Saturday, March 2, 2019

Library Data: A-B

Library data entries represent information available from any ship’s computer using the library program, in response to the correct keywords. The information may be desirable as background or supporting information for an adventure, as data to help players better understand the situations they are in, or as leads to help start new adventures. In general, the referee can look into library data any time the player characters indicate that they are researching a subject. In addition to directly relevant information, additional materials of interest may be revealed to them.

—The Traveller Book (152).

In Classic Traveller, the use of Library Data was a fairly ingenious way to provide in-game information to the players. Library entries were generally short, punchy downloads filled with just enough information to orient players and offer color and plot hooks to help referees run an adventure. Their very brevity let them largely avoid the common sci-fi problem of narrative infodump, hitting just the essentials. Most of the CT Library Data were easily digestible and one could readily skip around several different entries. In small doses Library entries were an effective, gameable way to transmit setting data.

The problem with Library Data only emerges as a cumulative effect. Library Data could be redundant, with some entries repeated many times across different products. Also, they could be inefficient, with relevant entries on a single topic scattered across different books. Occasionally there would be minute differences with entries, and it could be extremely hard for a referee to track down stray details.

As the Third Imperium setting grew and accumulated more and more details, Library Data entries grew corresponding longer and longer, until some became almost mini-essays. And in fact, many future editions would abandon the technique altogether for walls of text—which are great for super-fans interested in burrowing down into the setting. But these long forms are not so great for casual players just trying to pick up a new game. For those folks, the old Library Data is still an excellent technique for supplying setting details.

Into the Interface Library Data

Acaran Snarl. An astrographic feature in Nemo, New Town, Voyager, New Mars, Swan, Iouo, and Valhalla subsectors of Magyar, a rambling chain of 77 worlds separated by jump-1 distances.

Allied Prefabricated Ships and Vessels. A shipyard operations corporation, based in the Magyar sector but with several facilities in the spinward portion of the Solomani Rim. It is primarily concerned with the construction of small to medium-size merchant vessels, using thoroughly tested designs licensed from other firms. Its corporate headquarters is located on Kline (Magyar 3012 A642987-E).

Alphard (Magyar 1701 B88AAA9-E). A large, high population water world with a dense atmosphere, a Class B starport, and a high law, high stellar tech society. Most of the population of 24.2 billion lives in underwater arcologies that sprawl along the floor of the world’s shallow ocean, which teems with complex, indigenous life. Alphard also has notable populations of Aslan and uplifted dolphins. Alphard is a very stable, peaceful society governed by a Supreme Council. The Imperial noble assigned to the world is the Countess Zhivka Lidka.

Culturally and economically Alphard is an astrographically isolated system, more connected to Daibei Sector, as it requires at least a Jump-3 ship to reach the system from elsewhere within Magyar Sector. The Alphard Institute of Technology is known for its Advanced Center for Particle Physics. The megacorporation Makhidkarun maintains its regional headquarters and a merchant academy onworld. The Imperial Army stations the 18th Grav Tank Army on Alphard and conducts Protected Forces Training in the Alphard system on the moon Nadim (G30087A-7) of the gas giant Malik. Alphard supports a TL14 colonial navy as well as one of the larger Nautical Force Commands in the Imperium.

Amber Zone. Travellers’ Aid Society classification for a nation, world, or system which presents a need for caution in dealings and activity. The amber code may indicate chaos, upheaval, or xenophobia in local business, politics, society, or culture, or it may be applied for other reasons. Travellers should exercise caution.

Ancients. Highly intelligent race that gained prominence approximately 300,000 years ago. Most of what is known about the Ancients has been gleaned from archeological excavations of Ancient sites: the remains of cities, bases, outposts, and settlements of the Ancients. Scientific dating techniques have established that a “Final War” spanning a 2,000-year period destroyed virtually all of the Ancients at that time

Ancient artifacts that have been discovered show a very high tech level and an equally high degree of sophistication, such artifacts often reveal new, previously undiscovered or unexploited technologies. In Magyar, Ancient sites have been identified on Pungitore (3104), Pankow (2518), Gyurenek (2912), Morgenstern (2625), and McNellan (2026).

android. A bioengineered artificial human. Androids are a specific type of synthetic, a broad class of organic-based artificial beings manufactured according to a master template or blueprint. Androids blend biological and non-biological processes: they have semi-organic bodies, semi-organic brains, and implanted personalities. They are incapable of reproduction. Androids are sometimes confused with pseudobiological robots, which are entirely non-organic constructs that merely resemble biological creatures. Although the technology for producing androids is available at TL13, true pseudobiological robots are expected to become available only at TL16 or beyond.

Androids are produced at a factory, commonly called a vat. Various components are grown or fabricated, and the android comes to life with the installation of the semi-organic brain. They begin life in adult form, fully trained and capable of performing their intended duties. An android has no memory of events prior to leaving the factory. Its first memory is of the final production chamber at the factory immediately prior to being sent into the world.

Androids are built for specific purposes, generally to perform laborious, dangerous, or repetitive tasks or to undertake work that would be considered too demeaning or demanding for a human. Because of their behavioral controls, androids are able to execute commands that humans might find distressing or distasteful. Although their cost is prohibitive—individual androids range in cost from MCr0.5 to MCr5.0 and beyond—synthetics are widely employed by those entities that can afford them: governments, corporations, nobles, and wealthy individuals.

In Magyar, important manufacturers include Corydon BioTech, Kline Synthetic Technologies, NewGenAssist, and Totaliti Workforce. The Wuan Technology Association is particularly well known for the quality of its synthetics, with Agilitrix being the largest producer. Its Spectrum line, now in its fifth generation, represents some of the most commonly encountered androids in the region.

Androids are a source of anxiety and discomfort for many humans. The potential for an android rebellion or mass malfunction is a common concern that forces manufacturers to spend billions of credits on public relations. For many humans, androids are nothing more than possessions to be exploited and discarded as desired.

Anglic. One of two official languages of the Third Imperium. A distant descendant of Terran English, Anglic was the language of the Rule of Man. Anglic remained a common interstellar language for trade and commerce during the Long Night. Its widespread use on the original worlds of the Third Imperium made it the natural language when the Imperium was established.

On many worlds, Anglic is only a second language used for system traffic control, commercial operations, and interstellar communications.

ape, uplifted. Troglodytes sapiens, genetically engineered intelligent animals created by ancient Terrans. This artificial species is a transgenic hybrid of gorilla, chimp, and some Human genes. They are larger and heavier than natural chimpanzees, and are lighter of build than gorillas with a more bipedal posture. Average height and mass are 1.6 meters and 100 kilograms. The most important genetic augmentation involved transgenic alterations to the vocal cords and brain based on Human genetic material to improve speech and linguistic ability. This gives them the same linguistic capabilities as an ordinary Human although their voices have a somewhat more guttural pitch than the average person.

