Tuesday, October 13, 2009

Two Spells of Scribing

Fleeting Glyphs
Level:
M1
Range: 0
Duration: Until triggered, or 1 day per level
Effect: Infuses missive with destructive energy

Casting this spell upon a message or other document of no more than a single sheet of paper or parchment in length infuses it with a hidden, self-devouring magical energy. Once the inscription on the message is read, the missive is promptly destroyed: dissolves to dust, rusts away, is immolated in golden flames, or whatever form the magic-user desires.


Soulbrand
Level: M2
Range: 50'
Duration: Permanent
Effect: Inscribes a subject with a magical mark

Casting this spell on a living or at least animate target "burns" a glyph of the magic-user's choice into the subject's self, to be revealed under specific conditions (detect magic, detect evil, certain types of illumination, a time of day ...). This glyph may be on the subject's person or may hover above their head, and cannot be seen by the subject. The soulbrand may be removed by the same methods that remove curses.

Sunday, October 11, 2009

A Shout-Out and Heads-Up

Tis the halfway-point for submissions for the Halloween One-Shot Adventure Contest over on Tankards and Broadswords. Get those creative juices flowing, everyone!


And yes, Badelaire, ye may expect my own submission this evening or within decent hours of it, once I locate the bloody file so I can send it ;3

A Handful of NPCs

A few possible hirelings, retainers, or just odd folks for your low-level PC party to deal with -- and just the basics, so as to make tailoring the details all the simpler ...


Name: Bay
Class (or lack thereof): Normal Man (porter)
Armour and Armour Class: none -- AC 9
Hit Points: 4
Weapon(s): reinforced carry-pole (treat as staff)
Belongings of Note: lock of curly hair tied with red ribbon; pouch of various herbs
Alignment: Neutral
Notes: Methodical, diligent, and a little nosy. Will try to defend weakened PCs, especially if PC is young (lost a child in the recent past). Will work for half-pay if hired for an expedition against goblins. +1 to hit and damage rolls.


Name: Sevar
Class (or lack thereof): F1
Armour and Armour Class: chain mail -- AC 5
Hit Points: 7
Weapon(s): dagger, sword, shortbow
Belongings of Note: silver signet ring, horse
Alignment: Neutral
Notes: Aloof. Brittle-tempered, but quickly appreciates good leadership. Youngest son of a minor (and prolific) noble, expensive to hire but can make good commendations later.


Name: Myrnn
Class (or lack thereof): Normal Man (porter and mule tender)
Armour and Armour Class: none -- AC 9
Hit Points: 5
Weapon(s): dagger, handaxe
Belongings of Note: serpentine sacrificial knife (concealed)
Alignment: Chaotic
Notes: Quiet, deferential, and exceptionally attentive to the needs of his charges. Secretly a member of a chaotic nature-cult and will attack a sleeping (or otherwise vulnerable) PC if the opportunity presents itself.


Name: Rinan
Class (or lack thereof): MU1 (acting as lantern boy)
Armour and Armour Class: none -- AC 9
Hit Points: 3
Weapon(s): dagger
Belongings of Note: lantern staff, concealed leather packet with folded spellbook pages (read magic, magic missile)
Alignment: Lawful
Notes: Curious, chatty, but secretive. Nervous, having fled master, and trying to conceal magical ability -- but may reveal himself if party is in dire straits.

Saturday, October 10, 2009

Monster: Verdant Jelly

Verdant Jelly
Armour Class: 8
Hit Dice: 2
Move: 90' (30') / none
Attacks: 1
Damage:
1-6
No. Appearing: 1 (special)
Save As: F2
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 20

Seeping amoeboid masses of deep emerald green protoplasm tinted with gold, verdant jellies are the bane of dungeons and wilderness terrain alike. This reputation is less for any especial fearsomeness as for the jelly's unique metamorphosis -- once it has absorbed enough nutrients it transforms into a lush climbing or trailing vine, eventually studded with enticing mottled green "melons", all of which contain a tiny jelly-spawn.

In combat a verdant jelly strikes for 1-6 hit points of damage. The jelly also secretes a clinging, corrosive fluid that causes an additional 1-4 hit points of damage the following round as flesh dissolves and liquifies. Verdant jellies are immune to acid and cold, but take double damage from fire. A verdant jelly vine has no attacks, but bears 2-20 melons -- all of which can and will split to release a 1/2 Hit Dice jelly that otherwise attacks like the parent.

It is not advisable to attempt to consume a melon.

Thursday, October 8, 2009

Magic Item: The Scarlet Rose

The Scarlet Rose: A more delicately deceptive weapon than the Verdant Rose, the weapon often believed to be its twin, the Scarlet Rose nonetheless carries its own sting in its tail for those prideful enough to bear it.

