Princecon XXIII greetings Ghouls and Goblins



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Princecon XXIII

Greetings Ghouls and Goblins,

Welcome to PrinceCon XXIII: MonsterCon II. This year, we offer a substantial twist on the usual fantasy genre. Rather than role-playing one of the standard humanoid races, this year you will get to see the adventuring world from a different perspective, that of any one of twenty-three different critters we have prepared for your enjoyment.

First, a few administrative details. Once you've arrive at the Convention, please fill out a character preference sheet and give it to someone at the Front Desk. This will allow us to start promptly. We will begin runs Friday at 5:00pm. There will be runs continuously until 3:00 pm Sunday afternoon; the awards ceremony will by back in Whig Hall at 3:30pm. Next, it is very important for our continued use of the Princeton University campus that you treat all of the rooms we are using with respect. Please deposit trash in the wastebaskets and make an effort to clean up a room after you finish a run in it.

We have made quite a few changes from previous PrinceCons. First of all, you will be playing Monsters rather than the standard PrinceCon races and classes. The monsters have a wide variety of combat, stealth, and magical abilities; there are even six new clerical religions from which to choose. You will find descriptions and rollups for each species in this book. Despite this detail, we urge you not to belabor the selection of a Monster; simply pick a monster that you would like to play!

As we would like you to experience several monsters so as to sample the variety of MonsterCon, we have granted each player ONE free monster switch. Hence should you survive a run and tire of the Monster you first picked, you are permitted to change Monsters at no EP penalty (only once!). Also, since life for most monsters tends to be brutish and short, we have dramatically decreased the EP penalty for dying. In light of this, awards will be given by player rather than by character class; all characters played by a given player will be added for award purposes.

Returning players will notice other changes to the game mechanics. While the basic combat system remains unchanged, we have modified our missile ranges and removed the weapon/armor interactions as well as the differences between weapon damage versus creatures smaller or larger than man-sized. The scale inch and turn have been removed in favor of feet and minutes. Finally, note changes in the Pain and Dispel Undead spells.

Without further ado, I will leave you to peruse the book and begin your journey into the Dark Lord's realm. I hope you enjoy the MonsterCon II as much as we've enjoyed bringing it to you.

Cheers,

Homayoun Saleh


Princeton XXIII Director

Best Character Awards

This year, every GM will judge the characters that participate in his scenario by three criteria: strategy, role-playing, and tactics. Strategy represents progress toward the long-term goals of the Con and the scenario, including gathering and passing along information. Tactics means using the resources at hand to deal with immediate puzzles and combats. Finally, role-playing is how well you play your persona and interact with other characters and NPCs. Each character, surviving or not, will be rated in these categories and receive an overall score for the convention.

Based on these total scores, an award will be given to the best Player (not character) in each category: strategy, tactics, roleplaying, and overall. All characters played by a given Player will be included in the scoring. Please be aware that players who run more than twice with any one GameMaster will not be eligible for awards.

A Note to All Participants

Please respect the Whig Hall building and the classrooms you will be using during the Convention. We are here as guests, and if the facilities are abused, we will not be able to hold PrinceCon here in the future. Sleeping in the building and shaving or washing up in the bathroom are not allowed. Please dispose of litter and soda cans in the containers provided.


Acknowledgements

We would like to take this opportunity to thank the many people who have made this convention possible. Daniel Eisenstein, York Dobyns, Tom Kinney, Mark Krumholz, Steve Martin, Aaron Mulder, Shantanu Saha, and Kevin White spent many hours writing and refining the PC monsters for your enjoyment. Tim Oliver took on the gargantuan task of reformatting the Conbook. Shantanu Saha prepared the prizes, and Aaron Mulder wrote the computer software. Finally, we would like to thank all the GM's who have volunteered their time to help bring you this convention.



What has gone on before

Once upon a dream, there existed the bountiful kingdom of Joysea. It was a peaceful realm. The kingdom had finally eliminated most elements of strife throughout their land, leaving its people to live a happy if simple existence working the land.

