Friday, August 2, 2013

New Characters

It's super refreshing to take a break from a campaign that has been going on for over a year, and roll up some weird new party that has a huge amount of comedic potential.

Which is why I'm currently playing a Bullywug fighter named Thuyr' Glumph and my girlfriend is a Lizardman Cleric named Poptart. The third member of the party is a Grey Elf with a pet cat, we are currently wandering the post cataclysmic world of Dragonlance looking for food.



Thursday, July 18, 2013

(Most of) Jeff's Questions.

Where can we go to buy standard equipment?
Both the Bronze City of Peak in the far west and Tuskar Vool to the east are bustling trading posts, Adventurers will have no problem outfitting themselves for expeditions into the desert.

Where can we go to get platemail custom fitted for this monster I just befriended?
Any and all inquiries about monstrous creatures should be directed to the Hunters Guild. They specialize in the hunting, capturing, taming, breeding and byproduct manipulation of strange beasts great and small. There are several branches of the guild in Sirocca, the largest being in Peak City.

Who is the mightiest wizard in the land?
Peregrin Uwe "The Blue Flame". A mighty pyromancer from the heart of the desert. The secrets of his magic are woven into his long blue beard. The few that have met him have been reduced to charred stumps after trying to remove it from his face. His spells can be purchased in Tuskar Vool from a bandage covered vendor in the south side of the city. 

Who is the greatest warrior in the land?
She has no name, she left it behind when she became the champion of Tsa Rook, and rumor has it that whoever can defeat her in one on one combat will be granted a piece of the demon birds eggshell.

Who is the richest person in the land?
On record the leader of the Hunters Guild, a hunter famed for capturing and killing a full grown mountain giant. The armor made from the giants flesh now decorates the city guard of Peak City. Though it is believed that the few remaining wizards of Sirocca must sit upon great troves of treasure, as demand for magic is high and spells are expensive.

Where can we go to get some magical healing?
Ptole of Eremite sells his healing spells in the Bazaar of Peak city. A particularly eccentric mage, he believes himself to be the savior of all mankind, and is one of the few wizards that sells his wares personally. The spells are bound to various types of fruit. 

Where can we go to get cures for the following conditions: poison, disease, curse, lycanthropy, polymorph, death, undeath? 
It's rumored that Ptole will perform "miracles" of healing for steep prices or favors, often involving dangerous forays into the wild for exotic fruits. If you are looking for a less dangerous route to good health, the Blue Clerics of Vool are known for their nonmagical healing abilities, utilizing potions and herbs to cure a vast array of maladies.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?
The few magic users of Sirocca have no love for each other. They guard their magical secrets with an unprecedented greed, and sell their spells for profit. The few individuals born with a talent for magic these days are quickly found and killed to reduce future competition. Spells can be purchased in the marketplaces of both major cities, they often come in the form of scrolls, wands or other curiosities.

Where can I find an alchemist, sage or other expert NPC?
Sirocca is home to many strange people, with many strange skills and trades. You will undoubtably meet some if you travel through the desert. 

Where can I hire mercenaries?
The Gold Swords of Vool are a loosely affiliated guild of sellswords willing to give you their business if the price is right.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? 
It is a well known fact that anyone upsetting the balance of nature in the great oasis will be subject to the strange and cruel magic of the druids that tend the clear waters there. 

Which way to the nearest tavern?
"Dead Esters" in Tuskar Vool, and "The Gnome Hole" in Peak are both popular hangouts for adventures, They specialize in catering to their thrill seeking clientele, providing exotic food, strong drink, and interesting rumors.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
The various branches of the Hunter's Guild keep most wanted lists for individual regions.

The West- Over the past couple of months, Peak has seen increased activity from the mountain giants. Most believe they wish to reclaim the skin of their dead leader. They are led by Gor'gruaw, a giant that bears a similar hide to the one armoring the City guard.
The South- The Insects of the humming mountains grow to the size of elephants, and have begun tunneling and laying eggs farther and farther into civilized territory. 
The North- The Children of Tsa Rook are a terrible threat to travelers, but the greatest threat would be to anger the great bird.
The East- Demonic mutations are commonplace among the denizens of Bethadore, when the great demon Tuskar Vool was slain so many years ago his blood tainted the land itself. But lately there have been new and more aggressive types of demon wandering the blue sands at night.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The Rise of the Jackals boasts an arena that draws spectators from all over Sirocca. Gladiators are often slaves taken by Jackal raids of nearby settlements, but voluntary participants are not unheard of. Gladiators that die in the arena are feasted on by the Jackal lords. It is well known that many of the Monsters that find their way into the arena are sold to the Jackals by several branches of the Hunters Guild. 

