A return to Xoth for a 3rd time - SGB 3 (DONE)

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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Tue Sep 03, 2013 8:59 am

Naathi Elder (male Sorcerer)

Value 1D20 Hit Location AP/HP
STR 12 1-3 Right Leg -/5
CON 14 4-6 Left Leg -/5
SIZ 11 7-9 Abdomen 1/6
INT 12 10-12 Chest 1/7
POW 15 13-15 Right Arm -/4
DEX 12 16-18 Left Arm -/4
CHA 12 19-20 Head -/5



Combat Actions 2 Armour: Leather (soft hide). -1 Armour Penalty
Damage Modifier +0
Magic Points 15 Traits: None
Movement 8m
Strike Rank +12 (+11 when armoured) Common Skills: Athletics 39%, Brawn 41%, Culture (Own) 78%, Dance 30%, Drive 27%, Evade 50%, Evaluate 24%, First Aid 50%, Influence 70%, Insight 70%, Lore (Regional) 92%, Perception 70%, Resilience 51%, Ride 27%, Sing 60%, Sleight 24%, Stealth 39%, Swim 60%, Unarmed 40%

Advanced Skills: Art (Primitive art) 80%, Craft (Primitive craft) 77%, Healing 80%, Language (Native) 91%, Lore (Secrets of Forbidden things) 91%, Manipulation 80%, Meditation 80%, Oratory 80%, Sorcery (Natural World) 90%, Survival 80%,Teaching 83%

Spells: Animate (Wood), Animate (Stone), Banish, Dominate (Ursine), Dominate (Feline), Dominate (Canine), Mystic Vision, Palsy, Protective Ward, Restoration, Treat Wounds

Combat Styles

Naathi Xenophobe (Club, Javelin, Net) 59%

Weapons
Type Range Size Reach Damage AP/HP
Club - M S 1D6 Stun Location 4/4
Javelin 30m H - 1D8 Impale, (Pin Weapon: shield) 3/8

Possessions: Old gnarled stick, 10SP, polar bear jerky, furs, various herbs used for healing.

Description: The bleak arctic land of Naath is inhabited by a squat, dark-haired, yellow- and brown-skinned people, the Naathi. They are split between coastal tribes, who dress in seal-skins and adorn themselves with narwhal ivory, and inland hunters who wear animal hides and live in houses of stone and mammoth bones.

Tactics: They prefer to talk or to send others to do their bidding, when forced to fight they will hamper their foes with Palsy and then Dominate various local animals to fight for them.

<><><><><>

It really is great fun to be back working on Xoth related things again. I much prefer working on these than I did on Monsters of Legend 2 to be honest. Then again I have a huge soft-spot for S&S. I'm using the same system I used when converting SGB 1 and 2, so things like possessions, tactics and description remain along with the Combat Styles with quirky names at times and other tricks.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Tue Sep 03, 2013 11:00 am

3 more conversions and the Races of the North document is done. I'll do those post-lunch!
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Tue Sep 03, 2013 1:22 pm

Races of the North document and Cultures done. Only the adventure document left to convert. Not a bad start to this one at all now I finally have things sorted!
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Re: A return to Xoth for a 3rd time - SGB 3

Postby warlock1971 » Tue Sep 03, 2013 7:09 pm

Thanks for the updates Darren, good to hear things are getting back to normal.

How many Xoth products are there in total?
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Tue Sep 03, 2013 8:47 pm

SGB, SGB 2 and 3 so 3 now.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Wed Sep 04, 2013 9:09 am

Right, now working on the core adventure - this will take a little bit of time. There's a lot of fiddly NPCs in here but they're also fairly neat.

The adventure is setup like a sandbox so it'll be interesting to see how it works in Legend.

Expect a lot of powerful NPCs in this one, it's a high level doozy by the look of it too.

<><><><>

Herjar the Hunter, Master of the Wild Hunt, Male Nomad Woodsman

Value 1D20 Hit Location AP/HP
STR 19 1-3 Right Leg 2/7
CON 16 4-6 Left Leg 2/7
SIZ 17 7-9 Abdomen 2/8
INT 13 10-12 Chest 2/9
POW 12 13-15 Right Arm 2/6
DEX 16 16-18 Left Arm 2/6
CHA 12 19-20 Head 2/7