Twenty years ago, the Dark times fell. Monstrous hordes appeared from all sides. Trolls and ogres came down from the mountains, sea hags and nagas arose from the seas, the dead awoke from their graves, and the great drakes came back from legend. In a short and coordinated offensive, the armies of the Dark Lord crushed the standing army of the Joysea Kingdom. Monsters preyed upon the population, and with the central authority of the Kingdom in tatters, villages turned to desperate measures to protect themselves.

The marriage of the Dark Lord to the Dark Lady ten years ago promised to ensure this state of affairs for decades to come. Bolstered by the steady flow of precious items looted from the downtrodden demihumans, the Dark Couple and their Monstrous Court presided over this marvelous triumph of evil. All in all, it was a jolly good time to be a monster.

However, in the last month, a crisis has arisen that threatens all who benefit from this supremacy. First, the Dark Lord and Lady are apparently no longer on speaking terms with each other. In fact, the Dark Lady has removed herself from the Monstrous Court so as to avoid any contact with the Dark Lord; only her closest handmaidens have seen her.

To make matters worse, the kingdom of Joysea has picked this moment to renew their offensive against the monstrous hordes. With the recent declaration of a Jihad from the Leo High Priest, combined with a strengthened presence of the Order of the Red Sword, and more aggressive patrols by the Kingdom itself, Monster casualties have increased twentyfold over the last month! With the Dark Lord and Lady distracted, the response to this uprising has been slow and ineffective.

Clearly this is unacceptable, and so the Monstrous Court has volunteered you to put an end to it. You must resolve the differences between the Dark Couple and crush the new human insurgency, else the prosperity of the past twenty years will not be renewed. Emissaries of the court will instruct you on the ways to begin your task.

Good luck and good eating!


