So with the new year on the horizon I have got some big news. I will be taking on an exciting new job with a lot of new opportunities provided. This will however bring an end to my current S&W group that I have been running for about a year and a half. We stopped at a pretty good point and no one is terribly upset and every one is very happy for my chance to expand on my career.
With that said I am now focusing more of my creative energy on a fantasy based coop card game that it may never see the light of day beyond my play test prototype but should be fun non the less. It will be taking what I feel are the best aspects of adventure card games and expanding on it with my own take. Any one who wants to get into brainstorming ideas are welcome to ping me.
I will look to put together a new gaming group once I get settled in and have a better idea what my schedule will be like. I have several friendly local gaming shops that I want to spend more time at and get to know the players there better. I will also be continuing to create as much free OSR goodies as I can for all of you and perhaps even a book or two that i've been brewing may eventually get finished and available through lulu and drivethru.
So happy new year to every one in the OSR and here is to 2016, a year of change that I hope is good for every one.
Home of the Tales of Aeril fantasy campaign. You will find rules, tools, monsters, random tables and more that I either use or created for use with old school style D&D.
Wednesday, December 30, 2015
Friday, December 18, 2015
The Quiet Furnace
The last of the colored monsters from the unforgiving blast furnaces and forges, the red aligned quiet furnace.
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The Quiet Furnace
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Fallen Ferromancer
Hit Dice: 1HD (4)
AC: 6 (13)
Attacks: corrupted rockshot 3 (treat like darts 1d3)
Save: 17
Special: infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30
Former mages specializing in earth magic, they now serve phyrexia launching shards of rocks as a simple artillery unit. They may make up to 3 shots of rocks for 1d3 infected damage each.
MoltenSteel Dragon
Hit Dice: 4HD (16)
AC: 3 (16)
Attacks: 2 claws (1d6+1) and bite (1d8+1) or breath attack
Save: 13
Special: breath weapon, flying
Move: 9/ 15(flying)
Alignment: Chaos
Challenge Level/XP: 6/400
Constructed in the likeness of dragons these machines of war tower over their foes breathing a line of molten steel 60ft long. Those who fail their save take 8 points of damage, then 4 damage again for the next 2 rounds as it burns its way through armor.
Razor Swine
Hit Dice: 1HD+6 (10)
AC: 5 (14)
Attacks: bite (1d8)
Save: 17
Special: infect, First strike, razor barbs
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120
The razor swine is a massive warthog covered in serrated barbed armor across its entire body. Any hit against it with a melee weapon causes the attacker to take 1d4 damage from the barbs.
Slash Panther
Hit Dice: 2HD+2 (10)
AC: 6 (13)
Attacks: 2 claws (1d6+1) or bite (1d8+1)
Save: 16
Special: Haste
Move: 18
Alignment: Chaos
Challenge Level/XP: 4/120
Created with speed and savagery in mind, the slash panther is incredibly fast capable of leaping onto prey and slaying it before they even knew it was there. If it hits with both claws it can automatically bite. Due to its hasted nature it can either attack 4 times with its claws in a flurry of slahes or go for the throat twice with its bite.
Urabrask the Hidden
Hit Dice: 4HD+8 (24)
AC: 1 (18)
Attacks: 2 claws (1d6+1) or bite (1d8+1)
Save: 13
Special: Temporal Aura(40ft)
Move: 20
Alignment: Chaos
Challenge Level/XP: 9/1,100
The leader of the forge sector and the most independent of thought of the thanes, Urabask is also the quickest to anger and does not tolerate nonsense. His temporal aura gives all allies in a 40ft radius haste while foes within the same radius must make a save or be under a slow spell (1/2 move and attack speed) while in the radius and 3 turns (30 minutes) after leaving.
Chancellor of the Forge
Hit Dice: 5HD+4 (24)
AC: 3 (16)
Attacks: Heavy Fists (1d8+2)
Save: 12
Special: Gate (10ft)
Move: 9
Alignment: Chaos
Challenge Level/XP: 7/600
Massive giants of metal and flesh the chancellors wade into combat with abandon. Unique is there ability to summon Converted goblins in front all allies within 10ft usable once per day. This allows them to create decoys or shock troops in the blink of an eye.
Converted Goblin
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: claws or basic weapon (1d6)
Save: 17
Special: None
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15
Furnace Scamp
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite (1d6)
Save: 17
Special: Self immolation
Move: 10
Alignment: Chaos
Challenge Level/XP: 3/60
Furnace Scamps are nearly dog-like in form being about twice the size with a hard carapace of metal and a endless hunger for more metal. When facing a superior opponent they will latch on with their massive mouths and then explode in a roar of fire and metal dealing 1d10 damage(no save) and to all those who are in 10ft (save for half).
Ogre Menial
Hit Dice: 4HD (16)
AC: 5 (14)
Attacks: Lead fist (1d8+2) and bite (1d6+2)
Save: 13
Special: Infect, breath of rage
Move: 9
Alignment: Chaos
Challenge Level/XP: 7/600
Natural berserkers the Ogre Menial goes into combat swinging hard with lead covered iron fists and a nasty bite. They can breath out a sickening oily smoke that causes all (friend and foe alike) in a 20ft radius centred on the ogre to make a save or become enraged (+2 to attack and damage, +2[-2] AC, unable to concentrate to cast spells or use ranged attack, must enter melee the nearest living creature) for 1d6 rounds. The ogre automatically fails this save and will automatically become enraged.
Slag Fiend
Hit Dice: 5HD+2 (22)
AC: 4 (15)
Attacks: 4 chains (1d4+1) or 2 claws (1d6+1) and bite (1d6 + 1d4 fire damage)
Save: 12
Special: chain wrap, engulf, spew ash
Move: 6
Alignment: Chaos
Challenge Level/XP: 9/1,100
Slow moving they may be slag fiends are walking furnaces of annihilation. They devour everything organic or metal, constantly dripping burning slag and ash from their massive maws. Once every 4 rounds they can spew forth this ash in a 15 ft cone that deals 1d6 damage and those who fail their save are blinded for 1d4+1 rounds. When attacking with its chains if it hits with 2 or more of them the opponent must make a strength check (-2 str for each chain that hit to a max of -8) or automatically getting dragged into its furnace taking 2d6 damage a round. It will keep its maw clamped shut unless it takes 15+ damage in a single round of combat or some way of extinguishing its extreme flames is found.
Invader Parasite
Hit Dice: 2HD+2 (18)
AC: 3 (16)
Attacks: bite (1d6+1)
Save: 16
Special: Petrifying bite, cause earthquake, flying
Move: 2/(9 flying)
Alignment: Chaos
Challenge Level/XP: 6/400
Looking like extremely large mosquitoes the invader parasite is a plague to man and land. Those who suffer the bite of the invader parasite must make a save(+2 bonus) else they become petrified. When a group of 6 of these come together then can stick their proboscises into the ground and begin vibrating their wings at a rapid rate creating a sort of jack hammer effect. If this continues undisturbed for 3 turns(30 minutes) they create an effect equivalent to a earthquake spell.
================================
The Quiet Furnace
================================
Fallen Ferromancer
Hit Dice: 1HD (4)
AC: 6 (13)
Attacks: corrupted rockshot 3 (treat like darts 1d3)
Save: 17
Special: infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30
Former mages specializing in earth magic, they now serve phyrexia launching shards of rocks as a simple artillery unit. They may make up to 3 shots of rocks for 1d3 infected damage each.
MoltenSteel Dragon
Hit Dice: 4HD (16)
AC: 3 (16)
Attacks: 2 claws (1d6+1) and bite (1d8+1) or breath attack
Save: 13
Special: breath weapon, flying
Move: 9/ 15(flying)
Alignment: Chaos
Challenge Level/XP: 6/400
Constructed in the likeness of dragons these machines of war tower over their foes breathing a line of molten steel 60ft long. Those who fail their save take 8 points of damage, then 4 damage again for the next 2 rounds as it burns its way through armor.
Razor Swine
Hit Dice: 1HD+6 (10)
AC: 5 (14)
Attacks: bite (1d8)
Save: 17
Special: infect, First strike, razor barbs
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120
The razor swine is a massive warthog covered in serrated barbed armor across its entire body. Any hit against it with a melee weapon causes the attacker to take 1d4 damage from the barbs.
Slash Panther
Hit Dice: 2HD+2 (10)
AC: 6 (13)
Attacks: 2 claws (1d6+1) or bite (1d8+1)
Save: 16
Special: Haste
Move: 18
Alignment: Chaos
Challenge Level/XP: 4/120
Created with speed and savagery in mind, the slash panther is incredibly fast capable of leaping onto prey and slaying it before they even knew it was there. If it hits with both claws it can automatically bite. Due to its hasted nature it can either attack 4 times with its claws in a flurry of slahes or go for the throat twice with its bite.
Urabrask the Hidden
Hit Dice: 4HD+8 (24)
AC: 1 (18)
Attacks: 2 claws (1d6+1) or bite (1d8+1)
Save: 13
Special: Temporal Aura(40ft)
Move: 20
Alignment: Chaos
Challenge Level/XP: 9/1,100
The leader of the forge sector and the most independent of thought of the thanes, Urabask is also the quickest to anger and does not tolerate nonsense. His temporal aura gives all allies in a 40ft radius haste while foes within the same radius must make a save or be under a slow spell (1/2 move and attack speed) while in the radius and 3 turns (30 minutes) after leaving.
Chancellor of the Forge
Hit Dice: 5HD+4 (24)
AC: 3 (16)
Attacks: Heavy Fists (1d8+2)
Save: 12
Special: Gate (10ft)
Move: 9
Alignment: Chaos
Challenge Level/XP: 7/600
Massive giants of metal and flesh the chancellors wade into combat with abandon. Unique is there ability to summon Converted goblins in front all allies within 10ft usable once per day. This allows them to create decoys or shock troops in the blink of an eye.
Converted Goblin
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: claws or basic weapon (1d6)
Save: 17
Special: None
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15
Furnace Scamp
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite (1d6)
Save: 17
Special: Self immolation
Move: 10
Alignment: Chaos
Challenge Level/XP: 3/60
Furnace Scamps are nearly dog-like in form being about twice the size with a hard carapace of metal and a endless hunger for more metal. When facing a superior opponent they will latch on with their massive mouths and then explode in a roar of fire and metal dealing 1d10 damage(no save) and to all those who are in 10ft (save for half).
Ogre Menial
Hit Dice: 4HD (16)
AC: 5 (14)
Attacks: Lead fist (1d8+2) and bite (1d6+2)
Save: 13
Special: Infect, breath of rage
Move: 9
Alignment: Chaos
Challenge Level/XP: 7/600
Natural berserkers the Ogre Menial goes into combat swinging hard with lead covered iron fists and a nasty bite. They can breath out a sickening oily smoke that causes all (friend and foe alike) in a 20ft radius centred on the ogre to make a save or become enraged (+2 to attack and damage, +2[-2] AC, unable to concentrate to cast spells or use ranged attack, must enter melee the nearest living creature) for 1d6 rounds. The ogre automatically fails this save and will automatically become enraged.
Slag Fiend
Hit Dice: 5HD+2 (22)
AC: 4 (15)
Attacks: 4 chains (1d4+1) or 2 claws (1d6+1) and bite (1d6 + 1d4 fire damage)
Save: 12
Special: chain wrap, engulf, spew ash
Move: 6
Alignment: Chaos
Challenge Level/XP: 9/1,100
Slow moving they may be slag fiends are walking furnaces of annihilation. They devour everything organic or metal, constantly dripping burning slag and ash from their massive maws. Once every 4 rounds they can spew forth this ash in a 15 ft cone that deals 1d6 damage and those who fail their save are blinded for 1d4+1 rounds. When attacking with its chains if it hits with 2 or more of them the opponent must make a strength check (-2 str for each chain that hit to a max of -8) or automatically getting dragged into its furnace taking 2d6 damage a round. It will keep its maw clamped shut unless it takes 15+ damage in a single round of combat or some way of extinguishing its extreme flames is found.
Invader Parasite
Hit Dice: 2HD+2 (18)
AC: 3 (16)
Attacks: bite (1d6+1)
Save: 16
Special: Petrifying bite, cause earthquake, flying
Move: 2/(9 flying)
Alignment: Chaos
Challenge Level/XP: 6/400
Looking like extremely large mosquitoes the invader parasite is a plague to man and land. Those who suffer the bite of the invader parasite must make a save(+2 bonus) else they become petrified. When a group of 6 of these come together then can stick their proboscises into the ground and begin vibrating their wings at a rapid rate creating a sort of jack hammer effect. If this continues undisturbed for 3 turns(30 minutes) they create an effect equivalent to a earthquake spell.
Thursday, December 17, 2015
Arctic Undead: Glacial Shard Skeletons
Created to be a more effective shock trooper, the glacial shard skeleton is created during a blizzard, the terrible winds and freezing snow forming long, hard, and incredibly sharp spines and shards across its entire skeletal form. They roam the frozen wastelands in groups on a eternal duty to guard against the living until summoned by their master to wage terrible war.
Glacial Shard Skeletons: +1 HD, +2 AC, 2 claw attacks for 1d6+2 damage each. Those using unarmed and natural attacks take 1d4 damage from the razor sharp ice shards covering its body. On death it explodes in a volley of bone fragments and razor sharp shards of ice for 1d10 damage (save for half) in a 10ft radius.
Tuesday, December 15, 2015
Arctic Undead: Rimetouched Zombies
In the frozen wastelands of northern Aeril, Horgroth the ice baron has been toiling away searching for an artifact of devastating power that brought upon the never ending winter. Horgroth has developed over the years variations of the animation spells to infuse a corpse with negative energy and the harsh unforgiving nature of the arctic cold.
The rimetouched zombie is one such creation Horgroth has created and perfected a new hulking horror to stalk the cold barren wasteland. A rimetouched moves at a persistant march not extremely slow but also not quick, as if it knows it will eventually reach its intended prey. When they begin to close in for melee they will unleash its breath weapon, a terrible cone of rime infused frost that clings to the flesh doing 1d4 damage and requiring a save or be slowed as pre the spell for 1d4 turns(10-40 minutes). They can use this breath weapon 3 times a day. Once they reach their target a rimetouched will batter its target with its heavy ice covered fists.
Rimetouched Zombie:
Same as a regular zombie short of the following changes below.
+1 HD
Fists do 1d8 +1d4 cold or breath weapon (a cone of frost that does 1d4 damage and save or be slowed as per the spell for 1d4 turns)
Monday, December 14, 2015
The Hydra Cometh
When we last left off the party had just lost the barbarian due to a unfortunate side effect of having ones skull smashed in with a large war club wielded by a gnoll warrior. The group brought his corpse back to the city and left him with the morgue at the temple in the hopes of seeing if they could raise him in the morning. The party awakes and heads down to say goodbye to the druid who has had enough adventuring for a while with the group and wishes to return to life at sea. The group then does a quick check and notices the assassin is gone and so is the flaming sword they found. With no way of reliably tracking him at this time they decide to let it go as they had quite a few things on the agenda that required their attention first.
An old soldier over heard they had made it to the castle and returned. He tells them that he served in the army many decades ago and helped fight off the barbarian invaders. It was believed that the fighter Roghan and wizard Zelligar had buildt the castle as a bastion to prevent further incursions by the barbarian hordes as well as central hub for their adventuring into the wilds in search of a temple holding a long lost artifact of some previous lost god. They did not want some strange terrible artifact getting in the hands of those who would destroy the growing kingdom. No one has seen either of them in over 30 years but it is believed they continued their quest for this artifact and that it may not be too far from the castle they buildt long ago. The group considered the old soldiers story and would look into further in the future.
