Quantcast
Channel: DIY RPG Productions
Viewing all 645 articles
Browse latest View live

Hubris Recap 8 and 9- At the End of People of the Pit There’s a Monster That F@$ks PC’s Up

$
0
0

Sessions 8 and 9 see us FINALLY concluding the People of the Pit module for DCC.  This is where we left off last time.

Session 8

Players

Fletch- Human Shadowdancer

Lisa- Human Thief

Liam- Carrion-eating Mutant

Stephen- Murder Machine

NateMurder Machine

After the craptastic fight at the end of last session the group licked their wounds and continued exploring and reached the third level of the cultist stronghold.  They began running across altars that have been clearly used for some dark rituals.   Oddly enough my players decided NOT to poke these (for once) and gave them a wide-berth.

Altar

Going deeper into the third level they came across raised dais, upon which rested a massive egg.  A grey-robed cultist came after them screaming something about defilers.  Stephen decided to say hi with his boot heel.  After the quick fight Stephen poked the big egg and was covered yolk as a deluge of the thick substance burst from the egg.

EggIn the next room he poked another one and a horrible creature burst forth and immediately started kicking their ass.

Gimme a kiss

Gimme a kiss

After the fight the group found a massive altar of tentacles and an intricately carved statue resembling a meaner looking many-eyed version of the beast they just fought.  The group vowed to stay far the fuck away from that thing.  Looking around the group found a secret passage behind the altar and descended down to level 4.

We left off here because it was getting late and I knew that the BBG fight was coming up and I wanted the group to have plenty of time to do that.

Session 9- Some PC’s Done Got Killed, Son

Players

Fletch- Human Shadowdancer

Liam- Carrion-eating Mutant

John- Ekrask

Omar- Alchemist

NateMurder Machine

Now on level four the group decides to head to an alcove to their left and find a large room with large columns of minerals as well as chunks of minerals on the floor.  Fletch decided to be a smart ass and toss Liam into the pile to see what happens- Fletch lost the strength check and instead Liam tossed his ass in there.  Crashing into minerals disturbed the little creatures that were hiding in there, minding their own business… They did not take kindly to the disruption and all clambered onto Fletch.

Mineral Muncher FTW

Mineral Muncher FTW

This fight was actually very brutal.  The creatures have an insanely high AC (18) for a level 1 fight.  Second they do a 30′ cone blast with a +3 to attack (pretty high)…  These little guys were bad ass, and with a name like Mineral Muncher, who can blame em!?  In the first round of combat ALL the red shirts were dead, the players were ALL badly injured.  Fletch was killed by a wiff by John and then was shot in the chest by Omar (wheeee).   The second round Liam went down.  The group decided to retreat so Omar could throw a bomb.  John grabbed Liam’s unconcious, possibly dead body, and they hoofed it out of there.  Omar said a quick, “Fuck you Fletch, this is all your fault” before tossing the bomb on him, killing all the poor little mineral munchers.  Oddly enough after being hit by the creatures, scythed by John, and shot and blown up by Omar Fletch managed to survive his Luck roll to see if he was alive after all that.  I did take away a permanent 1 from 2 different stats rather than just 1 since he was so badly mangled… 

The group decided to go back up to level 3 to the altar room and make camp for the night.  The night passed by pretty well except that a wandering people of the pit person came up the altar and was scared off by John- alerting all the other ones in the 4th level of trouble.  The People of the Pit surged forward a few hours later and were promptly killed by the group (which eased their burden when they went back down).

The Final Battle- Ouch

The final battle was ouch time…  Fighting the big bad blue-robed priest, 3 crimson-robed priests, 1 yellow-robed and 2 tentacles really took it’s toll on the group.  John was grappled by a tentacle and thrown down into the abyss.  Omar was killed (oh so sad) and then failed his Luck roll (I feel bad for him because he rolled like crap the whole fight).  The NPC cleric Cybil (a worshiper of Yelsa) was brought down as well.  Liam sacrificed his last (and valuable) healing potion to her and revived her.  I did a roll to see if anything would happen- and as it so happened, something did.  His sacrifice got the attention of the goddess herself.  He heard her sultry voice in his head, “You may make a good acolyte yet…”

When the blue-robed was finally dropped all hell broke loose.  The 2 remaining crimson’s disintegrated and the tentacles began thrashing around everywhere (however even during the chaos the players managed to loot Omar’s body).  Liam also managed to grabbed the wicked looking dagger off of the dead blue-robe.

Liam has yet to figure out what this does...

Liam has yet to figure out what this does…

 

As the area was being destroyed by the tentacles tantrum, time stopped.  A throne of barbed chains formed in front of them and sitting upon it was Yelsa.  Hooks were in her flesh, tugging and pulling (total Hellraiser inspiration here).  She offered them rescue should they undertake a dangerous mission.  Some insidious being was killing whores in Fairweather and using their innards for a dark purpose.  Find them and kill them.  All quickly agreed.

She then tore them apart with her chains and they woke up in the burnt out remains of the Exiled Noble (the headquarters for the Hammer and Sword Resistance group).  As the players were getting their barrings the door burst open and a bunch of the city guard appeared, “Murderers!  The magistrate said you would be here!”

And that is where we left off.

Up and Coming

This module was a bunch of fun, I just wish it didn’t take 5 session to do.  Oh well.  I’m looking forward to not running a module for a bit and letting the players stretch out and explore Hubris (and use all the nifty stuff I’ve created for the book).  I’m curious to see how the destruction of the tentacle monster will affect the southern region of the Great Plains of Unbidden Sorrow since it was not only an earth elemental, but was infused with chaos.

Anyways- to be continued on the 30th!



The Bizarre and Horrible Gods of Hubris- The Great Behemoth, Zxyldon- God of the Sea That Runs Red

$
0
0

Originally when I started writing the Sea That Runs Red Territory I pictured Zxyldon as a Patron (per the awesome DCC rules), but I just couldn’t bring myself to write another patron after doing 4 already… and I thought it’d be better if Zxyldon was a god, rather than a patron.

Zxyldon is heavy inspired by Godzilla, because he’s a fucking badass.  Also other movies like Cloverfield, Super 8, etc.

The pages below also include the new spellburn option I am including in the Hubris rules.  Clerics will be able to spellburn as a wizard for Invoke the Name.

Invoke the Name- Simply roll a spell check (d20 + CL + Personality Mod).

The Great Behemoth, Zxyldon

Zxyldon bring the pain.

Zxyldon bring the pain.

The Great Behemoth, Zxyldon is the god of the Sea That Runs Red.  Zxyldon is a gargantuan monster who’s realms is in the depths of the ocean.  Many believe that Zxyldon has power over all lakes and steams, not just the Sea That Runs Red.  The Great Behemoth is a god that at one moment is calm and tranquil and the next violent and destructive.

Those that sail these waters offer prayers and sacrifice to the Zxyldon, believing that to incur His wrath is to set the whole sea against them. 

The Great Behemoth, Zxyldon- page 1

The Great Behemoth, Zxyldon- page 2

Cleric of Zxyldon fighting on the dangerous sea.

Cleric of Zxyldon fighting on the dangerous sea.

Side Note: I won’t deny that I’m excited about the new Godzilla movie and am HOPING they don’t fuck it up.


The Bizarre and Terrible Gods of Hubris- Complete PDF Including New Spellburn Rules

$
0
0

As I have plugged along proofing and editing Hubris for publication I decided it would be cool to add a Spellburn option for clerics using my Invoke the Name mechanic (similar to Invoke Patron) as per the DCC rules. I have gone through and done my first edit of the gods (and added a new one that I posted yesterday).  I changed some of the Invoke the Name results, making them more agreeable or useful in a tight situation (or combat).

 

Here is the updated PDF of the gods. Updated Invoke the Name   Enjoy!  Feel free to give constructive criticism in the comments.

The Stillborn Unwanted Child

The Stillborn Unwanted Child

Slumbering Monolith pic

The Great Slumbering Monolith

The Great Behemoth, Zxyldon.

The Great Behemoth, Zxyldon.

Drallic the Flayer

Drallic the Flayer

The Heathen Below

The Heathen Below

Vralkar

Vralkar

The Corpulent One

The Corpulent One

Bailey

Bailey

Digradia

Digradia

God of the Terrible Whisper pic

God of the Terrible Whisper

Yelsa, Goddess of Sex and Violence

Yelsa, Goddess of Sex and Violence

Set

Set

 


What is on the Goblin’s Bloated Dead Body- A 2d30 G+ Community Table

$
0
0

Yesterday I posed the following on G+ for my Discussion of the Day: Create a DX chart of knick-knack found on the goblin’s bloated dead body (can be magical or not).  The community answered and I am not disappointed with the results.

 

Goblins are awesome and a staple of most D&D-style games… So when your players have crushed in their heads with their boot heel… Here are some random items to find on their personage.

 

 

Goblin 2

 

 

 

Roll 2d30
2) Paper airplane with firecracker (explodes for d4 damage and causes black cloud in 15′ radius).

3) Jar of boogers (crunchy, but a full meals worth).

4) Stick of poking (it hurts when poked)

5) Dagger of Sickness (adds +1d2 to attack/damage- DC 12 Fort save or become ill for 24 hours, suffering -2 to all rolls).

6) Mystery Jerky

7) A chipped lens

8) A bag of meal worms

9) Magic Beans

10) Damp navel lint, green.

11) Jar of flesh eating slugs (thrown- d2 damage each round until slugs are knocked off).

12) Dried lumps of flesh (testicles) fashioned into a talisman and decorated with colored bone beads.

13) A small tintype photo in a dirty leather case. The image on the tintype appears to be a goat wearing a wig that looks far too nice for a goat to own.

14) A large piece of coprolite (would fetch a decent price from the right collector)

15) Half a rot grub (egg sac intact)

16) Powerful aphrodisiac in glass jar labeled “POSHEN OF HEELING”

17) His ‘kit’: hallucinogenic puffball spores and a hollow finger bone

18) Satchel of troll toenail clippings.

