Showing posts with label Going Full Owlbear. Show all posts
Showing posts with label Going Full Owlbear. Show all posts

Sunday, August 9, 2020

Sword/Planet Henchmen & Hangers-On (d30)


1 Grizzled Grognard                  11 Wise Neanderthal                  21 Buffy, Vampire Slayer          

2 Brock Sampson                      12 Bungling Apprentice              22 Resourceful Artful Dodger    

3 Jacked Native                         13 Distracted Geriatric               23 Cloaked Hive Midgets (7)     

4 Bastard Noble                         14 Loquacious Pet Rock            24 Tiny Flying Saucer/Crew

5 Kato the Monk                        15 Kenny the Doomed               25 Connected Carny Urchin

6 Amish Ezekiel                         16  Goth Spider Witch             26 Good Align Doppelganger

7 Tin Automaton                        17 Igor the Hunchback               27 Band Groupie/Torch Girl

8 Big Loyal Dog                        18 Overly Eager Intern               28 Conjoined Mutant F/Mage

9 Me, Jack Burton                     19 Corporal R. Crawford            29 ‘Sunflower’, Hippie Druid

10 Robby the Robot                  20 Robotic Bending Unit             30 Mobile Medical Hologram

 

 Unrelated Link  https://imgur.com/t/dog

Saturday, March 9, 2019

Idea: NOT Memorizing 1st Level Spells

How about, NO Spell Casters have to "memorize" 1st Level Spells?!  ALL 1st Level Spells could be chosen at time of casting... If a PC has access to a 1st Level Spell (in Spell Book), then they can cast it up to many times as their number of Slots for the day permits 

Makes 1st Level Spells more like variable Special Abilities, subject to a max cap of uses/day
Increases fun and survival at lower Levels
No setting up camp, just to get a Cure Light or Read Magic Spell before proceeding!
Feather Fall makes more sense
Just seems fitting - and not unbalancing -  that the Spell Caster can produce Light, Affect a Fire, cause some Dancing Lights, even Detect Magic.  A Cleric should nearly always have access to their Protect from Evil and Remove Fear, right?

Plus, it's cool: the Evil Necromancer always seems to have a ready Magic Missile for a bungling minion, the Mighty Wizard never says, "Hold up, magical eye-strain, can't Read this inscription until tomorrow," and the Cleric doesn't have to get stuck with, "I don't wanna take all Cure Light Wounds, I need to know if this guy is Evil, dammit!"

I get excited when I think I have a cool novel idea... then someone says, "Yeah, Pathfinder 6.7 has that one in an expansion, it sucks."

unrelated pic

unrelated link: Interesting Old School commentary and exploration, retro clone examinations

Monday, March 11, 2013

This Week's Game, "The Cauldron", pt 3

Returning to The Party after an unexplained absence, with a loud "pop!", Quinn "the Medicine Man (or Woman)", Thief extraordinaire!  Rusty the FNG/NPC wants to know who this guy is and where he came from, but the others just shrug and say, "Sometimes he does that."

The Party discovers a squat but large stone structure, a single archway leading into a 30x50' chamber, 15' high, with a circular pool, 10' across, at the far end.  Tarkas Traptripper (of course) investigates the pool, and is attacked by slime tentacles the moment he turns his back.  Rose casts Purify Water, and a convulsing Slime Creature vomits forth and attempts to retreat, is cornered, and despite the ineffectiveness of Tarkas' continued edged-weapon attack, a few Magic Missiles from Rusty the FNG/NPC, and some flaming oil from Quinn, soon cause it to shrivel and dissolve.  Centauri uses his Telekinetic Arm to lower Skully the Talking Stone Skull into the pool, and a 1'diam mirrored sphere is found, and eventually retrieved.  Zy's Psychometry shows visions of an obviously shifty Wizard of sinister aspect depositing a velvet bag into a mirrored bowl, which promptly "grows" into a sphere, completely encapsulating the bag.  The Wizard cackles evilly and plops the sphere into the pool, and slimy tentacles draw it under...  Quinn taps the sphere with the pommel of his short sword, activating his 1/day Knock Spell, and the sphere shudders, then cracks open like an egg.  Rusty Identifies the contents of the velvet bag as a Necklace of Fireballs the following morning.

