FREQUENCY: Uncommon
FREQUENCY: Uncommon ([Dungeon Level I])
FREQUENCY:
Uncommon ([Cold Civilized Forest], [Cold Civilized Swamp], [Cold Civilized
Plains]), ([Cold Wilderness Forest], [Cold Wilderness Swamp], [Cold Wilderness
Plains])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized
Desert]), ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold
Wilderness Desert])
FREQUENCY: Uncommon ([Temperate
Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized
Desert])
FREQUENCY: Uncommon ([Temperate
Wilderness Forest], [Temperate Wilderness Swamp], [Temperate Wilderness
Plains])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Desert])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Swamp], [Tropical
Civilized Plains])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical
Civilized Desert])
FREQUENCY:
Uncommon ([Tropical Wilderness Forest], [Tropical Wilderness Swamp], [Tropical
Wilderness Plains])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Desert])
<1>
NO. APPEARING: 12-48 <(giant
rat: I, rat: I, osquip:
III>
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: 1-4 HP
% IN LAIR: Special
TREASURE TYPE: Per 10 individuals
[O], [Q]; in lair [C], [Q] (x 5), [S], [T]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2 or 1-4
~ 20n
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Average (with
genius level cunning)
ALIGNMENT: Neutral evil
(with slight lawful tendency) <(malicious)>
SIZE: S (1' + tall)
LEVEL/X.P. VALUE:
Normal:
I | 7 + 1
Elder:
II | 32 + 1
SAVES: ppdm16 | pp17 | rsw18 | bw20 | s19
Jermlaine, or jinxkins,
sometimes known as bane-midges, dwell in
elaborate tunnel &&
den warrens beneath the ground -- often very
deep beneath the surface.
As they mix freely with rats of
all sorts,
even the giant
variety, they are often (75%) found in company with
such rodents and are 50%
likely to be sharing an integrated system of
burrows, tunnels and holes.
(If jermlaine are encountered, a percentile
die roll of 01-75 indicates
that rats (25%) || giant
rats (50%) are
with them. If the jermlaine
are in their lair, it is 50% probable that
there will be connecting
rat runnels). This cohabitation extends to all
forms of mutual co-operation
& defence.
These evil runts are cowardly
and will attack only when it seems <morale
score modifier of -10%, along with a +/- Talk modifier of 1-20%?>
probable that they can overwhelm
victims without serious opposition.
Jinxkins thus waylay weakened
&& wounded parties or single individuals
who are unwary, asleep etc.
While strong groups or alert
adventurers will not be physically attacked,
<define
strong group>
<for
strong group, see the rules in the DMG
for firing into a melee>
<will
only attack via surprise?>
<alertness,
WSG>
jermlaine bands will certainly
seek to cause them harm and otherwise injure them out of sheer maliciousness.
This injury to the adventurers
brings both personal gain to the jermlaine and the possibility of eventual
gain of new victims.
Jermlaine are very FAST,
moving with a scuttling gait, very quiet, and
are masters of remaining
unseen. On occasion, however, if a party or
individual suddenly becomes
still & listens carefully, their movement
or twittering, squeaking
speech can be detected.
It is 60% probably that bane-midges
will be within 60' of their lair at any time they are encountered,
but the tunnels which give
access to such places are twisting mazes and passage is impossible for
any creature larger than a gnome --
even the latter having to
creep & crawl to get through,
and of course this exposes
the intruder to attack.
Jermlaine typically arm themselves
with needle-sharp darts which they
can hurl up to 12' and cause 1-2 HP of damage.
In
+addition+ to a dart, each
minimus
carries a pike-like weapon -- a 1 1/2'
long wand of supple wood
with a sharp metal tip. This instrument is
used as a spear || pike
to inflict 1-4 HP of damage.
Their favoured attack method
is ambush with a pit or net, however,
taking victims alive.
In little-used passages,
these nasty creatures will laboriously prepare
pits covered by camouflaged
trapdoors, or string overhead nets
entwined with silk from
the webs of giant spiders, and lay
in WAIT for
passing prey. In more travellled
ways, jermlaine will stretch thin but
strong cords (often woven
of human hair) to trip the unwary. Victims
not stunned by the trap
are pummelled senseless by bane-midges <l: pummel>
wielding leathern clubs
filled with sand or lead shot while others
entwine the prone creatures
with ropes & cords. Note that beating
with the clubs has a 2%
cumulative chance per blow of knockign the
victim unconscious, but
those protected by splint, banded or plate mail will
not be so attacked. Well-armoured
victims who cannot be
bound FAST are attacked
to kill -- possibly with flaming oil missiles or
acid. Some victims will
be devoured by the jermlaine (or their rat-friends)
but most humans will be
stripped naked, shaved and lef
trussed & helpless in
the passageway. The jermlaine will usu.
watch such victims from
a safe hide, awating the 'fun'<> of seeing some
passing monster
come & devour the bound victims.