Are there any wars brewing I could go fight?
Resistance groups have begun to pop up in the Jackal Lands. Freedom fighters that want to put a stop to the barbarous tradition of the Obsidian Arena. It's rumored that they are led by one of the few Gladiators to make it out of the arena alive. 

The city guard is always looking for recruits to help stave off Mountain Giants, they welcome all applicants, but a Hunters Guild membership will fast track you to the front lines.

Are there any secret societies with sinister agendas I could join and/or fight?
The Dragonkin of Sirocca have always been a strange bunch. They believe a fitting death can only come from the breath of a dragon, but have no means of acquiring this death, as the last dragon was killed and eaten by Tsa Rook a thousand years ago.

What is there to eat around here?
Both Vool and Peak host a variety of eateries fueled by the strange fruits, vegetables, and animals brought back by adventures. Many parties even have "Adventure Chefs" accompany them, to identify and assist in the location of these treats. It also doesn't hurt to have a skilled cook on the road with you.

Any legendary lost treasures I could be looking for?
The Sands of Sirocca have devoured the treasure of many brave adventurers. The Greatest of these are the artifacts made from the great dragon that ruled the desert thousands of years ago. 

Where is the nearest dragon or other monster with Type H treasure?

Tsa Rook, The Bird that Feasted on Dragons roosts in the Northern Mountains. His Followers paint their faces and hunt from the backs of great owls. The bodies of a thousand dead adventures litter the path to Its nest.

Monday, July 1, 2013

The Sands of Sirocca.

Earning your class is your first adventure.

Fighter type.

The Rise of Jackals plays host to some of the most horrific arena fights in all the known world. Gold adorned slavers are carried through the burned skull gate on crimson palanquins, their bought and sold champions in tow. The slavers seek strange coins from far lands and dress their pawns in the colors of their noble houses. 

You are worth a small dragons hoard in your tragic demise. A twofold prize, both as bread and circus to the ravenous Jackal lords. For the adrenaline soaked meat of a gladiator who died facing true terror is a kingly feast for the servants of Anubis. 

Your first quest is survival. A doubled jointed piston kicks you into a vast black bowl still sticky with the blood of your fellow warriors. Your eyes adjust to the harsh daylight and you catch the first glimpse of a hulking beast. Matted fur and gaping maw edged with rusty daggers. The most cunning of you will live through the first battle, through luck and teamwork you may earn the patronage of a noble lord, who will keep your hope alive with sharper blades and hot meals. 

Your second quest is escape, as death in the arena is close as the harsh breath of a hundred different beasts on your sunburnt neck.

Good luck.

Monday, June 17, 2013

Adventure Will Make Dragons Of Us All.

The wanderlust governs the world of an adventurer.

It's the reason that every would-be fighter picks up a sword and its why a thief needs to steal and its why you keep going when the torch goes out and you hear something stir in the deep.

It's also what creates dragons.

Because dragons aren't just the reason you risk your life in the catacombs that snake beneath the earth. They are what you become when the journey isn't enough any more, when a damp cave floor feels better than a warm bed, and a gold coin looks good enough to eat. Why?

Maybe it was the hired hands you sacrificed, with promise of gold and glory you lured them to delve. They were young and stupid and when the color faded from their flushed and blotchy cheeks you could still see the lust in their eyes. They knew what this was and they lived like explosions. Swords drawn they screamed their lovers names and ran. They meant nothing to you, they died locked in combat with beasts that drank water from black pools. Things that would live a hundred years and never breath fresh air.

Maybe it was the friends you betrayed. The hand you let slip so as to grab the rough of a burlap sack so full of a life of luxury it makes your mouth water now just to think about it. And luxury you have, seated on the golden thrones of a murder of kings. You will feed on it, first in your mind and then with your mouth. And then the fire starts, deep in your guts it begins to itch and to smoke and you fill your furnace with gold until it runs down your newly scaled face like soup. One hundred years goes by and you are still hungry.