Pressing further into the jungle!  Centauri has taken to Altering Mass in conjunction with Telekintic Arm, to "lift" himself, like Levitation.  If his Mutations are still available at the end of ea day, he does airborne recon, and keeps the Party more-or-less on track.  For some reason, they have decided to attempt to discover how extensive the jungle is by heading steadily deeper into it in one direction (happens to be North)... at the center is a cool volcano, but they haven't reached it yet.  The next encounter in this pan-dimensional space/time nexus was with another band of Lost Boys like themselves... kinda.  A troop of six 9-12 yr old Boy Scouts from an ill-fated alternate dimension camping outing!  Moral complications ensue...!  The Party, even to me, the guy that threw them into a world which is specifically designed to engender ruthlessness, was surprisingly callous, calling for simply abandoning the boys to their fate in the dino-infested jungle!  Rose, and Rusty the NPC, convince them to trek back to the structure with the Purified Slime pool, and set the scouts up with some rations and a barricade, and dubious promises to return ASAP...

Next day, more trekkin... skirting a ravine, the Party reaches the stream at its base and is preparing to cross to the other side and resume course when a stampede, basically, of man-sized giant tarantulas jump them, and surprisingly, after dispatching massive carnivorous dinos, Paralyzing Pillars of Flesh, Primordials with rayguns, Psionic Psiclops... the nearest to TPK Gnarmageddon thus far has been this cast-off Random Encounter.  Zy's Lucky Mutation allows multiple Poison Saves, and Rose's Poison-Neutralizing Gnarn Stone allow a minor edge, but everyone rolls horribly, rnd aftr rnd, except myself!  The poison is 'all or nothin'; Save for 0 Damage, but Fail after Fail occurs...  Quinn goes full Owlbear and uses his cloak to transform into the ravaging beast, managing to crush his tarantula in a hug before biting off it's head.  Rusty gains intitiative and scrambles up a tree, desperately holding off his foe with Magic Missiles until someone can help... Gorn and Tarkas doggedly hack and slash, taking more and more damage... In desperation Centauri fires his Sonic Blaster on 'Brown Noise' setting; although it does no damage, the spider is held off for a few rnds of explosive diarrhea, which must have been quite a sight.  Gorn the Reptilian says "Damn the poison" and augments his axe with his bite attack, and he and Tarkas dispatch their attackers, freeing Rose to rush about Healing Centauri and Zy, both down from flesh-eating venom... Quinn is too wounded to engage, but does a flapping Owlbear dance to distract the tarantula menacing Rusty, perched in his tree.  A revived Zy pulls the pin on one of his Fireball Necklace Globes, a small one, and the blackened arachnid attempts to flee, and is gunned down by a volley of vengeful arrows.  Battered and incredulous at their terribly poor performance, and terribly surprising survival, they stagger into the ravine, find a narrow cave with several branching side passages, each ending in a small nest of webs.  All remaining Healing Spells are expended, and Gorn and Tarkas guard the narrow entrance as the others rest and recover.  Three more Giant Tarantulas are spotted descending the opposite cliff face some time later, and all ranged weapons are brought to bear, as no one is comfortable with their HP totals!  The spiders flee, but return at dusk, this time descending the cliff face above the cave to avoid long-range detection, but being previously wounded, and unable to bypass Tarkas and Gorn in the narrow passage, they are slain, one by one.  This time the dice rolls were not extreme on either side, and the supposedly dire Tarantulas were proven to be largely dependent on luck for success.

Skully the Talking Skull is set on a stick at the entrance, watching with Sarge the German Shepherd, as the Party rests in the spider cavern.