Wednesday, May 11, 2016

6 Adventure Seeds


6 Adventure Seeds

1. The location of the cairn is hidden among nomadic barbarian tribes lore. These people don't have a written history, but littered throughout their oral tradition are hints to the cairn whereabouts. The group must interview multiple tribes to piece together nuggets of information on the location of this ancient burial site.

2. You meet a 13 year old boy who claims to be wise old sage. He recently delved into an ancient tomb and was cursed. He is getting younger by 1 year every day that passes. He pleads for the group to break the magical curse before his last 13 days are up.

3. A renegade band of elves have recently fallen to infernal worship. Their devil lord is the only being that deserves reverence and his religion is absolute. The fanatic elves have sent lone martyrs that have strapped themselves with alchemist fire and set themselves ablaze at local shrines and temples.

4. A grizzled veteran has one last delve in him. He remembers the first dungeon he delved and how it changed his life. Lost many friends that expedition. The dungeon was never fully explored. He has gathered together a new band of cut throats for one last great adventure.

5. To enter the dungeon complex you must solve a riddle. The riddle is four lines and each line is scattered across the region. Each line must be collected and compiled, then answered at the doors of the dungeon complex.

6. A bounty has been placed on a serial murderer. Rumors of his whereabouts has placed him in a small fishing village. He has blended in with local fishermen and discreetly kept a low profile.

Sunday, May 8, 2016

Gula

No. Enc: 1d4
Alignment: Chaotic Evil
Movement: 90' (30')
Armor Class: 2
Hit Dice: 5
Attack: 1 
Damage: 1d6, special
Save: F5
Morale: 10
Hoard Class: XXI
XP: 650

A Gula is a gluttonous undead who has an insatiable hunger for all living beings. From rats to humans the Gula is constantly on the move to feed its appetite. The Gula has an emaciated frame with a bloated abdomen. Its skin is sickly yellow with jagged rotting teeth. A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell.

For reasons unknown the starved return from death seeking everything and anything to consume. The Gula is able convert recently consumed flesh into energy to power an array of supernatural abilities.

Combat

  • Gula primary attack is their bite, which does 1d6 points of damage and 1d3 points of constitution damage. For each point of constitution lost the Gula gains 1 essence point, which can be used to fuel various abilities. Constitution lose is healed at 1 point per day. 
  • Gula has an essence pool that can used to fuel various abilities, as indicated on the chart below. Using points to fuel an ability is a free action. A Gula can have no more then their HD in essence points. Unused essence points fade away at 1 point per turn. Gulas typically start combat with zero points in their essence pool. 
  • Gulas are immune to mind-affecting abilities like sleep and charm.  


Essence Abilities

1 Point
Gains a +1 to attack and damage rolls for 1 round
2 Points
Next round automatically win initiative
2 Points
Gains an additional attack
2 Points
If affected by Turn Undead can negate a successful turn result
3 Points
Automatically makes a saving throw

Adventure Seeds



1.
A Necromancer has been kidnapping people across the realm. They are held in abandoned prison, where the prisoners are slowly starving to death. He is hoping this experiment will yield a pack of Gulas.
2.
Desolate farms surround a distant village. Their farmers and livestock devoured. A plea for help has gone out.

Beast Folio Vol. 1 collects 4 of the monsters on my blog and compiles them into a pdf.
Monster Index compiles a bunch of links on my blog with new monsters, variants, etc.

Artwork by Joanna Ballendorf

Wednesday, April 20, 2016

Zombie, Radiation

No. Enc: 2d4 (4d6)
Alignment: Chaotic Evil
Movement: 120' (40')
Armor Class: 8
Hit Dice: 2
Attack: 1
Damage: 1d8, radiation damage
Save: F1
Morale: 12
Hoard Class: None
XP: 38

     Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie. These mindless undead possess all the traits of a typical zombie but also deal radiation damage and the potential to poison those who come in contact with them.



Combat

  • Radiation: On a successful attack their opponent must save vs poison. Failure deals an additional 1d6 points of radiation damage and also give them 1 level of radiation sickness. A level of radiation sickness reduces all attribute by -1. There are five levels of radiation sickness with each level dealing an additional -1 to all attributes. A sixth failure results in death. Attributes are recovered at a rate of 1 per week. Delay poison cuts that time in half, neutralize poison eliminates 1 level or radiation poisoning, and restoration cures all. Those killed by radiation poisoning have a 10% chance to return as a Radiation Zombie.
  • Slow: Acts last during initiative. 
  • Immunity: Immune to mind-affecting spells.
Adventure Seeds



1.
The river tribes call it sky poison. A recent meteor strike has poisoned the rivers. The unsuspecting tribes are being exposed to radiation and their dead are returning from the grave.
2.
A distant fort in a desolate mountain range has fallen under siege. Zombies carrying the sickness surround and harass the fort. A wizard has compiled a ritual to teleport the group into the heart of the Fortress hoping they can figure out what is going on.
3.
A spaceship has crash landed and its reactor is leaking. The original crew has risen as Radiation Zombies and slowly spreading their disease. The only way to end this Zombie Apocalypse is by disabling the reactor.

