Showing posts with label A&D 1st Edition. Show all posts
Showing posts with label A&D 1st Edition. Show all posts

Monday, July 2, 2018

The Peter Plastic Unit & Random Enocunter Tables For Your Old School Campaigns


























Frequency: Rare 
Number Encountered:1 
Size: Small (12 inches high) 
Move: 60 foot walking,130 foot flight 
Armor Class : 5 
Hit Dice: 3 
Attacks : 1 
Damage: 3d8 Electrical 
Taz:16
Special Attacks: Minor  Eldritch Lighting, Spells 
Magical Resistance: Standard 
Lair Probability: 45 % 
Intelligence: Very
Treasure; Personal some minor gems, in lair money, gems,
coinage from black mail schemes  
Level: 5 
XP: 355 +3 
"Remember the fantastic with Peter Plastic"


      The jingle from the popular 2889 toy commercial by the Underwodd Educational Toys Corporation, one of the largest toy companies in the world. Peter Plastic is or was the latest in advanced robotic nano cybernetic life form technologies. Worked up with a complete unbreakable skeleton, advanced nano muscle system, complete nervous system and 312 miles carbon fiber neuro wires. Peter was created with a snap shot of a human child's mind but lacked the human soul. Developed by mechanical engineer and occult genius Eric Fenn. The power source for the Peter Plastic unit was lacking until a mystic storm animated the 12 inch tall menace. The dimensional occult power animated the doll like menace and the first one tricked Eric into creating another one of the pint sized horrors. There is speculation that the occult technological super science that went into Peter's design came from an other dimensional or occult source. Some speculation exists that these horrors are used by demonic or black magic cults as spies and saboteurs. Often times these cults become nothing more then pawns for their fiendish occult cybernetic creations.  Peter's share a limited collective cybernetic consciousness and are capable of learning up to third level black magick spells. They often have access to a demonic cult's library and will learn as much as permitted. 
   These horrors are capable of becoming lighter then air and have a flight class 'B' ability to move through the air.  Each one of these horrors is a gossip monger and uber creepy stalker and black mailer. They often attach themselves to a party of adventurers and through evil schemes and black mail will manipulate a party into doing the twisted little psychopathic unit's bidding involving murder and foul deeds.

 Each deed mounting in scope and corruption of the party of adventurers into the blackest of evil and horror. Each one of these foul fiends is capable of discharging an electrical shock capable of stunning a strong man easily or it is capable of hurling a miniature electrical bolt capable of doing 3d8 points of damage. They also have an ball lightning attack capable of melting steel cable but they are loath to use this attack and only do so as a last resort. They are capable of doing this magical electrical attack three times per day and it does 3d6 points of damage each time used.  These horrors feed upon electricity and can regenerate as a troll should they be struck by magical lightning or the like. Should they expend too much electrical energy they will be stunned for 1d30 rounds and very vulnerable but a little electricity will snap these horrors back to full hit dice. There are rumors of some of these horrors being able to feed on the bio electrical auras of people during certain circumstances. 
  Peter Plastics roam the wastelands of the world in search of gossip and amusement. Sometimes they have been found as the heads of assassin guilds, thieves guilds, and other corrupted organizations pulling the strings of such operations through proxy heads. Or other dupes that they set up as false heads and targets to be taken down only to reform such organizations. Murder, mayhem, and utter contempt for human life marks these evil cybernetic horrors. 
1d10 Random Encounters Table For The Peter Plastic Unit
  1. A group of 1d6 wasteland wanders (2nd level fighters) are transporting a wounded Peter Plastic unit (half hit points) with religious awe. The thing can and will attack trying to goat a wizard into using a lightning bolt on it. It will rob & be little anyone it comes across.
  2. An angry cleric gestures & prays  to the air about his 'little saint; wondering why he's been forsaken. The truth is worse, a Peter Plastic unit has murdered his family & is now closing in on the good cleric. After any combat a group of 1d4 clerics will come out of hiding to take their brother back home & tend to his lunacy. 
  3. 1d6 1st level bandits attacks & tries to rob the PC's; they are frightened & very terrified. They have come under the sway of a Peter Plastic unit who killed half of the bandits & sucked the soul dry from their former leader. It is now amusing itself with the humans terror & antics. 
  4. A strange hermit wanders across PC's path giving away 1d20 gold pieces. Hidden under her robes is a Peter Plastic unit directing her to give away the former royal's wealth one gold piece at a time. The thing tortures her with its sarcastic acid wit while feeding on her aura. She will reward anyone who frees her from the damned thing's influence.
  5. A group of bandits approach the PC's looking for an expert who can help them. They need someone to fix their leader. The Peter Plastic unit ran afoul of a far more dangerous villain and anyone foolish enough to help them will era the wraith of an 8th level black wizard. 
  6. A group of villagers gathers near a well listen while a minor 'holy spirit' directs them to a cache of treasure. The spirit is leading them to bunch of cursed minor relics of the blackest magic. This Peter Plastic unit gets its fill of fear, pain, & agony of the human spirit. It will attack anyone wrecking its 'fun'. 
  7. The little saint presents itself along any path or road side as a friendly spiritual companion to help those it encounters. It will for 1d6 days before turning & murdering the party. 
  8. A wizard & his entourage of 1d10 NPC's winds its way past the PCs. Suddenly the wizard's 'familiar' busts forth. Something or someone in the party has attracted the little evil thing's attention. 
  9. 1d10 corpses rise out of the ground to attack the party. These things are not actually undead but the victims of the latest ambush by a Peter Plastic unit. He is animating the dead for his amusement. Any attacks will be met by giggles & sarcastic insults of the lowest order. 
  10. Your party finds a Peter Plastic unit torturing some small animals & laughing like a maniac. Its begins trying to goat the PC's into attacking it. What is its evil plan? Well, only the dungeon master knows.

