Friday, April 20, 2012

Monster Monday 4

GNARLY EYE

Does anyone need another Beholder variation? Well, here's mine:

AC 1, HD (10), HP 70, Magic Eyes, At Will: Fly, Telekinese 100lbs, Telepathic Communication

Large Central Eye: Slow Spell, all within 90-degree cone, 60' terminus, no Save

Four Eye Stalks:
1. Magic Missile(s); 1d4 Missiles ea rnd, will target Spellcasters to ruin Spells
2. Hypnosis Ray; Save vs Mental Spell or be completely dominated until the gaze of this eye is broken, Stun for 1d4 rnds thereafter, will target most powerful/effective opponent
3. Vampiric Wounding Beam; causes 3d8 damage, Save vs Spells for 1/2, and adds these to HP, targets of opportunity, 1/rnd
4. Nullification Beam; renders targeted Magical/Technological items "non-magical"/inoperable for 1d4 turns, Save vs R/S/W Negates, will target most powerful/effective item used against it, 1/rnd

Happy Holiday... the Eye is Watching You!

Friday, April 6, 2012

the Ogre Magi's Ring



Ogre Magi get all the cool magical powers:
  1. Fly (12trns)
  2. Invisibility
  3. Darkness (1"rad)
  4. Polymorph (humanoid, 4-12')
  5. Regenerate (1HP/r)
  6. Charm Person
  7. Sleep
  8. Gaseous Form
  9. Cone o' Cold (8d8)
  10. (Ogre Strength; 18/00)
What if there were a Magic Item, maybe a Ring, that would grant all the abilities & powers of an Ogre Magi? Quite a powerful item... brought to mind the 'Ring of Gaxx', with the "randomly resetting" rotating gemstone, so how about:

The Ring of the Ogre Magi is set with a white gem of nine (or ten, if you incl Ogre STR) facets, each keyed to one of the magical functions, each usable 1/day, but here's the kicker; only one function may be in effect at any time. If the gem is set to Charm Person, the Charm ends when another function is selected, and the gem is turned until a different facet faces the tiny ruby triangle set into the band... if you encounter a barred passage, do you forgo your Polymorph disguise for Ogre Strength, and try to Bend Bars, or do you switch to Gaseous Form to slip through, and save the STR for later combat?...

Somebody's PC just acquired a major arsenal of a Magic Item, so of course there's a catch, right?

Immediately upon putting it on, it permanently drains 1d4 HP, and grafts to the digit for life

Changes to the physiology occur:
-Eyes change color (the MM reads, "Their eyes are dark pupiled with a white center." Does this mean a dark iris and a white pupil? You decide. Maybe throw in Infravision as a full-time bonus)
- Sure you Regenerate, but Magical Healing no longer works on you; no Cure Spells, no Healing Potions, just natural rest and the ring, baby. You're gonna have to set aside some time for your Precious ea day! (And remember - you can Regenerate for as long as you want, but once you switch facets, no more healing for 24hrs!)

Since this gimcrack does damn near everything, no other Magic Rings for you. In fact, I'd even say that any Item under 'Misc. Magic' simply would no longer work for the ring-bearer, or perhaps only those the DM allows.

Other "side-effects" occur: Ogres tend to like/hate you, an Ogre Magi is searching for the Ring, which contains the spirit of his father, must defeat him in single combat (I don't know... somehow or other!), maybe use of the Ring gradually adds further Ogrish physical attributes...

I love the idea of this Item being found as per The Hobbit; just lying there on the ground in an untraveled area, no guards, no Big Boss Battle, not even a locked chest - just right there on the floor, in a dark corridor. And so are destinies made and fortunes assured.

Saturday, March 31, 2012

'Rory's Story Cubes'


Rory's Story Cubes: Great for Dungeon Design, Specials, Random Idea Generation...








...there's a Black Ziggurat in there!

Thursday, March 29, 2012

Gonzo (Found) Random Villian/Idea Generator


from short YouTube video, everything from Aliens to Undead, Masterminds to Mutants, NPC's, unassuming, unbelievable, and Orcs. Always with the Orcs.