If alert creatures should
happen to pause near a hidden group of <cf. alertness, WSG>
jermlaine, the spiteful
things will steal forth and cut belts & straps,
packs & seams -- typically
one such vandalistic act per jinxkin, for
they act with haste in order
to escape unnoticed & unharmed. Their
vandalism will usu. be noticed
only 1-12 turns later, when a
weakened strap parts, a
seam opens fully, etc. Worse still, if packs & other goods
are placed out where jinxkins
can reach them,
these
monstrous atomites will pollute the water,
desecrate
holy
water,
steal
small items (gems, coins, garlic buds,
herbs etc.),
wedge
daggers || swords so that they are difficult to draw out quickly,
cut bow
strings,
blunt
arrows,
puncture
oil flasks &
so on.
If more than 35 of these
creatures are encountered, there will be one
very old & exceptionally
evil one who has a very wicked power; this
individual bane-midge will
be able to drain all magic properties from
any magical item (except
an artifact || relic) which he can handle for
1-4 rounds.
The grey-brown warty hide
of jermlaine blends with earth & stone, <note: there is a bit of
a problem with the DSG image, unless some mage has cast a color cantrip
on the jermlaine>
and they always dress in
scraps & rags of the same colouration so
that they can remain concealed
from VIEW. Coupled with their ability
to move quietly, the jinxkins
are likely to surprise opponents
on a roll
of 1-5 (d6) and they are
75% undetectable if looked for or listened
for, unless the action is
done suddenly so as to catch them off their guard.
Jermlaine are treated as
4 HD creatures with respect to the effects of magical attacks and saves.
<use T saving throw table?>
Because of their size & quickness, jinxkins which save versus magical attacks which would normally inflict half damage will escape unscathed.
Although they have weak eyes
and their infravision extends only
30'
jermlaine have keen hearing
& smell, so even invisible creatures are
50% likely to be detected
by them under normal dungeon conditions.
Jermlaine speak their own
tongue and their alignment language, and <added to DMG>
can converse will rats of
all sorts. 1 in 10 can speak the common
tongue, and the same probability
exists with respect to the languages
of dwarves,
gnomes,
goblins
and orcs.
Description: Jinxkins
look as if they are diminutive humans wearing
baggy clothing & ill-fiting
leather helmets. Closer inspection will
show that the baggy 'garments'
are actually the creatures' lumpy & many-folded skins,
while the 'helmets' are
in reality the pointed & evilly-visaged heads --
all leathery & smooth.
The limbs of these
creatures are knotty &
bowed, with hands & feet tipped with
thick nails which are always
filthy but nimble.
by
Gary Gygax
<f1: what's up with this? jerms are listed as sub. maybe there should be a note about cave entrances (eg. Vietnam, Mehico). sorry, this is getting kinda deep!>
Quote:
Originally Posted by Tav_Behemoth
O venerated Col.,
Howdy Tav
Quote:
Originally Posted by Tav_Behemoth
I was dipping into the AD&D
Fiend Folio recently and noted three tiny races of your creation -- the
jermlaine
I'd long been a fan of (Descent into the Depths of the Earth having been
one of the first books I bought with my own hoarded allowance), but the
booka
and the killmoulis were new to me and, I feel,
unjustly overlooked.
For those who do not know,
I made up the jermlaine based on the gremlin, an older version of it if
you will.
Quote:
Originally Posted by Tav_Behemoth
It seemed to me that these
pint-sized monsters -- minimuses or midges, as per your jermlaine nicknames
-- might have been developed for a campaign arc in which tiny opponents
played a large role, perhaps even the heroes-shrunk-to-rat-size adventures
that reading Leiber's Swords of Lankhmar inspire so vividly.
Can you share any insights about the origins of these monsters or moments in which you remember them being used in a game?
The booka
and kilmoulis are "fairie folk" from books
of folklore from which I devised the creatures of the same nemes for the
AD&D game.
I had a side adventure area
akin to the Isle of the Ape, Dungeonland, and The Land
Beyond the Magic Mirror set up for my campaign.
I titled it A Midsummer's
Night's Nightmare.
It was populated with all
of the British-based monsters such as the booka and the kilmoulis, as well
as many sorts of "little people" as commanded by Oberon and Titania (don't
mess with them!)...and Puck too was a most dangerous encounter.
Sadly, all of that has been lost, and after 20 years I have forgotten the details <paranoid>
Cheers,
Gary