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Thursday, June 9, 2011

At Last! An RPG Game That Kids Can Play ! !



Need a Quick NPC?  Keep reading!

 

When your Players are starting to get bored, you need some bad guys & quick!  This is how I do it.
 For Hit Points (HP) I Roll a 12-sided dice and multiply X 10.  This will determine how big the NPC is.  Then I roll a 20-sided to see what the Creature Save (CSV) is (the lower the better for the NPC).  Now let's say I roll a 10 on the d12 (100 HP) & a 5 on the d20 (5 Creature Save), and the (CSV) is all in one simple number, from the creatures spell attempts to the creature avoiding the Player's traps, Spells, etc.
 As far as Armor Class goes for the NPC's, I like to roll a d6 (even a d10 or a d12, in some cases) & either plus or minus it on the highest Player's Armor Class!  This should give you enough randomness to make your game run smoother.  To make an easier game, don't have anymore enemies than you have Players.






Ogs are early humanoid creatures that stand as tall as seven feet.  Males have tusks & females don't.  They're vulgar & primitive omnivorous, and they usually don't eat other humanoids, but they will protect their territory.  Certain tribes have been know to be carnivorous.  They're not known for casting spells, but there have been exceptions.  
Usually has 80HP / (10 CSV) / 14 + 1d6 AC / 1d10 TH 1d10 + DMG (TH = DMG)






 
Goblins are known ambushers!  They stand about 4 feet tall, and they're sneaky and almost always get the initiative.  Some are able to cast 1st LVL Spells, and they can make & repair crude weapons & armor.  They aren't that strong, so that makes them good for beginning Players.  I like to roll a d20 for the number in a tribe or family.  They can be found anywhere.
Usually has 1d20 +5 HP / (12 CSV) / 9 + 1d10 AC / 1d4 TH 1d6 + DMG (TH = DMG)






Dursh are savage creatures that are about 6 foot tall.  When the Fayvin was created on Earth, the Dursh were manifested, and soon after their arrival they became ruthless.  Their 'Saliva' is highly poisonous.  They're too crazy to work together, so a Dursh is usually always alone. 
Usually has 100HP / (12 CSV) / 9 + 1d10 AC / 2d6 TH / 1d8 + DMG / Bite 1d12 Must (CON SV) or be Knocked Out for 3 RNDS & if not healed within 3 days = Death  (TH = DMG)





Nissins are special.  They don't get any Stats!  They're normally only 6 inches tall.  A Nissin can 'Stop Time' and cast Any Spell!  They are also incorruptible, thank goodness.  They're forest & woodland beings, and they don't get involved much, unless it benefits themselves or nature, and they often work for Fairy Princesses.  They can come in & out of the Fayvin at will.  Some believe that a Nissin is a 'Highly Evolved' Fairy.  Nissins are the DM's little helpers!  They can disenchant just about anything.  'Nissin advice' is not always 'Sage advice'.






Ji’kon (Lich) is a High Ranking Durkryr that has Geased themselves for Power & Undead Immortality.  They are usually controlling Undead Creatures, & Monsters of all Kinds for their Undead Kingdom.
Usually has 150HP / (3 CSV) / 28 AC / +13TH 2d12 +13 DMG
Cast All Mage Spells 6TPD
Cast Fear: All in 20ft RD receive -2 TH & must (WIS SV) or -2SVB
Cast Pain: All in 20ft RD must (WIS SV) or 2d20 +10.
Cast Break: All in 20 RD -1 ATT do to Pain for 6 RND &  must (WIS SV) or a bone in 1 Limb Shatters for 1d6X6 DMG
Turn = Black Opal (Magical ? , Cursed ? well thats up to you DM)



Mogulbee  (Wraith) is an Undead Fayvin Kryr covered with a Black Frothing Robe Summoned by a Mage.  If the Mage Dies before the Duration of the Summon Spell, the Mogulbee is free to find Victims.  The Victim is plagued with nightmares.  If they fail their (WIS SV) they die and three days later a Spriggin crawls out of the Grave
Usually has 100 HP / (5 CSV) / 25 AC / +10TH 2d12 +10 DMG
Cast Pain: All in 20ft RD must (WIS SV) or 2d20 +10.
Cast Ghostly Fear: All in 20ft RD receive -2 TH & must (WIS SV) or -2SVB
Possession: CHAR must (WIS SV) or be controlled for 6 RND
Turn = Fayvin Dust



