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Bloodbeast Conversion – ‘Deathtrap Dungeon’ Fighting Fantasy Monster

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I’ve been running one of my players through Ian Livingstone’s infamous ‘Deathtrap Dungeon’, live converting it to AGE as we go. My player is level 11.

One of the standout creatures (for me) is the Bloodbeast. I wanted to tackle a conversion of that, as it is something that can be killed easily if you are careful enough, but is terribly dangerous if you get too close for too long. I saw this as an opportunity to create a monster with a difference – one that causes no direct damage at all! Its spines have a small chance of harming you if you miss an attack, and its tongue simply grips you and pulls you towards the acidic slime.

The "eyes" have it.

The “eyes” have it.

You can see the link for it here – https://docs.google.com/document/d/1xIxdIHOCioXflPWyPky87mc2dK7OsVyqhg_VLJ_VAlg/edit?usp=sharing

Storm Rider Specialisation

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The Neverrans in Dragon Age are known for being dragon hunters. The following Specialization is my take on that fact.

This was going to initially be called a “Dragoon”, but as the potential for its further use opened up, Rob and I started seeing it as a “monster hunter” type generally. (The relationship between hunter and horse riding struck a chord of memory back to the delightful Team Ico game ‘Shadow of the Colossus’ – ed). It was then named Storm Rider, inspired by “storm chasers”, as in those who follow twisters – or the people driving in the opposite direction to the panicking people!

Staying on a monstrous creature: For each round to hold on, the character must pass a TN 15 Strength (Might) test. The monster can spend its minor action to increase the next TN required to TN 16, or a major action to make it TN 17. Otherwise, the monster can instead attempt an opposed Dexterity (Acrobatics) versus the player’s Strength (Might) as a major action, to shake them off.

giant stomp

Storm Rider

Class: Warrior

Requirements: Dexterity 4, Polearms Group and Mounted Combat (Journeyman)

Special: All Specialisation Talent degrees only come into effect while wielding a weapon from the Spear or Polearms group

Novice: As part of a charge action you can perform a Strength (Jumping) vs your target’s Dexterity (Acrobatics). If you succeed then your attack roll gains a +2 benefit and you gain +1d6 to damage to that attack. When on horseback, you must be adjacent to your target, it must be a monstrous creature and the Strength (Jumping) test is against it’s Defence, in effect, this latches the spear or polearm into the creature, making it unusable until removed with a minor action.

Journeyman: While wearing heavy mail or lighter, the Storm Rider reduces his armour penalty by 1, to a minimum of -1. In addition, they gain a +2 to Strength (Might) tests to remain on the back of a monstrous creature. If the spear or polearm remains stuck into the creature without being pulled out, the the Storm Rider gains a +4 to Strength (Might) tests to hold on.

Master: When performing the pierce armour stunt, the Storm Rider does penetrating damage instead. When on the back of a monstrous creature, this effect applies to all weapons, not just Spears or Polearms.

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