Before they could get going they however ran into the brother of the fallen dwarf who was traveling with them who died gruesomely at the fangs of a giant spider, and a wandering elven bard who seemed intrigued by their current exploits and wished to join then in their adventures.They went to the temple of Heironeous and met with the high priest, Farn. The priest told them that a miracle of the kind they requested was no small order and where they had never stopped in to the church before now it would require a tithe of 1,000 GP and 300 SP. The group did not quite have this much and looked to their new found silver tongued bard to work out a more reasonable deal. He was able to broker them a deal down to 500GP, 300 SP, and a favor to the church. Farn agreed but to prevent these unknowns from accepting a blessing from the church and not fulfilling their agreement requested they willingly submit to a quest spell to see to it that the archpaladin's will be done. The bard and dwarf only having just met the group and having never even met the barbarian requested that they be left out of this agreement so long as the rest of the group agreed.
Farn indeed felt this was fair, prepared the ritual to bring back their dead friend (who came back to life with 1 less CON), and then proceeded with the quest upon them. There is a old graveyard that has became a target for undead and grave robbers in which they have now been tasked of cleansing in the name of the church. The wolf then collapses nearly on his last legs nearing his last day until his advanced lyme disease takes him and seeing as he would not be able to server the lord of justice in this capacity received healing of his malady free of charge.
The group wanted to see before they went to the graveyard if the mages guild made any headway into reversing the rogues condition from a wolf. The great Jodah and they believe one of their senior members of the guild may be able to dispel the enchantment placed on him. He casts his spell and feels that a curse has been lifted, but not the one that has him changed into a wolf, but the one that changed his alignment nearly a year ago. It is now obvious that only some one or something with strong ties to the natural order can possibly reverse his transformation.
Afterwards they head over to the Aerie of the knights of the wyvern to see if any of the knights had returned. Five of the knights are discussing another portal that had just opened up a a monstrosity made up of multiple heads on long necks but have no faces just nasty maws and a body covered in sickly green skin and metal. The group decides to go with them to stop this thing from destroying a small hamlet to the north. They meet it in battle on the open planes a few miles away from the hamlet and unleash all their ranged attacked and the wyverns deliver some devastating attacks upon it. It becomes apparent that some of the wounds are not as grievous as they first look but the terrible bite attacks of the wyverns and the additional support of the party from afar bring the beast down and it dissolves into a pool of black oily ichor. The wyverns, whose mouths are now stained black by the oil, and their riders head back to the city and they prepare to head to the cemetery.
An old soldier over heard they had made it to the castle and returned. He tells them that he served in the army many decades ago and helped fight off the barbarian invaders. It was believed that the fighter Roghan and wizard Zelligar had buildt the castle as a bastion to prevent further incursions by the barbarian hordes as well as central hub for their adventuring into the wilds in search of a temple holding a long lost artifact of some previous lost god. They did not want some strange terrible artifact getting in the hands of those who would destroy the growing kingdom. No one has seen either of them in over 30 years but it is believed they continued their quest for this artifact and that it may not be too far from the castle they buildt long ago. The group considered the old soldiers story and would look into further in the future.
Before they could get going they however ran into the brother of the fallen dwarf who was traveling with them who died gruesomely at the fangs of a giant spider, and a wandering elven bard who seemed intrigued by their current exploits and wished to join then in their adventures.They went to the temple of Heironeous and met with the high priest, Farn. The priest told them that a miracle of the kind they requested was no small order and where they had never stopped in to the church before now it would require a tithe of 1,000 GP and 300 SP. The group did not quite have this much and looked to their new found silver tongued bard to work out a more reasonable deal. He was able to broker them a deal down to 500GP, 300 SP, and a favor to the church. Farn agreed but to prevent these unknowns from accepting a blessing from the church and not fulfilling their agreement requested they willingly submit to a quest spell to see to it that the archpaladin's will be done. The bard and dwarf only having just met the group and having never even met the barbarian requested that they be left out of this agreement so long as the rest of the group agreed.
Farn indeed felt this was fair, prepared the ritual to bring back their dead friend (who came back to life with 1 less CON), and then proceeded with the quest upon them. There is a old graveyard that has became a target for undead and grave robbers in which they have now been tasked of cleansing in the name of the church. The wolf then collapses nearly on his last legs nearing his last day until his advanced lyme disease takes him and seeing as he would not be able to server the lord of justice in this capacity received healing of his malady free of charge.
The group wanted to see before they went to the graveyard if the mages guild made any headway into reversing the rogues condition from a wolf. The great Jodah and they believe one of their senior members of the guild may be able to dispel the enchantment placed on him. He casts his spell and feels that a curse has been lifted, but not the one that has him changed into a wolf, but the one that changed his alignment nearly a year ago. It is now obvious that only some one or something with strong ties to the natural order can possibly reverse his transformation.
Afterwards they head over to the Aerie of the knights of the wyvern to see if any of the knights had returned. Five of the knights are discussing another portal that had just opened up a a monstrosity made up of multiple heads on long necks but have no faces just nasty maws and a body covered in sickly green skin and metal. The group decides to go with them to stop this thing from destroying a small hamlet to the north. They meet it in battle on the open planes a few miles away from the hamlet and unleash all their ranged attacked and the wyverns deliver some devastating attacks upon it. It becomes apparent that some of the wounds are not as grievous as they first look but the terrible bite attacks of the wyverns and the additional support of the party from afar bring the beast down and it dissolves into a pool of black oily ichor. The wyverns, whose mouths are now stained black by the oil, and their riders head back to the city and they prepare to head to the cemetery.
Wednesday, December 9, 2015
Arctic Undead: Frost Ghoul
Today I am preparing for the holidays by expanding the northern arctic section of my campaign. The frozen north is a terrifying place and the undead found there are a bit different then found any where else in the world. So with out further ado I give you the frost ghoul.
Frost Ghoul; Unlike their more common brethren, Frost Ghouls do not deliver a paralysing touch but deliver a icy cold frost bite(save or limb becomes frostbitten). A frost bitten body part becomes essentially paralysed turning black, purple, and numb. If untreated the body part becomes gangrenous and falls off in 1d4+3 days or in the case of a torso wound, death from infection. A cure disease spell will remove frostbite/gangrene. Elves are not immune to this frostbite.
Bite location(D8)
1: Left Arm
2: Right Arm
3: Left Hand
4: Right Hand
5: Left Leg
6: Right Leg
7: Torso
8: Face
Frost Ghoul; Unlike their more common brethren, Frost Ghouls do not deliver a paralysing touch but deliver a icy cold frost bite(save or limb becomes frostbitten). A frost bitten body part becomes essentially paralysed turning black, purple, and numb. If untreated the body part becomes gangrenous and falls off in 1d4+3 days or in the case of a torso wound, death from infection. A cure disease spell will remove frostbite/gangrene. Elves are not immune to this frostbite.
Bite location(D8)
1: Left Arm
2: Right Arm
3: Left Hand
4: Right Hand
5: Left Leg
6: Right Leg
7: Torso
8: Face
Tuesday, December 1, 2015
Into the castle part 5
So when we last left off the group had been following their newly charmed kobald pal, Belkin, further into the castle to retrieve a sword his tribe found but never dared to take. The party along the way decided they wanted to check every room and door they came across to check for additional loot or to maybe per-emptivaly strike at any monsters that may try to sneak up on them later. This did annoy Belkin some as he was trying to lead them and they would start to wander off including finding a crystal cave like room that really threw their map to the wind. They eventually figured out the trick to the room and decided to follow Belkin to the sword.
What they found was an old smith shop, most likely used by who ever used to live here to create additional iron hinges, rods, nails, etc. It had not been used in a long time but right smack in the center was what they was promised, a very large anvil with a beautifully crafted short sword with golden lion faces on the hilt with a silvered blade and a large deep red ruby on the pommel. The cleric went over and checked to see if anything was amiss but did not find anything so he tried to take the sword. His hand touched the hilt with no issue but when he tried to remove his hand he found it was stuck. The group thinking it might be some sort of trick waited a moment to see if he could free himself, which is when the anvil's rounded edge used for shaping extended out into a club like appendage and smashed itself across the clerics face.
The group fearing they too might get stuck went at it with ranged and long reach weapons while the cleric tried in vane to free his hand as he kept taking solid (2d6) clubbings to the head. Eventually the barbarian had enough and brought down his battle axe splitting the anvil creature (a mimic) into a pool of silverly colored blood and leaving behind the sword.
The barb grabbed the sword as his prize and found it amazing that the blade burst into flame! They thought about spending another night in the castle to recharge but Belkin begged them not to as he and his tribe never stayed the night in the upper part of the castle as any number of terrible things could get him in his sleep. They thought about it and decided he had a point and they wasnt too far away from Belltaine not to return so they took a quick pit stop over at the storage room from their first visit to collect some of the ale for the inn keeper and headed back.
On the way back a group of 4 gnolls came up on the party, both groups surprising the other. The barb drew his battle axe and the newly claimed flaming lions sword and prepped for battle. The gnolls seeing the flaming sword and that while the party out numbered them close about 2 to 1 they was fresh and ready to fight and this pack of travelers already looked beaten, bloody, and soon that flaming sword will be theirs. Each of them was wielding big heavy war clubs (1d10) and they all ganged up on the barb. The party went first but it was a calamity of the errors. The barb couldnt hit the broad side of the barn, same with the majority of the group. The mage tripped over himself and smashed his face into the ground stunning himself for 2 turns. The cleric went to swing his morning star and it slipped from his grip and flew over his shoulder 9ft behind him. The wolf rogue and guard dog both just barely missed their marks as well as the charmed henchlings and druid. The gnolls went to work 2 of them getting some solid hits into the barb with their clubs. Next round starts and things look up for them as the assassin stabs one from behind for double damage but just barely keeps from killing it. The cleric uses a sling and hits one in the head with a rock. The charmed orc hits with his spear and the barb strikes with the flaming sword slaying one of his tormentors. Still not wanting to give up and having seen the big half orc bleed they are determined to take him out and possibly cause the rest of the group to surrender. They go all in swinging with their clubs with only one of them missing the other 2 hitting their marks the first causing him to double forward and the second caving his skull in with a mighty (9 damage) swing killing him (-4 hp).
The group as always seeks to avenge their friend and the guard dog leaps onto one of the gnolls that scored the final blows and drove it to the ground mauling it to death while the wolf bit one of the others in a unpleasent area ;) and caused it to die from system shock. The last gnoll some how survives this round and decides if he is going to die he aint going alone and swings for the mage, missing his mark by inches and shattered his club on the ground. The mage rolled for his attack with his jeweled dagger (+1) and scored a natural twenty and got triple damage, sticking his blade right above the voicebox and twisted the blade slaying the final foe. They collect their friend and travel the rest of the way to Belltaine where they are going to see if resurrection is a possibility or if they will have to have a funeral ceremony for their departed friend.
What they found was an old smith shop, most likely used by who ever used to live here to create additional iron hinges, rods, nails, etc. It had not been used in a long time but right smack in the center was what they was promised, a very large anvil with a beautifully crafted short sword with golden lion faces on the hilt with a silvered blade and a large deep red ruby on the pommel. The cleric went over and checked to see if anything was amiss but did not find anything so he tried to take the sword. His hand touched the hilt with no issue but when he tried to remove his hand he found it was stuck. The group thinking it might be some sort of trick waited a moment to see if he could free himself, which is when the anvil's rounded edge used for shaping extended out into a club like appendage and smashed itself across the clerics face.
The group fearing they too might get stuck went at it with ranged and long reach weapons while the cleric tried in vane to free his hand as he kept taking solid (2d6) clubbings to the head. Eventually the barbarian had enough and brought down his battle axe splitting the anvil creature (a mimic) into a pool of silverly colored blood and leaving behind the sword.
The barb grabbed the sword as his prize and found it amazing that the blade burst into flame! They thought about spending another night in the castle to recharge but Belkin begged them not to as he and his tribe never stayed the night in the upper part of the castle as any number of terrible things could get him in his sleep. They thought about it and decided he had a point and they wasnt too far away from Belltaine not to return so they took a quick pit stop over at the storage room from their first visit to collect some of the ale for the inn keeper and headed back.
On the way back a group of 4 gnolls came up on the party, both groups surprising the other. The barb drew his battle axe and the newly claimed flaming lions sword and prepped for battle. The gnolls seeing the flaming sword and that while the party out numbered them close about 2 to 1 they was fresh and ready to fight and this pack of travelers already looked beaten, bloody, and soon that flaming sword will be theirs. Each of them was wielding big heavy war clubs (1d10) and they all ganged up on the barb. The party went first but it was a calamity of the errors. The barb couldnt hit the broad side of the barn, same with the majority of the group. The mage tripped over himself and smashed his face into the ground stunning himself for 2 turns. The cleric went to swing his morning star and it slipped from his grip and flew over his shoulder 9ft behind him. The wolf rogue and guard dog both just barely missed their marks as well as the charmed henchlings and druid. The gnolls went to work 2 of them getting some solid hits into the barb with their clubs. Next round starts and things look up for them as the assassin stabs one from behind for double damage but just barely keeps from killing it. The cleric uses a sling and hits one in the head with a rock. The charmed orc hits with his spear and the barb strikes with the flaming sword slaying one of his tormentors. Still not wanting to give up and having seen the big half orc bleed they are determined to take him out and possibly cause the rest of the group to surrender. They go all in swinging with their clubs with only one of them missing the other 2 hitting their marks the first causing him to double forward and the second caving his skull in with a mighty (9 damage) swing killing him (-4 hp).
The group as always seeks to avenge their friend and the guard dog leaps onto one of the gnolls that scored the final blows and drove it to the ground mauling it to death while the wolf bit one of the others in a unpleasent area ;) and caused it to die from system shock. The last gnoll some how survives this round and decides if he is going to die he aint going alone and swings for the mage, missing his mark by inches and shattered his club on the ground. The mage rolled for his attack with his jeweled dagger (+1) and scored a natural twenty and got triple damage, sticking his blade right above the voicebox and twisted the blade slaying the final foe. They collect their friend and travel the rest of the way to Belltaine where they are going to see if resurrection is a possibility or if they will have to have a funeral ceremony for their departed friend.
Tuesday, November 24, 2015
U-Con 2015
This weekend was the first anniversary for me of heading to U-Con which just so happens to have been the first gaming convention I have participated in. Being only able to stay for 2 of the 3 days I made plans to get in as much old school goodness as I could.
Friday:
The early morning was taken up with mostly blundering around the convention getting a feel for where everything was this year. I was pleased to see the OSR track getting a bunch of love this year and ran into some old friends I have met from previous conventions. I missed out on getting into Tim's Stuper heroes game due to getting to the convention a little later then I would have liked but got a chance to hang out afterwards. Tim was even nice enough to give me a copy of the stuper heroes basic game rules which was much appreciated.
After this I met up with my brother in-law who came with me out to the con and we checked out a home brew game buildt on an expanded idea of triple triad from final fantasy called Battle Box: The Greek Gods by Chris Andersen. It appeared to be an interesting game and while I could not stick around to try it out my brother in-law said it was pretty good.
I then made my way over to Ryan Thompson's game GC1 It Lurks Below by pacesetter games & simulations. I was able to bring back my character from last year, a elven fighter/mage,who brought with him his dragon slaying sword and ring of regeneration and a few useful scrolls. Without going into specifics from the module the group played well together working as a team and while the initial goal did not get completed we still found quite a bit of loot to bring back to the surface world and a new mystery uncovered.
After the game I spent some time at the dealers hall and picked up some goodies from Bill Barsh including GC3 It Crawled From Below, H1 Six Feet Under, and B1 Legacy of the Unknown. I would the next day pick up GC2 They Lurk Below but he was out of GC1 for non 5th edition. I had a good time chatting with him and his family and getting a chance to meet him in person.
Over at the DCC booth I picked up the d30 Sandbox Companion by new big dragon games, into the demon idol by bloody hammer games, and Bill Webb's book of dirty tricks. I have been getting to know some of the guys from the DCC road crew and while I don't currently play DCC, it is always nice to stop and chat and pick up some old school goodness that I will make use of in my own games.
Six o'clock rolled around and I went over to the auditorium to check out the
Old School City Scapes Roundtable Panel. It was a great round table with OSR track Sponsor John Reyst, the guest of honor Bill Webb, Bill Barsh, Tim Snider, Adam Muszkiewicz, the OSR track organizer Ryan Thompson, and last but certainly not least Jim Wampler who was recording it all for the save or die podcast. While waiting for everything to begin I struck up a conversation with another con goer only to find out he was non other then Larry Hamilton of the blog follow me and die of which I am a regular reader. The round table was great and every one had a unique view on the topic of cities in games. The audience as per last year was invited to participate with questions and comments and even some friendly banter. All in all it was a great way to end the first day at the con.