19) An erotic netsuke carved from boar’s tusk

20) Finger puppets fashioned from badly preserved chicken heads

21) A small wooden box that shows the portends of the time of dance!  Little hands align and musical chiming begins as small carved figurines come out of the box and dance (a coo coo clock).

22) A child’s shoe

23) A potion of alchemist fire

24) A vial of unholy water

25) Some sort of goblin mutagen

26) The goblin’s still living parasitic twin.

27) A different goblin’s dead parasitic twin.

28) A wanted poster carved onto Pigs flesh, with a badly drawn picture of the PCs, written in Goblin.

29) A badly drawn map of the entrance to a underground goblin cave, its marked with all the traps locations in the entrance

30) A bag of slug jerky.

31) One does of black lotus powder (save vs death at -6, if passed take your level D10 damage, eg level 5 is 5D10)

32) A lady’s hat that would have been fashionable several years ago.

33) A bag of strangely shaped dice.

34) A bag of reanimated baby fingers..  Ooohh!  Look how they wiggle, how cute.

35) A copy of this book:

http://www.amazon.com/Goblin-Between-Thighs-Erotic-Fantasy-ebook/dp/B007IVDGPU/ref=sr_1_10?s=books&ie=UTF8&qid=1396534216&sr=1-10&keywords=wet+for+nessie

36) A small Pamphlet written in goblin titled “How to survive arrow attack.”

37) A dead chicken

38) A silver fork with bent tines

39) A jar filled with  hundreds of still living gnats

40) A rubber chicken

41) A bag containing d20 marbles and 1d4 desiccated eyes

42) A vial containing a pox

43) A bag of rotting rice.

44) Toe nail clippings

45) A half-eaten bar of soap

46) 1D1000 gold pieces

46) A cursed shield of arrow attraction

47) A knife of leech life

48) Exactly what the players expected

49) A pouch containing 1d20 human teeth.

50) Your mom

51) A green balloon that can be blown up and will let any holder up to 150lbs float up to 120’ in the sky.

52) A club with a golden spike

53) Vial of unholy water

54) The drama masks of tragedy and comedy

55) A tattered child’s stuffed animal

56) 2d3 stink bombs

57) A grey ooze that is trapped in a glass jar

58) The rod of wonder

59) A bag with a label in an untidy scrawl, “FAAAIIIIRRRRYYYY DOOST”.  Really it’s just cat litter.

60) A tinfoil hat.  The wearer is immune to mind-altering spells and effects.

Goblin 1


The Steam-mechs of Black Queen and the Floating Island of Terror

$
0
0

Steam-mechs

Mecha

As the demand for ore has grown throughout Hubris, and with the discovery of rich veins in the Whispering Mountains in the Land of Perpetual Stone and Mire, the Black Queen needed more than just the strength of her slaves to help move this valuable cargo; the strength of mortals is fleeting, weak, and can be easily broken.  Through strange and devious experiments the Black Queen, who sits on her throne of steam and bones in the Floating Island of Terror, and who brought forth the dreaded Murder Machines, has designed steam-mechs.  These massive metal monstrosities allow the driver to lift immensely heavy loads and dig into the mountain faster than any of the Black Queen’s weak and fleshy slaves.  While the suit bestows the user with incredible strength, it also demands a terrible price: consuming the life force of the driver.  Each time a person’s life force is drained, the queen smiles as she the Floating Island of Terror feast.

A Steam-mech’s hands are made of the following: claw hand (2d8), buzz saw (2d10), drill (2d10), hammer (2d10), humanoid-shaped hand (2d6).

Steam-mechs also have several attachments and abilities that can be used in combat.  A large cannon is attached to one shoulder of the mech while a large harpoon connected to a cable and winch is mounted on the other.  The harpoon can be used to drag heavy items or carts or to strike a target and pull them closer.  Once per hour a driver can cause the mech to belch soot from the exhaust port which creates a nebulous cloud in a 15’ radius that dims lights and makes it hard to see.  All melee attacks have 20% chance to miss while in the cloud, and ranged attacks have 50% chance of missing.  Additionally targets attempting to hide receive +1 to their roll.  This effect dissipates after 1d4+1 rounds.

A driver can also cause the mech to burn hot and consume all the coal in the boiler tank causing a large burst of steam to issue out in a 10’ radius.  All in that radius take 2d6 damage from the heat.  The steam-mech ceases to function after this until another 5lb of coal is put in the fuel chamber and the machine has cooled down (roughly 1 hour).

Steamjack

Sample Steam-mech: Init +0; Atk claw hand +6 melee (2d8), drill +6 melee (2d10), cannon +0 ranged (4d10-take higher two of the four) 80’, harpoon w/ winch (2d8) 35’; AC 18; HD 2d6+20; MV 15’; Act 2d20; SP soot belch; SV Fort +X, Ref +X, Will +X; AL ?.

Steam-mech’s and Player Characters- A player who wishes to operate a mech must understand that the machine is fueled by two things: 1) 5 lb of coal per day; and 2) the life force of the operator (1d3 temp Stamina drain).  Six metal tubes rest in the seat and penetrate the operator’s back, draining them of their life energy.

The steam-mech moves at a speed 15’ per round and has an attack is +6 (from Strength increase); the operator gains 20 HP- when machine is damaged it hurts operator, but temp HP is lost first.  If the steam-mech takes 100 points of damage, it is destroyed.  While in the steam-mech the driver’s Strength becomes 24 (+6) and all checks rolled at a d24.

Mecha 1


The Horrifying Orcs of Hubris and their Alchemically Created Abominations

$
0
0

When I began pondering enemies I wanted in Hubris I knew I wanted to keep some of the “classic” creatures that everyone is familiar with.  However I wanted to put a spin on them and make them fresh, new, and/or horrifying.  When I was writing the Land of Perpetual Stone and Mire I decided that I wanted orcs to reside there.  That they were sending incursions into the “civilized” lands and wreaking havoc.  Then I got to thinking about the state of the creature…  What did I want to change…? What brought the change…?  I decided to link them with the Klind and their sex prophets and flesh weavers.

So here is that end result…  enjoy!

A Hubris Orc

Orc: Init +1d4; Atk claws +3 melee (1d4+1), as weapon +3; AC 12 + armor; HD 2d8; MV 30’; Act 2d20; SP See abnormality; SV Fort +4, Ref +2, Will +0; AL C.

 

Orc Abnormalities
Roll Abnormality Effect
1 Bulbous hunchback Carries a mini-version of orc inside- explodes out on first point of damage.
2 Enlarged 10’ tall- increase attack and damage one step higher on die ladder.
3 Conjoined legs Walks on hands (MV 20’), has spiked tongue 15’ reach (1d6).
4 Tusks Additional attack at 1d16 (1d4 damage).
5 Jagged claws 1d6 damage, bleed 1 point per round until healed or staunched (3 rounds for bandaging).
6 Acidic vomit As Vile Gut Clan Goblin (pg XX).
7 Thick flesh Ignore 1d3 points of physical damage.
8 Elongated arms Reach increased to 15’.
9 Twins conjoined at waist Double HP, 3 or 4 attacks.
10 Magically infused Ability to cast spells (as level 1 wizard).
11 Contaminated blood Injury to orc creates toxic yellow gas.  All within 20’ radius must succeed a DC 14 Fort save or suffer 1d3 Stamina damage per round while in effected area.
12 Grotesque muscles Treat as 20 strength- increase attack and damage to +5
13 Regeneration Heals 1d3 damage per round.
14 Squishy flesh When physically struck deals additional 1d3 damage.
15 No eyes Blind, but gains tremorsense 30’.
16 Tongue secretion Targets licked must make DC 12 Fortitude Save or become paralyzed until successful save.
17 Head on stomach Can’t be beheaded.
18 Backwards bowed spine Runs on all fours (MV 40’).  Sees everything upside down.
19 Black eyes Infravision (120’), -2 to attack in bright light.
20 Damage resistance Immune to natural or physical attacks of creatures with 1d3 HD or less.

Hubris Orc 3

What these creatures may have been before the Klind flesh-weavers experimented and warped them beyond the point of return has been lost to history.  Orcs are vicious and hideous fiends with open sores, bits of metal shoved through their flesh, and horrific corruptions growing on their body.  These creatures roam the Land of Perpetual Stone and Mire, attacking anything they come across.  Orcs send war parties into the Blighted Sands and Great Plains of Unbidden Sorrow attacking trade lanes, razing villages, and taking prisoners.  While some of the prisoners are mercifully murdered and eaten, it is those that are subjected to the horrors of the alchemical baths that truly should be pitied.  Somehow the orc shamans have learned the secrets of Klind flesh-weaving and subject their prisoners to alchemical baths, transforming them into grotesque abominations that bolster orc ranks.

 

 

Orc shamans are level 4 clerics able to cast evil spells.  For every 30 orcs there is 1 shaman.  For every 15 orcs there is one shaman initiate (level 1 clerics).  For every 10 orcs there is a Fanged Raider as a level 1 warrior.  For every 50 orcs there is a Grand Warrior as a level 5 warrior.

 

Orc Created Abominations- These horrifying monstrosities are the result of prisoners and captured animals that have been subjected to the orc alchemical baths, contaminating them and transforming them into grotesque creatures.  Not even a sliver of their former self remains once they have been transformed into abominations.  These creatures are loyal to the orcs.  If there is a Shaman or Grand Warrior in the ranks, abominations gain +5 to their morale rolls.

 

Creating an Abomination

Almost any creature can be transformed into an abomination (ultimately it is the Judge’s call on what can or cannot be transformed).  Use the base creatures stat blocks but add the following: +1d4 to initiative score, attack, damage, and saves (roll each individually) and add +1-3d6 to HP.  The abomination also retains use of any special abilities so long as they do not require concentration.  Roll on 2d16 on the table below a number of times equal to the creatures base HD for Horrific Features.  Some results have an added effect.

