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Disciples of the Sapphire Tower

Since my new agenda was posted today, I feel I should elaborate on the Sapphire Tower disciples that my previously posted compendium class is about, and make a monster resembling a “typical” warrior from the Sapphire Tower. You can find the compendium class here, and the monster here.

So, what is these Sapphire Tower fellows all about? I created the class because I felt the “mystical warrior” archetype is missing a bit. I didn’t want to make it a full class, because I had a hard time seeing how it wouldn’t just become another re-flavored fighter.

The compendium class was partly inspired by the Athame Warrior from Arcana Evolved. I really loved that class, it was a spell caster, who bonded with his weapon and used it to cast spells. He also got a lot of wicked magic-like abilities he could only use in conjunction with his weapon. I wanted this class to emphasize the “unity” of the weapon and its wielder, so I intentionally avoided the spell casting stuff.

As for the name, it just kind of sounded right somehow. It evoked awesome pictures in my head, and felt like it was fantastic the way fantasy should be. Well, that’s just how I felt. There’s no background for the Sapphire Tower, I’m sorry if that disappoint, but I think it would be better to let the player and GM work on it

While the compendium class was designed for warriors, I’d imagine that a Thief with a precise weapon could have loads of fun with it, especially the Spatial Ambiguity move, as it gives him a means to teleport around, and bypass some obstacles in interesting ways. Example:

GM: They have taken your weapons, and thrown you in jail. The guard outside your cell is snoring. What do you do?
Thief: I recall my weapon, and throw it through the bars. I then teleport outside the cell, and kill the sleeping guard.

The above could be done by any class that was a Disciple of the Sapphire Tower, but it just feels so “rogue”, if you know what I mean.


The Rise of Ri’leth

The session ended yesterday with a bang, and since the story was concluded, I’ll post my fronts here as promised, along with a nifty monster I made that the players luckily avoided.

Adventure Front: The Rise of Ri’leth

A mysterious cult is attempting to free their long forgotten god from his eternal prison.


  • Dunstan, the mayor of Threebridges
  • Madwich, the cult leader
  • Ri’leth, the vulture demon prince


  • Can Ri’leth be permanently banished?
  • What did Olive, the mayors daughter, find out that got her killed?

Danger: The Cult of Ri’leth

Impulse: To free their god
Grim Portents

  • Madwich creates more abominations
  • The cult prepares the ritual
  • Human sacrifices are made

Impending Doom: The prison is opened.

Danger: Ri’leth, the vulture demon prince

Impulse: To escape his prison
Grim Portents

  • An otherworldly portal opens
  • Demons spill through
  • The seal is broken>/li>

Impending Doom: Ri’leth is let loose upon the world once more.

Comments on the front

The trouble with publishing fronts is that they are filled with innuendo. My players would probably understand almost everything I’ve written above, but an “outsider” would probably not understand the meaning of a lot of it.

“The seal is broken” made sense in the fiction (and I’m pretty sure that my players are aware that it happened), but it doesn’t make much sense out of context. I’ll make a session report later. Hopefully it will make the intend behind most of it clear.

Ri’leth, the Demon Prince

This is the stats on Ri’leth. I made them in case he’d escape, which luckily didn’t happen. His moves are evil, one of them horribly detrimental, and he just has a lot of those nasty tags.

Instead of fumbling around with HTML code, I’ll just post a link to the Dungeon World Codex entry: Ri’leth, the Demon Prince of Chaos!

Here, my Christmas present, for you!

First, I want to wish everyone a merry Christmas, although a day late. I’m truly sorry, but life interfered yesterday. I’m sure everyone knows why.

Because of this, I wish to give you all a present! Yes, that’s right. I’ve cooked up something special for you lot, something to “warm” your hearts.

The Fimbul, heralds of Winter

No one knows where they came from, but they struck with the fury of a thousand hard winters. Wherever they went, only ice and corpses remained, towns and steadings leveled to make room for the frozen tundra that spreads in their wake.

The Fimbul, as they were called, were rightly feared. They snuffed out all flames, ending all warmth, slew every living creature. No one could feel safe. The few survivors told stories of snow in summer, falling mere hours before they struck.

