Purple Mountain features three new spells and several monsters, amongst lots of other stuff. Below are some of my conversions to T&T. As previously noted, I had intended to convert everything but it became too cumbersome. There are a bunch of other half-finished notes - Talents based off of feats, magic items, and the like - but I won't post them here. These meager offerings will have to do. Note below that I use Stackpole's 8 Cs of Magick, so these schools will need some fiddling with to fit standard 7e/7.5e.
APPENDIX I – MONSTER STATISTICS
CAVE SCORPION MOUNT
MR: 50
Special Attack: 2/sting
Special Defense: 5 hits off due to chitin.
Special Abilities: darkvision 60 ft., tremorsense 60 ft., Immune to mind-affecting effects
Cave Scorpion Venom: Slows the victim's responses for the next 3 combat rounds, with the effect that her combat adds total is reduced to 3/4 normal.
Cave Scorpions are a dark gray color and blend in well with their subterrene surroundings. They have been trained by Scorpion Knight mites to serve as mounts.
FLASH BEETLE
MR: 30
Special Attack: 1/flash: a flash beetle can create a brilliant flash of light. All creatures within a 10 ft. area must make a LKSR at a level equal to the number of 6s rolled, or be dazzled for 1d3 rounds, attacking at ½ during that time.
HO: 4 due to natural carapace.
They are immune mind-affecting effects with low-light vision. Being a beetle, they can fly. A flash beetle’s glowing glands provide light in a 10-foot radius. A dead flash beetle’s luminescent glands continue to glow for 1d6 days after its death.
GIANT AMOEBA
MR: 100
Special Attack: 1/3 due to acid.
Defensive Abilities: all attack do half damage due to squishy body.
MITE GUARD
MR: 15
Special Attack: 1/1 spite; however, due to a special kindred-based hatred of dwarves and gnomes, they will direct all spite toward members of those kindred, and score double spite against them.
Mites are tiny humanoids, only about 2½ feet tall. They can see in the dark and suffer from light sensitivity. Mites speak Undercommon. Mites also tend to develop an empathy for ‘vermin’, training them to obey commands and even serve as mounts.
SCORPION, RED AND BLUE
MR: 45
Special Attack: 2/sting
Special Defense: 5 hits off due to chitin.
Special Abilities: darkvision 60 ft., tremorsense 60 ft., Immune to mind-affecting effects
Red and Blue Scorpion Venom: Slows the victim's responses for the next 3 combat rounds, with the effect that her combat adds total is reduced to 3/4 normal.
SCORPION KNIGHT
MR: 30
Special Attack: 1/1 spite; however, due to a special kindred-based hatred of dwarves and gnomes, they will direct all spite toward members of those kindred, and score double spite against them.
Scorpion Knights are mites who specialize in mounted combat. Their mounts are, obviously, scorpions. Mites are tiny humanoids, only about 2½ feet tall. They can see in the dark and suffer from light sensitivity. Mites speak Undercommon. Mites also tend to develop an empathy for ‘vermin’, training them to obey commands and even serve as mounts.
APPENDIX VI: UNCOMMON SPELLS
LEVEL 1
Muscle Spasm [Combat]
WIZ Cost: 2
Range: 25’
Duration: Instantaneous
Power Up?: Yes. With each power up, the level of the required DEXSR is increased, or double the range.
Description: You cause the target’s muscles to twitch and cramp for 1 round. If the target fails a First Level DEX SR, they drop any held items; if they make their save, they manage to hold on to everything.
LEVEL 2
Disfiguring Touch [Conjuration]
WIZ Cost: 3 per 1 point removed
Range: Touch
Duration: Instantaneous
Power Up?: No.
Description: With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. This spell is like Curse You, removing attribute points, except it also creates a physical appearance of deformity that is subject to the caster’s whim. Most demon worshipers choose deformities that reflect their Hellish patron’s shape or form.
LEVEL 3
Cold Feet [Construction]
WIZ Cost: 10
Range: 25’
Duration: Instantaneous
Power Up?: Yes. With each power up, it lets the caster increase the ice’s CON and STR SR required to escape.
Description: Thick, heavy ice forms around the target’s feet and freezes to whatever surface he is standing on. The target cannot move, fights at ½, and can make melee attacks only against foes within reach. He can chip his way out of the ice, or an ally can hack at the ice for him; the ice has 5 hits off and CON points equal to the caster’s level X10. A successful Strength Saving Roll at the caster’s level allows the target to break completely free of the ice.
The spite powered effects are really good.
ReplyDeleteSometimes I forget how nice an addition to the system they are.
Agreed regarding Spite effects - that is where the GM can really make a monster unique without adding too much complexity. For the Cave Scorpion Venom, do you envision multiple stings stacking or just extending the duration?
ReplyDeleteI agree - variations on spite and triggered powers are a nice addition to T&T.
ReplyDeleteAs for the scorpion venom, I think it is too underpowered anyway (I just used what is in the rulebook), so I would make the effects of multiple sting cumulative.
Nice.
ReplyDelete