Movie 'Monster' ABC's (d30)
  1. A: Alien
  2. B: Beetlejuice
  3. C: Chucky
  4. D: Dexter
  5. E: E.T. ...really?
  6. F: Freddy Krueger
  7. G: Godzilla
  8. H: Hulk
  9. I: Incubus
  10. J: Jason Voorhees
  11. K: King Kong
  12. L: Lecter, Hannibal
  13. M: Mummy
  14. N: Nosferatu
  15. O: Octopus ...what?
  16. P: Pinhead
  17. Q: Queen Of The Dammed
  18. R: Razorback
  19. S: Satan
  20. T: Terminator
  21. U: Uruk-Hai (told ya so)
  22. V: Vader, Darth
  23. W: Werewolf
  24. X: X-traterrestrial (I prefer to insert favorite from the X-Files)
  25. Y: Yeti
  26. Z: Zombie
  27. - 29. DM's Pick
30. Roll Twice for bizarre Team-Up, or grotesque Antagonism

Wednesday, March 21, 2012

+Bonus, Special Effects of Weapons/Armor




ITEM BONUS
(d20, for Weapons & Armor, mostly)
1-12 +1
13-16 +2
17,18 +3
19 +4
20 SPECIAL EFFECT (if Armor, roll on MAGIC RING tbl)

BONUS for SPECIALS (d6)
1-3 +2
4,5 +3
6 +4

WEAPON SPECIAL EFFECTS (d20)
1. NINE LIVES TAKER save vs Death Magic
2. DEFENDER (+4?)
3. DANCING up to one trn duration
4. WOUNDING +1 HP dam/rnd from ea hit, for up to one trn/hit
5. AMPUTATION on natural TH of 19 or 20, random limb
6. DECAPITATION (or other instant death) on natural TH of 20
7. FLAMING negates regeneration, dbl dam vs cold/undead
8. DOUBLE DAMAGE vs SPECIFIC MONSTER (Dragon, Giant, Troll, etc)
9. DOUBLE BONUS vs CERTAIN TYPE MONSTER (Undead, Reptilian, etc)
10. GRANTS IMMUNITY (Specific Spell, Magic Effect, Poison, etc)
11. CURSE/DRAWBACK (Berserking, Must draw blood 1/day, etc)
12. COMPULSION (Urges bearer to slay certain encounters, gain revenge, etc, Save?)
13. SPELL USE random 1st - 3rd lvl spell *
14. as per Random MAGIC RING*
15. INSANITY or STUNNING*
16. SPEED auto gain initiative, OR one extra AT/rnd, Player's choice at any time
17. VENOMOUS * doubles rolled damage, Save vs Poison for half, 3x/day
18. as per Random R/S/W *
19. VAMPIRIC successful hit adds (up to) 1d4 HP (of dam inflicted) to wielder's HP
20. Roll Twice

* 1 to 3x/day, as per DM, usually upon hit

Saturday, March 3, 2012

A Dozen Distinctive R/S/W Descriptions


d12   Appearance/Material/Operation of R,S,W
 1.  Classic: carved talons clutch an apparently living eyeball, gazes around when not in use
 2.  Topped by Plasma Globe which buzzes and arcs when activated
 3.  Unadorned bar of polished steel, works well as a club/baton in melee
 4.  Glassteel dowel topped by multi-pointed crystal star
 5.  Gnarly shaft topped by twisted root cluster grasping a smooth river rock
 6.  Living flowers of various hues bud and bloom at tip each day
 7.  Made from the body of a magically taxidermied albino python w/jewel eyes
 8.  Telescoping/collapsing shaft for easy carrying/storage
 9.  Entire thing softly glows like a fluorescent light tube
 10.  Topped by grotesque Gargoyle head, speaks its own Command Word(s)
 11.   Fires burst of colorful metallic glitter with a loud "pop!" when activated
 12.   Rod made of a stack of Copper Pieces. To activate, another CP must be added to
         the end, to which it immediately attaches, glows, then discharges its magic

Once again, my apologies to The Dungeon Dozen.  All veneration to the Great Dodecahedron!

Saturday, February 25, 2012

GNARN Stones


Polyhedral stones, useable 1/day.  GNARNs do not fall if dropped, but rather hover/float, and will follow after sentient beings.  Activated by touch, GNARNS add a bonus to the bearer’s rolls for one turn.  Roll a d6 twice (ea time used):



(d6)      Bonus, Roll on Tbl 2                (d6) Bonus Applies to…

1.         No Bonus Today!                    1. Saves

2-4.      +1 (ALL categories, no roll)    2. AC

5.         +2 (two categories)*               3. TH

6.         +3 (one category)                   4. Damage

                                                            5. Initiative

                                                            6. Your Pick


*  User gains bonus in rolled category, plus the one immediately before it; roll a 2 and gain +2 to AC and Saves, roll a 6 and gain +2 to Your Pick and Initiative, etc

GNARNORIAN GEMS
GNARNs that have been swallowed by Demons, Spawn of Shog-Gnargoroth, etc.  Transform into translucent gems, and have the power to Raise Dead (alive, full HP) once only, provided a Bless Spell is cast upon them. This drains the stone of all magic.

