D&D Blog about Random Encounter Tables, New Monsters and Variants, New Magic Items, etc. Has an OSR D&D focus.
Thursday, November 3, 2016
6 Urban Adventure Seeds
A collection of encounters, adventures seeds, and/or random thoughts.
1. A renegade Tooth Fairy is harassing the town. Every night it visits a dozen children and extracts 1 tooth. After all 32 are extracted the children will die. When you arrive in town it is day 30.
2. In the slums there is a tattoo artist who give her services away for free. She inks the poor with demonic imagery and infernal designs. On the 13th day the tattoo comes alive and slay its host. It then retreats into the sewers waiting until 665 more of his brethren have arrived.
3. The rogue/thief in the party is approached by a gambler. He has a huge wager that Mr. Offerson will die by Friday. He offers 20% of his take if you can guarantee that will happen.
4. The town hires the group to evict the owner of the Lucky Strip Tavern. He has unpaid taxes. Problem is the tavern basement is the home of the local thieves guild and eviction will only be meet by force.
5. The group is in search of a rare book. A recluse bibliophile currently own that book and refuses to part with it. If pressed he gives the group a list of a dozen books he requires in trade.
6. You arrive in town and something is off. Everyone is wearing dresses. Man, women, and child. An edict from the Baron has been handed down that everyday is Dress Day. The group is offered an assortment of dresses to choose from. Pink being the most popular.
Monday, October 31, 2016
6 Forest Encounters
A collection of six forest/wilderness encounters, adventure seeds, or random thoughts.
1. You meet an albino elf, he claims his pigment has been stolen by a nefarious Kaleidomancer. His tribe had their pigment drained away and their desires for life extinguished. His village is not far from here and he ask for you to bring the color back.
2. A Shepherd is running for his life. His flock of sheep have turned on him and are attempting to hunt him down. A demon tainted virus has spread throughout the flock and has turned them into vicious predators.
3. The voice of a young woman travels through the wind. You piece together a cry for help. By following the voice it leads you to a cave. It's inhabitants are a tribe of goblins. The cave is also the burial grounds of an elven maiden who wishes to sleep in peace.
4. The group is harass by a band of Pixies, they are hurling chunks of bloody meat at them. Not far from the scene is a pack of wolves trailing the scent.
5. A corpse lies on the ground. It has fallen from great heights and its heart has been ripped out. A Peryton is on the hunt and attempts to pick off one person at a time. He swoops in to grab his target and ascends to great heights, then drops his prey on the floor. Then he descends down to tears its heart out.
6. A caravan of slavers move through the forest. They offer to sell their stock to the group. The slaves are from a local hamlet and the slavers are looking to flip their recent acquisition quickly.
Thursday, September 1, 2016
Beast Folio Volume 3 Released
Beast Folio Volume 3 released on RPGnow. It is PWYW and all proceeds go towards new artwork. With Volume 1 and 2 I have 12 monsters with full color artwork. Right now I have about 8 pieces of monster artwork waiting for text. I also have 3 older pieces(Moon Golem, Flesh Painting, and Mnemonic Devourer) that needs updating and rework. Once I get enough monster entries done I'll get a proper layout and edit to do a nice print edition. Want to thank everyone for their support.
Beast Folio Vol. 1
Beast Folio Vol. 2
Beast Folio Vol. 3
Beast Folio Vol. 1
Beast Folio Vol. 2
Beast Folio Vol. 3
Tuesday, August 30, 2016
Ferocity Dummy
Alignment: Chaotic Evil
Movement: Fly: 180' (60')
Armor Class: 7
Hit Dice: 4 + 2
Attack: 2 (weapon)
Damage: 1d8/1d8 (weapon)
Save: F4
Morale: 12
Hoard Class: None
XP: 365
Ferocity Dummies are sword practice targets who have awakened with vengeful anger after decades of bashes, slashes, and pokes. The accumulated hatred leaves residual psychic anger that manifest into sentient beings with the sole purpose of murder and mayhem. A Ferocity Dummy is made of wood, canvas, and straw with a blade in each hand. They have torn themselves from their base and fly through crumbling dungeons with murderous intent.
Ferocity Dummies are sword practice targets who have awakened with vengeful anger after decades of bashes, slashes, and pokes. The accumulated hatred leaves residual psychic anger that manifest into sentient beings with the sole purpose of murder and mayhem. A Ferocity Dummy is made of wood, canvas, and straw with a blade in each hand. They have torn themselves from their base and fly through crumbling dungeons with murderous intent.
Combat
- Ferocity Dummies feed off hatred, each successful hit against the dummy fuels its anger. For each hit the Ferocity Dummy gains a +1 bonus to damage. The damage is cumulative. If the dummy is hit four times in a round, it receives a +4 to damage on its next attacks. The damage bonus resets to zero if a round passes and dummy is not damaged.
- Once per round the Ferocity Dummy can perform a counter attack on its opponents turn. If successfully attacked, the dummy can immediately strike back with one attack.
- Ferocity Dummies are immune to mind-affecting spells.
Adventure Seeds
1.
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The Sacred Flame Monastery has gone quiet. The martial monks years of practice has awakened dreadful anger from their mundane targets.
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2.
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This dungeon room is an armory filled with rusted weapons and cobwebs. In the center of the room are a half dozen Ferocity Dummies silently waiting to draw blood.
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For more monsters, check out my New Monster Index
Wednesday, July 20, 2016
10 Random Town Encounters
1. The group is assaulted by Librarians who mistake one of the PCs for being extremely delinquent on some books. The Librarians attack with non-lethal damage and once the group is subdued, confiscate any scrolls or book in their possession.
2. You hear haunting melodies coming from beneath the sewer grate. A pair of Sirens have taken up residence down below and luring stray travelers to their death.
3. As you are moving around town you hear cries for help. A building is burning down and a young girl screams from the second story window for help. Within a matter of minutes the entire building will be engulfed in flames.
4. A man with meat strapped to his body runs frantically into the alleyway. A pack of stray dogs chasing behind.
5. A strung out opium addict stops you in the street. He offers adventuring gear at rock bottom prices. At a nearby inn a lone adventurer lies dead in his bed.
6. The stable erupts into chaos. Horses are trampling the stable boys and rampaging in the streets. A bad case of mad horse disease has broken out.
