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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 6107616" data-attributes="member: 57383"><p>Well the first of the monsters Oryan77 requested was the Kamerel, from Tale 7: Reflections of <em>Tales from the Infinite Staircase</em>.</p><p></p><p>The adventure has a lot of backstory for the Kamerel that I won't bother with for now, especially as I'll have to type it all out from the adventure.</p><p></p><p>Basically, the kamerel are an extraplanar race who had a great empire in the Concordant Domain of the Outlands eons before the rilmani existed. They are so absolutely xenophobic that their entire population used mirror magic to disappear from the Outlands to avoid the encroachment of the rilmani. (There's more to the story involving a dispute over a magical library, but it seems irrelevant to determining their game stats)</p><p></p><p>Anyhow, here's the basics:</p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"></span><p style="text-align: center"><span style="font-size: 18px"><strong>THE KAMEREL STRIKE BACK</strong></span></p> <p style="text-align: center"></p><p>Ages ago, the kamerel, retreating from the advancing rilmani, passed into reflection. That is to say, they took their entire existence and placed it within an undefined quasi-realm that existed where a mirror or other reflective surface cast a reflection. And, by definition, this realm only exists when another being is looking into the reflection—for how can there be a reflection without someone to view it?</p><p></p><p> Thus, the kamerel’s desperate attempt at escape put them in a position where they only existed when other beings looked at them. Their xenophobia drove them mad in this situation, and they’ve remained within the reflection of mirrors and other shiny places for centuries now. Their entire existence consisted of hiding their ever-so-slight movements so that they were nothing more than a brief flicker in the corner of some mirror-gazer’s eye, so subtle that the viewer almost never noticed them. An unpleasant way to live to say the least. The disappearance of the rilmani and the appearance of the kytons triggered a reaction within the kamerel. Sensing that things had changed, a few kamerel stepped out of the mirrors in the library—the place that they once had hated—and saw that the time was right for their return. As time passes, more and more of them arrive.</p><p> </p><p>The kamerel don’t know where the rilmani went—but that knowledge is not their first priority. Their first priority is to secure the library as a safe headquarters, which entails driving out both the kytons and the PCs. After that, the order of the day is simple: revenge. Revenge upon the rilmani, revenge upon anyone who they were forced to watch as they gazed into the reflection where the kamerel lived.</p><p> </p><p>Kamerel look like short, white-skinned humans. They usually have long shocks of wild hair in which they weave greenery and flowers. Kamerel teeth are slightly pointed. They favour clothing in blue, green, or white and carry short-bladed weapons and light crossbows (much of the time, these items carry Outlands-based enchantments, but never more than +1). For the most part they can be considered normal humans, advancing in levels as fighters, thieves, or wizards. They speak their own language, but have learned (reluctantly) the common trade language of the planes.</p><p> </p><p>Kamerel name their sergeants “drivers.” Usually, these individuals practice wizardry, but some train as warriors. Kamerel leaders, above the drivers in rank, are always wizards. Further, the leaders and drivers develop a special ability that allows them to memorize and prepare additional 1st-level spells instead of spells of other levels (which are useless here). Therefore, a 5th-level wizard, with four first-level spells, two second-level spells, and one of third level can memorize seven first-level spells instead—a distinct advantage here so near the spire.