadrons would have been TL 14 and J-4, with occasional TL 13 and J-3 colonial units.

Solomani Forces

One curiosity of the Imperial Encyclopedia map is that no fighting is shown in all of Daibei sector. I have therefore assumed that the Confederation massed squadrons in Daibei to repel an invasion that never came. Instead, Kemper invaded Magyar through the Solomani Rim. In response, the Confederation abandoned most of Daibei in order to redeploy forces for the defense of Magyar.

Following the description of assets in Fighting Ships of the Solomani, I assumed that Magyar in 1000 had a medium-strength sector fleet, which was partly stripped to provide squadrons to Daibei and the Rim. Therefore Coglan had the following assets available to him at the start of the Magyar campaign: 2 deep strike squadrons, 3 heavy strike squadrons, 4 carrier squadrons, and 13 fleet squadrons. These would later be bolstered by an additional 3 deep strike squadrons and 4 fleet squadrons from Daibei. Most of these assets would have been TL 13 and J-3, with occasional TL 14 and J-4 assets.

The Confederation had other naval assets in the sector, but these were unavailable to Coglan for various reasons. Member-states probably wanted to maintain their own defenses, and thus would have kept their assets close to home. A large reserve fleet was maintained in the spinward subsectors, but this was largely a TL 12 force intended to deter Aslan incursions and would have been ineffective against Kemper’s TL 14 invasion force.

In addition to these regular naval assets, I used T4’s Imperial Squadrons to develop likely system defenses using my unofficial sector data for Magyar sector in the 990 Milieu. The following table details the significant system defenses for those systems in the path of the Imperial onslaught.

Magyar System Defenses in 990
SystemTLDefenses
Austa/Anise (2503)131,200 SDBs, 1 patrol squadron, 1 monitor squadron, 1 assault squadron
Guenivier/Anise (2505)1010 SDBs, 1 patrol squadron
Amunet/Anise (2507)912 SDBs
Aequus/Anise (2602)11120 SDBs, 1 patrol squadron, 1 monitor squadron
Volund/Anise (2607)912 SDBs
Pinnock/Anise (2701)912 SDBs
Anerin/Anise (2706)14100 SDBs, 1 patrol squadron, 2 monitor squadrons
Sweet/Anise (2901)912 SDBs
Chartpay/Anise (2903)912 SDBs
Anise/Anise (2904)13100 SDBs, 1 patrol squadron, 1 monitor squadron
Waldrin/Anise (2910)1012 SDBs, 1 patrol squadron
Typoer/Anise (3210)912 SDBs
Headley/Voyager (1714)910 SDBs
Voetsak/Voyager (1815)1210 SDBs, 1 patrol squadron
Pearce/Voyager (1911)812 SDBs
Tralp/Voyager (1913)11120 SDBs, 1 patrol squadron, 1 monitor squadron
Wondagaal/Voyager (2214)1310 SDBs, 1 patrol squadron
Veneet/Kline (2519)912 SDBs
Fornorb/Kline (2616)141,000 SDBs, 1 patrol squadron, 2 monitor squadrons, 1 assault squadron
Milbrath/Kline (2716)910 SDBs
Niobe/Kline (2811)11120 SDBs, 1 patrol squadron, 1 monitor squadron
Kline/Kline (3012)1210 SDBs, 1 patrol squadron
Einkamp/Kline (3020)912 SDBs
Metody/Kline (3114)1012 SDBs, 1 patrol squadron
Rouern/Kline (3213)8120 SDBs
Ethlum/Valhalla (1027)1210 SDBs, 1 patrol squadron
Perrault/Valhalla (1029)912 SDBs
Yuehtsao/Swan (1323)915 SDBs
Uebelhor/Swan (1324)812 SDBs
Keyor/Swan (1521)1310 SDBs, 1 patrol squadron, 1 monitor squadron
Acara/Swan (1627)1210 SDBs, 1 patrol squadron
Saienz/New Mars (1824)14100 SDBs, 1 patrol squadron, 2 monitor squadrons
Uttama/New Mars (1827)1210 SDBs, 1 patrol squadron
Ramaniam/New Mars (1927)912 SDBs
Helm/New Mars (2029)810 SDBs
Koskiku/New Mars (2030)912 SDBs
Yama/New Mars (2127)1210 SDBs, 1 patrol squadron
Fatagin/New Mars (2229)9120 SDBs
Seker/New Mars (2529)1210 SDBs, 1 patrol squadron
Iatur/New Mars (2628)141,000 SDBs, 1 patrol squadron, 2 monitor squadrons, 1 assault squadron
Namodi/New Mars (2729)1210 SDBs, 1 patrol squadron
Asorret/New Mars (2923)14100 SDBs, 1 patrol squadron, 1 monitor squadron
Union/New Mars (2927)131,000 SDBs, 1 patrol squadron, 1 monitor squadron, 1 assault squadron
Pocatlipcat/New Mars (3030)1110 SDBs, 1 patrol squadron
Gjerdingen/New Mars (3123)10120 SDBs, 1 patrol squadron, 1 monitor squadron
Beta/New Mars (3128)131,000 SDBs, 1 patrol squadron, 1 monitor squadron, 1 assault squadron
Beagle/New Mars (3129)111,200 SDBs, 1 patrol squadron, 1 monitor squadron, 1 assault squadron
Ledbetter/Cluster (2536)912 SDBs
Gerwalk/Cluster (2631)14100 SDBs, 1 patrol squadron, 2 monitor squadrons
Bergvardt/Cluster (2731)1012 SDBs, 1 patrol squadron
Gursky/Cluster (2940)1110 SDBs, 1 patrol squadron
Yukikyu/Cluster (3239)1012 SDBs, 1 patrol squadron

