Welcome to Gnarth
Wednesday, September 26, 2012
The Real World
Don't seem to have much time for D&D lately, trying to focus on issues in my primary life, but I'm sure there will be more as the days grow colder and I am forced inside, hope to be back soon!
Thursday, May 31, 2012
Mongrel & The Wrath of the Ape King
"APE KING!"
Sunday, May 6, 2012
How about Ants that Explode?
is the process by which an animal destroys itself
via an internal rupturing or explosion of an organ
Wikipedia:
In at least nine Southeast Asian species of the Cylindricus complex, workers feature greatly enlarged mandibular glands that run the entire length of the ant's body. They can release their contents suicidally, rupturing the ant's body and spraying toxic substance from the head, which gives these species the common name "exploding ants." The glue bursts out and entangles and immobilizes all nearby victims. The soldiers of the neotropical termite family Serritermitidae, have a defense strategy which involves front gland autothysis, with the body rupturing between the head and abdomen. When outside the nest they try to run away from attackers, and only use autothysis when in the nest, to block tunnels up, preventing attackers entering.
1. ANT is to GIANT ANT as EXPLODING ANT is to EVERYBODY SAVE VS PARALYSIS
2. This would be a terrible Mutation for a PC to acquire...
2. This would be a terrible Mutation for a PC to acquire...
Friday, May 4, 2012
Besmirched with Copious Gore
1. DON'T PANIC. Sooner or later, that Character is gonna die. Keep cool.
2. CARRY A TOWEL. You will likely be Besmirched with Copious Gore within minutes of the first Random Encounter. Cost 1-3 CP, Encumbrance 1 GP. Those lacking towels suffer -2 on Reaction Dice (if they have not washed-up since last combat)
Magic Item: Towel of Absorption
Terrycloth gimcrack that completely wipes a character clean in one rnd, leaving no trace of dreck on either the person or the towel itself. One in Ten have the additional property of Absorbing up to 20 lvls of Magical Spells cast at the user (10+1d10); the Towel will Absorb Mental Spells if wrapped around the head, or Absorb Physical Damage Spells if tied around the neck like a cape, all other types of Spells are covered by wrapping the Towel around the waist like a kilt. Drawback: Encounters with sentient beings will likely involve the question, "Is that a towel... that you're wearing?"
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!
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:
- Fly (12trns)
- Invisibility
- Darkness (1"rad)
- Polymorph (humanoid, 4-12')
- Regenerate (1HP/r)
- Charm Person
- Sleep
- Gaseous Form
- Cone o' Cold (8d8)
- (Ogre Strength; 18/00)
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'
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)
- A: Alien
- B: Beetlejuice
- C: Chucky
- D: Dexter
- E: E.T. ...really?
- F: Freddy Krueger
- G: Godzilla
- H: Hulk
- I: Incubus
- J: Jason Voorhees
- K: King Kong
- L: Lecter, Hannibal
- M: Mummy
- N: Nosferatu
- O: Octopus ...what?
- P: Pinhead
- Q: Queen Of The Dammed
- R: Razorback
- S: Satan
- T: Terminator
- U: Uruk-Hai (told ya so)
- V: Vader, Darth
- W: Werewolf
- X: X-traterrestrial (I prefer to insert favorite from the X-Files)
- Y: Yeti
- Z: Zombie
- - 29. DM's Pick
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
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
Tuesday, March 20, 2012
Tuesday, March 6, 2012
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 use2. 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!
Wednesday, February 29, 2012
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
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!
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!
Wednesday, February 8, 2012
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!"
Monday, December 26, 2011
Friday, December 16, 2011
Signs of the Times
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
Thursday, October 20, 2011
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
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'
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
Friday, October 7, 2011
Tuesday, October 4, 2011
The "Thank You for Coming" Potion
Friday, September 30, 2011
The Taverns of Gnarth
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.
- Barking Chicken there's a chain of these. no one knows what it means
- Horny Toad when you aren't picky, you just wanna get laid
- Iron Spike great place to advertise for/hire henchlings
- Funky Monkey chimps entertain the clientele for tips
- Grinning Golem those causing a ruckus will most definitely be bounced
- Plunging Piercer natural cavern, 100' below street lvl
- Goblin's Gizzard drinks are OK, but don't order food
- Dragon's Flagon 1CP drafts during full moon
- Roast Beast locals recommend the mystery meat, but it's all about the gravy
- Random Encounter pick-up bar
- Purring Puss "exotic" live act is a cat doing tricks onstage
- Cloven Hoof there's something in the basement
- Old Wheel built around a massive metal cog sunken in the earth
- Clanking Tankard dbl freebie for the Party; someone buys drinks and supplies info
- Silver Shortsword lycanthropes!
- Albino Rhino it's head is mounted above the bar, speaks in riddles
- Double Zero bartender is Psionic, reads minds, etc.