Combat Actions 3 Armour: Hard Leather. -3 Armour Penalty
Damage Modifier +1D6
Magic Points 12 Traits: None
Movement 8m
Strike Rank +15 (+12 when armoured) Common Skills: Athletics 80%, Brawn 77%, Culture (Own) 90%, Dance 28%, Drive 40%, Evade 85%, Evaluate 70%, First Aid 80%, Influence 90%, Insight 70%, Lore (Regional) 79%, Perception 85%, Resilience 70%, Ride 60%, Sing 24%, Sleight 60%, Stealth 97%,Swim 50%, Unarmed 71%

Advanced Skills: Acrobatics 88%, Craft (Woodcraft) 80%, Culture (Own) 90%, Healing 91%, Language (Native) 95%, Lore (Nature) 90%, Survival 90%, Track 95%

Combat Styles

Rage of the Hunter (Axe 2-H, Bow, Spear) 90%

Weapons
Type Range Size Reach Damage AP/HP
Longbow 175m H -- 1D8+1D6 Impale 4/7
Great Axe -- H L 1D12+2+1D6 Bleed, Sunder 4/10
Longspear -- L VL 1D10+1+1D6 Impale 4/10


Possessions: Herjar’s henchmen guard a cache of furs and skins of mountain bears, wolves, silver foxes and deer, worth a total of 8,000 SP. In addition to hunting animals and other goods, he has personal possessions which include his weapons and a pouch of 500 SP coins from a recent ‘bounty’.
Description: Herjar is tall and broad-shouldered, with pale skin and a full red beard. He is clad in fine pelts, rides a heavy warhorse, and keeps half a dozen feral hunting dogs (statistics as wolves) with which to hound his prey.
Tactics: Herjar and his men are often hired by various employers to track down and capture individuals wanted for some reason. They fight dirty and use their skills to great advantage, especially stealth.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby pachristian » Wed Sep 04, 2013 3:23 pm

Eagerly waiting for this.

Sitting by computer...
DriveThruRPG "New" page open...
Finger poised over "Buy" button...

No pressure! :mrgreen:
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Wed Sep 04, 2013 10:11 pm

Good to know!
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Thu Sep 05, 2013 9:25 am

Grinnar the Drunken Skald: Male Decadent Bard

Value 1D20 Hit Location AP/HP
STR 14 1-3 Right Leg -/5
CON 10 4-6 Left Leg -/5
SIZ 12 7-9 Abdomen -/6
INT 10 10-12 Chest 5/7
POW 15 13-15 Right Arm 5/4
DEX 18 16-18 Left Arm 5/4
CHA 18 19-20 Head -/5



Combat Actions 3 Armour: Chain Shirt. -3 Armour Penalty
Damage Modifier +1D2
Magic Points 15 Traits: None
Movement 8m
Strike Rank +14 (+11 when armoured) Common Skills: Athletics 69%, Brawn 50%, Culture (Own) 99%, Dance 70%, Drive 33%, Evade 90%, Evaluate 70%, First Aid 57%, Influence 90%, Insight 90%, Lore (Regional) 99%, Perception 80%, Resilience 77%, Ride 66%, Sing 120%, Sleight 100%, Stealth 97%,Swim 62%, Unarmed 44%

Advanced Skills: Art 60%, Commerce 60%, Courtesy 90%, Culture (Own) 99%, Culture (Others) 70%, Language (Native) 99%, Lore (Interesting History) 99%, Mechanisms 80%, Manipulation 90%, Meditation 90%, Oratory 95%, Play Instrument (horn) 75%, Seduction 80%, Sorcery (High Note) 99%, Streetwise 70%

Spells: Attract (Spirits), Dominate (Humans), Enhance CHA, Hinder, Holdfast, Phantom (All senses)

Combat Styles

Skalds and Shadows (Sword 1-H, Sword 2-H, Dirk, Thrown Dart) 89%

Weapons
Type Range Size Reach Damage AP/HP
Longsword -- M/L L/L 1D8+1D2/1D10+1D2 Bleed, Impale 6/12
Sunder (2H)
Dirk -- S S 1D3+2+1D2 Bleed, Impale 6/6
Dart 20m S -- 1D4+1D2 Impale 2/1


Possessions: Grinnar carries an old, well-polished horn which looks worthless but is actually a magical horn known as Kolnur’s Fury (see below). He has 20 SP and a flask of premium quality liquor.
Description: Grinnar is middle-aged, slightly obese, and purple-nosed. He wears fine clothes tainted by food stains and the mud and dust of the road. Despite his drinking problem and his odious habits, he is still an excellent performer and a storehouse of knowledge. If befriended, he can be a useful ally, but also an unpredictable liability.
Tactics: The bard likes to cause mischief wherever he travels, whether he uses some of his spells, or simply uses his silver tongue to cause discord and chaos.
Optional: If the Games Master desires Grinnar can only recover his Magic Points by drinking heavily, this adds a bit more substance to his nickname: ‘the Drunken Skald’.