You roam the countryside, searching for kingdoms to devour, you eat your fill. Lust turns to greed.

One thousand years and you are a starving king, feasting and spewing molten gold onto your soon to be loyal subjects. They die in a river of your fire and are reborn in your visage. Snake and stone, draped in the finest furs and grinning with the same obsidian teeth. They look upon you as a god, for you hold their salvation in your furnace. Only death by your hand will free them from hell.

You will be the subject of songs and stories and the nightmares of a thousand children. You will be hunted. Some fool will get lucky and your head will stare down from the spire of a keep in some far off kingdom. Wars will be fought over your hoard, and more will be financed by it. Your coins will fill the pockets of kings, sellswords and pirates, and be stolen from them by a child now grown. A child who stared up at your lifeless eyes and felt the same thing that you felt ten thousand years ago.




Tuesday, May 28, 2013

Easy Cave, Swamp and Labyrinth Travel

I should be packing right now. But I have a notebook full of ideas that I jotted down in Arizona and they are all screaming at me from my backpack. So In the interest of being responsible and getting some work done I'll post one of them and sort the rest out later.

Mapping a cave that the players will probably never return to again is not something I'm interested in. I do however want the cave itself to be an obstacle, because you know, caves aren't exactly a walk in the park. Depending on the size you could easily get lost for days, weeks, or months and die because you only have rations and water for a few days. 

So it's important to have a party member who knows what the fuck they're doing. 

We'll call that party member the scout. Whatever party member has the "survival" type knowledge. If no one in the party knows how to track something, or read a map, or tell which direction they're marching– dont look now, you might be fucked.

When the party gets to the cave, or swamp, or whatever thing you dont want to map. The scout rolls a d20 and adds either their wisdom mod or whatever number they have that is relevant to leading the party through the wilderness. Depending on the size of the place, roll 3(sm), 5(m), or 8(lrg) times.

1-8. The scout leads the party into danger. Roll up an encounter and expend some resources, shit just     got real.

9-11. You are walking in circles. Expend some resources.

12-17. Hurray! You seem to be on track, and nothing of note happens.

18-20+. Wow this scout kicks ass, they not only found a good route, but also some tasty mushrooms, fresh water, or maybe even an old stash or gear from previous adventurers.

Having a map (in game) of the area will get you a +2 to the check, and knowing how to read maps will get you a +3.

If the scout has been through the cave before, they may make a roll under wisdom check to see if they remember it correctly. If they do, they need only roll once, no matter how large the place.

Use in conjunction with this excellent wandering monster procedure from the Retired Adventurer.




Thursday, May 16, 2013

Further ramblings on tactical combat game.


Cards are used to tip the scales in a battle. Cards come in two types, attack cards and defense cards. They are rewarded for killing an enemy, exploring a treasure hex and for successfully completing a dungeon hex. You may hold up to 6 cards in your hand at any given time. Keep your cards a secret, they could be the difference between life and death.

ATTACK -attack cards must be used BEFORE an attack is rolled.

Feather Boots. Hop over a single hex 

Footmans Mace. a successful attack using the mace results in the enemy unit missing the next round of combat.

Spear. Attack at +1 Range

Javelin. Attack at +3 Range

Longbow. Attack at +5 Range

Mount. +3 to move

Epic Mount. +6 to move

Net. Prohibits movement until a successful attack is made against the net.

Gauntlets of Minor Hurling. move an enemy 1 hex in any direction

Gauntlets of Further Hurling. move an enemy 3 hexes in any direction

Book of the Dead. Raise an ally from the enemies graveyard. 

Twin Blades. Make two attack die rolls, take the better one.



DEFENSE -defense cards must be played AFTER a player attacks, but not after a player defends.

Armor of the four winds. enemy must reroll attack die.

Armor of Ooze. If the attacker used an attack card, that card is given to the defender, instead of being discarded.

Spacial Shifting Stone. Switch places with a friendly unit.

Unstable Shifting Stone. roll a d6, if it's even switch places with a friendly unit. if its odd, switch places with an enemy unit.

Kite Shield. Roll two defense dice and take the better roll.

Arrow Catching Gauntlet. Negate a range attack made against you.

Holy Shield. Targets defense roll is an automatic success.

