Sunday, July 16, 2017

A Word on Firepower; the Zorg F-1 Pod Weapon


I'm thinking that this oversized Swiss Army knife of mayhem from 'The Fifth Element' would be fun to toss into my Sword and Planet game.  It would probably be more at home in a Gamma World / Mutant Future / Sci-Fi game, but most fun in a Medieval Fantasy world...


"Good for Righties and Lefties," the ZF-1 Pod Weapon has the following features:

Assault Rifle: 3,000 round clip?  3-300 round burst?  No way!!  Maybe a 200 round clip...  Well, maybe 100+1d00!  I'm not sure how to translate an automatic weapon into D&D-ish game stats, especially if it has a 'replay' feature!  Let's say it's a Save for half damage, single fire 1d6+3, auto fire 6d6+6 damage for a ten round burst.  Also has 20 'homing' bullets, if one of these hits, the next shot/burst automatically hits, no Save!  Range is... 2000'?

Rocket Launcher: a single mini-missile, I'm thinking mine is an epic one-shot, doing gonzo damage, like 10d10 in a 30' diam, Save for half, Range 2000'

Arrow Launcher: +3 TH, six explosive darts (1d6 damage + 3d6 Bang,), six poison-tipped (1d6 + 2d12 Poison, incapacitates for 1d6r, Save for half), Range 1000'

Net Launcher: one-shot, as Web, 20'x20' area, 60' range

Flamethrower: (Zorg's personal favorite), let's go with six uses worth of  fiery chemical, equal to a flask of oil on any targets in 60'x20' Cone

The All New 'Ice Cube System': gonna say six uses here also, Cone as flamethrower, 3d10 freeze damage

Little Red Self-Destruct Button: near inaudible whine builds for one round, then gun goes boom for 3d6 damage, 10' radius, if mini-missile has not been fired, it also explodes, as do any explosive darts

Number of crates found, 12d12.
No, just kidding.  I wanna watch the Players fight over it.  :)


 UNRELATED LINK of the DAY: https://www.poetryfoundation.org/poems/43991/kubla-khan

Wednesday, July 12, 2017

d6 Alternates to Some Moldy Spellbook


unrelated image of gratuitous gnome violence

1. Tiny Demonic Imp Imprisoned in Ruby Flask; condemned for 1,000 yrs, but affable and talkative.  Will teach Spells if it likes you, knows one Spell each of Levels 1-6 (ones which you don’t know), will transcribe all if somehow freed early

2. Rack of Potion Vials; (#1d6+1), each contains a distilled Spell, if a Wizard has a Spell Slot free, consuming a Potion of appropriate Level will fill the slot, which may then be Cast, or transcribed, from memory

3. Massive Dino Hide Scroll, on two 3’ long golden spindles, oversized/heavy; roll  on Scroll Table until 12 Spells are determined

4. Golden-framed Mirror; image of beautiful Sorceress whispers new Spells for any who hand her jewelry through the mirror, 1,000 GP Value/Spell Level, roll 2d4 Spells available

5. Rune-carven Skull Bowl; drinking the cerebral fluid of a slain Wizard from it transfers the Spells he had memorized at death to imbiber, if these exceed Spell Slots available, frothy convulsions result for 2d6r, and only one random Spell is retained

6.  If body is painstakingly transported, and unraveled with proper anti-Mummy dust protocols in place, funereal wrapping inscribed with six Spells can be translated and transcribed

Monday, July 10, 2017

170+ Misc Magic Items - Originals, Stolen, Classics



Added a new Page:

170+ Misc Magic Items

This is my master list of misc magic items, many my own, many stolen from various blogs (maybe yours!), many are my take on classics from the 1st ed DMG.  There is one complete table detailing 1-100 items, and a second which currently has about 70 more.

Thursday, June 15, 2017

1d6 Magic Boxes




1. Nested boxes, the outer, largest box is a weathered but sturdy traveler's chest, locked with an ordinary padlock.  The inner boxes are finely crafted, each different, and of more expensive material and craftsmanship (2d4x100 GP value ea) as they become smaller, each has a magical ward, none are locked.  Innermost box contains one Potion of the Big Heal, which restores all but 1d4 HP of damage.
   Ebony, silver accents, Glyph of Paralysis
   Crimson bloodroot, purple garnets, Fire Trap, 1d4+12 damage
   Copper and Bronze, Glyph, Electricity
   Fitted ivory, gold tracery, onyx inlay, Curse, Fear Spell
   Jade, deep green, reliefs of vines, citrine flowers, Glyph, Blindness
   Gold, mirrored lid, tiny pearls, Magic Mouth, screams bloody murder until shut, resists with STR of 19

2. Talking, Mimic-like adamantium plated metal box will only relinquish some fabulous Magic Item, which it will happily describe at length, if 'fed' two Magic Items it deems acceptable

3. Box of Faith; nondescript chest contains a sandwich, a location beacon, a short sword, a helmet, and a potion.  If any item is used, all others must be used during a one-time 24 hr window, thereafter all but the beacon become non-magical.  The sandwich satisfies all hunger, and all Saves are rolled with Advantage.  The location beacon is a crystal sphere which will shine as a Light Spell in a 10’ radius, or ‘strobe’ with the same intensity.  The sword is +1, and Vorpal.  The helm adds +4AC.  The Potion is Healing for 3d8+3, or three doses of 1d8 ea

4. Six Pack; leather satchel, padded compartments hold six Potions, each corresponds to an Ability Score, will raise this stat to 18 for one day

5. Pencil Box; fine quality writing set, exquisitely enameled porcelain, contains quills, rare inks, 40 sheets of vellum parchment.  There's a random Scroll inserted somewhere in the stack, and there is just enough extra-special magical ink to allow on memorized Spell to be transcribed into Scroll form in only 1 Turn/Spell Level, and the copied Spell is not expended doing so.  Only the writer can use the Scroll.

6. Puzzle Box; various exotic woods, layers of fitted panels slide and shift, the exact combination must be performed to open, roll vs INT, ten successive successes (one roll/rnd) reveal the Magic Ring rattling around in there.