Spriggin (Ghoul)  is 3ft Tall.  They're Slimy & Nasty and some have Horns & some have Wings, and they Hate the Living & Eat the Dead and are Usually found in Graveyards.  After the Dead have been eaten on for 3 nights the Dead Awake Turning into Bogelbees.
The Average Spriggin has 40 HP / (10 CSV) / 19 AC / +4TH 1D8 +4 DMG / Bite 1d6 DMG
On a Successful Bite: CHAR must (CON SV) or be Diseased -2TH &  -2 DMG until Cured if not Cured the Victim will turn into a Bogelbee in 3 Days
Turn = Gargoyle is a Stone Guardian that can only Roam, in a 90ft RD of placement, during the Night.
80 HP / (6 CSV) / 21 AC / +4TH 1D8 +4 DMG / Bite 1d10 DMG



Bogelbee (Zombie) is Someone that has been eaten by a Spriggin or a Bogelbee.
Usually has 30 HP / (11 CSV) / 18 AC / +3TH 1D6 +3 DMG / Bite 1d4 DMG
On a Successful Bite: CHAR must (CON SV) or be Diseased -2TH & -2 DMG until Cured if not Cured the Victim will turn into a Bogelbee in 3 Days
Turn = Dead Corpse



Shibogle (Skeleton) is a Bogelbee that has been Undead for Hundreds of years. 
The Average Shibogle has 20 HP / (12 CSV) / 17 AC / +2TH 1D6 +2 DMG
Missile Weapons do only 1/2 DMG to the Shibogle
Turn = Dust



Skuldier (Mummy) is Someone Cursed by Wards even after they die Trapped in an area usually to Guard a Treasure of some kind.  
80 HP / (7 CSV) / 23 AC / +8TH 1d12 +8 DMG
Cast Rot: CHAR receives -3 AC for 5 RND & must (CON SV) or Die in 3 RND unless Cured
Hypnotize: Dispells all protections in a 20ft RD & All must (WIS SV) or Held for 6 RND
Turn = Dust



Sheegulles (Ghost) is a Cursed Spirit that has lost Something very Dear to it wile it was living, so the Sheegulles Haunts the Area of Attachment.  Wile the Sheegulles is invisible it is Immune to All DMG until it attacks or Cast a Spell & they are able to fly through Walls, Floors & Ceilings at will.
They Usually have 90 HP / (6 CSV) / 24 AC / +9TH 2d8 +9 DMG
Haunted Room: Such as Storm Room, Grow Room, Un-living Room, etc.
Cast Fear: All in 20ft RD receive -2 TH & must (WIS SV) or -2SVB
Possession: CHAR must (WIS SV) or be controlled for 6 RND
Turn = Fine Silver Dust



Vetamaht (Vampire) is Someone either bitten by a Zorenbee or a Vetamaht.  Immune to All Magic & Regenerates 10HP per RND During the night, but receives 10 DMG per RND in Sunlight. While invisible the Vetamaht is able to see invisibility & able to pass through Doors & thin walls (1ft) until the Vetamaht attacks or cast a spell & are able to fly & run on walls.
Vetamahts Usually have 110 HP / (5 CSV) / 26 AC / +11TH 2d12 +11 DMG  / Bite for 1d12
Cast Charm: CHAR must (WIS SV) or be controlled for 5 RND
Cast Break: All in 20 RD -1 ATT do to Pain for 6 RND &  must (WIS SV) or bone in 1 Limb Shatters for 1d6X6 DMG 
Cast Ghostly Fear: All in 20ft RD receive -2 TH & must (WIS SV) or -2SVB
On a Successful Bite: CHAR must (CON SV) or be Diseased -2TH & -2 DMG until Cured if not Cured the Victim will turn into a Vetamaht in 12hr
Turn = Dead Corpse



Shade (Phantom) is Someone Who died wile Geased Still Roaming to finish their mission. Some Knights try to Help the Shade complete their mission & if they do complete it the Shade Gives the Knight a parting Gift of +1 WIS & +1 INT 
60 HP / (9 CSV) / 21 AC / +6TH 1D10 +6 DMG
Cast Mind Trap: CHAR held for 5 RND & must (WIS SV) or -1 WIS & -1 INT 
Turn = The Shade is Released of the Gease wile the Knight Receives the Gease & must Complete the task even in Death