Some Dragonlance goodies
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rabindranath72
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Some Dragonlance goodies
Dear all,
here are some things "Dragonlancey" which might interest you. They should appear in my next installment of my Dragonlance Adventures C&C sourcebook. Enjoy!
Wolf, Dread
NO. ENCOUNTERED: 3-12
SIZE: Small
HD: 4 (d8 )
MOVE: 45 ft.
AC: 1 4
ATTACKS: 1 bite (1d10)
SPECIAL: Disease, Immunity to Cold, Regeneration 3, Trip, Scent, Track, Twilight Vision,
Mental Link, Resilience, Stink
SAVES: P
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP:
Dread wolves are magically animated undead, originally created from the bodies of dead wolves by the renegade wizard Galan Dracos, during the Third Dragon War. These undead beasts are the eyes and ears of any wizard who creates them.
Trip, Scent, Track, Twilight Vision: As wolf (M&T p.83).
Stink: Dread wolves reach a state of rotten decay soon after they are created. Their fur falls out, showing the dead-white skin, which exudes a rotting stink which can be smelled up to 120 feet downwind.
Disease: Those bitten must pass a constitution save within one hour, or contract a rotting disease which inflicts 1 hit point of damage per hour until death. Treatment within the first hour (by healing, herbalism etc.) gives a +2 bonus to the saving throw. Only a cure disease spell can stop the disease.
Immunity to Cold: Dread Wolves are immune to all forms of cold, both natural and magical.
Regeneration: The round after being wounded, dread wolves start regenerating 3 hit points per round. Only acid, fire or dismemberment can permanently kill the creature. To completely dismember the monster it must be brought to negative hit points total equal to or greater than its positive total.
Resilience: Dread wolves fight until they reach -10 hit points, at which point they go down, until they regenerate to at least 0 hit points.
Mental Link: Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
For further information see "Create Dread Wolf", in the "Spells of High Sorcery" section.
CREATE DREAD WOLVES, Level 5 wizard
CT 1 hr.; R: touch; D: permanent; SV: n/a; SR n/a; Comp: V, S, M
The spell transforms up to 12 wolves that have been dead for no more than a day. The spell combines modified versions of animate dead, dismissal and the summoning of a shadow, which is broken into parts which are infused in the dead wolves. If the spell is interrupted, the energies of the shadow's separate parts are unleashed and the wizard suffers 3d10 points of damage (no save) from the blast. Attempting to cast the spell on dogs also inflicts damage as described above.
Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
Dread wolves can be given commands of up to three short sentences (up to 30 words total) that they will unrelently execute unto death.
A wizard cannot have more than one group of wolves under his control at a given time, and control cannot be given over to others. Either of the actions causes the cessation of the spell and the permanent destruction of the creatures. For complete dread wolf stats, see "Wolf, Dread" in the "Monsters" section.
The material components for this spell are the bodies of up to 12 wolves, dead for no more than one day; a bit of smoky quartz to summon the shadow; a circle of bright light sources to control the shadow.
here are some things "Dragonlancey" which might interest you. They should appear in my next installment of my Dragonlance Adventures C&C sourcebook. Enjoy!
Wolf, Dread
NO. ENCOUNTERED: 3-12
SIZE: Small
HD: 4 (d8 )
MOVE: 45 ft.
AC: 1 4
ATTACKS: 1 bite (1d10)
SPECIAL: Disease, Immunity to Cold, Regeneration 3, Trip, Scent, Track, Twilight Vision,
Mental Link, Resilience, Stink
SAVES: P
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP:
Dread wolves are magically animated undead, originally created from the bodies of dead wolves by the renegade wizard Galan Dracos, during the Third Dragon War. These undead beasts are the eyes and ears of any wizard who creates them.
Trip, Scent, Track, Twilight Vision: As wolf (M&T p.83).
Stink: Dread wolves reach a state of rotten decay soon after they are created. Their fur falls out, showing the dead-white skin, which exudes a rotting stink which can be smelled up to 120 feet downwind.
Disease: Those bitten must pass a constitution save within one hour, or contract a rotting disease which inflicts 1 hit point of damage per hour until death. Treatment within the first hour (by healing, herbalism etc.) gives a +2 bonus to the saving throw. Only a cure disease spell can stop the disease.
Immunity to Cold: Dread Wolves are immune to all forms of cold, both natural and magical.