</p><p></p><p> <p style="text-align: center">*<span style="color: #ff0000">SECTION SNIPPED</span>*</p> <p style="text-align: center"></p><p></p><p><strong>K</strong><strong>AMEREL WARRIOR, F3:</strong> AC 3 (banded mail and shield); MV 9; hp 17; THAC0 18; #AT 1; Dmg 1d6 (shortsword) or 1d4 (small crossbow); SD immune to electricity, blinding or deafening attacks, and petrification; SZ S (4’ tall); ML average (9); Int avg (10); AL N; XP 175.</p><p></p><p> <strong>K</strong><strong>AMEREL DRIVER, F6:</strong> AC 2 (plate mail and shield); MV 12; hp 40; THAC0 15 (14 with sword); #AT 1; Dmg 1d6+1 (<em>short sword +1</em>) or 1d4 (small crossbow); SD immune to electricity, blinding or deafening attacks, and petrification; SZ M (5’ tall); ML champion (15); Int very (11); AL N; XP 975.</p><p></p><p>Special equipment: <em>short sword +1</em> (Outlands forged).</p><p></p><p> <strong>K</strong><strong>AMEREL DRIVER, W6:</strong> AC 10; MV 12; hp 20; THAC0 19; #AT 1; Dmg 1d4 (dagger); SA spells; SD immune to electricity, blinding or deafening attacks, and petrification; SZ S (4’ tall); ML elite (13); Int high (13); AL N; XP 1,400.</p><p> </p><p>Spells (8): <em>darkness, detect magic, light, magic missile, reduce, scry mirror, shield, transport mirror</em>.</p><p></p><p> <strong>N</strong><strong><span style="font-size: 10px">EN </span>I</strong><strong>TAN, K</strong><strong>AMEREL LEADER, W10:</strong> AC 4 (<em>bracers AC 4</em>); MV 12; hp 28; THAC0 17 (16 with dagger); #AT 1; Dmg 1d4+1 (<em>dagger +1</em>); SA spells; SD immune to electricity, blinding or deafening attacks, and petrification; SZ M (5’ tall); ML champion (16); Int genius (17); AL N; XP 4,000.</p><p> </p><p>Spells (15): <em>burning hands</em> (×2)<em>, darkness, detect magic, magic missile, reduce</em> (×2)<em>, scry mirror</em> (×4)<em>, shield, transport mirror</em> (×2).</p><p></p><p> <p style="text-align: center"><p style="text-align: center"><span style="font-size: 15px"><strong>MIRROR MAGIC</strong></span></p> <p style="text-align: center"></p> </p><p> Mirror magic only works in the skilled hands of the kamerel. The spells (which are more appropriately thought of as special abilities) presented here will not function for any non-kamerel caster. For purposes of the Outlands’ cancellation of magic, all of these abilities should be considered to be the equivalent of 1st level spells.</p><p></p><p> <strong>S</strong><strong>CRY M</strong><strong>IRROR:</strong> Not nearly as powerful as a <em>magic mirror</em> spell, a scry mirror is limited to looking upon an area already shown in a mirror somewhere. The target mirror must be within 10 miles per level of the mirror’s creator and the user must be aware of its exact location and position.</p><p></p><p> No spells can be cast through a scry mirror. Once the scrying attempt is finished, the mirror shatters. It takes a full day to create a scry mirror—although once created, they last up to 3 weeks + 1 week per level or HD total of the creator.</p><p></p><p> <strong>T</strong><strong>RANSPORT M</strong><strong>IRROR:</strong> Using two different, specially prepared mirrors, kamerel can transport small items or creatures from one to the other. The item can be no more than two feet long or wide, and cannot weigh more than 50 pounds. The kamerel use a <em>reduce</em> spell (the reverse of the <em>enlarge</em> spell) to make themselves or other items smaller, enabling them to be moved via a transport mirror. The distance that separates the two mirrors can be no greater than 1 mile per level or HD total of the creator of the mirrors.</p><p></p><p> Each transport mirror requires a week of preparation. Both mirrors must be created by the same sorcerer. Both shatter upon completion after use.</p><p></p><p> <strong>S</strong><strong>PACIAL M</strong><strong>IRROR:</strong> This ability allows the kamerel to create more space by making the area within a mirror’s refection real. This ability can create, at most, an extra 20-foot cube per mirror—which explains the layout of the main library.</p><p> </p><p>When two or more spacial mirrors reflect each other, the reflections within the initial reflections also create infinite space. Quickly, without even trying, an infinite amount of space comes into being. This represents the height of mirror magic development and the pinnacle of a mirror sorcerer’s power. Unlike <em>scry mirror</em> or <em>transport mirror</em>, <em>special mirror</em> needs only be cast during the mirror’s creation, and then works indefinitely.