Monday, December 1, 2014

End of Session Checklist

Because I always forget something, when we wrap it up at 2:00AM!

End of Session Checklist
Where on the map did we end (room #)?
What time of the day, in game?
Any Spells in effect?
Heal/Rest yet?
Treasure counted/divvied?
All XP accounted for?
Status of PCs/Party? (current HP, Spells, rations, ammo…)
Any plans for next session?
Can all Players make next game?
Any good ideas during play which I didn't write down?

Friday, August 8, 2014

Talisman of the Traptripper

Magical gimcrack with these effects, when dealing with 'Traps' only, whether Magical, or Mechanical:
- if there is a Save to determine full/half damage, it is bettered to 'half/none'
- if there is No Save to avoid &/or lessen damage/effects (effect is Automatic), a Standard Save is granted, resultant effects as per DM
- all 'Saves vs Traps' are at +2

Also, the bearer is affected with a specific delusion, and believes himself an expert at finding and disarming traps, and will insist on being the first to search for and attempt to deactivate any suspected traps, although in reality he is no better or worse at such endeavors than the average layman.  (I usually allow a 1 in 6 chance for your average adventurer to find/identify mechanical traps, and another 1 in 6 to deactivate/disarm, failure meaning the trap has been triggered.)

{for 'Tarkas Traptripper', damage dealer/taker extraordinaire, and all-around quality adventuring companion}

Wednesday, August 6, 2014

Brought to you by Prescott Pharmaceuticals

From a list of Stephen Colbert's  Prescott Pharmaceuticals Side Effects
...sponsored by Baphomet

A Good List of Bad Things, as a result of... (d8)
1. Spoiled Food
2. Xeno Plague
3. Mutation
4. Evil Curse
5. Artifact Stuff
6. Tomb Glyphs
7. Bad Drugs
8. Spores, Dude

Eighty-two Fun Effects, plus some filler to round out a d%.  Game effects as per DM
1. Abdominal Migration
3. An Inability to Breathe on Weekends
4. Ankle Bearding
5. Aortal Collapse
6. Arby’s Mouth
7. Argyle Pattern Baldness
8. Armpit Homunculus
9. Autonomous Nipple Syndrome
10. Bone Sporking
11. Braintooth
12. Capillary Yogurt
13. Firebones
14. DIS (Dissolving Intestine Syndrome)
15. Dry Mouth
16. Eye Curdling
17. Eyearrhea
18. Eyesplosions
19. Facial Corkboarding
20. Fallopian Tapeworm
21. Flunamis
22. Genital Migration
23. Gopherism
24. Hair Swelling
25. Hairy Uvula
26. Honey Nut Areolas
27. Hungry Hungry Hipbones
28. Increased Appetite
29. Increased Risk of Vampire Attack
30. Ingrown Testicle
31. Involuntary Blowhole
32. Involuntary Narnia Adventures
33. Knee Transference
34. Lactose Addiction
35. Late Onset Albinoism
36. Lou Ferrignose
37. Lungfire
38. Massive Weight Gain
39. Mild Hulkism
40. Mind of Mencia
41. Minor Heart Explosions
42. Monkeylung
42. Multibrow
43. Nostril Inversion
49. Outgrown Testicle
50. Permanent Blindness
51. Phantom Hand Syndrome
52. Pituitary Ferns
53. Precocious Kidney
54. Prolonged Erections*
55. Puckerlung
56. Pulmonary Weevils
57. R.E.O. Speedlung
58. Rage
59. Rectal Frosting
60. Re-Emergence of the Umbilical Cord
61. Restless Torso Syndrome
62. Rocky Mountain Oysterism
63. Runaway Gums
64. Scrotal Bassoon
65. Scruffula
66. Severe Weight Loss
67. Siamese Nipples
68. Skeletal Xylophoning
69. Speaking In Tongues
70. Spontaneous Mertail
71. Spontaneous Pregnancy
72. Steven Tyler Lip
73. Subcutaneous Funyuns
74.Testicular Cranberrying
75. Testicular Testicularization
76. Thoracic Geysers
77. Urethral Knotting
78. Vein Seizures
79. Ventricular Funk
80. Vivid Dreams of Self-Cannibalization
81. Warlock Hump
82. X-Ray Hearing
83-93. ROLL TWICE, then Save to determine whether Player or DM gets to chose one
94-98. ROLL TWICE, sucks for you
99. CHRONIC MALADY, roll again and add effect each day, until dead
00. ROLL AGAIN, Effect is Infectious, and can be transferred to another being by contact with affected area, Save Negates

* But Not Where You’d Hope

Monday, May 26, 2014

A Dozen Magic Items, Why Not?