7. A group of children bully a young lad. They circle him and assault him with threats. If interrupted they pull out knives and threaten to do the same to you.
8. A tax collector stops the group and ask if they have paid their excess taxes. He then proceeds to ask them financial questions and ask for proof of current wealth. Once collected he imposes a 10% tax on current coinage.
9. Slavers travel down the main street with their most prized possession, a Hill Giant. His shackles come undone and he savagely attacks all nearby. The Slavers warn the group not to harm their prized possession or they will be replacements for damaged property.
10. The group notice citizens gather around for the afternoon hanging. Moments after the sound of broken necks the dead rise to seek vengeance against their audience.
6 Town Adventure Seeds
1. The headmaster of the local wizard academy has been replaced by a Succubus. She has seduced and charmed the facility. Rumors of missing students echo throughout the town. Your band of adventurers have been hired to go undercover to find out what is really going on.
2. The Red Scale Bank has opened for business. This house of usury is funded by an Ancient Red Dragon and those failing to pay exorbitant fees/interest for loans are burnt to a crisp. The bankers are draconian thugs who prey on the weak and less fortunate.
3. A peddler has been selling fake magic items, customers are outraged for being swindled. They would retaliate except the peddler has hired two Minotaur bodyguards who are with him at all times.
4. The local tavern main course is in jeopardy. The red fin trout from the local lake have begun to disappear. A monstrous sea creature has move into the lake and has been disrupting the fragile ecosystem.
5. The town is in panic, the local guards have surrounded a prominent home and negotiating with a band of thugs to not execute the family inside. The thugs are asking for a far fetch ransom the town can't provide. The group is ask to obtain the ransom or end the hostage situation by stealth and force.
6. People are being abducted into the alleyways and disappearing. Nothing remains except their images now graffitied on the walls. The town folk say if you stare long enough at the images they move and the alleyway walls are actually a prison.
Tuesday, July 12, 2016
Magical Hodgepodge VI
Fire Chalk: This red chalk can be used to draw a line on an appropriate surface, which then erupts into flames one round later. The chalk can be used to draw up to 60' in an uninterrupted pattern and 1 round later a vertical sheet of flame 5' high will erupt from the line. The flame will burn for 1 turn and deal 2d6 damage for anyone crossing the plane. The Fire Chalk can be used up to 3 times before losing its red color and reverting to white chalk.
Feather Parasol: This parasol is made out of harpy feathers. If the parasol is opened and held above the head it allows the user to levitate as per the spell for six turns. The levitate ability can be used 3 times per day. The parasol can also be opened and twirled in a hypnotic pattern, all targets who can see the parasol within 30' must make a save vs spell. Upon failure the target is fascinated by the pattern until the user stops twirling. Fascinated targets can defend themselves, but can't move or attack. The fascinated effect is broken if the target takes damage or is outside the 30' range. A save is permitted each round to break free.
Feather Parasol: This parasol is made out of harpy feathers. If the parasol is opened and held above the head it allows the user to levitate as per the spell for six turns. The levitate ability can be used 3 times per day. The parasol can also be opened and twirled in a hypnotic pattern, all targets who can see the parasol within 30' must make a save vs spell. Upon failure the target is fascinated by the pattern until the user stops twirling. Fascinated targets can defend themselves, but can't move or attack. The fascinated effect is broken if the target takes damage or is outside the 30' range. A save is permitted each round to break free.
Sunday, July 10, 2016
Magical Hodgepodge V
Pain Razor: A blood stained flint shaving razor that is use to increase pain tolerance. The user can scar himself with the razor, which increases his pain threshold for 1 turn. All physical damage is reduced by 1/2 for 1 turn. At the end of the turn the user permanently loses 1 hit point.
Embryonic Needle: This needle has the embryos of rot grubs sustain in amniotic fluids. The needle can be injected into a victim and the embryos immediately mature into an adult rot grub. A to hit roll for the injection is required and the following round 1d6+2 rot grubs begin to burrow within the victim. A cure disease or flame to the injection site can be used to remove them. If not removed within 1 to 3 turns the grubs burrow to the heart and the victim is slain. The needle can only be used once.
Dagger of Sacrifice: This +1 dagger has an obsidian pommel and a jagged blade. If the user scores the killing blow against creature he gains temporary hit points equaling the creatures level or HD. A 5 HD creature would gain 5 hit points. These temporary hit points last 6 turn before disappearing. Temporary hit point cannot be more then twice the user hit points.
For more magic items, check out the index
Embryonic Needle: This needle has the embryos of rot grubs sustain in amniotic fluids. The needle can be injected into a victim and the embryos immediately mature into an adult rot grub. A to hit roll for the injection is required and the following round 1d6+2 rot grubs begin to burrow within the victim. A cure disease or flame to the injection site can be used to remove them. If not removed within 1 to 3 turns the grubs burrow to the heart and the victim is slain. The needle can only be used once.
Dagger of Sacrifice: This +1 dagger has an obsidian pommel and a jagged blade. If the user scores the killing blow against creature he gains temporary hit points equaling the creatures level or HD. A 5 HD creature would gain 5 hit points. These temporary hit points last 6 turn before disappearing. Temporary hit point cannot be more then twice the user hit points.
For more magic items, check out the index
Friday, July 8, 2016
6 Random Dungeon Rooms IX
6 Random Dungeon Rooms series is a collection of modular rooms and concepts that can be used for inspiration during dungeon design.
1. This apparently empty room has a secret compartment. A loose flagstone has a cache of 24 onyx gems. The gems are cursed and slowly begin to damage the bearer. Once the gems are taken out of the room they begin to deal 1 point of damage per gem. The damage begin 24 hours after the bearer has left the room and the victim cannot discern where the damage is coming from. The damage is dealt again after another 24 hours and any additional gems the victim is carrying becomes corrupted. Those corrupted gems add to the damage total the following 24 hours. If the victim attempts to rid himself of the gems they appear in his possession 10 minutes later. Only by returning the gems to the original location will break the curse, corrupted gems included.
2. This 20x20 chamber host a raised platform in the shape of a star. The star shaped platform is located in the center of the room and takes up a 10x10 area. The platform is littered with dozens of runic symbols and is used as teleportation device to reach another level of the dungeon. There are sliding panels at the base of the platform and when opened reveals compartments that houses a type of fuel to activate the device. The fuel used is star crystals that can be harvested throughout the current level. When enough star crystals is harvested, it can be used to activate the teleportation platform.