Tuesday, February 21, 2012

Do You Smell Gas?

"Well, here's your problem, ma'am; this thing here is leaking poisonous gas!"

d12   Gas Issues From...
1.  The hollow stem and pistils of a bouquet of fake flowers in a vase
2.  A fragile glass sphere balanced precariously atop a door frame
     (1 in 6 it breaks open on head of PC opening the door; no Save for you!)
3.  A motion-sensitive Puffball Shroom Fungi, either concealed or in plain sight
4.  A mechanical trap hidden within a humanoid skull
5.  Under pressure in a stoppered vial, disturbing it in any way = 50% of bursting open
6.  The handle of a walking cane can be unscrewed... affects only the opening PC
7.  An unremarkable crack in the flagstone floor
8.  A metal grille in ceiling (drop to the floor, the bottom one foot of the room is clear,  
      Save at +3)
9.  The arse of an iron pig, which also has a coin slot on its back... it jingles if shaken
10.  A series of peg holes seems to indicate that a ladder or shelving was once affixed
       to the wall... but one at face level is a trap triggered by a pressure plate
11.  A nest of debris contains several "hatched" egg shells, and one that is unbroken...
12.  A multi-jointed mechanical arm which extends from a concealed niche, spraying
       gas from a swivel-mounted oscillating nozzle

Inspiration provided by the Dungeon Dozen - check it out for awesome d12 tables!

Tuesday, February 7, 2012

Clerical Weaponry Option

My group has long used the "Clerics use the weapon that their god uses" houserule, rather than the "guess I'm using a mace" rule.  I'm considering implementing a system in which this specific weapon gains increased bonuses and other powers as the Cleric advances; for example, a bonus of +1 when 3rd lvl is reached, +2 at 7th, +3 at 12th...  Special Effects will be included as well; the weapon of a devotee of a "Fire god" might become a flaming sword, or have the power equivalent to a Burning Hands spell twice/day, maybe even a Flamestrike option at higher lvl, while the trident of a sea god's Cleric could grant Water Breathing, Create/Purify Water, etc.  A special ritual must be performed by the head of the Cleric's order once the appropriate lvl is reached, or perhaps a quest must be performed... the specifics differing depending on the god being worshiped.  Only the Cleric can access these powers; for anyone else, the weapon is not magical.  Of course, the Cleric must be mindful to use these powers only in the service of the god, else the power will be revoked or suspended.  I like the idea of the Player knowing he's gonna get something cool - provided he earns it!  "Can't wait until I'm 12th lvl, and I can Disrupt Undead with my spear!"

Friday, December 16, 2011

Signs of the Times

"Hobo Symbols of the Great Depression" = Adventurer Symbols of the Megadungeon?









Could be used by the PCs, Thieves Guild, or a secret cult, or found by them while duneoneering, used as hints, misdirection, red herring... 
Several would require a broad interpretation, or even an alternate meaning to incorporate into a fantasy setting.  Could also be adapted as a Random Encounter or Random Dungeon/Town  Design table, or your next Dungeon/Map could be marked with symbols...
Several more charts of varying sizes can be found with an image search.
Original Link 


Tuesday, November 22, 2011

"Xoology"

I'm not sure what this website is about... Vulcans and Biblical Figures... I dunno.  Anyhow, here's a list of weird creatures from various sources, have fun.

(my favorite)
"dobermantis: (Doberman + mantis) pale green caninoid hexapod with powerful grasping forelimbs"

Thursday, October 20, 2011

"Boarcs"



Three On-The-Fly d20 Tables



Nothing you ain't seen before, but handy.  I keep these on an index card for those times when I want to generate something immediately and quickly. 