[SIDE BOX]
Kolnur’s Fury
This old and well-polished horn might not look like much, but locked inside the depths of this ivory and wood creation is a powerful spell which the Bard can call forth. The spell functions like a version of Wrack (Page 208 Legend core rulebook) and the horn emits a blasting note, which affects a target as though the Bard had a Sorcery (Grimoire) skill of 110%- the horn can be used three times a day. It also affects CON/4 (rounded up) targets.
[END BOX]
The 'Drunken Skald' and yes, his Combat Style and Grimoire are musically related.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby tarkhan bey » Sun Sep 08, 2013 8:57 am

Excellent. Any idea of an ETA for this?
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Re: A return to Xoth for a 3rd time - SGB 3

Postby Prime_Evil » Sun Sep 08, 2013 12:08 pm

tarkhan bey wrote:Excellent. Any idea of an ETA for this?

Hopefully soon ;)

There seems to be a bit of a break in the publishing schedule for Legend at the moment.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Sun Sep 08, 2013 8:12 pm

tarkhan bey wrote:Excellent. Any idea of an ETA for this?
As soon as I can get the core adventure converted. Now the thing about this one is that it's not a linear take on Xoth. Morten has set it up so you can sandbox it and there's a bunch of NPCs that need converting.

Not so much in terms of Legend rules at the moment. But I am back working on this as of tomorrow.

I will keep folks updated.

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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Mon Sep 09, 2013 8:57 am

I present Angar Gul, he's been a bit dead recently - took a few years off in Xoth for tax reasons. Likely to react badly if approached by taxmen (I kid, of course).
Angar Gul, Bog Mummy (former Noble)

Dice Average 1D20 Hit Location AP/HP
STR 3D6+12 23 1-3 Right Leg 3/8
CON 3D6+12 23 4-6 Left Leg 3/8
SIZ 2D6+6 13 7-9 Abdomen 3/9
INT 2D6+6 13 10-12 Chest 3/10
POW 3D6 11 13-15 Right Arm 3/7
DEX 2D6 7 16-18 Left Arm 3/7
CHA 1 1 19-20 Head 3/8

Combat Actions 2 Armour: Old armour, layers of hard rock-like bog-mud and wrappings. No Armour Penalty.
Damage Modifier +1D6
Magic Points 11 Traits: Disease Immunity, Poison Immunity, Life Sense.
Movement 8m
Strike Rank +10 Common Skills: Athletics 35%, Brawn 80%, Culture (Own) 80%, Dance 48%, Drive 18%, Evade 90%, Evaluate 90%, First Aid 27%, Influence 66%, Insight 29%, Lore (Regional) 66%, Perception 60%, Resilience 98%, Ride 78%, Sing 40%, Sleight 8%, Stealth 20%,Swim 46%, Unarmed 70%

Advanced Skills: Courtesy 80%, Culture (Own) 91%, Language (Native) 70%, Lore (Tactics) 90%, Streetwise 60%

Combat Styles

Bog Rotter (Grasp, Any used in life): 70%

Weapons
Type Range Size Reach Damage AP/HP
Grasp -- M T 1D6+1D6 As for Arm
Any weapon as used in life

Possessions: Most of Angar Gul’s possessions have rotted away, save for his rings and the scarab-shaped ring he has in his pocket. Horse (which is also a Bog Mummy, double STR and CON of horse found in Monsters of Legend – it does not have the fearful presence or the other abilities of its master).
Description: It’s hard to recognise the man as he once was; now he’s a shambling horror that puts the fear of the gods into his enemies.
Tactics: Angar Gul terrorises his enemies with his fearful aura, and tries to rip them to bits hand to hand.
Combat Notes:
Disease: Rotten Bog Disease (as per Creeping Chills on page 80 of Legend core rulebook).
Fearful Aura: Bog mummies have a frightening effect on their enemies. All creatures in a 10 meter area that see a Bog mummy must make a Difficult Persistence test or suffer the effect of Paralysis (victim cannot move) for POW/4 (rounded up) rounds. The affected creature cannot be affected again the same day, even if they fail their test.
Marsh Movement: Bog mummies can move normally through mud, marshes and swamps, they can sink to the bottom of the murk and keep moving without penalty.
The book is progressing quite nicely now, and I plan to get as much done ASAP.
Last edited by The Wolf on Mon Sep 09, 2013 10:47 am, edited 1 time in total.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Mon Sep 09, 2013 9:53 am

Something a bit different.