 

 

Horrifying Orc Abomination

Horrifying Orc Abomination

Horrific Features of the Abominations
Roll Result Effect
2 Open weeping sores NA
3 Tentacle legs and arms +2 grapple
4 Body covered in mouths NA
5 Two heads +2 Will saves
6 Noxious breath (every 1 turn) 10’ radius- targets succeed DC 18 Fort save or all rolls are one step lower on die ladder for 1 hour
7 Barbed skin Attackers take 1 point of damage
8 Black blood in veins NA
9 Wings Fly 30’
10 Chameleon skin Adds +4 to hide rolls
11 Skin is constantly slimy NA
12 Over-large head and mouth Bite attack (2d3damage)
13 Several creatures conjoined together It’s just creepy looking!
14 Body covered in stingers DC 14 Fort save or paralyzed for 1d4 rounds
15 3d6 3’ long tongues hanging from mouth NA
16 Skin is raw and red NA
17 Head of animal 1) horse; 2) pig; 3) anteater; 4) wolf; 5) bear.
18 Covered in nipples Secrets glue- weapons stick to body- DC 20 Str to free
19 Breathes dust NA
20 Overly warm to touch NA
21 Covered in tiny pseudo-pods NA
22 Over-large limbs +2 attack, 2d5 damage.
23 No bones in body, except head MV 10’ uses tiny fibers on underside to move- DR 5
24 Large isopod-like shell MV 40’, +4 to AC, can roll up into ball for AC +8
25 Covered in thick coarse hair Skin contact causes irritation.  -1 to rolls (no save)
26 Vertical mouth filled with teeth 1d6 damage.
27 Primeval Smile (DCC, pg 423) Transforms into one when slain
28 Spiked tail Gains attack at 1d16, 2d3 damage
29 Necrotic patches of flesh NA
30 Large green pustules Immune to all poisons
31 Blood spout Vomits blood at target, which can infect them with Brain Fire Disease (pg XX).
32 Jaunt Can step through Void up to 300’ away per round as movement action.

Hubris Orc 2

Example Abominations

Abomination Peasant*: Peasant:Init +1; Atk club +3 melee (1d4+3); AC 9; HD 1d4+5 (1d6 Abomination HP); MV 30’; Act 1d20; SV Fort +3, Ref +2, Will +1; AL C

 

Horrific Feature: Blood Spout- Vomits blood at target, which can infect them with Brain Fire Disease (see below).

 

Disease Name:  Brain Fire

Delivery: Inhaled

Fortitude Save: DC 16

Onset: 2 weeks

Effect on Successful Save: Your face will develop a fevered complexion for 2d6 days.

Effect on Failed Save: You’re brain hurts and you scream and claw and scratch at your scalp and face (you suffer -4 to all actions).   After 2d3 days a second Fort save must be made.  Failure means that your brain explodes and sends fiery fragments everywhere in a 5 ft area doing 1d6 damage.

Recovery: 4 consecutive Fort saves.

 

*Peasant base stats can be found in DCC, pg 434).

 

Unicorn**: Init +6; Atk horn +7 (2d4 + curse DC 20 Will or suffer one effect), Effect- roll 1d4: 1) -4 to all rolls; 2) -2d3 from one Attribute; 3) 50% chance each round that the target will be unable to act; 4) There is a 25% chance that each day something horribly unlucky will happen to you) or hoof +4 (1d4+2 dmg); AC 14; HD 4d10+(3d6 abomination HP); MV 60’; Act 1d20; SP Gaze (DC 14 Will or unable to act while looking at the unicorn, only broken upon successful save), Unlucky Aura (DC 20 Will or Luck stat becomes a 3 while within 30’ of a unicorn.  The unicorn cannot suppress this ability), Infravision 120’, Death Curse (20% of occurring upon death- use curse stated above but roll twice with two saves); SV Fort +7, Ref +6, Will +10; AL C.

 

Horrific Feature: Covered in thick coarse hair: Skin contact causes irritation.  -1 to rolls (no save)

Overwhelming warm to touch: NA

Covered in tiny pseudo-pods: NA

Breathes dust: NA

 

**The Lamentable Unicorn of Hubris can be found here.


The Klind, Worshipers of Set, Empire of the Blighted Sands- Enemies of Hubris

$
0
0

The Klind are a race that I’ve had in my head since I started writing Hubris.  I wanted to take a page out of Dune with their awesome bio-suits, as well as take what I love about the Yuan-Ti race of D&D and make it Hubris.

I have already done a post of inspirational pictures of the Klind (some are reused in this post).  The Klind are worshipers of the depraved serpentine god, Set.

 

The Klind

 

Sex Prophet: Init +0; Atk +0 as weapon, claws +0 melee (1d3 damage plus Luck Drain), AC 12; HD 2d4+1; MV 30’; Act 1d20; SP Luck Drain, Lust, Portend; SV Fort +1, Ref +2, Will +2; AL L.

Sex Prophet

Oracle, goddesses of the flesh, temptress are all names given to these beautiful and dangerous beings.  All Sex Prophets are female and are held in high esteem, being blessed with rare abilities by Set himself.  Sex Prophets are the only of the Klind that do not don the culture’s bizarre bio-organic armored suits.  In combat a target struck by a Sex Prophet’s claws must make a Luck check, failure results in1d3 Luck being lanced away from them (these can be regained at a rate of 1 per day).  Once per day a Sex Prophet can release a wave of maddening passion and lust in a 60’ radius. All in the affected area must succeed a DC 18 Will Save or collapse and writhe on the ground in a fit of passion and carnal pleasure until their next successful save.  Those that critically fail are driven mad and lose 1d3 Personality permanently and writhe on the ground for 1 hour.  The Sex Prophet feeds on the lust of her victims, allowing her to see prophecies of the future and replenishing her strength.  For every target that fails she regains 1d4 HP.  If the Sex Prophet is fully healed all additional 1d4 rolls are converted into 1 point of temporary HP.  Sex Prophets constantly see glimpses of the future and possible outcomes.  When a target lands a successful attack against a Sex Prophet they must also make a Luck roll- failure means that the Sex Prophet had foreseen the attack and was able to dodge out of harm’s way.  Critical successes always hit, the Sex Prophet cannot foresee everything…

Desert Striker: Init +3; Atk +3 Scimitar melee (1d8+2), +3 short bow ranged (1d6), AC 15; HD 2d10+2; MV 30’; Act 1d20; SP Bio-organic Armor Type III; SV Fort +2, Ref +2, Will +1; AL L.

Desert Striker

Desert Strikers are the foot soldiers and trackers of the Klind Empire.  They are dedicated to the teachings of Set and to their High Priest.  Desert Strikers prefer to set up ambushes and strike targets unaware, often flanking their foes and pelting them with arrows (there is a 15% that a Desert Strikers has 1d4 arrows laced with Asp venom (DCC, pg 446).  Desert Strikers all wear Bio-Organic Armor Type III (see description below).

For every 20 Desert Strikers treat the leader as a level 2 warrior.

Klind Flesh Weaver: Init +1; Atk as weapon +2 melee, Serpent Staff +3 melee (1d6 and poison- DC 12 Fort Save or paralyzed for 1d4 rounds), AC 13; HD 2d6+1; MV 30’; Act 1d20; SP Flesh Weaving, Bio-Organic Armor Type I; SV Fort +0, Ref +1, Will +3; AL L.

Flesh Weaver

The Klind Flesh Weavers are responsible for forming and growing the strange bio-organic armor that most of the Klind wear.  Aside from their armor looking slightly more ornate than most other Klind, it is their serpent staff that shows their station.  While not as skilled in combat as a Desert Striker or the elite Venomous Red Scales, a Flesh Weaver is able to hold their own.  While growing the bio-organic armor takes extreme concentration and patience, the Flesh Weaver is able to use their abilities in combat.  If a Flesh Weaver concentrates on a target for 3 rounds, that target must succeed a DC 14 Fort Save or have some part of their flesh warped.  Roll 1d14 for effect: 1) Legs are fused together; 2) Eye lids are sealed; 3) Lips disappear; 4) Arms fuse together; 5) Arm fuses to abdomen; 6) Leg atrophies; 7) Arm atrophies; 8) Skin takes on melted appearance; 9) Skin melts away on arm, exposing muscles; 10) Lips are fused together; 11) Face becomes stretched; 12) Fingers become fused together; 13) Toes become fused together; 14) Skin melts away on face, exposing muscles.

Grand Weavers are treated as level 4 alchemists and are extremely rare and held in high esteem among the Klind.  The Fort DC for their flesh weaving is increased to 20.

Klind Priest: Init +1; Atk bite +1 melee (1d3+1), as weapon +1 melee/ranged, AC 14; HD 2d6+1; MV 30’; Act 1d20; SP Invoke the Name (roll +5), Bio-Organic Armor Type II; SV Fort +1, Ref +0, Will +3; AL L.

Klind Priest

Klind Priests bring forth the message of Set unto the masses.  They cast dark rituals and offer sacrifices to their deviant god.  Through the dark pact with Set, priests take on a serpentine appearance.  Their eyes become that of a snake, their nostrils mere slits, and their mouths thin and stretched with small fangs.  Priests are able to Invoke the Name of Set as a cleric would, receiving +5 to their roll.

For every 10 priests there is 1 cleric that resides over the den.  For every 50 members of the den there is a level 3 cleric.

Venomous Red Scales: Init +4; Atk as weapon +4 melee/ranged, Red Scimitar +5 melee (2d4+3), AC 16; HD 3d12; MV 30’; Act 2d20 plus bite 1d16; SP Poisonous bite, Bio-Organic Venomous Red Scale Armor; SV Fort +3, Ref +3, Will +3; AL L.

Venomous Red Scale

These elite Klind warriors are a terrifying sight with their armor of red reptilian-like scales and covered in small barbs and hooks; their helmet resembles the head of a red asp of the Slithering Peaks.  Very few see what is beneath the helmet, and even fewer have lived to describe.