Counter Attack. If your defense roll succeeds, the defending unit makes an attack.

Teleport. Place yourself within 12 hexes of your current location.

Boots of Fleeing. Move 2 hexes in any direction.

Wednesday, May 15, 2013

Free and Tactical

Wargames have always been on my nerd "to do" list, but I've never really had the disposable income to justify it. I have a great love for games like Tactics Ogre, Final Fantasy Tactics, et al, but the downside to a game like that is of course, the various machines that you need to play it on. So in the interest of gaming on the cheap, at a table and with a friend I'm putting together a tabletop game that blends my favorite elements of tactics games and will cost me under 10 dollars to play.

What I have so far is a 6 on 6 hex based tactical combat game fueled by a minimum of 1d6 a chess set and a library printer.

Let's begin at the beginning. (Keep in mind this is a rough sketch)

You start the game by rolling stats for your 6 unit army. Each unit has 3 stats, attack, defense and movement. you determine these skills by rolling a d6. I'll break them down for you one at a time.

Attack score.
Roll your d6, let's say in this case its a 3. Any time that unit makes an attack, you roll a d6 and hope that it lands on 3 or less (Sound familiar? of course it does its just like old school thief skills in D&D). Now before you start moaning about what if I get a 1 for my attack score? There is a system of leveling that leads to putting more points in your scores you crybaby.

If you roll a 6, re-roll because nobody is that good.

Defense/Mobility.
Roll your d6, and consult this chart.


1. mov 1/ def 5
2. mov 2/ def 4
3. mov 3/ def 3
4. mov 4/ def 2
5. mov 5/ def 1
6. mov 6/ def 3

Pretty easy stuff right? Turtles and hares.
You roll each unit in order, grognard style, and assign them a chess piece, or whatever you have lying around. Write down your stats next to a pretty picture of your unit and make sure you know whose stats are whose. Your stats are not a secret, in the interest of fair play, your opponent knows your stats as well. Don't worry, theres plenty of room for sneaky underhanded play later.

So that brings us to...

Setting up the board.


I'm still hammering out the details of board structure, but I'm more or less trying for something that includes printing out a few sheets of paper with hexes on them and using that as a map. Hexes will be different colors to denote things like water, pits, and various elevations. Maps will also have a starting zone for each team, and a number of hexes that are "dungeons" where a player can take a chance fighting a monster to get a draw from the item card pile (more on that later).

After the map is set up, you and a friend (who has also made an army for themselves) will put your units on the board in the starting zones.

Turn structure.
Roll a d6 to see who goes first.

A turn consists of moving units, attacking enemy units and exploring special squares. 

each unit may move and attack OR move and explore a special square once per turn.

each unit can move...you guessed it, their movement score.


Combat.
Combat is the meat and potatoes of this game. When a players unit is adjacent to an enemy unit, and it is their turn the player can make an attack. When a player attacks, they roll a d6 and consult their units attack score. The player being attacked also rolls a d6 and consults their units defense score. Here's a list with all of the combat outcomes.

Both units succeed. Roll again, both units at a -1. A score cannot go below 1.

Attacker wins, defender fails. Defender's unit dies.

Defense wins, attacker fails. The attackers turn is over.

Both units fail. move to next combat.

Killing an enemy unit.
When you kill and enemy, you draw a treasure card and the unit that made the kill levels up. Heres what happens when you level.

LVL 1. This is where you start.
LVL 2. Gain a class
LVL 3. +1 skill point
LVL 4. +1 skill point
LVL 5. +1 skill point
LVL 6. +1 skill point

A skill point can be placed in your attack, movement or defense scores. attack and defense cannot be raised past 5.

Class.

You earn a class by advancing to level 2. Roll a d6 to determine what class you are. If you defeat an enemy with a class, you MAY take their class (taking the class is optional, if you like what you have, keep it). Classes do not stack, if you take a units class, it replaces the one you have. Here is the list of classes and what they get you.






1. Paladin. When an ally unit is being attacked, the Paladin may roll defense in their place, the Paladin accepts whatever fate befalls it.
2. Archer. An Archer may attack enemy units at a range equal to their movement score.
3. Necromancer. A Necromancer may summon a single dead unit from their graveyard to fight. The raised unit does not level, as it is no longer truly of this world. The raised unit retains the stats it had when it died. If the Necromancer dies, the raised unit returns to the grave.
4. Thief. A Thief may forgo their move and attack to attempt to steal an item card from the enemy players hand.
5. Fighter. A Fighter rolls two dice for attacks and defense and takes the more favorable roll.
6. Scout. a Scout may forgo an attack to move an enemy unit an amount equal to the scouts movement score.