Like its supposed twin blade, the Scarlet rose is a slim and single-edged sword of exotic and presumably foreign design; the metal of its blade reflects light like moonlight off water, and on either side, close to the blade's root, is etched a single blood-red petal. Like Verdant Rose, the hand-guard is small, oval and golden. The Scarlet Rose's hilt is, however, wrapped in braids of white silk that bear small marks like tiny bloodstains, and the smooth simple finial that tips its pommel is golden.

The Scarlet Rose is a sword +1, +2 vs. black knights and creatures of darkness. The bearer of the Scarlet Rose is treated as if their Charisma were two points higher when negotiating with hirelings and other such followers, and once a day may pierce the future to determine the most suitable -- or at least, the least dangerous -- course of action. If the Scarlet Rose is stood point-down in the courtyard or flanking the gate of a keep or borderland fortress it will rouse the lord should danger threaten; but the blade loses all power for a year and a day following.

However, such influence comes at a price. The bearer of the Scarlet Rose seems indefininably touched by a hint of the same darkness the blade seeks to combat; in any given moment of tension, the Scarlet Rose's bearer may be compelled to secretively betray their fellows by some small action, or to lie despite their glowing reputation.

Monster: Guileu

Guileu
Armour Class: 6
Hit Dice: 2+3*
Move: 90' (30')
swim 120' (40')
climb 90' (30')
Attacks: 1 spit
Damage: 1-6 + poison
No. Appearing: 2-12
Save As: M3
Morale: 9
Treasure Type: L
Alignment: Neutral
XP Value: 35

Slow of motion and placid of nature, guileu are frog-shaped creatures of perfectly clear water; long-limbed like a tree frog, a guileu has eyes like transparent black pearls and, when, motionless, is betrayed only by the ripple of light on its "skin". Guileu are inoffensive creatures, preferring to gather bits of wisdom and pearls and occasionally lurk amongst mortal creatures to dispense healing in return for reverence.

Guileu do not like combat and avoid it whenever possible, preferring to negotiate or retreat from the field of battle. If violence appears to be inevitable, a guileu will climb the nearest vantage-point and spit toxic waters at its antagonists; this "bolt" has a range of 50' and inflicts 1-6 hit points of damage, plus and additional 2-8 hit points and 1 point of Constitution (regainable with a day of rest) if a save vs. poison is failed. A guileu may choose to concentrate all of its toxin for a day's span to make a single bolt that kills the victim outright if the save is failed, but may then create no further bolts for 24 hours. Due to their shimmering transparency, all to-hit rolls take a -4 penalty against a guileu.

Guileu may cure poisoning and disease at will, using the fluids of their own bodies. They take double damage from wind and fire, but no damage from water, earth or acid; submerged in a body of water, they regenerate 3 hit points per round.

Sunday, October 4, 2009

A Few Bits of Hedge Magic

Tinker's Cloth: Whether an unassuming leather wipe-cloth or a handkerchief of mottled colours, this small cloth, when wiped or rubbed vigorously on an object, will mend small imperfections and breaks, smooth out scuffs, and generally enact minor repairs. The number of times a tinker's cloth will work is variable.

Undead Ward: A mixture of salt and powered roses, usually kept in small stoneware jars or packets of waxed parchment. When strewn across a threshold, the mixture will force any undead creature attempting to cross said threshold to make a save vs. spell or be unable to do so. The ward, unless renewed, holds for one night.

Moon Charm: Also called -- predictably -- a werecharm, this small object is most commonly a small ornament of silver or silvered copper containing a few small bits of preserved aconite and wormwood. If one wearing a moon charm contracts lycanthropy, there is a 40% chance that the curse will not take. The charm then tarnishes, its enchantment spent.

Soupstone: Despite being an almost-alarming blue-green and shimmering like a peacock's plume, when submerged in heated water a soupstone will be consumed and transforms the water into enough broth to sustain four individuals for a meal. The larger the soupstone, the greater the number of people -- or the stone may be fished out to be used again.

Alicorn Balm: Sometimes a thin syrupy liquid to be drunk, but more commonly an ointment whose pearled ivory colour does indeed suggest that which graces a unicorn's brow, alicorn balm will heal a single hit point per injury per application. The balm is stored in small wooden boxes lined with wax.

Sundrop: Not true amber, despite its appearance, nor from the sun, a sundrop nonetheless shares the sun's warmth. Once rubbed vigorously this palm-sized mass of golden resin warms rapidly and -- wrapped in a cloth, most likely -- may be tucked within clothing or bedclothes to stave off the cold. A sundrop retains its warming properties for two to eight hours.

Saturday, October 3, 2009

Monster: Myrcuri

Myrcuri
Armour Class: 3
Hit Dice: 2**
Move: 120' (40')
burrow 120' (40')
climb 90' (30')
Attacks: 1 bite or sting
Damage: 1-6 + dissolve or 1-6 + paralysis
No. Appearing: 6-24 (20-200)
Save As: F2
Morale: 10
Treasure Type: D
Alignment: Neutral
XP Value: 30

Shimmering and eerily iridescent, myrcuri -- or quicksilver ants -- measure some two to two and a half feet long. The chitin of a myrcuri resembles mirror-bright, almost liquid-looking silvery metal, and its eyes are faintly luminous white orbs; the creature looks almost translucent. Myrcuri are armed with both chewing and puncturing branches on their mandibles, and their abdomens sport a needlelike stinger. They are said to hoard metals to spin into filaments as fine and flexible as silk to line their warrens, and some few quicksilver ants "sacrifice" themselves as repletes for the storage of the colony's food.

In combat a myrcuri will either bite or sting. The bite of a quicksilver ant inflicts 1-6 hit points of damage and allows the ant the chance to inject its metallic, toxic bile; a failed save vs. poison indicates that the victim takes a further 1-3 hit points of damage per round for four rounds as the flesh first reddens and then begins to dissolve. Likewise the sting of a myrcuri inflicts 1-6 hit points of damage, paralyzing the victim for 2-8 turns if a save is failed. Paralyzed victims are often dragged away, receiving further stings as required to return to the nest.

For every six myrcuri there will be a soldier of 4 Hit Dice, capable of inflicting 1-10 hit points of damage with its bite. The colony is led by a queen of 6 Hit Dice; her bite and sting are useless but she may mesmerize opponents by shivering her iridescent -- if useless -- wings, charming victims into servitude or becoming the nest's next meal.

Myrcuri replete "honey" is a fine -- if sweetly musky -- source of sustenance, but one must be willing to ingest it.

Friday, October 2, 2009

Monster: Cricipter

Inspired by notions of flying hamster aviaries at yon Tower of the Archmage, as noted by Trollsmyth:

Cricipter

Armour Class: 9
Hit Dice: 1 hit point
Move: 60' (20')
fly 120' (40')
burrow / climb 60' (20')
Attacks: 1
Damage: None (special; see below)
No. Appearing: 1-12 (3-30)
Save As: Normal Man
Morale: 4
Treasure Type: Nil
Alignment: Neutral
XP Value: 5

Cricipters are flying hamsters. Flying hamsters with plush golden coats (often with a faintly rainbow undertone) and white bellies, and wings supported on long fingers like a bat's though coated in featherlike fuzzy growths. Cricipters are more gregarious than normal hamsters, and flocks of them can quickly decimate small groves of nuts or fruit -- especially as they breed with nearly the rapidity of the mundane breed.

The bite of a cricipter is painful and distracting (-1 to all rolls for ten turns), but normally does no hit point damage. Strange strains crop up in the breed from time to time, however, some of which are a little more impressive; the DM may occasionally choose to roll on the following table or make up their own strain:

1. Rare coat colour (silvery, colourpoint, black -- ooh, sell this one!)
2. Razortooth (1 hit point damage bite)
3. Tough as nails (AC 6)
4. Breath weapon (breath weapon?! 1-3 hit points damage, type could be almost anything)
5. Intelligence
6. Magic resistant (+2-5 on saves vs. spells)
7. Musky (ewww ... -2 on all actions of humanoids in a 15' radius after cricipter is startled)
8. Magisensor (glows faintly in the presence of magic)

Monster: Living Blood

Living Blood
Armour Class: 4
Hit Dice: 4+3**
Move: 120' (40')
Attacks: 1
Damage: 1-8 + energy drain
No. Appearing: 1
Save As: F5
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 275

"Living blood" is a misnomer for this abomination of a creature; it is not a living thing. The less-common name of blood ooze is equally inaccurate, as it is no ooze. Rather, a living blood is an unnatural, undead mass of festering, writhing blood and congealed gore, a blight upon every living thing that may come across it.

In combat living blood attacks with waves of its own substance, seeking to immerse its victims in its own putrid mass. This attack inflicts 1-8 hit points of damage; on a 19 or 20 on the to-hit roll, the living blood has engulfed its victim and inflicts automatic damage every round. A living blood may not attack another target while engulfing. The initial attack of a living blood will cause the victim to lose one experience level due to energy drain.

Victims slain by energy drain or by the engulfing attack of the living blood dissolve into a putrid mass, returning as a living blood within twenty-four hours. Living blood are immune to non-magical weapons.