Apes were first uplifted late in the Interstellar Wars period. They were perfected by Old Earth Union genetic engineers on Terra some 2,000 years ago. There are currently several million uplifted apes living on Solomani and Imperial worlds. Aldebawi and New Mars subsectors contain several remnant uplifted ape populations.

Arturo Coglan [957–1038]. Celebrated Solomani Confederation admiral during the Solomani Rim War, notable for his spirited defense of Magyar sector against Imperial fleets led by Admiral Miiri Kemper. Coglan was born on Kimel (Daibei 2239), which hosted both the Daibei Fleet Headquarters and a Confederation Naval Academy. Coglan entered the Academy in 975 and although he proved an indifferent student, his instructors noted his nimble and innovative intellect. Coglan served with the Daibei Sector Fleet and developed invasion plans for that allowed the Confederation to seize some 80 Daibei worlds with very few losses in 990.

Despite this success Solomani Security blocked Coglan’s advancement, citing his “insufficient enthusiasm” toward the Solomani Cause. Coglan was instead given command of a modest patrol flotilla based out of Avalon (Reaver’s Deep 3238). There Coglan studied Aslan asymmetrical warfare, insights that would prove invaluable once he was pitted against Kemper. Conglan’s success against the Aslan led to him being named Admiral of the Akuusir Subsector Fleet in 995.

When Kemper’s fleets entered Magyar in 1000, the Confederation Magyar Sector Fleet was ill-equipped to respond. Many of the reserve units were in Daibei and its best spinward units could not be brought to bear, as they were needed to deter further Aslan incursions into Dark Nebula. And many of the best trailing squadrons had been pulled into the Solomani Rim to assist in the defense of the Vegan District.

Coglan was summoned from Dark Nebula to organize a defense of Magyar, and he understood that he was faced with a larger and higher tech opponent. His resourceful defense relied on speed and deception to keep Kemper’s forces off balance. He avoided direct confrontation in favor of disrupting her ability to range far by targeting tankers, repair ships, and supply convoys. His brilliant fighting stalled Kemper’s advance for nearly a year, and at the First Battle of Fornorb he routed a significantly superior Imperial task force. Coglan attempted to lure Kemper deeper and deeper into the Solomani Sphere, thinning her forces and extending her supply lines. The goal was also to keep her from joining up with the main battle lines beginning to form in the Solomani Rim. After escaping near disaster at Iatur (Magyar 2628) Coglan retreated into Valhalla subsector, but his luck was running out. Coglan’s last stand was at Ranamar (Magyar 1326), where he was trapped. In the face of certain defeat, Conglan offered his surrender.

Following the war, Coglan assisted the Imperial Navy in reintegrating captured Magyar worlds back into the Imperium, often negotiating terms personally. For this service he was given a full pardon by Admiral Adair in 1015. Coglan embraced his role as a loyal Imperial citizen, and although he refused a noble title he served as ambassador to the Aslan Tralyeaeawi clan from 1019 to 1027. He settled on Kline (Magyar 3012), where he served on the board of Allied Prefabricated Ships and Vessels and dabbled in numerous—though only occasionally successful—business ventures. He retired quietly in 1034 following an unseemly investment fraud scandal to prepare his memoirs. Coglan was initially vilified by Confederation historians for surrendering at Ranamar and his post-war complicity with the Imperials. However, his reputation has been reevaluated in the last forty years as military historians have demonstrated both his tactical brilliance as well as the fundamentally untenable nature of his position.

Aslan. An intelligent major race native to Kusyu (Dark Nebula 1226 A876A76-E). The Aslan have an established interstellar empire, the Aslan Hierate, spinward and rimward of the Imperium, but they have ranged well beyond its borders with many settling within the Imperium and attaining full status as citizens.

The earliest Terran explorers saw in Aslan a vague resemblance to the Terran lion, and they have been described as lion-like ever since, although there is very little true similarity. Aslan stand roughly human-sized, averaging 2.0 meters in height and weighing about 100 kg. They are descended from four-limbed, upright, bipedal carnivore-pouncer stock originally adapted to a solitary arboreal existence. Aslan have a single highly specialized dewclaw under each thumb which folds back jackknife fashion into a horny covering in the base of the thumb and palm.

There are two sexes, male and female. The most notable external difference is the increased size and mane of the former. Females outnumber males by 3 to 1. The sexes have very different roles in Aslan society. Males in all but the lowest classes are concerned mostly with military operations, acquisition of territory, and political affairs. Females are concerned with trade, industry, and the accumulation of knowledge.

The Aslan were fortunate to have emerged into the interstellar community during the Long Night in human space, which gave them an opportunity to expand and explore with limited competition. In -1683 the first Aslan vessel reached the Solomani Rim, and within a century the Tralyeaeawi clan had established trade routes between Aslan space and important Human markets in Magyar and the Rim. Aslan settlers, hungry for new lands, colonized scattered worlds in the region. Even as the predatory Reavers harassed Dark Nebula and Magyar, regular trade between Aslan clans and worlds in the Rim continued until approximately -1100.

Around this point the strongest Aslan clans had reached rough parity with Humans and began absorbing Human worlds, sometimes peacefully and sometimes by force. Sporadic warfare characterized the Aslan Border Wars, which lasted until the Third Imperium appeared on the scene. At the height of Aslan influence in Magyar, numerous clans directly controlled worlds in Alpha and Gamma quadrants. The Iouo Federation was an important Magyar state comprised of allied Human and Aslan worlds. With the rise of the Solomani movement, many Aslan populations were driven spinward into Hierate space, and those Aslan who remained were generally subjugated. The Iouo Federation was forcibly dissolved with the creation of the Solomani Confederation in 871.

Asorret (Magyar 2923 B403866-B). A cold, small, ice-capped vacuum world in New Mars subsector. The world lies just outside the habitable zone of Intezion, its F4 V primary. The system also has a notable secondary world, Gikhiir (F7B87BD-8). Though the system has relatively few assets on its own, Assort is valued for its centrality to the subsector and location on what was once a major trade route between the Solomani Rim and Magyar. The system contains the headquarters of the 96th Imperial fleet, changed with defense of New Mars subsector along with the Imperial systems in Swan and Cluster subsectors. The naval base has associated Gunnery, Engineering, and Intelligence schools. The world’s population of 900 million were such ardent supporters of the Solomani Cause that the system remains under military rule, being administered directly by the Navy.

Asrow (Magyar 3006 X598548-5). An agricultural world on the Walpurgian Main in Anise subsector. The medium-sized wet planet has a dense oxygen-nitrogen atmosphere tainted by high carbon dioxide. The Asrow government is a democracy with a fractious parliamentary system. The system was first explored during the Vilani First Imperium, when it was named Riish. The world was colonized during the Rule of Man for agriculture but abandoned during the Long Night after being sacked by Reavers. The world was resettled early in the Solomani period and maintained a Class B starport prior to the Solomani Rim War.

The Asrow homesteaders are a proud and fiercely independent lot. Even though the world escaped the Solomani Rim War largely unscathed, the inhabitants have refused to acknowledge Imperial authority despite steadily increasing pressure applied by various Imperial offices. The Starport Authority downgraded the starport’s rating to C in 1030 and to D in 1055. These measures only led to increasing hostility and occasional violence against Imperial officials. In 1077 an attempted assassination against Baron Ilanit Santos caused the Imperium to withdraw its representative and interdict the world. Since then the Imperium has engaged in occasional police actions on Asrow, but the tenacious government continues to hold out.

Austa (Magyar 2503 C796ABE-B). A high-population industrial world of 91.3 billion, located on the Walpurgan Main in Anise subsector. The system contains a second major world, Geaamshuu (F5879DF-3), with over 2.41 billion inhabitants. The Austa system was first explored by the Vilani First Imperium, who named the mainworld Karikmir. And although both Karikmir and Geaamshuu have abundant water and orbit within the habitable zone of Nagishar, the G2 V primary, both worlds had dense carbon dioxide-nitrogen atmospheres with a notable absence of free oxygen.

The Terran Confederation assumed control of the system late in the Interstellar Wars and terraformers introduced genetically modified algae to both Karikmir and Geaamshuu, producing breathable atmospheres on both worlds by the end of the Rule of Man. Terran colonists flocked to the system and began settling Karikmir and Geaamshuu in earnest.

During the Long Night Austa became a major power in the region, though its general reach had been greatly curtailed by the time the Third Imperium arrived in the sector. By 400 Austa was an impoverished, over-populated, TL8 planet eager to join the Imperium. By 700 disappointment in Imperial rule led Austa to embrace the Solomani Movement; with assistance from the government of the Autonomous Region the economy of Austa finally began to improve, increasing its technology level from 9 to 12 in just 200 years.

During the Solomani Rim War Austa was a major objective for Imperial forces in the Magyar Campaign. The class B starport was destroyed during a pitched battle, but the system defenders extracted such a price that the Imperial forces withdrew without having captured the mainworld.

battle dress. An advanced and powered version of combat armor. Battle dress enhances the strength and senses of individuals wearing it with variable feedback personal controls, servopowered limbs, and various kinds of electronic assistance. The individual wearing battle dress is effectively doubled in strength and given unlimited endurance.

BatRon. Battle squadrons are the main battle elements of the Imperial Navy. Built around dreadnoughts and battleships, a BatRon is designed to destroy the enemy main lines. Auxiliary ships that stay out of the line of fire and provide support to the larger vessels generally accompany the battleships. The support vessels are usually tankers and ordinance cargo ships. Smaller scout vessels are often attached to provide communication between squadrons.

The mainstay of the Magyar BatRons are older Ershur-class battleships, the 200,000dt, TL14 precursor to the TL15 Ilelish-class. The Ershur-class was a new configuration introduced in 1063 as a smaller, general purpose battleship able to support a wide variety of missions. The Ershur debuted shortly before the Navy’s transition to TL15, and although fairly successful with the rimward fleets, was quickly considered obsolete. By 1091 the Ilelish-class, with an improved meson spinal weapon and more accurate and higher yield large meson guns, was starting to replace Ershurs. The 170th is the only BatRon in Magyar anchored by Ilelish-class battleships, while the 142nd, 145th, and 279th BatRons are comprised of Ershurs.

battle rider. Non-jump capable ship intended to stand in the line of battle in space combat and carried interstellar by a battle tender. A large jump-capable tender generally carries two to ten heavily armed and armored battle riders. The Imperial Navy first began experimenting with battle riders around 700. It is generally held that, in any meeting between a battleship and a battle rider of equal tonnage, the battle rider will triumph.

battleship. Jump-capable starship intended to stand in the line of battle in space combat. A battleship carries jump drives and fuel tanks internally.

Beagle (Magyar 3129 D766A99-A). A wet world with a Class D starport, and a high population, high law, early stellar tech society. The system is centered on the star Sixeti, an F5 V primary located in the Ceti Cluster in New Mars subsector. The system features three different major worlds: the mainworld is an earthlike planet that orbits in the habitable zone, while Inanna (F5509A9-5) is a hot desert world positioned one orbit inside Beagle. Colma (G8A6854-8), by contrast, occupies one orbit outside the mainworld and is a cold glacier world with an unbreathable carbon dioxide-nitrogen atmosphere.

Beagle is notable as one of the first Terran Confederation colonies in Magyar sector and the early administrative center for what was then called Cygnus sector. Beagle was one of the first colony worlds outside the Solomani Rim to be granted home rule and had a population of over 11 million at the end of the Interstellar Wars. During the Long Night Beagle was able to fend off Reavers and Aslan raiders, but a rapidly growing population and accompanying industrial development pushed the mainworld to the brink of ecological collapse. The world government aggressively moved heavy industry offworld to Inanna and Colma, allowing Beagle’s atmosphere to recover.

As a major industrial center for the Solomani Confederation, Beagle was an important target for the Imperium during the Rim War. During the fighting Beagle’s class B starport was destroyed and industrial centers on Inanna and Colma were subject to intense orbital bombardment. The subsequent occupation was marked by frequent clashes with Solomani partisans. Although the Imperium lifted martial law in 1071, the Imperial Army maintains a large presence on the mainworld, including the 8th Armored Infantry, the 5th and 84th Lift Infantry, and the 76th Grav Tank field armies. Beagle is one of the primary sources for recruits to the Unified Armies of Fugue and fields its own, though much lower tech, colonial army.

Beta (Magyar 3128 C576ADA-9). A wet world with a Class C starport and a high population, extreme law, early stellar tech society. Beta is located on the Ceti Cluster in New Mars subsector. The population of 60 billion and a lower tech level combine to create a dark, hungry world of sprawling, overcrowded cities. The once vibrant ecosphere has crashed and the standard oxygen-nitrogen atmosphere is severely tainted by industrial pollutants. The system also contains a secondary world, Episemon (F40097C-7).

Beta was claimed by the Solomani Confederation but captured by the Imperium during the Solomani Rim War along with most of the subsector. The majority of Beta’s population belongs to the Solomani Catholic Church, which governs the world through the Archdiocese of Beta, led by Archbishop Luther Madhew. Although the Archdiocese has been pressured to formally renounce the Solomani Cause, many of Beta’s citizens retain affection for the old Confederation and blame the Imperium for their current conditions. The Imperial representative to Beta is the Comtesse Agatha haut Ikin. The mainworld supports an Imperial Interstellar Scout Service base.

Bwap (also Newt). An intelligent minor race native to Marhaban (Empty Quarter 0426 A5697AB-D). Self-named Bawapakerwa-a-a-awapawab. Newts are uncomfortable in less than 90% humidity; their skin requires constant moisture for comfort and health. They adapt with special wetted clothing and headbands.

Bwaps are the most widely spread non-Human race in the Third Imperium. This is a result of their wide employment in the Vilani First Imperium as government and corporate bureaucrats. Bwaps have a mindset with a powerful fixation on order and honesty, and are born bureaucrats. In modern Imperial society, Bwaps are still valued for their administrative expertise.

Copyright Information

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Monday, February 25, 2019

Into the Interface: Player Characters

We played through a fun Traveller session last weekend, and I hope we can use these characters for future adventures. It was my first time running a group through Mongoose Traveller 2e character gen, and for some players it was their first Traveller game of any edition. We ended up with a pretty interesting group with a nice mix of skills and backgrounds—lots of fodder for future adventures.

Here's the complete roster of PCs in a decidedly old school format:

Name Marine Barry “Boone” Russell UPP CB9557
Service Marine, 3 terms; Drifter, 2 terms Rank Lance Corporal
Birthdate 060-1064 Homeworld Ferstenberg (Magyar 2704 C00079A-B)
Skills Astrogation 0, Athletics (Dex) 1, Athletics (Str) 1, Gun Combat (energy) 2, Gunner (turret) 2, Heavy Weapons 0, Mechanic 1, Melee (blade) 1, Pilot 0, Stealth 0, Tactics 0, Vacc Suit 2
Possessions cutlass, frag grenade x 2, laser pistol, laser rifle, shotgun, smoke grenade, vacc suit, Travellers’ Aid Society membership Money Cr8,000  
Comments For his first term, Boone completed ground assault training on Gyurenek (Magyar 2912 B778458-C) and was issued the standard Redding assault battledress and a fusion battle rifle. He was assigned to the 9th Line Company of the Imperial Marines 1,548th Line Regiment, 20th Fleet, Anise. As part of a Marine Task Force, Boone was deployed on a police action to Asrow (Magyar 3006 X598548-5), an interdicted world. During Operation Black Pinion, Boone’s commander, Force Captain Baltazar Benes, made a significant miscalculation resulting in Boone’s platoon being torn apart by a withering crossfire. Boone reported the Captain, who was demoted.

In his second term Boone was transferred to the 7th Line Company, which was assigned to a counter-insurgency Marine Task Force deployed to the high-population world of Austa (Magyar 2503 C796ABE-B). Boone was promoted to Lance Corporal, but a disastrous relationship with his commander’s daughter put him in the crosshairs of Force Commander Audra Houston. For his third term Boone was transferred to the 2nd Line Company and deployed on a counter-insurgency mission to Typoer (Magyar 3210 X6428AB-5), an interdicted, low-tech pariah world wracked by two centuries of civil war. There he received a citation for Meritorious Conduct Under Fire. However, Boone quarreled with Gunnery Sergeant Raj Lishun and was forced out of the service.

Boone spent the next two terms working as a scavenger on Typoer, salvaging useful material from the ruins. In his first term Boone experienced a mysterious loss of memory while excavating radioactives from the bombed-out city of Zonule. During his second term he encountered his old enemy Baltazar Benes, then employed as a mercenary hunting down insurgents. In the firefight that ensued Boone was able to escape and make his way off-world.

Name Starman Cryo UPP 367A87
Service Navy, 5 terms Rank Petty Officer, 2nd class
Birthdate 246-1065 Homeworld Wicker (Magyar 2728 A742843-C)
Skills Admin 0, Athletics 0, Astrogation 0, Electronics (sensors) 1, Engineer (life support) 1, Flyer 0, Gunner (turret) 1, Gun Combat 0, Language 0, Medic 0, Navigation 2, Pilot (spacecraft) 2, Pilot (small craft) 1, Survival 0, Tactics (naval) 1, Vacc Suit 1
Possessions auto rifle, cutlass, grenade, hostile vacc suit, laser sniper rifle, stunner Money Cr3,000
Comments Cryo attended the Naval Training Center at Asorret (Magyar 2923 B403866-B) where he received Flight branch training. He was assigned to the INS Novy Okorovo, an Ershur-class battleship, part of the 142nd BatRon, 96th Imperial Fleet. He was placed in the frozen watch but was severely injured when he was improperly revived, requiring months of painful recovery.

For his second term Cryo was assigned to the 481st CruRon, on station in the Gjerdingen (Magyar 3123 X5758A9-5) system. Gjerdingen was torn apart by ethnic violence following the Solomani Rim War, culminating in the release of a genetically engineered “superflu” 50 years ago that killed nearly 40% of the world’s population. In response the Imperium interdicted the world and naval forces patrol the system to prevent unauthorized landings. Cryo was able to crew many different ships of the squadron, which included a 50,000 dt Gehorsam-class interdiction tender, several Chrysanthemum-class destroyers, several Fiery-class close escorts, and numerous support ships. The J-2 Gehorsam essentially acts as a mobile base, carrying a large number of fighters and gunboats.

During this second term Cryo’s gunboat was engaged in a notable military engagement with armed smugglers. He received a Meritorious Conduct Under Fire citation and was promoted to Able Spacehand. In his third term he attracted the interest of Captain Tatiana Vuković, Officer Commanding, 481st CruRon. He was promoted to Petty Officer, 3rd Class. In his fourth term he was given a special duty assignment and sent back to Asorret for Gunnery School. There he was promoted to Petty Officer, 2nd class. In his fifth term he was returned to the 481st CruRon where his Wespe-class gunboat was shot down by insurgents over Gjerdingen. Cryo was severely injured in the crash and after receiving his second MCUF citation he retired with a naval pension.

Name Daren Garner UPP 22146C
Service Noble, 1 term; Entertainer, 2 terms; Drifter, 2 terms Rank N/A
Birthdate 031-1064 Homeworld Beta (Magyar 3128 C576ADA-9)
Skills Admin 0, Advocate 0, Art (holography) 2, Carouse 2, Deception 1, Diplomat 0, Electronics (comms) 2, Electronics (computers) 2, Investigate 0, Language 0, Mechanic 0, Persuade 2, Recon 0, Streetwise 0
Possessions stim drug x10, metabolic accelerator x2, fast drug x5, panacea x10, light intensity goggles, comm, hair gel, handgun Money Cr8,095
Comments Daren Garner (professional name HotLolz69420xxx) was born to Sir Cedric Radimir Garner, Baronet of Montlivan (Magyar 3222 C688456-A) and Dame Augustina Rigby Garner. His parents separated shortly before his birth on Beta, his mother’s own homeworld. Raised at Brantine, her family estate, he enjoyed a privileged childhood. But not even his mother’s connections could get him into university, so he embarked on a “gap term” of pure indolence, where he became caught up in a conspiracy of nobles against Comtesse Agatha haut Ikin, the Imperial representative to Beta. The Comtesse’s sensational affair with not one but two different courtiers was widely reported across the subsector.

He then turned his attention to art, officially changing his name to HotLolz69420xxx and becoming a celebrated lifestyle holographer, where he met Alexis Padmore, a Regional Executive for Cynosure Entertainment. HotLolz enjoyed immediate success, joining Beta’s celebrity circles. However, in his next term he attempted to do more serious pieces that criticized the Solomani Catholic Church. The resulting scandal outraged Beta’s highly religious audience, effectively ending his holography career.

HotLolz spent his next two terms as a drifter, wandering around the subsector with a vague hope of somehow resurrecting his career. His one constant companion during this period was his android “valet,” a gift from his estranged father. During his fourth term on Sinott (Magyar 2512 A431742-E) HotLolz met a friendly entrepreneur, Timo Waller, with a talent for providing illicit goods and services. But during his fifth term HotLolz fell afoul of Zoya Kozlov, the matriarch of a criminal organization spanning Anise subsector. On Doak (Magyar 2709 B313401-D) an investigation by the Ministry of Justice dismantled Zoya’s narcotics operation and she has placed the blame on HotLolz, who somehow escaped unharmed.

Name Trooper Howard UPP 797A77
Service Army, 4 terms; Merchant, 1 term Rank Corporal
Birthdate 193-1065 Homeworld Wicker (Magyar 2728 A742843-C)
Skills Admin 0, Athletics (Dex) 1, Gun Combat (slug) 1, Heavy Weapons 0, Language (Vilani) 1, Medic 3, Melee 0, Persuade 0, Recon 2, Steward 1, Vacc Suit 0
Possessions ACR, auto pistol, auto rifle, frag grenade, shotgun, smoke grenade, vacc suit Money Cr14,000
Comments Howard joined the Imperial Army and was inducted into the Unified Army of Fugue, 1st Wickerine Guards, 272nd Division, 73rd Lift Cavalry Field Army. He received basic and medical specialist training on Wicker and participated in Operation Sagamore, a police action on Gjerdingen (Magyar 3123 X5758A9-5). There he received a citation for Meritorious Conduct Under Fire.

During his second term the 1st Wickerine Guards were involved in a controversial cross-border action on the balkanized Solomani Confederation world of Fatagin (Magyar 2229 B667878-A). Fossur, one of the largest Fataginian nation-states, had been caught supplying weapons of mass destruction to insurgencies inside the Imperium. The Confederation itself denounced Fossur as a rogue nation, and Operation Bright Volt was intended to be a fast-moving, punitive raid on Fossur’s weapons-making complexes. As Imperial naval forces engaged local system defense forces in high orbit, Imperial marines and army units were inserted onworld. The entire operation was intended to last less than 100 hours but the ground forces quickly became bogged down fighting entrenched Home Guard and Solomani regular army troops. Hours turned into days, which turned into weeks. After 38 days of fierce fighting the Imperial ground forces were withdrawn, narrowly avoiding a larger war with the Confederation. During this action Howard received his second MCUF.

During his third term his unit was assigned to garrison the high-population world of Beta (Magyar 3128 C576ADA-9), where Howard was promoted to Corporal. For his fourth term the Wickerine Guards were posted to garrison Iatur (Magyar 2628 C510A9E-B), a high-population border world. There Howard discovered that his commanding officer was diverting combat drugs from the regimental supply to the local black market. Howard cooperated with the military police, but was discharged from the Army just for his association.

Howard then joined the merchant service, where he spent one term working for Celestine Transfers, an interface line moving goods back and forth between the Imperium and the Solomani Confederation.

Name Ronald from Vallance UPP AE9636
Service Rogue, 5 terms Rank N/A
Birthdate 152-1063 Homeworld Vallance (Magyar 3219 A6B4598-E)
Skills Athletics (Dex) 1, Deception 0, Electronics (computers) 1, Electronics (sensors) 1, Gunner 0, Gun Combat (slug) 3, Melee 0, Persuade 0, Recon 0, Stealth 2, Streetwise 3, Vacc Suit 0
Possessions ACR, body pistol, 2 daggers, flak jacket, laser pistol, laser rifle, shotgun, stunner, vacc suit Money Cr10,000
Comments At an early age Ronald was recruited into the service of Lerato Botha, a senior figure in the Jarslavi Cartel, a sprawling criminal network operating on both Solomani and Imperial worlds of Swan, New Mars, and Albadawi subsectors. Ronald was quickly identified by the Cartel as a highly effective enforcer. During his first term Ronald was injured but not seriously, and his pluck deeply impressed his superiors. All told, Ronald served five terms with the Cartel, steadily rising up through the ranks. At one point he was betrayed by one of his fellow enforcers, Thando Kariuki, who claimed Ronald was a Ministry of Justice confidential informant. Fortunately, Ronald was able to maintain his innocence. At another juncture Ronald was able to hijack a shipment of illegal cybernetic augments from a rival criminal, Savva Medved. While the heist was lucrative to Ronald and the Cartel, he gained her as a bitter enemy. During his fifth term Lerato Botha came to regard Ronald as his own protégé and introduced him to several other senior members of the Cartel. However, shortly thereafter Lerato was killed in a shootout with Ministry of Justice agents, which helped prompt Ronald to “retire” from the organization.

Name Bodyguard 3185D31A, “Sonny” UPP 7BA800
Service Android Rank N/A
Birthdate 025-1094 Homeworld N/A
Skills Drive 0, Electronics (computer) 2, Flyer (grav) 2, Gun Combat (slug) 1, Medic 1, Melee (unarmed) 1, Pilot (small craft) 1, Pilot (spacecraft) 1, Recon 1
Possessions cloth armor (TL10), gauss pistol, stun stick Money Cr10,000
Comments Bodyguard 3185D31A is a synthetic person produced by Kline Synthetic Technologies, one of the larger Imperial manufacturers of androids. KST services Imperial territory in Daibei, Magyar, and the Solomani Rim. The Bodyguard is a high-end Verisim-8 model, built to closely resemble a human in all ways but possessing superior physical characteristics. It can only be identified as a synthetic through a retinal scan or by a close examination of its fingerprints, which contain the KST logo and its serial number. The android requires weekly amino enzyme supplements in order to process human foods. Verisim-8 models are produced in small batches at the Mirjam Advanced Manufacturing Center on Kline (Magyar 3012 A642987-E) and are customizable to the buyer’s specifications. Sir Cedric Radimir Garner, Baronet of Montlivan, ordered 3185D31A as a present to his only son, HotLolz69420xxx, with the express purpose of keeping the young wastrel out of trouble. The android has been nicknamed “Sonny” due to the Baronet’s supposed preference for the synthetic over his own flesh-and-blood, a claim that could actually be true. What is indisputable is that the Baronet emancipated Sonny after only eight years of service and has placed the android on a Cr10,000 annual retainer to continue guarding his son.