Saturday:
I headed out early due to nature deciding snow needed to be on the forcast. I made it out there with little issue and got right into an open seat for the 9am AD&D game of the classic Lost Caverns of Tsjocanth. I took on the roll of a large 6'5" fighter and teamed up with a elven fighter/mage, a fighter/mage/thief, a monk, and a cleric of justice and truth. It was a fun run through the early part of the adventure and my character had to swallow his pride and his dignity to save the party from a blue dragon. We did well only suffering the loss of the fighter/mage/thief at the hands (literally it tore him in half) of a troll but bringing in a very helpful ranger who successfully found the correct path to the caverns and the end of our first part of the 3 part adventure.
Our next forray continued where we left off however the monk took a back seat and in came a straight thief. We explored the caves and came across some things like a clay golem that rocked our world pretty hard, some more trolls of which several I BBQ'd with some lightning javelins, and barely surviving turning into green slime thanks to what I will now forever refer to as the slim-fast potion of life saving (potion of vitality). We did some additional travel in the caverns and found some additional loot but this was where I had to call it quits. I said my goodbyes to everybody and ventured into the snowstorm that was raging and looked forward to the adventures next year.
Friday:
The early morning was taken up with mostly blundering around the convention getting a feel for where everything was this year. I was pleased to see the OSR track getting a bunch of love this year and ran into some old friends I have met from previous conventions. I missed out on getting into Tim's Stuper heroes game due to getting to the convention a little later then I would have liked but got a chance to hang out afterwards. Tim was even nice enough to give me a copy of the stuper heroes basic game rules which was much appreciated.
After this I met up with my brother in-law who came with me out to the con and we checked out a home brew game buildt on an expanded idea of triple triad from final fantasy called Battle Box: The Greek Gods by Chris Andersen. It appeared to be an interesting game and while I could not stick around to try it out my brother in-law said it was pretty good.
I then made my way over to Ryan Thompson's game GC1 It Lurks Below by pacesetter games & simulations. I was able to bring back my character from last year, a elven fighter/mage,who brought with him his dragon slaying sword and ring of regeneration and a few useful scrolls. Without going into specifics from the module the group played well together working as a team and while the initial goal did not get completed we still found quite a bit of loot to bring back to the surface world and a new mystery uncovered.
After the game I spent some time at the dealers hall and picked up some goodies from Bill Barsh including GC3 It Crawled From Below, H1 Six Feet Under, and B1 Legacy of the Unknown. I would the next day pick up GC2 They Lurk Below but he was out of GC1 for non 5th edition. I had a good time chatting with him and his family and getting a chance to meet him in person.
Over at the DCC booth I picked up the d30 Sandbox Companion by new big dragon games, into the demon idol by bloody hammer games, and Bill Webb's book of dirty tricks. I have been getting to know some of the guys from the DCC road crew and while I don't currently play DCC, it is always nice to stop and chat and pick up some old school goodness that I will make use of in my own games.
Six o'clock rolled around and I went over to the auditorium to check out the
Old School City Scapes Roundtable Panel. It was a great round table with OSR track Sponsor John Reyst, the guest of honor Bill Webb, Bill Barsh, Tim Snider, Adam Muszkiewicz, the OSR track organizer Ryan Thompson, and last but certainly not least Jim Wampler who was recording it all for the save or die podcast. While waiting for everything to begin I struck up a conversation with another con goer only to find out he was non other then Larry Hamilton of the blog follow me and die of which I am a regular reader. The round table was great and every one had a unique view on the topic of cities in games. The audience as per last year was invited to participate with questions and comments and even some friendly banter. All in all it was a great way to end the first day at the con.
Saturday:
I headed out early due to nature deciding snow needed to be on the forcast. I made it out there with little issue and got right into an open seat for the 9am AD&D game of the classic Lost Caverns of Tsjocanth. I took on the roll of a large 6'5" fighter and teamed up with a elven fighter/mage, a fighter/mage/thief, a monk, and a cleric of justice and truth. It was a fun run through the early part of the adventure and my character had to swallow his pride and his dignity to save the party from a blue dragon. We did well only suffering the loss of the fighter/mage/thief at the hands (literally it tore him in half) of a troll but bringing in a very helpful ranger who successfully found the correct path to the caverns and the end of our first part of the 3 part adventure.
Our next forray continued where we left off however the monk took a back seat and in came a straight thief. We explored the caves and came across some things like a clay golem that rocked our world pretty hard, some more trolls of which several I BBQ'd with some lightning javelins, and barely surviving turning into green slime thanks to what I will now forever refer to as the slim-fast potion of life saving (potion of vitality). We did some additional travel in the caverns and found some additional loot but this was where I had to call it quits. I said my goodbyes to everybody and ventured into the snowstorm that was raging and looked forward to the adventures next year.
Wednesday, November 4, 2015
Into the castle part 4
When we last left off the group got into it with a group of 6' diameter spiders. Having slain them but with the casualty of the mage's giant weasel familiar (which nearly killed the mage himself) they used up the majority of their healing items, scrolls, and spells to bandage themselves up and continue forward. They thought about taking the stairs up but they still have not made really any profit on this excursion and felt they could travel just a bit further before turning back to the city.
They start following another winding path through the cave network and ultimately came across a group of hostile kobalds. The barb takes one out with a well placed arrow and the mage just barely pulled off knocking the rest out with his sleep spell. The dwarf decides they are too dangerous to keep alive and gets to work cutting some throats but the mage requested to spare one to try charming him into helping them find their way through the caverns and possibly to some hidden loot. The kobald(now known as belkin) failed his save and became the parties guide. He knew of a sword on a large metal object back inside the castle and recommended they go back the way they came and take the stairs up. When asked about the spiders Belkin very wisely noted when he and his group come across spiders, they run away.
So they clear the steps of the thick webs and the dwarf decides to take point. They head up the stairs and find themselves in another fairly barren room but also full of webs. Thats when the giant spider above the door descends down on a heavy thread and the dwarf just barely has enough time to see it coming down on him fangs flared and dripping with venom. It scored a hit, rolled max damage, and the dwarf failed his saving throw leading to both fangs entering his skull through his eye sockets and filling his brain full of venom before wrapped all of its legs around his now convulsing corpse and pulling him up into its nest.
The rest of the group terrified but pretty pissed off decide to instead of letting it enjoy its new found meal unleash everything they had left in the way of missile weapons on it scoring 2 heavy hits with arrows from the barbarian, a miss with a stone flung from the clerics sling, and a moderately successful magic missile from the mage. The group wins the next rounds initiative and the barb finishes it off with another salvo of arrows from his bow bringing the vermin crashing to the ground.
Still horrified by the way their new found comrade had died they decide to collect his possessions for his family putting it in their bag of holding and still hungry for loot decide to follow belkin further into the castle. They found they came out near the throne room and the secret passage they took in their previous time in the castle but belkin was taking them further into unknown territory. It is about this time when a raging orc comes out swinging (terribly too as he fumbled and fell prone in front of the barb) and promptly got his skull caved in with an axe. We then had to cut the game short due to a family emergency however the group is learning quickly that luck will not always be with them and that death really does lurk around every corner if you are not careful.
They start following another winding path through the cave network and ultimately came across a group of hostile kobalds. The barb takes one out with a well placed arrow and the mage just barely pulled off knocking the rest out with his sleep spell. The dwarf decides they are too dangerous to keep alive and gets to work cutting some throats but the mage requested to spare one to try charming him into helping them find their way through the caverns and possibly to some hidden loot. The kobald(now known as belkin) failed his save and became the parties guide. He knew of a sword on a large metal object back inside the castle and recommended they go back the way they came and take the stairs up. When asked about the spiders Belkin very wisely noted when he and his group come across spiders, they run away.
So they clear the steps of the thick webs and the dwarf decides to take point. They head up the stairs and find themselves in another fairly barren room but also full of webs. Thats when the giant spider above the door descends down on a heavy thread and the dwarf just barely has enough time to see it coming down on him fangs flared and dripping with venom. It scored a hit, rolled max damage, and the dwarf failed his saving throw leading to both fangs entering his skull through his eye sockets and filling his brain full of venom before wrapped all of its legs around his now convulsing corpse and pulling him up into its nest.
The rest of the group terrified but pretty pissed off decide to instead of letting it enjoy its new found meal unleash everything they had left in the way of missile weapons on it scoring 2 heavy hits with arrows from the barbarian, a miss with a stone flung from the clerics sling, and a moderately successful magic missile from the mage. The group wins the next rounds initiative and the barb finishes it off with another salvo of arrows from his bow bringing the vermin crashing to the ground.
Still horrified by the way their new found comrade had died they decide to collect his possessions for his family putting it in their bag of holding and still hungry for loot decide to follow belkin further into the castle. They found they came out near the throne room and the secret passage they took in their previous time in the castle but belkin was taking them further into unknown territory. It is about this time when a raging orc comes out swinging (terribly too as he fumbled and fell prone in front of the barb) and promptly got his skull caved in with an axe. We then had to cut the game short due to a family emergency however the group is learning quickly that luck will not always be with them and that death really does lurk around every corner if you are not careful.
Tuesday, October 20, 2015
Into the castle Part 3
When the group last left off they had just found an empty room with a staircase leading down and the dwarf getting an uneasy feeling about it. They decide to tie 100ft of rope to the wolf player as he weighed the least in the group and should the staircase fall out from under him they would have hold of him. A solid plan and away he went down the steps. What he found was another bare room, about 50ft by ft with a single solitary door on the opposite wall of the steps. He walks on over tries to push on it and gets no where. The group calls down and tells him to bark once if it is safe and twice if it is not. Feel no real danger he barks once and the party comes on down. Everything appears fine right up until the barbarian goes over to the wolf, next to the door where the pressure plate is located to untie him from the rope springing the trap and causing the entire floor to drop out from under them and down 40ft into the caverns below into freezing cold water.
Now in this large pool of freezing water they all make their checks and while the cleric was the most heavily armoured they succeed in not drowning and finding their way onto dry land. From here they followed the caves south to another stuck door which they battered down making quite a bit of noise(knock knock guess whose here) and find the room to be empty. Taking the remains of the door they set a fire and begin to warm themselves. They found a few of the mages scrolls got ruined in the water. After all the noise and the smoke they generated it attracted a small party of orcs to investigate and brought them to their small cave room. After exchanging some veiled threats back and forth the mage had a enough and cast a sleep spell knocking the entire party of orcs out. Not leaving anything to chance the party went to work slitting throats and proceeded to drag the bodies over to the pool and throw them in. They warmed themselves, ate a small meal and followed the orc tracks to a hidden room which only had a few coins but provided shelter to regain their spells and prep for continuing on.
Contuing along the cave path they found their way into a unfinished trophy room showing the heroics of the former inhabitants in their battles against the barbarian hordes looking to sweep through the land. Not finding anything to loot they follow a different path that lead to a cave that at one point was being excavated. There was minding tools, wheel barrows, even a few mining carts strewn around. Everything had a real thick layer of heavy webbing, more then just your standard fair from normal sized spiders. The party figured there was giant spiders in the area but decided to chance things any way when the druid decided to try and burn the webs. They burned slightly but it was apparent it would take a little while to start a full on fire in the room. The fighter types all stood in defence just waiting for something to happen and before the webs could truly catch 3 monstrous spiders (6ft variety) came down from the wall nearby and proceeded to attack.
The dwarf slid in under the first swinging looking to cut its possibly more vulnerable belly as he passed by which would have worked but even with the bonus still was not enough to overcome the spiders chitinous body. The druid threw his torch to no avail at another spider and the barbarian scored a single hit with an arrow from his bow. The spiders looked like they found themselves a meal. The first spider rolls a fumble and stuns itself for 3 rounds. The second goes toe to toe with the charmed orc biting him hard but the poison not taking hold. The third spider begins covering everyone in a layer of webbing. Next round those closest to the stunned spider go to work attacking it bringing it down in hp and nearly killing it. The orc still fights one on one with the spider neither scoring a hit and the third takes a round of magic missile fire from the mage. At this point the group is desperate to finish the fight as before this escalates out of hand and they send in the wizards familiar the giant weasel to attack the 3rd spider hoping it can latch on and start to blood drain on the following rounds. It scores a good hit and does latch on however even after the mage sends in another round of magic missile the spider is looking to get rid of the pest on its leg. The spiders round comes around again, the 2nd spider bites the orc, he survives but takes another heavy amount of woundage. The spider scores a hit on the weasel for 6 large and the weasel survives the poison. Next round he wasn’t so lucky as the spiders win the initiative and it goes in for the kill, scoring a hit and the weasel rolled a 2 on its save. This is the first time this party has ever failed on a poison save let alone a save or die and just realized things got real as the wizard immediately took 3d6 damage from the death of his familiar (1d6 per HD of his familiar) dropping to exactly 1 hp. The party goes in with axes and swords finishing off the remaining spiders. Now hurt, bloody, and lost they found a staircase in the webs that may lead to freedom, or possibly more horrors.
Now in this large pool of freezing water they all make their checks and while the cleric was the most heavily armoured they succeed in not drowning and finding their way onto dry land. From here they followed the caves south to another stuck door which they battered down making quite a bit of noise(knock knock guess whose here) and find the room to be empty. Taking the remains of the door they set a fire and begin to warm themselves. They found a few of the mages scrolls got ruined in the water. After all the noise and the smoke they generated it attracted a small party of orcs to investigate and brought them to their small cave room. After exchanging some veiled threats back and forth the mage had a enough and cast a sleep spell knocking the entire party of orcs out. Not leaving anything to chance the party went to work slitting throats and proceeded to drag the bodies over to the pool and throw them in. They warmed themselves, ate a small meal and followed the orc tracks to a hidden room which only had a few coins but provided shelter to regain their spells and prep for continuing on.
Contuing along the cave path they found their way into a unfinished trophy room showing the heroics of the former inhabitants in their battles against the barbarian hordes looking to sweep through the land. Not finding anything to loot they follow a different path that lead to a cave that at one point was being excavated. There was minding tools, wheel barrows, even a few mining carts strewn around. Everything had a real thick layer of heavy webbing, more then just your standard fair from normal sized spiders. The party figured there was giant spiders in the area but decided to chance things any way when the druid decided to try and burn the webs. They burned slightly but it was apparent it would take a little while to start a full on fire in the room. The fighter types all stood in defence just waiting for something to happen and before the webs could truly catch 3 monstrous spiders (6ft variety) came down from the wall nearby and proceeded to attack.
The dwarf slid in under the first swinging looking to cut its possibly more vulnerable belly as he passed by which would have worked but even with the bonus still was not enough to overcome the spiders chitinous body. The druid threw his torch to no avail at another spider and the barbarian scored a single hit with an arrow from his bow. The spiders looked like they found themselves a meal. The first spider rolls a fumble and stuns itself for 3 rounds. The second goes toe to toe with the charmed orc biting him hard but the poison not taking hold. The third spider begins covering everyone in a layer of webbing. Next round those closest to the stunned spider go to work attacking it bringing it down in hp and nearly killing it. The orc still fights one on one with the spider neither scoring a hit and the third takes a round of magic missile fire from the mage. At this point the group is desperate to finish the fight as before this escalates out of hand and they send in the wizards familiar the giant weasel to attack the 3rd spider hoping it can latch on and start to blood drain on the following rounds. It scores a good hit and does latch on however even after the mage sends in another round of magic missile the spider is looking to get rid of the pest on its leg. The spiders round comes around again, the 2nd spider bites the orc, he survives but takes another heavy amount of woundage. The spider scores a hit on the weasel for 6 large and the weasel survives the poison. Next round he wasn’t so lucky as the spiders win the initiative and it goes in for the kill, scoring a hit and the weasel rolled a 2 on its save. This is the first time this party has ever failed on a poison save let alone a save or die and just realized things got real as the wizard immediately took 3d6 damage from the death of his familiar (1d6 per HD of his familiar) dropping to exactly 1 hp. The party goes in with axes and swords finishing off the remaining spiders. Now hurt, bloody, and lost they found a staircase in the webs that may lead to freedom, or possibly more horrors.
Tuesday, October 6, 2015
Into the castle part 2
When we last left off the group had just had a tangle with a couple of stirges, a close encounter with some giant centipedes and all in all had started to heavily use up their strength finding their way through the labyrinthine castle. They had just came upon a large wooden door at the end of a long corridor. The barbarian opens the door carefully and looks inside finding it ot be mostly barren short of a crude bed, table, some stoneware, and a large paddle locked chest. They then carefully go about ransacking the room taking a heavy mace and bashing off the lock and taking some ordinary cloaks and a leather pouch with a memento to Erig the captain of of the guard as well as Rogahn's friend. The group ponders about the meaning behind the memento, loot the 5 gp from the crock pot, took note of the interesting keg in the back and moved on.
At this point it has been about 3 1/2 hours and the lantern is starting to burn low (thank you basicexpert.info for the amazing online turn tracker) so the party decided they would do just a small more bit of mapping then head back to the city. They luck out no wandering encounters and so they head back to Belltaine and make it just as the sun is starting to set. They stop in at the soggy boar and speak once more to Johan the bar/innkeep and ask a bit if he knows much about who Erig was as they did not pay a whole lot of attention when the magic mouths told them of Rogahn and Zelligar and was unable to really ask questions about them. Johan did not know anything about Erig however a dwarf sitting over at a nearby table ears perked up hearing more about what the group had been up to (a new player who was joining the group) and introduced himself and was interested in joining them on their current venture.
They headed out the next day after selling off some extra unwanted gear and headed back torwards the castle. Along the way they spotted a abandoned shanty which they found the former elderly occupants dead and being feasted upon by 4 large giant rats which made their way torwards them. The barb started shooting with his bow, the rogue now wolf along with his guard dog tore into 2 others and the dwarf lit up the last one with his battle axe. Finding nothing of value and not wanting to touch the corpses opted to leave and make haste for the castle.
They make it there about mid day and head down the original path, ignoring the hidden passage way deciding this time to take the stairs. They found the scene of the mighty battle and looting a small purse of 5gp. While they was distracted a surprise attack for the giant tick was rolled and rolled the 1 out of 6 required to surprise the group. Assigning its target randomly the wolf was in its cross-hairs and the attack came up a critical hit, came out to losing an eye. So the tick leapt all the way at the wolf, latched to his face and bite out his eye and began to suck for blood. I ruled that due to the predicament and the way the wolf would have been fighting to get the tick off there was a 25% chance of any attack hitting him instead of the tick. Having him roll for his save and failing that he also contracted a deadly form of lyme disease that will take hold in 4 days if not cured. The battle was on and the barb went in swinging this time using a mace he had hoping that if he did hit his companion it would not be enough to kill him and scored a solid hit but not enough to kill or dislodge the monster. Every one else made their attempts and just could not land a hit. The tick auto drained for 4 then won the next round of initiative and drained another 4. He was going to die in another round or 2 if some one did not find a way to get it off. The dwarf decided to swing with his axe using the flat side for half normal half sub-dual and landed the blow stunning the creature (leaving it at 1 point) and every one went about stomping it to death. Healing spells was spent and after catching their breath and taking stock of their situation decided to move forward.
Moving forward they search the kitchen, not finding a whole lot so they headed over to the dining hall and found it lead to a room with a beautiful marble statue but it was surrounded by 4 large purple mushrooms. Just as soon as the human mage brought light to bear on them they started emitting a ear piercing cacophony that forced every one in the area to make a save ( I do the save one time and all those who fail take 1 damage from each shroom). The barb did not like this and ran in axe swinging scoring a critical for 29 points of damage(triple damage) and caused the mushroom to erupt into spores. The other 3 continued their caterwauling and the barb decided to head to the door, took a few parting shots with his bow, then left.
The group decides to then head back to the kitchen having taken note of a door they did not check and found it to be locked. Several whacks from the dwarfs axe and it came down. They then head down the nearest passage and met upon 3 kobalds holding spears and wearing leather armor. The kobalds acknowledge them and made no sudden moves so the group did the same but was weary of tricks requested to be allowed to pass them and the group would ignore them. One kobald took spoke for the group and said that they would not leave but the group is free to go back the way they came and no harm will come to them, please leave them in peace. The dwarf (whose player is an old school player and was a very welcome addition to the group) noted that if they want to get past maybe they can bribe them, distasteful as it was to deal with kobalds but where several of them was hurting from 2 rounds of screeching from the shrieking mushrooms and they had no idea what sort of insanity the kobalds might implement just to smite them tried to work a deal out for 2 gp to each of them to be allowed to pass. Rolling a reaction roll and getting a neutral result they wanted 10 gp each and they could either take the deal or leave it. The group figuring it was better to pay 30gp and possibly, but not likely, get some good will in this place. The kobalds took their pay and headed on out keeping good to their word.
A minor distraction of a foaming at the mouth madman with an axe was quickly dispatched by the barbarian with a single shot of his bow and they headed to the end of the corridor where they looked into a mostly empty room save for a winding staircase moving downward. The dwarfs stone cunning went off and he didn’t know what but something felt off about the room, the stairs in particular which the group pondered on as the session wrapped up.
At this point it has been about 3 1/2 hours and the lantern is starting to burn low (thank you basicexpert.info for the amazing online turn tracker) so the party decided they would do just a small more bit of mapping then head back to the city. They luck out no wandering encounters and so they head back to Belltaine and make it just as the sun is starting to set. They stop in at the soggy boar and speak once more to Johan the bar/innkeep and ask a bit if he knows much about who Erig was as they did not pay a whole lot of attention when the magic mouths told them of Rogahn and Zelligar and was unable to really ask questions about them. Johan did not know anything about Erig however a dwarf sitting over at a nearby table ears perked up hearing more about what the group had been up to (a new player who was joining the group) and introduced himself and was interested in joining them on their current venture.
They headed out the next day after selling off some extra unwanted gear and headed back torwards the castle. Along the way they spotted a abandoned shanty which they found the former elderly occupants dead and being feasted upon by 4 large giant rats which made their way torwards them. The barb started shooting with his bow, the rogue now wolf along with his guard dog tore into 2 others and the dwarf lit up the last one with his battle axe. Finding nothing of value and not wanting to touch the corpses opted to leave and make haste for the castle.
They make it there about mid day and head down the original path, ignoring the hidden passage way deciding this time to take the stairs. They found the scene of the mighty battle and looting a small purse of 5gp. While they was distracted a surprise attack for the giant tick was rolled and rolled the 1 out of 6 required to surprise the group. Assigning its target randomly the wolf was in its cross-hairs and the attack came up a critical hit, came out to losing an eye. So the tick leapt all the way at the wolf, latched to his face and bite out his eye and began to suck for blood. I ruled that due to the predicament and the way the wolf would have been fighting to get the tick off there was a 25% chance of any attack hitting him instead of the tick. Having him roll for his save and failing that he also contracted a deadly form of lyme disease that will take hold in 4 days if not cured. The battle was on and the barb went in swinging this time using a mace he had hoping that if he did hit his companion it would not be enough to kill him and scored a solid hit but not enough to kill or dislodge the monster. Every one else made their attempts and just could not land a hit. The tick auto drained for 4 then won the next round of initiative and drained another 4. He was going to die in another round or 2 if some one did not find a way to get it off. The dwarf decided to swing with his axe using the flat side for half normal half sub-dual and landed the blow stunning the creature (leaving it at 1 point) and every one went about stomping it to death. Healing spells was spent and after catching their breath and taking stock of their situation decided to move forward.
Moving forward they search the kitchen, not finding a whole lot so they headed over to the dining hall and found it lead to a room with a beautiful marble statue but it was surrounded by 4 large purple mushrooms. Just as soon as the human mage brought light to bear on them they started emitting a ear piercing cacophony that forced every one in the area to make a save ( I do the save one time and all those who fail take 1 damage from each shroom). The barb did not like this and ran in axe swinging scoring a critical for 29 points of damage(triple damage) and caused the mushroom to erupt into spores. The other 3 continued their caterwauling and the barb decided to head to the door, took a few parting shots with his bow, then left.
The group decides to then head back to the kitchen having taken note of a door they did not check and found it to be locked. Several whacks from the dwarfs axe and it came down. They then head down the nearest passage and met upon 3 kobalds holding spears and wearing leather armor. The kobalds acknowledge them and made no sudden moves so the group did the same but was weary of tricks requested to be allowed to pass them and the group would ignore them. One kobald took spoke for the group and said that they would not leave but the group is free to go back the way they came and no harm will come to them, please leave them in peace. The dwarf (whose player is an old school player and was a very welcome addition to the group) noted that if they want to get past maybe they can bribe them, distasteful as it was to deal with kobalds but where several of them was hurting from 2 rounds of screeching from the shrieking mushrooms and they had no idea what sort of insanity the kobalds might implement just to smite them tried to work a deal out for 2 gp to each of them to be allowed to pass. Rolling a reaction roll and getting a neutral result they wanted 10 gp each and they could either take the deal or leave it. The group figuring it was better to pay 30gp and possibly, but not likely, get some good will in this place. The kobalds took their pay and headed on out keeping good to their word.
A minor distraction of a foaming at the mouth madman with an axe was quickly dispatched by the barbarian with a single shot of his bow and they headed to the end of the corridor where they looked into a mostly empty room save for a winding staircase moving downward. The dwarfs stone cunning went off and he didn’t know what but something felt off about the room, the stairs in particular which the group pondered on as the session wrapped up.
Wednesday, September 30, 2015
OSR inspired text based dungeon crawl
As some of you know I occasionally try to make use of my degree in computer science and program up some text based goodness based around some of my favourite game related things. Many times these have been exercises in futility every time I do I have gotten farther then the last time.
The reason I bring this all up is because some one felt there is a sort of lack of true D&D based computer games. Now I cannot say there is a lack myself as have played many great games like the goldbox series and many inspired rogue likes. What I feel is missing is something that really brings the feel of the OSR to the screen where you roll up your party with the stats the gods gave ya and make due with what you have. I shall try my hand at remedying this.
My aim is to take as much of the feel of Swords & Wizardry, add in a dash of randomly generated dungeons, and present it all in a text based world. This may never see the day of light but I feel this may be a fun project to take and and as it moves along I will be making further posts and possibly even having an open access to those who wish to give it a try ( I run a text based games server which is where this will be setup for testing).
Please leave your thoughts and comments in the section below, I would love to know what you think.
Wednesday, September 23, 2015
The Vicious Swarm
This week I bring to you the green aligned viscous swarm. Believing completely in the ideology of might makes right and the strong rule only as long as they can remain the top predator. Constantly these phyrexians fight for dominance in their own version of the circle of life.
Blight Mamba
Hit Dice: 1HD+3 (7)
AC: 8 (11)
Attacks: bite (1d6)
Save: 17
Special: infect, regeneration (3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Former large snakes corrupted and converted into even more deadly form, they roam swamps and tree tops surprising their victims from ambush.
BlightWidow
Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: bite (1d6 + poison)
Save: 13
Special: infect, webs, poison
Move: 12
Alignment: Chaos
Challenge Level/XP: 7/600
Blight Widows are completed spiders their chitin now a dark oily black. They prefer dark forested areas creating sticky black webs that resist any form of burning. A blightwidow can spray a stream of this webbing over a 10ft area and those in the area must make a dex check to dodge out of the way or be stuck by the webbing. Once stuck one can make a open doors check as if their strength was 2 points lower. They deliver a lethal poison bite.
Phyrexian Hydra
Hit Dice: 7HD (28)
AC: 5 (14)
Attacks: 5 bites (one for each head) 1d6+3
Save: 9
Special: infect, Damage Reduction(5)/magic
Move: 6
Alignment: Chaos
Challenge Level/XP: 10/1,400
Their bodies comprise of a slick oily hide that is extremely resilient to damage. Non-magic weapons have nearly no effect doing 5 less damage an attack. The hydra's 5 necks end in viscous maws which are always lashing out seeking targets to feed upon.
Plaguemaw Beast
Hit Dice: 3HD (12)
AC: 5 (14)
Attacks: bite 1d6+1
Save: 14
Special: spew infection
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
With the body resembling that of a woolly mammoth with the head like a skinned wombat the plaguemaw thunder in behind the shock troops sweeping up those who did not die from their initial wounds. They breath a 30ft cone of spores that if the target already has infected wounds take an additional 1d6 infected wounds as the spores spread additional necrosis on a failed saving throw.
Quilled Slagwurm
Hit Dice: 8HD (32)
AC: 5 (14)
Attacks: long quills 1d8+3
Save: 8
Special: swallow whole
Move: 12
Alignment: Chaos
Challenge Level/XP: 9/1,100
Having no teeth the slagwurm looks to quickly snap its maw over its meal and devour it whole. To weaken its prey it thrashes about looking to impale with its long quills that cover its body. On a natural 20 or if it succeeds in its attack roll by 5 over the targets AC, it captures its prey and swallows them whole. While swallowed they take an automatic 1d10+3 damage a round. They may attack with a dagger or other small weapon against an AC9 (10)
Putrefax
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: bite (1d6+2) or trample
Save: 14
Special: infect, haste, trample
Move: 18
Alignment: Chaos
Challenge Level/XP: 7/600
Made to quickly scour forested areas of unwanted life, they quickly crash through brush and tangle hunting and devouring everything it sees and can catch. Hard to see as they resemble the foliage in which they hunt, they are anything but subtle and can be heard long before being seen.
Rot Wolf
Hit Dice: 2HD (8)
AC: 7 (12)
Attacks: bite (1d6)
Save: 16
Special: infect
Move: 15
Alignment: Chaos
Challenge Level/XP: 3/60
Rot wolves are not terribly dangerous on their own, however like normal wolves they tend to hunt in large packs of about 4 to 10 (2d4+2) ganging up on a single target and tearing them to shreds.
Maul Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Trample aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
The maul splicer is almost always found with atleast 2 body guard golems at all times. Their aura allows their pets to trample all over the weaker creatures before them.
Phyrexian Swarmlord
Hit Dice: 4HD (16)
AC: 4 (15)
Attacks: 4 Bladed Claws (1d6+1) or sting (1d8+1 +poison)
Save: 13
Special: infect, spawn insect horrors (20ft), poison
Move: 6
Alignment: Chaos
Challenge Level/XP: 8/800
Appearing like a serpentine insect the swarmlord is a terrifying sight to behold. In combat they thrash their opponents with a flurry of savage strikes with their claws or go for a lethal sting with their large stinger coming from their back. The most unnerving and unique ability however is every 5 rounds all opponents who have infected wounds must make a save or suffer from a spontaneously spawned insect horror burrow its way out of their flesh for every 5 points of infection damage they have dealing an additional 1d6 infected damage on its way out.
Insect Horror
Hit Dice: 1/2HD (2)
AC: 9 (10)
Attacks: bite (1d4)
Save: 18
Special: infect
Move: 15
Alignment: Chaos
Challenge Level/XP: 1/15
Vital Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Regeneration aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
This splicer is one with their golems feeding them a continued life force urging them ever forward to victory.
All golems in 30 ft gain regeneration 2/round.
Vorinclex, Voice of Hunger
Hit Dice: 6HD (4)
AC: 0 (19)
Attacks: 2 Bladed pincers (1d8+3)
Save: 11
Special: trample, magic resistance 75%, magic disruption(50ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700
A titan of muscle, sinew, and nearly un-penetrable hide Verinclex is the epitome of survival of the fittest. Magic only has a 75% chance to work on him and magic cast within 50ft of him has only 50% chance to be cast successfully. Of huge size he tramples those of medium or smaller size for 2d6 damage if they fail their save.
Blight Mamba
Hit Dice: 1HD+3 (7)
AC: 8 (11)
Attacks: bite (1d6)
Save: 17
Special: infect, regeneration (3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Former large snakes corrupted and converted into even more deadly form, they roam swamps and tree tops surprising their victims from ambush.
BlightWidow
Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: bite (1d6 + poison)
Save: 13
Special: infect, webs, poison
Move: 12
Alignment: Chaos
Challenge Level/XP: 7/600
Blight Widows are completed spiders their chitin now a dark oily black. They prefer dark forested areas creating sticky black webs that resist any form of burning. A blightwidow can spray a stream of this webbing over a 10ft area and those in the area must make a dex check to dodge out of the way or be stuck by the webbing. Once stuck one can make a open doors check as if their strength was 2 points lower. They deliver a lethal poison bite.
Phyrexian Hydra
Hit Dice: 7HD (28)
AC: 5 (14)
Attacks: 5 bites (one for each head) 1d6+3
Save: 9
Special: infect, Damage Reduction(5)/magic
Move: 6
Alignment: Chaos
Challenge Level/XP: 10/1,400
Their bodies comprise of a slick oily hide that is extremely resilient to damage. Non-magic weapons have nearly no effect doing 5 less damage an attack. The hydra's 5 necks end in viscous maws which are always lashing out seeking targets to feed upon.
Plaguemaw Beast
Hit Dice: 3HD (12)
AC: 5 (14)
Attacks: bite 1d6+1
Save: 14
Special: spew infection
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
With the body resembling that of a woolly mammoth with the head like a skinned wombat the plaguemaw thunder in behind the shock troops sweeping up those who did not die from their initial wounds. They breath a 30ft cone of spores that if the target already has infected wounds take an additional 1d6 infected wounds as the spores spread additional necrosis on a failed saving throw.
Quilled Slagwurm
Hit Dice: 8HD (32)
AC: 5 (14)
Attacks: long quills 1d8+3
Save: 8
Special: swallow whole
Move: 12
Alignment: Chaos
Challenge Level/XP: 9/1,100
Having no teeth the slagwurm looks to quickly snap its maw over its meal and devour it whole. To weaken its prey it thrashes about looking to impale with its long quills that cover its body. On a natural 20 or if it succeeds in its attack roll by 5 over the targets AC, it captures its prey and swallows them whole. While swallowed they take an automatic 1d10+3 damage a round. They may attack with a dagger or other small weapon against an AC9 (10)
Putrefax
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: bite (1d6+2) or trample
Save: 14
Special: infect, haste, trample
Move: 18
Alignment: Chaos
Challenge Level/XP: 7/600
Made to quickly scour forested areas of unwanted life, they quickly crash through brush and tangle hunting and devouring everything it sees and can catch. Hard to see as they resemble the foliage in which they hunt, they are anything but subtle and can be heard long before being seen.
Rot Wolf
Hit Dice: 2HD (8)
AC: 7 (12)
Attacks: bite (1d6)
Save: 16
Special: infect
Move: 15
Alignment: Chaos
Challenge Level/XP: 3/60
Rot wolves are not terribly dangerous on their own, however like normal wolves they tend to hunt in large packs of about 4 to 10 (2d4+2) ganging up on a single target and tearing them to shreds.
Maul Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Trample aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
The maul splicer is almost always found with atleast 2 body guard golems at all times. Their aura allows their pets to trample all over the weaker creatures before them.
Phyrexian Swarmlord
Hit Dice: 4HD (16)
AC: 4 (15)
Attacks: 4 Bladed Claws (1d6+1) or sting (1d8+1 +poison)
Save: 13
Special: infect, spawn insect horrors (20ft), poison
Move: 6
Alignment: Chaos
Challenge Level/XP: 8/800
Appearing like a serpentine insect the swarmlord is a terrifying sight to behold. In combat they thrash their opponents with a flurry of savage strikes with their claws or go for a lethal sting with their large stinger coming from their back. The most unnerving and unique ability however is every 5 rounds all opponents who have infected wounds must make a save or suffer from a spontaneously spawned insect horror burrow its way out of their flesh for every 5 points of infection damage they have dealing an additional 1d6 infected damage on its way out.
Insect Horror
Hit Dice: 1/2HD (2)
AC: 9 (10)
Attacks: bite (1d4)
Save: 18
Special: infect
Move: 15
Alignment: Chaos
Challenge Level/XP: 1/15
Vital Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Regeneration aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
This splicer is one with their golems feeding them a continued life force urging them ever forward to victory.
All golems in 30 ft gain regeneration 2/round.
Vorinclex, Voice of Hunger
Hit Dice: 6HD (4)
AC: 0 (19)
Attacks: 2 Bladed pincers (1d8+3)
Save: 11
Special: trample, magic resistance 75%, magic disruption(50ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700
A titan of muscle, sinew, and nearly un-penetrable hide Verinclex is the epitome of survival of the fittest. Magic only has a 75% chance to work on him and magic cast within 50ft of him has only 50% chance to be cast successfully. Of huge size he tramples those of medium or smaller size for 2d6 damage if they fail their save.
Tuesday, September 22, 2015
Enter into the Castle
So the party having made it back to Beltaine had heard rumour from one of the wyvern knights that there was a rumoured castle to the east that was once home to some retired adventurers who most certainly had to have had passed away many decades ago(B1 in search of the unknown). He figured if it did exist there would be a good chance there may possibly still be something of worth left there. The group not having much to do while they wait for the mages guild to come up with a solution for the rogues change into a wolf decide to gear up and look for this castle.
They travel several hours east and after much searching found a castle which they presume is the one they was looking for. Weeds had grown all around it and creeping vines have grown up far and wide up the sides. There they found a gnome dresed in leather armor(a new pc who joined the group) having difficulty with the door. They greet each other and find the gnome is own his own mission to retrieve an item from this castle and as long as they are trust worthy they can accompany each other into the castle.
The barbarian takes a crack at the door and with a heavy creak pulls open the stuck door. Inside they find a long corridor that leads to another door with unremarkable stone walls leading down the pathway. They carefully search for traps and hazards making their way down to the door. Once more the barbarian opens the door and finds yet another long corridor but with alcoves branching out from each side. Finding these alcoves to be strange in how they are located he begins searching for anything out of place on the walls and succeeds in finding a hidden door on the right hand middle alcove. Intriqued but not yet ready to explore that way they continue down the path up where the stairs start and hear the ominous warnings from the magic mouths placed there by the former residents of the castle. The rogue and guard dog sniff by the stair way and notice something smells off and the guard dog notes it smells just like something that caused him to be itchy and irritable for a very long time (a giant tick) and begin growling low.
They decide to avoid the stairs for now and see where the hidden passage leads which they find several different paths to take. They opt to go south and follow it until they find 2 separate doors near the end of the passage. Sensing something might be up they draw there weapons and open the far door and stumble upon 2 troglodytes tearing apart a beautiful bed as if they are looking for something right before seeing the group and moving to attack. combat was quick and the gnome was right on the verge of death before the barbarian and wizard (with a critical hit with a dart) took out the trogs. Very quickly through the intervention of the cleric and the druid they were able to save their new companion. They then searched the room and found a single gold coin and a turtle shell cup they decided to take and left for the other door. All along the way they would stop and draw in chalk an arrow either on the wall or floor pointing in the direction they came from to aid in their leaving should they start to get lost. They follow the path and another door that lead to a carpenters room taking a few of the hand saws they found on the table and moved on. Shortly down the hall after turning around a corner the barbarian felt something fall on his head and bite him. Turned out to be 2 large centipedes and they both succeeded on their attacks. Amazingly he made both his saves and proceeded to grab one and stomp it to death. The gnome grabbed the other, threw it to the ground, and cut its head off with his short sword.
Now more concerned with what may be above they them follow the long corridor and eventually find another set of paths that lead north, south and into what looked to be a throne room. They spy to the north another room just in front of the throne room and decide to check it out to prevent possibly being ambushed while looking at the thrones. The barbarian, magic user, and his charmed orc step inside and find a evil looking idol on the far wall and a pit in the center. The magic user steps closer to the pit and shines his lantern up to the ceiling drawing in the attention of a couple of stirges. They dive bomb for him and the orc, the one aiming for the arc missing terribly and stunning itself on the slate floor(critical fumble). The other stirge found his mark and impaled the mage with its sucker. From here the rest of the party had a calmity of errors with 3 of the members critical failing and stunning themselves and or barely missing the thing as the mage flailed around helplessly as his blood was being drained. Eventually the mage fell backwards and hit his head on the end of the pit but the gnome was able to get behind the thing and slit its throat with his sword.
The cleric uses his last healing spell on the mage and they opt to check the throne room. They spend quite a bit of time checking out the marble thrones but nothing interesting happens so they head south and follow the path to a closed door with possibly anything behind it.
All in all the group had fun but the dice was aiming to kill them, it will be interesting to see how they fair in 2 weeks.
Wednesday, September 16, 2015
Unique NPC Encounters d100 Table
Today I thought I would present something a little different but could be useful in any old school campaign. For those situations when you want to introduce a unique NPC to the party to spice things up either while the party is travelling or possibly hanging out at a local watering hole, strange and unique people are all abound. Most are mundane people who are going about their business but some are specialist who may be looking for work or could be handy contacts in the future or possibly a villain on their own devious mission.
Download: Unique NPC Encounters
Download: Unique NPC Encounters
Monday, September 7, 2015
Desert Area d100 Table
It has been a while since I have done a d100 table and felt that my game worlds deserts are a bit lacking in the populated department. So I present to you my latest in my series of d100 tables for your wilderness needs.
Download Deserts
Download Deserts
Tuesday, September 1, 2015
First Offical Hexcrawl
Last night I ran my first expedition into hex crawling, and honestly it was one of the better gaming nights we've had.
The party was lost in the woods due to being chased by some elephant men from a portal that opened behind the party the session before (a current on going plot) and so they dived deeper into the wild in an attempt to get away.
The Spend the night and I roll for an encounter and using my d100 chart for forests came up with an abandoned cabin. Since they did not search the area before resting for the night they did not notice it through the thick trees until morning. They carefully search it for traps finding nothing but alot of dust until looking inside the old desk finding some old unused parchment and a unknown potion. They collect the potion deciding to get it properly identified when back at the mages guild and explore some more. They don’t find anything of real interest and head back towards the cabin for a slightly safer days rest. I had ended up rolling up another encounter and this time I got 2 black bears, one inside the cabin the other wandering around in the trees not too far off. The barbarian is the first to notice something is off and goes to investigate and comes face to face with the black bear(the barb is only surprised on a 1 out of 6) and so initiative is rolled. Surprisingly the MVP of the battle was the trained war dog who finished off the bear that came in from the woods, and then critical'ed using the Critical hit/fumble chart from dragon 39 page (34) scoring what should have been a decapitation, but I went for him darting past the group and coming underneath the bears neck and tearing out its throat (still instant death).
After calming down from the fight they start skinning the bears taking a few claws as trophies and cook some of the meat to keep from having to use up their rations and prepare for the next day. They gather up their gear and decide to look for a way back and maybe do some additional hunting along the way breaking up the party sending the more hunter types (barb, rogue, the rogues guard dog, and druid) leaving the cleric, magic user, and the magic users charmed orc body guard to watch over camp.
The hunting group after a few hours of searching over hear some giggling and splashing around, following the sounds they come across a out cropping of 10 foot rocks in a large circle and just the glint of light reflecting off the water and onto the rocks. The rogue attempts to sneak up and take a peek at the female sounding frolicking in the water and rolls a 1 on his save. He enjoys the sight he sees all for about 5 seconds as he begins to sprout fur and falls onto his hunches as his gear melds into his body and he now understands his guard dog several times better, even if his vision has just went to grey scale. The rest of the group watched in surprise as their companion changed into a wolf. The druid at this point had a darn good idea what the cause of this was and advised they leave and leave now and don’t they dare take a further look across the water, a nymphs beauty is not for mortals to behold and their friend was lucky to be alive. They head back to camp and decide it would be best to trek back to the kingdom as they had much to discuss with the mage's guild.
All in all it was a good session, they was told the mages will consult their library for anything useful and in the mean time they heard rumors of a long abandoned castle to explore. It was a nice throw back to how I first ran D&D 16-17 years ago flying by the seat of my pants and just letting things go the way they go. Modules are still there as possible locations but memories are certainly being created just going out into the wilds.
The party was lost in the woods due to being chased by some elephant men from a portal that opened behind the party the session before (a current on going plot) and so they dived deeper into the wild in an attempt to get away.
The Spend the night and I roll for an encounter and using my d100 chart for forests came up with an abandoned cabin. Since they did not search the area before resting for the night they did not notice it through the thick trees until morning. They carefully search it for traps finding nothing but alot of dust until looking inside the old desk finding some old unused parchment and a unknown potion. They collect the potion deciding to get it properly identified when back at the mages guild and explore some more. They don’t find anything of real interest and head back towards the cabin for a slightly safer days rest. I had ended up rolling up another encounter and this time I got 2 black bears, one inside the cabin the other wandering around in the trees not too far off. The barbarian is the first to notice something is off and goes to investigate and comes face to face with the black bear(the barb is only surprised on a 1 out of 6) and so initiative is rolled. Surprisingly the MVP of the battle was the trained war dog who finished off the bear that came in from the woods, and then critical'ed using the Critical hit/fumble chart from dragon 39 page (34) scoring what should have been a decapitation, but I went for him darting past the group and coming underneath the bears neck and tearing out its throat (still instant death).
After calming down from the fight they start skinning the bears taking a few claws as trophies and cook some of the meat to keep from having to use up their rations and prepare for the next day. They gather up their gear and decide to look for a way back and maybe do some additional hunting along the way breaking up the party sending the more hunter types (barb, rogue, the rogues guard dog, and druid) leaving the cleric, magic user, and the magic users charmed orc body guard to watch over camp.
The hunting group after a few hours of searching over hear some giggling and splashing around, following the sounds they come across a out cropping of 10 foot rocks in a large circle and just the glint of light reflecting off the water and onto the rocks. The rogue attempts to sneak up and take a peek at the female sounding frolicking in the water and rolls a 1 on his save. He enjoys the sight he sees all for about 5 seconds as he begins to sprout fur and falls onto his hunches as his gear melds into his body and he now understands his guard dog several times better, even if his vision has just went to grey scale. The rest of the group watched in surprise as their companion changed into a wolf. The druid at this point had a darn good idea what the cause of this was and advised they leave and leave now and don’t they dare take a further look across the water, a nymphs beauty is not for mortals to behold and their friend was lucky to be alive. They head back to camp and decide it would be best to trek back to the kingdom as they had much to discuss with the mage's guild.
All in all it was a good session, they was told the mages will consult their library for anything useful and in the mean time they heard rumors of a long abandoned castle to explore. It was a nice throw back to how I first ran D&D 16-17 years ago flying by the seat of my pants and just letting things go the way they go. Modules are still there as possible locations but memories are certainly being created just going out into the wilds.
Monday, August 31, 2015
The Steel Thanes
Today I bring to you the latest in my series of phyrexian conversion, the black aligned steel thanes
================================
The Steel Thanes
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Blackcleave Goblins
Hit Dice: 1HD (4)
AC: 8 (11)
Attacks: bite (1d4)
Save: 17
Special: infect,haste
Move: 18
Alignment: Chaos
Challenge Level/XP: 3/60
When encountered in small packs these small former goblins while fast and ferocious are nothing like when they come together as a horde surprising with speed and precision devouring anything that gets in their way.
Blister Grub
Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: spikes (1d4)
Save: 16
Special: on death all non-phyrexians in 10ft must save or take 1d8 acid damage
Move: 6
Alignment: Chaos
Challenge Level/XP: 2/30
As a living biological bomb, blister grubs scurry to the nearest cluster of threats, ignoring heavily armoured fighters and drive one of their spikes covering their bodies into a more squishy target. On death they explode in a horrific display of gore, caustic gases, and acid.
Carnafex Demon
Hit Dice: 4HD (16)
AC: 4 (15)
Attacks: 2 claws (1d6+2)
Save: 13
Special: Flying, Steal Strength
Move: 18
Alignment: Chaos
Challenge Level/XP: 6/400
Created in the image of oil soaked demons, the carnafex swoop from above the battlefield and attempt to grab a target from below. If they hit with both claw attacks the target must make a strength check to prevent being grabbed. If they fail the demon will on its next turn and each subsequent turn it will fly up as high as it can and drain 1 strength from the target(if they fail a saving throw) and add it to a pool. The demon can spend 2 points to gain +1 to hit, damage, and improve its armor class by 1 for 10 minutes or spend 4 points to heal 1d6 hp.
the drained strength returns at a rate of 1 per hour.
Contagious Zombie
Undead
Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: bite (1d6)
Save: 16
Special: infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 3/60
The reanimated corpses of the fallen can take all shapes but they share the same trait once exposed to the glistening oil, an infectious bite and a determined will to convert the enemy into a new weapon for phyrexia. Those who die from their infected wounds reanimate in 1d4 hours as a contagious zombie as the glistening oil spreads through out the body, unless a neutralize poison spell is cast or the body is sufficiently destroyed.
Corrupted Harvester
Hit Dice: 3HD (12)
AC: 7 (13)
Attacks: bite (1d6+2)
Save: 14
Special: Swallow Whole, Activated Regeneration (3hp/round)
Move: 6
Alignment: Chaos
Challenge Level/XP: 4/120
Large wurmlike creatures, they slither across the ground looking for any other creature to devour. If it rolls a 20 on its bite the target must make a saving throw to prevent being thrown into its gullet where grinding machine parts smash and destroy anything that enters it for 2d6 damage a round and activates the harvesters regeneration for 10 minutes. It will not hesitate to consume another phyrexian, specially if its been weakened to activate this ability.
Dross Hopper
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d4)
Save: 17
Special: hop
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15
With bluish,grey like skin the dross hopper is a 4 legged tick like monster that leaps at its foes with a strong hop, allowing it to move twice its speed in a single turn with a +2 to its hit roll. If it hits a player they must make a dex check to prevent being knocked prone and being pinned with the hopper on top of them. A open doors check is required to remove the hopper and a move action taken to stand back up.
Fume Spitter
Hit Dice: 1HD (4)
AC: 10 (9)
Attacks: random sharp appendage (1d4)
Save: 17
Special: on death all in a 10ft radius save or take 1d4 infected wounds
Move: 6
Alignment: Chaos
Challenge Level/XP: 2/30
Fume spitters are created from scraps of other creatures, metal, exhaust pipes and other refuse. They fumble and skitter their way torwards the nearest target with no regard at all for itself. Once it locks in on a target it will attack with what ever claw, spike, tail, etc it has to inflict pain on its target. On death it becomes a bomb blast of shrapnel and glistening oil inflicting 1d4 infected wounds on anything around it in a 10ft radius that fails its saving throw.
Geth, Lord of the Vault
undead, golem
Hit Dice: 5HD +5 (25)
AC: 4 (15)
Attacks: 2 heavy claws (1d8+2)
Save: 12
Special: intimidate, 5th level magic user, undead, animate dead at will
Move: 9
Alignment: Chaos
Challenge Level/XP: 9/1,100
Evil long before his completion into a phyrexian Geth was a necromancer lord who ruled through fear and lies. His undead head when found by the phyrexians was given a second chance to rule again by giving him a completed golem body which is controlled by his reanimated zombie head. Still a fairly powerful spell caster he now has the ability to reanimate corpses within his sight into zombies as per the animate dead spell. Just being in his presence can cause the weaker willed beings to doubt themselves and their resolve to do conflict with him. While quite powerful on his own he is almost always accompanied by his loyal dead minions, assassins, or horrific minions.
Hand of the Preators
Undead
Hit Dice: 2HD (8)
AC: 7 (12)
Attacks: claw or beak (1d6)
Save: 16
Special: Combat aura 1(other creatures with infect 30ft), infect, undead
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120
Minor leaders of swat teams of the glorious plague, these undead vulture headed creatures are tasked with creating disruption and chaos among their foes ranks. Instilling a fervour even in the more mindless of their kind to destroy the unbelievers of the great work.
Ichor Rats
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite (1d6)
Save: 17
Special: infect, caustic gas
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30
These rats have the glistening oil dripping from their eyes and a noxious green gas exuding from their bodies. The first time any one comes within 5ft of a ichor rat they must make a saving throw or take 1d4 infected damage from the gas as it eats at their soft tissues.
Plague Stinger
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite or sting (1d6)
Save: 17
Special: infect, flying
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Mouths with stingers, these sickly yellow/greenish insect horrors are roam the desolate swamps and fetid fetid swamps on their coppery wings. On the lower rung of the hierarchy they are constantly hunted by much larger predators.
Skitheryx, The Blight Dragon
dragon, undead
Hit Dice: 4HD +10 (36)
AC: 5 (14)
Attacks: bite (1d8+1) and 2 claws (1d6+1) or necrotic breath attack (4d6 acid damage save for half)
Save: 13
Special: infect, flying, haste, regenerate(3 hp/round)
Move: 24
Alignment: Chaos
Challenge Level/XP: 10/1,400
Once a powerful red dragon, he was slain by a horde of phyrexians sweeping into its mountain home. Completed and reborn as Skitheryx, the Blight Dragon. Hoses and pipes pump necrogren gas and glistening oil through its emancipated, skeletal frame. Skitheryx loves to wade into his enemies crushing those who oppose him and pouring his caustic breath fumes over those not close enough to be dealt with directly. This necrotic breath is a highly corrosive acid that extends in a cone 30ft long by 50ft wide.
================================
The Steel Thanes
================================
Blackcleave Goblins
Hit Dice: 1HD (4)
AC: 8 (11)
Attacks: bite (1d4)
Save: 17
Special: infect,haste
Move: 18
Alignment: Chaos
Challenge Level/XP: 3/60
When encountered in small packs these small former goblins while fast and ferocious are nothing like when they come together as a horde surprising with speed and precision devouring anything that gets in their way.
Blister Grub
Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: spikes (1d4)
Save: 16
Special: on death all non-phyrexians in 10ft must save or take 1d8 acid damage
Move: 6
Alignment: Chaos
Challenge Level/XP: 2/30
As a living biological bomb, blister grubs scurry to the nearest cluster of threats, ignoring heavily armoured fighters and drive one of their spikes covering their bodies into a more squishy target. On death they explode in a horrific display of gore, caustic gases, and acid.
Carnafex Demon
Hit Dice: 4HD (16)
AC: 4 (15)
Attacks: 2 claws (1d6+2)
Save: 13
Special: Flying, Steal Strength
Move: 18
Alignment: Chaos
Challenge Level/XP: 6/400
Created in the image of oil soaked demons, the carnafex swoop from above the battlefield and attempt to grab a target from below. If they hit with both claw attacks the target must make a strength check to prevent being grabbed. If they fail the demon will on its next turn and each subsequent turn it will fly up as high as it can and drain 1 strength from the target(if they fail a saving throw) and add it to a pool. The demon can spend 2 points to gain +1 to hit, damage, and improve its armor class by 1 for 10 minutes or spend 4 points to heal 1d6 hp.
the drained strength returns at a rate of 1 per hour.
Contagious Zombie
Undead
Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: bite (1d6)
Save: 16
Special: infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 3/60
The reanimated corpses of the fallen can take all shapes but they share the same trait once exposed to the glistening oil, an infectious bite and a determined will to convert the enemy into a new weapon for phyrexia. Those who die from their infected wounds reanimate in 1d4 hours as a contagious zombie as the glistening oil spreads through out the body, unless a neutralize poison spell is cast or the body is sufficiently destroyed.
Corrupted Harvester
Hit Dice: 3HD (12)
AC: 7 (13)
Attacks: bite (1d6+2)
Save: 14
Special: Swallow Whole, Activated Regeneration (3hp/round)
Move: 6
Alignment: Chaos
Challenge Level/XP: 4/120
Large wurmlike creatures, they slither across the ground looking for any other creature to devour. If it rolls a 20 on its bite the target must make a saving throw to prevent being thrown into its gullet where grinding machine parts smash and destroy anything that enters it for 2d6 damage a round and activates the harvesters regeneration for 10 minutes. It will not hesitate to consume another phyrexian, specially if its been weakened to activate this ability.
Dross Hopper
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d4)
Save: 17
Special: hop
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15
With bluish,grey like skin the dross hopper is a 4 legged tick like monster that leaps at its foes with a strong hop, allowing it to move twice its speed in a single turn with a +2 to its hit roll. If it hits a player they must make a dex check to prevent being knocked prone and being pinned with the hopper on top of them. A open doors check is required to remove the hopper and a move action taken to stand back up.
Fume Spitter
Hit Dice: 1HD (4)
AC: 10 (9)
Attacks: random sharp appendage (1d4)
Save: 17
Special: on death all in a 10ft radius save or take 1d4 infected wounds
Move: 6
Alignment: Chaos
Challenge Level/XP: 2/30
Fume spitters are created from scraps of other creatures, metal, exhaust pipes and other refuse. They fumble and skitter their way torwards the nearest target with no regard at all for itself. Once it locks in on a target it will attack with what ever claw, spike, tail, etc it has to inflict pain on its target. On death it becomes a bomb blast of shrapnel and glistening oil inflicting 1d4 infected wounds on anything around it in a 10ft radius that fails its saving throw.
Geth, Lord of the Vault
undead, golem
Hit Dice: 5HD +5 (25)
AC: 4 (15)
Attacks: 2 heavy claws (1d8+2)
Save: 12
Special: intimidate, 5th level magic user, undead, animate dead at will
Move: 9
Alignment: Chaos
Challenge Level/XP: 9/1,100
Evil long before his completion into a phyrexian Geth was a necromancer lord who ruled through fear and lies. His undead head when found by the phyrexians was given a second chance to rule again by giving him a completed golem body which is controlled by his reanimated zombie head. Still a fairly powerful spell caster he now has the ability to reanimate corpses within his sight into zombies as per the animate dead spell. Just being in his presence can cause the weaker willed beings to doubt themselves and their resolve to do conflict with him. While quite powerful on his own he is almost always accompanied by his loyal dead minions, assassins, or horrific minions.
Hand of the Preators
Undead
Hit Dice: 2HD (8)
AC: 7 (12)
Attacks: claw or beak (1d6)
Save: 16
Special: Combat aura 1(other creatures with infect 30ft), infect, undead
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120
Minor leaders of swat teams of the glorious plague, these undead vulture headed creatures are tasked with creating disruption and chaos among their foes ranks. Instilling a fervour even in the more mindless of their kind to destroy the unbelievers of the great work.
Ichor Rats
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite (1d6)
Save: 17
Special: infect, caustic gas
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30
These rats have the glistening oil dripping from their eyes and a noxious green gas exuding from their bodies. The first time any one comes within 5ft of a ichor rat they must make a saving throw or take 1d4 infected damage from the gas as it eats at their soft tissues.
Plague Stinger
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite or sting (1d6)
Save: 17
Special: infect, flying
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Mouths with stingers, these sickly yellow/greenish insect horrors are roam the desolate swamps and fetid fetid swamps on their coppery wings. On the lower rung of the hierarchy they are constantly hunted by much larger predators.
Skitheryx, The Blight Dragon
dragon, undead
Hit Dice: 4HD +10 (36)
AC: 5 (14)
Attacks: bite (1d8+1) and 2 claws (1d6+1) or necrotic breath attack (4d6 acid damage save for half)
Save: 13
Special: infect, flying, haste, regenerate(3 hp/round)
Move: 24
Alignment: Chaos
Challenge Level/XP: 10/1,400
Once a powerful red dragon, he was slain by a horde of phyrexians sweeping into its mountain home. Completed and reborn as Skitheryx, the Blight Dragon. Hoses and pipes pump necrogren gas and glistening oil through its emancipated, skeletal frame. Skitheryx loves to wade into his enemies crushing those who oppose him and pouring his caustic breath fumes over those not close enough to be dealt with directly. This necrotic breath is a highly corrosive acid that extends in a cone 30ft long by 50ft wide.
Tuesday, August 25, 2015
The Progress Engine
The next episode of my new collection of conversions, the blue aligned Progress Engine.
Darkslick Drake
Hit Dice: 4HD (16)
AC: 8 (11)
Attacks: bite (1d8) or tail barbed tail wrap (1d6/round)
Save: 13
Special: flying,tail wrap
Move: 12
Alignment: Chaos
Challenge Level/XP: 5/240
Known for their viscous bite and razor wire like tails. If struck by its tail make a dex check. On a failure it has wrapped its barbs and will continue to do 1d6 crushing/slashing damage a round until a successful saving throw is made on the players turn.
Chained Throatseeker
Hit Dice: 5HD (20)
AC: 5 (14)
Attacks: bite (1d10+2)
Save: 12
Special: infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 6/400
Large and brutal these bluish/grey beasts hunt the already infected with their maw of savage teeth. Once it gets ahold of its prey it does not let up ignoring all other targets until it has torn them to pieces.
Chancellor of the Spires
Hit Dice: 7HD (28)
AC: 7 (12)
Attacks: Bite (1d8+2)
Save: 9
Special: flying, psychic intrusion
Move: 12
Alignment: Chaos
Challenge Level/XP: 9/1,100
Capable of speaking telepathically the Chancellor of the spires is able to force itself into its targets mind. It can make an attempt once a turn forcing its target to make a save, each time they successfully save they get an commutative +1 save vs additional attempts. On a failure the chancellor may implant a false memory, remove a memory, or in the case of a magic user steal a currently prepared spell. A stolen spell may be cast by the chancellor as if they was the original caster.
Impaler Shrike
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: Imapale (2d6+1, 1d6 afterwards)
Save: 17
Special: Flight, Impale
Move: 12/18 flight
Alignment: Chaos
Challenge Level/XP: 3/60
These terrible birds of prey dive bomb their targets striking with their metallic needle like beak. Once they impale into their target they remain attached draining blood from their victim for 1d6 damage per round. They can be removed by a successful strength check with a -2 penalty to the strength score.
Thrumming Bird
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 1d4 + special
Save: 17
Special: if the target has infected wounds they must make a save when hit or receive 1d4 additional infected wounds
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Mostly found in swarms these terrifying birds target seek those who are already infected opening additional pathways for infection to spread and proliferate with their needle sharp beaks.
Consecrated Sphinx
Hit Dice: 6HD (24)
AC: 4 (15)
Attacks: 2 claws (1d4+1) bite (1d6+1)
Save: 13
Special: flying, insanity roar
Move: 18
Alignment: Chaos
Challenge Level/XP: 8/800
Favoured by Jin gitaxias as spies and as devastating troops of war, the consecrated sphinx plays with its foes swooping down and taunting them taking swipes and bites along the way. When it is done playing with its meal it unleashes its roar of insanity causing all who hear to make a save or be treated as if they are affected by a confusion spell with a 1 hour duration.
Serum Raker
Hit Dice: 2HD (8)
AC: 6 (13)
Attacks: bite (1d6+1)
Save: 16
Special: Flight, Memory Spores
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120
Deadly drakes who feast on blinkmoths greasing their engines and provides the fuel for their memory spores.On death the Serum raker releases these memory affecting spores, those in a 5ft radius must make a save or forget the last hour.
Blighted Agent
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: blighted knife (1d4 cutting/infected damage)
Save: 17
Special: infect, invisibility
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120
The pride of the progress machines spies, the blighted agents can create a field of invisibility that shrouds themselves and any gear they carry invisible. They typically will carry a specialized combat knife enchanted with the ability to confer phyrexian infected wounds. Attacking does not remove the field of invisibility.
Jin Gitaxias, Core Auger
Hit Dice: 4HD+20 (36)
AC: 5 (14)
Attacks: 2 claws (1d6+2)
Save:
Special: flash, memory wipe
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/
The praetor of the progress engine, Jin Gitaxias is not the most powerful of the praetors physically but few can match him mentally. He is connected to practically everything through various spies and agents. No one knows what his ultimate goals truly are but many believe he is working to usurp the throne and become the new father of machines. Those who stand against him must make a save or have their memory completely wiped out leaving them a thrall with no idea who they are or what they are doing there.
Wing Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Flight aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Typically in the accompany of a 1d4 golem servants the wing splicer is creates a flight aura that allows all golems within 30 ft to gain flight at a speed of 12. It is not uncommon for them to use these golems are mounts flying to wherever they might be needed.
Phyrexian Metamorph
Hit Dice: varies
AC: varies
Attacks: varies
Save: Varies
Special: Copy
Move: 12
Alignment: Chaos
Challenge Level/XP: Varies
The phyrexian metamorph is an upgrade on an old infiltrator design. In its natural state it looks like a pool of silver quick silver metal. Once it has seen a target it will emulate its very design being capable of taking all its physical qualities. It will not be able to emulate mental or biological powers thus if it was to copy a dragon it could not gain the ability to breathe fire but it could gain its strength. These are the ultimate spies being able to integrate fully into its enemy society gathering information, assassinating threats, and replacing them. Once it has taken a new form it cannot change for 24 hours. Its stats will reflect the most recent form it has taken, the GM will need to modify challenge level and xp based on the abilities it has at that time.
Darkslick Drake
Hit Dice: 4HD (16)
AC: 8 (11)
Attacks: bite (1d8) or tail barbed tail wrap (1d6/round)
Save: 13
Special: flying,tail wrap
Move: 12
Alignment: Chaos
Challenge Level/XP: 5/240
Known for their viscous bite and razor wire like tails. If struck by its tail make a dex check. On a failure it has wrapped its barbs and will continue to do 1d6 crushing/slashing damage a round until a successful saving throw is made on the players turn.
Chained Throatseeker
Hit Dice: 5HD (20)
AC: 5 (14)
Attacks: bite (1d10+2)
Save: 12
Special: infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 6/400
Large and brutal these bluish/grey beasts hunt the already infected with their maw of savage teeth. Once it gets ahold of its prey it does not let up ignoring all other targets until it has torn them to pieces.
Chancellor of the Spires
Hit Dice: 7HD (28)
AC: 7 (12)
Attacks: Bite (1d8+2)
Save: 9
Special: flying, psychic intrusion
Move: 12
Alignment: Chaos
Challenge Level/XP: 9/1,100
Capable of speaking telepathically the Chancellor of the spires is able to force itself into its targets mind. It can make an attempt once a turn forcing its target to make a save, each time they successfully save they get an commutative +1 save vs additional attempts. On a failure the chancellor may implant a false memory, remove a memory, or in the case of a magic user steal a currently prepared spell. A stolen spell may be cast by the chancellor as if they was the original caster.
Impaler Shrike
Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: Imapale (2d6+1, 1d6 afterwards)
Save: 17
Special: Flight, Impale
Move: 12/18 flight
Alignment: Chaos
Challenge Level/XP: 3/60
These terrible birds of prey dive bomb their targets striking with their metallic needle like beak. Once they impale into their target they remain attached draining blood from their victim for 1d6 damage per round. They can be removed by a successful strength check with a -2 penalty to the strength score.
Thrumming Bird
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 1d4 + special
Save: 17
Special: if the target has infected wounds they must make a save when hit or receive 1d4 additional infected wounds
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Mostly found in swarms these terrifying birds target seek those who are already infected opening additional pathways for infection to spread and proliferate with their needle sharp beaks.
Consecrated Sphinx
Hit Dice: 6HD (24)
AC: 4 (15)
Attacks: 2 claws (1d4+1) bite (1d6+1)
Save: 13
Special: flying, insanity roar
Move: 18
Alignment: Chaos
Challenge Level/XP: 8/800
Favoured by Jin gitaxias as spies and as devastating troops of war, the consecrated sphinx plays with its foes swooping down and taunting them taking swipes and bites along the way. When it is done playing with its meal it unleashes its roar of insanity causing all who hear to make a save or be treated as if they are affected by a confusion spell with a 1 hour duration.
Serum Raker
Hit Dice: 2HD (8)
AC: 6 (13)
Attacks: bite (1d6+1)
Save: 16
Special: Flight, Memory Spores
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120
Deadly drakes who feast on blinkmoths greasing their engines and provides the fuel for their memory spores.On death the Serum raker releases these memory affecting spores, those in a 5ft radius must make a save or forget the last hour.
Blighted Agent
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: blighted knife (1d4 cutting/infected damage)
Save: 17
Special: infect, invisibility
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120
The pride of the progress machines spies, the blighted agents can create a field of invisibility that shrouds themselves and any gear they carry invisible. They typically will carry a specialized combat knife enchanted with the ability to confer phyrexian infected wounds. Attacking does not remove the field of invisibility.
Jin Gitaxias, Core Auger
Hit Dice: 4HD+20 (36)
AC: 5 (14)
Attacks: 2 claws (1d6+2)
Save:
Special: flash, memory wipe
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/
The praetor of the progress engine, Jin Gitaxias is not the most powerful of the praetors physically but few can match him mentally. He is connected to practically everything through various spies and agents. No one knows what his ultimate goals truly are but many believe he is working to usurp the throne and become the new father of machines. Those who stand against him must make a save or have their memory completely wiped out leaving them a thrall with no idea who they are or what they are doing there.
Wing Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Flight aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Typically in the accompany of a 1d4 golem servants the wing splicer is creates a flight aura that allows all golems within 30 ft to gain flight at a speed of 12. It is not uncommon for them to use these golems are mounts flying to wherever they might be needed.
Phyrexian Metamorph
Hit Dice: varies
AC: varies
Attacks: varies
Save: Varies
Special: Copy
Move: 12
Alignment: Chaos
Challenge Level/XP: Varies
The phyrexian metamorph is an upgrade on an old infiltrator design. In its natural state it looks like a pool of silver quick silver metal. Once it has seen a target it will emulate its very design being capable of taking all its physical qualities. It will not be able to emulate mental or biological powers thus if it was to copy a dragon it could not gain the ability to breathe fire but it could gain its strength. These are the ultimate spies being able to integrate fully into its enemy society gathering information, assassinating threats, and replacing them. Once it has taken a new form it cannot change for 24 hours. Its stats will reflect the most recent form it has taken, the GM will need to modify challenge level and xp based on the abilities it has at that time.
Thursday, August 13, 2015
The Machine Orthodoxy
Slowly the phyrexians are coming. First in my new series/bestiary is the white aligned all uniting church, The Machine Orthodoxy.
Blade Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: First strike aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Corrupted humans who give all golems within 30ft the first strike ability.
They prefer to stay out of combat themselves directing various golems to fight instead, but when required
they will fight with their razor bladed claws.
Chancellor of the Annex
Hit Dice: 6HD (24)
Angel
AC: 5 (14)
Attacks: 2 Claws (1d4+2)
Save: 11
Special: Spell Dampening Field (10% spell chance failure)
Move: 12/18(flying)
Alignment: Chaos
Challenge Level/XP: 7/600
Fallen angels who are used to disrupt enemy spell casters. Having no face short of 2 blood red eyes they prefer to tear into non-believers with their wicked claws.
Elesh Norn, Grand Cenobite
Hit Dice: 7HD +30 (58)
AC: 3 (16)
Attacks: 2 Claws (1d8+3)
Save: 10
Special: Combat Aura 2 (Allies gain +2 hit/damage and -2(+2) AC) within 30 ft, Weakness Aura (all foes in 30ft must make a save or be at -2 hit/damage and +2(-2) AC for the rest of combat)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700
The thane of the great machine orthodoxy. Considered the highest priest and a direct link to the father of machines. She does not enter directly into combat unless all other thralls and servants have been slain. Just being in her very presence can cause weakness to her enemies while giving strength to those who fight for phyrexia.
Gore Vassal
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d6)
Save: 17
Special: on death those in a 5ft area must make a save or take a -1 to hit and damage for 1d6 rounds.
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
strange 4 legged creatures with bone white metal for skin, their backs carry a pulsating heart like organ. Other phyrexians can take this heart, killing the vassal and consume it to gain regeneration(3hp/round) for 1 hour.
Lost Leonin
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 2 Bladed Claws (1d4) or bite (1d6)
Save: 17
Special: Infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Former warriors of great prides of lion men, they now serve phyrexia as terrifying foot soldiers and shock troops. While capable of wielding weapons, most prefer to wade into combat with their claws and bite, aiming to do as much damage as possible in a single strike putting as much strain on enemy healers before going back to finish off weakened prey.
Loxodon Convert
Hit Dice: 2HD (8)
AC: 5 (14)
Attacks: Razor Gore (1d6+1) or glaive (1d8+2)
Save: 17
Special:
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Bigger and more brutish then the leonins, the converted loxodons are massive elephant like warriors who revel in destroying their targets with rightous fury. Extremely Strong they wield typically large wicked looking glaives or attempt to gore their foes on their razor covered tusks.
Master Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Combat aura 1(30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30
Like all splicers, these one former humans now lead small regiments of golems into battle, while looking to avoid direct combat themselves. Their aura provides strength and durability to their creations.
Porcelain Legionnaire
Hite Dice: 1HD (4)
AC: 6 (13)
Attacks: longsword (1d8+1)
Save: 17
Special: First Strike
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Created from captured warriors of various races, their muscles and sinew are imbued with a lightweight yet sturdy armor that has a look of porcelain. Extremely agile and quick on the draw their wicked long swords strike with single minded determination.
Sensor Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d4)
Save: 17
Special: Vigilant aura (30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30
Regarded for their aura of vigilance, making even the smallest of their golems capable of ignoring most blows by any common resistance, and the larger machines of wars even more monstrous in their defence.
Shattered Angel
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Bladed Claws (1d4+1), Draining Scream (1d10 + healing)
Save: 15
Special: Flying, Draining Scream
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240
These former angels have a horrifying scream they can use once every 1d4 turns. Those in 20ft must make a save for half damage, the angel healing itself for 1 Hitpoint for every 2 points of damage inflicted with this ability.
Shriek Raptor
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Talons (1d4)
Save: 15
Special: Flying, infect
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240
Terrifying monstrous birds, their wings like razors and their beaks a cruel orifice for devouring the weak. They flock together to hunt those who are judged unworthy of living.
Blade Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: First strike aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Corrupted humans who give all golems within 30ft the first strike ability.
They prefer to stay out of combat themselves directing various golems to fight instead, but when required
they will fight with their razor bladed claws.
Chancellor of the Annex
Hit Dice: 6HD (24)
Angel
AC: 5 (14)
Attacks: 2 Claws (1d4+2)
Save: 11
Special: Spell Dampening Field (10% spell chance failure)
Move: 12/18(flying)
Alignment: Chaos
Challenge Level/XP: 7/600
Fallen angels who are used to disrupt enemy spell casters. Having no face short of 2 blood red eyes they prefer to tear into non-believers with their wicked claws.
Elesh Norn, Grand Cenobite
Hit Dice: 7HD +30 (58)
AC: 3 (16)
Attacks: 2 Claws (1d8+3)
Save: 10
Special: Combat Aura 2 (Allies gain +2 hit/damage and -2(+2) AC) within 30 ft, Weakness Aura (all foes in 30ft must make a save or be at -2 hit/damage and +2(-2) AC for the rest of combat)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700
The thane of the great machine orthodoxy. Considered the highest priest and a direct link to the father of machines. She does not enter directly into combat unless all other thralls and servants have been slain. Just being in her very presence can cause weakness to her enemies while giving strength to those who fight for phyrexia.
Gore Vassal
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d6)
Save: 17
Special: on death those in a 5ft area must make a save or take a -1 to hit and damage for 1d6 rounds.
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
strange 4 legged creatures with bone white metal for skin, their backs carry a pulsating heart like organ. Other phyrexians can take this heart, killing the vassal and consume it to gain regeneration(3hp/round) for 1 hour.
Lost Leonin
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 2 Bladed Claws (1d4) or bite (1d6)
Save: 17
Special: Infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60
Former warriors of great prides of lion men, they now serve phyrexia as terrifying foot soldiers and shock troops. While capable of wielding weapons, most prefer to wade into combat with their claws and bite, aiming to do as much damage as possible in a single strike putting as much strain on enemy healers before going back to finish off weakened prey.
Loxodon Convert
Hit Dice: 2HD (8)
AC: 5 (14)
Attacks: Razor Gore (1d6+1) or glaive (1d8+2)
Save: 17
Special:
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Bigger and more brutish then the leonins, the converted loxodons are massive elephant like warriors who revel in destroying their targets with rightous fury. Extremely Strong they wield typically large wicked looking glaives or attempt to gore their foes on their razor covered tusks.
Master Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Combat aura 1(30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30
Like all splicers, these one former humans now lead small regiments of golems into battle, while looking to avoid direct combat themselves. Their aura provides strength and durability to their creations.
Porcelain Legionnaire
Hite Dice: 1HD (4)
AC: 6 (13)
Attacks: longsword (1d8+1)
Save: 17
Special: First Strike
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
Created from captured warriors of various races, their muscles and sinew are imbued with a lightweight yet sturdy armor that has a look of porcelain. Extremely agile and quick on the draw their wicked long swords strike with single minded determination.
Sensor Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d4)
Save: 17
Special: Vigilant aura (30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30
Regarded for their aura of vigilance, making even the smallest of their golems capable of ignoring most blows by any common resistance, and the larger machines of wars even more monstrous in their defence.
Shattered Angel
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Bladed Claws (1d4+1), Draining Scream (1d10 + healing)
Save: 15
Special: Flying, Draining Scream
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240
These former angels have a horrifying scream they can use once every 1d4 turns. Those in 20ft must make a save for half damage, the angel healing itself for 1 Hitpoint for every 2 points of damage inflicted with this ability.
Shriek Raptor
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Talons (1d4)
Save: 15
Special: Flying, infect
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240
Terrifying monstrous birds, their wings like razors and their beaks a cruel orifice for devouring the weak. They flock together to hunt those who are judged unworthy of living.
Tuesday, July 28, 2015
Phyrexians are coming
It has been a while since I have made an update here so it is time I do. The current campaign is moving along well, my players are currently devising a plan to invade the slavers stronghold in A1. This has been a good time for all with lots of planning and securing of materials as well as trying to bluff there way in, this is probably the most think their way through a situation they have done yet. I am very proud as they are all still greenhorns in the world of D&D.
So while they are making plans for the future I have as well. As an avid collector of magic cards for ages I find they can be quite inspiring for ideas from their artwork and all around in game uses as well as their history within the game itself. Amongst one of my more crazy ideas include creating a race of artifact infused monsters from another plane of existence that are slowly creeping into the world via portals corrupting and destroying everything they come across....much like the Phyrexians from the MTG world. So not wanting to reinvent the wheel too much short of maybe changing some names here and there and maybe a few descriptions, I came up with a very quick and dirty way to convert MTG critters into the OSR.
Quick and Dirty Conversion of MTG cards to OSR
Color - strictly flavor and rough idea what kind of locals you may find the creatures in
Power - Power gives a rough idea of a bonus to damage
1-2 = +0
3-4 = +1
5-6 = +2
7-8 = +3
9-10 = +4
etc
Toughness - each point of toughness equals a hit die, so a 2 Toughness creature would have 2HD
Attacks: this is pretty self explanatory, look at the picture and use common sense or find a similar creature and model around it.
AC: same idea, a look at the card gives an idea of what kind of gear they have including armor and weapons.
Below are the most basic of creature abilities that can be found in magic barring things like defender or protection. The associated concepts with each are just my rough quick once over on them and I highly encourage those who like this idea to expand on this work below. There are a ridiculous amount of abilities in magic and over time I will expand on these with future posts either with my ideas or ideas from all of you.
Since I play S&W I associate the abilities in regards to CL/XP based on how close they are to the make your own monsters chart at the end of the bestiary. Most would give a +1 to the CL.
Basic Keyword Abilities:
Deathtouch = Poison attack of some sort save vs death
First strike = +1 on initiative rolls, wins on ties
Double strike = same as first strike plus 1 extra attack
Flash = surprises on 4 out of 6
Flying = self explanatory
Haste = same as spell,2 times the attacks
Hexproof = magic resistance 50%
Regeneration = Heals 3/HP per round
Indestructible = same as regeneration + requires additional resource to permanently kill, Example: Vampire or Troll.
Intimidate = at start of combat all foes make save or suffer -2 attack and damage vs the creature
Lifelink = regains hp back up to max equal to damage dealt
Reach = has some form of long distance attack
Shroud = magic resistance 100%
Trample = can choose to make a special move/attack that tramples opponents smaller then itself that fail to save for 1d6/size category
Vigilance = +2 to creatures AC due to history/training in vigilant defence
+1/+1 = Combat Aura 1 (Allies gain +1 hit/damage and -1(+1) AC) within 30ft
*Update*
Infect - Damage done by a creature with infect cannot be healed by natural healing, only healing of a magical nature can heal infected damage.
Examples:
Phyrexian Hulk - Golem
Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: Fist (1d8+2)
Save: 13
Special: None
Move: 8
Alignment: Chaos
Challenge Level/XP: 4/120
Serra Angel
Hit Dice: 4HD (16)
AC: 1 (18)
Attacks: Longsword (1d8+2)
Save: 13
Special: Flying
Move: 8/18(flying)
Alignment: Law
Challenge Level/XP: 6/400
Raging Goblin
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: 2x weapon
Save: 17
Special: permanent haste
Move: 16
Alignment: Chaos
Challenge Level/XP: 2/30
Drudge Skeletons
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: weapon or fist strike (1d4)
Save: 17
Special: Undead, Regeneration(3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
War Mammoth
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: gore (1d6+1) or trample
Save: 14
Special: trample
Move: 8
Alignment: neutral
Challenge Level/XP: 4/120
Vodalian Knight
Hit Dice: 2HD (8)
AC: 3 (16)
Attacks: Trident (1d8+1)
Save: 16
Special: flight, first strike
Move: 8/12(flight/Swim)
Alignment: neutral
Challenge Level/XP: 4/120
So while they are making plans for the future I have as well. As an avid collector of magic cards for ages I find they can be quite inspiring for ideas from their artwork and all around in game uses as well as their history within the game itself. Amongst one of my more crazy ideas include creating a race of artifact infused monsters from another plane of existence that are slowly creeping into the world via portals corrupting and destroying everything they come across....much like the Phyrexians from the MTG world. So not wanting to reinvent the wheel too much short of maybe changing some names here and there and maybe a few descriptions, I came up with a very quick and dirty way to convert MTG critters into the OSR.
Quick and Dirty Conversion of MTG cards to OSR
Color - strictly flavor and rough idea what kind of locals you may find the creatures in
Power - Power gives a rough idea of a bonus to damage
1-2 = +0
3-4 = +1
5-6 = +2
7-8 = +3
9-10 = +4
etc
Toughness - each point of toughness equals a hit die, so a 2 Toughness creature would have 2HD
Attacks: this is pretty self explanatory, look at the picture and use common sense or find a similar creature and model around it.
AC: same idea, a look at the card gives an idea of what kind of gear they have including armor and weapons.
Below are the most basic of creature abilities that can be found in magic barring things like defender or protection. The associated concepts with each are just my rough quick once over on them and I highly encourage those who like this idea to expand on this work below. There are a ridiculous amount of abilities in magic and over time I will expand on these with future posts either with my ideas or ideas from all of you.
Since I play S&W I associate the abilities in regards to CL/XP based on how close they are to the make your own monsters chart at the end of the bestiary. Most would give a +1 to the CL.
Basic Keyword Abilities:
Deathtouch = Poison attack of some sort save vs death
First strike = +1 on initiative rolls, wins on ties
Double strike = same as first strike plus 1 extra attack
Flash = surprises on 4 out of 6
Flying = self explanatory
Haste = same as spell,2 times the attacks
Hexproof = magic resistance 50%
Regeneration = Heals 3/HP per round
Indestructible = same as regeneration + requires additional resource to permanently kill, Example: Vampire or Troll.
Intimidate = at start of combat all foes make save or suffer -2 attack and damage vs the creature
Lifelink = regains hp back up to max equal to damage dealt
Reach = has some form of long distance attack
Shroud = magic resistance 100%
Trample = can choose to make a special move/attack that tramples opponents smaller then itself that fail to save for 1d6/size category
Vigilance = +2 to creatures AC due to history/training in vigilant defence
+1/+1 = Combat Aura 1 (Allies gain +1 hit/damage and -1(+1) AC) within 30ft
*Update*
Infect - Damage done by a creature with infect cannot be healed by natural healing, only healing of a magical nature can heal infected damage.
Examples:
Phyrexian Hulk - Golem
Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: Fist (1d8+2)
Save: 13
Special: None
Move: 8
Alignment: Chaos
Challenge Level/XP: 4/120
Serra Angel
Hit Dice: 4HD (16)
AC: 1 (18)
Attacks: Longsword (1d8+2)
Save: 13
Special: Flying
Move: 8/18(flying)
Alignment: Law
Challenge Level/XP: 6/400
Raging Goblin
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: 2x weapon
Save: 17
Special: permanent haste
Move: 16
Alignment: Chaos
Challenge Level/XP: 2/30
Drudge Skeletons
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: weapon or fist strike (1d4)
Save: 17
Special: Undead, Regeneration(3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30
War Mammoth
Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: gore (1d6+1) or trample
Save: 14
Special: trample
Move: 8
Alignment: neutral
Challenge Level/XP: 4/120
Vodalian Knight
Hit Dice: 2HD (8)
AC: 3 (16)
Attacks: Trident (1d8+1)
Save: 16
Special: flight, first strike
Move: 8/12(flight/Swim)
Alignment: neutral
Challenge Level/XP: 4/120
Sunday, April 26, 2015
Random DNA
My usual gaming group is being disrupted this week so with my remaining players I am taking advantage of the situation and putting together a small 1 off adventure using Mutant Future. My players are already quite excited all being fans of the post apocalypse genre. Naturally my urge to make random tables has kicked into full swing again and thus I present an ever so simple but potentially useful random DNA table for your players who may want to spice up their mutants a little bit.
Download: Random DNA
Download: Random DNA
Friday, April 17, 2015
S&W Appreciation Day 2015
Happy Swords and Wizardry day my friends. I have been enjoying and introducing the joy of this system for the last 6+ months and I have to say it has become my defacto game system.
Part of what I love about S&W is it easily allows me as a collector and user of modules past and present is the ease I can port just about any adventure or idea with very little prep but provide big changes to my game world. NPC's, monsters, spells, it doesn't matter because it all bolts on quite easily.
What helps make S&W so great and versatile is the simplicity of the rules and the building block nature that we all as players and GM's can build from and expand upon. I look forward to looking through everyone's contributions today and provide for you all today a new potion and 2 new monsters sure to both amuse and challenge your players.
Juggernaught Potion
Distilled from ionized mithril and the eyes from a basalisk when properly prepared with various other ingrediants creates of a potion that turns the ibiber into a being of hulking destruction. The users body size doubles and takes on a greyish tint while the eyes burn with a red glow. The strength of the user increases by +5, is able to make use of their strength for additional attack and damage as per a fighter, and gains a -10[+10] to AC. This comes at a price as the user is no longer in control of their actions and will attack at random looking to cause the most destruction possible either on inanimate objects or friends/foes nearby. The transformation lasts for 1d6 x 10 minutes. Once it has worn off the user will fall into a near coma like state barely breathing for 2d20 hours.
Dracoon:
HD 4d8+8(16 HP)
AC 3 [16]
Save: 13
Attacks: Bite (1d8 + disease) and 2 claws (1d6) or Breath of fire (1d10 save for half)
Reach 4ft/2.5ft
Move 6/24
Alignment: Chaotic Neutral
Region: Warm/Mountains
CR/XP: 8/800
Special:
immune to fire, vulnerable to cold
Dark vision 120ft
Dracoons are scavengers and hoarders. Often found in dens in mountainous regions not far from civilization they favor little baubles like gems or small magic items. They speak draconic but rarely have a reason to do so preferring to keep to their dens. When forced into a fight or when protecting their den a dracoon will attempt to catch the most dangerous looking foe on fire with its breath or set the area itself on fire then close in to bite. If captured young they make excellent partners to young mages so long as they are kept happy with a regular gifts of food, gems, or gold coins.
Scorpion Soldier
HD 2d8+4(12 HP)
AC 5[14]
Save: 16
Attacks: 2 claws (1d4+1) or sting (1d4 + lethal poison)
Move: 6
Reach: 6ft/2ft
Alignment: Neutral
Region: Anywhere
CR/XP: 5/240
These soldiers were the magical mutation made by a mad wizard to defend his tower. Created as barely intelligent shock troopers, usually from captured peasants and farmers. They prefer to attack from ambush trying to catch their prey and inject them with poison. If they hit with both claw attacks they latch on and can proceed to sting on the following rounds automatically. Cowardly by nature they will flee at the first sign the fight turns against them.
Many thanks to Ryan Thompson for hosting this years S&W appreciation day and don't forget to check out the Drink Spin Run live podcast tonight 9pm EST.
Part of what I love about S&W is it easily allows me as a collector and user of modules past and present is the ease I can port just about any adventure or idea with very little prep but provide big changes to my game world. NPC's, monsters, spells, it doesn't matter because it all bolts on quite easily.
What helps make S&W so great and versatile is the simplicity of the rules and the building block nature that we all as players and GM's can build from and expand upon. I look forward to looking through everyone's contributions today and provide for you all today a new potion and 2 new monsters sure to both amuse and challenge your players.
Juggernaught Potion
Distilled from ionized mithril and the eyes from a basalisk when properly prepared with various other ingrediants creates of a potion that turns the ibiber into a being of hulking destruction. The users body size doubles and takes on a greyish tint while the eyes burn with a red glow. The strength of the user increases by +5, is able to make use of their strength for additional attack and damage as per a fighter, and gains a -10[+10] to AC. This comes at a price as the user is no longer in control of their actions and will attack at random looking to cause the most destruction possible either on inanimate objects or friends/foes nearby. The transformation lasts for 1d6 x 10 minutes. Once it has worn off the user will fall into a near coma like state barely breathing for 2d20 hours.
Dracoon:
HD 4d8+8(16 HP)
AC 3 [16]
Save: 13
Attacks: Bite (1d8 + disease) and 2 claws (1d6) or Breath of fire (1d10 save for half)
Reach 4ft/2.5ft
Move 6/24
Alignment: Chaotic Neutral
Region: Warm/Mountains
CR/XP: 8/800
Special:
immune to fire, vulnerable to cold
Dark vision 120ft
Dracoons are scavengers and hoarders. Often found in dens in mountainous regions not far from civilization they favor little baubles like gems or small magic items. They speak draconic but rarely have a reason to do so preferring to keep to their dens. When forced into a fight or when protecting their den a dracoon will attempt to catch the most dangerous looking foe on fire with its breath or set the area itself on fire then close in to bite. If captured young they make excellent partners to young mages so long as they are kept happy with a regular gifts of food, gems, or gold coins.
Scorpion Soldier
HD 2d8+4(12 HP)
AC 5[14]
Save: 16
Attacks: 2 claws (1d4+1) or sting (1d4 + lethal poison)
Move: 6
Reach: 6ft/2ft
Alignment: Neutral
Region: Anywhere
CR/XP: 5/240
These soldiers were the magical mutation made by a mad wizard to defend his tower. Created as barely intelligent shock troopers, usually from captured peasants and farmers. They prefer to attack from ambush trying to catch their prey and inject them with poison. If they hit with both claw attacks they latch on and can proceed to sting on the following rounds automatically. Cowardly by nature they will flee at the first sign the fight turns against them.
Many thanks to Ryan Thompson for hosting this years S&W appreciation day and don't forget to check out the Drink Spin Run live podcast tonight 9pm EST.
Thursday, March 5, 2015
The big retcon
This week brings with it a end to my current OSR feel 3.5 Keep on the Borderlands game as a needed change of gaming night has forced me to lose half my players for various but valid reasons. Now down from 6 to 3 players and the previous adventure having just been completed 2 weeks prior, the remaining members are willing to take the plunge down the rabbit hole and convert their characters over from 3.5 to Swords & Wizardry.
This of course brings a few challenges. The remaining players are a 3rd level Barbarian, Rogue, and Wizard. The rogue is easy enough to switch over albeit no longer being forced to be a skill monkey by design. The wizard will lose access to a few spells but with the promise of working together on creating system appropriate variations for the campaign that can be custom to the character. The last and requiring the most change is the barbarian. S&W does not have this in the core rules but thankfully to the 2013 S&W appreciation day the Lonely GM has provided what I feel is a really good representation of the idea of the barbarian that I will be rocking and rolling in my game.
This lead to me just for fun do some additional searching and I found a variation of the bard that WILL be part of my game world one way or another thanks to the work of ZZARCHOV. Less about music or magic and more about being the teller of tales and out smarting their foes.
I will also be bringing in the Shields will be broken rule
=====================================
Shields will be broken
A player can opt to forgo damage done to them if they sacrifice their shield. The
damage will be waived and the shield will break. For a magic shield every +1 will
give them a 1 in 6 chance of the shield surviving this trauma. A sort of “save”
=====================================
All in all even though we are losing half the party and doing a bit of retcon to characters I feel the drop back from overly crunchy rules a bigger emphasis on adventuring will be a good experience all around. The show must go on!
This of course brings a few challenges. The remaining players are a 3rd level Barbarian, Rogue, and Wizard. The rogue is easy enough to switch over albeit no longer being forced to be a skill monkey by design. The wizard will lose access to a few spells but with the promise of working together on creating system appropriate variations for the campaign that can be custom to the character. The last and requiring the most change is the barbarian. S&W does not have this in the core rules but thankfully to the 2013 S&W appreciation day the Lonely GM has provided what I feel is a really good representation of the idea of the barbarian that I will be rocking and rolling in my game.
This lead to me just for fun do some additional searching and I found a variation of the bard that WILL be part of my game world one way or another thanks to the work of ZZARCHOV. Less about music or magic and more about being the teller of tales and out smarting their foes.
I will also be bringing in the Shields will be broken rule
=====================================
Shields will be broken
A player can opt to forgo damage done to them if they sacrifice their shield. The
damage will be waived and the shield will break. For a magic shield every +1 will
give them a 1 in 6 chance of the shield surviving this trauma. A sort of “save”
=====================================
All in all even though we are losing half the party and doing a bit of retcon to characters I feel the drop back from overly crunchy rules a bigger emphasis on adventuring will be a good experience all around. The show must go on!
Wednesday, March 4, 2015
Bandits
To complete my list of tables for a while, here is my bandits table. This table can be used not just for roving bands in the wilderness but also for rowdy pirates on the high seas. Let me know what you guys think. Many thanks to every one who passed along ideas for this in the OSR community, you guys rock!
Download Bandits
Download Bandits
Tuesday, March 3, 2015
Aquatic Area d100 Table
The sea is a dangerous place, full of large scaly monstrosities who would love nothing more then to devour helpless creatures above and below the great tides. From the smallest of fish to the greatest of leviathans you will find an assortment of sea creatures and monsters to meet.
Download Aquatic
Download Aquatic
Thursday, February 26, 2015
Hills, Mountains, and Plains Areas d100 Tables
Today I have completed the last 3 tables for the time being for wilderness adventuring. As need arises I may create new tables for desert and seafaring locals but currently my needs are met by what is provided. Please feel free to enjoy and make use and if you have suggestions for improvement I would love to hear your thoughts.
Download Plains
Download Hills
Download Mountains
Download Plains
Download Hills
Download Mountains
Tuesday, February 24, 2015
Marshes Area d100 Table
Dark, damp, and never with out danger; there is plenty of trouble and adventure to find in the swamps, jungles, and marshes. For the 3rd instalment of my series of wilderness d100 tables is the marshlands. As always feel free to use and leave a comment on your thoughts about this table or any of the others. More to come so stay tuned.
Download Marshes
Download Marshes
Sunday, February 22, 2015
Underground Area d100 Table
Things are moving along on my project for d100 table for each of the main adventure environments. Today I have for you underground areas. Many dangerous creatures lurk beneath the earth and in caves, caverns, and the like. Beware of ravines and sinkholes or falling rocks from above.
Download Underground
Download Underground
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