3. This 20x20x20 room has excrement littering the room. Hanging from the ceiling are a dozen large bird cages. Each cage has an emaciated stirge. The presence of the party will cause the stirges to go into a frenzy, frantically slamming against the cages to break free. For each stirge roll a 1d6 and on a roll of a 6 that stirge is able to break free.
4. A frigid room with eight stone slabs. Each slab has a corpse on it which are well preserved. The eyes of the corpse have platinum coins resting on them. If a coin is disturbed in any manner the corpse animates and quickly decays before your eyes. A ghoul is born and his first order of business to awake the other seven corpses in the room.
5. 20x20 room with four pillars with flame designs. Each pillar has angelic patterned torch sconce and an unlit torch. If the torch is lit the corresponding pillar erupt into radiant flames and begins to heal 1 hit point per round. For each torch lit the healing cumulative. The radiant flame continues to heal beyond your maximum hit points. Any hit point above the maximum are temporary and last for 1 hour. If your hit points are increased by twice your normal amount you explode and deal your current hit points in damage to everyone in the room.
6. The entrance chamber to the dungeon has metal pipes and nozzle that sprays a purple mist that fills this chamber. A save is required or your skin tints to a shade of purple. Those affected by the mist are marked individual and clearly intruders to the complex. The residents of the complex have an antidote to combat the tinting effect.
For 48 more random dungeon rooms, check out the rest of the articles.
The first 48+2 are collected in 50 Random Dungeon Rooms.
6 Giant Killer Bees Adventure Seeds
Last year I wrote an article about Giant Killer Bees and had some adventure seeds in my notebook. I forgot about them and just rediscovered that notebook a few days ago. I figured I'll post them. Not that Giant Killer Bees are typical adversaries, but what the hell.
1. A local alchemist is paying 10 gold pieces for each stinger collected from a Giant Killer Bee. The poison in the stinger can only last 24 hours before being preserved.
2. Collect jars of honey in the bee hive. The honey is rumored to have curative properties.
3. The local village has been attacked by Giant Killer Bees. Local bandits are disturbing the hive and directing the bee attacks on the village with the intention of clearing the residents and claiming it for themselves.
4. Thousands of Giant Killer Bees are being cultivated on the desolate hills. A dark druid has taken control of the hive consciousness and using them to wipe the scourge of humanity from his domain.
5. The local hive has grown to immense proportions and only a vast army could destroy it. Now alchemist have tasked you with a mission to find components with the intent to create a virus to wipe out their population.
6. When the Giant Killer Bees extract nectar from plants they destroy them in the process. The farmland is devastated as the swarm continue to encroach on fertile territory.
1. A local alchemist is paying 10 gold pieces for each stinger collected from a Giant Killer Bee. The poison in the stinger can only last 24 hours before being preserved.
2. Collect jars of honey in the bee hive. The honey is rumored to have curative properties.
3. The local village has been attacked by Giant Killer Bees. Local bandits are disturbing the hive and directing the bee attacks on the village with the intention of clearing the residents and claiming it for themselves.
4. Thousands of Giant Killer Bees are being cultivated on the desolate hills. A dark druid has taken control of the hive consciousness and using them to wipe the scourge of humanity from his domain.
5. The local hive has grown to immense proportions and only a vast army could destroy it. Now alchemist have tasked you with a mission to find components with the intent to create a virus to wipe out their population.
6. When the Giant Killer Bees extract nectar from plants they destroy them in the process. The farmland is devastated as the swarm continue to encroach on fertile territory.
Sunday, June 26, 2016
Id Sphere
Alignment: Neutral
Movement: 60' (20')
Fly: 180' (60')
Fly: 180' (60')
Armor Class: 3
Hit Dice: 6
Attack: special
Damage: special
Save: M6
Morale: 12
Hoard Class: None
XP: 1320
An Id Sphere is created when a crystal ball has witnessed mass murder of unprecedented proportions. As the psychic residue of death and agony fill the area, the crystal ball is granted sentience as it absorbs those fractured minds. The crystal ball then swells in size and begins to break apart. An invisible field of mental energy keeps the sphere is place. An Id Sphere is now fully formed with the sole function of being a psychic vampire, constantly seeking to erode and absorb sanity. A Id Sphere is a 3' diameter broken glass orb transmitting images of mental anguish as it hovers through the air.
An Id Sphere is created when a crystal ball has witnessed mass murder of unprecedented proportions. As the psychic residue of death and agony fill the area, the crystal ball is granted sentience as it absorbs those fractured minds. The crystal ball then swells in size and begins to break apart. An invisible field of mental energy keeps the sphere is place. An Id Sphere is now fully formed with the sole function of being a psychic vampire, constantly seeking to erode and absorb sanity. A Id Sphere is a 3' diameter broken glass orb transmitting images of mental anguish as it hovers through the air.
Combat
- Id Sphere constantly radiate an aura of insanity in a 30' radius. Those who enter the aura must make a save vs spell or be under the effect of the confusion spell. A save is required each round if within the aura.
- The Id Sphere can suppress mental functions with a pscyhic assault to close portions of the mind. This suppression attack has a range of 60' and requires a save vs spell to resist. Upon failure a portion of the victim brain is shut down. The GM will determine what ability is lost. This could be anything from losing the ability to cast spells, turn undead, movement, attacking, etc. That ability is suppressed for 1 turn.
- Id Sphere can release a brain crush attack which erodes the target sanity. The brain crush attack requires a save vs spell or the target loses 2d4 points of wisdom. A target reduce to 0 wisdom is dead and their consciousness absorb into the Id Sphere. Wisdom damage is recovered at 1 point per day. Those killed by Id Sphere cannot be raised from the dead unless the Id Sphere is destroyed and their consciousness released.
- Id Sphere is immune to mind-affecting abilities. Spells or abilities that target the Id Sphere mind will backlash upon the caster. The backlash will causes 1d4 points of wisdom damage. Wisdom Damage is recovered at 1 point per day.
- Any target reduce to below 3 wisdom and not killed has a 20% chance of gaining a random insanity.
Adventure Seeds
1.
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The Wizards Academy has been the scene of a mass murder. Every student and teacher slain. Now 4 Id Spheres stalk its hallways as the town has quarantined the building. They have reach out to adventurers to investigate and secure the scene.