</p><p></p><p> Each special mirror needs a full year of preparation. Spacial mirrors reflecting each other must be created by the same sorcerer. Mirrors of different creators reflecting each other in this way shatter.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6107616, member: 57383"] Well the first of the monsters Oryan77 requested was the Kamerel, from Tale 7: Reflections of [I]Tales from the Infinite Staircase[/I]. The adventure has a lot of backstory for the Kamerel that I won't bother with for now, especially as I'll have to type it all out from the adventure. Basically, the kamerel are an extraplanar race who had a great empire in the Concordant Domain of the Outlands eons before the rilmani existed. They are so absolutely xenophobic that their entire population used mirror magic to disappear from the Outlands to avoid the encroachment of the rilmani. (There's more to the story involving a dispute over a magical library, but it seems irrelevant to determining their game stats) Anyhow, here's the basics: [SIZE=5] [/SIZE][CENTER][SIZE=5][B]THE KAMEREL STRIKE BACK[/B][/SIZE] [/CENTER] Ages ago, the kamerel, retreating from the advancing rilmani, passed into reflection. That is to say, they took their entire existence and placed it within an undefined quasi-realm that existed where a mirror or other reflective surface cast a reflection. And, by definition, this realm only exists when another being is looking into the reflection—for how can there be a reflection without someone to view it? Thus, the kamerel’s desperate attempt at escape put them in a position where they only existed when other beings looked at them. Their xenophobia drove them mad in this situation, and they’ve remained within the reflection of mirrors and other shiny places for centuries now. Their entire existence consisted of hiding their ever-so-slight movements so that they were nothing more than a brief flicker in the corner of some mirror-gazer’s eye, so subtle that the viewer almost never noticed them. An unpleasant way to live to say the least. The disappearance of the rilmani and the appearance of the kytons triggered a reaction within the kamerel. Sensing that things had changed, a few kamerel stepped out of the mirrors in the library—the place that they once had hated—and saw that the time was right for their return. As time passes, more and more of them arrive. The kamerel don’t know where the rilmani went—but that knowledge is not their first priority. Their first priority is to secure the library as a safe headquarters, which entails driving out both the kytons and the PCs. After that, the order of the day is simple: revenge. Revenge upon the rilmani, revenge upon anyone who they were forced to watch as they gazed into the reflection where the kamerel lived. Kamerel look like short, white-skinned humans. They usually have long shocks of wild hair in which they weave greenery and flowers. Kamerel teeth are slightly pointed. They favour clothing in blue, green, or white and carry short-bladed weapons and light crossbows (much of the time, these items carry Outlands-based enchantments, but never more than +1). For the most part they can be considered normal humans, advancing in levels as fighters, thieves, or wizards. They speak their own language, but have learned (reluctantly) the common trade language of the planes. Kamerel name their sergeants “drivers.” Usually, these individuals practice wizardry, but some train as warriors. Kamerel leaders, above the drivers in rank, are always wizards. Further, the leaders and drivers develop a special ability that allows them to memorize and prepare additional 1st-level spells instead of spells of other levels (which are useless here). Therefore, a 5th-level wizard, with four first-level spells, two second-level spells, and one of third level can memorize seven first-level spells instead—a distinct advantage here so near the spire. [CENTER]*[COLOR=#ff0000]SECTION