* Since I also received Weird Al Yankovic's "Even Worse" album, that would pin it down to 1988.
Quicklings captured my imagination at first sight. I've always loved dark, enchanted forests teeming with potentially malevolent fey-types as an adventure setting, so right away, they fit right in. These little bastards are CRAZY fast, and I can picture them flitting from tree trunk to tree trunk, unnerving adventurers who barely catch sight of them from the corners of their eyes, staying just out of direct view until they have the PCs right where they want them ...
"Live long and suffer!" |
Their stats are a bit wonky for B/X play (1-1/2 Hit Dice?) and they have some powers that reference AD&D spells, which for the most part are rather superfluous, so they'll need a little tidying-up. Properly B/X-ified, they might look something like this:
Armor Class: -3
Hit Dice: 1+1**
Move: 900' (300')
Attacks: 3
Damage: 1d4-1 (dagger)
No. Appearing: 2d4 (2d8)
Save As: Cleric:14
Morale: 7
Treasure Type: U+V
Alignment: Chaotic
Quicklings are a small, slender, humanoid race, perhaps distantly related to gnomes or halflings, who dabbled in dangerous magics. They live in dark, enchanted or evil wooded areas. Due to their incredible speed and reflexes, they are never surprised but surprise opponents on a roll of 1-4 and can make three attacks per round with their daggers. Any group of 10 or more quicklings will have a leader with 3 Hit Dice who uses poisoned blades that will cause victims to fall into a drugged sleep for 1d4 turns unless a save vs. poison is made. There is also a 25% chance of a quickling spellcaster who functions as a magic-user of level 1-4.
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