Regeneration: The round after being wounded, dread wolves start regenerating 3 hit points per round. Only acid, fire or dismemberment can permanently kill the creature. To completely dismember the monster it must be brought to negative hit points total equal to or greater than its positive total.
Resilience: Dread wolves fight until they reach -10 hit points, at which point they go down, until they regenerate to at least 0 hit points.
Mental Link: Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
For further information see "Create Dread Wolf", in the "Spells of High Sorcery" section.
CREATE DREAD WOLVES, Level 5 wizard
CT 1 hr.; R: touch; D: permanent; SV: n/a; SR n/a; Comp: V, S, M
The spell transforms up to 12 wolves that have been dead for no more than a day. The spell combines modified versions of animate dead, dismissal and the summoning of a shadow, which is broken into parts which are infused in the dead wolves. If the spell is interrupted, the energies of the shadow's separate parts are unleashed and the wizard suffers 3d10 points of damage (no save) from the blast. Attempting to cast the spell on dogs also inflicts damage as described above.
Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
Dread wolves can be given commands of up to three short sentences (up to 30 words total) that they will unrelently execute unto death.
A wizard cannot have more than one group of wolves under his control at a given time, and control cannot be given over to others. Either of the actions causes the cessation of the spell and the permanent destruction of the creatures. For complete dread wolf stats, see "Wolf, Dread" in the "Monsters" section.
The material components for this spell are the bodies of up to 12 wolves, dead for no more than one day; a bit of smoky quartz to summon the shadow; a circle of bright light sources to control the shadow.
- Omote
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A very nice write-up rab. I'm not so familiar with these in the DL setting, regardless this has given me some inspiration for a future encounter in one of my other games! Thx 8)
.............................................Omote
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.............................................Omote
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rabindranath72
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Omote wrote:
A very nice write-up rab. I'm not so familiar with these in the DL setting, regardless this has given me some inspiration for a future encounter in one of my other games! Thx 8)
.............................................Omote
FPQ
Thanks!
I adapted these from a AD&D 2nd edition monstrous appendix. They are not listed as coming from Dragonlance, but all Dragonlance fan will recognise these as such
The dread wolves first appeared in Legend of Huma, one of the best ever Dragonlance novels.
Cheers,
Antonio
- DangerDwarf
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Quote:
They are not listed as coming from Dragonlance, but all Dragonlance fan will recognise these as such
The dread wolves first appeared in Legend of Huma, one of the best ever Dragonlance novels.
The nice thing is, you assume they were converted from a DL sourcebook because, as you stated, they are easily recognizable from Legend of Huma.
You're right, it is one of the best novels out there.
- Omote
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Hmm, that's why I didn't recognize then I guess. 8) Cool conversion none-the-less, and easily used in DL too! Never read Legend of Huma though...
..............................................Omote
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..............................................Omote
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Dragonhelm
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On number encountered, I'd change that to where you can encounter just one. Remember, there was a time or two when Galan Dracos spoke to Huma with just one dreadwolf. I'm guessing that's a wolf thing you had there.
Anyway, looks good to me. You might want to post this over on the Dragonlance boards as well.
If anyone is interested, the first official gaming stats on these guys are found with the dread beast template in Towers of High Sorcery. Then there's the official dreadwolf, which you can see here.
Omote - Check out The Legend of Huma sometime. It is, IMO, the absolute best Dragonlance book outside of Weis and Hickman.
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Dragonlance Nexus
Anyway, looks good to me. You might want to post this over on the Dragonlance boards as well.
If anyone is interested, the first official gaming stats on these guys are found with the dread beast template in Towers of High Sorcery. Then there's the official dreadwolf, which you can see here.
Omote - Check out The Legend of Huma sometime. It is, IMO, the absolute best Dragonlance book outside of Weis and Hickman.
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Trampas Whiteman
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- Omote
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Dragonhelm wrote:
Omote - Check out The Legend of Huma sometime.
*bloink* Add another book to the "stack." Gods help me.
........................................Omote
FPQ
_________________
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Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Quote:
*bloink* Add another book to the "stack." Gods help me.
........................................Omote
I know what you mean. My wife puts me on a short leash each time I go into a book store.
It has been soooo long since reading them Ill have to dig out the old DL books again.
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
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C&C Society
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
What happens when a cleric turns a dread wolf? Does the metal link allow a save, negate it, or what? Also, is the mental link one way, from creator to wolf, or is it totally transferable? I don't know the original source, but it would seem to be one-way.