Radiation Damage

Currently running a Labyrinth Lord Game and I have some gonzo elements I'll be introducing. One of the element has to deal with radiation and creatures/objects that emit/deal radiation. So my initial reference was Mutant Future, which has chart for radiation and after 5 failed saving throws in one day you gain a mutation. Now, I don't want to introduce those types of mutations into my game, so I decided to create an alternative version.

Radiation damage is another damage type like fire, cold, acid, etc. For each die of radiation damage you take you must make a save vs poison. Upon failure you gain a point of radiation sickness. Radiation sickness goes from levels 1 to 5. For each point of radiation sickness you take a -1 to all your attributes. Each point of radiation sickness is cumulative. When you reach level 5 you are at -5 to all your attributes and you must make a save vs poison 1/day or die. If you go beyond level 5 you die.

Radiation sickness goes away at 1 point per week. If a delayed poison spell is cast it cuts the time in half. A casting of neutralize poison removes 1 level of radiation sickness. A restoration spell removes all levels of radiation sickness.

Another option is at each level of radiation sickness you might develop another symptom like hair loss, brain cell damage, sloughing of skin, etc. For each level you roll a 1d6 and each level of radiation sickness increases your odds of getting an additional symptom. For example level 2 radiation sickness you might gain additional symptom on a roll 1-2 on a d6. Level 5 radiation sickness you develop one on roll 1-5 on a d6. Some of the symptom are flavor elements, while other might have mechanical penalty to them.

Radiation Sickness Levels

Level
Effect
D6 Symptom
1.
-1 to all attributes
1/D6
2.
-2 to all attributes
1-2/D6
3.
-3 to all attributes
1-3/D6
4.
-4 to all attributes
1-4/D6
5.
-5 to all attributes
1-5/D6

Symptom Chart


1.
Hair Loss
Clumps of hair fall out.
2.
Severe Fatigue
You are wrack by severe fatigue and must make a con check each day or be bedridden.
3.
Sluggish
You go last in all initiative rounds.
4.
Brain Cell Loss
Additional 1 point of intelligence damage and if you are a spell caster you lose one spell slot randomly.
5.
Spontaneous Bleeding
Once per day their a 50% chance you begin bleeding. You take 1d4 points of damage and 1 point each round until mended or cured.
6.
Hampered Immune System
Saves vs disease, poison, etc are done at -2.
7.
Shortened Lifespan
Your character will die at the elderly stage instead of the venerable stage. This is cumulative, each time you roll this result it reduces life stage by another step. If it matches your current life stage your character dies.
8.
Teeth Loss
1d4 teeth are lost each day
9.
Infertility
You become infertile
10.
Appetite Loss
You have no desire to eat.

A monster using Radiation Rules

Sunday, April 3, 2016

50 Random Mundane Items X


50 Random Mundane Items X

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. Worg Fur Cloak
2. Spice Jar made of Hammered Silver.
3. Ceramic Urn filled with Diamond Dust
4. Steel Scepter with Vine Motif
5. Leather Girdle
6. Dozen Mithril Spear Tips
7. Block of Pig Iron
8. Rag Doll
9. Box of Hazelnuts
10. Barrel filled with 100 arrows
11. Spidersilk Bag
12. Chipped Glass Eye
13. Gold Coin on a Silver Chain
14. Dried Squid Tentacle
15. Pouch filled with Holy Wafers
16. Pillow stuffed with Vulture Feathers
17. Clockwork Heart made of Brass & Gold
18. Copper Asp Statue
19. Crystal Dragonfly
20. Vial filled with Crushed Pearls.
21. Leather Gag
22. Book of Star Charts
23. Aspen Cross
24. Ornate Brass Casket
25. Woven Seaweed Net
26. Beaver Pelt
27. Ivory Oval Frame
28. Bottle of Pure Alcohol
29. Tome of Sheet Music
30. Webbed-Shaped Censer
31. Teal Rope Belt
32. Cashmere Blanket
33. Blank Brass Bound Codex
34. Silver Whisk
35. Encyclopedia of Obscure Words
36. Spiked Leather Knee Pad
37. Skipping Stone
38. Bound Sheets of Glass
39. Roll of White Linen Bandages
40. Dollhouse
41. Stained Glass Turnip
42. Bronze Candle-Snuffer
43. Coiled Snake Gold Bracelet
44. Bamboo Sugar Box
45. Terracotta Bust
46. Wooden Sparring Sword
47. Bowl of Fortune Cookies
48. Imperial Letter written in Braille
49. Empty Beehive
50. Gold Plated Opium Pipe


Linked below are an additional 450 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
20 Random Treasure Parcels

Monday, February 8, 2016

Cinder Hag

No. Enc: 1
Alignment: Chaotic Evil
Movement: 90' (30')
Armor Class: 2
Hit Dice: 6
Attack: 3 (2 claws, 1 bite)
Damage: 1d4/1d4/1d6
Save: C6
Morale: 8
Hoard Class: XIV
XP: 1070

Sometimes when you burn a witch the witch burns you. A Cinder Hag is created when a witch has been hunted down and burnt at the stake. During the burning ceremonial it is believed that some malevolent fire spirit intervenes and merges with the witch. The Cinder Hag immediately uproots her stake and seeks retribution against those who have wrong her. Cinder Hags revel in fiery deaths and the burning of the world around her.


     A Cinder Hag appears as a burnt human female with scorched ropes tied around a cindering wooden stake. The Cinder Hag is constantly burning with fire and following her trail is an easy task.

Combat


  • Burning Touch: The Cinder Hag attacks with 2 Claws and a Bite. Any successful hit will set their opponents on fire. Each round they will take 1d6 points of fire damage unless they spend a round to make dexterity check to put out the flames. Referees may have those burning to also make items saving throws to see if possessions are destroyed in the process. 
  • Immolation Blast: A Cinder Hag may spend a round to plant her cindering stake in the ground. During that time she forfeits her attacks as she increases the intensity of the flames. For each round planted she gather up 2d6 points of fire damage up to maximum of 6d6. During any of those three rounds she may release a blast of fire in a 30' radius.(round 1 2d6, round 2 4d6, round 3 6d6)
  • Spell Abilities: Can cast Heat Metal and Pyrotechnics 3/day.
  • Fire Immunity: Cinder Hag are immune to fire.
  • Water Vulnerability: A gallon of water will deal 1d6 points of damage to the Cinder Hag. Any water based or ice based spell deals double damage. 


Adventure Seeds



1.
You are hired by a Merchant to transport goods to a rural village. Upon arrival all that remains are charred building and burnt bodies. A trail of burnt grass leads into the forest.
2.
You are approached by a Coven of Witches. They ask for help with the recent disappearance of their kind. A Cinder Hag has been kidnapping and burning witches, hoping to replicate her creation process.
3.
The local woods are burning. A Cinder Hag has recruited a band of fire mephits with clear intention to watch the world burn.

For more monster check out my New Monster Index

Also Beast Folio Vol. 1 is PWYW. It compiles four monsters from my blog into a pdf. Any proceeds goes towards new artwork. 

Wednesday, February 3, 2016

5 Magic Items II

5 Magic Items II

1. Rotting Axe: This +2 battle axe is merged with disease bearing symbiote. The symbiote is a semi-intelligent organism that requires it's diseased cells to be expelled daily. Failure to expel the diseased cells on another creature will have the axe spread it disease to the wielder. Every time the axe successful hits an opponent in combat they must save vs death or contract quick rot. Quick rot deal 1 hit point of damage per HD of the creature for a number of round equaling the creatures hit die. An 8HD creature would take 8 damage per round for 8 rounds. A save is allowed each round that the rot is festering. A save suppresses the disease for 1 round. If 24 hours pass without spreading the disease to another creature the wielder will automatically be subject to quick rot.

2. Flask of Distilled Fear: This bottle contains the distilled liquid of a fear causing undead. The flask is thrown like an oil weapon and upon impact will erupt in a 5' radius cloud of vapor. Those within the cloud must make a morale check or flee for 1d4+1 rounds. A morale check is allowed each round to regain composure and end the effect early. Creature immune to fear are not affected.

3. Surging Horse: This item is a riding-stick horse. A 6' wooden pole with a horses head at the top. Although some might dismiss this item as a simple children's toy it actually has magical properties. With one hand free the user can mount the stick to gain unnatural speed. 3 times a day the horse provide a speed surge for 1 round, which allows the user to move 3 times their movement and perform a charge while only being 10' away. However, the riding stick horse has a chance to buck each time a speed surge is used. Roll a d6 and on a roll of a 1 the horse bucks and throws the user to the ground prone.

4. Confectioner Rod: This 4' long rod is made of peppermint candy. The rod attacks as a quarterstaff and if a charge is expelled requires the opponent to make a save vs poison. Upon failure the opponent's top set of teeth fall out. The creature will bleed for 1d4 points of damage per round until cured or mended. If a second attack hits and another charged is spent then the bottom set of teeth fall out, which will bleed for another 1d4 points of damage until tended to. The rod is extremely effective against creatures who only have a bite attack.

5. Jar of Ghost Powder: This jar contains ground down bone powder from an victim who became an incorporeal undead. This powder can be coated on a melee weapon, which will allow them to hit an incorporeal undead who would need a magic weapon to be harmed.  It takes 1 round to apply the powder and the coated weapon only remain effective for 4 rounds. The 1st round being the most potent while the 4th round being much less effective. Each jar contains 3-5 applications. Refer to the chart below for damage dealt.

Round 1
Damage dealt is doubled
Round 2
Normal damage
Round 3
½ damage
Round 4
¼ damage

For another set of magic items, check out part 1 linked below.

artwork by Joanna Ballendorf