Tree!
Yg-Tree (sentient plant life)

Dice Average 1D20 Hit Location AP/HP
STR 3D6+20 30 1-10 Core Tree 6/15
CON 3D6+10 23 11-20 Limbs 615
SIZ 2D6+13 26
INT 2D6+6 10
POW 3D6+3 13
DEX 2D6+5 12
CHA 6 6



Combat Actions 2 Armour: Bark like iron, leaves like steel. No Armour Penalty.
Damage Modifier +1D12
Magic Points 13 Traits: Life Sense, Magic Sense, (see below)
Movement 4m
Strike Rank +11


Common Skills: Athletics 42%, Brawn 76%, Culture (Own) 99%, Evade 70%, Influence 76%, Insight 99%, Lore (Regional) 96%, Perception 90%, Resilience 110%, Stealth 70%, Unarmed 120%

Advanced Skills: Culture (Own) 91%, Language (Tree Whisper) 99%, Lore (Ancient Wisdom) 90%

Combat Styles

Tree of Death (Tendril lash) 120%

Weapons
Type Range Size Reach Damage AP/HP
Tendril lash -- VL VL 1D12+1D12 3/7

Possessions: There might be some treasure strewn around the floor where the corpses have been hung: totalling 60 SP.
Description: Hidden deep in a forested valley is a site sacred to the old cults of Yg. Here, surrounded by an outer perimeter of moss-grown standing stones, is a massive, ancient, evergreen tree with far-spreading branches. This is the Yg-Tree, considered the most sacred of all shrines dedicated to the Gods of the Land.
Tactics: The tree is patient and it has an eternity to wait, watch and learn.
Combat Notes:
Create Yg-Tree Zombie: When a creature dies within 5 meters of the Yg-Tree, it uses a sharpened tendril to slice open the creature’s abdomen, thereby spilling the corpse’s innards on the ground. The organs and fluids are then absorbed by the tree’s roots.
Corpses of a size other than Medium or Large are simply left to rot. Medium or Large corpses are filled with a greenish pollen freed from one of the tree’s branches. The abdominal wound heals over the next 1D4 days, at which time the slain creature rises as an Yg-Tree zombie connected by a tether-vine to the Yg-Tree. Yg-Tree zombies possess none of their former abilities.
The Yg-Tree has several Yg-Tree zombies connected to it, but no more than 7 at one time.
Use the stats for zombies from page 93 of Monsters of Legend
In addition the zombies can breathe a cube-shaped cloud of spores (6 meter cube), which have a magical effect similar to the Hinder spell found on page 200 of the Legend core rulebook. They can perform this feat POW/4 (rounded up) times per day and the zombies are considered to have a Sorcery (Grimoire) skill of 70%.
If the tendril that connects the zombie to the tree is severed (AP 3/HP 7) then the zombie cannot use its sense vibration or its cloud-breath attacks.
Sense Vibration: The Yg-Tree and any attached zombies can automatically sense the location of anything within 8 meters that is in contact with the same vegetation the tree is touching.
A bit from an adventure encounter area.
Chasm and Rope Bridge: Cutting through the terrain from east to west is a yawning chasm, 15 meters wide and 50 meters deep and 3 miles long. The bottom of the chasm is filled with bones of both animals and humans.
Stretching across the chasm is a rope bridge constructed of wooden planks suspended from ropes. The bridge is in bad repair and movement across it is reduced by half.
It takes two rounds to untie one end of the rope bridge, but a Routine Mechanisms test reduces the time to a Combat Action. Alternatively, the ropes can be cut with a slashing weapon; each rope has 6 hit points and 1 armour point.
If only one of the two supporting ropes is attached, everyone on the bridge must succeed on a Difficult Athletics test to avoid falling off, and thereafter must make Routine Athletics tests to move along the remnants of the bridge. The rope bridge is 4 meters wide.
This is an excellent location to stage an encounter with one or more creatures from the random encounter table for the Land of Yg.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Mon Sep 09, 2013 11:58 am

I noticed a few things wrong with my previous pastes, only minor things which have been fixed in the proper version in the book.