To become a member of the Venomous Red Scales the initiate must travel to the Slithering Peaks and survive a bite from a Red Asp and then and take part in the Ritual of the Serpent, transforming them into a half man-half snake hybrid.

A Venomous Red Scale is able to deliver a bite attack that deals 1d6 damage.  Those struck by the bite must succeed a DC 18 Fort save or die.  If the target succeeds they suffer 2d6 Stamina damage and develop a high fever until healed naturally.

A troop of 20 Venomous Red Scales is led by the Serpent Head, a level 5 warrior.

 

Bio Organic Armor Info

 

Bio-Organic Armor Type I- Ignores 1 point of all damage, regenerates 1 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 30’, can breathe in a sandstorm up to 1 hour.  AC +3, Check Penalty -0, Fumble die d8.

Bio-Organic Armor Type II- Ignores 2 points of all damage, regenerates 3 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 60’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage).  AC +4, Check Penalty -1, Fumble die d8.

Bio-Organic Armor Type III- Ignores 3 points of all damage, regenerates 4 HP per turn, target does not need to consume more than 1 cup of water every 12 hours, grants low-light and infravision 90’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage).  AC +5, Check Penalty -3, Fumble die d8.

Bio Organic Venomous Red Scale Armor- Covered in barbs that do d4 damage to any target in a struggle with wearer.  Ignores 3 points of all damage, regenerates 4 HP ever three rounds, target does not need to consume more than 1 cup of water every 24 hours, grants low-light and infravision 90’, can breathe in a sandstorm indefinitely, can grow claws (1d6 damage). AC +6, Check Penalty -4, Fumble die d12.


I’m Declaring May as DIY Month!!!

$
0
0
Display it with pride

Display it with pride

DIY RPGage is awesome!  I love seeing the stuff that people come up with (regardless of system or genre), although I will admit I am more partial to the OSR stuff!

So for the month of May let’s celebrate DIY RPGage!  Create a table or chart, do a quick drawing, an adventure or just re-share something you’ve done that is awesome and you’re proud of that is true to the DIY mantra!  All in the name of sharing with the community at large.

Just send me a link to your post(s) at ihaveangerissues AT G M A I L DAWT com and at the end of May I will post all of them in a single nicely wrapped link collection.

If you don’t have a blog just email me your submission and I will post it on wrathofzombie!

DIY MIKE

 

 

Also it doesn’t get more DIY than Santicore!

Here is Santicore 2013!  Part 1, Part 2, Part 3

 



The Four Goblin Clans of Hubris and My First Piece of Commissioned Art!!

$
0
0

Finally I have moved onto the next phase of heading towards the publication of Hubris… ART!!  I am very excited to be working with the awesome and talented David Lewis Johnson (here’s one of his websites- he is currently developing another one).  David will be doing most of the artwork for Hubris, as I want to keep the aesthetic similar, although I will have a few other pieces by various artists.

 

When I developed the goblins, as with orcs- I wanted to keep them familiar, but add my own take on them.  The goblins were influenced by horror movies and things like the Goblins in the Castle book and Labyrinth.

These goblins are sacrificing an Avarian for a delicious meal.

 

In my current Hubris game, my  players have encountered the Fire Breath Clan and Vile Gut Clan goblins… but seem to afraid to go to the Land of Perpetual Stone and Mire for some odd reason…

The Four Goblin Clans of Hubris

The Four Goblin Clans of Hubris

The Four Goblin Clans of Hubris

 

Vile, conniving, dastardly, disgusting and cowardly are a few of the words people use to describe the four goblin clans.  These despicable creatures are as varied in their temperament, appearance, and tactics as any race in Hubris.  The clans show little loyalty to their own brethren and even less to the other factions, preferring trickery, backstabbing, and outright conflict over any sane form of reasoning.  Each clans name comes from their strange physical appearance and the bizarre or horrific ability they are able to perform.

 

Fire Breath Clan Goblin: Init +2; Atk -1 claws melee (1d3), -1 as weapon; AC 10 + armor; HD 1d6; MV 20’; Act 1d20; SP infravision 60’, Fire breath (+2); SV Fort -2, Ref +2, Will -2; AL C.

 

Fire Breath Clan goblins stand roughly 3’ in height with fire red or grass green skin.  Their large oval-shaped heads are made even more ludicrous by their large bat-like ears, which flap and slap their face as they run.  Their eyes are blood red and their mouths are filled with sharp needle-like teeth.  Fire Breath Clan goblins prefer jokes, pranks, and backstabbing to outright conflict.  Their chaotic nature makes it difficult to understand the clan’s creed or even their alliances, as they have been known to befriend or aid other humanoid races.

 

Fire Breath Clan goblins name comes from their ability to belch a ball of fire at a target within 10’.  A target that is successfully hit by the ball of fire takes 1d6 damage and has a 1 in 6 chance to catch on fire, taking an additional 1d6 damage per round until the fire is out.  Fire Breath Clan goblin’s can use this ability once turn.

 

In combat Fire Breath Clan goblins are as likely to point at their fallen comrades and giggle as they are to lament and weep.  Sometimes they forget what they are doing entirely or even breaking into song.  Only against their sworn enemy, the Vile Gut Clan, are they focused and show resolve.

 

Fire Breath Goblins live in the Bogwood Swamp or Great Plains of Unbidden Sorrow.

 

Vile Gut Clan Goblin: Init +1; Atk -1 claws melee (1d3), weapon, -1 as weapon; AC 10 + armor; HD 1d6; MV 20’; Act 1d20; SP infravision 60’, Vomit (+2); SV Fort -2, Ref +1, Will -1; AL C.

 

Vile Gut Clan goblins are disgusting creatures that revel in filth and decay, standing 4’ tall, but are hunched over.  Their skin ranges from light green to brown.  Their beady eyes are jaundiced and filled with goop and filth, but are sharp and always searching for their next meal or victim.  Vile Gut Clan Goblins build their structures much like a bee or wasp, using their toxic spit to paste together a hive.  Often times their structures are built on the back of gigantic crabs or other creatures that they have subdued.

 

Vile Gut Clan goblins are able to vomit a glop of a highly acidic substance onto their victims, which immediately begins to dissolve their flesh, allowing the goblins to suck up the sludge with their proboscis tongue.  The acidic goop deals 2d4 damage and 1 point of damage per round until washed off with water for 4 rounds.   A Vile Gut Clan goblin can vomit their acidic goop once per day.

 

Vile Gut Clan goblins love to set ambushes or attack in the dead of night; they enjoy inflicting as much pain on others as possible.  These loathsome goblins live in the Bogwood Swamp or Great Plains of Unbidden Sorrow.

 

 

Icy Flesh Clan Goblin: Init +2; Atk +2 claws melee (1d3 plus frostbite), +1 as weapon; AC 14; HD 1d6; MV 20’; Act 1d20; SP infravision 60’, Frozen Flesh, Frost Burn; SV Fort +1, Ref +1, Will -2; AL L.

 

Icy Flesh Clan goblins are found in the Frozen Wastes at the north of Hubris.  These goblins stand 3’ tall with pale to deep blue skin which is covered in icy protrusions.  Their cruel pale blue eyes glint with malevolent intent and their claws and teeth are made up of jagged icicles

 

An Icy Flesh Clan goblin’s skin is tough and frozen, allowing them to ignore 1 point of damage (physical or magical), however fire does an additional 1d4 points of damage.  Their icy claws and teeth are able cause the flesh of a creature to become necrotic.  Targets struck with the goblin’s teeth or claws must make a DC 14 Fortitude save or take an additional 1d3 damage.  After one week the wound will turn white and then black within two weeks and never heal (although lost HP can be regained).

 

Shriveled Eye Clan Goblin: Init +2; Atk +1 claws melee (1d4), +1 as weapon; AC 10 + armor; HD 1d8+1; MV 20’; Act 1d20; SP infravision 60’, Mummified Gaze; SV Fort +1, Ref +1, Will -1; AL C.

 

Of all the goblin clans none are as feared as the Shriveled Eye Clan, which roams the wastes of the Land of Perpetual Stone and Mire.  These hunched over grey-skinned creatures stand roughly 3’-4’ tall with overlarge dirty, chipped claws, yellowed teeth, and hairy pot-bellies.  Many throughout Hubris believe that these vile creatures were originally from another goblin clan and got too close to the Bleeding Mountain that Pierced the Sky and became corrupted by the tainted blood that flows down its peak.

 

While vile and disgusting in appearance, it is the Shriveled Eye Clan’s mummified eyes which twitch and glare from their large eye sockets that give them their name.  Those who are struck by the gaze of a Shriveled Eye Clan goblin must make a successful DC 16 Fort save or suffer 2d3 Stamina damage and feel their bodies start to become mummified.  Targets that are reach 0 Stamina die and are reduced to a lifeless mummified husk.  Nothing, not even resurrection, can bring back someone who has died such a horrible death.  Shriveled Eye Clan goblins can see in any darkness (even magical) up to 60’.


Free to Steal-Upcoming Hubris Session Map- Using a One Page Dungeon Format

$
0
0

First off- to my players- DON’T READ!  Ok- now that has been said…

In my Hubris campaign the players were recently saved by Yelsa, Goddess of Sex and Violence and were told that they must find out who is killing whores in Fairweather, their purpose, and stop them.

The characters are going to find out that a wizard has found a page of the Book of Vile Darkness  (although it’s not a real page- a darker force has sent out copies of certain pages that corrupt the reader, driving them mad) and it shows how to tear open the Void and bring forth horrors.

This adventure does reference aspects of my campaign, like the Mewling Babe, magic items, spells (like Summon), etc.  Feel free to replace stuff.

 

I found the map at Maps of Mastery and just used Publisher to add the numbers and key it up.

 

Enjoy and feel free to leave feedback on how it worked for you!