Table of Contents


Player Characters 1

Character Generation 1

General Monster Rules 1

Innate Abilities 2

Innate Spells 2

Religions 2

Throwing Rocks 2

Flight 2


Undead Abilities 3

Special Senses 3

Monster Attacks 4

Notes to Returning Players 4

Notes on Monster Descriptions 4

Monster Species 5

Beholder 5

Bughieman 6

Cyclops 7

Djinni 8


Doppleganger 9

Drake 10


Fey 11

Gargoyle 12

Lich 15

Manticore 15



Mind Flayer 16

Naga 17

Ogre Mage 18

Rock Troll 18

Sea Hag 19

Skull Warriors 22

Spectre 23

Sphinx 24

Succubus/Incubus 27

Umber Hulk 30

Vaikral 31

Vampire 34

Werewolf 37

Demihuman Races 40

Humans 40

Elves 40


Dwarves 40

Hobbits 40

Demihuman Racial Restrictions on Class and Religion 40

Experience Points 41

Demihuman Experience Point Chart 41

Monster Experience Point Chart 41

Requisites 42

Strength 42

Intelligence 42

Wisdom 42

Dexterity 42

Constitution 42

Charisma 42

Requisite Effects Chart 42

Hit Points 43

Saving Throws 43

Dropping Saving Throws 43

Level-vs-Level Battle 43

Combat 44

To Hit Probabilities 44

Combat Phases 45

Declaration Phase 45

Breath Phase 45

Missile Phase 45

Melee Phase 45

Grappling Phase 45

Clerical Prayer Phase 45

Mage Spell Phase 45

Item Phase 45

Movement Phase 45

Haste Phase 45

Grappling 46

Grappling Value 46

Equipment 47

Backpacks 47

Armor 48


Armor Chart 48

Weapons 48

Missile Weapons 49

Missile Weapons Chart 49

Melee Weapons 49

Melee Weapons Chart 49

Silvered Weapons 50

Magic Items 51

Time Distance and Movement 51

Underwater Actions and Drowning 51

Character Classes 52

Fighters 52

Fighter Mages 52

General Fighter Abilities 52

Scouts 53

Mages 55

Magic System 55

Preparing and Throwing Mage Spells 55

Mage Spell Costs Chart 56

The Spell Modifiers 56

Mage Spell List 58

Descriptions of Mage Spells 62

Monster Summoning Tables 88

Clerics 91

Clerical System 91

Casting of Clerical Prayers 91

Prayer Point Costs Chart 91

Casting Requirements 91

Prayer Option Descriptions 91

Mass Prayer Option 92

Renewable Duration Prayer Option 92

Touch Prayer Option 92

Religions 92

Apostles of Peace 93

Brethren of Stone 93

Chosen Warriors of Leo 93

Knights of Justice 94

Order of the Sages 94

Masters of the Hunt 94

Keepers of Nature 95

Explanation of Clerical Prayer Descriptions 95

Multi-Level Prayers 95

Zone of Effect (ZOE) 95

Range 95


Duration 95

Saving Throws 96

Abbreviations 96

Caveats 96

Generic Prayer Descriptions 96

Cause Prayers 97

Cure Prayers 97

Detect Prayers 97

Eyes Prayers 97

Great Protection Prayers 97

Protection N Prayers 97

Resist Prayers 98

Rune Prayers 98

Speak Prayers 98

Vulnerability Prayers 98

Withstand Prayers 98

Clerical Prayer Descriptions 98

Index 133





Player Characters

Character Generation

Players must specify the species of their monsters. All monster rollups are generated by the computer. Substandard rollups are rejected by the computer and the monster is re-rolled. Players may not play humanoids at PrinceCon XXIII. Rules for demihumans have been included in the Conbook for completeness, GM reference, and to represent the knowledge that monsters have gained from interaction (eating, torturing, killing, dissecting, etc) with humanoids.


The following chart summarizes the monsters that are available to play. There are many special powers, attacks, defenses, restrictions, etc that could not be listed in this chart so it is necessary to check the detailed monster descriptions once players have narrowed down the list of monsters they might want to play.


Monster Type

Hit Dice

TACO

AC

Special Senses

EP Track

Spell Use

Beholder

d8

4L

3

Infravision, omni-directional vision

Elven Mage

Limited Mage

Bughieman

d6

3L

9

Dark Sense

Scout




Cyclops

d8

4L

4




Fighter




Djinni

d4

2L

9

Dark Sense

Mage

Mage

Doppleganger

d6

3L

9

Infravision

Scout





Drake

d8

4L

Varies

Varies

Mage




Fey

d4

2L

9

Infravision, Detect Magic Touch

Mage

Mage

Gargoyle

d8

4L

0

Infravision

Cleric

Cleric

Lich

d6

3L

4

Infravision, Life Sense

Mage

Mage

Manticore

d8

4L

5

Panther Senses

Fighter




Mindflayer

d6

3L

7

Infravision

Scout

Limited Mage

Naga

d8

4L

5 / 4





Fighter

L cures / day

Ogre Mage

d8

4L

6




Twice fighter

Mage

Rock Troll

d8

4l

0

Infravision

Fighter




Sea Hag

d6

3L

6

Infravision, Dark Sight

Cleric

Cleric

Skull Warrior

d8

4L

4

Infravision, Dark Sight

Elven fighter




Spectre

d6

3L

5

Infravision, Dark Sight

Scout




Sphinx

d8

4L

5

Panther Senses

Cleric

Cleric


Succubus / Incubus

d6

3L

6

Infravision

Cleric

Cleric

Umber Hulk

d8

4L

3

Infravision, See through stone

Fighter




Vaikral

d6

3L

4

Infravision, Life Sense, See Undead

Cleric

Cleric

Vampire

d8

4L

5

Infravision, Life Sense

Fighter




Werewolf

d8

4L

Varies

Panther Senses

Cleric

Cleric

General Monster Rules

In the following pages, we will describe in detail each of the 23 types of monsters available to players. As an introduction to this, we will first present the rules held in common amongst many or all of the monsters.