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2.
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A Mad Astrologer has hired the group to capture an Id Sphere. He believe the Id Sphere components can be crafted into a lens to fit his massive telescope. His plans to shoot psychic death rays into the stars now nears completion.
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For more monsters, check out my New Monster Index
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Wednesday, June 22, 2016
10 Graveyard Encounters
A collection of graveyard encounters, adventure seeds, and half-baked thoughts...
1. The group stumbles upon a cemetery with tombstones a quarter of the standard size. Engraved on the tombstones are names like Kitty, Tiger, Max, etc. Half the grave soil has been disturbed as if something dug its way out. A meow can be heard in the distance as dozens of undead cats prowl the perimeter of their resting ground.
2. There are numerous mausoleums spread throughout the graveyard. Each one has four gargoyles leering at each of its roof corners. Anyone who crosses the shadow of any of the perched gargoyles will have the shadow come alive and attack. Once slain that gargoyle will no longer cast a shadow.
3. You encounter an elderly man who is digging up a grave. If questioned he tells you that he recently had a dream where his dead wife was calling for him to rescue her.
4. A young girl scream pierces through the cemetery. She is running frantically and crying for help. She and her partner came to the cemetery to make out when decaying arms rose up from the ground and dragged her lover beneath the surface. All that remains is a broken picnic basket, a shredded blanket, and a used sheepskin.
5. You cross paths with a half dozen gravediggers. Their cart is filled with dozens of bodies. Half of them deceased, the other half clinging to life. They tell you the other half will be dead soon enough and there is no point in waiting for the inevitable.
6. As you pass by a gravestone you hear scratching and clawing coming from the ground. The soil begins to break apart and you faintly hear mumbling asking for assistance. A few moments later a ghoulish man in victorian dress and a top hat pull himself out. He believes he is awfully late for a dinner engagement and ask your were Wilson Pub is.
7. A cemetery with a hundred gravestones and 12' tall memorial plinth in the center. Once a living being enters the cemetery the dead begin to rise from their graves. Wave upon wave of zombies attack. Once a zombie is slain it will reanimate 1 hour later. The plinth in the center of the cemetery has the name of every person buried here. Only by crossing out their names will they stay dead.
8. You stumble upon a gravestone with a square glass in the center of it. Next to the glass are two dials. With the right combination on the dials or a successful disable trap check you are able to speak with the person who's grave this belongs to. Their image will appear in the square glass and will gladly answer questions.
9. You enter into a graveyard and suddenly realize that the exit is no longer there. As far as the eye can see appears to be an endless rows of tombstones. You quickly realize that all gravestones bear the same name. Only by putting that soul to rest can you escape this distorted reality.
10. In a long abandoned cemetery you meet a farmer planting seeds on the burial plots. He claims that the dead are wonderful fertilizer and the crop yield has remnants of their past memories.
For more random tables and non sense check out my Random Encounter Index
Monday, June 20, 2016
Husk Doll
Alignment: Chaotic Evil
Movement: 60'(20')
Armor Class: 7
Hit Dice: 1-1
Attack: 1
Damage: 1
Save: F1
Morale: 10
Hoard Class: None
XP: 7
Husk Doll are created by witches, witch-doctors, and shaman. They are blessed with sentient life from the evil spirits of forlorn places. Created from the husk of corn cob, these Husk Dolls are created in large batches with the purpose of swarming larger foes with their miniature knives. Husk Doll stand no more then 1' tall and weigh roughly a 1 lb.
Husk Doll are created by witches, witch-doctors, and shaman. They are blessed with sentient life from the evil spirits of forlorn places. Created from the husk of corn cob, these Husk Dolls are created in large batches with the purpose of swarming larger foes with their miniature knives. Husk Doll stand no more then 1' tall and weigh roughly a 1 lb.
Combat
- Husk Dolls attack with their knives which do 1 point of damage. Each successful hit also causes wounds to bleed for an additional 1 point of damage each subsequent round. Bleed damage can be stop by spending a round bandaging wounds or any curative magic. Bleed damage from multiple Husk Dolls are cumulative.
- Husk Dolls can forgo their individual attacks to gang up on a target. The Husk Dolls will swarm the victim from all sides and the attack, damage, and bleed value will be based on one attack with increased potency. The table below represent the number of Husk Dolls attacking in unison, what HD creature they attack as, damage done, and ongoing bleed damage.
# Attacking
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Attack Hit Die
|
Damage
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Bleed
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2 - 6
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3
|
1d8
|
2
|
7 - 12
|
5
|
1d10
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4
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12 - 18
|
6
|
1d12
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6
|
19 +
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8
|
3d6
|
8
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Adventure Seeds
1.
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The village is celebrating summer solstice. A mysterious benefactor has gifted the village with large decorated crate to mark the occasion. During the height of the festivities the crate burst open and dozens of Husk Doll go on a murdering rampage.
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2.
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You are hired to investigate the attic in an old manor. Recently servants have been found stabbed to death while going about their duty. The attic is home to a collection of dolls from the family deceased aunt.
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Artwork by Joanna Ballendorf
For more OSR/LL monsters check out my New Monster Index
Saturday, June 18, 2016
Magical Hodgepodge IV
Vial of Stout Blood: This vial contains a mixture of dark green herbs and troll plasma. If the vial is applied to a wound it immediately stops it from bleeding. If ingested it will stop all ongoing bleed damage and prevent bleed damage for 1 turn as your blood becomes thicker. If used as a topical it has five doses, if drank it only has one dose.
Ghost Coins: A pair of black coins with an owl stamped on both sides. If placed on the eyes of a corpse it will psychically reveal the last ten minutes before their death. Upon revealing the details it turns to dust.
Radiant Lantern: This black metal lantern has a crystal housed inside. It has 24 charges. A single charge provides light in a 30' radius for 1 turn. If two charges are spent it increases the lights intensity to 60' and last 1 turn. If three charges are spent it reveal all invisible creatures in a 30' radius for 1 turn. If six charges are spent it creates radiate light that does 2d6 points of damage to all fiends and undead in a 30' radius. The Radiant Lantern will regain spent charges if bathed in natural sunlight for six hours.
