I have been planning this one for years. Knowing full well the history of how Q1 Queen of the Demonweb Pits was written and produced and knowing while it can be epic in scope, it often falls a little flat. Well, I have worked that out a bit and even have adapted several other adventures such as Skein of the Death Mother and the original version of Queen of Lies.
But there are still somethings in the Q1 module that needs to be changed. One, oft mentioned bit, is that the characters get to the Abyss and they are assaulted by trolls and gnolls. Wait. Trolls? Gnolls? These creatures seem a little too mundane for the ultra weirdness that is the Abyss.
Now one hand gnolls have evolved since the late 70s, early 80s to become more and more demonically influenced. So these I can keep, just maybe turn up the evil a bit. But Trolls? Like Tom, Bert, and William from the Hobbit? No that can't be right.
But if I go with Demonic Trolls, now there is something else.
We know two things. 1. Trolls regenerate after they are damaged. 2. The Abyss corrupts the life found in it to adapt to the environment in twisted ways. That last one is from the 4th Ed version of the Demonomicon. So what happens when you put these together? Demon Trolls. And if they are in the Demonweb? Demonic Spider Trolls.
Here are Demonic Trolls for the Blueholme Journeymanne Rules, my current "Basic" of choice these days.
TROLL, DEMONIC
HD: 12d8
Move: 45
Attacks: 2 claws, 1 bite or weapon
Damage: 1d6 (claw) x2/ 2d6 (bite) or weapon
Special: Bite save vs. Poison 2d6 (half with save)
XP: 2,300
Alignment: CE
Treasure: None
Abilities: +3 Strength, +2 Dexterity, -4 Charisma
Climb Surfaces +25%, Hear Noise +15%, Read Languages -10%, Read Scrolls -10%, Use Wand -15%
Regenerates 1d6+6 hp at the start of it's turn.
And for D&D 5e.
Demonic Troll
Large Fiend, chaotic evil Armor Class 17 (natural armor) Hit Points 108 (12d10 + 48) Speed 45 ft., climb 45 ft.
Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Undercommon Challenge 6 (2,300 XP) TRAITS Keen Smell: The demonic troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration: The demoic troll regains 15 Hit Points at the start of its turn. If the demonic troll takes acid or fire damage, this trait doesn't function at the start of the demonic troll's next turn. The demonic troll dies only if it starts its turn with 0 Hit Points and doesn't Regenerate. Spider Climb. The demonic troll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONSMultiattack. The demonic troll makes two attacks, either with it's claws or bite.Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6+6) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. Trolls may also use a melee or improvised weapon. Description Demonic trolls are the result of trolls becoming captured or lost in the Abyss. Their natural regenerative powers combined with the Abyss' computing influences create true monsters. Their intellect is lowered as they become deranged with blood lust, but their strength and speed become truly monstrous. They will often adopt demonic features such as horns, wings, a forked tail, or any number of thousands of possible mutations. Often they pick up traits of whatever abyssal plane they are on. Trolls in the Demonweb, for example, will have spider-like features. Trolls in the layers of Juiblex will have ooze like features and seem to melt and reform as the attack. Regeneration The regeneration powers of the demonic troll are horrifying. If the troll looses a limb it can hold the limb to the wound to reattach it. Or it can pick up any severed limb and that will re-attach as well. Left over severed limbs will regrow into new trolls, altered by the environment. |
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