Innate Abilities

Some magical abilities can be performed so easily by the monster that they do not require a full round's attention. These so-called Innate Abilities may be performed in Breath phase, generally without any movement, gesture, or sound. Only one Innate Ability may be performed in a round. performing such an action, the monster may take another action later in the round, EXCEPT that it may not cast a clerical or mage spell and it may not move more than half its maximum movement. However, following an innate ability with a combat strike, use of an item, or a half-move is fine.

Like other actions, an Innate Ability may be delayed into a later phase so long as the decision is committed in Breath phase. No movement is allowed prior to using an Innate Ability.

Please note the difference between Innate Abilities and Innate Spells. The latter cost spell or prayer points to use.


Innate Spells

Many spell-casting monsters have spell-like abilities that it can perform with very little preparation yet still only perform a limited number of times per day. These abilities are treated as Innate Spells. An Innate Spell is performed like an Innate Ability, but the spell or prayer points expended in casting the spell must be deducted from the monster's spell or prayer points as usual. Modifiers and Prayer Options may be applied as normal.

Hence, Innate Spells cost the same as normal spells. The advantage is, of course, that an Innate Spell can be cast in Breath phase without gestures, sound, or any chance of being interrupted. Moreover, the caster is free to do other things later in the round, except (as above) for casting another spell or moving more than half its maximum rate.

Like other spell casting, an Innate Spell may be delayed into a later phase so long as the spell points to cast are committed in Breath phase. If the spell is held and the caster is damaged before it is released, the spell is disrupted and the spell points lost. No movement is ever allowed prior to using an Innate Spell.



Religions

Monsters, being a rather disorganized and self-centered lot, do not follow religions. Monsters capable of casting clerical prayers do so by special evolutionarily-honed compacts between that species and supernatural forces.

Throwing Rocks

Cyclopi, Rock Trolls, and Ogre Mages may throw rocks. Short range for rocks is 60 feet; damage at short range is d4 plus STR damage bonus. Long range for rocks is 180 feet; the attack is at -20% to hit, and damage is d4 + half the STR damage bonus (round down).

A bag of rocks may be carried as a weapon slot; like the usual PrinceCon quiver, this is considered to be a large number of rocks. Of course, rocks can also be picked up as opportunity arises.


Flight

Each 1' of altitude gained removes 2' of horizontal movement. Each 2' of altitude lost removes 1' of horizontal movement. A distance (measured horizontally) exceeding the creature's turn mode must be flown between each 60 turn. A creature flying directly upward may use a single such turn to acquire any 3-d facing.

A creature with wings cannot fly if the wings are fouled.

Feys, Spectres, and creatures under a Fly spell have a turn mode equal to 1/6 of the distance moved that round. They may hover or fly upward (at the usual penalty to total distance).

Other winged creatures have a turn mode equal to 1/6 of their maximum movement rate. They cannot hover or fly directly upwards; rough behavior is as a large bird. Such creatures cannot remain airborne while moving at less than half of their maximum movement rate. Failing to achieve such speed causes the difference between their current speed and their half movement speed to be converted into a drop in altitude (i.e. 2' for each 1' difference).

A flying creature who ended the previous round traveling at speed and who wishes to take some other action in the current round while remaining airborne (e.g. swoop and attack, breathe fire, use an innate spell or item) must glide forward half of their flying rate. Only one 60 turn is permitted in that distance, except that Fey and those using innate spells retain their usual maneuverability. Note that creatures using a Fly spell cannot cast spells except while hovering.

Undead Abilities

Undead are immune to disease, poison, Sleep, Charm, and Hold; they have no need to sleep, breathe, or eat. They are immune to cold damage but are -10% to save and +1/die of damage versus fire, whether magical or normal. They have infravision and Life Sense. In daylight, undead are -10% to hit, +10% to be hit, and move at half speed; however, they do not take any actual damage. Cures do not affect undead, but Cure Undead does. Causes do affect undead. Consecrated water does d6 damage per pint to undead. Normal hit point recovery is 1/2 their maximum hit points every midnight, although the GM is free to prorate this as desired.





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