1. Medallion of the Berserking Bear; if wearer reaches negative HP, goes into Berserk rage and attacks nearest opponent. Bonus of +2 TH, Damage, Initiative, but still loses 1 HP/rnd and immediately falls dead at -10 HP

2. Potion of Wing & a Prayer; magnificent angelic wings and halo appear, effects as per Prayer Spell, and Flight, for 1 turn + 1 rnd/lvl, 'Good' Guys only, please

3. Ogre Powder; Magic Dust which grants equivalent of 18/00 or 19 STR -whatever-  when inhaled, dur. 2d6 rnds, 1d4+2 doses/pouch, must rest for one full turn after effects wear off

4. Living Rope; a rope which can understand and obey simple verbal commands, be made to slither, climb, knot, secure, etc, is if alive, like a snake or worm.  Moves far too slowly to be used to attack or ensnare.  Rope cannot defy gravity, but can climb vertically up to one half its length.  Must consume a (normal, organic) rope of equal length 1/mo, like a king snake eating a corn snake, at a rate of 10'/hr

5. Potion of Suicide Clones; causes 1d4 mini-clones to 'bud' on the body of the imbiber, ea costs 1HP to produce.  Within 1 turn the fawning, grotesque 6" charicatures detach, and will follow simple commands until they shrivel and die after 24 hrs.  Only form of attack is to get really angry and hurl themselves onto a target and explode for 1d4 damage, which is, of course, a one-time-only kinda deal

7. Howard's Signet Ring; adorned only with the raised initials H.P.  (backwards, reversed)  One additional HD, as appropriate to system, is rolled ea day, and the result is added to HP for that day.  Simple, and dearly loved

8. Cuneiform Codex; heavy slab of basalt with twisting, animated hieroglyphs engraved upon it, committing to read it for 12hrs, uninterrupted, followed by a full rest, grants reader the ability to Read &Write any one language (or similar system) of their choice.  Learn 'Bullywug' in a Day!

9. The Green Cream; when applied to any living tissue, imparts a greenish tinge, permits photosynthetic healing, ea hr spent in sunshine Heals 1d4 HP, lasts 24hrs, 2d4 applications/crock

10. Quicksilver Capsule; appears to be a metallic jellybean, when swallowed, take 1d4 damage, and be overcome by fatigue and nausea for 1 turn, whereupon certain Spells already cast that day are restored as if they had not been expended.  The total # of Spell Levels regained is equal to XP Level.  One specific Spell of Player's choice  may be regained, the remainder are determined randomly

11. Philosopher's Rod; transmutes a quantity of metal no greater than one cubic foot into a metal of greater value, according to this progression: iron/steel<copper<silver<gold<platinum
Only affects a single item; one lock on a wooden chest, a sword, a portion of a set of standard donjon jail bars, one burial mask, etc.  Req. touch, or successful TH at +1, 3d4 charges

12. Silver Whistle; summons a Ghostly Hound, which must be fed some kind of reasonably edible meat, and will then stand watch, in one area, for up to 12 hrs.  Detects Invisible, Concealed by smell, cannot be Surprised (except possibly by Teleport or Phasic Travel) is incorporeal, cannot track or attack, but will warn of any approach or intrusion

Friday, May 23, 2014

Chewy Mummy

Magicked Tiny (12") Jade Sarcophagus is Cursed to Paralyze, and also place into an indefinite Stasis, anyone touching it; the victim has a chance to avoid this if they can answer a Riddle of DM's choice.  Tell the Players that only this PC knows it,slipping the Player the Riddle on a piece of scrap,  and they cannot reveal it or ask for help from anyone.  Their answer must be written privately on the scrap and returned to the DM.  If the answer is incorrect, they will assume cross-armed Mummy posture, clutching the sarcophagus to their chest, utter the Riddle aloud, and the Curse will take effect.  Only way to end Paralysis is for another to voluntarily touch the thing, being aware of the consequences, of their own will, whereupon the Curse is transferred to the new victim, or by consuming the mini-mummy inside, which tastes like spicy chicken jerky.  Sarcophagus will only open if Riddle is answered.  Eating the mummy is probably bad for you, too...

Sunday, March 2, 2014

Chose the Form of the Destructor! (d12)

What did you do, Ray?!!

"Subcreatures!  Gozer the Gozerian, Gozer the Destructor, Volguus, Zildrohar, The Traveler, has come! Choose and perish!"