Hubris Session Map


The Fae of Hubris- The Court of Delirium of the Weeping Forest of Forgotten Memories

$
0
0

When writing Hubris I was very inspired by Mike Mignola and his take of fae and fairies in Hellboy and wanted to channel that in to the Court of Delirium.  Another area that I took inspiration from was Jim Butcher’s Dresden Files books (good stuff).  Movie wise I was inspired by Pan’s LabyrinthJim Henson’s Labyrinth, and the fae court in Hellboy 2.

I also to stay true to the DCC philosophy of not burdening a book with too many versions of the same creature.  I scanned through various monster manuals for fae and jotted down notes on powers, abilities, physical descriptions, etc. and made the charts shown below (as DCC did with demons, and I used for Fallen Angels).  I like this approach because rather than having super long winded descriptions about each and every one with long lists of powers and abilities, it can all be done right here.

I also like taking a page out of Zak Smith’s philosophy of Vornheim- feel free to scratch out an appearance, power, vulnerability, etc once it has been generated and create new ones.

 

Anyways enjoy and feel free to leave feedback.

Awesome Mike Mignola fae sketches

Awesome Mike Mignola fae sketches

 

Fae of the Court of Delirium

Hellboy Elf 2

The fae of the Weeping Forest of Forgotten Memories are as varied in their temperament and abilities as they are in appearance.  Most fae belong to the Court of Delirium, loyal to He Who Wears the Yowling Crown; king of the fae.

 

Fae will strike deals with mortals, but the cost can be more than mortal foresaw or bartered for.  Some are playful tricksters that enjoy hoodwinking mortals, others shy away from the greedy leering eye of outsiders, while others have no tolerance the mortal races and show extreme resistance to them entering the forest.

 

Years ago several fae became corrupted by Hubris and became the Wretched.  Krampus, the leader of the Wretched, attempted to gain the Yowling Crown for himself, but was thwarted and banished from the forest.  Now Krampus and his Wretched wander the Great Plains of Unbidden Sorrow causing havoc and despair to all those they come across.  Still Krampus yearns for the Yowling Crown and will stop at nothing to become the king of the fae.

 

The evil Krampus!

The evil Krampus!

 

Fae can be any alignment.

Saytr 2

Fae Rank Abilities Immunities Vulnerabilities Crit Range
Rank I Low-light vision 30’, Animal Summoning (DCC, pg 129) (+2 check), talk to nature, 1 extraordinary power Half damage from non-magical weapons 3d2 20
Rank II Low-light vision 50’, Animal Summoning (DCC, pg 129) (+4 check), talk to nature, 1d3 extraordinary powers Immune to non-magical weapons or natural attacks from creatures of 2 HD or less. 2d2 20
Rank III Low-light vision 60’, Animal Summoning (DCC, pg 129) (+8 check), talk to nature, 1d5 extraordinary powers Immune to non-magical weapons or natural attacks from creatures of 3 HD or less. 1d4 19-20
Rank IV Low-light vision 80’, Animal Summoning (DCC, pg 129) (+12 check), talk to nature, 2d3 extraordinary powers Immune to weapons of +2 enchantment or natural attacks from creatures of 4 HD or less.  Natural animals must make a DC 16 Will save to attack the fae. 1d2 18-20
Rank V Low-light vision 120’, Animal Summoning (DCC, pg 129) (+18 check), talk to nature, 2d3 +2 extraordinary powers Immune to weapons of +3 enchantment or natural attacks from creatures of 5 HD or less.  Natural animals will not attack the fae. None 17-20

Hellboy Elf

Fae Statistics by Rank
Rank HD AC Attack Modifier Target DCs for special attacks
I 1-2 9-13 +1 to +3 8-12
II 3-5 10-14 +3 to +6 12-14
III 5-7 13-16 +5 to +10 14-18
IV 7-10 15-20 +8 to +15 18-20
V 10-20 17-22 +12 to +18 22-24

 

Appearance

1)      Goat legs and ram horns

2)      Fat belly, covered in thick coarse hair, jolly laugh

3)      Humanoid; Extremely beautiful

4)      Human appearance with animalistic eyes

5)      Anthropomorphic animal

6)      Pixie Wings (fly 20’), tiny stature

7)      Wings (fly 30’)

8)      Humanoid with bark-like skin

9)      Flowers grow where fae walks

10)  Small goat horns

11)  Ram horns

12)  Blue skin and completely bald

13)  Human body with animal head

14)  Animal with super intelligence and ability of speech

15)  Body covered in bubbles and glitter

16)  Pink skin and purple hair

17)  Sentient tree with a trunk that can split apart to become legs

18)  Finely chiseled features, as if sculpted, with long pointy ears

19)  Human looking with white hair and golden eyes; intricate ritual scarring of the history of nature all over body

20)  Covered in red and orange hair.  Ability to pull their body apart and use parts in games of play.  Loves dancing and sing.

 

He Who Wears the Yowling Crown

He Who Wears the Yowling Crown

Extraordinary Powers

 

Roll Extraordinary Powers Effect
1 See in the dark See in dark (even magical) to a distance same as fae’s low-light
2 Spells Can cast 1d5 + rank of the following spells with a  5 + rank check: (1) Cantrip (DCC, 130), (2) Charm Person (DCC, 131), (3) Color Spray (DCC, 134), (4) Darkness* (DCC, 258), (5) Sleep (DCC, 155), (6) Ventriloquism (DCC, 158), (7) Invisibility (DCC, 172), (8) Invisible Companion (DCC, 173), (9) Mirror Image (DCC, 182), (10) Phantasm (DCC, 187), (11) Scare (DCC, 191), (12) Dispel Magic (DCC, 208), (13) Gust of Wind (DCC, 219), (14) Paralysis (DCC, 264)
3 Darkness Can cast the Darkness spell (DCC, 258) with a 10 + rank check
4 Illusions Can cast Cantrip (DCC, 130) with a 15 + rank check
5 Plant control Ability to control small plants to do fae’s bidding (attack, grapple, etc)
6 Change appearance Can cast Polymorph with a 10 + rank check
7 Tree meld A fae can meld into a tree and appear in any other tree in the forest as a movement action
8 Forest stride While in the forest the fae moves at 40’/rnd and is not hindered by thorns, brambles, or thick underbrush
9 Grow large claws The fae is able to grow claws that do 2d3 damage
10 Charm person Can cast Charm Person (DCC, 131) with a 10 + rank check
11 Insect affinity The fae is able to get insects (any size) to do their bidding.  Insects must succeed a DC 18 Will save to attack the fae
12 Stunning glance The glance of the fae freezes those their gaze falls upon.  The target is frozen until they succeed at a DC 16 Will save
13 Enchanted arrows A target hit with a fae’s arrows is 1) petrified; 2) slow (-4 initiative, MV 10’); 3) charmed; 4) in love with first person they see; 5) asleep; 6) hallucinating
14 Animate trees The fae can animate any tree within 180’.  The tree will uproot itself within 1 round and fights for the fae.  +2 attack branches (x4) 1d8 damage; AC 16; HD 3d6; MV 10’
15 Speed The fae is fast.  Increase speed by 20’, +4 initiative and Reflex saves
16 Telepathy The fae can communicate with any creature in a 180’ radius with their mind.  Target must succeed a DC 12 + fae’s rank to avoid having the fae read their mind

 

 

Roll Vulnerability Effect
1 1) Cold iron; 2) steel; 3) silver Takes extra 2d3 damage
2 Unholy creature Suffers -4 to Will saves to be turned by a cleric (who can turn fae)
3 Rooted The fae lives in a sacred tree and must remain within a certain distance of it: 1) 50’; 2) 100’; 3) 500’; 4) 1 mile
4 Habit The fae has a habit such as always speaking in rhyme, needing to kidnap sleeping children from a local village, be out only at night, dance naked under the full moon, etc.
5 Ritual The fae can be bound by a ritual.  They can either be made a slave or bound in a prison-like state.  The full name of the fae must be known and 100 x fae’s rank in gold must be spent.  The ritual takes 24 hours to cast and a successful check must be made: Rank 1- DC 12; Rank 2- DC 15; Rank 3- DC 20; Rank 4- DC 22; Rank 5- DC 25
6 Salt A line of salt creates an impassable barrier for the fae.  A fae surrounded by salt is imprisoned until the salt is disturbed and the circle is broken.  Salt thrown in the fae’s face stuns them for 1d5 rounds (no save)
7 Fire Fire does an additional 1d6 damage.  The fae catches on fire in a 2 in 6 chance rather than 1 in 6
8 Weak resistance The fae suffers -2 to Fortitude, Reflex and Will saves

 

Sample Fae

 

Bumblepan, Hinkletink, Skrunkle, Ramble, and Nittlebonk- the Grove Guardians (rank 2 fae): Init +3; Atk club +5 melee (1d6), shortbow +5 ranged (1d6), AC 14; HD 4d6; MV 30’; Act 1d20; SP fae traits, 4 vulnerabilities, 3 extraordinary powers; SV Fort +3, Ref +4, Will +2; AL N.

Fae 1

The five grove guardians live in a sacred grove in the Weeping Forest of Forgotten Memories.  All are covered in fiery red and orange hair and have the strange ability to pull their limbs and head off and use parts in games of play.  The brothers love dancing and sing.  All the brothers must sing and dance around their sacred tree, a large 1000 year old oak, every full moon for the entire night.  The Grove Guardians are linked to their tree and are unable to travel more than 100’ away from it without become extremely weak.

 

In combat the Grove Guardians will pelt their foes with arrows from afar, and then use their clubs, which are crafted from fallen branches of their great oak.  The Grove Guardians are able to see in complete darkness (even magical) up to 50’.  The Grove Guardians love to use illusions to trick and misdirect their foes (or just play tricks on others), and can cast Cantrip (DCC, 130) with a +17 to their check.  Those that incur the wrath of the Grove Guardians may find themselves transformed into a less than desirable form for the brothers are able to cast Polymorph with a +12 check.  Sometimes they like casting it on themselves to turn into beautiful women or men and trick those foolish enough to come across their path.