The Green Behemoth Of Destruction For Your Old School Campaigns

It has wandered eternity from eons uncounted until summoned from the Outer Darkness. This green behemoth exists  to wreck havoc on the creations of mankind. This being of horror & evil incarnate represents the last vestiges of a mercenary group of ancient aliens. Now long extinct after millions of years this green cybernetic entity is a long forgotten toy of destruction. Petty, greedy, & evil it only exists for one purpose the destruction of others!



Across time & space this green behemoth has served mad man, petty tyrants, the blackest of mages & wizards, & all the while pursuing its own hidden agenda of evil. This evil behemoth will destroy any work of mankind, coldly murder any man, & wreck  any temple of any god. All if the price is right.

The Green Behemoth Of Destruction
Frequency: Unique 
No Appearing:1 
Armor Class:4 
Move: 12"
Hit Dice:10+1
% In Lair:5%
Treasure Type: D (Payment From Various Wasteland Warlords) 
Dex:8
No Attacks:3
Damage/Attacks: 3-18 kick,1d8 claw, or Awesome Eye Beam 2d8 with a 50 yard radius
Special Defenses: Bullet Proof Along With Standard Construct Immunities,Magical saranite armor lasers & energy weapons do half damage.
Magic Resistance: 30% From Unique Upgrades 
Intelligence: Highly Intelligent &  very cunning
Alignment: Chaotic Evil
Size:L ( 30')
Psionic Abilities: Nil 
Attack/Defense Modes: Nil
Experience: 7,000 experience points



The Green Behemoth has the following abilities as per constructs:

  • Low-light vision up to 60 feet 
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  •  Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  •  Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Constructs do not eat, sleep, or breathe
The Green Behemoth is defended by magical saranite armor lasers & energy weapons do half damage.  The horror has the strength of an ice giant. The cybernetic entity was summoned to Earth at the start of World War Two by Nazi Black Sun scientists & cultists. It demanded certain rare Earth elements, rich magnetic soil, & certain esoteric alchemical formulas prepared. It gave them the equations for weapons of ultimate destruction but these were too terrible for even the Black Sun. The monster went on a rampage across several military targets, & saw extensive action in the European theater. The behemoth was next seen in the deserts of New Mexico during the Atomic tests. Reappeared during the so called Atomic Incident & millions of years in the future during the final alignments of the Earth's sun & moon.
There are several constants about the Green Behemoth its unwavering hatred of mankind & near humankind. Its payment in rare treasures,
certain rare Earth elements, rich magnetic soil, & certain esoteric alchemical formulas. It has the cold,cruel, intelligence of an evil child gifted with cosmic knowledge. The Green Behemoth can be summoned with forbidden spell of Cyber Monster Summoning from the damned book of Liber Infernal Mechanica
The Green Behemoth has several special abilities unique to it:
  • Awesome Eye Beam of destruction that 2d8 with a 50 yard radius & range can even affect magical beings. 
  • Earth Shatter sonic blast - This elemental based sound ability will cause minor Earth tremors within a 40 yard radius of the cybernetic monster 
  • Scream of Ultimate Hatred - This sonic based attack will cause anyone who hears it to suffer the effects of a fear spell for 1d8 hours & there is a 60% chance of going deaf from ruptured ear drums. Saving throws vs devices will negate this attack   
Within certain occult circles it is believed that the Green Behemoth might have been created by aliens who were indebted to Nyarlathotep. The crawling chaos should never be discussed around the Green Behemoth for the monster will murder anyone who even mentions the name of the forbidden Outer God. The robotic monster fears & loaths the crawling chaos for the three folded name of Nyarlathotep can & will banish the cybernetic monster back to the Outer Darkness

