.. Just distracted ;3 And with a newish philosophy that I shouldn't push myself to post when something else is on my mind.
Don't worry, I'm not gone forever ;3
Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.
Friday, November 13, 2009
Friday, November 6, 2009
Magic Item: Green Fire Wraith
Green Fire Wraith: A marvel of magitech, the Green Fire Wraith is a construct of steel and brass and glittering green glass as hard as adamant, of smooth bulbous glassy panels and magnificent clockwork limbs. The Wraith is a monstrous beautiful wasp; and it carries its passengers and cargo within it as it flies on wings of slim golden veining and films of pure arcane energies.
The Wraith is a unique clockwork airship large enough to carry up to six human-sized passengers in its thorax and abdomen in relative comfort. Its limbs are jointed and hooked like those of the insect it is modeled after, capable of landing on most any surface and clinging there stubbornly; the Wraith may also venture underwater, though its ability to function there is poor. The Wraith can achieve a land speed of 210' (70') and a stunning maximum flight speed of 450' (150'), but its submerged movement is only 120' (40').
The Wraith is armed with adamant-lined steel mandibles that can inflict 5-50 hit points of damage per bite; but its ability to bite man-sized targets is small, inflicting a -6 penalty to the to-hit roll of the controlling individual. More efficient is the Wraith's sting, a massive needle-like vane of brass and crystal that can cast an 8-Hit Dice lightning bolt every five rounds. The Wraith functions as if possessing 20 Hit Dice and an Armour Class of -4.
Wars and revolutions have been fought over the Wraith, petty kingdoms rising like shoots and falling like leaves in its wake. More fearsome still are the rumours that tell of a series of such constructs -- some with other forms of armaments, or mesmerizing patterns cast by their scintillating wings -- that rest within a mountain rebout waiting to be found.
The Wraith is a unique clockwork airship large enough to carry up to six human-sized passengers in its thorax and abdomen in relative comfort. Its limbs are jointed and hooked like those of the insect it is modeled after, capable of landing on most any surface and clinging there stubbornly; the Wraith may also venture underwater, though its ability to function there is poor. The Wraith can achieve a land speed of 210' (70') and a stunning maximum flight speed of 450' (150'), but its submerged movement is only 120' (40').
The Wraith is armed with adamant-lined steel mandibles that can inflict 5-50 hit points of damage per bite; but its ability to bite man-sized targets is small, inflicting a -6 penalty to the to-hit roll of the controlling individual. More efficient is the Wraith's sting, a massive needle-like vane of brass and crystal that can cast an 8-Hit Dice lightning bolt every five rounds. The Wraith functions as if possessing 20 Hit Dice and an Armour Class of -4.
Wars and revolutions have been fought over the Wraith, petty kingdoms rising like shoots and falling like leaves in its wake. More fearsome still are the rumours that tell of a series of such constructs -- some with other forms of armaments, or mesmerizing patterns cast by their scintillating wings -- that rest within a mountain rebout waiting to be found.
Thursday, November 5, 2009
Magic Item: Scribe's Whisper
Scribe's Whisper: A crystal inkpen a foot and better in length, the Scribe's Whisper is gently sculpted in smooth lines and subtle swellings to accomodate the miniscule golden gears, tiny coral clockworks and pearly mageries that twist in constant motion within its shaft. The nib of the Scribe's Whisper is of frosted steel etched in cinnabar; the thumb- and finger-rests directly above the nib are of gold and cinnabar, smooth to the casual touch but unfolding tiny metallic claspers to cradle the fingers and gently adhere the skin. While in use, the mageries within Scribe's Whisper tint a soft pink.
Attuned to the writer by the connection-point and fueled by magic and the writer's intent, Scribe's Whisper need only be drawn across any surface suitable for inscription and the inkpen will do so in a distinctive red-black script. The Whisper draws the words directly from the writer's mind; it will inscribe in any language the writer knows, switching between languages as required or needed.
Attuned to the writer by the connection-point and fueled by magic and the writer's intent, Scribe's Whisper need only be drawn across any surface suitable for inscription and the inkpen will do so in a distinctive red-black script. The Whisper draws the words directly from the writer's mind; it will inscribe in any language the writer knows, switching between languages as required or needed.
Wednesday, November 4, 2009
Magic Item: Hyuu's Eyes
Hyuu's Eyes: This collection of painstakingly polished lenses -- of crystal, amber and other more rarified things, mounted in thin rings of cinnabar and orichalcum -- is commonly found in one of two forms. Both versions of Hyuu's Eyes mount the bevy of lenses on delicate articulated arms, to be swung before the wearer's eye as needed; but one carries them on reinforced brass and cinnabar spectacles, where the other mounts the arms and their lenses to a smooth metal ovoid that attaches to the owner's temple with the sacrifice of a drop of blood.
The various combinations of lenses in Hyuu's Eyes produce different unworldly enhancements to vision. Most versions have 2-6 different functions, each usable once per day, though arcanesmiths do love to customize; for skinmounted arrays, for example, further functions may sometimes be fueled by the sacrifice of hit points.