With all of this information in hand, we then have a rough handle on the naval forces available to Admirals Kemper and Coglan. While Kemper begins with a much stronger force, it is also clear that she probably lacked the ships to completely conquer Magyar.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2017 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, May 15, 2017

A Demon of Fearsome Power

Saga of Old City

The scaled demon is another update of a monster from the d20 version of Gary Gygax’s Necropolis, a mammoth Eyptian-themed adventure/campaign supplement.

This monster has an interesting history, bearing a more-than-passing resemblance to the cataboligne demon featured in Gygax’s Saga of Old City (1985), “a demon of fearsome power.” The illustration to the right is from Clyde Caldwell’s cover painting for the novel, which was one of Gygax’s last published works for TSR. Although the cataboligne demon was never statted out in AD&D, Sean Reynolds published a 3.0e version in Dragon 295, “Monstrous Denizens of Oerth.” This was subsequently updated to 3.5e in Expedition to the Ruins of Greyhawk.

The following text is Open Game Content:

Demon, Scaled

This creature is humanoid in appearance, with metallic blue, scaly skin, and a comb-like crest of spines running from the top of its knobby skull to between the shoulder blades.

Abyssal Outcasts. Scaled demons are rarely encountered monsters, shunned and hated even by other demons.

Haughty and Cruel. These arrogant demons enjoy taunting and tormenting their opponents during combat.

Fearsome Guardians. Scaled demons are occasionally bound by powerful spellcasters as guards for ancient treasures.

A demon of this sort is 8 feet tall, broad, and fast. Its tail is prehensile, barbed, and poisonous.

0e

Scaled Demon CL 13 (2,300 XP)

Scaled demons can cause darkness in a 10ft radius, are immune to electricity, can cause Fear at will, can polymorph themselves, and are 50% resistant to magic. These demons have a 30% chance to gate in another scaled demon.

HD 9; AC 0 [19]; Atk 2 claws (1d6), 1 bite (1d8) or tail (1d6 + poison); Save 6; Move 15; Al C; Special Magic resistance (50%), +1 or better weapon to hit, demonic magical powers.

3.5e

Scaled Demon CR 13

Always CE Large outsider (chaotic, evil, extraplanar)

Init +2; Senses darkvision 60 ft.; Listen +28, Spot +28

Aura fearful gaze (DC 20)

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Defense

AC 27, touch 11, flat-footed 25
(-1 size, +2 Dex, +16 natural)

hp 110 (13d8+52 HD); DR 15/cold iron and good

Fort +12, Ref +10, Will +12

Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 26

Offense

Spd 40 ft.

Melee 2 claws +18 (1d6+6), bite +16 (1d8+3) or
tail sting +18 (1d6+9 and poison)

Space 10 ft.; Reach 10 ft.

