Dwarven War Mecha

I mentioned this in a previous post, now I have a picture (and stats!!).

 Dwarven War Mecha
No. Enc: 1 (1d3)
Alignment: (as pilots)
Move: 60′ (20′) [30′ (10′)]
Armour Class: 3 [-2]
Hit Dice: 10
Attacks: 5 (stomp/catapult/catapult/grinder/cage)
Damage: 3d6/2d6/2d6/2d20/capture
Save: F10 (or as Metal, hard, from DMG) [+3]
Morale: 11
XP: 3,100 [3,800] + XP from pilots

Dwarven War Mechas are as tall as storm giants, and usually only brought to the battlefield when the dwarves are in dire need. They are covered in metal plating (10% are plated with adamantium, which lowers their AC by 5, halves their speed and gives them a +3 to saving throws – use [stats]). In all cases, the armour plating means that they take 10 less damage from bladed weapons, and 5 less damage from blunt weapons (DR 10/slashing, 10/piercing, 5/blunt, for those on later editions), except on natural 20s.

War mechas require at least 1 pilot, who can either move the mecha, or use its stomp attack in any given round. An additional pilot is required to work each weapon (i.e. 1 pilot for the grinder, 1 pilot for each catapult and 1 pilot for the cage). A single pilot can operate both catapults, but has a -4 penalty to hit. It takes 1 round to move from one position to another. Pilots are considered to have cover (-3 penalty to hit) as long as they are not changing position. There is room for several more passengers, who will also have cover, and can fire ranged weapons or cast spells if desired (due to the jerky nature of the mecha, ranged weapons hit at -4, and spellcasters must save vs. spells, or have the spell fail).

Starting a war mecha from cold takes 11 rounds: 1 round to climb up to the pilot’s seat,and 10 rounds for the mechanisms to warm up. At this point, the mecha can walk and stomp. Each additional round of work (no movement or attacks) from the main pilot brings an additional weapon online for another pilot to use.

Trolls of a Different Colour

I ran into something of a conceptual problem several sessions ago. The PCs were desperately trying to escape from a dungeon (they had woken up right at the bottom). There were a couple of rooms that they ran into. In the first one, I said that they saw “tall, green rubbery creatures.” Standard D&D trolls.

In the next room, assuming that they had this picture connected with trolls, I said that there were two more trolls. When I actually said trolls this time, they saw the image on the right. We sorted the mess out in the end, but it got me thinking.

The D&D troll is cool and all, but it is still only one kind of fantasy representation of a troll. So I decided to stat up two other kinds of trolls: the Lord of the Rings troll, and the Artemis Fowl troll (for those who don’t know, trolls in the Artemis Fowl universe are huge, shaggy creatures with tusks that inject a powerful anaesthetic into the victim, causing them to die peacefully while the troll slices their throat with its razor claws.)

Cave Troll (LOTR)
No. Enc: 1d3 (1d8)
Alignment: Chaotic
Move: 60′
AC: 4 (-1 if armoured like in the third movie)
HD: 6
Attacks: 3 (2 claws and bite) or 1 (weapon)
Damage:  1d6/1d6/1d10, +2d8 “hug” as bear, or weapon
Save: F6
Morale: 10
XP: 570
Cave trolls are wild, unintelligent creatures, often used as shock troops by cave goblins. They will turn to stone forever if caught in sunlight.

Fowl Troll
No. Enc:
Alignment: Neutral
Move: 120′
AC: 2
HD: 10
Attacks: 3 (2 claws, tusk)
Damage: 1d8/1d8/2d6+poison
Save: F10
Morale: 11
XP: 2400
Fowl trolls are huge beasts. Their thick, shaggy fur means that they take 2 less damage from slashing weapons such as swords or daggers. They hate bright light, and if they are exposed to it must make a morale check at -2: if they fail, they will retreat and if they succeed, they will go into a rage, attacking at +2. Their poison will cause the victim to die within a single turn if a successful save is not made.

Magic: The Gathering

Magic: the Gathering is releasing a new set of cards, the second in the Innistrad block. Innistrad is a world where everything out of Hammer Horror movies is real: vampires, werewolves, demons, ghosts, etc. Anyway, one of the new cards inspired me to create a new kind of undead for Labyrinth Lord.

Dungeon Geists
No. Enc.:            3 (1d6x3)
Alignment:         Chaotic
Movement:         120′ (40′)
Armour Class:    4
Hit Dice:             2
Attacks:              1
Damage:             (special) or 1d6
Save:                  F2
Morale:              8
Hoard Class:      XXI
XP:                   56

Dungeon Geists are silent, hooded creatures which appear to be wrapped in shrouds. They always appear in groups of three, and carry long, rusted chains with them at all times. A trio of dungeon geists will all attack the same character, attempting to wrap him in the chains (attacking at +2 with the chains); once a geist’s chains are in place, it will attack another nearby character it can reach without letting go of the chain. The first hit will cause the character to get a -2 penalty to-hit; the second will give the character a 50% movement penalty; once three chains are attached to the character, he is completely paralysed and can only speak. Once the geists have trapped their victim, they will attempt to drag him to their secret lair, where they will devour him. Like all undead, Dungeon Geists are invulnerable to charm, sleep, hold spells; they are also invulnerable to all non-magical weapons, and their chains can only be broken by powerful magical blows, or strikes from high-level (15+) characters.