Monday, November 3, 2008

Archaic Game Material of the Week

From Dungeon Module L1: The Secret of Bone Hill, 1981

spectator
Frequency: very rare
No. Appearing: 1-2
Armor Class: body, AC 4, eyes AC 7
Move: 10"
Hit Dice: 4 + 4
% in Lair: 100%
Treasure Type: see below
No. of Attacks: 1
Damage/Attack: 1
Special Attacks: see below
Special Defenses: see below
Magic Resistance: 5%
Intelligence: Very/Highly
Alignment: lawful neutral
Size: l (4' diameter)
Psionic Ability: special
      Attack/Defense modes: nil
XP Value: 350 + 9/hp

The spectator is a guardian of places and treasures. Once it is given a task it will guard for up to 101 years and will let no one use, borrow, or examine an item or treasure. The treasure being guarded is 90% likely to be a magic item or at least a value of 15,000 g.p. Incidental treasure gained while performing its duty has no hold on its conscience and may be taken freely. Incidental treasure can amount to the following sums: 40% for 3-300 coins of mixed types, (1-20 platinum, 2-40 gold, 4-80 electrum, and the balance, if any, will be silver), 30% for 1-6 gems of base value 50 g.p., 20% for 1-4 potions, 15% for a +1 piece of armor, 15% for a + 1 weapon, and 5% for a miscellaneous magic item valued under 10,000 g.p.

Spectators are summoned from Nirvana by Monster Summoning V and the sacrifice of three small eyes (or more) from a beholder. The spectator can only be commanded to guard some treasure. It will perform no other duty, and if commanded in some Other way it will return to Nirvana immediately. If its guarded item(s) is ever destroyed or successfully stolen the spectator is released from service and may return to Nirvana as well. The summoner, of course, may take the item himself and thus release the spectator.

The spectator has a large central eye and four smaller eye stalks protruding from the top of its spherical body. The body surface is covered in tough hide and thus is armor class 4. Any general blow is 70% likely to hit the body. The body contains all of the beast's hit points. H its on the eye stalks (AC: 7) or the central eye (also AC: 7) will occur 30% of the time (divided up as 20% for the eye stalks, 10% for the central eye). Any such hit destroys the eye. A blinded spectator cannot defend its treasure and will teleport to Nirvana. This is the only condition under which it will leave its post. Its eyes regenerate in one day and then it will return. If the treasure is gone it will return to Nirvana.

The beast has a general magic resistance of 5% to all magic. However, when the central eye is undamaged, it can reflect one spell per round fired at it and turn the spell back to the caster. This does not apply to touch spells of any kind. The reflection only occurs if the spectator makes a saving throw vs. spell (regardless of the spell cast at it). Because of this power and its magic resistance a spectator gains no other saving throws vs. magic. Example: a magic-user casts a lightning bolt at a spectator, the spectator rolls a saving throw to see if the spell is reflected, and if it is not then its magic resistance percentage is rolled for. If this also fails the lightning bolt does full damage. The spell caster is allowed a normal saving throw vs. the reflected spell in all cases and only he or she must suffer any damage. Thus, in the above example, if the lightning bolt were reflected only the magic-user could be hit by it, even if a familiar, for example, were sitting on the magic-user's shoulder. If the magic-user makes the saving throw he or she takes no damage whatsoever! Reflection is possible only if the spell caster is in a 600 arc of the central eye. Range is not a factor, since getting the spell to the spectator is the only consideration. The central eye can only reflect one spell per round, even if two spells arrive in the same segment. The other eyes have magical powers as follows:

#1:Create Food and Water (obviously this is not an attack)
#2:Cause serious wounds, inflicting 2 d8 + 3 damage versus a single figure at a range of 60 feet. A saving throw vs. Spells is allowed and if successful only half-damage is sustained.
#3:Paralyzation Ray, range of 90 feet, one target only, duration 5-20 rounds. The spectator never attacks a paralyzed character or uses him or her for food. A paralyzed character might be allowed to go its own way if it is willing to leave in peace.
#4:Telepathy, range 120 feet, 1 target only. Communication is possible in this way. The beast can also implant a suggestion if the target fails to make a saving throw. This suggestion is always to leave in peace.

These small eyes act by glance and are thus very fast. Initiative for the spectator is made rolling a d8 instead of a d6 in all cases. All three "attack eyes" can be brought into play. Causing wounds or paralyzation only takes one segment, as does the suggestion to leave in peace. Communication takes 2 segments. Creating an amount of food and water for a large meal (up to six persons) takes one full round.

The spectator can sense psionic disciplines, powers, and spell-like effects at a range of 240 feet, even through wood though not metal or stone. Thus the spectator is difficult to surprise (only on a 1 on a d12). The spectator, being basically passive, will attempt to communicate and implant its suggestion as its first act unless it is immediately attacked. In close combat the spectator can bite for 2-5 points of damage.

If properly confronted, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation so that there will be no argument! If its charge is not threatened it can be quite amiable and even talkative (via telepathy).

Spectators move by a very rapid levitation in any direction. They will drift aimlessly when asleep, (20% likely when encountered), never touching the ground. Their xp value is 350 + 9/hp.

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