On the turning thing, I'd probably have the caster/creator make a save vs death to avoid losing control, the mental link severed, but the creature not turned. Therefore, it would take two turns to get a beastie away, and only if the caster failed his save.
On the turning thing, I'd probably have the caster/creator make a save vs death to avoid losing control, the mental link severed, but the creature not turned. Therefore, it would take two turns to get a beastie away, and only if the caster failed his save.
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rabindranath72
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Dragonhelm wrote:
On number encountered, I'd change that to where you can encounter just one. Remember, there was a time or two when Galan Dracos spoke to Huma with just one dreadwolf. I'm guessing that's a wolf thing you had there.
Anyway, looks good to me. You might want to post this over on the Dragonlance boards as well.
If anyone is interested, the first official gaming stats on these guys are found with the dread beast template in Towers of High Sorcery. Then there's the official dreadwolf, which you can see here.
Omote - Check out The Legend of Huma sometime. It is, IMO, the absolute best Dragonlance book outside of Weis and Hickman.
Well, I guess that in Legends of Huma, Galan Dracos used just one wolf for secrecy reasons. In "Kaz the Minotaur", Kaz and his companions are attacked by a whole pack of the beasts.
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rabindranath72
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serleran wrote:
What happens when a cleric turns a dread wolf? Does the metal link allow a save, negate it, or what? Also, is the mental link one way, from creator to wolf, or is it totally transferable? I don't know the original source, but it would seem to be one-way.
On the turning thing, I'd probably have the caster/creator make a save vs death to avoid losing control, the mental link severed, but the creature not turned. Therefore, it would take two turns to get a beastie away, and only if the caster failed his save.
To keep things simple, I would say that a successful turning attempt simply makes the creature flee, or destroys it.
The creator imparts instructions, and the beasts try to comply at the best of their ability, but the control is broken if, e.g., the creator sends them beyond the control range. They can convey information from their senses to the creator, and he can speak and see through them; so effectively the link is one-way.
Cheers,
Antonio
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irda ranger
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Very, very cool. I will be using this.
"unrelently" isn't a word though. "relentlessly" would work in that sentence.
I would say the turn or destroy works as normally. Turning has no effect on the mental link. That's not what that power is for. I would require a seperate spell (something like an exorcism) to break the mental link.
Recall that Dread Wolves have average intelligence. They are not zombie wolves. Also, if the caster is in control of the wolf, it's like turning a very intelligent undead, such as a vampire or lich. Assuming the wolf is turned (not destroyed), I expect the wolf will flee out to whatever the range is on Turn Undead and then stop. He will look back you, without fear, and tell you how he will rip your flesh the moment you let your guard down. Even if you sit there chanting for hours, you are mortal, and will need to sleep. He can just stand there, waiting, for days...
Now, the real question is: what happens when an evil cleric attempts to control a Dread Wolf? Is there a battle of wills between the cleric and the caster who made the wolf? That would be cool ...
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"unrelently" isn't a word though. "relentlessly" would work in that sentence.
Quote:
What happens when a cleric turns a dread wolf? Does the metal link allow a save, negate it, or what? Also, is the mental link one way, from creator to wolf, or is it totally transferable? I don't know the original source, but it would seem to be one-way.
I would say the turn or destroy works as normally. Turning has no effect on the mental link. That's not what that power is for. I would require a seperate spell (something like an exorcism) to break the mental link.
Recall that Dread Wolves have average intelligence. They are not zombie wolves. Also, if the caster is in control of the wolf, it's like turning a very intelligent undead, such as a vampire or lich. Assuming the wolf is turned (not destroyed), I expect the wolf will flee out to whatever the range is on Turn Undead and then stop. He will look back you, without fear, and tell you how he will rip your flesh the moment you let your guard down. Even if you sit there chanting for hours, you are mortal, and will need to sleep. He can just stand there, waiting, for days...
Now, the real question is: what happens when an evil cleric attempts to control a Dread Wolf? Is there a battle of wills between the cleric and the caster who made the wolf? That would be cool ...
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Quote:
Assuming the wolf is turned (not destroyed), I expect the wolf will flee out to whatever the range is on Turn Undead and then stop. He will look back you, without fear, and tell you how he will rip your flesh the moment you let your guard down. Even if you sit there chanting for hours, you are mortal, and will need to sleep. He can just stand there, waiting, for days...
My paladin doesn't like that idea......
Sounds great!
Quote:
Now, the real question is: what happens when an evil cleric attempts to control a Dread Wolf? Is there a battle of wills between the cleric and the caster who made the wolf? That would be cool ...