 

Due to their nature the Grove Guardians take an additional 2d3 damage from cold iron and suffer -4 to Will saves to resist being turned by cleric’s who’s god deem them unholy.

 

The Grand Ol’ Oak (rank 5 fae): Init +10; Atk branch x2 +15 melee (2d8), stomp +12 melee (3d6), AC 20; HD 18d8; MV 20’; Act 3d20; SP fae traits, 6 extraordinary abilities; SV Fort +10, Ref +5, Will +10; AL N.

Fae 2

The Grand Ol’ Oak has always been and always will be, so long as the Weeping Forest of Forgotten Memories stands.  The Grand Ol’ Oak is a sentient tree with a trunk that can split apart to become legs.  He traverses the forest and knows its secrets, probably better than any other fae alive.

 

In combat the Grand Ol’ Oak is a terrible foe that attacks as if fueled by the very wrath of nature itself.  The Grand Ol’ Oak is able to attack with two branch attacks and stomp on a target that is at his feet, effectively crushing them.

 

The Grand Ol’ Oak is able to animate any tree within 180’.  The tree will uproot itself within 1 round and fights for the fae.  The tree has +2 attack branches (x4) 1d8 damage; AC 16; HD 3d6; MV 10’.  The Grand Ol’ Oak is also able to control small plants and bushes to do his bidding (attack, grapple, etc) as a movement action.  When in trouble the Grand Ol’ Oak uses illusions to beguile his opponents, casting Cantrip (DCC, 130) with a +20 check.

 

This massive tree is also able to cast several spells with a+10 to their spell check: Ventriloquism (DCC, 158), Scare (DCC, 191), Color Spray (DCC, 134), Invisible Companion (DCC, 173), Dispel Magic (DCC, 208), Sleep (DCC, 155), Mirror Image (DCC, 182), Phantasm (DCC, 187), and Charm Person (DCC, 131)

 

Creating a Wretched

Use the same rules to create a fae that has become tainted and corrupted by the world of Hubris, with the following additions:

  • All Wretched are chaotic (evil).
  • Their appearance is marred by lank hair, mold, sweat, pus, and despair.
  • Feel free to add some Wizard Corruptions (DCC, pg 116-119) or mutations (pg XX).
  • All have jagged claws (1d6 damage) and needle-like teeth (1d4 damage)
A Wretched Saytr

A Wretched Saytr

 


Hubris Recap, Sessions 10-12- Dead Mutilated Hookers- OOO! Mystery! Into the Corrupted Wizard’s Tower

$
0
0

A few weeks ago I put up a wizard’s tower dungeon that I created (using the one page dungeon format) for my players that I am running through Hubris up on my blog.  This recap will recap what happened to my players in it and the changes that had to be made based on their decisions.

 

 

At the end of the People of the Pit module the characters were saved from impending doom by Yelsa.  In return for her actions she charged the group with a quest: whores were getting cut up and having their innards removed for some dark purpose- find out what it is and stop it.

 

The group returned to Craftsman District and fought and killed some guards that were sent by the magistrate to accuse the group of murdering people by burning down the Exiled Noble Tavern (which was the secret hideout for the resistance group Hammer and Sword.

 

They explored the burnt out ruins of the tavern and found a secret passage leading into the basement.  The place was a mess.  They found three fleshy fleshy egg sacks the size of a man in the Hammer and Swords meeting room.  Upon closer inspection they saw Henry (a leading member of the organization) appear in the egg sack.  They cut him out to find his lower body had been fused together and was now a white pulpy consistency.  The group cut open the other two sacks.  One dislodged a cleric of Yelsa (John’s new character after his Ekrask was killed in People of the Pit) and the other a horrific worm-man creature.

XFilesFlukeman-thumb-330x165-26203

Henry speaks final words, “Magistrate is powerful- not what he seems…” Then dies.  His jaw breaks and a worm-like creature skitters out of his mouth.  Stephen (Murder Machine) steps on the gross thing with his massive armored boot, squashing it.

 

Group loots the hideout for anything that they can use.  They ask Cybil (NPC cleric of Yelsa that Liam has been controlling) if there are any other places in the Craftsman District that are loyal to the Hammer and Sword that they might go and investigate what is happening to the whores in the area- she suggests the Lying Lady.

 

Lying Lady is a well-to-do brothel run by Virginine, the Matron Whore (cleric) of the establishment and her husband.

 

The group is told that 3 girls from the Lying Lady have been killed, three independent girls ran by a pimp, Chirand, have been killed, as have 3 girls in the burned out remains of the Skye District (Sara set fire to the district in the first session- thank you carousing table!).
While there the red star in the sky blazed (this is a gateway to Carcosa that my players opened) and several blue, yellow, and one purple man appeared and began attacking anyone in sight.  The group killed them all and Liam got a blaster rifle off of the purple man.

 

The group explored the area- threatening Chirand and poking around.  Eventually they made their way to the Skye District and heard rumors of an area of the district where people were avoiding.  It was in the north western corner.

 

They found a three story house with a strange purple light issuing from the roof.  Stephen (now playing a druid) changed into a hawk to fly up and investigate.  He saw a dark figure in front of a large purple fire- squawked- and fled back to the safety of his group.

 

Into the Wizard’s Tower

Ritual Magic

Here I will just go room by room, in the order that the group investigated, giving a brief recap of what happened.

1- Entrance- Lisa (thief) opens the front door- hit with poison needle- dies.  John beseeches Yelsa to heal her and Lisa survives.1

 

3- Great Hall- Group has a vicious fight with the ghoul and three zombies.  Several PC’s are dropped to zero HP.  Group wanders into 2A and 2B.

 

2A-Supply Closet- Group loots what they can.

 

2B- Kitchen- Group fights the cook zombie- Liam kills it in one hit.  Find the beef stew mold and flee (very brave) and wait for it to come in the great hall.  Liam lights his great sword on fire and stabs the stew, killing it!

 

Group decides to bar themselves in room 1 and make camp.

 

Aside: I had not planned on the group getting so badly hurt in room 3 or deciding to make camp.  My original idea was that the group would arrive on the rooftop while the wizard is casting a ritual and they would have a few rounds to attempt to stop it before the wizard tears open a hole to the Void and releases a bunch of horrors.  However that can no longer be the case.  I had to change things up a bit.  The overall plot is that the wizard had a fake page of the Book of Vile Darkness and it had taken over his mind- commanding him to do this ritual and that it would end badly if he cast it.  Now I had to go with the ritual DID happen- and he released thirty three horrors into Hubris.  This all feeds into a larger plot that I have constructed with the Book of Vile Darkness.

 

So the group sleeps and they hear terrible noises all night.  They hear scratching and croaking coming from room 3.  They wake up- go back to the Skye District and beg people to aid them.  Each of them gets 1-3 followers.

 

Group heads back into the tower and open the door to room three.  It’s now covered in a thick mist that is at knee level.  Fletch (shadowdancer) goes inside and is attacked by an anthropomorphic frog demon.  Fletch is dropped pretty quickly. Nearly all of the newly recruited minions fail their morale check in the face of this horror and are frozen with fear or running back outside.

 

After a ferocious battle the frog demon is killed and the group decided to investigate the basement.

 

13 Altar of Perversion- When the group saw the altar they went back upstairs and threw chairs into the blood, dumped oil on them, and lit the whole thing on fire.  Then they went to 14.

 

14- Family Sarcophagus- Here they fought the ghoul, but were convinced it was a vampire and dragged its body outside and when it didn’t burn, lit it on fire, screaming “Death to the vampire.”

ghoul

15- Hidden Idol- The group never found this room due to room 13 filling up with smoke.  Shame shame.

 

4- Study- The group then went up to the study and began exploring.  Nate’s red shirt found the treasure chest in the fireplace and critically failed his save against the trap.  The needle hit the red shirt in the eye and caused his brains to blow out the back of his head!  Epic death in the room #1.

 

Stephen (Druid) decided it would be a good idea for he and his red shirt to pick up the heavy ornate couch and throw it at the door leading to room 6.  When they picked up the couch the red shirt critically failed his roll and fell.  I had Stephen roll a strength check, which he failed.  So he dropped the couch on his poor red shirt’s head- squashing it like a bug.  Epic death in the room #2.

 

5- Wizard’s Room- Liam guessed the riddle really quickly and they began searching the room.  Chuck getting clobbered by the wardrobe and Nate (Murder Machine) killing it in one hit.  Stephen was obsessed with the wardrobe and kept searching it for secret passages- a few Narnia jokes were told.  Chuck (Half Demon) found a spell scroll and wet his pants.

 

6- Hallway- It’s a hallway.

 

7- Scribes Room- The fight with the vomiting conjoined twins was pretty vicious.  Fletch (Shadowdancer) and Lisa (Thief) were downed, but survived.  The fight was also hard due to the tight confines of the hallway and having a murder machine blocking the doorway.  Eventually the creature was killed.

8- Grand Library- The group found the slug monster (I had decided early on to get rid of the other creatures in this room) and fought that- taking a bit of damage- but dispatching it easily.

 

The group decided to make camp here and rest and search the library.  I used the book rules from Vornheim to generate the books each person found.

 

Change in the plan- with the group deciding to make camp again and making racket in the library I decided to have the corrupted demon wizard come find them.  He burst through the door right after the slug head thing fight and immediately cast magic missile (+5 casting roll).  He threw 4 missiles at a d6+1 damage.  Dropping poor Fletch and seriously wounding 3 others.

Demon-Wallpaper

The group then got 4 criticals in a row: two of which were kidney shots and stunned the demon for 1 round.  While the players then had not so great rolls in those two rounds- that was two rounds that they weren’t taking damage.

I believe that Lisa and John were both dropped in this fight, but it may only have been one of them.

 

Liam pulled out his blaster rifle and began taking pot shots at the demon and with his last shot, scored a critical and killed the bastard.

