Skeletonizes/Zombifies
slain humanoids into 1HD Undead henchmen, may exhibit other properties
(d6) Athame, Parazonium, Falcata, Broadsword, Headsman's Axe, Scythe
Random Link o' the Day: https://memory-alpha.fandom.com/wiki/Slaver_weapon
Welcome to Gnarth
Showing posts with label 10gp gem. Show all posts
Showing posts with label 10gp gem. Show all posts
Monday, December 16, 2019
Sunday, August 11, 2019
Updated d100 Potions, now with potential Side Effects
Thought that since they are so prevalent, and possibly subject to alchemical variation and error, Potions should come with potential (one in ten?) Side Effects; slight to major risks that accompany or possibly distort expected results. Updated table here
Monday, July 1, 2019
Foreshadowing PC Doom; a game mechanic for any RPG
The TOKEN of DOOM always rests before one of the Players at the table. It can be any small object; special die, favorite paperweight, conch shell... it serves two purposes, possibly three:
1. When a die roll must be made on behalf of the Party, rather than an individual PC - Surprise, Party Initiative, maybe an on-the-fly treasure determination, etc - the Player makes the roll, then passes the Token to the next Player (keeps it fair, helps maintain engagement)
2. The "Doom" Part; Whomever holds the Token is also under the Shadow of Doom, for should the next Encounter call for a Party member to be a trap-tripper, attacked first in a combat, or otherwise randomly selected, singled out, possibly ganged-up on (definitely, if number of foes exceeds number in Party!)... They've ALREADY been randomly selected, AND they got to "have a bad feeling about this..." beforehand. Not that anyone else is safe, just that the Token bearer is under increased threat of extra peril. Pass it along after doom befalls
3. Next time a Player does something solely and explicitly designed to piss off the DM, he has the option to silently yet meaningfully pass the Token from the current bearer to the offending Player, and make them keep it awhile
1. When a die roll must be made on behalf of the Party, rather than an individual PC - Surprise, Party Initiative, maybe an on-the-fly treasure determination, etc - the Player makes the roll, then passes the Token to the next Player (keeps it fair, helps maintain engagement)
2. The "Doom" Part; Whomever holds the Token is also under the Shadow of Doom, for should the next Encounter call for a Party member to be a trap-tripper, attacked first in a combat, or otherwise randomly selected, singled out, possibly ganged-up on (definitely, if number of foes exceeds number in Party!)... They've ALREADY been randomly selected, AND they got to "have a bad feeling about this..." beforehand. Not that anyone else is safe, just that the Token bearer is under increased threat of extra peril. Pass it along after doom befalls
3. Next time a Player does something solely and explicitly designed to piss off the DM, he has the option to silently yet meaningfully pass the Token from the current bearer to the offending Player, and make them keep it awhile
Random Link o' the day: https://www.poetryfoundation.org/poems/44648/the-skeleton-in-armor
Saturday, April 6, 2019
Detailed Mundane/Slightly Magic Loot (d200)
I like to throw a handful of odd goodies into a treasure trove :)
cause why not
Unrelated Link o' Day: https://dysonlogos.blog/2011/01/11/labyrinth-lord-uniquely-undead/
Cool Options for unique/random Undead effects!
Saturday, March 23, 2019
4d12 Gem Types Tables
the Hellfire of Hellastar
GEM TYPES (d12 each)
Ornamental Fancy
to Precious
1 Azurite: mottled deep blue Amber: transparent
golden
2 Banded Agate: blue, red, and white
stripes Alexandrite: dark green
3 Blue Quartz: transparent pale blue Amethyst: purple
crystal
4 Hematite: gray-black Aquamarine:
pale blue green
5 Lapis Lazuli: dark blue, yellow flecks Chrysoberyl: green or
yellow green
6 Malachite: striated light and dark
green Coral: pink to
crimson
7 Moss Agate: pink, gray-green moss Garnet: deep red to violet
crystal
8 Obsidian: jet black Jade:
light to dark green or white
9 Rhodochrosite: shades of pink Jet: deep black
10 Tiger Eye Agate: gold brown, dark
stripes Pearl: pure white,
rose, to black
11 Turquoise: aqua, darker mottling Topaz:
golden yellow
12 Gnartian Glowstone, small Glowstone,
medium-large or spar
Semi-Precious Gems
& Jewels
1 Bloodstone: deep red, black mottling Diamond:
clear, blue, yellow,pink
2 Carnelian: orange to red-brown Ruby: clear to
deep crimson red
3 Chalcedony: white Emerald:
brilliant green
4 Citrine: pale yellow Sapphire: clear to medium blue
5 Jasper: blue, black to brown Black
Sapphire: rich black highlights
6 Moonstone: white pale blue hue Opal: pale blue/black, gold
motes
7 Onyx: black, white, or bands of both Fire Opal: fiery red
8 Rock Crystal: clear, transparent Jacinth: fiery
orange
9 Tourmaline: translucent green Dark Amethyst: deep
purple
10 Smoky Quartz: yellow, brown, rose,
blue Fire Topaz: fiery yellow
11 Sard: dull or brick red Moon Opal: misty blue, silver motes*
12 Gnartian Firestones (# 1d6) Moon Sapphire: dark blue, silver highlights*
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