- Golden Grail fops and dandies
- Half Pint wee folk; Halfings, 1/4lings, fingerlings
- Busted Nut drifters, ne'er-do-wells
- Shitty Griffon panders to the very wealthy, who refer to it as "The Griffon"
- Smoking Bowl damn hippies, all-porridge menu
- Arguing Ettin Giant-class bartender dispenses two forms of conflicting advice
- Lucky Charm dude, that bartender's a leprechaun
- Salted Slug scary restrooms, smelly buggers
- Bob's Dungeon he's retired, now, but has plenty of tales of his adventuring days
- Eunuch's Balls chance reunion with old NPC friend
- Bottomless Pit it's where the customers go, 'cause sometimes ya just gotta go
- Leo's Tiny Hut bigger on the inside
- Tater Shack best fried taters & cheese in the park
- Troll Hole ya gotta pay the Troll toll
- Great Helm lot's o Fighters
- Randy Andy's 10' Pole strip joint/titty bar
- Blinking Dog blind proprietor's dog makes change
- Blue Moon on tap, and that one guy looks familiar
- Alchemy Jug extensive variety, pricey
- Glassy Gnoll no one's sure what they saw
- Chainsmoking Dwarf hazy cigar bar, must be accompanied by Dwarf
- Headsman's Axe gets raided by The Man the one night you decide to stop in
- Seventh Heaven champagne suite available
- Friend o' the Devil rather laugh with the sinners than cry with the saints
- Doppleganger Hangar meet someone you share many characteristics with
- Rot Grub Pub cheap eats, good pie
- Treant & Termite gourmet viands, weird potted plants
- Horn o' Plenty family-style buffet, somehow significant tapestries
- Slammin' Hammer finest Dwarven porter, my friends
- Cleric's Codpiece hangout of students , sages, scholars
- Flying Pig unbelievable daily happy hour specials
- Skunked Monk loquacious sage talks forever
- Three Dart Inn favored by the local Wizards dart league
- Sundered Shield veterans of a thousand psychic wars
- Fourth Wall performers, artists
- Centaur's Stall straw everywhere, no barstools
- Bard Rock Cafe worth the cover charge
- Cloak & Dagger when you need some guy... to do this thing...
- Roaring Borealis massive bar fight
- Stumbling Satyr a case of mistaken identity leads to madcap hijinks
- Caryatid Column entire establishment randomly teleports between two locations
- Legion Hall ya gotta know a member
- Vomiting Vrock notable absence of nobility and civility
- Penitent Paladin the 'confessional' is really a glory hole booth
- Temperance's Teat topless
- Thirsty Thyrsus bartender has excellent connections, will hook ya up for a price
- Bacchus Brewery tall tales and extensive tabs
- Secret Door it's hard to leave when you can't find the door
- Screamin' Demon 25% chance your date is a Succubus
- Bent Bar armwrestling bartender likes to gamble
- Ole Dirtye Bastarde bawdy playhouse
- Kane's Roadhouse houseband plays from behind portcullis
- Angry Ankheg they're really pushing the Ankheg theme, and it isn't working
- Flayed Brain do not order a cocktail
- Milking Maid massages in back, happy endings
- Odd's Blood the wine makes you blind in one eye and adds +1 WIS for 24 hrs
- Jack's Potion Flask if anyone asks, you don't know Jack
- Crock o' Doom crazed drunkard spouts of ill omens and dire prophecy
- Crummy Beard only the bearded may enter. false beards, breadsticks on request
- Unseen Servant impeccable invisible waitstaff
- Wanton Wench pickpocketing doxies
- Three Toed Sloth bartender is unusually SLOW, and missing two fingers
- Burning Bush flophouse of ill repute
- Keoghtom's Keg proprietor sells a esoteric powder which cure hangovers
- Ten GP Gem big with the locals
- Dreaddy Yeti mellow and cool
- Second Level lies below the local burial crypts
- Gnarly Harley's biker bar favored by itinerant mercenaries
- Rusty Mail off-duty City Guard
- Beholder's Eye someone is watching you
- Heady Horseman blow the head off a frothy one!
- Otyugh's Mug located next to pile of refuse, smells funny
- Crystal Pistol there is a possibility of Alien abduction from the restrooms
- Pirate's Parrot obnoxious speaking bird spouts insults, nonsense, clues
- Pan's Pipe flute band will stop if paid in cash or drinks
- Flaming Moe's also a pick-up bar
- Freaky Tiki firedancers
- Last Gasp patronized largely by the mummification/internment industry
- High Five bartender incessantly requests he be "fived" for this or that
- Treasure Chest Oktoberfest meets Hooters
- Wishing Well there is one in the center...
- Blotto Grotto all-night rave bar
- DM's Choice
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