What are these creatures, and what is their true purpose? Only true heroes can answer this question.

Frostling Horde, Tiny
Icy Claws (d6-2 Damage) 3 HP 0 Armor
Special Qualities: Immune to cold
No larger than a common house cat, these small, white, furry critters pose no real danger by themselves. When they gather in large hordes however, they become unstoppable. Brandishing long sharp claws that are more akin to icicles, they claw out the eyes of their prey and slash their veins, spilling their warm blood on the frozen ground. Instinct: To end all warmth.
  • Overwhelm someone
  • Snuff out fires
  • The Coldhearted Group, Intelligent
    Frostblade (d8 Damage) 10 HP Armor
    Special Qualities: Immune to cold
    Many of the Fimbuls’ victims are changed by the unnatural cold that follows them. They rise again after death, and from this moment on, nothing of that person remains, their souls replaced by an eternal hatred towards the living. Instinct: To butcher the living.
  • Reawaken a slain corpse
  • Butcher the defenseless
  • Frostmaw Solitary, Large, Messy
    Massive Jaws
    (d10+1 Damage, +1 Piercing)
    16 HP 3 Armor
    Close, Reach
    Special Qualities: Immune to cold
    Where the frostlings are small, these monsters are big and terrifying. They are covered in a thick shell of transparent ice, revealing a pale blue flame that burns where it heart should be. Strong enough to tear a man in half, this beast is a threat to everything in its path. Instinct: To spread the cold.
  • Breath forth frost
  • Bite a limb off
  • Tremble in fear!

    If you’re anything like me, you love the the idea of massive, orcish armies, trampling down village after village until they finally reach Whateverthenameburg, the citadel the heroes must defend at all cost. It’s epic, it’s awesome and the players love handing it to an army of orcs.

    I GM’ed a game for D&D 4th edition, where a city was about to be butchered by such an army, and to make sure it wouldn’t just be a million encounters versus¬†various¬†compositions of orcs from the Monster Manual, I decided to let the orcs have some heavy duty artillery; a Siege Troll.

    Trolls regenerate, right? They can only be killed by fire and acid, right? Perfect! I designed the troll with this in mind; bred for sieges, huge as an elephant and twice as deadly. And since it couldn’t easily be killed, it was flung over the city walls by catapult to cause mayhem and destruction.

    It went on a killing spree inside the walls, stopping only to crush houses and other kinds of architectural nonsense. Of course, the heroes did not find this especially beneficial to their cause, so they went down to kill it. They barely succeeded and everyone looked at each other with that “holy crap” expression players get, when at least two character at a time has single digit HP scores during more than half the encounter. It was glorious.

    The best part about this encounter was describing how the orcs pulled the big loaf in chains, with a over-sized bucket on its head, and placing it in the catapult. When I made the “pull lever”-motion, one of my players looked at me with a noticeable expression of surprise, silently whispering those sweet words; “holy crap”.

    The monster was fairly complex, because, well, it was D&D. I decided to convert it to Dungeon World, because it is the best boss encounter I ever played, and I often looked back on it, thinking that this was one thing that worked.

    Without further ado, behold the terrible Siege Troll!

    Siege Troll
    Solitary, Huge, Forceful

    Big Meaty Fists (d10 + 5 damage)
    24 HP, 0 Armor

    Close, Reach

    Special Qualities: Regeneration, Weakness to Fire & Acid.

    This troll species was bred a long time ago by a wizard who was as mad as he was ambitious. Bred for size, strength and resilience, but certainly not intelligence and beauty, the Siege Troll was given it’s name due to a peculiar tactic in siege warfare, where they were flung inside the walls by catapult so that they may break down the gates of a fortress from the inside.

    When their creator died, they were taken in by the various orc warchiefs, who were able to hold them in line. Now they cause wanton destruction wherever they are let loose. Where defeating a troll is an admirable feat, killing a Siege Troll is the stuff of legends. Instinct: To destroy.

    • Unleash chaos and destruction
    • Throw something or someone
    • Fly into a frenzy
    • Eat townsfolk alive