Ghost Coins: A pair of black coins with an owl stamped on both sides. If placed on the eyes of a corpse it will psychically reveal the last ten minutes before their death. Upon revealing the details it turns to dust.
Radiant Lantern: This black metal lantern has a crystal housed inside. It has 24 charges. A single charge provides light in a 30' radius for 1 turn. If two charges are spent it increases the lights intensity to 60' and last 1 turn. If three charges are spent it reveal all invisible creatures in a 30' radius for 1 turn. If six charges are spent it creates radiate light that does 2d6 points of damage to all fiends and undead in a 30' radius. The Radiant Lantern will regain spent charges if bathed in natural sunlight for six hours.
Thursday, June 16, 2016
12 Random Encounters
1. A woman tired, beaten, and exhausted stumbles upon the group. The sound of a dozen men off in the distance. She has been labeled a witch because they discovered she had a third nipple. She begs you to protect or hide her before the mob arrives.
2. As you're exploring the wilderness your next step breaks the forest floor. A hole has been covered up. Investigating the hole reveal a large cavern underneath the floor. Moments later you hear a scream for help coming from below.
3. A flock of giant vultures circle the sky to the east. A large cry of agony can be heard. An owlbear has just taken down a deer. Blood and gore covering his fur. The giant vultures are opportunistic and will attack the winning party if they are weakened.
4. Tied to a tree is a gnome dressed in a diaper. He begs to be set free. He was convicted of adultery by the local villagers and has been left to die. He proclaims he is innocent and never slept with the mayor wife.
5. A lone barrel sits on the road. It is filled with black powder. Goblins hide in the bushes nearby. Their arrow ready to be set aflame.
6. An invisible Leprechaun shouts insults and curses as you approach. He is angry because his pot of gold has been stolen. A band of Satyrs snatched his most prized possession. He knows their location and promises the group 10% of the value if reacquired.
7. A stone statue of a jester covered in moss and ivy. A dirty emerald as a right eye. Anyone touching the statue swaps places with the jester and is petrified. The jester is now flesh and blood, he introduces himself as Jack Point and thanks the group for getting him of this predicament.
8. Sitting on a tree stump is a farmer with three wolves. He is sobbing and complains that his farm has been foreclosed. He can't afford to take care of his domesticated companions and fears they won't last long in the wild. He offer them to the group. The wolves are actually werewolves who waits for the party to camp before feasting on the unsuspecting.
9. You meet a merchant and his henchmen on the road. He has recently acquired a magic item and is looking to peddle it off. He is not seeking coinage, but would rather barter for something the adventurers might possess.
10. You stumble upon a treehouse. Young Conrad has run away from home and built his new abode in the woods. He has recently been hearing strange noises at night and ask the group if they will spend a night in his home.
11. A decrepit guardhouse sits by the road. You hear sounds coming from inside. A group of bandits took refuge here during a recent thunderstorm. A virulent patch of memory moss covers the interior and has drained their minds. The bandits are now emaciated, insane, and unstable.
12. In the forest clearing are half dozen cuddly little pups playing. A pair of Dire Wolves lurking nearby.
For more random tables, check out my Random Encounter Index
Tuesday, June 14, 2016
Sentry Plaque
Alignment: Neutral
Movement: Special
Armor Class: 2
Hit Dice: 3
Attack: 1
Damage: 1d6, special
Save: M3
Morale: 12
Hoard Class: None
XP: 110
Sentry Plaques are guardians of ancient lore and text. Created by powerful wizards or clerics to protect their vast libraries of arcane lore or scriptures of their sacred patron. A Sentry Plaque appear as ornamental tablets made of wood, metal, or porcelain with an elaborate frame. The center of the plaque has a flesh like texture where a central eye observes. Sentry Plaques are able to follow simple commands and seamlessly blend in their environment.
Sentry Plaques are guardians of ancient lore and text. Created by powerful wizards or clerics to protect their vast libraries of arcane lore or scriptures of their sacred patron. A Sentry Plaque appear as ornamental tablets made of wood, metal, or porcelain with an elaborate frame. The center of the plaque has a flesh like texture where a central eye observes. Sentry Plaques are able to follow simple commands and seamlessly blend in their environment.
Combat
- Translocate: The Sentry Plaque doesn't have a standard movement action, it can teleport to any surface it has line of sight. This movement action doesn't provoke any attacks.
- Acidic Tears: Sentry Plaque can generate an acidic tear that can be used as a ranged attack within 90'. Damage is 1d6 acid and continues to burn for one additional round for 1d6.
- Disguise: When the Sentry Plaque closes it eye it can appear as an ordinary plaque. While disguised the Sentry Plaque cannot translocate or attack. A disguised Sentry Plaque surprises on 1-4 on a d6 roll.
- Vision: Sentry Plaques can see in darknesss and see invisible creatures.
Adventure Seeds
1.
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The group stumbles upon a room of a thousand plaques. This vast chamber is filled with plaques of all shapes and sizes. With their guard down they are assaulted by acidic tears. A quick glance reveals nothing but tablets of commemoration.
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2.
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Variant Sentry Plaques are not unheard of. A wizard has task you with the quest to retrieve the eye stalks of a floating spherical aberration rumored to have a vast assortment of powers.
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For an assortment of new monster and variants, check out my New Monster Index
Artwork by Joanna Ballendorf
Wednesday, June 8, 2016
6 Zombie Adventure Seeds
1. A Death Cult has moved to town. The graveyard has been plundered. The morgue ransacked. Now residents are beginning to disappear. All trails lead to an abandoned prison where a cabal of necromancers are animating zombies with unusual results. Now zombies with strange powers are stalking the countryside.
2. An ancient artifact has awakened beneath the mountains. A signal from the artifact echoes for hundreds of miles. All dead begin to rise. The signal is only transmitted during a full moon and the dead only move during that period. If they don't reach the mountain they go dormant and wait till the next full moon.
3. Mysterious packages have appeared throughout the city. They seem to be sent at random. Anyone opening the box releases a cloud of inhaled poison in a 10' radius. Those who failed are killed and reanimate as a zombie 1 round later. Outbreaks throughout the city are on the rise and raising public awareness is a priority.
4. Penumbra Flies from the Negative Material Plane have spread throughout the region. They are spreading a virus that causes the living to slowly transform into the walking dead. Finding and closing this planar breach is of utmost importance before the entire world becomes mindless zombies.