Special Attacks abyssal strike, improved grab, poison (DC 20, 1d6 Con/2d6 Con), summon demons 1/day

Spell-Like Abilities (CL 20th)

At will—blasphemy, cloudkill (DC 17), deeper darkness, desecrate, detect good, detect law, greater dispel magic, greater teleport (self plus 50 pounds of objects only), magic circle against good, read magic, telekinesis (DC 17), tongues (self only), unhallow, unholy aura, unholy blight (DC 16), wall of fire

1/day—implosion (DC 21)

Tactics

During Combat A scaled demon loves to do battle, and uses its spell-like abilities to attack foes before tearing them apart using its talons and fangs. It rarely uses its barbed tail in combat, except when it grabs and holds a foe, which is then stung to death.

Morale A scaled demon usually fights to the death.

Statistics

Str 23, Dex 15, Con 18, Int 18, Wis 18, Cha 14

Base Atk +13; Grp +23

Feats Ability Focus (fearful gaze), Blind-Fight, Cleave, Multiattack, Power Attack

Skills Bluff +18, Concentration +20, Diplomacy +22, Knowledge (any two) +20, Intimidate +20, Listen +28, Move Silently +18, Search +20, Sense Motive +20, Spellcraft +20, Spot +28

SQ change shape

Ecology

Environment a chaotic evil-aligned plane

Organization solitary or troupe (1 scaled demon, 2–5 hezrous)

Treasure standard coins, double goods, standard items

Advancement 14–19 HD (Large), 20–39 HD (Huge)

Special Abilities

Abyssal Strike (Su) A scaled demon overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic- and evil-aligned.

Change Shape (Su) A scaled demon can assume the form of any Small,
Medium, or Large humanoid.

Fearful Gaze (Su) Fear, 30 feet. A creature that meets the scaled demon's gaze must succeed on a DC 20 Will save or become panicked for 1d6 rounds. Whether or not the save is successful, that creature cannot be affected again by the same scaled demon's gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Improved Grab (Ex) To use this ability, a scaled demon must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a scaled demon can automatically summon 4d6 dretches, 1d4 hezrous, or one glabrezu, nalfeshnee, or scaled demon. This ability is the equivalent of an 8th-level spell.

Telepathy (Su) A scaled demon can communicate telepathically with any other creature within 100 feet that has a language.

Skills Scaled demons receive a +8 racial bonus to Listen and Spot Checks.

5e

Scaled Demon
Medium fiend (demon), chaotic evil
Armor Class 18 (natural)
Hit Points 168 (16d10 + 80)
Speed 40 ft. ft.
StrDexConIntWisCha
21 (+5)15 (+2)20 (+5)18 (+4)16 (+3)14 (+2)
Saving Throws. Str +10, Con +10, Wis +8
Skills. Perception +8
Damage Resistances. cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities. poison
Condition Immunities. poisoned
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Senses truesight 120 ft.; passive Perception 18
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Actions
Multiattack. The demon makes four attacks: 1 with its bite, 2 with its claws, and 1 with its sting.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Sting. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frightening Gaze (Recharge 5–6). The demon fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the demon‘s gaze for the next 24 hours.
Teleport. The scaled demon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Friday, May 12, 2017

Dungeons of Doom


I backed the first couple of Dwarven Forge Kickstarters, and I’m pretty sure I’ll be in on this one, too. Looks like this will be a great, dungeon-focused set.

Wednesday, May 10, 2017

Magyar Sector in the Rim War: Background

Although not nearly as bloody as the Diaspora or Old Expanses campaigns, and certainly not as celebrated as the fight for the Solomani Rim, Magyar sector proved to be an important and dynamic theatre of the Rim War. The Magyar campaign was notable for featuring two of the most colorful and talented admirals in either the Imperial or Confederation navies: Kemper and Coglan.

Both commanders were natives of Daibei sector, and their storied naval careers had many parallels and intersections. Admiral Miiri Elixabeth Kemper, who directed the Imperial forces, was an incomparable strategist who orchestrated a brutally efficient invasion of Magyar. She was opposed by Confederation Admiral Arturo Coglan, whose cunning and resourceful defense may have prevented the complete destruction of the Solomani Confederation.

Although the two admirals probably never met prior to the Rim War, their relationship has been subject to many fanciful dramatizations that sometimes portray the two as star-crossed lovers. Although this speculation has resulted in several saccharine novels and holovids, the beloved “Kemper & Coglan” symphony is widely regarded as one of the best pieces of Neo-Terran orchestral music composed in the last century.

Early Lives

Kemper was born in 956 on Warinir/Edge (Daibei 0507) to an upper middle class family with a long tradition of service in the Imperial Navy; her own father had retired a lieutenant. From an early age she was fascinated with Terran history and particularly Solomani naval traditions. In 973 she was admitted to Imperial Naval Academy (Daibei Branch), then located on Warinir. Ferociously competitive, she received numerous commendations for her scholarship, fencing, and chess play. Her senior thesis, which won the prestigious Lisiani Prize, was on emerging differences between Imperial and Solomani military doctrine. Kemper graduated at the top of her class and received her pick of assignments with the Imperial Navy. She chose the Ftahalr Enforcement Fleet, where she rapidly rose through the ranks until she gained her first command in 985.

Coglan was born on Kimel/Narya (Daibei 2239) in 957 to a working-class family. At the time Kimel was a major Solomani Confederation port, hosting both the Daibei Fleet Headquarters and a Confederation Naval Academy. Bright and inventive, Coglan won admittance to the Academy in 975. While popular with his classmates and possessing tremendous talent, he was a poor student inclined to mischief, graduating near the bottom of his class. Like Kemper he also was a skilled fencer and chess player. In fact, his innovative chess play caught the eye of Sector Admiral Zion Taskill, who hand-picked the young ensign for his personal staff. Although he longed for his own command, Coglan shone under Admiral Taskill and quickly became one of the chief planners for the Daibei Sector Fleet.

Runup to the Rim War (988–990)

In 988 the Solomani Confederation’s Naval High Command, based on Luna, ordered Admiral Taskill to develop plans for an invasion of Imperial space in Daibei sector. The goal was to retake worlds that had originally been part of the Solomani Autonomous Region, and to capture neighboring  worlds with significant Solomani populations.

In Daibei the original border of the Autonomous Region, established in 704, had stretched spinward from the rimward edge of Conda subsector through Dudin and Mulaar and into Gaalorn subsector. Hermes, Narya, Orvon, and Cruxway subsectors were almost entirely within the Sphere.

However, numerous border worlds within the Autonomous Region did not sign the Charter of Confederation in 871. And after Empress Margaret II revoked the Region’s charter in 940 the Imperium gradually reabsorbed many of these border systems despite the protests of the Solomani. Eventually the Imperium reclaimed most of the Daibei worlds within three rimward parsecs of the border. Several worlds deeper in Confederation space considered themselves Imperial or at least independent and began formally reestablishing ties to the Imperium, especially if they had once belonged to the Imperium. Such worlds opened Imperial consul offices and recruiting stations and appointed noble representatives in anticipation of reintegration.

One of the first Daibei worlds to return to the Imperium was Durgaarurkim/Conda (Daibei 2720), a high population world with a majority Vilani population. Subsequent worlds included the entire Tukera Cluster and Corve/Dudin (Daibei 1729). The Tukera Cluster contains the homeworld and many colony worlds of the Evantha, winged sophonts native to Temeraire/Conda (Daibei 3020). Corve was the homeworld of the Bruhre, a massive, hexopedal race accustomed to a high atmospheric sulfur content. The Bruhre are complex and remarkably intolerant species, and for this reason, are usually isolated from the mainstream of other Imperial cultures. Neither the Evantha nor the Bruhre fared well under the Solomani and the Imperium felt intervention was necessary for the protection of both species.

In response to the High Command's request, Admiral Taskill turned to Coglan, his ablest planner, to develop the invasion plans for Daibei. The brilliant but pessimistic Coglan expressed reservations about the viability of an invasion: while the Confederation might be able to achieve early victories, Coglan argued that the Confederation could not withstand a sustained war with the Imperium. Despite Coglan’s protests, his plan was approved by High Command with only few comments.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2017 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, May 8, 2017

Flayed Man

Here’s a 3.5 update of a monster from a sourcebook on necromancy, revised from an earlier attempt. The following text is Open Game Content:

This creature has the shape and gait of a man, but its horrible red face is nothing but exposed flesh and muscle, as if all its skin had been ripped or torn away.

In Death as in Life. Flayed men are created from the body of a dead spellcaster who in life was devoted to death and necromancy. The process for creating a flayed man requires that the body first be skinned, revealing the musculature underneath, and then treated to prevent quick decay.

Grisly to Behold. The bones and muscles of a flayed man are all visible. It can still speak in its former voice and gesture as fluidly as a living creature. As a consequence of its creation process, the flayed man’s touch and footprints are not bloody; a flayed man does not bleed.