Using the things I learned from Monsters of Legend 2.
Wandering Hoar Spirit

Dice Average 1D20 Hit Location AP/HP
STR 2D6+10 17 1-3 Right Leg 5/7
CON 4D6+1 15 4-6 Left Leg 5/7
SIZ 2D6+8 16 7-9 Abdomen 5/8
INT 2D6+3 10 10-12 Chest 5/9
POW 4D6+1 15 13-15 Right Arm 5/6
DEX 4D6+1 15 16-18 Left Arm 5/6
19-20 Head 5/7



Combat Actions 2 Armour: Magical permafrost skin 5 points. No Armour Penalty.
Damage Modifier +1D4
Magic Points 15 Traits: Heat Sense (functions like Life Sense)
Movement 8m
Strike Rank +13


Skills: Athletics 62%, Evade 69%, Perception 70%, Persistence 60%, Resilience 70%, Stealth 50%, Unarmed 60%




Combat Styles

Cold Shoulder (Claws, Teeth) 60%

Weapons
Type Range Size Reach Damage AP/HP
Claws -- S M 1D4+1D4+special As for Arm
Teeth -- S T 1D6+1D4 As for Head

Possessions: Bits and pieces from fallen foes, 12 SP, a broken shinbone from a human child and a few wolves’ teeth covered in ice.
Description: These undead have hollow lifeless eyes, cold blue skin and a layer of frost over their taut features.
Tactics: They attack warm blooded travellers without mercy, often using the cold of the land to do their job for them.
Combat Notes:
Brrr that’s COLD: Any creature struck by the claws of these monsters, that penetrate their armour and score a wound suffers 1D3 cold damage. They must make a Difficult Resilience test or be paralysed for CON/4 (round up) rounds.
That’s even COLDER: Any creature that attacks this monster in hand to hand must make a Hard Resilience test or take 1D4 points of cold damage to the limb used to attack the Hoar Spirit.
Cold Breath: For CON/4 (rounded up) times a day the Hoar Spirit can spit out a cone-like blast of frosty air, which affects targets in a 1m at the start, to a 5m wide end area. All creatures caught in the area of effect take 1D6 points and are frozen solid for 1D4 rounds unless they make a Difficult Evade test.
Frozen creatures can be broken free by their allies with a Difficult Brawn test.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Mon Sep 09, 2013 2:31 pm

20/40 pages of the core adventure are now in the bag.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby tarkhan bey » Mon Sep 09, 2013 3:28 pm

Excellent news. It looks very interesting indeed.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Mon Sep 09, 2013 4:39 pm

Thanks, I plan to get more of it done tomorrow.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby The Wolf » Tue Sep 10, 2013 10:45 am

Hag Witch

Dice Average 1D20 Hit Location AP/HP
STR 5D6+1 19 1-3 Right Leg -/6
CON 3D6+1 12 4-6 Left Leg -/6
SIZ 4D6+1 15 7-9 Abdomen -/7
INT 4D6+1 15 10-12 Chest -/8
POW 3D6+2 13 13-15 Right Arm -/5
DEX 3D6+1 12 16-18 Left Arm -/5
CHA 4D6 14 19-20 Head -/6



Combat Actions 3 Armour: None.
Damage Modifier +1D4
Magic Points 15 Traits: See below.
Movement 8m
Strike Rank +13

Skills: Athletics 60%, Evade 79%, Perception 65%, Persistence 80%, Resilience 72%, Stealth 60%, Unarmed 50%, Manipulation 90%, Sorcery (Hag Magic) 90%
Spells: Animate (Wood), Form/Set (Wood), Glow, Haste, Palsy, Phantom (Sound), Phantom (Sight), Tap (STR)




Combat Styles

Old Mother (Claws) 76%

Weapons
Type Range Size Reach Damage AP/HP
Claws -- S M 1D4+1D4+special As for Arm

Possessions: These hags tend to have scavenged items from dead adventurers, likely a few coins here and there and at least one minor magical item, probably a ring torn off someone’s finger.
Description: With dark unkempt hair and glowing yellow eyes, these mean looking green-skinned warty old women send a shiver through anyone’s blood.
Tactics: They like to confuse and trick their prey, before they charge in with their claws and attempt to draw strength from their enemies like water from a well.
Combat Notes:
Sap Strength: Each time a wound is inflicted by the hag, the wounded must make a Difficult Resilience test or suffer the effects of a Diminish (STR) spell as per page 197 of Legend core rulebook.
Brilliant Mimic: Hags are known to be able to imitate the sounds of almost any animal found near their lairs.
I always wanted to see a Hag for Legend, so I built this one from the d20 Xoth document and picked spells which mimicked the spell-like powers hags usually have.
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Re: A return to Xoth for a 3rd time - SGB 3

Postby tarkhan bey » Tue Sep 10, 2013 2:07 pm

Perhaps some sort of illusion that makes the Hag appear as a young attractive maiden would be a nice addition to that?

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