Death.
When a unit dies, it is removed from the board and put in the opponents graveyard. The game is over when one player holds all their enemies units.

Item Cards.
You can hold a total of 6 of these in your hand. Some cards will be for attacking, some for defending. you must declare that you are using a card before making an attack or defense roll.

Special Tiles.

Water. Each hex of water moved through requires the unit to roll a d6. If the die is less than or equal to the units movement score, they may pass through the water hex.

Pit. A player may expend a units entire move to jump over a pit. A unit being forced into a pit (by a scout or special item) may make a defense roll to avoid instant death by falling into the abyss, and instead be placed adjacent to the pit.

Dungeon. Stepping on a dungeon gives the unit a chance to level up and gain treasure. The unit makes 5 defense rolls, if at least 3 are successful the unit levels up and the player draws a treasure card. If the unit fails, it dies. Dungeons are optional, and may be passed over if the player does not want to risk death.

Stay tuned for more!








Saturday, March 30, 2013

Riding the Blue Dragon

The blue sands of Tuskar Vool are the subject of many a poets verse and minstrels song. When the long forgotten heroes cut the throat of Vool so many hundreds of years ago it is said that the great demons indigo lifeblood flowed for seven days and seven nights, forever staining the sandy shores of the river Crux.

It's rumored that the first to take advantage of the sands demonic properties was the Alchemist living deep within Calthur's Wood. It's a wonder he didn't go mad sooner. His most successful endeavor (besides realizing that local orphans made excellent cheap labor) was to mix the sand in a boiling vat of dragons blood, combined with the heartstrings of poisoned rats and stirred for three moons with a single spike of a Manticore's tail. What he produced was a pure concoction of demonic ecstasy. A potion that when sipped gave the imbiber unbelievable strength and agility for days on end.

Most unlike the crude cocktail sold in the Voolian underground these days. A mockery of the Alchemists endeavors- Grit, as it is now called, is a popular (and most unstable) drug used by adventurers. It is often sold as a loose powder, as the preferable application is to rub the compound into open wounds when times are dire.

Taking a dose of Grit is like getting kicked in the chest by a 6 legged mule*.

When a dose is taken, roll 2d6 + CON mod on this table.

2. Your eyes become shallow blue pools, never to see again. You have seen the terrible face of the long dead Vool. It's pretty much all you talk about. Will save 15 Vs. Insanity.

3. Your system rejects the drug. Your blood begins to boil and you must make a FORT save 15 or take 4d6 Bloodfire Damage.

4. You puke up a lesser demon. It hates you so much.

5-9. You suffer some form of demonic mutation. Roll on whatever table you have for these sort of things.

10. Your skin begins to harden into a carapace, making you immune to the next 3 physical hits you receive. Upon the third hit the carapace shatters.

11. You feel the surge of life in your tired and broken body. Gain 10 HP and add 2 to your STR and DEX mods for 2d6 rounds.

12. You enter a berserk rage. The walls of perception begin to crumble as your enemies take on the forms of the oldest demons. and you the form of their executioner. Your STR and DEX mods are both increased by 5 and you gain 10 Temporary HP. When your enemies fall, you turn on your friends (who all look like enemies) unless you make a WILL save of 15. When making the save, add your friends Charisma Mod to the final roll. You may attempt to save every 1d6 rounds.

Each dose of Grit taken risks addiction. Roll a FORT save of 10 the first time you use, and increase the DC by 2 every time after. Once addicted, your Constitution score is the number of days you can go without a dose.

The gutters of Tuskar Vool are choked with demon beggars.


*Six legged mules or Muules, can be bought from a kindly dwarven muule breeder in the Voolian marketplace.





Monday, March 11, 2013

Marek, 6th level Thief



Book of the Unwavering Flame.

Continuing work on a spell casting system that suits my tastes. I decided to break the Mage class into schools of magic (pyromancy, geomancy, necromancy, etc.) You pick a school to start with, and then, I dunno- go on adventures to find other spell books and become a better wizard. (The influence that Pokemon had on me as a child is far more prevalent than I realized.)

