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