TRAP                                  JEWELRY                 DUNGEON CREATION
1. ACID                               EARRING                  STRAIGHT 20-50'
2. GAS                                NECKLACE               DOOR, USUAL
3. CALTROPS                    BRACELET                DOOR, UNUSUAL
4 .NEEDLE                         PENDANT                 STAIRS, UP/DOWN 
5 .CHUTE                           ARMBAND                BRANCH, RIGHT 10-60'
6. DOOR (roll again)           BROOCH                   BRANCH, LEFT 10-60'
7. JAW                                STUD                         SPLIT, 45-DEGREE ANGLE
8. PIT                                  RING                          "T" INTERSECTION
9. -LOCKS                          CLASP                       "Y" INTERSECTION
10. -FLOODS                     BUCKLE                     4-WAY, 10-40' ea
11. -SPIKED                       COLLAR                     TURN, LEFT/RIGHT
12. FIRE/OIL                      DIADEM                      WIDENS or NARROWS
13. CRUSHING                  CIRCLET                    SM ROOM, 1 Exit
14. ARROW/DART             CROWN                     SM ROOM, 2 Exits
15. BLOCK, FALLS            GIRDLE                      MED ROOM, 1 Exit
16. SPEAR/SPIKE             TORC                         MED ROOM, 2 Exits
17. GUILLOTINE                ANKLET                     MED ROOM, 2-4 Exits
18. PORTCULLIS              PIERCING                  LRG ROOM, 2-5 Exits
19. COLLAPSING              LOCKET                     CHANGE to NATURAL CAVERN
20. SCYTHE BLADE         OTHER                       ODD SHAPE or FEATURE


Tuesday, October 4, 2011

Monster Monday 3,

This is possibly the most Lovecraftian thing I ever hope to see...
and I don't even dare to imagine it's
weird appetites and disturbingly Freudian motivations...


...but if anyone is sick enough to stat it up for me,
all I can promise is I'll use it in my game and let you know how it went

The "Thank You for Coming" Potion


Whenever a new Party or Character is created, the PC(s) automatically receive a "Thank You for Coming" (random) Potion, assumed to be part of their starting/current equipment.  Gives 1st Level PCs a little boost, makes new/"replacement" PCs feel welcome, and also makes them a bit less jealous of existing members and their preexisting loot!

Friday, September 30, 2011

The Taverns of Gnarth



Odd Houserule: XP is awarded only when the Party enters a tavern and orders a drink. I have no idea who among our group first came up with this, or why, but we've been doing it for many years.

In order to identify their establishments to a largely illiterate populace, the taverns of Gnarth typically display a colorfully painted image or distinctive item above or near the entrance.

