Friday, April 17, 2015

O is for Ogre

Most of the other creatures in my bestiary A-Z run have been infrequently used. The ogre, on the other hand, is becoming very frequently used in my games.

It doesn't take too long for characters to stop fearing an orc or two. If a character has a couple pieces of armor and Dodge Blow, an orc fight probably won't last too long. Ogres step up the challenge for those who like to attack instead of parlay.

Ogres are strong, tough, and have a lot more wounds that your generic greenskin adversary. Ogre have interesting conversation styles, calling characters "slim," translating to "insignificantly small person."

Ogres feature prominently in the Doomstones campaign. There's a very interesting Black Library book (Wild Kingdoms) about ogre lands to the east of the World's Edge Mountains. Lastly, my halfling vampire hunter had an ogre bodyguard in a second edition online game I'm in.

Thursday, April 16, 2015

N is for Nurgle (Beasts of)

I have run The Oldenhaller Contract many times, usually at gaming conventions. It's amazing how different groups run through the same adventure. One thing that's not usually different, however, is how easily the group overcomes the last encounter: Nurgle cultists and the Beast of Nurgle.

The Beast of Nurgle is a 5 foot tall snail-like creature with suckers instead of a head. It also has a whip-like tail. It oozes a putrid slime behind it that can cause the rot. The suckers are said to be "immensely powerful," however, and here's where things start to fall apart, the creature only has a strength of 3...which is the strength of the average character.

What the beast does have going for it is that damage from the suckers ignores armor. Also, each sucker may cause paralyzation if the character fails a poison test. The whip-like tail is for lassoing paralyzed victims.

In my experience, the beast hardly hits the characters. It only has a weapon skill of 33. Combine that with only 15 wounds, and it usually only lasts a round against a group of PCs. This is if, and only if, the cultist in the last room finishes summoning it. In my experience, the PCs have disrupted the summoning, if not out-rightly killing the cultists, before the spell is finished.

Wednesday, April 15, 2015

M is for Mardagg

(Close to Murder but not quite.)

The Mardagg is call the Death Elemental, though it's not an elemental at all. It is a daemon that serves Khorne. It comes to do one thing and one thing only: kill.

It is dressed in a way we usually associate with Death: 10 feet tall, chain mail, carrying a huge scythe. It causes terror in all living creatures. Everyone fears death.

The Mardagg negates all magic and destroys all undead within ten yards. It is immune to non-magic attacks, and its attack hurts anything. It can be killed by a warrior using a magical weapon, but I don't think you want to be the one to try.  Luckily, whenever a Mardagg is summoned, there is a 10% chance that a Viydagg will be sent to destroy it. In that case, you just sit back (way, way back) and watch.

Tuesday, April 14, 2015

L is for Lashworm

There is no telling when the lash of a lashworm will strike out at you. There's really no sense in trying to avoid it.

"These are carefully disguised by the creature so as to be virtually invisible to all but the closest inspections -- and even then, only the sensitive, hairlike trigger is normally visible."

"The trigger hairs can sense movement, such as a creature passing the Lashworm's hole, within 5 yards."

These small carnivorous creatures live in fissures--walls, stones, trees, you name it--and lash out at you with 5 yard 'tongues.' Seriously, you essentially can't see them coming. How carefully can you inspect for something that lashes out at you from 5 yards? And, as the GM's option, it is possible that only people with Identify Plant even know what to look for.

"Lashworms always cause surprise and always attack first, even if their victims are aware of their presence."

At least the creature is only attacking once before it's full and won't attack again for days. Perfect for the jerk GM who thinks the PCs are walking around with too many W and just wants to take a few with the players not being able to do a single thing about it.

Monday, April 13, 2015

K is for Kaarina

Kaarina Kiselyov is a kossar from Kislev (I didn't start out meaning to use that many K's). She is proficient in drinking, cursing, and killing. Many of her comrades (komrades?) are conspicuous killers, but Kaarina is more of a tracker and assassin, mostly because her white hair makes her difficult to see in a snowy expanse. Her eyes are hard and her strikes are sure.

Kaarina can usually be found in the company of a band of mercenaries, but if something were to happen to the rest of the group, she would be looking for employment.

M 4
WS 53
BS 45
S 3
T 4
W 9
I 35
A 1
Dex 39
Ld 29
Int 29
Cl 34
WP 34
Fel 29

Skills: Consume Alcohol, Dodge Blow, Gossip, Silent Move - Rural, Tracking

Trappings: Bow, arrows, white fur clothing, hand weapon of choice, daggers

Sunday, April 12, 2015

[WFRP 2e] Renegade Princeps 6

Vaervenshyael - Female Elf Protagonist

My companions
Tankred "Silver Bear" Tenneckermann - Human Mercenary
Wilhelm Hechland - Human Engineer
Doctor Johann Wilhelm Woeller - Human Barber Surgeon

Van Duster - Human Mercenary with tracking skills

(Previous Notes)

The party could not be dissuaded from the northeast river crossing, not by the threat of Sulzer or the threat of greenskins. Neither did the actuality of wolf tracks on the ground and carrion birds circling up ahead.

The party was met on a rise near the crossing by a captain of Sulzer's army and a tale of recent greenskin attacks. The creatures had come from the north. The men had barely held off the attack, but they feared the greenskins would return soon. Our party was mistaken for reinforcements from Lauterburg. We took to the role for a chance to get across the river.

While waiting for the next attack, the Doctor saw to the wounded. The rest of us gathered information. We found a store of wood near the river and heard tales of Sulzer's plans to build a bridge to invade Padua. We were not able to do much more before we were attacked by a plethora of goblins leading a river troll.

Tankred foolishly led a cavalry charge into the attacking beasts. The rest of the party could do little but follow his lead and try to protect his flank. The attack was swift and bloody. The party stopped the charge of the goblins, and, with the help of Sulzer's men, beat back the attack. There was much rejoicing.

The party used the cover of night and the drunkenness of the revelers to steal the ferry across the river...but not before lighting fire to the bridge supplies. It had been a very busy night indeed.

The party ended the night camping out in the rain again. The Doctor finally asked about our current destination and was told about the mysterious blade Vaervenshyael carried. The quest was to find a nearby hedge wizard who may be able to answer some questions about the item. The party fell asleep to reflections of a large fire across the river, reflected off the passing storm clouds.

Saturday, April 11, 2015

J is for Jabberwock

Continuing further on my inadvertent tour through WFRP 1e Bestiary creatures I've never used...

The jabberwock is advertised as a barely distinguishable race of chaos creatures. They are "very brave, very aggressive but rather stupid." They have a very high weapon skill, are stronger and tougher than an ogre, and have a whole lot of wound points. They are very deadly as listed, causing fear, terror, with a venomous bite, and are able to regenerate. I expect the group would rather meet a giant.

Now that I think of it, this creature sounds great for the slayer in the group looking for something between giant and daemon.  I bet any slayer heading north into the Chaos Wastes could almost be guaranteed of finding a jabberwock...

(Unknown to most, the Jibber-jabberwock can do all the things listed above, but would rather sit around and talk your ear off about esoteric subjects mankind was never meant to understand.)