Name Wayne Masada UPP 576953
Service Scout, 1 term; Merchant, 3 terms Rank 4th Officer
Birthdate 179-1065 Homeworld Gerwalk (Magyar 2631 C100941-D)
Skills Astrogation 2, Broker 1, Deception 0, Diplomat 1, Electronics (remote ops) 1, Gun Combat 0, Investigate 2, Mechanic 0, Navigation 1, Pilot 0, Persuade 1, Steward 0, Streetwise 0, Survival 0, Vacc Suit 1
Possessions aerosol grenade, laser pistol, shotgun, stun stick, vacc suit, comm unit, medikit, light intensifying goggles, probe drone Money Cr6,700
Comments Wayne Masada attended the University of Neidenhafen on Gerwalk, but failed to graduate. He then enlisted in the Imperial Scout Service and was sent to the Apollon IISS base on Beta (Magyar 3128 C576ADA-9) for induction and basic training. Wayne was assigned to the Survey Office, External Mapping Branch, which is responsible for maintaining the basic navigational charts and databases for areas outside the Imperium.

During his first term Wayne conducted surveys of neighboring Solomani Confederation worlds, including Morgenstern (Magyar 2625 E999589-8), a minor, non-industrial world notable only for a reported Ancients site. Wayne observed an unusual number of Marathon-class fleet couriers passing through the system and his ship was promptly captured by an Independence-class Solomani patrol cruiser. He was briefly detained on espionage charges until an exasperated IISS Administrator, Helen Lúcia, could negotiate his release. This minor diplomatic incident spurred Lúcia to ensure that Wayne was discharged from the Scouts.

Wayne then spent his next three terms in the merchant service, working for Celestine Transfers, a small interface line with cross-border runs between Kugle (Magyar 2423 A522656-E) and Elnor (Magyar 2223 A554611-C) and surrounding worlds. Twice Wayne was caught up in legal disputes with Solomani customs authorities, but he was able to avoid any serious fines or convictions. In his second term Wayne was promoted to Senior Crewman and during his final term Wayne was promoted to 4th Officer. In his final years in the service Wayne met Dame Wilda Pernel-Traves, the Imperial representative to Kugle.

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Wednesday, January 2, 2019

Expression of Utter Malignity: Inhabited Idols

Sinbad confronts an animated statue of Kali in The Golden Voyage of Sinbad (1973).
A few months ago I read that the ancient Egyptians believed that statues could magically come to life. This has become a fairly common fantasy trope, as seen perhaps most memorably in the great Harryhausen movie The Golden Voyage of Sinbad (1973).

I was reminded of all this as I was reading John Eric Holmes’s novella “Maze of Peril.” Holmes, of course, edited the very first D&D basic set (1977) and published a few short stories about a halfling thief named Boinger and his dark elf companion Zereth. In “Maze of Peril” these protagonists raid a Temple of Dagon and in retaliation the priests animate a gigantic statue of their dread fish god.

Behind, and dimly illuminated by the flames, loomed the massive statue of the god, Dagon. His eyes were huge plates of mother-of-pearl; great, overlapping sea shells covered his body like scales. The monolith showed the god with outstretched, grasping hands instead of tentacles, and each fingernail a glistening silver pearl. The fangs of the open maw were giant were-shark teeth. The webbing between the fingers and over the curled fish tail was sea-green jade.

—“Maze of Peril,” J. Eric Holmes.

In D&D statues can be animated through use of the cleric’s animate objects spell, which goes all the way back to the old Greyhawk supplement (1976). The spell description gives some general guidelines for statting out animated statues, and it seems magical statues were a common feature of old school dungeons. The Judges Guild supplement Ready Ref Sheets (1978), for example, has a whole table devoted just to “Startling Statues.”

As an aside, the 1981 Moldvay edition of D&D Basic had a separate monster entry for “living statues,” perhaps because there was no animate objects spell in that edition. (The Moldvay/Cook Expert set only had spells up to 5th level.)

In 3e the animate objects spell is accompanied by generic monster entries for animated objects; these can be customized to better fit the specific object that has been brought to life. This is a perfectly serviceable approach, but animated objects have relatively few capabilities, and even a Colossal animated object is only Challenge Rating 10.

The animated Dagon in “Maze of Peril” got me thinking about creating something a little different for 3e. Fourth edition introduced the “eidolon,” an intelligent construct “animated through a divine ritual.” While I really like the concept, the execution seems rather boring and generic. An eidolon of Orcus should be pretty different from an eidolon of Pelor.

Eidolons return to 5e in Mordenkainen’s Tome of Foes (2018), but in a somewhat different guise. Here eidolons are spirits of dead devotees that are able to animate sacred statues. Again, I really like the concept as described in this Youtube video: Sacred Statues and Eidolons in Dungeons & Dragons. But again, in execution I find the actual monster wanting: it’s really just another chaotic evil variant on the ghost.

In any case, both 4e and 5e eidolons are closed content, which is another reason to strike out on my own. The result is a generic framework for creating magically animated idols of archfiends or deities; DMs are encouraged to customize the results to better fit the specific idol, as seen in the sample monsters. The following text is Open Game Content.

Inhabited Idol

The great statue looms in silence. And then suddenly, it begins to move!

A Distant Power, Manifest. Inhabited idols are created when an archfiend or deity invests a small portion of its power to animate a statue consecrated or desecrated in its own likeness. The statue then magically comes to life. Inhabited idols can be vessels for communicating with followers or can act as defenders of holy or unholy spaces.

Made in Its Creator’s Image. Unlike an animated object, an inhabited idol possesses a modicum of intelligence as well as additional powers that vary based upon the animating archfiend or deity. Upon animating the idol the archfiend or deity issues instructions that the inhabited idol attempts to follow to the best of its ability.

A Fleeting Wonder. Inhabited idols are generally created for specific, short-term purposes and cannot remain animated for more than 1 hour per Hit Dice possessed. Once the purpose is fulfilled or the duration expires, the inhabited idol reverts to its inert form.

Creating An Inhabited Idol

To create an inhabited idol an archfiend or deity must select a Large or larger statue fashioned in the likeness of the animating being. The statue must be located in an area specially dedicated to the archfiend or deity, such as a temple or shrine.

The statue’s material is not important: inhabited idols can be created from any material, including wood, stone, or bronze.

Challenge Rating: Inhabited idols created from Large statues have a challenge rating of 9, Huge statues have a challenge rating of 11, Gargantuan statues have a challenge rating of 13, and Colossal statues have a challenge rating of 15.

Alignment: An inhabited idol’s alignment matches that of the animating archfiend or deity.

Type: An inhabited idol is a construct with the extraplanar subtype. The idol also shares any alignment or energy subtypes with the animating archfiend or deity.