Well, now you've done it.  Save vs Mental Spells, or Roll a d12 to determine what form pops into your head (from some near-forgotten childhood tale, or elsewhere).  If everyone makes the Save, the Form will be chosen by the DM.

1. The classic Stay-Puft Golem.   Deceptively innocuous looking, massively huge, dangerously viscous, highly flammable (no Save/dbl damage vs. fire)
2. A large and moving Torb.  Much worse than the immobile variety, for obvious reasons
3. A giant Slor, its gullet like a roaring furnace, enough to make a Balrog jealous
4. The last creature which caused a successful Fear among the Party
5. The last creature which slew a Party member
6. The worst Thing on the local Random Encounter table
7. A Shoggoth
8. A Spawn of Shog-Gnargoroth, possessed of odd magic/mutant abilities
9. The goateed Evil Twin of the most powerful Party member
10. Roll on Dungeon Lvl X table
12. Players get to vote on an entry from this table

Sunday, December 29, 2013

Playing the GOOJ Card

An Item for the Player, not the Character.  The GOOJ card can be redeemed any time that a situation arises which would remove the Player from the game for an (extended) time, negating the spell, effect, or action which caused this result; for example: Paralysis, Sleep, perhaps even Web, or Time Stop.  In essence, any game result which would have the real-world effect of causing the Player to be effectively removed from game play can be negated by the GOOJ, subject to DM discretion.  The GOOJ does not usually negate damage, or any other game result which, while possibly detrimental, does not remove the Player from the game.  Perhaps even death can be cheated with this card; if a PC is at negative HP, could the Player redeem to negate this state... possibly being restored to a stable 1 HP?

- One-time Literal Version allows automatic Bend Bars/Pick Locks success, once only
- Community Chest Version applies to any effect/situation applying simultaneously to the entire Party, as when everyone Fails Save... basically, a 'Get Out of TPK' card
- Card of Free Action, as Ring, once only
- Rookie Card, given to a newbie Player unfamiliar with the game, or House Rules, redeemable when an unfavorable situation occurs, or undesirable course of action undertaken, as a direct result of misunderstanding or ignorance of the accepted rules.

I had one which was simply a 3x5 index card with the phrase written on it, presented to the Player with a paper clip, but it might be cool to print one of these graphics and hand it out.

Wednesday, December 4, 2013

Atlatl, Atlatl, Atlatl

Wasn't sure this belonged here, then realized: awesome primitive weapon, 'Mad' Scientist, pretty darn funny... too cool to not post here!  Great weapon for D&D Barbarians, Post-Apocalyptic Road Warriors, & Martian Desert Tribesmen.  Besides, it's just fun to say, "Atlatl."  Check out the vid.

...ATLATL!  : )

Tuesday, December 3, 2013

Wand of Wacky Missiles, plus Wand of Wonder links

A weapon/wand which shoots forth Random Spell, Missile, Ray, or Odd Thing each time it's used.  Range 100', charges 20+1d10.  No effect may be repeated until all 20 have been randomly rolled, re-roll previously rolled effects, thereafter user may choose any desired effect, but only once -no effect will occur more than twice; once randomly, and then possibly a second time by choice (although, see entry 20; this result only 'counts' as a single use, whether random, or chosen!).  Have Player fill out a list as item is used, then check off effects which have been used twice.

1. (1d4) Classic Magic Missiles
2. Super Sleep Pellet bursts into 5' diam. gas cloud, no Save, 1 turn duration
3. Fireball, 6d6
4. Lightning Bolt, 6d6
5. One +5 Magic Arrow, roll TH 
6. Sticky 'Silly String', -1 to AC, AT, Saves until scraped off, highly flammable (dbl fire damage)
7. Live Chicken, does 1 HP damage, squawks around for 1 turn, disappears in puff of smoke
8. Oily stream of multicolored, self-applying, permanent, circus clown face paint
9. Slow Ray, 2d4 round duration
10. Cream Pie, (d4): chocolate, banana, coconut, peanut butter
11. Swarm of angry Bees, does 1d4 damage/round for 2d4 rounds, Save for half ea. round
12. (1d4) Brightly colored, neurotoxic frogs, bite/splatter on impact, Save vs Paralysis for ea.
13. Random Limb Polymorphing Ray, (d4): lobster, mantis, squid, manatee, until Dispelled
14. Corrosion Ray, all metal items on person, magic items get Save vs Disintegration
15. Black sphere rolls out, rapidly increasing in size/mass to 5'diam/500lbs, roll TH, Crushes target
16. Hypodermic needle, flesh-dissolving bacteria, Save vs Poison or lose 1HP/turn until dead/cured
17. High-Pressure stream of Water, 1d4 damage, plus thrown back 20 ft.
18. High-Velocity stream of 100 Coppers, 1-50 damage, coins are real, collectible
19. High-Temperature stream of Fire, 2d6 damage, flammables ignite
20. Three Random Rolls, in succession... try real hard to roll three 20s in a row!