Friday, June 19, 2015

A.I. Gods Of The Wastes For Your Old School Campaigns - The Iron Emperor NPC Villain

There are monstrous A.I. gods out in the wastelands, things from other times and places. Among them is the Iron Emperor a robot of massive strength, dangerous aspect, and gifted with the power of a hellish destructive nature. According to the ancient scrolls of wisdom "The Iron Emperor was a robot, standing around 15-20 feet tall, which was built by Dr. Nerda to conquer the small Kingdom of Voslia.' The kingdom of Voslia is a world away across several timelines but the Iron Emperor is now a self aware menace to robot and man alike out in the wastelands. The Thalru Vosliani a cult of evil Fey mechanics made up of Gnome, Dwarven and other menaces from beyond the pale tend and upgrade the Iron Emperor. They have taken his twisted A.I. intellect and sealed it with a golden casket and hidden it. This is so they can recall the controlling mind and call it back to the body of this mechanical horror after a battle.

Frequency: Unique 
No Appearing:1 
Armor Class:4 
Move: 12"
Hit Dice:10+1
% In Lair:20%
Treasure Type: D (Payment From Various Wasteland Warlords) 
Dex:8
No Attacks:2
Damage/Attacks: 3-18
Special Defenses: Bullet Proof Along With Standard Construct Immunities 
Magic Resistance: 30% From Unique Upgrades 
Intelligence: Average (But Very Cunning)
Alignment: Chaotic Evil
Size:L (15' to 20')
Psionic Abilities: Nil 
Attack/Defense Modes: Nil
According to the ancient scrolls of wisdom of the Robomancers:
"The Iron Emperor was bulletproof and possessed superhuman strength. It carried a spiked club and it could easily best all of the great heroes and warriors of  at the same time in hand to hand combat. It was apparently remote controlled, but its radio signal could be changed, to prevent it from being jammed."
The Iron Emperor has received enchanted armor and possesses the strength of a stone giant. It has an enchanted +3 spiked club and the cruel skill and brains  of  many great heroes who have been programmed into it's twisted mind. The Iron Emperor also is accompanied by gang of unique and highly dangerous evil robots, there will be 1d8 random bots with him which will be radio controlled by him within a 200 yard radius. They will fight as 2nd level fighters. These things are fanatically loyal to their twisted master's whims.
The Iron Emperor has the following abilities as per constructs:
  • Low-light vision up to 60 feet 
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  •  Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  •  Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Constructs do not eat, sleep, or breathe.
    The Iron Emperor has several unique qualities -
  • The Iron Emperor will regain half of its hit points  if hit by lightning or electricity, this includes magical lightning. 
  • The Iron Emperor feeds on the emotions of fear,terror,  and depravity.It will grow from its normal fifteen foot tall state up to twenty foot tall depending upon how much terror its emotional receptor units have absorbed.It will return to normal height within 1d6 hours or three days during moments of  maximum blood shed. 
  • Thirty foot fear aura as per the spell helps to feed the growth ability of the Iron Emperor. 
  • Once per day the Iron Emperor may use a mystic ability to try and disrupt or take control of 1d6 random machines or non sentient robotic units. There is a 2% chance of this mechanical bastard of taking over other A.I.'s if the appropriate saving throws are not made.
The Iron Emperor is a greedy totally immoral mercenary robotic entity, it and its minions will work for any wasteland warlord as long as the promise of violence, money, and power is met.  Payment is used as batter by its followers for parts, upgrades, and various projects. There are rumors of this mechanism operating in other dimensions, outer space, and the wastelands of alternative worlds. These rumors might be mere propaganda spread by agents of the Iron Emperor himself. 





Note that the Iron Emperor first appeared in Black Hawk 42, 61. Certain qualities of this entity were developed from
Appendixes Within Lusus Naturae (written by Raphael Chandler and illustrated by Gennifer Bone