5. Beneath a prominent city lies an ancient necropolis. Recently archaeologists found this ancient burial ground beneath the cities sewer system. The unwanted disturbance has caused the dead to rise and flood the sewers with mindless undead. They harass the city day and night. You are hired to venture underground and close the access tunnels leading to the necropolis.
6. The group recently arrived in town. After settling in for the night they are awakened by banging on their door. Opening the door reveals the innkeeper and his wife shambling towards them, apparently reanimated as zombies. The group quickly discovers the entire town has turn into zombies and now must find safe passage out before they join the horde.
To add spice to your zombie encounter, some links to variant zombies below.
3 Variant Zombies
20 Variant Zombies
Zombie, Radiatiion
Tuesday, June 7, 2016
6 Black Market Magic Items
6 Black Market Magic Items
1. Zombie Brain: The still pulsating encephalon of a zombie whose body has been destroyed, but his ever lasting hungry still remains. A Zombie Brain can be implanted in a corpse and in 1d4 rounds it will reanimate as a zombie. It is advised to have someone who can control the newly revived undead.
2. Pouch of Dryad Leaves: This pouch contains the leaves from a Dryad Tree. The leaves have been ground down and can be used in a smoking pipe. Anyone who spends a round smoking the Dryad Leaves becomes immune to mind-affecting abilities for 1 turn.
3. Angel Perfume: This bottle contains the tears of an angel. If sprayed on the user it will register their alignment as being of a good nature for 24 hours. A bottle contains 3 applications.
4. Leprechaun Candle: This candle is made from the fat of a leprechaun. When lit it creates a rainbow that originate from the candle and ends where the most valuable accumulation of wealth is located. The candle can extend out to 5 miles and last for 3 hours before burning out.
5. Cockatrice Duster: This feather duster is made from the most decorative plumes from dozens of cockatrice. The duster can be used to reverse the effects of petrification. Once used the exotic feathers become dull gray and loses its reversal properties.
6. Devil Ink: This vial of ink is made from the fiendish blood of devils. When used to sign a contract it create irrevocable clause that binds the party to live up to their agreement. Deviations from the contract causes the breaker to bleed from his eyes. The damage is applied daily and equals twice the signers level or HD. Those killed by Devils Ink cannot be resurrected as their soul is forfeit to the Nine Hells.
Monday, June 6, 2016
Magical Hodgepodge III
Martyr Blade: This long sword has a rose quartz as a pommel and the grip has a rose design. The sword function as a +1 magic weapon, +2 vs chaotic creatures. The user can sacrifice his own hit points to deal additional damage to an enemy with a successful attack. The maximum additional damage cannot exceed user level/HD for each attack. Hit points sacrificed cannot bring the wielder below zero.
Ricochet Sling: This +1 Sling is made of braided fox hair and has the ability to ricochet a stone upon a successful hit. If the attack is successful, the stone will ricochet to the nearest enemy who is within 40'. The secondary attack will use the original attack roll to determine if it hits. If no secondary enemy is present then the stone simply falls to the ground.
Pixie Bullet: This sling ammunition is made out of a pixie skull with residual dust clinging to it. When the bullet is shot from a sling it lets out a childish laughter. With a hit it deals normal damage and also causes the victim to disappear from existence for one round. A save vs spell is allowed to avoid disappearing.
Ricochet Sling: This +1 Sling is made of braided fox hair and has the ability to ricochet a stone upon a successful hit. If the attack is successful, the stone will ricochet to the nearest enemy who is within 40'. The secondary attack will use the original attack roll to determine if it hits. If no secondary enemy is present then the stone simply falls to the ground.
Pixie Bullet: This sling ammunition is made out of a pixie skull with residual dust clinging to it. When the bullet is shot from a sling it lets out a childish laughter. With a hit it deals normal damage and also causes the victim to disappear from existence for one round. A save vs spell is allowed to avoid disappearing.
Sunday, June 5, 2016
3 Variant Zombies
1. Infected: This zombie replaces its slam attack with a bite attack. Each time it successfully bites the victim he must save vs poison or slowly become a zombie if not slain outright. A cure disease is needed to break the transformation, otherwise in 5 days you become one of the mindless dead. Chart below is guidelines for the change.
Day 1
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Flesh becomes pale and cold
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Day 2
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You feel sluggish. You go last in initiative. Your intelligence drops by ⅓.
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Day 3
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You gain immunity to spell that work on the mind. Your intelligence drops by another ⅓.
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Day 4
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You can be turned or controlled by a cleric. Holy water damages you.
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Day 5
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Mind is lost and body is dead. A Zombie you are.
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2. Infested: This Zombie is infested with lice. Every successful attack requires their victim to save vs poison or become infested with lice. The lice quickly spread throughout your gear and find a home in your hair. This minor inconvenience causes itching and scratching while infested. There is a 5% chance each round you lose your attack while dealing with a nasty itch. You can rid yourself of the lice by shaving your hair and cleaning your gear. Also any cure spell will rid you of this nuisance.
3. Slag: This Zombie is merged with a fire elemental. The elemental controls the host body and veins of slag flow through its body. Each attack by the Zombie causes armor to degrade by 1. When armor is reduced to AC 9 it is destroyed. Anyone attacking with a non-magical weapon has their weapon degrade. Their weapon drops one die type for each attack. A 1d10 weapon drops to 1d8. If a weapon drops below 1d3 it is destroyed.
For 20 plus variant zombies, check out
20 Variant Zombies
Thursday, June 2, 2016
12 Roadside Encounters
1. A abnormally large toll booth sits on the side of the road. A well dressed troll mans the booth. Instead of asking for a toll, the troll gives each traveler 5 gold pieces and wishes them a safe journey.
2. Igor's covered and enclosed wagon has broken down. He is hastily repairing the broken wheel as the wagon is shaking and his horses are bucking. The wagon filled with ice blocks and a recently sedated yeti has stirred from his sleep.
3. This stretch of road is filled with leaves and branches. A dozen ankle holes have been dug throughout the trail. Anyone walking on this stretch of road must make a dexterity check to avoid twisting an ankle. A twisted ankle reduces movement by 1/4. A cure spell or 1d3 days of rest will eliminate the penalty.
4. You hear a voice in the bushes. A wife is nursing her husband who broke his leg. They are from a nearby town and are on the run from a gang of tax collectors and their goons. Her husbands debt is so much that his life is forfeit.