SNIPPED[/COLOR]* [/CENTER] [B]K[/B][B]AMEREL WARRIOR, F3:[/B] AC 3 (banded mail and shield); MV 9; hp 17; THAC0 18; #AT 1; Dmg 1d6 (shortsword) or 1d4 (small crossbow); SD immune to electricity, blinding or deafening attacks, and petrification; SZ S (4’ tall); ML average (9); Int avg (10); AL N; XP 175. [B]K[/B][B]AMEREL DRIVER, F6:[/B] AC 2 (plate mail and shield); MV 12; hp 40; THAC0 15 (14 with sword); #AT 1; Dmg 1d6+1 ([I]short sword +1[/I]) or 1d4 (small crossbow); SD immune to electricity, blinding or deafening attacks, and petrification; SZ M (5’ tall); ML champion (15); Int very (11); AL N; XP 975. Special equipment: [I]short sword +1[/I] (Outlands forged). [B]K[/B][B]AMEREL DRIVER, W6:[/B] AC 10; MV 12; hp 20; THAC0 19; #AT 1; Dmg 1d4 (dagger); SA spells; SD immune to electricity, blinding or deafening attacks, and petrification; SZ S (4’ tall); ML elite (13); Int high (13); AL N; XP 1,400. Spells (8): [I]darkness, detect magic, light, magic missile, reduce, scry mirror, shield, transport mirror[/I]. [B]N[/B][B][SIZE=2]EN [/SIZE]I[/B][B]TAN, K[/B][B]AMEREL LEADER, W10:[/B] AC 4 ([I]bracers AC 4[/I]); MV 12; hp 28; THAC0 17 (16 with dagger); #AT 1; Dmg 1d4+1 ([I]dagger +1[/I]); SA spells; SD immune to electricity, blinding or deafening attacks, and petrification; SZ M (5’ tall); ML champion (16); Int genius (17); AL N; XP 4,000. Spells (15): [I]burning hands[/I] (×2)[I], darkness, detect magic, magic missile, reduce[/I] (×2)[I], scry mirror[/I] (×4)[I], shield, transport mirror[/I] (×2). [CENTER][CENTER][SIZE=4][B]MIRROR MAGIC[/B][/SIZE] [/CENTER] [/CENTER] Mirror magic only works in the skilled hands of the kamerel. The spells (which are more appropriately thought of as special abilities) presented here will not function for any non-kamerel caster. For purposes of the Outlands’ cancellation of magic, all of these abilities should be considered to be the equivalent of 1st level spells. [B]S[/B][B]CRY M[/B][B]IRROR:[/B] Not nearly as powerful as a [I]magic mirror[/I] spell, a scry mirror is limited to looking upon an area already shown in a mirror somewhere. The target mirror must be within 10 miles per level of the mirror’s creator and the user must be aware of its exact location and position. No spells can be cast through a scry mirror. Once the scrying attempt is finished, the mirror shatters. It takes a full day to create a scry mirror—although once created, they last up to 3 weeks + 1 week per level or HD total of the creator. [B]T[/B][B]RANSPORT M[/B][B]IRROR:[/B] Using two different, specially prepared mirrors, kamerel can transport small items or creatures from one to the other. The item can be no more than two feet long or wide, and cannot weigh more than 50 pounds. The kamerel use a [I]reduce[/I] spell (the reverse of the [I]enlarge[/I] spell) to make themselves or other items smaller, enabling them to be moved via a transport mirror. The distance that separates the two mirrors can be no greater than 1 mile per level or HD total of the creator of the mirrors. Each transport mirror requires a week of preparation. Both mirrors must be created by the same sorcerer. Both shatter upon completion after use. [B]S[/B][B]PACIAL M[/B][B]IRROR:[/B] This ability allows the kamerel to create more space by making the area within a mirror’s refection real. This ability can create, at most, an extra 20-foot cube per mirror—which explains the layout of the main library. When two or more spacial mirrors reflect each other, the reflections within the initial reflections also create infinite space. Quickly, without even trying, an infinite amount of space comes into being. This represents the height of mirror magic development and the pinnacle of a mirror sorcerer’s power. Unlike [I]scry mirror[/I] or [I]transport mirror[/I], [I]special mirror[/I] needs only be cast during the mirror’s creation, and then works indefinitely. Each special mirror needs a full year of preparation. Spacial mirrors reflecting each other must be created by the same sorcerer. Mirrors of different creators reflecting each other in this way shatter. [/QUOTE]
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