I always liked the named spells, like Tasha's Uncontrollable Laughter. It makes the magic seem more tangible to have wizards coming up with their own spells and naming them after themselves. Very academic, old blowhard wizards who either take the knowledge that they unlock and hide it up with them in a tower until they summon something a bit to nasty and get killed, or they go start an academy and share what they've learned. The point of this is that I plan on making the spell books fairly lean to begin with, and having new spells be discovered by actual adventuring.

I posted the initial sketch I had for the mana system, but its a bit different now so I'll lay out the basics.

Mages use their Intellect score as their initial mana pool, Clerics use Wisdom.

Every time you level up you roll mana like you would roll HP. The die you roll is based on your ability modifier 0=d4, +1=d6, +2=d8,+3=d10.

Most spell you cast are scaleable, meaning you can cast them using anything between a d4 and a d12. The effectiveness of the spell directly relates to the mana spent. 1 mana = 1 damage/1 round in a lot of cases.

Spell saves are 10 + Int/Wis mod + 1/2 mana spent

Pyromancers have always been a favorite for me so I started with a book I like to call:

The Unwavering Flame.
x = d4, d6, d8, or d12 + Int mod.

Ignite. (x)
You wreathe an object in magical flames, causing all those that come into contact with it to take X damage for as long as they are holding the object. The flames do not harm the object or the caster.

Smoke Screen. (x)
Creates a concealing smoke, 5ft for each point of mana spent. If the spell costs max mana, the smoke is acrid and forces characters within to make a fortitude save or lose X rounds coughing and sputtering.

Fire Ward. (x)
Creates a magical seal on an object or person that defends against X fire damage. The spell requires a  wax seal.

Fireball. (x)
Shoot a fireball that deals X damage, reflex save for half damage.

Speak with Fire. (d4)
Fire sees many things, cast this spell to ask any nonmagical fire d4 questions.

Torch. (1)
Create a magical flame you hold in your hand or attach to an object. The flame dies if your mana pool empties.

Saturday, March 2, 2013

Falling Damage

I really like it when damage is presented as more than just a flat number, so in the spirit of things like the death and dismemberment table, I present this:


FALLING DAMAGE TABLE 

Roll 1d6 per 10 ft.
subtract DEX modifier from final number.

FALL       ROLL      EFFECT
10ft          1-5          FINE
20ft          6-10        wind knocked out of you 1d6 rounds to recover
30ft          11-15      knocked out 2d6 rounds to wake up
40ft          16-20      Sprained ankle/wrist
50ft          21-25      Broken Arm/Leg
60ft          26-30      Broken Arm/Leg AND passed out 2d6 to wake up
70ft          31-35      Head wound 6d6 
80ft          35-40      impaled or bludgeoned for 7d6 
90ft          41-45      Broken Back, Paralyzed can be greater healed but it will take 1 week
100ft        46-50      SPLAT INSTANT DEATH

Isle of Dodona hook dump.


1. The Monkey King, clad in orange robes and carrying a cherry staff runs a gladiatorial arena for his amusement. The winner may challenge the monkeys throne.

2. Twelve foot guardians made of rotting wood and sailcloth wander the beaches of Dodona. They are the ghosts of wrecked ships, waiting for their crews to return.

3. A demon with a forked, hairy tongue torments a village, stealing their food. Covered in a feather-like armored hide and sporting a rainbow mane. It's tongue contains a localized paralysis. It eats only cooked food.

4. A woman clad in Diaphanous robes lives in a cave, and is attended by her panther children. The tribe of nearby monkeys fear her for her children feast on them monthly. She is a demon once jilted by the Monkey King.

5. Deep underground the shining queen stands frozen on a floating black disc. Protected by her two headed troll guardian and surrounded by bubbling miasma.

6. Two brothers from the old stories. The stoic swordsman and the blind thief. The swordsman stands guard while his brother steals new eyes.

7. The green hive houses the wasp queen, whose venom can be used to create the most deadly of posions and the most potent of antidotes. The wasps are the size of halflings.

8. A man stands covered in vines, plants and mosses bursting from his mouth and eyes, cracking through his skin. A victim of the Gloomspore. He begins to walk on new legs made of vine after 3 days.

