Tuesday, April 22, 2014

Fortnight of Chaos, Part III: Warriors, Champions & Knights

Today we continue the Fortnight of Chaos with a look at the ranks of chaos warriors, champions and knights. As with the other posts in this series, stats are presented for the Labyrinth Lord game system.

CHAOS WARRIORS, CHAMPIONS & KNIGHTS
Only the strongest and most vicious northmen may become warriors, champions and knights. These fanatical soldiers form the vanguard of the chaos horde, and their thirst for blood and battle is unmatched—except perhaps by demons. The blessings the chaos gods grant to these fearsome mortals command respect and awe from the lesser forces of beastmen and marauders. In extraordinary circumstances, the greatest champions and knights may even ascend to demonhood.

Combat: The fanatical warriors arm themselves with long, cruel swords, viciously barbed light crossbows and plate mail armor. Champions wield dire great weapons and don plate mail armor black as night. In battle, both warriors and champions gain +1 to hit and damage with melee weapons and their barbed crossbow bolts are +1 to damage. There is a 50% chance that any group of warriors will possess shields. The powerful knights sometimes bear ensorcelled plate mail armor and weaponry, and decorate themselves with battle trophies hewn from their dying foes. Knights gain +2 to hit and damage with melee weapons and their crossbows bolts are +1 to damage, in addition to any magical accouterments bestowed upon them (see below). Knights always ride war steeds into battle.

Encounters & Treasure: Warriors encountered singly or in warbands use hoard class (HC) II, III and IV, champions use HC VI, and knights use HC VII. However, champions and knights have a 50% chance to possess magic items. Chaos warbands consist of 6 to 12 (2d4+4) warriors and are commanded by a champion. Champions may also serve as personal guards for sorcerers, demons and other dark dignitaries. Chaos knights command two or more warbands, but are also encountered singly or as guards like champions.

Chaos Warrior: AC 3; HD 2+1; hp 10; MV 60’ (20’); #AT 1 long sword or light crossbow; DAM 1d8+1 or 1d6+1; SV F2; ML 10; AL CE; XP 35.

Champion: AC 3; HD 4+2; hp 20; MV 60’ (20’); #AT 1 two-handed sword or light crossbow; DAM 1d10+1 or 1d6+1; SV F4; ML 10; AL CE; XP 140. Note: 50% chance to possess magic items.

Knight: AC 3; HD 6+3; hp 30; MV 60’ (20’); #AT 1 two-handed sword (lance if mounted) or light crossbow; DAM 1d10+2 (1d6+2, x2 if charge) or 1d6+1; SV F6; ML 11; AL CE; XP 380. Note: 50% chance to possess magic items.

War Steed: AC 5; HD 3+2; hp 16; MV 120' (40'); #AT 2 hooves; DAM 1d6/1d6; SV F3; ML 10; AL N; XP 65.

CHAOS MAGIC ITEMS
The following tables detail magic items commonly possessed by wargor beastmen (see Part II for beastmen details), chaos champions and chaos knights. For brevity, the  generic term "champion" is used hereafter in place of wargor, champion and knight. Roll 1d10 to determine if the champion possesses magic armaments, then roll on the other tables as indicated to generate specific magic items.

Magic armor is always the same type as a champion’s normal armor, with a +1 bonus to AC.

If any of these items are recovered and used by non-evil characters, the dark sorceries imbued within them will cause serious harm, if not death. As a rule of thumb, when any non-evil character touches or attempts to use a chaos magic item, he must succeed at a save vs spells or immediately lose one experience level (or hit die). Characters should not be messing with dark chaos powers! In fact, finding the means to destroy chaos magic items could be an engaging adventure unto itself…

CHAOS MAGIC ITEMS TABLE I
Roll 1d10
Magic Items Possessed
1-5
None
6-7
Weapon, roll on Table II
8-9
Armor or shield, roll on Table III
10
Weapon and armor/shield, roll on Tables II and III

CHAOS MAGIC ITEMS TABLE II: WEAPONS
Roll 1d8
Magic Weapon
1
Berserker Weapon: The champion gains an extra attack with this melee weapon each round.
2
Blood Weapon: Upon a successful hit, the victim of this weapon must make a save vs death. Failure indicates the attacking champion gains 1d4 temporary hit points. These hit points are lost first when the champion is damaged or disappear after 1 turn (whichever comes first).
3
Hellfire Weapon: Upon a successful hit, this flaming weapon deals an extra 2d4 damage. If the victim makes a successful save vs spells, he reduces this extra damage by half.
4
Poison Weapon: Upon a successful hit, this poisoned weapon deals an extra 2d4 damage. If the victim makes a successful save vs poison, he reduces this extra damage by half.
5
Rending Weapon: All wounds inflicted by this weapon bleed for 1 extra damage point per round until a cure spell is cast upon the victim.
6
Soul Cleaver Weapon: Upon a successful hit, the victim of this weapon must make a successful save vs death or suffer double damage. Normal damage is still inflicted on a successful save.
7
Summoning Weapon: Instead of making a normal melee attack, the champion may dramatically brandish this weapon to immediately summon 2d4 demonic 1 HD monsters to fight for him (similar to the spell summon monster I). The monsters are mutated, chaotic versions of normal monsters, but use their standard game stats for combat. The monsters disappear after 2d6 rounds or when slain.
8
Terror Weapon: Instead of making a normal melee attack, the champion may dramatically brandish this weapon to cause fear (similar to the spell) in all enemies within 20 feet of him. Foes within range must make a successful save vs spells or flee in panic for 1d6 rounds. Those who succeed at the saving throw are immune to the weapon’s fear effect for the rest of the day.

CHAOS MAGIC ITEMS TABLE III: ARMOR & SHIELDS
Roll 1d8
Magic Armor
1
Acid Armor: There is a 50% chance that any nonmagical weapon striking the champion in this armor is immediately destroyed by its acidic secretions. Magical weapons have a 10% chance of being destroyed or, at the referee’s discretion, are entitled to a saving throw to resist the acid.
2
Armor of Damnation: A successful attack against the champion must be re-rolled. The re-roll stands whether a hit or miss.
3
Armor of Tortured Souls: This armor provides the champion a +1 AC bonus against all normal (non-magical) attacks.
4
Bane Shield: Standard shield AC bonus, plus when the champion is successfully attacked, this shield allows him to make a retaliatory shield strike attack against that specific foe for 1d6 damage (adjusted normally by Strength) on his next turn in the combat round. If the champion disengages from melee combat with the foe, he cannot make the free attack. Only one shield strike attack can be gained in a round regardless of how many attacks successfully hit the champion.
5
Chaos Runeshield: Standard shield AC bonus, plus on a successful hit against the champion with a magic weapon that weapon is negated of all magic properties for 1d6 rounds.
6
Spelleater Shield: Standard shield AC bonus, plus this shield grants the champion a re-roll on any failed saving throw vs spells. The re-roll stands whether successful or not.
7
Trollhide Armor: This armor allows the champion to regenerate 1d3 hit points each round. Damage from fire or acid cannot be regenerated.
8
Wraithform Armor: This armor makes the champion appear incorporeal similar to a wraith. While wearing this armor, the champion is unharmed by nonmagical weapons and silver weapons deal only half-damage to him.