Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Sunday, May 8, 2016

More Little Treasures

Well.  My tentative plans to actually post this year were well and truly derailed over the last few months by everything from surprise renovations (ongoing) to bouts of mental duress to household medical emergencies (also ongoing) to Blogspot deciding I couldn't actually log in for a month-plus.

Damnit.

But I made a promise that I'd revisit Little Treasures, and by all the gods lifting here it is, late thought it may be --

More Little Treasures


Also, I've been poking at Exalted 3e and Godbound, and just this week had my parcel of The Black Hack arrive -- one can only hope that something will jumpstart despite the madness all around me.  TBH is especially suggesting a few small tinkerings ... 

Wednesday, January 20, 2016

Monster: Changer, Wych

Changer, Wych (Witchwolf)

Armour Class:  6
Hit Dice:  3+3****
Move:  180' (60')
Attacks:  1 [1 bite]
Damage:  as weapon or spell [2-7, bite, or spell] + special
No. Appearing: 1-3 (2-8)
Save As:  M4
Morale:  10
Treasure Type:  Q + T (F)
Alignment:  Any
XP Value:  175

The wych -- better known as witchwolves -- like all changers, possess two forms; they may appear to be lean humanoids with mottled, dun-grey hair, long features and strangely-coloured eyes, or a large wolf-like canine with a pelt of varied white, grey and golden, marked with faintly glowing teeth and claws.  Strange and fey even by changer standards -- gathering mundane wolves and other canines to themselves, adorning themselves with small carved idols and brightly coloured braids in hair and fur -- all wych are familiar with magic; some will use it to aid, others to harm.  Whether hostile to other sapients or no, the witchwolves will band together with others when giants raid or the undead rise, though questioning the reason for their enmity generally is a poor life choice.  Many wych prefer their canine shape, but all retain the ability to speak while wearing it.

In combat a wych may change shape swiftly enough to allow one change of form per round regardless of other actions taken.  In humanoid shape witchwolves prefer to use spells or other forms of magic if at all possible; if pressed to attack physically they may use a dagger, but will normally choose to shift forms instead.  Wych cast spells as 3rd-level magic users, and know their spells innately.

Injurious spells cast by a wych in humanoid form, as well as any physical attacks, are treated as causing elemental wind damage (in addition to other elements, as required).  In canine shape they may choose instead to soulshackle a target, binding them in place (though movement is otherwise unimpeded) for 1-4 turns if a save vs. spells is failed.  Against fellow spellcasters of any variety a wych may use a jackal's bite -- if the wych's attack is successful, they steal away an unused spell, randomly chosen, and may use the magic to cast their own spell(s) without losing spell slots.

Witchwolf packs are led by a wych hierarch; this individual -- usually the eldest of the pack --possesses 5+6 Hit Dice and casts spells as a 6th-level magic user.

Monday, January 18, 2016

Magic Item: Contradiction

Contradiction: This sabre-like sword -- with its narrow, slightly curved blade and almost nonexistent hand-guard, its dark steel inlaid with a mosaic of unpolished jet chips and raw rock crystal -- dates from the time of the Philosophic Warlords. To that purpose, Contradiction chooses its enemies both broadly and specifically.

 It was last seen in the hands of a wandering minstrel-knight, the Descending Falcon.

Contradiction functions as a longsword +1. In the hands of a lawful wielder, it may use order's sermon and stun a chaotic target for 1-4 rounds if a save vs. paralysis is failed; if wielded by one of chaotic alignment, Contradiction may instead apply disorder's serenade and charm its target for 1-4 rounds if a save vs. spells is failed. Choosing to strike with the flat, or otherwise make contact without lasting harm, is an option.

Should Contradiction's bearer be of neutral alignment, or unaligned, that bearer may choose either order's sermon or disorder's serenade, but must alternate the two. A neutrally-aligned bearer may also access an additional ability of the blade, balance's castigation: once a month, the sword can strip away a level (or Hit Die) from a lawful or chaotic target altogether.