I'm by no means an evil cleric expert but wouldn't that fall under Serleren's it would take to turns thought?
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"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
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rabindranath72
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irda ranger wrote:
Very, very cool. I will be using this.
"unrelently" isn't a word though. "relentlessly" would work in that sentence.
Eh, I am not english, sorry
Quote:
Now, the real question is: what happens when an evil cleric attempts to control a Dread Wolf? Is there a battle of wills between the cleric and the caster who made the wolf? That would be cool ...
The controlling wizard should make a charisma saving throw, CC=level of the cleric. If the save succeeds, the cleric could not take control (and quite probably will become lunch for worms )
EDIT:
To keep things simple and use just one mechanics, I would consider the level of the creator as the effective hit dice of the creature for the purpose of controlling and turning. If the wolf is not under the control, then its hit dice would apply.
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rabindranath72
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Some more goodies...The dreaded Death Knight! Straightly converted from the 1e Fiend Folio, but with a "Krynnish" twist (i.e. no demon summoning abilities).
Enjoy!
Death Knight
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 9 (d10)
MOVE: 30 ft.
AC: 20
ATTACKS: 1 weapon (80% chance it is a magic sword)
SPECIAL: SR 16, Reflect Spells, Turn Immunity, Spell-like Abilities, Control Undead, Fear Aura, Nightmare Mount, Heightened Senses
SAVES: P+M
INT: Average to Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead (Unique)
TREASURE: Nil
XP:
Death knights are powerful undead created upon the death of a knight who in some way betrayed his vows.
Reflect Spells: Whenever a spellcaster makes a check to overcome the death knight's spell resistance, a result of 1 or 2 means that the spell is reflected back at the caster.
Turn Immunity: Death knights cannot be turned, nor affected by a dispel evil spell. However they are affected by holy word.
Control Undead: Death knights can control undead like 6th level evil clerics (C&C PHB p.121).
Fear Aura: Death knights continuosly radiate fear in a 5' radius around them.
Heightened Senses: Their otherworldy senses allow death knights to detect magic and see invisibility at will.
Spell-like Abilities: Death knights have a vast array of powers: wall of ice at will, dispel magic 2/day, any one power word spell 1/day, symbol (pain, fear) 1/day, fireball 1/day.
Where applicable, spells are cast at 20th level of ability, but are saved against at the death knight level, 9.
Nightmare Mount: The death knight is usually served by a Nightmare (M&T p.62), like a paladin by his divine mount. If the steed is killed, one year and one day must pass before another one can be summoned.
Enjoy!
Death Knight
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 9 (d10)
MOVE: 30 ft.
AC: 20
ATTACKS: 1 weapon (80% chance it is a magic sword)
SPECIAL: SR 16, Reflect Spells, Turn Immunity, Spell-like Abilities, Control Undead, Fear Aura, Nightmare Mount, Heightened Senses
SAVES: P+M
INT: Average to Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead (Unique)
TREASURE: Nil
XP:
Death knights are powerful undead created upon the death of a knight who in some way betrayed his vows.
Reflect Spells: Whenever a spellcaster makes a check to overcome the death knight's spell resistance, a result of 1 or 2 means that the spell is reflected back at the caster.
Turn Immunity: Death knights cannot be turned, nor affected by a dispel evil spell. However they are affected by holy word.
Control Undead: Death knights can control undead like 6th level evil clerics (C&C PHB p.121).
Fear Aura: Death knights continuosly radiate fear in a 5' radius around them.
Heightened Senses: Their otherworldy senses allow death knights to detect magic and see invisibility at will.
Spell-like Abilities: Death knights have a vast array of powers: wall of ice at will, dispel magic 2/day, any one power word spell 1/day, symbol (pain, fear) 1/day, fireball 1/day.
Where applicable, spells are cast at 20th level of ability, but are saved against at the death knight level, 9.
Nightmare Mount: The death knight is usually served by a Nightmare (M&T p.62), like a paladin by his divine mount. If the steed is killed, one year and one day must pass before another one can be summoned.
- slimykuotoan
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Re: Some Dragonlance goodies
Bump
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Re: Some Dragonlance goodies
Slimey, if you are looking for some DL love, check out my "Whatnots." My DL adaptation is in there. People seem to like it.slimykuotoan wrote:Bump
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- slimykuotoan
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Re: Some Dragonlance goodies
Will do.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan