Saturday, 24 August 2013
In The Pockets of a Common Man
D100 In The Pockets of a Common Man table
1-20 Loose small change 1d10 coppers, 1in6 chance of d4 silver
21-50 Purse 1d10 copper, 1d6 silver 1in6 chance of d3 gold
61-65 Trinket
66-70 Tool
71-89 Snack
90-95 Document
96-100 Something weird
D100 Trinkets
01-05 Lucky charm
06-08 Mummified animal foot
09-13 Hair of a loved one, possibly missing or deceased
14-20 Small holy symbol
21-25 Medal depicting saint or holy person
26-28 Love charm
29-31 Idol of kin
31-33 Idol of ancestor
34-40 Idol of god
41 Monster finger
42 Fake saint body part
43 Tiny (under palm size) erotic artwork
44-45 Holy water
56-50 Fake potion
51-53 Fertility charm
54 Herbal Pills
55-57 Bracelet
58 Cult Medallion
59-60 Brass ring
61 Dried Placenta
62 Ointment
63-65 Child's Doll
66-67 Bundle of tiny animal bones
68-70 Birth control herbs
71 Sheepgut condoms in tin
72-73 Cup and ball
74-75 Ball, wooden or seed filled leather
76-80 Dice
81 Cheap battered cards
82-85 Knuckle bones set
86 Game piece like a chess set
87 Shamanic small sealed bundle of strange things for luck
88-90 Runestone
91-92 Old coin on a string
93 Doll filled with thorns or bone needles
95 A single playing card
96 Finger trap toy
97 Tiny wooden box with secret trick to open
98 Miniature painting of loved one
99 Miniature painting of holy place
00 Miniature painting of holy person or god
D100 Tools
01-10 Knife
11-20 Spoon
21 Hat
22 First aid clean rags, bone needle and thread
23 Bag of charcoal
34 Ceramic jar with live charcoal
35 Bag of sawdust
36 Handful of candle stubs
37 Candles 1d6
38 Tiny oil hand lamp
39 Gourd
40 Whistle
41 Pipe with common smokeless herbs
42 Pipe with uncommon smoking mushrooms or resin
43 Pipe with illegal addictive resin
44 Comb
45 Nutcracker
46 Needle and thread
47 Ball of wool and knotting needles
48 Fish hook and line
49 Ball of twine
50 Castration tool
51 Hoof cleaning tool
52 Small hammer
53 Thieves tools
54 Spool of wire
55 Small leather bag
56 Small sack
57 Folded wine skin
58 Bottle of oil
59 Gloves or mittens
60 Feathers
61 Beans
62 Seeds or grain
63 Bulbs of some plant
64 Scissors
65 Wool shears
66 Pruning knife
67 Cleaver
68 Awl
69 Bag of nails
70 Chisel
71 Baling hook
72 Scraper for leather work
73 Quill and ink bottle
74 Hand mirror of polished metal
75 Sharpened coin
76 Bundle of blood covered rags
77 Bundle of snot covered rags
78 Dung
79 Rags with food crumbs and stains
80 Grease covered rag
81-85 Cup
86 Pot of grease
88 Toasting Fork
89 Small tin pot
90 Small clay jar
91 Shaving razor
92 Bar of soap
83 Jar of animal musk
84 Jar or dye pigment
85 Iron spikes in a bag 1d6
86 Mouse trap
87 Tiny sickle
88 Small strainer
89 Stamp tool and tiny hammer
90 Pan pipes
91 Flute
92 Brush
93 Tiny saw
94 Crude hand drill
95 Ball of leather cord
96 Small file
97-100 Tinderbox
D100 Snacks
01-10 Slice of bread
11-13 Bread Roll
14-15 Bag of grain like oats, crushed wheat, flower
16-20 Pie, pastie or dumpling
21 Sweet bun or cake
22 Candy or honey
23 Jar of curds
24 Jar of mustard
25 Jar of vinegar
26-30 Piece of cheese
31-35 Sausage
36-37 Hog foot
38 Pig ear
39-40 Sauerkraut in jar
41 Spices or herbs
42-44 Onion
45-46 Garlic
47 Big white grubs in a bag
48-50 Biscuit - dried gruel ration
51-55 Chunk of meat
56-59 Tiny birds on skewer
60-63 Rat on a stick
64-65 Fruit
66 Drinkable possibly medicinal herbs
67-70 Cooked fish
71 Raw fish
72 Nob of butter
73-75 Pickled fish
76 Shellfish - muscle, crab, clam, cockles
77 Jellied eel
78-80 Nuts
81-85 Pickle vegetables
86-87 Small pot of beer
89 Small bottle of wine
90 Small pot of spirits
91 Raw eggs
92 Pickled eggs
93-94 Boiled eggs
95-98 Turnip
100 Berries
1d10 Food condition
1 best fresh possible, still warm
2-5 edible, 50% possibly partly consumed
5-6 past prime still edible, 50% possibly partly consumed
7-9 questionable quality CON save or feel ill, possible wormy or rat eaten
10 horrible and rotten, inedible to all but most desperate, poison CON save
1d10 Documents
1 Pamphlet advocating political change
2 Pamphlet advocating moral change
3 Pamphlet advocating banning something
4 Wanted poster
5 Job poster
6 Print of local ruler in patriotic pose
7 Erotic print
8 Print depicting torture
9 Love letter
10 Pamphlet detailing scandalous tale of murder
11 Voucher for discount in brothel
12 Voucher for discount drink in tavern
13 Ticket for gambling in criminal number racket
14 Tickets to music hall
15 Tickets for stage coach
16 Recipe for food
17 Recipe for potion (false) love potion most common
18 Recipe for potion (real)
19 Recipe for poison
20 Reward for humanoid heads or scalps
21 Shopping list
22 Prayer for a god to aid some common problem
23 Note with part of criminal plan
24 Note from enemy spies
25 Note with blackmail note
26 Ransom note for goods or person
27 Instructions for a servant
28 Price list of goods
29 Blueprints for trap
30 Plan for a house
31 Note with location of secret door
32 Cache map of commoner
32 Fake fanciful treasure map
32 Treasure map leads to killer dungeon issued by monsters
33 Treasure map
34 Old dungeon map
35 Human skin tattooed treasure map of pirate
36 Tiny tablet with religious devotions
37 Clay seal
38 Receipt for goods or services
39 Invoice for goods or services
40 Tax paid notice
41 Bank note for 1d6x10 silver
42 Land lease deed for tiny strip of farm land for a year
43 Warrant to search house
44 Warrant for arrest of some person
45 Note of protection from a gang
46 Mine deed
47 Rental agreement for hovel
48 Wedding contract
49 Ownership for a waggon load of grain or turnips
50 Deed of horse ownership in stable
51 Deed for 1d6 sheep or goats but owe for storage fee
52 Title for space in a bank deposit box
53 Deed for a burial plot and pre paid commoner funeral
54 Love poem
54 Funeral poem
55 Fragment of heroic poem
56 Student practise exercises
57 Original and translation of ancient poem
58 Lists of animals, minerals or plants
59 Drawing or dissected monster
60 Blank sheet
61 Blank sheet but actually written in invisible ink
62 Strange unreadable code
63 Mathematical calculations
64 Record of religious tithes
65 Soul contract with demon signatures
66 Written in non human language
67 Lineage and family tree
68 Map of local town village or city block
69 Map of rural area with unknown village marked
70 List of stolen goods
71 Order for recruiting hired labourers
72 Purchase order for 4 tons of bricks
73 Gongfarmer rights to claim all human waste in section of city sewer
74 Used as toilet paper
75 Slave owner bill of purchase
76 Offencive caricature of important person
77 Nagging note from wife to husband
78 Letter informing that a relative has died
79 Death or birth certificate
80 Draft notice from city militia
81 Prison pardon
82 Description of magic item
83 Drawing portrait of person
84 Drawing or print of landscape
85 Artistic nude drawing or print
86 Garbage collector contract for city lane
87 Letter requesting specifi
88 Adoption papers
89 Old assassin contract in code
90 Bounty hunter contract
91 Thieves guild membership
92 Letter identifying person as city watch informant
93 Secret police identity papers
94 Blueprints for architectural ornament
95 Drawing or print of a monster
96 Drawing or print of awesome hero killing monster
97 Pension guaranteeing person as recipient of a copper and a turnip every day for life
98 Print of tormented soul in hell
99 Letter from priest talking of fate of long ago adopted child
100 Letter from priest requesting money for ancestors in afterlife
D100 Weird things table
1 Dead rat
2 Shrunken head
3 Eyeball
4 Tiny bottle of weak poison
5 Aggressive zombie hand
6 Frog or toad
7 Carrier Pigeon with note
8 Stone or clay phallus
9 Dead pigeon
10 Dead Seagull
11 Huge ticks
12 Huge snail
13 Fleas
14 Crab
15 Pot of leeches
16 False wooden teeth
17 Flammable oil bottle with fuse
18 Bag with small amount of gunpowder
19 Tiny venomous snake
20 Cockroaches
21 Kitten
24 Puppy
25 Knuckle duster
25 Lizard
26 Rat
27 Piece of ice
28 Jewel carved with strange symbol worth 100 gold
29 Fragment of a golem (3d100 total parts)
30 Wolves bane
31Silver knife
32 Wooden stake and hammer
33 Silver knuckle duster
34 Blob of coloured jelly actually a monster egg
35 Tiny baby monster that looks adorable at this phase in life cycle
36 Green Slime
37 Infected demon slime CON save or disease
38 As above but also includes maggots with flies or plague demonling
39 Dangerous arcane parasite or worms
40 Disguise kit face prosthesis
41 Puppet or marionette
42 Exotic monster dung
43 Poisoned needle, knife or dart
44 Strange "power cell" that fell from stars
45 Wig
46 Cult ritual mask
47 Shuriken 1d6
48 Ring with magic light gem with shutters as good as lamp
48 A magic candle or oil lamp that lights on off at command
49 Frozen chunk of troll meat slowly thawing out
49 Carries a piece of bone with evil spirit that possess owner
50 Carries a bottle with a trapped spirit inside
51 Pipe with 1d10 doses of magical vision resin (1in6 nightmares)
52 Pipe with one dose of magic resin, smoke to learn one use 1st level spell in memory or pipe with 1d10 doses of see invisible resin or pipe with 1d50 doses of herb that you can control colour and shape of smoke lasts 10 minutes
53 Tin of Dwarf food
54 Elf long life bread
55 Cured human flesh looks like yummy pork
55 Spiked cestus
56 Blowpipe and paralysis poison needles
57 Piece of magic bone, weilder hears threatening evil voices all the time
58 Scented body oil
59 Tin of inhaled exotic spices and narcotics
60 Wig
61 Fake eye
62 Magic bean
63 Dead fairie
64 Dragon or monster scale
65 Tiny palm size 1d4 flintlock pistol
66 Divining rod
67 Playing cards
68 Divination cards, runes, a pendulum, d20
69 Crystal sphere lights on command
70 Teeny monkey
71 Container of ever hot coal
72 Charm gives +2 CON save vs poison
73 Sea monkey eggs in lurid printed envelope
74 Toy soldiers
75 Royal jelly
76 Monster tooth scrimshaw
77 Rune carved antler of old clan
78 Magic flint always sparks, never blunts
79 Exotic bottle of royal grog
80 Elven fine wine (non alcoholic)
81 Dwarf extra heavy stout
82 Fancy pewter beer stein
83 Awarded medal for hard work or some sport or competition winner
84 Jar with monster baby
85 Human organ in a jar or bag
86 Trepanning tool and bandages
87 Unicorn dung heals 1d4 to touch
88 Doll copy of owner
89 Sealed orders from spy's, a gang, a cult or other trouble makers
90 Mutant identity patch city forces mutants to wear
91 Red stone that makes all who see it fight for it if fail WIS save
92 Tablet used to summon monster
93 Cult sacrificial knife
94 Beast mask
95 Invitation to elite ball or dinner
96 Fancy Key
97 VD medicinal ointment and note with instructions
98 Enema kit in box
99 Hot water bottles
100 Healing herbs add +1 to first aid or healing 1d10 doses
I could do a version of all this for upmarket freaks in city
Friday, 23 August 2013
d100 Magic Skulls
There are plenty of magic skulls in fantasy so I made a batch here for you to enjoy and for my Gothic theme of the moment. http://blackpaint20.tumblr.com/ been very inspired by this and they accepted my pigman art.
Still slogging on curse table....
do whats in pockets shortly...
D100 Magic Skulls
1 Pirates skull - gold skull in black laquered box, feed him 1000gp and he will tell you location of treasure (always risky but rich)
2 Jade skull - wielder does not age while holding in hand
3 Wizard Skull - covered in magic sigils, can save 1d4 levels of spell per day
4 Holy Skull - saints head in glass case is a holy symbol and cures 3 diseases per week
5 Ice Skull - Keeps goods frosty (like chilling beer) Fires a 4d4 frost ray three per week range 90
6 Fire Skull - moulded from magma, cracks grow when held, 8th level burning hands three per day
7 Primordial Skull - fossilized prehistoric skull - contact other plane per week, after first use WIS save or summon demon each use
8 Serpent Skull - worn as a crown may speak to reptilians and learn their languages
9 Dragon Skull - worn as a helmet makes immune to fear
10 Storm Skull - cracles with sparks when held, three 10th level shocking grasps per day
11 Ancestral Skull - commune with ancestors once a week
12 Missile Skull - shoots 1d4 magic missiles in a volley once per day
13 Skull of Traps - once set explodes if touched or more than one being walks within 20 ft radius for 6d6
14 Watch Skull - records 24 hours on command, plays back in 10 minutes
15 Skull of snakes - on command two 1HD snakes crawl from sockets per round for 10 rounds once per day, hostile to all
16 Healers Skull - wals 1d8+8 once per day and nuetralize poison once per week
17 Kobolds Skull - summons 2d4 kobolds that must be convinced to serve you once per week
18 Goblin Skull - summons a goblin peon to serve you once per week
19 Warriors Skull - summons a skeleton per day
20 Saints Skull - Acts as portable shrine and holy symbol, restores a lost energy level per week
21 Skull of the Bard - sings 3 songs a day on command, may be studied and learned by bards
22 Skull of fear - twice a day, range 30, a ray of fear on a 30 degree cone
23 Scarecrow Skull - once a day can mke a 2HD scarecrow golem from sticks and a vegetable or more
24 Raven Skull - talk to crows, ravens, blackbirds darkness 15 radius once per day
25 Ghoul Skull - summon a ghoul once per three days
26 Gargoyle Skull - sense gargoyle location and speak their language while holding
27 Navigator Skull - compass, starchart engravings and magic letter
28 Fleshman Skull - plant skull and a week later full grown person born from dirt with nomemories
29 Skull tree - plant skull growns into huge tree with skull fruit over night
30 Blood Skull - once a week produces 1 gallon of blood per round for 100 rounds
31 Iron Skull - Ads+2 AC if held in hand
32 Bronze Skull - Imprisoned demon answers a question per day 1d100 more questions till free
33 Brass Skull - If sleep with it grants wondrous dreams of Efreet city on plane of fire
34 Silver Skull - Holder of skull in a group always the least popular target for lycanthropes and immune to lycanthropy
35 Gold Skull - Coughs up 1gp per day
36 Copper Skull - If planted a tree grows with copper leaves
37 Adamant Skull - is immune to all harm and magic, pleases the gods as a gift
37 Star Stone Skull - meteoric stone can shape into a axe, mace, sword or shield +3 for 24 hours once per week
38 Ornichalcum Skull - If struck by hammer or malls onto iron or steel from a great height (200 ft) detonates as 12d6 fireball with a radius or 50 feet, skull reforms far away
39 Demon Skull - horned skull can detect law or good and cast protection from either once per day
40 Devil Skull - horned skull can detect chaos or good and cast protection from either once per day
41 Angel Skull - has a glowing halo and looks golden can detect chaos or evil and cast protection from either once per day
42 Deva Skull- glowing white skull detects evil and can cast protection from evil once per day
43 Modron Skull - Pyramid shaped one eyed skull detects chaos and can protection from chaos once per day
44 Slaad Skull - Bactrian shaped skull with jewel inset detects law and can protection from law once per day
45 Daemon Skull - horned skull can detect good and cast protection from good once per day
46 Archon Skull - +1 level for one turn (10 minutes) once per week
47 Medusa's Skull - once per week casts stone to flesh
48 Orc Kings Skull - improves orc relations by one step, acts are witnessed by orc gods
49 Hobgoblin Skull - call a squat of 12 hobgoblins once a month ready to be employed as mercenaries
50 Skull of Fire & Ice - half gold half crystal, shoot a single magic missile and a burning hands (6th level) once per day
51 Skull of the Mutant - green glowing skull if slept with CON save if succeed then gets a mutation if fail die of cancer a week later
52 Alarm Skull - screams if intruder walks within 20 feet once set by owner, an owner must atune to skull for 24 hours meditation to control
53 Psion Skull - casts ESP once per day
53 Crystal Skull - Creates 1d3 illusion duplicate images once per day for 10 minutes
54 Skull of the Martyr - remove curse once per week, tells you all your flaws when used
55 Skull of the Sailor - can float as long as is touching, can effect up to 6 persons at once
56 Skull of the Necromancer - add +1 level effect to necromancer spells, but keeps complaining
57 Skull of darkness - see in dark while held
58 Skull of flies - once a day summon a 30 ft wide swarm of flies inflicts 1pt damage per round for 2d6 rounds moves at speed of 18 at wielders commands
59 Fisherman's Skull - Vomits up bucket of worms or chum per day
60 Farmer's Skull - If given a handful of grain predicts weather for 24 hours
61 Bailiff's Skull - summons 2 militia men with clubs (beadles) who serve for one hour, once per week
62 Hunter's Skull - once per day skull whispers direction of game beast if given drop of hunters blood
63 Sorcerers Skull - provides knowledge of a spell (usually 1st)
64 Ferryman's Skull - turns into a skeletal ferryman with pole and small boat for up to an hour per week
65 Fishman's Skull - slimy to touch, produces a gallon of salt water per day and causes owner to dream of the fishmen gods beneath the sea
66 Mason's Skull - calls a skeletal mason who labours for one hour a day
67 Servant's Skull - calls a skeletal servant who labours for one hour a day
68 Madman's Skull - whispers insanity at night to owner, 1in20 chance per night tells of adventure opportunity or treasure to be found or of monster lair WIS save monthly or go mad
69 Minotaurs Skull - allow user to cross species procreate between cow and human and breed minotaurs if held by human
70 Hag skull - plant in ground outside a house and a skeleton fence surrounds the next sunfall. Scream if visible, invisible or other planar being breaches (no reaction for flyers unless they stop inside)
71 Hellhound Skull - buried with two dogs in a graveyard at midnight and awakens next day as a diabolic hellhound
72 Hellcat Skull - if thrown into a well while committing a act of evil like murder or betrayal, a hellcat will crawl out the next night and will seduce person to be hell's agent
73 Hog Skull - Addictive magical delicious jowls can be torn out, regrows 3 serves a day
74 Flaming Skull - if put on a torch shaft, will burn without smoke or scent till removed, a bit tricky when burning
75 Electrum Skull - feed skull coins will convert gold, silver and electrum coins of ancient currency
76 Amber Skull - remember one spell after use once per week, WIS save per use or madness creeps in
77 Homing Skull - attuned by ritual, skull always faces home if left untouched and free
78 Rune Skull - holding the skull over stone creates a o range red beam that can be used to etch runes in rocks
79 Scribes Skull - one hour per day if ink and inkwell or clay and tablet for older ones, the pen becomes animated by skull and it takes dictation in its native language which might be extinct
80 Barn Skull - placed in barn or feed store anything from a mouse to a human who enters intending to steel summons a skeleton to do away with them
81 Kings Skull - this skull proves a families legitimate claim to land, it also makes guardian dream of power
82 Warlords Skull - this skull can be used to incite a warband to raze the area "discovered in" as foretold in barbarian prophecy1d100+50 barbarians and leaders, will end when skull taken to homeland of barbarians
83 Captains Skull - if mounted into prow of ship will increase ship surviving storms odds, reduce leaks, rats, lice and mice
84 Monks skull - chants softly on hour, effective time keeper
85 Warlocks skull - casts a curse one per week
86 Witches Skull - casts charm person once per day
87 Jesters Skull - tells bad joke on request, 1in6 good
88 Lumberjacks Skull - summons two beavers who fell a tree once per day then run away
89 Ice Queens Skull - cold to touch, white, cast Ice storm once per week
90 Wood Lords Skull - moss covered stone skull, cast speak to animals once per day
91 Rogue lords Skull - offers advice on scheme once per week
92 Torturers Skull - offers torture advice once per week, improves interrogation
93 Goblin Kings Skull - offers goblin type sage advice on any matter daily
94 Terrible Turnip Kings Skull - can commune with Bogrump the turnip lord monthly and call him in person once a year if build him a turnip headed scarecrow
95 Fire Lords Skull - if placed watching a fire or a room of candles fire will not go out or ever go out of control
96 Druid Kings Skull - if placed in a store place like a barrow or silo near woods, squirrels will fill with edible nuts once per year
97 Green Lords Skull - If planted under field doubles crop yield, effects amount one farmer with ox can plow per day
98 Dreaming Lords Skull - experience vivid dreams of other dimensions every night you sleep with skull, succeed in a INT save and become addicted, dumb people less impressed
99 Dragon Masters Skull - can speak to draconic beings while holding
100 Swine Lords Skull - can speak to pigs and resist powers of devil swines and infection from pig or boar lycanthropes
Still slogging on curse table....
do whats in pockets shortly...
D100 Magic Skulls
1 Pirates skull - gold skull in black laquered box, feed him 1000gp and he will tell you location of treasure (always risky but rich)
2 Jade skull - wielder does not age while holding in hand
3 Wizard Skull - covered in magic sigils, can save 1d4 levels of spell per day
4 Holy Skull - saints head in glass case is a holy symbol and cures 3 diseases per week
5 Ice Skull - Keeps goods frosty (like chilling beer) Fires a 4d4 frost ray three per week range 90
6 Fire Skull - moulded from magma, cracks grow when held, 8th level burning hands three per day
7 Primordial Skull - fossilized prehistoric skull - contact other plane per week, after first use WIS save or summon demon each use
8 Serpent Skull - worn as a crown may speak to reptilians and learn their languages
9 Dragon Skull - worn as a helmet makes immune to fear
10 Storm Skull - cracles with sparks when held, three 10th level shocking grasps per day
11 Ancestral Skull - commune with ancestors once a week
12 Missile Skull - shoots 1d4 magic missiles in a volley once per day
13 Skull of Traps - once set explodes if touched or more than one being walks within 20 ft radius for 6d6
14 Watch Skull - records 24 hours on command, plays back in 10 minutes
15 Skull of snakes - on command two 1HD snakes crawl from sockets per round for 10 rounds once per day, hostile to all
16 Healers Skull - wals 1d8+8 once per day and nuetralize poison once per week
17 Kobolds Skull - summons 2d4 kobolds that must be convinced to serve you once per week
18 Goblin Skull - summons a goblin peon to serve you once per week
19 Warriors Skull - summons a skeleton per day
20 Saints Skull - Acts as portable shrine and holy symbol, restores a lost energy level per week
21 Skull of the Bard - sings 3 songs a day on command, may be studied and learned by bards
22 Skull of fear - twice a day, range 30, a ray of fear on a 30 degree cone
23 Scarecrow Skull - once a day can mke a 2HD scarecrow golem from sticks and a vegetable or more
24 Raven Skull - talk to crows, ravens, blackbirds darkness 15 radius once per day
25 Ghoul Skull - summon a ghoul once per three days
26 Gargoyle Skull - sense gargoyle location and speak their language while holding
27 Navigator Skull - compass, starchart engravings and magic letter
28 Fleshman Skull - plant skull and a week later full grown person born from dirt with nomemories
29 Skull tree - plant skull growns into huge tree with skull fruit over night
30 Blood Skull - once a week produces 1 gallon of blood per round for 100 rounds
31 Iron Skull - Ads+2 AC if held in hand
32 Bronze Skull - Imprisoned demon answers a question per day 1d100 more questions till free
33 Brass Skull - If sleep with it grants wondrous dreams of Efreet city on plane of fire
34 Silver Skull - Holder of skull in a group always the least popular target for lycanthropes and immune to lycanthropy
35 Gold Skull - Coughs up 1gp per day
36 Copper Skull - If planted a tree grows with copper leaves
37 Adamant Skull - is immune to all harm and magic, pleases the gods as a gift
37 Star Stone Skull - meteoric stone can shape into a axe, mace, sword or shield +3 for 24 hours once per week
38 Ornichalcum Skull - If struck by hammer or malls onto iron or steel from a great height (200 ft) detonates as 12d6 fireball with a radius or 50 feet, skull reforms far away
39 Demon Skull - horned skull can detect law or good and cast protection from either once per day
40 Devil Skull - horned skull can detect chaos or good and cast protection from either once per day
41 Angel Skull - has a glowing halo and looks golden can detect chaos or evil and cast protection from either once per day
42 Deva Skull- glowing white skull detects evil and can cast protection from evil once per day
43 Modron Skull - Pyramid shaped one eyed skull detects chaos and can protection from chaos once per day
44 Slaad Skull - Bactrian shaped skull with jewel inset detects law and can protection from law once per day
45 Daemon Skull - horned skull can detect good and cast protection from good once per day
46 Archon Skull - +1 level for one turn (10 minutes) once per week
47 Medusa's Skull - once per week casts stone to flesh
48 Orc Kings Skull - improves orc relations by one step, acts are witnessed by orc gods
49 Hobgoblin Skull - call a squat of 12 hobgoblins once a month ready to be employed as mercenaries
50 Skull of Fire & Ice - half gold half crystal, shoot a single magic missile and a burning hands (6th level) once per day
51 Skull of the Mutant - green glowing skull if slept with CON save if succeed then gets a mutation if fail die of cancer a week later
52 Alarm Skull - screams if intruder walks within 20 feet once set by owner, an owner must atune to skull for 24 hours meditation to control
53 Psion Skull - casts ESP once per day
53 Crystal Skull - Creates 1d3 illusion duplicate images once per day for 10 minutes
54 Skull of the Martyr - remove curse once per week, tells you all your flaws when used
55 Skull of the Sailor - can float as long as is touching, can effect up to 6 persons at once
56 Skull of the Necromancer - add +1 level effect to necromancer spells, but keeps complaining
57 Skull of darkness - see in dark while held
58 Skull of flies - once a day summon a 30 ft wide swarm of flies inflicts 1pt damage per round for 2d6 rounds moves at speed of 18 at wielders commands
59 Fisherman's Skull - Vomits up bucket of worms or chum per day
60 Farmer's Skull - If given a handful of grain predicts weather for 24 hours
61 Bailiff's Skull - summons 2 militia men with clubs (beadles) who serve for one hour, once per week
62 Hunter's Skull - once per day skull whispers direction of game beast if given drop of hunters blood
63 Sorcerers Skull - provides knowledge of a spell (usually 1st)
64 Ferryman's Skull - turns into a skeletal ferryman with pole and small boat for up to an hour per week
65 Fishman's Skull - slimy to touch, produces a gallon of salt water per day and causes owner to dream of the fishmen gods beneath the sea
66 Mason's Skull - calls a skeletal mason who labours for one hour a day
67 Servant's Skull - calls a skeletal servant who labours for one hour a day
68 Madman's Skull - whispers insanity at night to owner, 1in20 chance per night tells of adventure opportunity or treasure to be found or of monster lair WIS save monthly or go mad
69 Minotaurs Skull - allow user to cross species procreate between cow and human and breed minotaurs if held by human
70 Hag skull - plant in ground outside a house and a skeleton fence surrounds the next sunfall. Scream if visible, invisible or other planar being breaches (no reaction for flyers unless they stop inside)
71 Hellhound Skull - buried with two dogs in a graveyard at midnight and awakens next day as a diabolic hellhound
72 Hellcat Skull - if thrown into a well while committing a act of evil like murder or betrayal, a hellcat will crawl out the next night and will seduce person to be hell's agent
73 Hog Skull - Addictive magical delicious jowls can be torn out, regrows 3 serves a day
74 Flaming Skull - if put on a torch shaft, will burn without smoke or scent till removed, a bit tricky when burning
75 Electrum Skull - feed skull coins will convert gold, silver and electrum coins of ancient currency
76 Amber Skull - remember one spell after use once per week, WIS save per use or madness creeps in
77 Homing Skull - attuned by ritual, skull always faces home if left untouched and free
78 Rune Skull - holding the skull over stone creates a o range red beam that can be used to etch runes in rocks
79 Scribes Skull - one hour per day if ink and inkwell or clay and tablet for older ones, the pen becomes animated by skull and it takes dictation in its native language which might be extinct
80 Barn Skull - placed in barn or feed store anything from a mouse to a human who enters intending to steel summons a skeleton to do away with them
81 Kings Skull - this skull proves a families legitimate claim to land, it also makes guardian dream of power
82 Warlords Skull - this skull can be used to incite a warband to raze the area "discovered in" as foretold in barbarian prophecy1d100+50 barbarians and leaders, will end when skull taken to homeland of barbarians
83 Captains Skull - if mounted into prow of ship will increase ship surviving storms odds, reduce leaks, rats, lice and mice
84 Monks skull - chants softly on hour, effective time keeper
85 Warlocks skull - casts a curse one per week
86 Witches Skull - casts charm person once per day
87 Jesters Skull - tells bad joke on request, 1in6 good
88 Lumberjacks Skull - summons two beavers who fell a tree once per day then run away
89 Ice Queens Skull - cold to touch, white, cast Ice storm once per week
90 Wood Lords Skull - moss covered stone skull, cast speak to animals once per day
91 Rogue lords Skull - offers advice on scheme once per week
92 Torturers Skull - offers torture advice once per week, improves interrogation
93 Goblin Kings Skull - offers goblin type sage advice on any matter daily
94 Terrible Turnip Kings Skull - can commune with Bogrump the turnip lord monthly and call him in person once a year if build him a turnip headed scarecrow
95 Fire Lords Skull - if placed watching a fire or a room of candles fire will not go out or ever go out of control
96 Druid Kings Skull - if placed in a store place like a barrow or silo near woods, squirrels will fill with edible nuts once per year
97 Green Lords Skull - If planted under field doubles crop yield, effects amount one farmer with ox can plow per day
98 Dreaming Lords Skull - experience vivid dreams of other dimensions every night you sleep with skull, succeed in a INT save and become addicted, dumb people less impressed
99 Dragon Masters Skull - can speak to draconic beings while holding
100 Swine Lords Skull - can speak to pigs and resist powers of devil swines and infection from pig or boar lycanthropes
Thursday, 22 August 2013
EMO DnD Classes pt 13: Gnome
As party Druid married a gnome and two others have gnome lovers in gnome town and druids bodyguard is currently reincarnated as a gnome here is my one class gnome. More linked to living things and natural places and quite like working in the sun unlike Dwarfs. Some slow spell progression and reasonable warriors even smaller than Dwarves. Variant gnomes include other critters like stove trolls, forest moss men and other little fairy folk. Some varieties even live in underlands, inside trees and hills, rocks, barns, roof spaces, cellars and other places. Not all are jolly, some melancholic, other cold and cynical some mean.
Gnome
Diminutive nature folk
HD: 1d8
Prime Stat: Con
WP: 3 (+1/2nd Lv)
NWP: 4 (+1/2nd Lv)
Non-WP mod: -3
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written
Spells: As per 4th table (Paladins, Rangers) any spell list
NWP: Any
Shield: Any but large
Armour: Any
Weapon: Any one handed melee weapon, Dagger, Club, Sling, Short Bow, Any Crossbow, Garrote, Shuriken, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bola, Dirk, Blowpipe, Any gun, any spear, any pole arm
Fight as: Priest
Save as: Priest
Gnomes are minor land spirits or divinities related to natural features or places, some instead living near humans and a few underground. Gnomes not as militant as dwarves and more practical than elves and more humble than halflings. They are even smaller than other races from one to three feet tall at biggest. Frequently have animal pets as followers. The are slightly magical and know a few such tricks. Gnomes pick different spell lists based on local tribes choice. Druidic or Wizards of illusion school most popular. They can operate tools made for humans though small.
-Can cast spells with a single zero cantrip at first and a 1st level spell at 5th level as per the table for paladins and rangers spells in EMO book. Can choose magic as per any magician type. Illusion most popular arcane spells (wizard and sorcerer) and druidry (divine) are popular.
-Can see in dark
-Wield large weapons and tools a normal human could including pole arms
+3 any craft proficiencies like blacksmith, trap lore, lock lore, black powder mining, incendiaries, any animal, plant or agricultural NWP like animal handling, herbalist and also Hide and Sneak
+1 CON and WIS saves
-4 to be hit by any humanoids bigger than human such as ogres, trolls and giants
+1 hit and damage vs goblins or kobolds or giants
At 4th level you can turn self invisible as spell one round per level per day
At 5th level you can turn into a single choice species, choose a second species at 12th and a third at 20th. Can change once per two levels per day. Must be a small creature like a mole, badger, hare, dog, bear cub, wild cat, beaver, raven, bat, salmon, etc
At 6th you attract a follower – a kobold, gnome, or animal companion and every lv from now on
At 8th level you you can teleport once per week
At 10th you establish an underground stronghold attracting +1d6 followers per level there forth
Spells per level - shared by Paladins and Rangers
lv 0 1 2 3 4 5 6 7
1 1 0 0 0 0 0 0 0
2 2 0 0 0 0 0 0 0
3 3 0 0 0 0 0 0 0
4 4 0 0 0 0 0 0 0
5 5 1 0 0 0 0 0 0
6 6 2 0 0 0 0 0 0
7 7 2 1 0 0 0 0 0
8 8 3 2 0 0 0 0 0
9 9 3 2 1 0 0 0 0
10 10 4 3 1 0 0 0 0
11 11 4 3 2 1 0 0 0
12 12 5 4 2 1 0 0 0
13 13 5 4 3 2 1 0 0
14 14 6 5 3 2 1 0 0
15 15 6 5 4 3 2 1 0
16 16 7 6 4 3 2 1 1
17 17 7 6 5 4 3 2 1
18 18 8 7 5 4 3 2 2
19 19 9 7 6 5 4 3 2
20 20 10 8 6 5 4 3 3
Specialists could be other fairy folk like house trolls
Deep Gnomes - steampunk alchemists. +3 alchemy or mechanical lore NWP and can take clockwork automatons as followers. Carry guns.
Moomintroll - nice trolls, instead of animal form regenerate 1hp/turn (10 minutes) and instead of Invisibility this becomes one hp per round, live in peaceful idylic families or wander alone in meloncholia
Barn Troll (also stove troll, bridge troll, attic troll, hedge troll, garden troll) common guardian folk who protect commoners from evil and harm and badluck but do not tolerate swearing or breaking the rules of their protection. Farmers leave out food for them and some are on friendly speaking terms, others are are more mysterious. Some are angry and punish transgressors fiercely, perhaps beating a child for swearing or not doing chores).
Lepricorn - lucky drunks gain dimension door once per two levels per day instead of animal form, gain level X 100gp as gift each level
Brownie/faerie - gain fly instead of animal form one turn per level per day with bug wings
Redcap - blood thirsty with grow +1 foot pr level instead of animal form, can use polearms and halberds in this form
Gremlins - evil eye makes any machine save or break replaces animal form, one use level per day
Kobolds - often have trap and lock lore sneak and hide +3, call on CHA in kobold followers instead of animal form, will become backbone of your tribe
Goblins - have monster species affinity with one breed instead of animal form
Moss Men - forest men covered in moss who spot and listen and track, forest primitives
Marsh Men - durable marsh pygmies get +3 Swim and hold breathe, covered in mud with woven hats and muddy dreadlocks
Smarfs - Blue skinned race who wear white who taste delicious and live in miniature villages with dynamic societies led by a red dressed patriach. Females are rare. All are only a foot tall. +3 Farming, Building
Boggles - nightmare dwellers in darkness who are mistaken as goblinoids, can cast fear one person per level per day instead of animal form
Froglings - frog men who have double hold breath and can move in water as well as on land, they need a jug of water every 6 hours or lose a HP, more if very hot and dry
Frostlings - icy little winter spirits who may be hostile of benign depending on whim. Chaotic beings can move in snow and ice as normal person on land.
Fauns - charm person once per level per day instead of animal form, 1d4 headbutt or kick unarmed
Wildman - hair suite wild men who dwell in wilderness living as savages and often alone, +1 hit and damage with spear, +3 hunt and track
-----------afterthoughts--------------
(i also added more specialist)
I seem to have oddly allowed a diminutive race to use polearms unlike dwarfs and halflings. My gnomes are 1-3 feet long and have much finer proportions than barrel like halflings and dwarves. Gnomes are a bit of a mash up of other demi humans.
Will revise my elf and dwarf races to include more supernatural fey creatures and non humans. I could also use gnome features for some goblinoid champions and use elfs for magic orcs too. Use same for beast men casters.
Proven to be more fun than i planned.
Wednesday, 21 August 2013
Revised Planet Psychon SYDCON blurb & equiptment
Planet PsychonIts 1973, your band has just come back from Latin American tour and you expect to land in Bermuda shortly. A strange storm sweeps over the sea, lightning and weird auroras fill the sky. Out of control the plane dives, everyone on board panics as the plane crashes. Outside is a strange new world undreamed of. Turquoise coloured clouds drift over a tangerine sky. Strange birds fly in the distance. Surviving characters begin to quarrel and look for survivors in the wreck. Someone staggers over to a pool in the golden sand to drink. They scream when the pool of gelatinous liquid leaps at them dissolving off their face before other survivors eyes. This cant be Earth.
Take a fantasy trip and see how strange the old school Renaissance has become. Rules are fast and light and based on the 1981 red and blue Dungeons and Dragons box set. Planet Psychon is a psychedelic post apocalypse world inspired by 70s prog rock album covers (Roger Dean and Rodney Mathews especially). The world is bastard child of Clark Ashton Smith, Micheal Moorcock, Jack Vance and Gammaworld. Psychotronic warfare, AI gods and automated nanoid terraforming have made a world and people that are constantly changes. Nobody is sure if ancients were 50 years ago or a million, but everyone knows they called the planet Earth.
This adventure is about survival and exploration in a strange new world. Adventurers must gather their wits and plane wreckage to survive in a hostile world. A world that is ever changing and also changes player character band members into adventurers fit for survival on a world of black sorcery and strange science. Other passengers, hostile entities and the alien nature of Psychon itself await.
A one session game for 4-6 Players based on the D&D 1981 BX Red and Blue box set editions
Run by Chris Tamm Planet Psychon runs Sessions blah blah blah
I have been working on pregens for this. As game run 5 sessions I wanna have basic character info pregen but players pick gender, age, nationality and name. They also have to describe their outrageous rock outfits. As planets Psychon effects them they transform from zero level Earthmen to 3rd level Psychonian heroes with some indigenous knowledge. Will get Earthmen character sheets then granted new sheets and asked to roll for colour type and for extra features like hair, horns, tails etc.
I have a list of 12 surviving passengers and will need their altered forms ready. Most will remain zero level. A couple will have levels.
First objective will be to escape the desert with pools of aggressive acidic gel monsters. Dealing with passengers and each other while changing will be the first part of the adventure.
The second part will be meeting other Psychonians. First a lone hunter and some more hostile former humans. Some evidence of Earth and satellite gods found.
The third will be journeying into a new Hex and looking for a safe haven like a village or citadel. The villagers send party to kill wizard to earn right to settle in lush land.
Im gonna make a DM screen up from Yes Album covers.
------------------------------------------------------------------
All this very useful. Letting players mutate into local weirdos will be interesting and solves lots of problems Ive had in my thought experiments.
I need to maintain balance of:
magic, spells, magicians, mythology
science, high tech ruins, rayguns and robots
I need to mix these elements up right
Many fire arms unique and when ammo gone are probably useless. Even rechargeable ones wear down and a jealous god might just ruin it from orbit without any trace.
Trade based on barter and prices vary from ex to hex based on food resources and tech and local ruins
Equiptment
Available
Have provided table to roll npc loot
Have provided table to roll npc loot
d100
Armour
01-60
Light Armour
61-80
Medium Armour
81-90
Heavy Armour
91-100
Tech Armour
d12
Light Armour
1-3 Hero
Harness +1 (to any light armour) covers shoulders and joints and not
much else, Includes lots of places to strap weapons and stuff.
4-6 Arm
and Leg Bracers +1 (to any light armour)
7-9
Leathers, Soft Hide, quilted cotton fibre +1
10-11
Hard leather (carbouli) or tough hide +2
12
Studded leather, Leather scale +3
1in3 has
Light Cap +1 (to any light armour)
d12 Medium Armour
1-4
Ringmail +4
4-8 Metal Scale +4
4-8 Metal Scale +4
9-10
Chainmail +5
11-12
Chest plate +4 (can add to +1 light armours)
1in4 has
Helm +1 (to any armour -2 sense skills)
d12
Heavy Armour
1-7
Plate Mail +6
8-11Full
Plate +7
12
Gothic Plate +8
1in6 has
Full Helm +2 (to any armour -2 sense skills)
d12
Tech Armour
1-4
Ballistic Vest +4 vs bullets only
5 Mutant Plant Fibre +4
5 Mutant Plant Fibre +4
6-7 Riot
Armour +5
8-9
Reactive Vest +6
10-11
Combat Dress +7
12 Scout
power armour +10 120 hours operation, +30m jump pack, scanner,
stealth
1in4
High Threat Helmet +1 with radio, gasmask, camera
or in no then
1in6 Advanced combat helmet +2 with HUD, binoculars, 30m air supply, vid link, laser range finder
or in no then
1in6 Advanced combat helmet +2 with HUD, binoculars, 30m air supply, vid link, laser range finder
d100
Melee Weapons
01-10
Knife 1d3
11-18
Dagger 1d4
19-20 Cestus/Brass knuckles/claws
19-20 Cestus/Brass knuckles/claws
21-25
Sickle 1d4+1
26-30
Shortsword 1d6
31-39 Club 1d6
40 Chain 1d6
31-39 Club 1d6
40 Chain 1d6
41-45
Hatchet 1d4
56-50
Hand Axe 1d6
51-55
Javelin 1d6
56-60
Staff 1d6+1
61 Hand
flail/nunchucks 1d6
62 Ball
and chain 1d6+1
63 War
flail 2d4
64-73
Spear 1d8
74 War claws/katar 1d6
74 War claws/katar 1d6
75-80
Sword 1d8
81-85
Mace 1d8
86-90
Battleaxe 1d8
91
2-handed great sword 1d10
92
2-handed great axe 1d10
93
2-handed great maul 1d10
94
2-handed great flail 1d10
95-98
2-handed polearm 1d10
99
2-handed great spear 1d10
100 Roll
ancient melee weapon table
Feel free to describe exotic shaped blades, serrated edges, even combination weapons like sickle+chain. Exotic martial art weapons plausible too.
Ancient Melee Weapons
01-02 Stun Knux (or gloves) 1d3+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
03-13 Stun Baton 1d6+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
14-15 Impact Baton 1d6+1d6 dam captive bolt 10 minute cell (1d10 rounds left)
16-17 Folding Staff 1d8 folds from 1 foot to six
18-27 High Quality knife +1
28-32 High Quality dagger +1
33-37 High Quality short sword +1
38-42 High Quality long sword +1
43-45 Crystal knife +2
46-47 Crystal dagger +2
48-49 Crystal short sword +2
50-51 Crystal long sword +2
51 Monoblade knife +3
52 Monoblade dagger +3
53 Monoblade short sword +3
54 Monoblade long sword +3
55 Force knife 3d6 10 minute cell (1d10 rounds left)
56 Force sword 4d8 10 minute cell (1d10 rounds left)
57 Energy Mace 10d6 10 minute cell (1d10 rounds left)
58-60 Chainsword 1d8+3+1d610 minute cell (1d10 rounds left)
61 Vibroknife 1d3+1d4 10 minute cell (1d10 rounds left)
62 Vibro shortsword 1d6+1d4 10 minute cell (1d10 rounds left)
63 Vibroblade 1d8+1d6 10 minute cell (1d10 rounds left)
64 Vibrospear 1d8+1d6 10 minute cell (1d10 rounds left)
65 Hydrogen Lance 3d8 10 minute cell (1d10 rounds left)
66 Hydrogen Short Sword 3d6 10 minute cell (1d10 rounds left)
67-71 High Quality truncheon 1d6 +1
72-76 High Quality hatchet 1d4 +1
77-81 High Quality fire axe 1d8 +1
81-85 High quality chain 1d6 +1
86-87 Folding Baton grows from 6 inches to 3 foot long
88-89 Shock Baton 1d6+1d6 10 minute cell (1d10 rounds left)
90-91 Shock Knucks 1d3+1d6 10 minute cell (1d10 rounds left)
92 Memory plastic knife 1d3 but disguised as jewellery
93 Memory plastic weapon turn into truncheon, short sword. hand axe or belt
94 Sonic Knife 3d3 10 minute cell (1d10 rounds left)
95 Sonic Short Sword 3d6 10 minute cell (1d10 rounds left)
96 Death Rod CON save or dying (first aid to save with cpr) 10 minute cell (1d10 rounds left) Memory metal universal weapon – turn into any melee weapon +1
97 Chain Dagger 1d6+3+1d3 10 minute cell (1d10 rounds left)
98 Sonic Axe 3d8 10 minute cell (1d10 rounds left)
98 Force Axe 4d8 10 minute cell (1d10 rounds left)
100 Force Halberd 5d8 10 minute cell (1d10 rounds left)
Feel free to describe exotic shaped blades, serrated edges, even combination weapons like sickle+chain. Exotic martial art weapons plausible too.
Ancient Melee Weapons
01-02 Stun Knux (or gloves) 1d3+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
03-13 Stun Baton 1d6+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
14-15 Impact Baton 1d6+1d6 dam captive bolt 10 minute cell (1d10 rounds left)
16-17 Folding Staff 1d8 folds from 1 foot to six
18-27 High Quality knife +1
28-32 High Quality dagger +1
33-37 High Quality short sword +1
38-42 High Quality long sword +1
43-45 Crystal knife +2
46-47 Crystal dagger +2
48-49 Crystal short sword +2
50-51 Crystal long sword +2
51 Monoblade knife +3
52 Monoblade dagger +3
53 Monoblade short sword +3
54 Monoblade long sword +3
55 Force knife 3d6 10 minute cell (1d10 rounds left)
56 Force sword 4d8 10 minute cell (1d10 rounds left)
57 Energy Mace 10d6 10 minute cell (1d10 rounds left)
58-60 Chainsword 1d8+3+1d610 minute cell (1d10 rounds left)
61 Vibroknife 1d3+1d4 10 minute cell (1d10 rounds left)
62 Vibro shortsword 1d6+1d4 10 minute cell (1d10 rounds left)
63 Vibroblade 1d8+1d6 10 minute cell (1d10 rounds left)
64 Vibrospear 1d8+1d6 10 minute cell (1d10 rounds left)
65 Hydrogen Lance 3d8 10 minute cell (1d10 rounds left)
66 Hydrogen Short Sword 3d6 10 minute cell (1d10 rounds left)
67-71 High Quality truncheon 1d6 +1
72-76 High Quality hatchet 1d4 +1
77-81 High Quality fire axe 1d8 +1
81-85 High quality chain 1d6 +1
86-87 Folding Baton grows from 6 inches to 3 foot long
88-89 Shock Baton 1d6+1d6 10 minute cell (1d10 rounds left)
90-91 Shock Knucks 1d3+1d6 10 minute cell (1d10 rounds left)
92 Memory plastic knife 1d3 but disguised as jewellery
93 Memory plastic weapon turn into truncheon, short sword. hand axe or belt
94 Sonic Knife 3d3 10 minute cell (1d10 rounds left)
95 Sonic Short Sword 3d6 10 minute cell (1d10 rounds left)
96 Death Rod CON save or dying (first aid to save with cpr) 10 minute cell (1d10 rounds left) Memory metal universal weapon – turn into any melee weapon +1
97 Chain Dagger 1d6+3+1d3 10 minute cell (1d10 rounds left)
98 Sonic Axe 3d8 10 minute cell (1d10 rounds left)
98 Force Axe 4d8 10 minute cell (1d10 rounds left)
100 Force Halberd 5d8 10 minute cell (1d10 rounds left)
d100 Missile Weapons
01-07
Sling 1d4 stone +1 if lead slug rate 1 Base Range = 50
08 Lasso entangle only base range = STR
08 Lasso entangle only base range = STR
9-13
Dart 1d3 rate 1 base range = STR rate 3
14-15 Whip 1d3 rate 1 max range = 10ft entangles if roll+4 higher than hit required
16-22 Javelin 1d6 rate 2 base range = STRx2
14-15 Whip 1d3 rate 1 max range = 10ft entangles if roll+4 higher than hit required
16-22 Javelin 1d6 rate 2 base range = STRx2
23-25
Shuriken 1d3 base range = STR rate 3 Base Range STR
26-30
Knife 1d3 base range = STR rate 3 Base Range STR
31 Chain 1d6 1d6 rate 1 base range = STR entangles if roll+4 higher than hit required
32-40 Throwing Stick d4 rate 2 base range = STR
31 Chain 1d6 1d6 rate 1 base range = STR entangles if roll+4 higher than hit required
32-40 Throwing Stick d4 rate 2 base range = STR
41-45
Dagger 1d4 rate 2 base range = STR
46-50
Hatchet 1d4 rate 2 base range = STR
51-52 Bola 1d4 rate 1 base range = STR entangles if roll+4 higher than hit required
51-52 Bola 1d4 rate 1 base range = STR entangles if roll+4 higher than hit required
53-56
Hand Axe 1d6 rate 1 base range = STR
56-70 Throwing club 1d6 rate 1 base range = STR
71-72 Chakra 1d6 rate 2 base range = STR
73-75 Spear 1d8 rate 1 base range = STR
56-70 Throwing club 1d6 rate 1 base range = STR
71-72 Chakra 1d6 rate 2 base range = STR
73-75 Spear 1d8 rate 1 base range = STR
76-80
Rock 1d3 rate 3 base range = STR
81-85
Short bow 1d6 rate 2 base range = 50
86 Long
Bow 1d8 rate 2 base range = 100
87
Composite Bow 1d8 rate 2 base range = 75
88
Crossbow Pistol base range = 10
89-94 Light Crossbow 1d6+1 rate 1 base range = 50
89-94 Light Crossbow 1d6+1 rate 1 base range = 50
95 Light
Crossbow Repeating 1d6 rate 2 clip of 10 base range = 40
96
Medium Crossbow 2d4 rate 1/2 base range = 65
97 Heavy
Crossbow 1d10 rate 1/3 base range = 85
98-100 Roll ancient missile weapon table
98-100 Roll ancient missile weapon table
d100 Ancient Missile Weapons
01 Stun Whip 1d6+ CON save or 1d6 rounds stun Range 10foot
02 Shock Whip 1d3+1d6 Range 10foot
03-08
Light 17th C Flintlock Pistol 1d4 rate 1/2 rounds one shot Base Range
5
09-13 Medium 17th C Flintlock Pistol 2d4 rate 1/2 rounds one shot Base Range 5
14-18 Heavy 17th C Flintlock Pistol 3d4 rate 1/2 rounds one shot Base Range 10
19-23 Light 20th C revolver pistol 1d4 shoot 2/round 6 shots Base Range 5
24-28 Medium 20th C revolver pistol 2d4 shoot 2/round 6 shots Base Range 10
29-32 Heavy 20th C revolver pistol 3d4 shoot 2/round 6 shots Base Range 10
09-13 Medium 17th C Flintlock Pistol 2d4 rate 1/2 rounds one shot Base Range 5
14-18 Heavy 17th C Flintlock Pistol 3d4 rate 1/2 rounds one shot Base Range 10
19-23 Light 20th C revolver pistol 1d4 shoot 2/round 6 shots Base Range 5
24-28 Medium 20th C revolver pistol 2d4 shoot 2/round 6 shots Base Range 10
29-32 Heavy 20th C revolver pistol 3d4 shoot 2/round 6 shots Base Range 10
33-37
Light 20th C automatic pistol 1d4 shoot 2/round 12 shots (or 1d6+6)
Base Range 10
38-42 Medium 20th C automatic pistol 2d4 shoot 2/round 20 shots (or 1d10+10) Base Range 10
43-46 Heavy 20th C automatic pistol 3d4 shoot 2/round 10 shots (or 1d10+6) Base Range 10
38-42 Medium 20th C automatic pistol 2d4 shoot 2/round 20 shots (or 1d10+10) Base Range 10
43-46 Heavy 20th C automatic pistol 3d4 shoot 2/round 10 shots (or 1d10+6) Base Range 10
47-50
Flare Pistol 2d6 flare (1d4 fire dam for 1d6 rounds) or 3d6 buckshot
or 2d6 slug 1 shot Base Range 10
51-53 Disposable Laser Pistol 2d6 one or six shot disposables Base Range 10
54-55 Defence Laser Pistol 2d6+2 10 shot cell Base Range 20
51-53 Disposable Laser Pistol 2d6 one or six shot disposables Base Range 10
54-55 Defence Laser Pistol 2d6+2 10 shot cell Base Range 20
56-57
Military Laser Pistol 5d6 10 shots one cell Base Range 30
58 Sonic
Blaster 5d8 8 shots 2 cells Base Range 10
59 Death
Ray Pistol CON save or Die, require cpr from first aid or healing
Base Range 10
60-62
Stun Ray Pistol CON save or pass out for 2d6 rounds Base Range 20
63-64
Light SMG/Machine Pistol with folding stock 1d4 or up to 20 shot
burst 20 or 40 shots Base Range 10
65-66 Medium SMG/Machine Pistol with folding stock 2d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
67-68 Heavy SMG/Machine Pistol with folding stock 3d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
65-66 Medium SMG/Machine Pistol with folding stock 2d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
67-68 Heavy SMG/Machine Pistol with folding stock 3d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
69-71
Matchlock musket rate 1/3 rounds 2d6 1 shot Base Range 30
72 Arquebus matchlock with stand rate 1/4 rounds 3d6 1 shot Base Range 40
72 Arquebus matchlock with stand rate 1/4 rounds 3d6 1 shot Base Range 40
73-74
Flintlock Rifle rate 1/2 2d6 one shot Range 50
75 Light
Hunting Rifle 1d6 Rate 2 Shots 1/4/10/20 (various models) Base Range
100
76 Medium Hunting Rifle 2d6 Rate 2 Shots 1/4/10/20 (various models) Base
Range 125
77 Heavy
Hunting Rifle 3d6 Rate 2 Shots 1 or 2 (some double barrelled) Base
Range 250
78 Light
Military Rifle 1d6 Rate 2 or 10 burst Shots 20/40/60 (various models)
Base Range 80
79
Medeum Military Rifle 2d6 Rate 2 Shots 1/4/10/20 (various models)
Base Range 100
80 Heavy
Military Rifle 3d6 Rate 2 Shots 6 Base Range 500
81 Double Barrelled Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long range or 2d6 slug rate 2, 2 shots base range 10 or 50 slug (no scatter mods) sawn off models max range or 10 with d4 scatter
82 Pump Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long or 2d6 slug rate 2 or burst 10, 10/20 shots, base range 10 or 50 slug (no scatter mods)
83 Combat Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long rate 2, 6 shots, base range 10 or 50 slug (no scatter mods)
84-85 Disposable Laser rifle 2d6 one or six shot disposables base Base Range 150
86 Defence Laser rifle 3d6+3 rate 2, 10 shot base range 1000
81 Double Barrelled Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long range or 2d6 slug rate 2, 2 shots base range 10 or 50 slug (no scatter mods) sawn off models max range or 10 with d4 scatter
82 Pump Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long or 2d6 slug rate 2 or burst 10, 10/20 shots, base range 10 or 50 slug (no scatter mods)
83 Combat Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long rate 2, 6 shots, base range 10 or 50 slug (no scatter mods)
84-85 Disposable Laser rifle 2d6 one or six shot disposables base Base Range 150
86 Defence Laser rifle 3d6+3 rate 2, 10 shot base range 1000
87
Military Laser rifle 7d6 rate 2, 10 shots one cell Base range 2000
88 Sonic
Blaster rifle 7d8 rate 2, 8 shots 2 cells Base range 50
89 Death
Ray CON save or Die rate 2, 6 shots, Base range 50
90 Stun
Ray CON save or pass out 2d10 rounds, rate 2, 10 shots, Base range
100
91 Smart
pistol 2d6+2 rocket projectile no range penalties rate 2, 10 shots,
Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and
other weird ammo types)
92 Variable smart pistol as above but can voice select one of 6 shots in chamber
92 Smart rifle 3d6+3 rocket projectile no range penalties rate 2, 20 shots, Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and other weird ammo types)
93 Variable smart rifle, as above but assembles ammo for task from nanofactory, enough parts for 30 shots each magazine
94 Web gun STR save or trapped for one hour, rate 2, shots 10, base range 25 - ignore armour
95 Grenade Launcher rate 2, shots 6 or 10, base range 40 some mounted on rifle
96 Advanced Grenade Launcher rate 2, shots 10 or 20, base range 100 - can set to air burst a set range, laser range finder, night scope inbuilt
97 Flame Pistol 2d6 rate 1, affect one man size target, shots 1 or 6 with beltpack, Base Range 5
98 Flamer 3d6 rate 1, affect 1d3 adjacent man size targets, shots 6 or 20 with backpack, Base Range 10
99 Flame Thrower 4d6 rate 1, affect 1d6 adjacent man size targets, shots 7 with beltpack, Base Range 20
100 Plasma Gun 8d8 rate 1 (older models rate 1/2), shots 6 (older models 1), Base Range 100
d100 Grenades and explosives
Usually 1d3 of arch type rolled
up to 63 need a lit fuse or hot coals to start
01-05 Black powder grenade 2d6 2 yards radius 1lb
06-08 Disorder keg 3d6 4 yards radius 4lb
09-12 Black powder mine 2d6 2 yards radius 4lb
13-14 Aquatic black powder mine 3d6 4 yards radius 8lb
15-20 Irritant gas bomb CON Save or -5 sense rolls, -2 most actions or fight 1lb
21-23 Vomit gas bomb CON Save or spend 1d4 rounds vomiting and or moving away 1lb
24-34 Oil Potion 2d4damage +1d4 for1d4 rounds 1lb
35-44 Holy Water 2d4damage +1d4 for1d4 rounds if undead or unholy 1lb
45 Holy Oil 3d4 damage +1d6 for1d6 rounds if undead or unholy other wise as oil ilb
46 Web pod (from a plant) 3foot radius STR save per round till escape, no fuse but handle with care 1lb
47-50 Fog bomb radius grows by 3 per round for 1d6 rounds harmless funny tasting fog 2lb
51-54 Smoke bomb 3 radius, CON save or -2 all actions, if fail 2 times must flee 1lb
55-57 Smoke mine 12 radius, CON save or -2 all actions, if fail 2 times must flee 2lb
58 Psychadelic gas 3 radius, CON save or confusion while in vloud + 1d6 rounds outside 1lb
59-63 Dynamite 1d6 1m radius per stick maximum, additional sticks only add half damage after this 1/2lb
64-68 Frag grenade 5d6 1lb
69-70 Chem grenade 8d6 1lb
71 Poison gas grenade 3 radius CON save or poison effects 1lb
72 Bioplague grenade 3 radius CON save or stats halved for 24 hours, save again then or die 1lb
73-75 Fear gas grenaide 3mr CON save or 3d6 rounds fear 1lb
76-78 Psych gas grenade 3mr CON save or confused +3d6 rounds rounds after leaving cloud 1lb
79-80 Wire grenade 3 radius or razor wire filaments 2d6 to cross 1lb
81-83 Plastic Flechette grenade 3d6 subtract AC from armour, doesn’t breach hulls 1lb
84-86 Incendiary grenade 3 radius 3d6 plus 1d4 fire for 1d6 rounds 1lb
87-90 Smoke grenade 6 radius CON save or -2 all actions, if fail 2 times must flee 1lb
91 Shaped Charge 5d6 ignores armour if placed or fired from launcher 1lb
92 Small Damage Pack 6 radius 6d6 4lb
93 Large Damage Pack 12 radius 8d6 8lb
94 Tear gas grenade 3 radius CON Save or -5 sense rolls, -2 most actions or fight, till leave area and round after, + morale check or WIS save or flee from cloud 1lb
95 Tranq gas grenade 3 radius CON save or pass out for 1d3 10 minute turns
96 Rocket 3 radius 5d6 damage (1in6 some varied ammo types) one shot tube base range 50 2lb
97 Micromissile 9 radius 8d6 damage (1in6 some varied ammo types) one shot tube base range 1km (1in6 smart missiles no range mods) 8lb
98 Shock grenade 3 radius 3d6 damage CON save or stun and full damage, save halves and resists stun 1lb
99 Energy grenade 3 radius plasma ball contained in feild 10d6 1lb
100 Death field grenade 3 radius CON or die unless in battlesuit or space suit 1lb
92 Variable smart pistol as above but can voice select one of 6 shots in chamber
92 Smart rifle 3d6+3 rocket projectile no range penalties rate 2, 20 shots, Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and other weird ammo types)
93 Variable smart rifle, as above but assembles ammo for task from nanofactory, enough parts for 30 shots each magazine
94 Web gun STR save or trapped for one hour, rate 2, shots 10, base range 25 - ignore armour
95 Grenade Launcher rate 2, shots 6 or 10, base range 40 some mounted on rifle
96 Advanced Grenade Launcher rate 2, shots 10 or 20, base range 100 - can set to air burst a set range, laser range finder, night scope inbuilt
97 Flame Pistol 2d6 rate 1, affect one man size target, shots 1 or 6 with beltpack, Base Range 5
98 Flamer 3d6 rate 1, affect 1d3 adjacent man size targets, shots 6 or 20 with backpack, Base Range 10
99 Flame Thrower 4d6 rate 1, affect 1d6 adjacent man size targets, shots 7 with beltpack, Base Range 20
100 Plasma Gun 8d8 rate 1 (older models rate 1/2), shots 6 (older models 1), Base Range 100
d100 Grenades and explosives
Usually 1d3 of arch type rolled
up to 63 need a lit fuse or hot coals to start
01-05 Black powder grenade 2d6 2 yards radius 1lb
06-08 Disorder keg 3d6 4 yards radius 4lb
09-12 Black powder mine 2d6 2 yards radius 4lb
13-14 Aquatic black powder mine 3d6 4 yards radius 8lb
15-20 Irritant gas bomb CON Save or -5 sense rolls, -2 most actions or fight 1lb
21-23 Vomit gas bomb CON Save or spend 1d4 rounds vomiting and or moving away 1lb
24-34 Oil Potion 2d4damage +1d4 for1d4 rounds 1lb
35-44 Holy Water 2d4damage +1d4 for1d4 rounds if undead or unholy 1lb
45 Holy Oil 3d4 damage +1d6 for1d6 rounds if undead or unholy other wise as oil ilb
46 Web pod (from a plant) 3foot radius STR save per round till escape, no fuse but handle with care 1lb
47-50 Fog bomb radius grows by 3 per round for 1d6 rounds harmless funny tasting fog 2lb
51-54 Smoke bomb 3 radius, CON save or -2 all actions, if fail 2 times must flee 1lb
55-57 Smoke mine 12 radius, CON save or -2 all actions, if fail 2 times must flee 2lb
58 Psychadelic gas 3 radius, CON save or confusion while in vloud + 1d6 rounds outside 1lb
59-63 Dynamite 1d6 1m radius per stick maximum, additional sticks only add half damage after this 1/2lb
64-68 Frag grenade 5d6 1lb
69-70 Chem grenade 8d6 1lb
71 Poison gas grenade 3 radius CON save or poison effects 1lb
72 Bioplague grenade 3 radius CON save or stats halved for 24 hours, save again then or die 1lb
73-75 Fear gas grenaide 3mr CON save or 3d6 rounds fear 1lb
76-78 Psych gas grenade 3mr CON save or confused +3d6 rounds rounds after leaving cloud 1lb
79-80 Wire grenade 3 radius or razor wire filaments 2d6 to cross 1lb
81-83 Plastic Flechette grenade 3d6 subtract AC from armour, doesn’t breach hulls 1lb
84-86 Incendiary grenade 3 radius 3d6 plus 1d4 fire for 1d6 rounds 1lb
87-90 Smoke grenade 6 radius CON save or -2 all actions, if fail 2 times must flee 1lb
91 Shaped Charge 5d6 ignores armour if placed or fired from launcher 1lb
92 Small Damage Pack 6 radius 6d6 4lb
93 Large Damage Pack 12 radius 8d6 8lb
94 Tear gas grenade 3 radius CON Save or -5 sense rolls, -2 most actions or fight, till leave area and round after, + morale check or WIS save or flee from cloud 1lb
95 Tranq gas grenade 3 radius CON save or pass out for 1d3 10 minute turns
96 Rocket 3 radius 5d6 damage (1in6 some varied ammo types) one shot tube base range 50 2lb
97 Micromissile 9 radius 8d6 damage (1in6 some varied ammo types) one shot tube base range 1km (1in6 smart missiles no range mods) 8lb
98 Shock grenade 3 radius 3d6 damage CON save or stun and full damage, save halves and resists stun 1lb
99 Energy grenade 3 radius plasma ball contained in feild 10d6 1lb
100 Death field grenade 3 radius CON or die unless in battlesuit or space suit 1lb
Instruments
Bongo
Drums with sling, Bass Drum with sling, Kettle Marching Drum with
sling, Moog Taurus - a 13-note pedal powered keyboard played by the
feet fom early 70s, Acoustic Guitar, Mouth organ, Trumpet, Piano
Accordion, Flute, Pan Pipes, Harp, Korg 5000 Music box, Hydrogen Cell
Powered electric guitar with built in amp (bass available too),
portable keyboard with sling, battery powered turntable with sling
and 3d10LPs, portable 8 track cassette deck, ghetto blaster with tape
and radio, ipod
First Aid
First Aid Skill heals 1pt after a fight with success
Healing Skill heals 1d3 after a fight with success
Primitive first aid kit - bandages, needle, thread, one use
Ancient first aid kit - sterile pre packaged, painkillers, 10 uses
Churgeons Bad - needed for healing, 6 uses
Doctors Bag - needed for healing, 20 uses
Medifoam Spray 1d4 with 6 applications
Organ bugs - living bugs that can replace a damaged organ heal 2d6 once, come in mini cryopacks or some wild ones but they replace only one type of organ or attach selves to poor animals
Healing Fungus - fungus seals would and repairs organs on a 1in6 turn person into fungal humanoid forever
Plastiderm - bioengineered plastiflesh bandages good for skin damage and sealing wounds
First Aid
First Aid Skill heals 1pt after a fight with success
Healing Skill heals 1d3 after a fight with success
Primitive first aid kit - bandages, needle, thread, one use
Ancient first aid kit - sterile pre packaged, painkillers, 10 uses
Churgeons Bad - needed for healing, 6 uses
Doctors Bag - needed for healing, 20 uses
Medifoam Spray 1d4 with 6 applications
Organ bugs - living bugs that can replace a damaged organ heal 2d6 once, come in mini cryopacks or some wild ones but they replace only one type of organ or attach selves to poor animals
Healing Fungus - fungus seals would and repairs organs on a 1in6 turn person into fungal humanoid forever
Plastiderm - bioengineered plastiflesh bandages good for skin damage and sealing wounds
Tuesday, 20 August 2013
Gamelog: Spit Roasting a bard, Demon Fly Style
In process of writing:
d1000 curses stuck on no 850
Gnome race=class BX class
Adding a few things to Psychon Book
and writing Psychon adventure for Sydcon
Been well, still unpacking room got a door and new wall today. Saw about 300 bux of stuff i want in game shop - cthulhu britain stuff, new orleans book, chaosium magic world and iceland books, more dice.... Also about a hundred bucks of posca pens in new sizes for more recent colours. Have urge for a tablet and buy tons of cheap old heroclix minis to play TSR Marvel at club. Getting interested in BRP games again too. Been asked to do some board game graphics.
Playing:
2 on off pirate games in warhammer fantasy (80s version)
DnD 3.5 and 4 games just to try before i knock em
My cthulhu 1490 game where party grilling a serpent man prisoner and starting to trust him to help them fight witches (how sweet)
A few boardgames
and my DnD EMO rules game now 10th level and just finished this:
The Lost Caverns of Tsojcanth
Party looking for last few rooms. Found Chasm Fly Demons and drove them to teleport away. They Joined up with black furred ape darkness demons and summoned more kin to join them. Bloodkock the Druid having tasted en escaped demons blood coud track it and part hunted the hideous demons. Found wall of darkness with wounded elf maid and child. Emy cast Ice Storm on dark zone and bloodknocktried to dispel darkness. Cancelled one of a dozen darkness zones wasting his action but revealed one fly demon. Bard used song to block fly demons sleep inducing drone. Then invisible shadow ape demons appeared attacking the party and wounding man. Thirteen demons all up, for quite a battle. The bard tried to hover back with his new bat wing cape but demons telekinesed him down then a demon skewered him on his blood sucking proboscis and tried grabbing the bards lute. Another demon stabbed him from behind and they carried him into air. Ground demons killed and party slew fly demons and dropped Linden the Bard to ground with thud. Part pet bears tried and failed to catch him.
Found a blanket of smothering almost killed Bard with a trapper from ceiling dropping on top. Party killed, destroyed rug and gave mouth to mouth to bard saving him. Went through gate and killed minotaurs and bard befriended a minotaurs riding bull to use as a pack beast. Went to next pocke dimension and faced centaurs which they charmed and influenced before leaving. Killed animated skeletons and rested in doorless chamber. Went to next plane of infinite colums and trapped in pentacle before escaping with new centaur chums. Found a cave lizard who
Linden charmed with help from the reptilian speech crown. He wants as new mount.
Finally into the Vampire Chamber where party resisted and killed her but Emy was knocked out and level drained. She also picked up inteligent evil balde which controlled her so party ok with her being knocked out. Used bears to open slab and killed vamp again before she went deeper into stone floor. Druid shrink, squeezed inside and turned into bear o help open from inside. Party found coffin and books and finished the vamp off one and for all. Took the great artifact lamp and returned to Gnome village where Druid was married to his gnome betrothed.
Over 300 000gp loot plus many spells, magic cage, evil sword, artifact and new followers. Many stat booster books and level up meant players added 3 stst points as went to 10th. Emy INT is now 21. Wondering If artifact more trouble than its worth.
Local Mountain King and his wizards want
Emperor wants It
Barron believes the Gem fueled lamp is a waste of money and trouble.
Many Demon lords Enemies of Lantern and Iggliwiv's magic Including the Vampires Dad who the Lady wizard imprisoned and bound till he escaped by deception and carried her to the Abyss. Whole new scale of enemies opened up. Will get party set up new bases and establish mountain kingdom. Also plan to visit the Bloodsand whaling town and giants under dark after that.
Emy and evil hellcat hatching cockatrice eggs.
Plenty of old enemies of party to trouble their new kingdom like fish cult, the White Sorceress, a Lich, Dark Elves and others.
Friday, 16 August 2013
More Art...
Been getting some more sketches in from Michal for EMO projects and will write a more detailed brief for him. The Barsoomian one from my mentioning more weird science and he was re reading john carter. Good to see him having fun and time to do this for me. Probably this more fun than the Boris bikini and boob fantasy most commissions give him.
Sorry ive been slow blogging - im up to curse no 850 on my d1000 curse table but i might try something else. Planet Psychon will be at SYDCON - im just settling details now
Tuesday, 13 August 2013
Gamelog: Drunk on gold and monster blood!
The heroes began systemically killing 3-4 rooms then returning to a zone of goodness where Humblezorg's evil cat (now openly talks to him in private offering evil advice) and girlfriend Clarissa could not enter.
With battle bears and Dwarf in front and spell casters and Bard in rear. Bloodknock the Druid and his reincarnated Gnome body guard in the middle. Humblezorg scanned every room for evil, law and magic. Most cases sensed something and fireballed. Often party won still with summoned flunkies like snakes, cave eels and a fire elemental. Bloodknock kept forgetting to collect 9hd worth of blood to summon a blood elemental, but anyone could forget to drain litres of blood of monsters into cauldron.
Monsters butchered:
dracolisk which stoned a bear and injured several with acid before being killed butchered
spells still running ignored loot and came into cave with giant and pet giant rhino beetle giant killed and druid calmed beetle and left to recover and eat fungi
roper lair - i had forgotten they were super smart and made sophisticated comparison of party flavours as the tentacled party. Kinda creepy turd octopi old ones that boasted superior intellect while eating you mere cattle persons.
bodak demon scared cat with death gaze party look away to fight while bard gives all +2 hit and save
room of margoyles
umber hulk
troglodyte horde, bard entangled then charmed with song to kill each other, lots of party got entangled too but got troglodyte eggs and strange "nuetral" sword
a behir actually took out gnome before being killed and skinned
70% of dungeon clear and found core of complex bur teleported away three times. Scored huge amount of loot. Will easily clear 10 000 each, items for all and henchmen. Some henchmen need own 1pg sheet now.
Monsters loot repurposed
Trying to get party to consider what to do with loot as reaching name level and time for domain
Bard wants a bard school brewery pub on an island. I was a bit dismissive but now think i was a bit mean so will support this scheme. Whole school of bards telling party story fancy that. Attract richest visitors and best bards only and paying students. Start intelligence network with students.
Sorcerer wants a pleasure-dome cult school where he finds cities talented sorcerers orphans and claims to have taught them to attract mooks to his cult. Still out to blow stuff up for thrills and power trips on looting sprees. Was not interested in talented humanoid kids he could find easily. Thinking of recruiting bumpkin sheriff Gary back now enhanced Charisma stat. Gary a bit like onion knight. "I beg you sir dont listen to that cat and woman".
Bloodknock the druid wants monoliths for bloodletting. Will be trying to retire wolf to the priestess of Bogripe village and get bug as follower. He wants to explore underland and undersealand and bring them into coming war as a sacrifice to the wilderness. Wants to breed monsters. He would prefer a +3 blade to all the crap of his share.
Emy's player missed sessions studying 1800s lit for uni. Will be able to build own tower of birds on island and save her sect. Also will add her gloom to school forever. Most saintly necromancer ever. Sorta a spiritualist do gooder from 1900. Has cast made reverse animate dead spell to destroy undead as if turning. Emys apprentice growing to usable on adventure level too but mostly left to file books and guard loot in dwarf dungeon vault. New students soon when tower built. Hatching 2 cockatrice eggs. (I must read book: the Dun Cow)
Another option is party take over the mountains as a hidden kingdom for whole party. Would lead into anti giant adventures well too. Party could build location of choice to get more free followers and together set up a mountain valley village. Know good homeless rebels living in caves who need homes. Friendly with gnomes, elves, dwarves. Only a few giants tribes and a wyverns and stray monsters left and those damn dirty giant hairy mountain snakes.
Monster fried before your eyes!
High level DnD where monsters explode before first melee action. Pure spell casters threaten strike when low on spells. Fighting spell casters wanted to go on. Blood druid says quick efficient kills by fire is good. So 3 kills was "safety squad" average time to retreat with about 15-25% damage. Those Xorn really scared party last game.
"You'll wish I had a fireball pretty fast round here" warned humblezorg.
Party spell fire power pretty awesome.
Druid and bard for long term stealth and melee sorties magically hothouse pet bears before fight (barkskin, animal growth). Have brought bears back to life with raise dead animal spell. Both summoning giant cave eels in battle often handy extra fighters, probably five were killed sparing party lots of damage. One bear took about half of all parties damage due to luck, was briefly turned to stone. Bears once awesome about as good as 7th level warrior. But two and party dont fit on a floating disc spell.
On good day with wimps sorcerer still uses sleep spell and bard fascinate or glamour with song and entangle is a menace. Enemy turns on own kind, bottleneck wimps and kills their chance too overwhelm.
Fireballs, fire shuriken magic missiles from Sorcerer Humblezorg the indifferent and his evil girl and cat wasted many foes. Actually 1st and 2nd level spells with extra missiles better than fireball quite often and more precise in mass melee. Sorcerer deliberately choosing different elemental attacks for variety has worked. Both sorcerers fly and cat rides Clarissa back.
Wizard Emy with lightning and necromancy and with school necromancer chum Hel are both fliers too so four flying spell slingers scary. She also uses multiple summoned blood finch swarms to gnaw down opponents. A few floating discs and they can airlift party about.
Monsters here are big, mythic, often a bit dim. Dungeon wandering monster free and has few monsters interacting. Party in mountains battling 30-50 humanoids was interesting too. Increasing numbers of demons coming up.
Monster Lore
Party know some bizarre languages now and can often extrapolate ideas about a species by related languages. Stomp into monsters rooms. Usually detect chaos, evil and magic and sometimes for life with spells, powers and skills. Party based on area smell and what they sense start demanding in lizard man/chaos/dragon stuff like "ok come out! We are the new dungeon lords hand over your treasure and things will go easy for you we might even let you stay".
Not one monster taken up offer, all murdered in 3-7 rounds.
Vampire and artifact next session.
d100 Hauntings? and Recap of the last year
As I've been hammering away at this blog now for a year or so I've been using as a forum to develop my game design for my ongoing games and my hopeful future games.
My DnD Elfmaids and Octopi rules and campaign tables have probably been most successful and used by me in play. Time to revise this in a new PDF. My Redbrick Dungeon zone book is pretty much written just needs some more editing and layout. Started on Gothic zone companion. Have gotten my art I ordered but i have changed my goals a bit so unsure how to use right now. I'm trying to play other peoples DnD and other editions so I can say Ive tried them at least and get a feel for others playstyles. Having a club under my house handy.
Gammaworld was fun while i was running it and i made enough content to run that game for months if i need to again. I would like to run more SF - my own DnD engine version or BRP sf or cthulhu sf. Kinda wishing i had buck rogers rpg still.
Cthulhu: I still hope to run Cthulhu Metropolis at a con. Have some fairly in depth superhero cthulhu notes and lots of ideas will post here. Pretty big so far. My Cthulhu/Darklands 1490 mashup game going well. Im playing in a 70s delta green game im enjoying in a club. I love 20s Cthulhu but seems kinda spent - I run this when i dont want to think. Ive run so many times, have so many resources. Real issue is finding players where one has not played or read a scenario.
Psychon i will get to run this year and im almost ready to go.
Still needs These:
Adventure Design Notes
Magic on Psychon
Metals and equipment on Psychon
Anyway will have 2 freebie PDFs out over next month and will get a salable one out October.
As I've kinda had my DnD fix sated after a 20 year absence I may go back to RQ3 more and get my RQ babylon project up and running.
I have got to stage where I will be revising, expanding and simplifying many of my old posts.
I need to decide if I expand ideas like my Tabu/Alignment heroes or just make my versions of Paladins, rangers, Barbarians etc. Very few playing fighters so varients doesnt seem worth it if they detract more from a basic class. Some of my old tables from Dungeon Zones need to be d100 not d20. Will work on finishing my Shadelport maps too. A PDF on that city and Island setting might be nice.
I do get encouraged by suggestions and requests so shoot anything youd like to see me try. A few sentences of comments and suggestions here and there have inspired big chunks of Psychon and make me keep them more regular. So thanks to those who drop a line - it helps a lot.
D100 Hauntings
Why is this dead person so angry? Whats their beef? Did their own actions lead to this or are they a victim? Some undead can be released others are too bitter or black deeds too great. Ghosts may lie too to trick living, even to possibly joining them.
1 Betrayed by lover, robbed and murdered
2 Betrayed by lover who left them to pine away
3 Reputation ruined by villain
4 Married against will by overbearing family or villain
5 Lover went away and never returned
6 Children were all killed and didn't last much longer
7 Got the plague, never got to experience anything
8 Killed by random criminal
9 Died peacefully but body disturbed by grave or corpse robbers
10 Belong to long gone race, sees current folk as invaders and murderers
11 Addicted to drugs, ruined life, killed or died over complications
12 Was punished and tortured unjustly
13 Buried with wrong name in wrong place
14 Lived in place all life, died, disproves of modern remodeling
15 Was betrayed by best friend or sibling
16 Bankrupted and ruined by circumstances into poverty then death
17 Insane in life, imprisoned and angry most of life
18 Disabled and angry, struggled to live well but always knocked down
19 Hateful miser never felt joy in life continues to be bitter and hateful of life
20 A scholar of black arts dealt with evil forces
21 Poisoned by kin or partner for profit
22 Executed for heinous crimes
23 Died of starvation
24 Died of exposure
25 Imprisoned and forgotten by cruel kin
25 Black magician longs to return, seeks power over living
26 Greedy and insatiable, died ignobly from greed but wants more
27 Seeks to warn living or scare away for own good
28 Unhappy at disrespect since death now vengeful
29 Was a horrible person in life, angry at not being admitted to heaven
30 Cursed for some act accidentally committed
31 Cursed for some act willingly committed against another
32 Robbed abandoned and died alone
33 Committed horrible crime on innocent victims
34 Was not buried with correct offering and rituals
35 Greedy family robbed grave goods and estate
36 Killed far away from loved ones
37 Abusive to servants and allowed some to die
37 Wants to confess sins but never stops, furious if ignored
38 Failed in duty due to laziness or vice resulting in death
39 Failed in duty due corrupt betrayer now cannot rest
40 Outraged by modern values like lack of war mongering or killing kicked or vice
41 Body was destroyed to hide a crime
42 Body was hidden without proper burial
43 Unhappy that ex partner remarried so fast
44 Seeks to corrupt, deceive and kill as revenge against living
45 Tried to fake own death and instead was killed
46 A mistreated slave or convict labourer
47 Accidentally killed loved ones
48 Locked up as mad till death when actually a tragic victim
49 Killed in a careless accident like fire or fall
50 Killed by invading soldiers
51 Killed by cruel madman
52 Suicide over some other death or tragedy
53 Grave was built over
53 Supported person who proved to be wicked
54 Did or said nothing while horrible crime committed
55 Crippled by terrible illness, enraged by pain
56 Killed by angering dead, now joins them
57 Killed on a pilgrimage or during religious ritual
58 Broke vow or promise died witnessing tragic outcomes
59 Stole from or robbed innocent or holy goods
60 Terribly lascivious letch killed by lover or lovers kin
61 Unjustly alienated community against tradition
62 Failed to for fill dying parents or lovers wishes
63 Abandoned children without care
64 Discarded child of infidelity or mistreated bastard
65 Showed disrespect for divine powers
66 Made wealthy by amoral or unholy means
67 Was owed money and died pauper or sick
68 Was a terrible debtor who left many others in hardship
69 Gossiped about and defamed since death
70 Abused and debauched children denied peace
71 Mocked a holy person or witch
72 Cruelly mistreated and mocked the poor
73 Greedy drunk could never get enough while family suffered
74 Cruelly treated animals and offended everybody with behavior
75 Didn't give spare cash to religious charity
76 Didn't aid desperate family when could have easily
77 Lied about other person who was punished for crime
78 Lewd wanton behavior and corrupting others
79 Convinced by evil lover to commit crime
80 Neglected duty at bequest of wicked lover
81 Lover with known worker of evil and suspected black magician
82 Used magical charms, trinkets and potions not approved by church
83 Poisoned others for personal gain or convenience
84 Got rid on many married partners for gain
85 Exploited others with romance and seduction for criminal gain
86 Failed to warn someone of danger
87 Started a fire or caused disaster that killed innocents and never admitted it
88 Read blasphemous books
89 Offended ancestors by not carrying traditional grudges
90 Offended ancestors by not making offerings and prayers to them
91 Offended ancestors by not wearing traditional dress on festivals
92 Offended ancestors by denying family name and heritage
93 Tried to lie to gatekeeper of underworld
94 Offended death with attempts to live beyond allotted time
95 Judge of underworld turned away for misconduct in land of the dead
96 Ferryman of the underworld unimpressed by fair evasion
97 Gatekeeper of afterlife unimpressed by manners and lack of humility
98 A holy power is punishing soul for life of sin
99 Cannot pass over till learns who parents are
100 Performed foul rituals to live beyond death
Monday, 12 August 2013
Some optional starts for Psychon
Start one: Starship AstraA crew has been sent from a distant colony to lost Earth. Nobody knows what happened on Earth but radio signals are a confused mess and often include encrypted hostile viruses of multiple types. Astra has been shielded and crew trained to explore potentially hazardous enigma of the homeworld.
The dart shaped vessel with mostly frozen crew has been awakening on shifts. One other vessel heading earthward but larger was destroyed two days ago but it was larger and not equipped for stealth. Other anomalies have been detected in system including a ruined asteroid hab was passed on the way in.
Closer in saw Earth bathed in weird auroras and covered in a surreal patchwork of coloured hexes. Strange radio chatter from orbital AIs was heard before systems on board began to be effected despite the ship and its AI: CORKY (Computational Organism for Research Keyed to Yellow clearance hazard) being designed to resist cyber assaults. Theorised nanoid around Earth cloud has attached hostile nanoids to ship for physical breach of defence systems.
Ship is going down, CORKY chosen a wet landing base due to total absence of landing strips on earth. Systems failing, attempting to revive crew as life support tech being disrupted.
Ship lands roughly in sea, calm yellow water with darker green tinge below over blue sand. Land visible. Saw fish and even a trilobite, supposed extinct for millions of years. Colourful seabirds swarm around ship. Many frozen crew dead. Most computer based tech dead or dying. A notable exemption in defencive lasers, stunners and a military laser pistol. Solar recharger, some medical supplies without smart tech. One crewman using an atomic torch/welder has fashioned some crude archaic weapons from the hull metal. Radios mostly non functional except some strange languages chattering. Nobody seems to understand our colonial Anglic or any other language our survivors know. Eventually radio dies. The Astra is taking on water.
Surviving crew take a life raft and head for shore.
Players:
Choose mission special ties for ship crew and ranks
Select some basic salvage
Stuff to do:
Survive, get to shore - some high tech survival equipment works
Fight giant sea scorpion, crab or marine dinosaur
Detect a radio anomaly down coast
Find a gigantic sand castle 4 stories high (is it a ruined theme park or something)
If approached a giant crab comes out and attacks
Inside more giant sea creatures guarding an atomic power cell
Will meet hostile humanoids eventually before driven to a new hex while crew one by one fail CON save and become altered to Psychonians.
Start two: Rock and roll Mystery Tour
Its 1973 The band has been on tour in Latin America and heading to Bermuda in a small passenger plane. A weird storm brews up from nowhere tossing the plane badly. The pilot climbs higher trying to get over the storm. The higher the plane climbs the weirder things get. Coloured auroras, sheets of rainbow lightning, teeth and hair feel on edge and passengers panic. A flash of lightning dazzles everyone and storm is gone. The plane is over a strange golden desert with magenta mountains in the distance. The engines stop and everyone braces for a crash.
The plane tumbles, breaks and everybody in knocked out. When start to awake and count living and injured among smouldering wreck everyone asks where are they.
Players:
Choose band name and instruments for players
Select some basic salvage
Stuff to do:
Help injured
Salvage first aid kits, possibly a pistol or two, flare pistol, blankets, water, booze
Find water
Something that looks like water is a killer ooze
A wandering blue skinned ghoul comes first night
Some weird deaths caused by alien creatures should thin survivors
A native red man hunter with stone axe tries to help but nobody understands him
Some passengers are annoying, dangerous and selfish leading to deaths
As group converted hunter can communicate and explains this is a death land
Party move to somewhere safer with real water not killer slime
Languages on Psychon
Most incapable of speaking ancient language due to mindhacking nanites. Some find (when levelling up) new languages spring into their brains complete. Written and spoken learnt separately.
Common
Is standard language used by all written and spoken, most illiterate - all Psychonians speak this
Alignment Languages
Alignment languages used by otherworldly beings mostly know only by wizards, written and spoken. Alignment is imposed by gods - it is not fair and is about starting fights not finishing them.
Ancient Languages
or just Ancient will do for English, mostly only known by magicians or off-worlders, written and spoken.
Beast Men Languages
Various beast men have own written tongues - goat men, bat men, lizard men, etc. Only some have written versions if settled and advanced enough, but ruins may contain traces.
Goblinoid Languages
Written and spoken exist but most illiterate include kobold, goblin, hobgoblin, orc, bugbear
Eldren, Morlock, Halfmen Languages Have own languages Written and spoken - eloi speak eldren or morlock depending on how long they have been morlock cattle.
Other Monsters
Dragon, ogre, troll and many more available with written being rare
Machine LanguagesMost active machines speak ancient and common
WP or NWP on Psychon
When converted to psychonian may adopt standard fantasy NWP but some "ancient" skills might be kept for colour and amusement like pilot starship. Some psychonian versions might know as computer lore or robot lore for ancient knowledge skills. These would be rare and mostly for magicians. Eotic tech harder to learn once in game world without a teacher of some kind.
A WP in handgun, long arm, heavy weapon, gunnery might be handy to fire some weapons
A NWP in energy weapons or black powder weapons would let you maintain, repair, reload and understand weapons better
My gamma world list Might be useful
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-skills.html
one player wanted a improvise shelter skill that saved party again and again
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