Some possible functions include:
1. Detect magic, as the spell
2. Read magic, as the spell
3. Sense the weakness: gain a +1 to to-hit rolls after studying a target for 1 round
4. Detect alignment of single target
5. Identify substance after 1-4 rounds of study
6. Fatal flaw: gain a +2 bonus to damage against a construct or object after studying for 1 round
8. Sharpened awareness: gain a +1 to rolls for finding secret or hidden doors for 1-10 turns
Hyuu's Eyes are named for the secretive young magic-user Hyuu Thunderwing, who was the first to create such an artifact. There is a certain amount of gentle irony in the fact that, even years after Thunderwing's disappearance in the Splintered Peaks, tales circulate that he never required the Eyes to begin with and may not have even been mortal.
The various combinations of lenses in Hyuu's Eyes produce different unworldly enhancements to vision. Most versions have 2-6 different functions, each usable once per day, though arcanesmiths do love to customize; for skinmounted arrays, for example, further functions may sometimes be fueled by the sacrifice of hit points.
Some possible functions include:
1. Detect magic, as the spell
2. Read magic, as the spell
3. Sense the weakness: gain a +1 to to-hit rolls after studying a target for 1 round
4. Detect alignment of single target
5. Identify substance after 1-4 rounds of study
6. Fatal flaw: gain a +2 bonus to damage against a construct or object after studying for 1 round
8. Sharpened awareness: gain a +1 to rolls for finding secret or hidden doors for 1-10 turns
Hyuu's Eyes are named for the secretive young magic-user Hyuu Thunderwing, who was the first to create such an artifact. There is a certain amount of gentle irony in the fact that, even years after Thunderwing's disappearance in the Splintered Peaks, tales circulate that he never required the Eyes to begin with and may not have even been mortal.
Tuesday, November 3, 2009
Monster: Brassbound
Brassbound
Armour Class: 3
Hit Dice: 5***
Move: 120' (40')
Attacks: 2 or special
Damage: 1-8/1-8 or special
No. Appearing: 1
Save As: C6
Morale: 10
Treasure Type: F
Alignment: Chaotic
XP Value: 550
Sometimes an arcanesmith pushes their work just a little too far. The magic frays and snaps; the wire coils like a mad serpent, the metals flow, the clockworks spring out of array. And sometimes all of the above comes down on the hapless creator's head and burns their life away until they become something else. A brassbound is the undead aftermath of such a misfire, a charred and corroded corpse shot through with the wires and clockworks, metal plates and crystal lenses of their living craft. Some continue on, some lash out -- most do both.
In combat a brassbound attacks either by striking with ragged gears pulled from the body or lashing out at range -- up to 20' -- with coils of razor-sharp wire. In either case the attack inflicts 1-8 hit points of damage. If faced with multiple attackers or surrounded (or simply because) a brassbound will release a scalding mist of necrotic, burning acid, causing 2-12 hit points of damage for two rounds to all caught within a 25' radius; though this cloud of filth may only be produced once a day, it forces a save vs. poison or the victim's physical attributes are halved for 1-4 days. This condition may be alleviated by the brassbound -- if the creature is permitted to perform the required magitech procedures on the victim.
Brassbound are immune to non-magical weapons and to fire. All possess the abilities of a magic-user, generally varying between levels 2-16. Maddeningly enough, one half of brassbound are especially vulnerable to electricity, taking half-damage; the other half are healed by it.
Armour Class: 3
Hit Dice: 5***
Move: 120' (40')
Attacks: 2 or special
Damage: 1-8/1-8 or special
No. Appearing: 1
Save As: C6
Morale: 10
Treasure Type: F
Alignment: Chaotic
XP Value: 550
Sometimes an arcanesmith pushes their work just a little too far. The magic frays and snaps; the wire coils like a mad serpent, the metals flow, the clockworks spring out of array. And sometimes all of the above comes down on the hapless creator's head and burns their life away until they become something else. A brassbound is the undead aftermath of such a misfire, a charred and corroded corpse shot through with the wires and clockworks, metal plates and crystal lenses of their living craft. Some continue on, some lash out -- most do both.
In combat a brassbound attacks either by striking with ragged gears pulled from the body or lashing out at range -- up to 20' -- with coils of razor-sharp wire. In either case the attack inflicts 1-8 hit points of damage. If faced with multiple attackers or surrounded (or simply because) a brassbound will release a scalding mist of necrotic, burning acid, causing 2-12 hit points of damage for two rounds to all caught within a 25' radius; though this cloud of filth may only be produced once a day, it forces a save vs. poison or the victim's physical attributes are halved for 1-4 days. This condition may be alleviated by the brassbound -- if the creature is permitted to perform the required magitech procedures on the victim.
Brassbound are immune to non-magical weapons and to fire. All possess the abilities of a magic-user, generally varying between levels 2-16. Maddeningly enough, one half of brassbound are especially vulnerable to electricity, taking half-damage; the other half are healed by it.
Monday, November 2, 2009
Magic Item: Brri'ku
Brri'ku (Scarlet Centipede): A bizarre combination of personal defense and personal offense, a brri'ku -- commonly so named after the pet-name given to the first of its type by the eccentic noblewoman who commissioned it -- is a construct of delicate golden gears and wireworks, cinnabar clockworks and finely jointed copper legs.
Made up of anywhere from ten to a hundred bright scarlet-enamelled segments, a brri'ku crawls and roams freely about the body of its owner; or perhaps coils about the throat like an elaborate necklace, attuned by a drop of blood. Any daring to physically strike an individual "wearing" a brii'ku will be struck at by the centipede which seeks to sink its cinnabar fangs into the aggressor. This bite is poisonous, causing a loss of 1 point of Constitution and paralysis for 2-8 turns if a save vs. poison is failed.
Alternately the wearer of the brii'ku may pull free a scarlet segment and throw it as if a dagger; upon contact the segment explodes into razor-sharp shards and clinging, burning fluid, inflicting 1-6 hit points of damage on the first round and 1-4 hit points on the second. Segments may be crafted to replace those lost; but if a scarlet centipede loses all segments, reduced to clockwork frame, the enchantment is lost.
Scarlet Centipede: [AC 1, HD 1+2, hp 10, move 60'(30'), Att: 1 bite, Dam: 0 + poison, Sv F2, Mrl 12]
Made up of anywhere from ten to a hundred bright scarlet-enamelled segments, a brri'ku crawls and roams freely about the body of its owner; or perhaps coils about the throat like an elaborate necklace, attuned by a drop of blood. Any daring to physically strike an individual "wearing" a brii'ku will be struck at by the centipede which seeks to sink its cinnabar fangs into the aggressor. This bite is poisonous, causing a loss of 1 point of Constitution and paralysis for 2-8 turns if a save vs. poison is failed.
Alternately the wearer of the brii'ku may pull free a scarlet segment and throw it as if a dagger; upon contact the segment explodes into razor-sharp shards and clinging, burning fluid, inflicting 1-6 hit points of damage on the first round and 1-4 hit points on the second. Segments may be crafted to replace those lost; but if a scarlet centipede loses all segments, reduced to clockwork frame, the enchantment is lost.
Scarlet Centipede: [AC 1, HD 1+2, hp 10, move 60'(30'), Att: 1 bite, Dam: 0 + poison, Sv F2, Mrl 12]
Sunday, November 1, 2009
Magic Item: Keshti, the Brazen Wings
Keshti, the Brazen Wings: A wonder of deceptively delicate craftsmanship, Keshti at rest or in default is a clockwork eagle with wingspan of eight feet or better. Feathered in copper and brass and intricately detailed, the Brazen Wings boasts eyes of rosy pearl, claws of crystal, a beak of cinnabar-stained ivory and internal workings of gold and glass and silvered steel.
Attuned by a drop of its owner's blood, the Brazen Wings may function as an enchanted mechanical [AC 2, HD 3, hp 24, move 60'(30') fly 180'(60'), Att: 2 claws + 1 bite, Dam: 1-4/1-4/1-6, Sv F3, Mrl 12] clever enough to carry messages or objects to specified individuals or to act as a scout.
When commanded, however, Keshti's clockwork and plates shift configuration; attaching to its owner's shoulders and flanks with claws and beak (causing 1-8 hit points of damage that cannot be healed until Keshti is removed), the Brazen Wings molds to the torso and extend those selfsame wings -- now under the direct control of Keshti's owner, who may fly as if born with the ability.
In either shape the Brazen Wings may only be active for six hours out of twenty-four.
Originally a creation of the Lapis Vizirs, Keshti has travelled far from its desert home in the Shining Sands over the intervening centuries; the legends of the shining bird are exceeded only by the tales of brazen-winged heroes and killers who -- despite their shining trademark -- all seem to disappear without a trace.
Attuned by a drop of its owner's blood, the Brazen Wings may function as an enchanted mechanical [AC 2, HD 3, hp 24, move 60'(30') fly 180'(60'), Att: 2 claws + 1 bite, Dam: 1-4/1-4/1-6, Sv F3, Mrl 12] clever enough to carry messages or objects to specified individuals or to act as a scout.
When commanded, however, Keshti's clockwork and plates shift configuration; attaching to its owner's shoulders and flanks with claws and beak (causing 1-8 hit points of damage that cannot be healed until Keshti is removed), the Brazen Wings molds to the torso and extend those selfsame wings -- now under the direct control of Keshti's owner, who may fly as if born with the ability.
In either shape the Brazen Wings may only be active for six hours out of twenty-four.
Originally a creation of the Lapis Vizirs, Keshti has travelled far from its desert home in the Shining Sands over the intervening centuries; the legends of the shining bird are exceeded only by the tales of brazen-winged heroes and killers who -- despite their shining trademark -- all seem to disappear without a trace.
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