Tuesday, August 1, 2017

The Cleric's Dead... 1d8 (+1) Magic Items to get you by



1. Howard's Signet Ring - Wearer receives bonus HP each day, roll a Class/System-appropriate HD each dawn for a daily bonus

2. Jug o' Healing - 1/day, dispenses Healing Potion 3d8+3 (optional 1d8 - no bonus- 3x/day)

3. Pearl of Wound Negation - When crushed, completely heals any one wound the dust is sprinkled upon (#1d4)

4. Roddenberries - Dried, each Heals 1 HP, 1d00/shrub

5. The Green Cream - When applied to living tissue, imparts greenish tinge, allows photosynthetic healing, each hour spent in sunshine Heals 6 HP

6. Ring of the Helping Hand - Transfer 1d6 HP/r from self to another, by touch

7. The Big Heal - Heart-shaped ruby pendant on platinum chain, 'Heal' Spell (all but 1d4 HP), activates once broken

8. Ring of  Restorative Bliss - 1/day, enter a coma-like trance for a predetermined amount of time, Regenerate 1HP/R while communing with The Force

(+1, the table I use when a Healing Potion shows up)



HEALING (d10)

1-4       1d8+1 HP

5-7       2d8+2 (or two doses of 1d8 ea)

8-9       3d8+3 (or three doses of 1d8 ea)

10        4d8+4 (or four doses of 1d8 ea)
 

 UNRELATED LINK of the DAY: https://docs.google.com/spreadsheets/d/1lIKwMVNbJLTE8b5iHbhEMFef8o7WuVsy1s0-I0k3ohA/edit#gid=0


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