It's taken me longer than it should have to get to these; I think this will be reliable, at least in the short term. In any case, here they are:
Final Fantasy Red Box Hack 1.0
Little Treasures
One-Page Dungeon: Chantry of the Earthflame
I know the download site isn't ideal; please bear with me ...
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.
Wednesday, January 13, 2010
File Downloads --
Labels:
bemci,
classes,
dnd,
FF,
hack,
magic items,
minidungeons,
monsters,
potluck
Saturday, January 9, 2010
Monster: Azul
Azul
Armour Class: 2
Hit Dice: 3+4*
Move: fly 180' (60')
Attacks: 1
Damage: 1-4
No. Appearing: 1-3
Save As: M4
Morale: 11
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 75
An azul is a gaseous entity, a billowing sapphire fog measuring no less than 20' x 20' in rough dimension (though it will flow down corridors, through cracks, and generally "deform" itself as necessary). Alien creatures, it is not entirely clear whether azul are sapient or even sentient; they seem to exist merely to tamper with the flaws of energy and magic. Some speculate that they were created by ancient spellcraft, pointing to their concentrated essences which are useful in certain mageries.
In combat, a azul may jolt all within its gaseous shape, inflicting 1-4 hit points of damage as pure magical energy -- akin to a magic missile -- strikes all within range. However, the azul may only attack in this manner once every three rounds. Far more insidious is its sapphire inversion: within an azul's mists fire causes cold damage (and vice versa), electricity causes no damage, charms and similar magic reverse subject and victim, and healing magic restores the undead while harming the living. Individual azul may also possess other, additional inversions or warpings.
Azul take full damage from magical sources. Physical weapons do no damage unless enchanted, in which case they inflict damage equal to their magical bonus.
Armour Class: 2
Hit Dice: 3+4*
Move: fly 180' (60')
Attacks: 1
Damage: 1-4
No. Appearing: 1-3
Save As: M4
Morale: 11
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 75
An azul is a gaseous entity, a billowing sapphire fog measuring no less than 20' x 20' in rough dimension (though it will flow down corridors, through cracks, and generally "deform" itself as necessary). Alien creatures, it is not entirely clear whether azul are sapient or even sentient; they seem to exist merely to tamper with the flaws of energy and magic. Some speculate that they were created by ancient spellcraft, pointing to their concentrated essences which are useful in certain mageries.
In combat, a azul may jolt all within its gaseous shape, inflicting 1-4 hit points of damage as pure magical energy -- akin to a magic missile -- strikes all within range. However, the azul may only attack in this manner once every three rounds. Far more insidious is its sapphire inversion: within an azul's mists fire causes cold damage (and vice versa), electricity causes no damage, charms and similar magic reverse subject and victim, and healing magic restores the undead while harming the living. Individual azul may also possess other, additional inversions or warpings.
Azul take full damage from magical sources. Physical weapons do no damage unless enchanted, in which case they inflict damage equal to their magical bonus.
Friday, January 8, 2010
Magic Item: Ivory Carbuncle
Ivory Carbuncle: Another of Mindara's creations, or so he claimed, the Ivory Carbuncle is a smooth sphere somewhat less than an inch in diameter. The Carbuncle's colour appears to shift randomly, though smoothly, between a nacreous cream and a glittering ruby red; it may be mounted in a jewel's setting and still function, or it be applied directly to the flesh where it will adhere and sink until it resembles a cabochon.
Regardless of the method used, the bearer of the Ivory Carbuncle is protected from the effects of charm spells and similar mind-controlling magics, paralysis, and blindness. However, this protection will function only so long as the Carbuncle's bearer takes no hostile action against another being; should the gem's bearer attack or perform a similarly hostile act, the Carbuncle falls inert for 1-4 hours.
Regardless of the method used, the bearer of the Ivory Carbuncle is protected from the effects of charm spells and similar mind-controlling magics, paralysis, and blindness. However, this protection will function only so long as the Carbuncle's bearer takes no hostile action against another being; should the gem's bearer attack or perform a similarly hostile act, the Carbuncle falls inert for 1-4 hours.
Friday, January 1, 2010
Magic Item: Winter's Drafts
Winter's Drafts: Named not for any particular quality they hold, but for only the season in which they may be distilled, these translucent elixirs glitter like ice crystals suspended in white wine. Each type of elixir is traditionally identified only by the small enameled mark on the body of its frosted silver flask, or by a sprig of the appropriate foliage tied to the neck with a bit of white ribbon.
Grass: Identified by green-berried holly, the Grass draft is meant to be applied to as many as six weapons up to the size of a longsword. So treated, a weapon gleams with a cold glassy shine and -- when next used in a successful strike, lethal or subdual -- will send the victim into a death-like sleep from which they will not wake unless injured or the enchantment is dispelled. This strike may be used three times.
Milk: Marked with holly bearing white berries, the Milk draft is applied to an article of clothing such as a blouse, robe or cloak. The elixir permeates the substance of the clothing and leaves behind a faint shimmer like frost; for a week's time, such clothing will protect as if the one wearing it were wearing chain mail and under the effects of a protection from evil spell.
Coal: Black-berried holly identifies the Coal draft. A tool of sacrifice, the Coal draft is consumed while up to four individuals are named; the consumer of the elixir will then take upon themselves all injury and affliction directed towards those individuals for the following twenty-four hours.
Blood: The red-berried holly marks the Blood draft. Consumed by a living being, the Blood draft will remove a cursed condition or permit a shift from Chaotic alignment; used against an undead creature as if holy water, the elixir may restore the undead to its living self if the creature fails a saving throw against death magic.
The names of the four Drafts are also part of the enchantment, though their meanings have been lost.
Grass: Identified by green-berried holly, the Grass draft is meant to be applied to as many as six weapons up to the size of a longsword. So treated, a weapon gleams with a cold glassy shine and -- when next used in a successful strike, lethal or subdual -- will send the victim into a death-like sleep from which they will not wake unless injured or the enchantment is dispelled. This strike may be used three times.
Milk: Marked with holly bearing white berries, the Milk draft is applied to an article of clothing such as a blouse, robe or cloak. The elixir permeates the substance of the clothing and leaves behind a faint shimmer like frost; for a week's time, such clothing will protect as if the one wearing it were wearing chain mail and under the effects of a protection from evil spell.
Coal: Black-berried holly identifies the Coal draft. A tool of sacrifice, the Coal draft is consumed while up to four individuals are named; the consumer of the elixir will then take upon themselves all injury and affliction directed towards those individuals for the following twenty-four hours.
Blood: The red-berried holly marks the Blood draft. Consumed by a living being, the Blood draft will remove a cursed condition or permit a shift from Chaotic alignment; used against an undead creature as if holy water, the elixir may restore the undead to its living self if the creature fails a saving throw against death magic.
The names of the four Drafts are also part of the enchantment, though their meanings have been lost.
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