9. The toads of Duur live behind the great waterfall. Their eggs are delicacies.

10. The underwater gardens of the River Mer are truly a sight to behold. At least the Mer seem to think so, unfortunately everyone they take to see them so far has drowned.

11. A Paladin sits and stares into the Narcissus pond, locked in combat with his own reflection, until someone can help him tip the scale.

Words of Power

A simple Cleric/Priest spell list in conjunction with this

The system is based around balancing conservation and spell power. Most spells do not need to be leveled as the player simply accumulates more mana as they level up.

Priests will begin play with the knowledge of these "Words of Power" and the "Light" cantrip. The use of these spells requires a holy symbol. Other spells exist, but must be sought out.

X = Choose a die d4,d6,d8,d10,d12. The number rolled is both the mana cost and the effect, (damage, duration, etc.)

Shield - The target is coated in a thin, shining layer of holy energy. The shield absorbs dX + wis mod damage.

Heal - You heal the target for dX + wis mod. The heal cannot regenerate limbs, but it can cauterize the wound. If performed as a 12 hour uninterrupted ritual, the spell can be used to reattach a limb (providing the limb is intact).

Bless - The target is blessed with holy energy and receives a 1d4 bonus to hit, dodge, and saving throws.

Pain - You wreak holy vengeance upon the target for dX + wis mod damage.

Command - You utter a one word command that the target must obey for dX rounds. Enemies with an Intelligence of 12 or more may make a will save where the target is dX + 10.

Fade - The priest becomes translucent for as long as the spell can be sustained. It costs d8 mana per round.





Monday, February 11, 2013

Because you want to be special.


Roll a d6 when you pick a race other than human. And then make up some more, I can't do all the work.

DWARVES
1. Eating a dwarf is like eating a leather sack full of rocks. Monsters are slowed to 1/2 if they ingest you.
2. 6th beard sense, detect incoming trouble with beard hair
3.Your Grandfather was half boulder, you can meld with stone once a day.
4. Your teeth are basically made of granite, you have a 50% chance to bust open locks with your teeth.
5. Rocksteady baby, you can't be knocked over.
6. Treasure hound. You can literally smell the treasure, specifically, you know what the nicest piece of loot in the place is.

HALF-ELF
1. Camouflage. You blend in real well outside. You gain advantage to stealth when outdoors
2. I talk to the trees. you can hear the the forest whispering, it lets you know if trouble is near.
3. Special brownie. If eaten you make monsters trip all sorts of face and they like are dazed for 2d6 rounds
4. Twinkletoes. You don't weigh enough to trigger 25% of traps you cross (assuming they are pressure activated)
5. Hey man, my dad was Fey! You can phase out of existence just enough to let a missile attack pass right through you once a day.
6. TRALALA. you have a beautiful voice, you gain advantage when interacting with people you want something from.

HALF-ORC
1. That big old pig nose of yours is pretty useful for finding anything from truffles to treants.
2. Actually part Troll. You can regrow limbs, but it takes 1 month for that shit will come back (your severed limbs do not regenerate on their own).
3. HORNY. you have horns like a ram, and a nice d6 charge attack to go with them.
4. Death did us apart. orcs don't stop, not until the thing that killed them is dead. even if decapitated you can still fight for d4+ your con mod rounds. After that you die.
5. PTOOEY. Your spit functions as a dose of acid (you can hawk a loogey like that twice a day).
6. They call you Old Snaggletooth, your teeth are more like fangs that you can use a bite attack for d4 damage. 

GOBLINS.
-Man with the Golden Tongue, you know how to get a deal on anything. 20% off whenever buying stuff.
-Mischief maker. you can use ghost sound 2/day
-Think like an engineer. everything has a weak spot and you can tell where it is.
-BO-omb. Your sweat can be distilled into a crude form of black powder. If you are killed with fire, you explode and deal 4d6 damage.
-Sell em some crap. you can convince someone to take almost anything off your hands no matter HOW ridiculus. You do still need to bluff though.
-Antique roadshow enthusiast. You have a knack for appraisal.