As a construct, an inhabited idol has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Senses: An inhabited idol has low-light vision and darkvision out to 60 feet.

Languages: An inhabited idol understands and can speak any language known to the animating archfiend or deity.

Defense: The inhabited idol has the following statistics, based on size:

Large

AC 21, touch 9, flat-footed 21 (+22 natural, -1 size)

HD 9d10+30 (79 hp)

Fort +3, Ref +3, Will +3

Defensive Abilities construct traits, hardness 5; SR 20

Huge

AC 24, touch 8, flat-footed 24 (+26 natural, -2 size)

HD 12d10+40 (106 hp)

Fort +4, Ref +4, Will +4

Defensive Abilities construct traits, hardness 10; SR 22

Gargantuan

AC 26, touch 5, flat-footed 26 (+31 natural, -1 Dex, -4 size)

HD 16d10+60 (148 hp)

Fort +5, Ref +4, Will +5

Defensive Abilities construct traits, hardness 15; SR 24

Colossal

AC 26, touch 0, flat-footed 26 (+36 natural, -2 Dex, -8 size)

HD 21d10+80 (195 hp)

Fort +7, Ref +5, Will +7

Defensive Abilities construct traits, hardness 15; SR 26

Speed: All inhabited idols have a speed of 40 feet.

Melee: An inhabited idol uses similar weapons to what the animating archfiend or deity typically uses.

If the animating archfiend or deity is depicted with natural weapons, the inhabited idol is able to utilize those natural weapons. For damage, use the the following table.

If the animating archfiend or deity is depicted with manufactured weapons, the inhabited idol uses similar weapons of the appropriate size. Weapons wielded by Large inhabited idols function as if having a +1 enhancement bonus. Huge idol weapons function as if having a +2 enhancement bonus. Gargantuan or Colossal idol weapons function as if having a +3 enhancement bonus. Such weapons lose their magical properties when separated from their inhabited idol.

Inhabited idols without natural or manufactured weapons gain 2 slam attacks each round. For damage, use the the following table.

Attack Large Huge Gargantuan Colossal
Slam 1d8 2d6 2d8 3d8
Bite 1d4 1d6 1d8 2d6
Claw 1d6 2d4 2d6 2d8
Gore 1d8 2d6 2d8 3d8

Special Attacks: An inhabited idol with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the inhabited idol.

Spell-Like Abilities: An inhabited idol has spell-like abilities depending on its size, as indicated on the table. The save DC is Charisma-based.

Spell-like abilities may be chosen from the cleric or wizard spell lists. The animating archfiend or deity may select a lower-level spell, if desired.

  Large Huge Gargantuan Colossal
Caster Level 9th 11th 13th 15th
1/day one 5th-level spell one 6th-level spell one 7th-level spellone 8th-level spell
3/day one 3rd-level spell one 4th-level spell one 5th-level spell one 6th-level spell
At will one 1st-level spell one 2nd-level spell one 3rd-level spell one 4th-level spell

Statistics: An inhabited idol has the following statistics based on size:

Large

Str 24, Dex 11, Con –, Int 4, Wis 10, Cha 11

Base Atk +6, Grp +17

Huge

Str 28, Dex 10, Con –, Int 4, Wis 10, Cha 11

Base Atk +10, Grp +27

Gargantuan

Str 32, Dex 8, Con –, Int 4, Wis 10, Cha 12

Base Atk +12, Grp +35

Colossal

Str 40, Dex 6, Con –, Int 4, Wis 11, Cha 12

Base Atk +15, Grp +46

Feats: Large inhabited idols have 4 feats, Huge inhabited idols have 5 feats, Gargantuan inhabited idols have 6 feats, and Colossal inhabited idols have 8 feats. These are selected by the animating archfiend or deity.

Skills: Large inhabited idols have 12 skill points, Huge inhabited idols have 15 skill points, Gargantuan inhabited idols have 19 skill points, and Colossal inhabited idols have 24 skill points. These are selected by the animating archfiend or deity

Special Qualities: An inhabited idol has the Location Dependent quality.

Location Dependent (Ex) Each inhabited idol is mystically bound to the location where it was created and cannot stray more than 1,000 feet from it. If somehow forced to do so, an inhabited idol is instantly destroyed.

Ecology: All inhabited idols have the following statistics:

Environment Any

Organization Solitary

Treasure None

Advancement –

Sample Inhabited Idols

Many lesser temples to Asmodeus are renowned for statues of the archdevil that dispense infernal knowledge unto select supplicants. The temple priests command ruinous prices for such consultations, though the advice is rumored to be dangerous and unreliable.

Inhabited Idol of Asmodeus CR 9

LE Large construct (extraplanar, evil, lawful)

Init +4; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Infernal, Celestial, Draconic

Defense

AC 21, touch 9, flat-footed 21 (+22 natural, -1 size)

HD 9d10+33 (82 hp)

Fort +3, Ref +3, Will +3

Special Defenses construct traits, hardness 5; SR 20

Offense

Spd 40 ft.

Melee +1 light mace +14/+9 (1d8+8)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 9th)

1/day—flame strike (DC 15)

3/day—prayer

At will—doom (DC 11)

Statistics

Str 24, Dex 11, Con –, Int 4, Wis 10, Cha 11

Base Atk +6, Grp +17

Feats Alertness, Improved Initiative, Toughness, Weapon Focus (light mace)

Skills Bluff +4, Diplomacy +4, Listen +2, Sense Motive +6, Spot +2

SQ devil’s consult, location dependent

Special Abilities

Devil’s Consult An inhabited idol of Asmodeus can attempt any Knowledge check, even without having ranks in the skill. Three times per day as a swift action, the inhabited idol gains a +20 insight bonus on its next Bluff or Knowledge skill check.

Hulking idols of Orcus are usually secreted in the dark heart of any fane dedicated to the demon prince, and are often guarded by chaotic evil undead.

Inhabited Idol of Orcus CR 11

CE Huge construct (chaotic, extraplanar, evil)

Init +0; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +2

Languages Abyssal, Celestial, Draconic

Aura desecrating (20-ft. radius)

Defense

AC 24, touch 8, flat-footed 24 (+26 natural, -2 size)

HD 12d10+40 (106 hp)

Fort +4, Ref +4, Will +4

Special Defenses construct traits, hardness 10; SR 22

Offense

Spd 40 ft.

Melee +2 heavy mace +20/+15 (2d8+11/19–20)

Space 15 ft.; Reach 15 ft.

