torsdag 16 januari 2020

3 Lantern Knights

Here are three lantern knights, supposed to the mini-bosses in my campaign. Like dragon-hauted Cabour the format is inspired by wisdom from a lot of other sources - such as "paragon creatures" - in hope of making solo monsters that can pose a challenge to a group of players. They are not playtested, so whether it works or not I do not know.

Four basic ideas:
- Each lantern knight has a single theme for its special attacks. This should make it possible to anticipate actions, even when the knight is only encountered over a few rounds of combat.
- The special attacks are mainly tied to turn timers. This forewarns of their coming in an obvious way, but also interrupts the back-and-forth of sidewise initiative.
- Special attacks are also set up so that one timer (d8) is tied to ranged and the other (d12) to melee. This should make it possible to interrupt the attacks through positioning, thereby encouraging movement.
- Each lantern knight has more than one HD pool that must be depleted in order. When one is reduced to zero, the circumstances of the encounter changes substantially.

I hope they survive playtest, because the format seems manageable both to write and to run.

ALASTER
Proud and oblivious of his fall, his shielded lantern glows like a sun.

HD 7/7
- Exquisite armour (ar 8, magic 4, flame 4)
- Blackened crossbow (dmg 1d12/magic, range 12)
- Champion sword (dmg 1d12/magic, fast, deathblow)

Radiant: all characters starting their round within 2 squares of Alaster must suffers 1d4 damage (no armour).

Unnatural life: Alaster has two HD pools. When one pool is reduced to zero Alaster is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.

Demonic actions: Alaster has 1 bonus round (move AND attack) per HD pool.

Unshielded radiance (downed): When a HD pool is reduced to 0, the metal cover than shields Alaster's light is is dislodged. When this happens, the damage of radiant and consuming light doubles (to 2d4 and 2d8, respectively).

Turn timers
1d8: Mothlight. If not in melee, Alaster lifts his lantern and lets it burn like a beacon. All characters within line of sight must save or make a full movement directly towards him. In addition, all actions are HARD for affected characters until next turn.
1d12: Consuming light. If in melee, Alaster covers his face with his arm and lets the lantern burn unshielded. All characters within 2 squares must save or suffer 1d8 damage (no armour) as their flesh boils under the horrible light.


BLAINE
A hulking mass of armour and weapons, carrying a faint candle like a captured bird.

HD 5/5/5, Large (+1)
- Layered armour (ar 8/4/2, magic 6), evade +0/+2/+4
- Jagged greataxe (dmg 1d14, reach 1, deathblow, rend: save vs total damage or armour is dented; dent it again and AR is irreparably reduced by one).
- Blunt greatsword (dmg 1d12-1, reach 1, deathblow, knockdown).
- Hand axes (dmg 1d10 each, rend: save vs total tamage or armour is dented).
- Rusted short sword (dmg 1d8-1, fast) and fractured shield (ar 1d8-1)
- Improvised weapon (dmg 1d6-1, close, knockdown).

Unnatural life: Blaine has three HD pools. When one pool is reduced to zero Blaine is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.

Demonic actions: Blaine gains 1 bonus round (move AND attack) per HD pool lost.

Shed (when downed): When a HD pool is reduced to 0, Blaine crawls out of his armour like an insect breaking free from its cocoon. Each time this happens, AR is halved (to 4, then 2), evade increases by +2.

Turn timers
1d8: Hurl weapon. If not in melee, Blaine moves up to full movement and throws his weapon at the most exposed target (as weapon, range 12, knockdown).
1d8: Special attack. If in melee, Blaine performs a special attack (per weapon).

Special attacks
- Destruction (axe): all characters in melee must save or suffer half damage and have their armour dented.
- Stunned (sword): target character must save or become stunned for 1d3 rounds and have their helmet torn off and thrown 1d6+5 squares in random direction.
- Tear (unarmed/other): Blaine grabs the target character and starts tearing: save or armour is ripped/deformed (AR -1).

GWENT THE GAUNT
A skeletal knight long since fallen from honor, sustained by the cold light of his lantern.

HD 4/4/4, Large (+1)
- Chain +1 (ar 5, flame 4)
- Thin spear (dmg 2d6, piercing 3, reach 2, deathblow)

Impaling strike: If any damage dice shows max damage, the spear is stuck in its target. Impaled characters cannot move without suffering 1d6 damage (no armour). Removing the spear is an action, requires a STR check and results in 1d6 damage (no armour).

Fling: Instead of dealing damage, the attack sends the target 2d4 squares away. If target is impaled, no attack roll is needed.

Unnatural life: Gwent has three HD pools. When one pool is reduced to zero Gwent is downed. Any surplus damage is lost, and all ongoing effects targeting him ends.

Demonic actions: Gwent has 1 bonus action (move OR attack) per HD pool.

Lights out (when downed): When a HD pool is reduced to 0, the lantern's light fades. As long as there are no other light sources all character-actions requiring sight are HARD, and Gwent strikes from behind and with surprise each turn, if possible. During this time, no turn timers are rolled. Gwent re-lights his lantern once there is another light source.

Turn timers
1d8: Blow fire. If not in melee, Gwent moves up to 3", lifts his lantern and blows fire (fire dmg 1d10, area 6:2, save or catch fire for 1d4 fire damage per round until put out).
1d12: Burn. If in melee, Gwent uses his lantern to burn the most susceptible opponent (fire dmg 1d4, save or catch fire for 1d4 fire damage per round until put out).