  1. Barking Chicken there's a chain of these. no one knows what it means
  2. Horny Toad when you aren't picky, you just wanna get laid
  3. Iron Spike great place to advertise for/hire henchlings
  4. Funky Monkey chimps entertain the clientele for tips
  5. Grinning Golem those causing a ruckus will most definitely be bounced
  6. Plunging Piercer natural cavern, 100' below street lvl
  7. Goblin's Gizzard drinks are OK, but don't order food
  8. Dragon's Flagon 1CP drafts during full moon
  9. Roast Beast locals recommend the mystery meat, but it's all about the gravy
  10. Random Encounter pick-up bar
  11. Purring Puss "exotic" live act is a cat doing tricks onstage
  12. Cloven Hoof there's something in the basement
  13. Old Wheel built around a massive metal cog sunken in the earth
  14. Clanking Tankard dbl freebie for the Party; someone buys drinks and supplies info
  15. Silver Shortsword lycanthropes!
  16. Albino Rhino it's head is mounted above the bar, speaks in riddles
  17. Double Zero bartender is Psionic, reads minds, etc.
  18. Golden Grail fops and dandies
  19. Half Pint wee folk; Halfings, 1/4lings, fingerlings
  20. Busted Nut drifters, ne'er-do-wells
  21. Shitty Griffon panders to the very wealthy, who refer to it as "The Griffon"
  22. Smoking Bowl damn hippies, all-porridge menu
  23. Arguing Ettin Giant-class bartender dispenses two forms of conflicting advice
  24. Lucky Charm dude, that bartender's a leprechaun
  25. Salted Slug scary restrooms, smelly buggers
  26. Bob's Dungeon he's retired, now, but has plenty of tales of his adventuring days
  27. Eunuch's Balls chance reunion with old NPC friend
  28. Bottomless Pit it's where the customers go, 'cause sometimes ya just gotta go
  29. Leo's Tiny Hut bigger on the inside
  30. Tater Shack best fried taters & cheese in the park
  31. Troll Hole ya gotta pay the Troll toll
  32. Great Helm lot's o Fighters
  33. Randy Andy's 10' Pole strip joint/titty bar
  34. Blinking Dog blind proprietor's dog makes change
  35. Blue Moon on tap, and that one guy looks familiar
  36. Alchemy Jug extensive variety, pricey
  37. Glassy Gnoll no one's sure what they saw
  38. Chainsmoking Dwarf hazy cigar bar, must be accompanied by Dwarf
  39. Headsman's Axe gets raided by The Man the one night you decide to stop in
  40. Seventh Heaven champagne suite available
  41. Friend o' the Devil rather laugh with the sinners than cry with the saints
  42. Doppleganger Hangar meet someone you share many characteristics with
  43. Rot Grub Pub cheap eats, good pie
  44. Treant & Termite gourmet viands, weird potted plants
  45. Horn o' Plenty family-style buffet, somehow significant tapestries
  46. Slammin' Hammer finest Dwarven porter, my friends
  47. Cleric's Codpiece hangout of students , sages, scholars
  48. Flying Pig unbelievable daily happy hour specials
  49. Skunked Monk loquacious sage talks forever
  50. Three Dart Inn favored by the local Wizards dart league
  51. Sundered Shield veterans of a thousand psychic wars
  52. Fourth Wall performers, artists
  53. Centaur's Stall straw everywhere, no barstools
  54. Bard Rock Cafe worth the cover charge
  55. Cloak & Dagger when you need some guy... to do this thing...
  56. Roaring Borealis massive bar fight
  57. Stumbling Satyr a case of mistaken identity leads to madcap hijinks
  58. Caryatid Column entire establishment randomly teleports between two locations
  59. Legion Hall ya gotta know a member
  60. Vomiting Vrock notable absence of nobility and civility
  61. Penitent Paladin the 'confessional' is really a glory hole booth
  62. Temperance's Teat topless
  63. Thirsty Thyrsus bartender has excellent connections, will hook ya up for a price
  64. Bacchus Brewery tall tales and extensive tabs
  65. Secret Door it's hard to leave when you can't find the door
  66. Screamin' Demon 25% chance your date is a Succubus
  67. Bent Bar armwrestling bartender likes to gamble
  68. Ole Dirtye Bastarde bawdy playhouse
  69. Kane's Roadhouse houseband plays from behind portcullis
  70. Angry Ankheg they're really pushing the Ankheg theme, and it isn't working
  71. Flayed Brain do not order a cocktail
  72. Milking Maid massages in back, happy endings
  73. Odd's Blood the wine makes you blind in one eye and adds +1 WIS for 24 hrs
  74. Jack's Potion Flask if anyone asks, you don't know Jack
  75. Crock o' Doom crazed drunkard spouts of ill omens and dire prophecy
  76. Crummy Beard only the bearded may enter. false beards, breadsticks on request
  77. Unseen Servant impeccable invisible waitstaff
  78. Wanton Wench pickpocketing doxies
  79. Three Toed Sloth bartender is unusually SLOW, and missing two fingers
  80. Burning Bush flophouse of ill repute
  81. Keoghtom's Keg proprietor sells a esoteric powder which cure hangovers
  82. Ten GP Gem big with the locals
  83. Dreaddy Yeti mellow and cool
  84. Second Level lies below the local burial crypts
  85. Gnarly Harley's biker bar favored by itinerant mercenaries
  86. Rusty Mail off-duty City Guard
  87. Beholder's Eye someone is watching you
  88. Heady Horseman blow the head off a frothy one!
  89. Otyugh's Mug located next to pile of refuse, smells funny
  90. Crystal Pistol there is a possibility of Alien abduction from the restrooms
  91. Pirate's Parrot obnoxious speaking bird spouts insults, nonsense, clues
  92. Pan's Pipe flute band will stop if paid in cash or drinks
  93. Flaming Moe's also a pick-up bar
  94. Freaky Tiki firedancers
  95. Last Gasp patronized largely by the mummification/internment industry
  96. High Five bartender incessantly requests he be "fived" for this or that
  97. Treasure Chest Oktoberfest meets Hooters
  98. Wishing Well there is one in the center...
  99. Blotto Grotto all-night rave bar
  100. DM's Choice