5. A Gypsy caravan is parked on the side of the trail. A smattering of tents and wagons fill the rest stop. A group of baccae has been travelling with the Gypsies and reveling in wine and spirits. Anyone who approaches the caravan will have a baccae invite them to party with them. First refusal irritates the baccae, a second refusal sends it into a rage.
6. You stumble upon a boulder with a vaguely humanoid face. The boulder whispers that he knows all. The boulder is actually a trapped elemental spirit who been on this road for a thousand years and extremely lonely. He has vast knowledge of everyone who has traveled this road and is willing to share knowledge in exchange for companionship. It is lonely being a rock.
7. A greased pig is dashing down for the road in a panic. Two farmers are settling a bet on who can capture the pig the quickest. The group is invited to participate. Winner gets the finest swine in the land.
8. Dream Wolves stalk the road. A distant howl has been known to put travelers to sleep. A save is needed or you doze off. You awake in shadowy version of the road and terrain. Your physical and mental stats swap places as Wolves of Ethereal descend upon your location. You can't break the slumber until the wolves are dead or your sleep turns eternal.
9. The roadside inn has a problem. It has been shrunk to 1/20th its size and its patrons are in a panic. A Witch has curse them for stealing fruit from her garden. They beg the group to parley with the Witch and negotiate an end to the curse.
10. On the side of the road is a lemonade stand. Two dopplegangers are disguised as teenage girls. They are selling lemonade to raise coin for the local orphanage. Of course, the lemonade is poisoned.
11. An exhausted knight returning home from a distant war. He believes he is the lone survivor of his unit and paranoid that he is being trailed.
12. A barnacle covered galley frigate boat is overturned in the middle of the road. The boat is landlocked and many miles away from a body of water. The group can hear movement from within the boat.
For more random encounters and tables of inspiration, check out my Random Encounter Index
Wednesday, June 1, 2016
Magical Hodgepodge II
Treatise of Abyssal Lore: This large book is made from the skin of hundreds of humanoid hide from across the multiverse. The words are penned in sanguine ink that constantly shifts and swirls, making it extremely difficult to comprehend. Anyone with an intelligence of less then 12 can't decipher its cryptic language. Those with a 12 to 17 intelligence can spend a turn consulting the book to gather insight on a specific demon type. Those with 18 plus in intelligence receive a +1 to decipher the contents of the book.
The user must spend one turn studying the book and then proceeds to roll a 1d6. On a roll of 1-3(18 plus Int succeeds on a 1 - 4) the user is able to recall information on a specific demon type. This information can be special abilities, weaknesses, etc. On a roll of 4 - 6 the user is unable to decipher the cryptic nature of the book. On a roll of a 6, the user must roll d6 again. If another 6 is rolled, then another roll is required. If three 6s have been rolled then the book returns to the Abyss and is replaced by the demon the user was attempting to research.
Nether Spike: This nail is forged of silver and discarded scrap metal from a destroyed magic item. The scrap metal from the item has residual magic that still permeates. Nether Spike is effective vs incorporeal undead. It allows the user to hammer the nail into the same space the incorporeal creature is occupying, forcing the undead to partially materialize and be tethered to the spike. The partial materialization allows for non-magical weapons to harm the incorporeal creature but at 1/2 their damage. It also keeps the incorporeal creature from moving from the Nether Spike unless a save vs death is made to break free.
The user must spend one turn studying the book and then proceeds to roll a 1d6. On a roll of 1-3(18 plus Int succeeds on a 1 - 4) the user is able to recall information on a specific demon type. This information can be special abilities, weaknesses, etc. On a roll of 4 - 6 the user is unable to decipher the cryptic nature of the book. On a roll of a 6, the user must roll d6 again. If another 6 is rolled, then another roll is required. If three 6s have been rolled then the book returns to the Abyss and is replaced by the demon the user was attempting to research.
Nether Spike: This nail is forged of silver and discarded scrap metal from a destroyed magic item. The scrap metal from the item has residual magic that still permeates. Nether Spike is effective vs incorporeal undead. It allows the user to hammer the nail into the same space the incorporeal creature is occupying, forcing the undead to partially materialize and be tethered to the spike. The partial materialization allows for non-magical weapons to harm the incorporeal creature but at 1/2 their damage. It also keeps the incorporeal creature from moving from the Nether Spike unless a save vs death is made to break free.
Sunday, May 29, 2016
Magical Hodgepodge
Magical Hodgepodge
Just a quick collection of magical items.
Phoenix Elixir: The contents of this potion churns with liquid flames. Anyone who drinks this elixir has a moment of renewal. The character can reroll all stats and has the option to select a new race and class. The character retains his current experience and applies it to his new incarnation.
Coral Mask: A symbiotic mask made of coral that wraps around the face of the wearer. It processes oxygen and carbon dioxide and allows the wearer to breath underwater for 1 turn per constitution point. After all turn have been exhausted, the coral mask requires 24 hours before being used again.
Tail Choker: This necklace is made out of entwined rat tails. The wearer of the choker mouth morphs into that of a rat with large incisors and he gains a bite attack that does 1d4 points of damage and counts as an additional attack. For every successful bite attack there is a 5% chance of spreading disease. A save vs poison is needed or the victim will die in 1d6 days. All rats, giants rats, wererats, and rat type creatures must make a morale check if they wish to attack the wearer of the Tail Choker.
For more magic items, check out Magic Item Index
Sunday, May 22, 2016
50 Random Mundane Items XI
From useless junk to items of immense value. Mundane objects to replace your typical treasure find of simple coins and gems. There are items considered art objects mixed in. When I finish this series I'll sort them into a separate table.