 Penultimate Wand o' Wonder Effects Generator (d6)

 1.  Greater Rod of Wonder Effect Generator

 2.  DMG-A1_Wand of Wonder.pdf 

 3.  The RPGNet Wand of Wonder! [Archive] - RPGnet Forums

 4.  100 uses for the Dangerous Derv Wand of Wonder

 5.  Alacrity's Wand of Wonder - presented by the Red Dragon Inn

 6.  Tenkar's Tavern: The Tenkar's Tavern Wand of Wonder - First 63 Possible Results  

Monday, December 2, 2013

(d20) Things Adventures/Players/DMs Say

1. Got any Healing Spells left?
2. No one took Identify?
3. It's a Trap!
4. Who's opening the door?
5. I'm not going in there
6. I'm searching for Secret Doors
7. I attempt to disbelieve*
8. Dammit, dammit, dammit!
9. Can't anyone Detect Magic?
10. Try touching it
11. No way!  YOU do it!
12. Is the _______ Spell still in effect?
13. 'Twelve'... no, wait, 'Thirteen'!
14. We can't trust him
15. But... it's written on my Character Sheet!
16. Wait, where are we?
17. Can't I just DO that?
18. Someone read that Clue/Riddle/Note again
19. Hold on a sec, let me look it up... 
20. We already tried that

1. You can't possibly be carrying all that
2. You tell me... did anyone write it down?
3. (looks around gaming table)  ...Everybody Roll Initiative!
4. Are you SURE you want to do that?
5. When suddenly...
6. Well... it certainly LOOKS like _______
7. Let me see your Character Sheet for a sec...
8. It's not doing anything; it's just sitting there
9. It appears to be empty
10. No, really guys, it's empty, just move on
11.You do realize that's going to: make a lot of noise/take forever/really piss them off
12. _______ isn't flammable; you can't just dump a flask of oil on it and make it disappear
13.  Because: that's just impossible/it will ruin the story/I said so!
14. OK... describe to me exactly how you're attempting to do this
15.*sigh* ...EVERYBODY make a Saving Throw vs _______
16. Are you joking, or does your Character actually say that?
17. They're not there anymore, just some bits of chewed-up saddles and bloodstains
18. Are you keeping track of ______?
19. Hold on a sec, let me look it up... 
20. You already tried that

*don't know how this one ever got started; if there's a Save vs Illusion, I've already rolled it.  I keep telling them that, but no one listens

Friday, November 29, 2013

Considering Backstab Damage Rule Alteration

Instead of x2, x3, x4 DAMAGE, how 'bout multiplied DAMAGE DICE; for example, instead of 1d8(x2), roll 2d8... instead of 2d4(x2), roll 4d4.  Eliminates crazy lucky high rolls, but guarantees a more effective attack on average, 'cause you know that after all those rounds spent sneaking around and creeping up, you're gonna roll a damned '1' for damage!  Think I'll let players choose which option they prefer... feeling lucky, punk?

Wednesday, November 27, 2013

(d12) Looking into the Magic Mirror

Altered Reflection Seen, Effect
1. Cleaned Up, +1 CHAR
2. Beaten with Ugly Stick, -1 CHAR
3. No Face, 24 hrs
4. Face of last opponent slain, 1d4 days
5. Big grin, 24 hr smile is disconcerting, renders immune to any other emotional state
6. Instant Facial Hair, (d4): handlebar 'stache, ZZ Top beard, Zappa soul patch, evil twin black goatee, immediately re-grows if cut, until Dispelled
7. Something creeping up behind, this thing does just that w/in 1d6 days, automatic Surprise
8. Partially Invisible, appear as (d4): skinless, circulatory/nervous system only, skeleton, eyeless face (side effect: see Invisible), 1d4 days
9. Blurry, Displaced 24 hrs
10. Medusa Morph, Save or be stone unto you, if Save, gain ability to assume Medusa face for 1 round, once only
11. No Reflection, never casts one again, Immune to Scrying
12. Near-Infinite Reflections, view self looking into a mirror, viewing self looking into a mirror, viewing self looking into a mirror... transfixed until forcibly removed, whereupon 1d4 Mirror Images emerge, following until struck as per Spell