HALFLINGS.
-Taller than I thought you would be. You can use medium weapons one handed and still retain your DEF bonus.
-Adventure chef, you can make a decent meal out of anything. Spend an hour foraging and cooking to make a meal worth 1d4 hp to all who consume it.
-Hammer, meet nail. You've been fighting things bigger than you your whole life, you gain advantage when doing so.
-That happened to my cousin once! 25% chance you automatically succeed on a random gather information check.
-Dramatic sympathy. Everybody likes you for some reason, gain advantage when rolling diplomacy.
-Hows the weather down there. You have a 25% chance to see things that are on the ground that others don't. Like traps.

Tuesday, January 22, 2013

Mana system sketch.

Caster gets mana dice.

better dice for better int/wis scores.

3-9 = you cant cast spells.
10-11=d4
12-13=d6
14-15=2d4
16-17=2d6
18+=2d6 and reroll the lower number

Starting mana pool = your intellect score for wizards, wisdom for clerics, bard uses charisblahblah.

Roll your mana dice when you level, add result to mana pool.

Divide up spells based on level or something, give them each a die. Make the caster roll them if they want to cast that spell. subtract that number from your mana pool.

and if you're like I have 3 mana left and you roll magic missile (like a d4 probably) and it costs 4 mana
OHSHIT MANA BURN take 1 point of temporary intellect damage until you can get some sleep or go to a library or whatever. Or if its a non damage spell like polymorph roll a save against the backfire with the 1 point remainder hindering the roll.

5 minute breaks give you your relevant ability modifiers worth of mana back.
Hour long rests get you a rolls worth on your mana dice.
Mana pools fully regenerate after a full nights rest.

Spells that use max mana do extra damage.

Wizards using this system probably look like this.







Friday, January 18, 2013

Old magic, new tricks

Whilst putting off the ever-growing tower of dishes in the kitchen I decided to organize the old cardboard box full of magic cards that was sitting on the porch. Now, I enjoying a game of Magic every now and then, but I find myself in a position of not really having anyone to play with, and when I do I pretty much only use one deck (white life gain). So I thought I might sell the remaining cards, but there really isn't anything that worthwhile and I would have to walk allllllll the way down to the comic shop and talk to that guy who smells like soup.

So instead of that I figured I could use them to make some quick one shot campaigns, and I must say, it kind of works. So here's the breakdown--

The first thing you wanna do is sort out all the lands and shuffle them into a deck named PLACES. Don't forget to pick cards with different art so you have a little variety, seeing as most of the information you're getting here is from the pictures. I'm sure if you took the time you could use the various stats on the cards as well (in fact, it would be pretty easy), but I hate numbers and don't have time for that kind of shit.

Then you sort out all the creatures that you know you'll never want to use. I mean, how many angels does any campaign need? That's a trick question it's whatever the fuck you want to do it's your game bro. What was left was a bunch of creatures appropriate to various places/biomes that now exist in a bunch of color coded decks named PEOPLE/CREATURES. If you want you could probably sort into piles of friendly/unfriendly, but I'm aiming for simplicity here.

Then you grab all of the Enchantments/Sorcery/Instants and put them in a pile called PLOT HOOKS. You might have to be a bit creative here. GOOD THING YOU'RE A DM.

Don't forget artifacts! Stuff them in a big ole deck called MAGIC ITEMS.

Let's see how it works. Draw a land, then a creature from the corresponding color (though I would imagine that dropping a bunch of mountain creatures into a forest would be great for that little thing called conflict that most stories need). Then draw as many plot hooks and artifacts as you think your feeble players can handle. Again, up to you.

PLACE


PERSON/CREATURE


PLOT HOOK


MAGIC ITEM



Okay so I have a serene-as-fuck looking plot of forest, a giant tending a plant in a SUPER similar looking chunk of serene-as-fuck forest, some floating pyramids of doom that appear to be endangering the sanctity of nature or some shit, and, oh yeah, a magic wand. The platter is silver and everything, people.

The giants of the Onu forest have been shepherding the trees for as long as anyone can remember, nearly as long as the mercantile-minded mages of the eastern wastes have been trying to harvest them. The trees of Onu grow tall, their flesh a natural lightning rod, storing the power of a storm in knotted branches. The struggle had long been a stale mate, until the wizards acquired the Rod of Ruin, a wand that holds the power to roil the earth and fell a tree without need of axe or saw. The mages operate from within several pyramids near the borders of Onu. The players should probably decide if they care about nature, or want awesome magic wands.