1. Red Tomato Pin Cushion with 7 Mithril Pins
2. Sticky Erotic Art Book
3. Jar of Pickled Rot Grubs
4. Tin Snuffbox
5. Stoneware Feeding Cup
6. Black Metal Urn sealed with Red Wax
7. Ivory Figurine of a Knight on a Horse
8. Oil Painting of a Mother holding a Baby
9. Diamond Tipped Quill
10. Pink Marble Worg Statuette
11. Pair of Loaded Dice
12. Diamond Cravat Pin
13. Velvet Smoking Jacket
14. Glass Bangle
15. Bronze Hasp
16. Finely Crafted Oak Walking Stick
17. Bottle of Drow Mushroom Wine
18. Ornate Wooden Easel
19. Set of Champagne Flutes
20. Hardwood Idol of a Horned Neanderthal
21. Gold and Ivory Gravy Boat
22. Rawhide Hammer
23. Teakwood Bedpan
24. Crystal Oil Lamp
25. Rolled Up Floor Plans to Regions Largest Bank
26. Vial of Dragon Bile
27. Honing Stone
28. Box of Saffron
29. Pickled Fish wrapped in Wax Paper
30. Crimson Felt Robe
31. Bowl of Brined Nuts
32. Chainmail Pouch
33. Electrum Goblet
34. Flask of Smelling Salt
35. Gypsum Flower
36. Ceramic Swan Jar
37. Ivory Pyxis
38. Bronze Terret
39. Rosetta Stone
40. Tribal Incense Burner
41. Conch Trumpet
42. Necklace made of Jade Beads
43. Calendar Stave
44. Medicine Mortar
45. Fur-Encased Manacles
46. Phoenix Effigy Vessel
47. Bamboo Brush and Inkstone
48. Alabaster Headrest
49. Copper Divination Spoons
50.Ancient Palladium Coin
Linked below are an additional 500 mundane items.
Random Mundane Items
Random Mundane Items II
Random Mundane Items III
Random Mundane Items IV
Random Mundane Items V
Random Mundane Items VI
Random Mundane Items VII
Random Mundane Items VIII
Random Mundane Items IX
Random Mundane Items X
20 Random Treasure Parcels
Tuesday, May 17, 2016
12 Random Prison Cells
Prison Blocks are common dungeon rooms in your typical delve. Provided below is a quick list of 12 random dungeon cells and what they might contain.
1. An apparently locked empty cell. An invisible stalker is the lone prisoner.
2. Opened cell, the ceiling, walls, and floor are filled with blood and charcoal etching. The etching depict floor plans to prominent locations throughout the region.
3. Locked cell, with Gregor Littletoes, a burglar with narcolepsy. He offers to join the party for his freedom. There is a 10% chance each turn that Littletoes begins dozing off.
4. Empty cell, on a find secret doors check the group notices a loose flagstone. Pulling the tile up reveal a caches of items. A pin cushion with 7 mithril pins, a velvet bandana with banana imagery, a sticky erotic art book, and 69 coppers coins.
5. Locked cell, Ambrosia Cain, an Assassin with ritual scarring throughout his body for each person he has murdered. Appears able bodied and offers his assistance. Will at the right opportunity pick off each group member one by one.
6. Empty cell, a lone wooden bunk sits in the corner. Upon inspection you notice beneath the bunk there is a cramped tunneled hole that leads to another area of the dungeon.
7. Locked cell, the prisoner is a siamese cat. The siamese cat sleeps on a nest of straws. If the cell is opened the cat attacks. The cat needs to be killed nine times before it is finally slain.
8. Closed cell, not locked. This cell is empty except for a ruby in the center. The floor of the cell is a concealed pit trap. It drops down 20ft and at the bottom of the pit is a Gelatinous Cube.
9. Opened Cell, a mirror is on the wall. The mirror has a trapped soul in it. The imprisoned soul ask to be released from its eternal torment. Only a magical hammer can shatter the mirror and it is located somewhere in this dungeon.
10. This a matryoshka cell with a dozen layers. A cell within a cell within a cell. The smallest cell is locked and requires a diminution potions to reach. The lone prisoner is a cigar smoking intelligent slug with a quest of utmost importance.
11. An opened cell with a dead goblins on the floor. The goblin is infested with rot grubs. Any examination of the goblins sets off the colony of rot grubs, who quickly attempt to find a new host.
12. A locked cell with a straight jacket hanging on a hook. Entering the cell animates the straight jacket, who attempts to attack the nearest intruder. Upon a successful hit the straight jacket wraps around the victim. While engulfing its victim all damage is split between them.
Sunday, May 15, 2016
10 Ioun Stones for the Undead
1. Cool Gray Ellipsoid: Requires +1 magical weapon or better to be harmed.
2. Charcoal Cuboid: Gains immunity to turn undead.
3. Ecru Sphere: All HD are maxed. A 3 HD creature would have 24 Hit Points.
4. Bistre Cylinder: Soul Recycle. Any living being slain has their soul absorbed into the stone. The stone explodes and a Shadow is born the next round.
5. Azure Prism: Creates an ectoplasmic field around the undead. All physical damage is reduced by 1/2
6. Sepia Pyramid: This stone dampens positive energy within 60'. All healing spells are reduced to 1/2 their value. For example a cure light wounds that would heal 4 hit points only heals 2.
7. Smoky Black Rhomboid: Anytime a hit would reduce the undead to zero hit points, a death saving throw is made. If successful the undead continues to fight.
8. Ebony Cube: Anytime an undead slays a creature, the cube absorbs 1 hit point for each HD/Level of that creature. The cube can store up to 100 hit points. As an action the undead can harness the cube's stored reserve to heal itself up to its maximum.
9. Umber Octahedron: This stone grant amazing speed. The undead always goes first in initiative and moves twice its movement rate.
10. Midnight Blue Dodecahedron: Allow an undead who has a sunlight vulnerability to ignore its effects.
Wednesday, May 11, 2016
Beast Folio Vol. 2 Released
Beast Folio Vol. 2 released on RPGNow. It is a pay what you want and includes four monster from my blog. Monsters included are the Cinder Hag, Gula, Observer Orb, and Radiation Zombie. Also has an appendix for simple radiation damage rules. Any money I make on the pdf goes towards new artwork.
I'm hoping once I have enough material I'll get someone to do a proper edit, reformat the monsters with a legit desktop publisher program and produce an A5 hardcover that runs anywhere from 60 to 72 pages long with 30 plus monster collected. I thank everyone who has contributed to the project and has provided comments.
Beast Folio Vol. 1
Beast Folio Vol. 2
I'm hoping once I have enough material I'll get someone to do a proper edit, reformat the monsters with a legit desktop publisher program and produce an A5 hardcover that runs anywhere from 60 to 72 pages long with 30 plus monster collected. I thank everyone who has contributed to the project and has provided comments.
Beast Folio Vol. 1
Beast Folio Vol. 2
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