Friday, January 1, 2016

Monster: Changer, Corvus

Changer, Corvus

Armour Class: 7
Hit Dice: 1+4***
Move:  120' (40') [Fly 150' (50')]
Attacks: 1 [1 beak]
Damage:  1-2 or as weapon [1-5, beak] + special
No. Appearing:  1-8 (2-20)
Save As:  T2
Morale:  6
Treasure Type:  Q + S (B)
Alignment:  Neutral
XP Value:  50

These creatures slip between two forms, switching between them freely; they may appear to be slight humanoids of pale skin, clawlike nails, dark eyes and shaggy black hair, or choose the form of a large bird that resembles a shaggy-crested raven with claws and beak tinted silver.  Corvus love to adorn themselves with jewelry and ornaments, and these things will change shape with them, unlike their brightly coloured, ragamuffin clothing (which disappears when a corvus takes raven shape).  Gregarious and sharp-tongued, corvus can be an unexpected source of sage knowledge -- or a deadly threat to one's reputation.

In combat a corvus may change shape swiftly enough to allow one change of form per round regardless of other actions taken.  In humanoid form a corvus may attack with their claws, but most prefer to use daggers or shortswords; in raven shape a corvus attacks with their beak. 

Both forms possess a special ability: as a raven a corvus' attacks are considered to be elemental darkness, and may continue to inflict 1 hit point of lifeleech damage per round until tended to; while as a humanoid they may choose to use to deny light and lace their attack -- even a touch -- with dark essence, blinding the target for 1-4 turns if a save vs. spells is failed.

Once a year a corvus may choose to make their deny light a permanent condition until the curse is removed, or inflict a withering raucosity that carries the victim's mockery so far that they suffer a -6 Charisma modifier until, again, the curse is removed.

Friday, July 5, 2013

Magic Item: Ring of the Winter Beast

Ring of the Winter Beast:  No sage has divined the origin of these slim, pale rings; a wan silver-gold frosted over with some indefinable, glittering dust, smoothed as if by long wear, rings of the winter beast seem as likely to be unearthed pristine from within nexi of air and water channels as they are to be claimed from unattended and pilfered hoards.  Others care less for the rings' origins as they do for the benefits that can be coaxed from its cool touch, and save the scholarly debates for another time.

A ring of the winter beast, untapped, contains ten charges.  Expending a charge produces the following possible effects as desired by the wearer of the ring:

- frosttalon:  glittering claws sprout, granting 1-6/1-6 damage attacks for six turns
- snowshield:  icy, scalelike nodules spread across the body, granting an AC bonus of 4 for an hour
- winterfang:  six crystalline spurs sprout, which may be pulled free and thrown up to 20' for 1-4 damage; these dissolve in an hour if not used
- icebite:  an extra 1-6 of cold damage may be added to an offensive spell being cast within the next six turns
- coldheart:  for two charges, one spell slot may be regained (attempting this more than once a day causes the ring to explode in a 3-24 damage burst of freezing energy in a 20' radius)

So long as a ring of the winter beast contains charges, its wearer takes one less point per die of damage from cold, air or water.  Physical attacks caused by ring powers are considered cold-based.

Saturday, June 29, 2013

Monster: Chromatic Ooze

Chromatic ooze
Armour Class: 7
Hit Dice: 1-1**
Move: 90' (30'), Cl 90' (30')
Attacks:  1
Damage: 1-6
No. Appearing: 2-20
Save As: M-U1
Morale: 12
Treasure Type:  Special
Alignment:  Neutral
XP Value:  7

 Flowing along like syrupy, opalescent clots of ever-shifting, multicoloured paints, chromatic oozes create a riotous swarm of flesh-devouring colour wherever they happen to be found -- and they can be found virtually anywhere.  What the oozes lack in size they make up for in numbers and reproductive capacity.  The clinging acids of a chromatic ooze dissolve any living material it manages to engulf, leaving behind both non-organics and dead organics.

A chromatic ooze inflicts 1-6 hit points of damage per attack, its dissolving touch causing injury out of all proportion to the ooze's small size.  Worse still, when an ooze has caused enough damage to equal its maximum hit points it promptly fissions into a pair of identical oozes.

Striking a chromatic ooze is a gamble.  Whenever an attack on an ooze is successful, the ooze releases a flash of bright light with one of the following effects, avoidable by the attacker with a successful save vs. poison:

1) red:  berzerk for two rounds
2) orange:  nausea for two rounds (-3 to all actions)
3) yellow:  flee in terror for three rounds
4) green:  poisonsoul, -3 to all saves for two rounds
5) blue:  paralysis for two rounds
6) indigo:  prism charm, refuse to allow oozes to be harmed for two rounds
7) violet:  blindness for four rounds
8) roll twice

One in three oozes contain a jelly opal within their mass, a dense cyst of glassy nature and translucent play of colour.  Each such jelly opal may be valued at 10-60 gp depending on size and the appeal of its colours. 

Wednesday, June 26, 2013

Monster: Nightshatter

Nightshatter
Armour Class: 4
Hit Dice: 2+2***
Move: 90' (30')
Attacks: 2 claws or special
Damage: 1-6/1-6 + special
No. Appearing: 2-8
Save As: C3
Morale: 10
Treasure Type: G
Alignment: Chaotic
XP Value: 55

Creatures formed of a slick and brittle darkness, nightshatters (kurtae) hail from a plane lying in parallel with the ordinary world.  Though they resemble smoky, barbed skeletons fossilized into obsidian and draped in shadowy tatters, as if of robes or clerical vestments, they are not undead -- but they do feed on the strength of living creatures, the coil of bloody ghost-flames in their empty ribcages growing with every successful hunt.  For all that they may be parleyed with, with offers of beauty or the lifeforce of other living things, and they appreciate clever subversions of their demands for new, fresh life.

Each successful strike from a kurtae's sharp talons drains 1-4 points of Constitution from the victim, which returns after a day of rest per point lost.  Each such point drained grants a +1 bonus to saves, attack and damage rolls to the nightshatter in question for the next hour. A kurtae may forfeit all attacks for two rounds in order to shadowshift, disappearing from sight and returning anywhere within 100', delivering (if it wishes) a backstabbing attack (as a thief of its Hit Dice) upon a single target.

Nightshatters may only be harmed by spells or magical weapons.  They take no damage from holy water and cannot be turned (as they are not undead), but fire inflicts half again as much damage upon them.  Purified water and specially consecrated earth can be used to ward away nightshatters.

Some knots of kurtae are led by a nightshard, a kurtae of five Hit Dice with the spellcasting ability of a fourth level cleric or magic-user.

Musing of Posting

I've been contemplating a wee little setting writeup for the Red Box as of late, a village or town or two and a few minidungeons with some broad-brush wider setting hints, and those contemplations have been spawning a few creations.  So I'm working on clawing past the posting paralysis for a little.

(no, seriously, it's taken me nigh onto three weeks just to brass up and get this far.)

I'm not making any promises of daily (aiie) or continuing regular postings, but hopefully I'll get a bit more added at least ;3  Just the gribbly bits, I won't bog the blog down in setting material meanderings.

Onward --

Saturday, July 7, 2012

Monster: Mask

Mask
Armour Class: 4
Hit Dice: 1+2**
Move: 90' (30')
Attacks: 2
Damage: 1-6/1-6
No. Appearing: 1-4 (2-20)
Save As: MU3
Morale: 7
Treasure Type: G
Alignment: Chaotic
XP Value: 23

 A mask (called vek in the creature's native tongue) a small, gangly-limbed humanoid roughly the size and shape of a goblin, its flaky-scaled rust body concealed under all-enveloping robes of bruise-purple, ash grey or blood-brown.  The creatures' epynomous chalky mask, featureless and yet somehow faintly demonic, never leaves its gnarled face and yet somehow does not obstruct the basic necessities of life.

Each mask wields a ragged shard of some unknown phosphorescent crystal as a personal focus.  This shard is not used to attack directly, but to direct bolts of magical energy (flames, electricity, stunning cold or stranger things) at opponents up to 40' away twice per round.  Each such bolt inflicts 1-6 hit points of damage.

A mask cabal is led by a 3HD great mask with the spellcasting ability of a 4th-level MU, attended by 2-7 underlings of 2HD and the spellcasting talents of 1st-2nd level MUs.  Occasionally a mask or cabal of masks may lead a warren of goblins -- or, more rarely, kobolds -- to much more threatening heights than those minor humanoids usually reach.

Masks take damage only from magic or silver weapons.

Friday, July 6, 2012

Magic Item: Corpselife Ring

Corpselife Ring:  Known in some circles as Daviane's Ring for the minor magister that -- supposedly -- crafted the first known example, corpselife rings vary widely in size, design and ornamentation.  The only trait which any given rings have in common is their composition: a corpselife ring is made up of filaments of bone and black iron of various thicknesses, twisted together in a strange mottled composite.  All known corpselife rings have been finger-rings, though tales suggest at least one bangle has been crafted with the same enchantment.

A corpselife ring initially grants a simple magical effect, usually a +1 bonus to Armour Class and saves in a similar manner to a low-powered ring of protection.  It is when the bearer of a ring is killed that its true purpose asserts itself -- 1-4 rounds after death, the bearer of a corpselife ring "resurrects" as a free-willed undead creature, gaining the following traits:

- Alignment immediately shifts to Chaotic, if applicable.

- Curative magic no longer functions, but bearer may "heal" themselves by consuming living flesh and blood, regaining hit points on a 1:1 ratio of damage dealt.  50% of bearers gain a paralysis ability similar to that of a ghoul.

- Bearer gains subsceptibility to turning, etc using level +2 as Hit Dice.


- If the undead bearer is destroyed, their soul is dissipated with no chance for resurrection.

Rare examples of the corpselife ring additionally grant an immunity to nonmagical weapons to the undead transformation.

Tuesday, February 21, 2012

Ten Dragon Traits

Sometimes you just have to mix things up a bit. Maybe the PCs are bloody effective at what they do, or maybe they just know all the stats ... whatever the reason, a little variety is always good ;3

Being honest, I could probably better call these "critter traits"; they were written up for dragons but -- with a merest smidge of tweaking, and maybe some thematics -- could be applied to almost any beastie. (I have a sudden terrifying image of a swarm of giant rats ...)

Don't forget to bump the XP awarded appropriately ~!


Roll for a selected trait or simply pick one from the table below. If you're really feeling frisky, roll 1d4 times:

01. Primal Energies: Instead of (or in addition to!) the dragon's breath weapon, its claws and fangs are wreathed in the same damaging forces that compose said breath weapon. Double the damage of these attacks (2d4 instead of 1d4, etc). Appropriate immunities will negate this extra damage.

02. Phaseshift: Every 1d3 rounds the dragon is simply ... not all there, partially fading into some other dimension of existence. Attacks at this time fail 75%; on the upside, the dragon has the same situation.

03. Runic Ablation: Whether an aura of ghostly flame, orbiting glyphs, a transparent, shimmering energy field, glowing channels carved through the scales or most anything else, the dragon has a buffer against damage equal to 1/3 of its hit points. This buffer must be negated before the dragon itself takes damage. Half the instances of such fields affect physical damage, half magical damage.

04. Blood Scion: When reduced to half or less of its hit points, the dragon may produce a blood scion from its spilled life, effectively creating a draconic simulacra resembling a dragon of its type and 1/3 of its Hit Dice. The scion acts as directed by the dragon, lasts for 1 day + a number of days equal to the dragon's Hit Dice, and has a range of 100 miles.

05. Reservoir: Altered by magitech, the dragon bears a oily, slowly-shifting carbuncle mounted in orichalcum and black iron clockwork imbedded in its flesh. The carbuncle contains an additional 1d3 breath weapon uses, regenerating over 48 hours -- and this breath weapon need not match the dragon's own.

06. Life Siphon: The dragon is a psychic vampire, feeding on the pain and injury of those around it. For every four hit points of damage dealt to other creatures within 100' feet of the dragon, the beast regenerates one hit point.

07. Artefact Maestro: The dragon can make use of any and every magic item it may possess, whether warping them (to fit rings on claws, for example) or imbedding them into its scales in order to draw on the item's enchantment. It may expend breath weapon uses instead of using up charges or expending one-use items.

08. Death Curse: Not so useful in combat (unless the dragon has a way of making that impending doom abundantly clear), but a wonderful parting shot. With its dying breath the dragon lays down a major curse on the creatures that ended its life -- DMs, be horribly creative.

09. Master of Nature: All stone/plants/water/flames/more esoteric materials within 1d4+1x100 feet of the dragon may be affected by the beast as if by move earth, stoneform and related spells. Choose one substance, or 1d4 for added malevolence.

10. Godling's Beneficience: The dragon may grant a fraction of its power (a breath weapon equal in damage to its Hit Dice, a half-strength claw attack, a one-shot spell if the dragon has casting ability) to a number of subordinate creatures equal to twice its Hit Dice.

Sunday, February 19, 2012

Some Random Potion Tables

... so much for posting more regularly. *facepalms*

Here's a little something I was tinkering around with at work last night, a handful of little tables for generating unusual and/or more detailed potion descriptions.


Potion ...

Colour
1. pomegranate
2. amber
3. colourless
4. inky
5. rosy
6. emerald
7. prismatic
8. roll twice

Appearance
1. opaque
2. pearly
3. swirling
4. quivering
5. translucent
6. bubbled
7. iridescent
8. fizzing

Consistency
1. water
2. thin syrup
3. thick syrup
4. powdery (add water or choke!)
5. sticky
6. gelatinous
7. solid
8. pasty

Smells Like
1. grass
2. sewage
3. honey
4. nothing
5. roses
6. undead
7. bread
8. smoke

Tastes Like
1. bakeapples
2. blood
3. rain
4. seawater
5. peanuts
6. wine
7. bone
8. earth

Contained In
1. crockery jar
2. glass flask
3. small skull
4. rough stone
5. leather skin
6. wax tube
7. metal phial
8. hollow jewel

Label?
1. no
2. accurately
3. falsely
4. accurately (magical)
5. falsely (magical)
6. "belongs to"
7. "made by"
8. changes daily

Sunday, January 1, 2012

Magic Item: Earth's Ending

The sun was swallowed whole, and Jie Chue swept swiftly towards his forge as the sun's darkness touched the earth beneath his feet, only to pause as a shadow fell across his own.

Dust-worn and weary the traveller stood, his trials plain and his oaths plainer still; bled dry to his core, betrayer and betrayed against his knowledge. Jie Chue nodded once.

The stranger he gifted with the earth's own darkness and a single breath:

Keep loved ones close, and hated ones closer.



Earth's Ending: This sword is heavy and broad of blade, sharpened on both edges and coming to a blunt point. The blade is forged of one piece with the hilt from a mottled, tawny-bronze alloy and is shot through with silky black marbling along the length of the blade itself. Earth's Ending possesses a simple grip of brown jasper plaques carved with indentations for curled fingers; its quillions are simple, heavy and swept back slightly, its pommel a heavy bronze ring bearing a tassel of tawny leather braids.

Earth's Ending is a two-handed sword +2. Its damage is considered aspected to elemental earth; it inflicts half again its damage against all creatures of the air. At will, the wielder of Earth's Ending may choose to bestow one or more of the blade's bonuses to a companion within 100'; this earthen embrace bestows a bonus to Armour Class equal to twice the blade bonus gifted in the form of a flexible skin of tawny stone, until two turns pass or the the blade's wielder revokes the embrace. When this ability is invoked, the veins of darkness in the sword beat once.

Once the embrace has been bestowed 2-12 times, Earth's Ending promptly erupts in a roiling mass of ink-black energies, engulfing all within a 20' radius of its bearer. This scorched earth inflicts 3-12 hit points of damage on all caught within its reach save for the wielder of Earth's Ending, who instead takes -2 to Strength and Wisdom for twenty-four hours. The count then resets.

Sunday, May 1, 2011

Z: The path of the sun ...

So.

Magical disciplines or schools based on the houses of the zodiac Y/N?

Perhaps with Ophiuchus being the necromantic -- or otherwise unsavoury -- dark horse of the lot?

Thursday, March 24, 2011

Monster: Brass Jackal

Brass Jackal
Armour Class: 2
Hit Dice: 2**
Move: 150' (50')
Attacks: 1 bite
Damage: 1-6 (special)
No. Appearing: 1-2
Save As: F2
Morale: 12
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 30

Clockwork constructs of bronze and black iron, brass jackals take their name from the smooth shell of brassy armour that encloses their delicate internal workings. The eyes of a brass jackal are softly glowing orbs of blood red crystal, and their teeth likewise. Brass jackals are sometimes used as roaming sentinels but are more commonly encountered as the guardians of treasures and shrines.

In combat a brass jackal bites, its crystalline teeth inflicting 1-6 hit points of damage. The danger it poses lies not in its bite alone, but in combination with its sideslip ability; every other round the jackal may teleport anywhere within a fifteen foot radius, taking that opportunity to attack as if backstabbing like a thief.

Brass jackals are immune to non-magical weapons. They have a +3 bonus to saves against spells cast directly upon them.

Wednesday, March 23, 2011

Monster: Khetirr

Khetirr
Armour Class: 5
Hit Dice: 1+3*
Move: 150' (50')
Attacks: 1 bite
Damage: 1-8 + flames
No. Appearing: 1-8 (1-12)
Save As: F1
Morale: 9
Treasure Type: Nil
Alignment: Neutral
XP Value: 19

The khetirr is an elemental-touched variant of the giant ferret. It's pelt varies from sooty black to the colour of burnt cream, and the creature can envelop itself at will in an aura of crackling flames. The khetirr is more foul-tempered than the average ferret and will attack any creature that disturbs it or its lair; if successfully trained as a kit, it makes for an unusual guard animal.

In combat the khetirr bites for 1-8 hit points of damage. When its flame aura is active, its bite attack inflicts an extra 1-4 hit points of damage; likewise, any successful attack with a melee weapon causes 1-4 hit points of damage from the flames as the attacker gets scorched in the process. If especially riled the ketirr may lock its jaws upon a successful bite, inflicting 1-3 hit points of damage automatically per round but causing its Armour Class to worsen to 7.

Tuesday, March 22, 2011

Deadly Gardens

Brought upon by musings and the previous post --

I like plants that decide the PCs are dinner. I especially like plants that have bulbous, snapping jaws, like the greenfang and marrowlight and the upcoming post of "killer watermelons" -- nothing says "aiiie" like a plant sprouting (ha) a gaping maw. Plants are supposed to get eaten, not be the eaters!

Thorned plants can also be fun, whether found in rough sculptures, taking on animal forms, or even animating the dead. But they're a different kind of fun than killer chompers.

So, I want to hear about any deathplants out there in other people's games! What kind of greenery have you sicced on your players?

Monday, March 21, 2011

Some wee wandering critters, post the first


Over on Zak S's blog he made a post that ended with his asking commenters to fill out a What's Chewing On That Carcass? Table For The Last NonDungeon Place Your PCs Were. It's been a bit since an active game, but memory told me my table would be:

1. (really twitchy) green rat people
2. a deathcluck
3. giant fire ferrets
4. brass jackal
5. rabid watermelons
6. Pac-Man

And, for the giggles, I think I'll write up and post all of these. They won't be groundbreaking but it'll entertain me ;3

Now, the green rat people were in fact one of the very first things I posted here on this blog, but I don't think I've ever done the rest. So, without further ado:

Deathcluck
Armour Class: 8
Hit Dice: 1/2*
Move: 90' (30')
fly 90' (30')
Attacks: 1 flurry
Damage: 1-4
No. Appearing: 2-16
Save As: Normal Man
Morale: 10
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 7

The nightmare of farmers and foxes alike, the deathcluck is best described as a manic, predatory chicken. In nearly all ways a deathcluck resembles a mundane dusky brown hen, if an unusually large and stocky one; then the thick pick of a beak and long curved spurs get noticed, followed by the streaks of red feathers down its face -- and the bloody gleam in the bird's beady eyes. Flocks of deathclucks have been known to invade farmsteads in order to free -- or kill -- mundane poultry.

In combat a deathcluck lashes out in a flurry of spurs and pecking, inflicting 1-4 hit points of damage. Every three rounds it may use a fury battery, flying at its victim's face and pummeling with its wings, stunning it for one round if a save vs. paralyzation is failed.

A rare strain of deathcluck possesses a ruddy, copperish sheen to its plumage and the ability to ignite its victim's wounds on fire once a day, inflicting 1-3 hit points of damage a round until extinguished. This variant is sometimes given the (very overblown) name of flaming chicken of doom.

Sunday, March 20, 2011

Humanoid Trait Tables

The following set of tables can be fun for quick-and-dirty humanoid species creation, or just for spicing up an everyday encounter with goblins and orcs.

Not every single table needs to be used, but nothing says you couldn't, either ~


Roll 1-3 times on each or as desired:

Hit Dice
1. 1HD
2. 2HD
3. 3HD
4. roll again and add a +2 hp modifier to the result
5. roll again and add a +4 hp modifier to the result
6. Hueg Humanoids! roll twice and add the results together, ignoring another roll of six


Animal Traits
1. claws or small horns (1-4 hp damage)*
2. fangs or large horns (1-6 hp damage)*
3. hooves
4. wings (50% functional)
5. fins (50% granting a swim rate)
6. animal hide (fur, feathers, scales ...)
* may be completely theriocephalic


Weird Traits
1. extra arms (1-4)
2. extra legs (1-4 ... centaur goblins?)
3. multiple eyes
4. skin oozes slime
5. tentacles
6. mismatched body parts


Funky Colours
1. neon blue/green/pink/etc
2. animal pattern (leopard spots, tiger stripes ...)
3. monochromatic
4. camoflaged
5. paisley (wtf)
6. roll twice; use both


Special Abilities
1. infravision
2. poison (paralysis)
3. charm resistance
4. Armour Class bonus (1-6; tough hide, scales, awesome armour, magical aura ...)
5. speedy (extra attack/round)
6. elemental attack (1-6 hp damage)


Special Weaknesses
1. photophobic (-2 penalty to actions in sunlight or bright light)
2. vulnerable to holy water
3. obvious weak point (double damage if struck; marking on forehead, discoloured patch of flesh ..)
4. poor Armour Class (1-4 penalty)
5. unnaturally low morale
6. weak against element (half again damage from fire, cold, or electricity, etc)


Intentions
1. to pillage and raid all they encounter
2. to found a new humanoid camp or colony
3. to party! come join the fun!
4. to find allies against enemy humanoid community/tribe
5. to find captives for sacrifice to their gods
6. roll twice

Wednesday, March 16, 2011

Magic Item: Greysoul Shards

Greysoul Shards: Found in bundles of 1-4, wrapped in rough linen or the furry hide of some small beast, greysoul shards are long thin wedges of a strange translucent black substance -- not metal nor glass -- that taper to razor-sharp points. Though some claim the shards to be tangible darkness, this has not been proven.

A shard may be thrown like a dagger, inflicting damage as the same, but that is not their main purpose -- a target struck by a shard finds that the shard passes through their body, skewering their shadow and pinning it to the nearest solid surface. A creature so pinned cannot move further than the length of their shadow until the shard is pulled free (which may be done by anyone other than the victim) and is wracked with icy terror, forcing a morale check every round -- with a -1 cumulative penalty -- to be able to function.

With every use there is a 50% chance that a shard will shatter once pulled free of a victim's shadow.