Controlled by Forces of Darkness. A flayed man retains much of its former intelligence but seeks to destroy all living things. A flayed man is an even more powerful conduit for energies from the Negative Energy Plane as an undead creature than it was as a living spellcaster; it suffers none of the limitations of the flesh.

Flayed Man CR 7

Often NE Medium undead

Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Elven, Dwarven

Aura grisly face (30-ft. radius, DC 19)

Defense

AC 19, touch 11, flat-footed 19 (+1 Dex, +8 natural)

hp 68 (10 HD)

Fort +3, Ref +6, Will +8

Immune undead traits

Offense

Spd 40 ft.

Melee slam +10 (1d6+7)

Space 5 ft.; Reach 5 ft.

Typical Spell-Like Abilities (CL 10th)

1/day—animate dead, bestow curse (+10 melee touch, DC 18), chill touch (+10 melee touch, DC 15), death knell (DC 16), disrupt undead (+6 ranged touch, DC 14), enervation (+6 ranged touch), ghoul touch (+10 melee touch, DC 16), quickened ray of enfeeblement (+6 ranged touch), touch of fatigue (+10 melee touch, DC 14), vampiric touch (+10 melee touch)

Special Attacks black touch 4/day (+6 ranged touch, 5d6), rebuke undead 7/day (+6, 2d6+14 HD, 10th)

Tactics

During Combat A flayed man uses its link to the Negative Energy Plane both intelligently and ruthlessly to destroy the living, especially other spellcasters. It initially fights from the rear with its spell-like abilities behind a wall of lesser undead, then engages in melee when its spells run out.

Morale A flayed man fights until destroyed.

Statistics

Str 20, Dex 12, Con –, Int 15, Wis 12, Cha 19

Base Atk +5; Grp +10

Feats Alertness, Lightning Reflexes, Quicken Spell-Like Ability (ray of enfeeblement), Toughness

Skills Concentration +17, Hide +14, Intimidate +17, Knowledge (religion) +15, Spellcraft +15, Use Magic Device +17 (+19 using scrolls)

SQ dying energies (DC 19, 1d8+10)

Ecology

Environment Any

Organization Solitary

Treasure Standard

Advancement 11–20 HD (Medium)

Special Abilities

Black Touch (Sp) A flayed man can fire a ray 4 times per day as a ranged touch attack with a range of 50 ft. A successful hit does 5d6 points of negative energy damage. Since undead are powered by negative energy, this effect heals any undead struck of as much damage as it would deal.

Dying Energies (Su) When a flayed man is reduced to 0 hit points or less it releases a burst of negative energy in all directions with itself as the center point. The circular effect has a 20 ft. radius and inflicts 1d8+10 damage; DC 19 Will save for half. The save DC is Charisma-based. Since undead are powered by negative energy, this effect heals any undead within the area of effect of as much damage as it would deal.

Grisly Face (Su) A flayed man’s horrific appearance and seemingly normal voice and demeanor are extremely unnerving. Creatures within 30 feet that view a flayed man are affected as if by a fear spell from a 10th-level caster (Will DC 19 partial). Creatures that successfully save cannot be affected again by the same flayed man’s grisly face ability for 24 hours. This is a mind-affecting, fear effect. The save DC is Charisma-based.

Spell-Like Abilities A flayed man is created with the ability to use eight different spells as spell-like abilities (two each of levels 0 through 4th), each one once per day. These spells can vary and are either arcane spells from the necromancy school or divine spells from the Death domain. The save DCs are Charisma-based. The caster level is equal to the flayed man’s HD.

Rebuke Undead (Su) A flayed man rebukes undead as a cleric of level equal to its HD.

Flayed Man Lore

Characters with ranks in Knowledge (religion) can learn more about flayed men When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DCResult
17Flayed men are undead spellcasters that retain the ability to use necromantic spell-like abilities.
23The mere appearance of a flayed man is enough to induce terror in onlookers.
27Flayed men have strong ties to the Negative Energy Plane and are able to cast rays of pure negative energy.
32Destroying a flayed man results in a dangerous blast of negative energy.

Advanced Flayed Men

As flayed men advance in Hit Dice, they gain additional spell-like abilities, as detailed in the following table:

Advanced Flayed Men
HDCRAdditional
Spell-Like Abilities
117
12–1382 5th-level spells
14–1592 6th-level spells
16–17112 7th-level spells
18–19122 8th-level spells
20132 9th-level spells

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.