Spell-Like Abilities (CL 11th)

1/day—mass inflict moderate wounds (DC 16)

3/day—enervation (+8 ranged touch)

At will—death knell (DC 14)

Statistics

Str 28, Dex 10, Con –, Int 4, Wis 10, Cha 11

Base Atk +10, Grp +27

Feats Alertness, Improved Critical (heavy mace), Improved Sunder, Power Attack, Weapon Focus (heavy mace)

Skills Intimidate +6, Search +6, Survival +0 (+2 following tracks)

SQ location dependent

Special Abilities

Desecrating Aura (Su) All undead within 20 feet of the inhabited idol of Orcus gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty. An idol’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the inhabited idol can resume it as a free action on its next turn. Its desecrating aura is suppressed if an idol enters a consecrated or hallowed area, but the idol’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Shrines to the demon prince Dagon usually contain a mammoth idol carved of black, oily stone and fashioned in its loathsome likeness, which is said to combine the worst parts of fish, eel, and octopus.

Inhabited Idol of Dagon CR 13

CE Gargantuan construct (chaotic, extraplanar, evil)

Init +3; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Abyssal, Celestial, Draconic

Defense

AC 26, touch 5, flat-footed 26 (+31 natural, -1 Dex, -4 size)

HD 16d10+60 (148 hp)

Fort +5, Ref +4, Will +5

Special Defenses construct traits, hardness 15; SR 24

Offense

Spd 40 ft.

Melee 2 claws +20 (2d6+11/19–20), bite +17 (2d6+5)

Space 20 ft.; Reach 20 ft.

Special Attacks horrific appearance (DC 19)

Spell-Like Abilities: (CL 13th)

1/day—word of chaos (DC 18)

3/day—slay living (+19 melee touch, DC 16)

At will—bestow curse (+19 melee touch, DC 14)

Statistics

Str 32, Dex 8, Con –, Int 4, Wis 10, Cha 12

Base Atk +12, Grp +35

Feats Alertness, Improved Critical (claws), Improved Initiative, Improved Natural Attack (bite), Multiattack, Weapon Focus (claws)

Skills Diplomacy +6, Intimidate +11, Sense Motive +6

SQ location dependent

Special Abilities

Horrific Appearance (Su) An inhabited idol of Dagon can present its horrific and mind-rending form as a standard action to assault the senses of all living creatures within 30 feet. A successful DC 19 Will save negates the effect. The save DC is Charisma-based. Creatures that succumb to the horrific appearance of the inhabited idol become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the inhabited idol or within 30 feet of it. This ability is a mind-affecting gaze attack.

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.


Tuesday, December 18, 2018

Dagonites for 0e and 5e

The horrid Dagonites can be readily ported back to 0e as well as forward to 5e. One interesting element of 5e monster design is the extreme reluctance to give monsters spellcasting ability. Most standard 5e demons, for example, do not come with the many spells that they have wielded since Eldritch Wizardry. (There is an option in the Monster Manual for adding this ability back in.)

In some ways, this ellision is a sensible design decision: many of the original spells were fairly weak, and a grab-bag of minor abilities dilutes some of the thematic focus of the monster. And from a practical standpoint, in most encounters a monster will only have limited opportunity to use spells. Starting with 3.5e the designers began to prune back the number of spell-like abilities given to demons and to boost their power. This editing continued into 4e until reaching its conclusion in 5e, where the spells were mostly dropped altogether. Why not save these for a monster like the lich, where spellcasting is central to the concept?

That said, I do think there is something limiting about exclusively viewing monster design through the prism of a combat encounter. There should be room to occasionally give monsters interesting or useful non-combat abilities. For the dagonites, I felt like using cleric spells was an important part of their concept, so I retained the spellcasting for 5e.

The following text is Open Game Content.

Dagonite

This grotesque creature has the tail and body of a scaled fish but the head of a bearded man, its gaping mouth lined with tiny, jagged teeth. Two frog-like forelegs end in webbed hands and are matched with two sweeping pectoral fins.

Vile Creatures of the Deep. The dagonites are rarely seen abominations that dwell in warm, shallow seas. They readily prey upon all other intelligent aquatic creatures.

Bearers of an Ancient Curse. Dagonites are rumored to be the descendants of wicked humans who were transformed into monsters when their mighty kingdom was sunk beneath the waves as divine punishment.

Unholy Disciples of Chaos and Evil. The dagonites owe allegiance to an ancient and powerful demon prince of immense size and horrific appearance, said to dwell in the inky depths of an Abyssal sea. This prince endows his servitors with dark spells.

0e

Dagonite CL 2 (30 XP)

A Dagonite casts spells as a 2nd level cleric (1).

Typical Cleric Spells: Cause Light Wounds (1).

HD 1; AC 5 [14]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 17; Al C; Special spells.

Dagonite Leader CL 4 (120 XP)

A Dagonite leader casts spells as a 5th level cleric (2/2).

Typical Cleric Spells: Cause Light Wounds (1), Detect Good (1), Hold Person (2), Silence, 15 ft. Radius (2).

HD 3; AC 3 [16]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 14; Al C; Special spells.

Dagonite High Priest CL 8 (800 XP)

A Dagonite high priest casts spells as an 8th level cleric (2/2/2/2/2).

Typical Cleric Spells: Cause Light Wounds (1), Detect Good (1), Hold Person (2), Silence, 15 ft. Radius (2), Cause Disease (3), Prayer (3), Cause Serious Wounds (4), Protection from Good, 15 ft. Radius (4), Finger of Death (5), Insect Plague (5).

HD 5; AC 1 [18]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 12; Al C; Special spells.

5e

Dagonite
Medium aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 22 (4d8+4 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+0)15 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
Saving Throws Wis +3, Cha +2
Senses darkvision 60 ft.; passive Perception 12
Languages Abyssal
Challenge 1/2 (100 XP)
Limited Amphibiousness. The dagonite can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The dagonite has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy 1st (2 slots): bane, inflict wounds
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) necrotic damage.
Dagonite Leader
Medium aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8+18 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+9)16 (+3)16 (+3)10 (+0)15 (+2)10 (+0)
Saving Throws Wis +4, Cha +2
Senses darkvision 60 ft.; passive Perception 14
Languages Abyssal
Challenge 2 (450 XP)
Limited Amphibiousness. The dagonite leader can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite leader is an 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The dagonite leader has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st (4 slots): bane, detect good, inflict wounds
2nd (3 slots): find traps, hold person, silence
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage. damage.
Dagonite High Priest
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 90 (12d8+36 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+0)18 (+4)16 (+3)11 (+0)17 (+3)12 (+1)
Saving Throws Wis +6, Cha +4
Senses darkvision 60 ft.; passive Perception 15
Languages Abyssal
Challenge 6 (2,300 XP)
Limited Amphibiousness. The dagonite high priest can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite high priest is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The dagonite high priest has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st (4 slots): bane, detect good, inflict wounds
2nd (3 slots): find traps, hold person, silence
3rd (3 slots): animate dead, bestow curse, dispel magic
4th (2 slots): control water, guardian of faith
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 27 (6d8) necrotic damage.

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.