 

Emerging from his corpse was a small imp that said he was imprisoned in the pathetic mortals body after the tear into the Void was opened, releasing the horrors.  He asked if they would be his friend.  I know some of my players were hesitant, but Liam and Stephen jumped right in.

 

The Aftermath- See below.

 

9- Dark Hallway- The group didn’t discover the secret passage.

 

10- Sarcophagus of the Mother- The group didn’t discover the secret passage.

 

11- Door to Roof- Group didn’t need to go here.

 

12- Roof- Group didn’t need to go here.

 

The Aftermath- After the fight Yelsa appeared before them and offered congratulations on their completion of the task.  She then granted each a small boon of their asking.

 

Fletch asked to be cured of a curse he got because Nate flashed a unicorn horn at him.

Chuck asked for a new spell to hurt his enemies.  He got a level 1 and level 2 spell.

John got a blessed artifact of Yelsa.

Liam wanted nothing but to be in her service.  He is granted a favor later.

Nate got a magic ring that has a chance to transfer physical damage done to him to a random target.

Lisa got a demonic weapon.

Stephen got a golden seed.

 

I gave out more magic items than I normally do, but all of them are in my Hubris setting and allows me to test them before I publish the book.  So that is a boon!

 

This was a fun couple of sessions!  I told the group that next session I am turning them loose on Fairweather (as we’ve been doing mostly adventure modules and dungeon dives and they haven’t had time to explore and just have fun with their characters).  There is also several plot hooks that they can investigate.  I also suggested that they have a planning conversation as some have expressed interest in going to some of the other territories in Hubris.  We’ll see how it goes.

 


The Catacombs Under the Red Monastery- Feel free to steal this map

$
0
0

First off…. to my players- GO AWAY!  No PEAKING!

During the last session my players decided to set their sights on the Plague Doctors of the Scarlet Veil.  These mad men have been using the metalphage plague as an excuse to round up both healthy and ill people to use as test subjects in their experiments.

A Plague Doctor of the Scarlet Veil

A Plague Doctor of the Scarlet Veil

 

Stats for plague doctor from the Hubris bestiary:

Plague Doctor: Init +3; Atk pistol +4 ranged (2d8- take higher of two), shortsword +2 melee (1d6), staff +2 melee (1d6), bomb +4 ranged (1d8); AC 14; HD 3d6; MV 30’; Act 1d20 plus X; SP bomb, mask; SV Fort +2, Ref +2, Will +4; AL L.

The Plague Doctors of the Scarlet Veil gather in the Red Monastery to the north of Fairweather and conduct horrible experiments on any subject they can get their hands on.  The executive powers granted by King Ithis the Bulge to find a cure for the Metalphage plague ravaging Fairweather has given the plague doctors an ample supply of test subjects for their horrific experiments.  The distinct appearance of the plague doctors makes them easily recognizable; a long crimson trench coat, black brim hat, black, thick black leather gloves and boot, and bird-like plague mask.

In combat plague doctors use their pistol or throw their bomb before using their staff or shortsword.  A plague doctor always has 2d2 alchemist items (pg XX) on their personage.  While wearing their mask, a plague doctor is immune to any gas effects.

For every 10 plague doctors there is a level 1 alchemist.  For every 50 plague doctors there is a level 1d3 wizard.

 

This will be a large assault that needs quite a bit of planning.  There are several plot hooks and things that will be revealed here- also IF the players succeed in taking down this organization, it’ll have a huge impact on the campaign (hell- even if they don’t succeed it’ll have a huge impact on the campaign).

 

I found a cool old map and am using that as the overview map.  It’s not quite finished yet, but I’ll plop it up here.

Overview of the Red Monestary

Overview of the Red Monestary

 

I’ll flush this out and once it’s done, I’ll plop it up.  Most of the locations won’t have/need maps as they will be one/two room areas- and everything I need to know can be put on this sheet.  However Aedificium (main research area) will be mapped out and there will be an access point into some small catacombs in the basement.  I found a really cool picture and wanted to use that as the dungeon map (I picked this method up from Zak S over at Playing D&D With Pornstars).

So feel free to use this map, ignore it, or mock it as you see fit.  This uses DCC ruleset.

Catacombs of the Red Monestery

 


The Wild Mage DCCified

$
0
0

I thought this would be a fun to DCCify.  Enjoy.

 

Wild Mage

Wild Mage 1

The energies of chaos course through your veins, giving you a euphoric sense of power and purpose.  The raging cacophony of sound is a symphony to your ears.  Rather than careful and predicted studies of magic which the boring and foolish wizards proclaim as the best and only method of wielding the arcane arts, you plunge recklessly into them shaping and molding them in a way rarely seen.  You fling spells with little regard for who they help or hinder, solely concerned about your own safety and basking in your superior use of magic.

 

Hit Points: A wild mage gains 1d4 HP per level.

 

Weapon Training: A wild mage is proficient with a crossbow, dagger, dart, shortsword, sling, spear, and staff.  A wild mage rarely wears armor as it hinders their ability to cast spells.

 

Alignment: Wild mages do not fear the madness or unpredictability of chaos, but rather embrace it; shirking the confines of law or apathy of neutrality.

 

Spell Casting: A wild mage does not spend their time reading through scrolls and tomes like their stodgy wizard counterparts; instead they harness the chaotic energies of magic and unleash them, regardless of the effect.

Wild Mage 3

When a wild mage attempts cast a spell they declare which spell they are striving for; the Judge makes a secret Luck roll to see if the wild mage is successful.  If the Luck roll is unsuccessful the Judge rolls to see which spell the wild mage is actually casting.  As a wild mage gains the ability to cast higher level spells they Judge will need to roll to see what level of spell the wild mage is casting (IE- if a wild mage can cast up to third level spells and fails the luck roll the Judge will roll a 1d3 to see spell level, then roll to see what spell is being cast).  The wild mage then rolls a spell check (d20 + level + Luck modifier + Personality modifier).

 

Mercurial Effect: Each time a wild mage casts a spell they consult the Mercurial Magic section (DCC, pg 110-15).

 

Familiar: A wild mage begins with a familiar at level 1.  Roll 1d3 for Familiar Type: 1) Demonic; 2) Focal; 3) Arcane.  Finish generating the familiar per the DCC rules pg 316-319.

 

Luck: A wild mage is able to permanently burn a point of Luck to successfully choose the spell they desire to cast.  Doing this also allows for a normal manifestation of the spell per the spell’s description.

 

Caster Level: The caster level of a wild mage is equal to their level.

 

Languages: A wild mage begins at level 1 knowing common.

 

Wild Mage 2

Gun Mage
Level Attack Crit Die/Table Action Dice Max Spell Level Ref Fort Will
1 +0 1d6/I 1d20 1 +1 +0 +1
2 +1 1d6/I 1d20 2 +1 +0 +1
3 +1 1d8/I 1d20 2 +1 +1 +2
4 +1 1d8/I 1d20 3 +2 +1 +2
5 +2 1d10/I 1d20+1d14 3 +2 +1 +3
6 +2 1d10/I 1d20+1d16 4 +2 +2 +4
7 +3 1d12/I 1d20+1d16 4 +3 +2 +4
8 +3 1d12/I 1d20+1d20 5 +3 +2 +5
9 +4 1d14/I 1d20+1d20 5 +3 +3 +5
10 +4 1d14/I 1d20+1d20+1d14 5 +4 +3 +6

 


Drunken Monk Class- DCCified!

$
0
0

Drunken Monk

 

First I gotta give major props to Jeremy Deram for his monk class.  I took his wording for Dual Fisted and inspiration from his post, for things like the Drunken Monk AC and the unarmed attack modifier.  Thanks Jeremy for the awesome class!
Drunken Monk

You live in filth and the excess of drink; often waking up not remembering the events of the previous night, or how you ended up in a ditch.  You know there is courage and happiness in the bottom of a bottle and joyfully go searching for it every night.  While your stoic and “pure” brethren shun you for your weakness and lack of discipline, you laugh, sing, and whore the night away!

You know a good punch to some loud mouth’s stupid face is gonna hurt just as bad whether you’re sober or drunk, so why not have fun?  And when idiots do come looking for a beat down your friends “thunder” and “lightning” are more than read to open up a can of whoop ass and bring the pain.

Hit Points: A drunken monk gains 1d8 HP per level.

Weapon Training: A drunken monk is trained in the following weapons: bola, darts, javelin, polearm, sling, and staff.

Alignment: A drunken monk revels in fun, excitement, and the thrill of a good fight.  All drunken monks are chaotic in alignment.

Lack of Armor: A drunken monk may not wear any armor as it hinders his ability to dodge, weave and stagger.  To calculate a drunken monk’s AC add 10 + Agility Modifier + ½ level (round down).  A monk loses this if they wear any armor.  A drunken monk’s fumble die is a d10.

Dual fisted: When fighting unarmed, monks may treat their agility as 16 for the purposes of making multiple attacks per round. As the monk becomes more experienced, he can deal more damage with these attacks.

Improvised Weapons: Sometimes when fists start flying in the bar so do chairs, tables, tankards, and bottles.  A drunken monk is able to use any of these with great efficiency. A drunken monk wielding an improvised weapon deals their unarmed damage plus an additional 1d4 points.  If a drunken monk rolls a 1, the weapon breaks (this is in addition to any thing rolled on the fumble table).

Kidney Shot: A drunken monk knows how to fight dirty and is not afraid to let his opponent feel the pain.  A drunken monk is able to make a single unarmed attack to a creature’s kidneys at a -2 to their attack roll.  If successful the creature must succeed a Fort save (DC 10+drunken monk level).  If the creature fails they are stunned for 1d3 rounds from the pain, but are not considered helpless.  They also suffer 1 point of damage per round for the duration +1 round from their kidneys bleeding a little.

Drink Like a Demon: A drunken monk handles alcohol differently than normal people.  Every hour a drunken monk is able to pound a tankard of ale, a bottle of wine, or a couple shots of liquor and become invigorated.  When under the effects of alcohol a drunken monk ignores 2 point of damage and makes all attack and physical rolls (including Fort saves) at a d24 (if using both fists attack is increased from a d16 to a d20).

Fire Breath: A drunken monk can spew forth some of the alcohol from his gut (as long as he is under the effect of Drink Like a Demon) and ignite it with a match or torch.  Any target in a 15’ cone takes 3d8 damage and have a 1-in-6 chance to catch on fire (Reflex save or take DC 10+drunken monk level for half damage).  Using Fire Breath ends the effects of Drink Like a Demon.

Black Out: Every night that you drink you lose 20% of your money.  You may wake up with some “fun” new items that you don’t remember purchasing.

Delirium Tremens: A drunken monk’s system is so dependent on alcohol that when not under its effects they suffer massive withdrawls.   If a drunken monk goes 24 hours without consuming alcohol they make all rolls one step lower on the die ladder.  Each 24 hours without alcohol causes the drunken monk to make rolls another step lower on the die ladder until they get a snoot full (IE- 3 days- all rolls are at a d12).  The first drink does not count towards Drink Like a Demon, but rather just reinvigorating the now dry monk.

drunken-master4

Languages: A drunken monk starts out knowing common and bad common.

 

  Drunken Monk
Level Attack Crit Die/Table* Action Die Unarmed Damage Ref Fort Will
1 +1 1d8/III 1d20 d6 +1 +1 +1
2 +2 1d8/III 1d20 d6 +1 +1 +1
3 +3 1d10/III 1d20 d8 +2 +1 +2
4 +4 1d10/III 1d20 d8 +2 +2 +2
5 +5 1d12/III 1d20 d10 +3 +3 +2
6 +6 1d12/III 1d20+1d14 d10 +3 +3 +2
7 +7 1d14/III 1d20+1d16 d12 +4 +3 +3
8 +8 1d14/III 1d20+1d20 2d6 +4 +4 +3
9 +9 1d16/III 1d20+1d20 2d7 +5 +4 +3
10 +10 1d16/III 1d20+1d20 2d8 +5 +4 +4

 

Drunken Monk
Level Title by Alignment
Chaotic
1 Alcoholic
2 Lush
3 Boozer
4 Soused fighter
5 Bar Legend


That Special Table for When Your Player Says They Do Nothing…

$
0
0

Man Standing in a Corner

 

 

Every so often you get a player that says, “I don’t know…” or “I don’t do anything…” when you turn them loose in a city and ask them what they do…  That can be frustrating and a little demotivating, but whatever!  As GMs we carry on…  We persevere!  And now here is a table to roll on when you’re players are being difficult.

 

You do NOTHING?!… Ok…
Roll 1d20 Result
1 You clean under your fingernails.
2 You are awkward and create an uncomfortable silence around you.
3 You breathe in deep and invent the sport “dust catching”.
4 You walk to a corner and stand facing it, channeling your inner-child.
5 You drum your fingers on a countertop, completely off-beat and annoying.
6 You are bored and start stating the obvious to people around you (IE- “boy it’s hot…”, or “cloudy today.” Etc.).
7 You prepare to file your taxes.
8 You are excited about the new commemorative stamp that is soon to be released and can’t be bothered about anything else.
9 You plan your meals for the next 1d7 days… it’s an involved process.
10 You watch the paint on the wall.
11 A fly buzzes around and annoys you… You must catch it… or else…  Oddly enough, no one else sees the fly.
12 You floss you teeth… You have healthy gums… good for you.
13 You go sit on a park bench, utterly lonely… why won’t anyone talk to you?
14 You sigh a lot while others go have fun.
15 You make sculptures out of your food… it means something.
16 You play a game of solitaire… at the same table people are playing poker.
17 You stop and smell the roses… pansy.
18 You watch others have fun.
19 You organize your sock drawer.
20 You take in a show… it wasn’t very good.

 

Stamp collection


The Magical Item Alphabet!! A- The Archmage’s Bracelet

$
0
0

This kicks off a series of posts that will travel through the magical and wondrous land of the alphabet and magical items I created just for the hell of it.  Feel free to use these or mock me.  Enjoy!

The Archmage’s Bracelet- This bracelet of silver and gold is lined with three small gems: an opal, tiger’s eye, and ruby.  It is the said that the bracelet was enchanted in three rituals; one of blood and pain, the other of compassion and love; and the final of death and rebirth.  The great archmage Antigus is believed to have crafted this bracelet over 1,000 ago and was passed down the line from family member to family member until the line died out 300 years ago, due to an error of judgment where the then current head made a deal with a demon.

Archmage Bracelet

The bracelet has now flitted in and out of history, reappearing and here and there and disappearing as quickly.

If an arcane caster is wearing the bracelet, they receive +5 to their spellchecks (if applicable to chosen rules).

To determine the powers of the stones roll 1d6 and consult the chart.

Opal

  1. Cast light spell (Wizard, lvl 1) 3/day.
  2. Become ethereal 1/day for 1 hour.
  3. Cast Fly (Wizard, lvl 3) 1/day.
  4. Be healed for 3d8+1 1/day.
  5. Cast Invisibility (Wizard, lvl 2) 2/day.
  6. Store up to 3 spell levels.

Tiger’s Eye

  1. Be able to breathe in any environment for 1 hour 1/day.
  2. Scry anywhere in the world by thinking about it 1/day.
  3. Cast See Invisibility (Wizard, lvl 2) 3/day.
  4. Cast Charm Person (Wizard, lvl 1) 3/day.
  5. Become an intelligent Gelatinous Cube for 10 min 1/day.
  6. Summon a dire tiger companion.  Once the companion is killed this ability cannot be used for 1 year.

Ruby

  1. Cast fireball (Wizard, lvl 3) 1/day.
  2. Immune to all fire damage for 10 min, 2/day.
  3. Fire elementals will not attack you unless you provoke them.
  4. Teleport up to 5 miles away 1/day (must have visited location previously).
  5. Speak with Dead (Cleric, lvl 3) 2/week.
  6. Cast Resurrection (Cleric, lvl 7) 1/year.

The Magic Item Alphabet!! B- The Bones

$
0
0

I continue the journey down the magical item alphabet yellow brick road!  Today we hit up B!

 

The Bones- Crafted from the bones of the legendary golden juju bird and bathed in the blood of a child, sacrificed under the full moon to the great mother, these bones have the ability to allow the user to roll them and seek guidance from the spirits.  Once per day the user can ask three questions of the bones.  These can be yes or no questions or seek insight on the outcome of an event or action.

The Bones

If the user is seeking answers to an event, mechanically this allows them to reroll one failed attack, save, or skill check.

The bones also act as a talisman against skeletons and ghosts.  These creatures suffer -2 to attacks and saves while within 10’ of the Bones.

Once per day the owner can throw the bones at a skeleton.  Roll 1d6:

  1. The skeleton must succeed a DC 15 Constitution save or be destroyed.
  2. The skeleton must succeed a DC 15 Constitution save or burst apart into 1d100 tiny skeletons that serve the owner for 2d4 rounds before crumbling to dust (1 HP, +1 attack, 1d2 damage, AC 15).
  3. The skeleton becomes petrified (no save).
  4. The skeleton and any undead within 15′ must make a DC 15 Wisdom save or be turned as if by a cleric.
  5. The skeleton turns blue and on the next round releases 1d6 arcs of lighting at any enemy in the area (+5 attack, 2d10 damage).
  6. Roll the d6 again- if another 6 is rolled the skeleton reveals one secret of the afterlife, and then dies.  If a 6 is not rolled, the skeleton does a jig for 2d6 rounds (during which time it cannot be stopped or take any damage), and the bones separate and clatter to the ground.  Piano music is heard faintly as the bones fall into a pile.

The Magical Item Alphabet!! C- The Crocodile’s Maw Mace

$
0
0

Over the hill and through the woods…  Today C has manifested.

 

Crocodile’s Maw Mace- The crocodile, Leatherback, terrorized a village near the banks of the river Pyatt, eating over 15 villagers who worked down near the river for food and farming.  Eventually the beast was killed and his huge maw was fired in a kiln, strengthening it to make it harder than steel.

Crocodile Maw Mace

This two handed mace does 2d6 damage and on a critical success the maw opens and bites the target, doing an additional 2d4 damage.  The target then bleeds 1 HP per round until magically healed.

Once per day the user can cause Leatherback to vomit up pieces of the victims he consumed in a 15′ cone.  Those in the area must make a DC 15 Dexterity save or be knocked prone.  They also must make a DC 20 Constitution save or become sickened, suffering -2 to all rolls for 2d4 rounds.  Undead and mindless creatures are immune to the sickened effect.

Zombies cannot be sickened but will become frenzied (no save) and attack the bits of blood and flesh covering the ground.  They cannot act and will consume it at a rapid rate for 1d4 rounds.


The Magical Item Alphabet!! D- The Demon’s Ring

$
0
0

Today we ponder the nuances of the letter D, delving deeper into the decadent darkness…

 

The Demon’s Ring- This silver ring has been crafted to resemble fangs that circle the wearer’s finger, capped with a jagged pieces of onyx at the top.  The wearer of the ring gains a D/R of 5 against fire and can now speak and understand Abysal/Infernal.  The wearer’s alignment is considered Chaotic evil while the ring is on.

Demon Ring

The wearer also gains the ability to (roll 1d8):

  1. Summon a Type I demon 2/day.
  2. Grow batwings and fly 30’ rnd.  These wings transform into a leathery cloak when not in use.
  3. Cast Wall of Fire (Wizard, lvl 4) 1/day.
  4. Summon a Type II demon 1/day.
  5. Gain additional DR 5/silver.
  6. Skin thickens and gain +4 natural AC.
  7. Grow black jagged claws that do 2d4 damage (ignores almost all DR).
  8. Cast Contagion (Wizard, lvl 4) 1/day.

Viewing all 645 articles
Browse latest View live