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*

* Moon Gems glow softly from within, their only source is the moon of Nikto.  Moon Opals always have a base value of 5K, while Moon Sapphires start at 10K

Wednesday, March 13, 2019

Fave D&D-ish Video Links List

Got any more for my list?


Roll a d6   Music vid

Elder Sign  Commercial Ad

Mongrel & The Wrath of the Ape King  Retroscope short

The Gamers: Dorkness Rising  Full movie

AFK: The Webseries  Waking up as your PC

The Reward  Animated short

Cubicles & Careers  D&D Characters play "Papers and Paychecks"

THE PARACHUTE ENDING  Trippy space wizard music vid


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

Saturday, March 2, 2019

Super Simple Poisons



POISON
Insinuative; must be introduced to body, Save Negates entirely, Rare
Ingested; must be consumed, Save for Half Damage or Negate/Lesser Effect, Very rare
Contact; must touch skin; No Save, Extremely Rare
Poisoned creatures will suffer warning signs during Onset
May be diluted or concentrated, as per DM, Save Bonus/Penalty +1 to +4
Detection is tough; DF 20+ Passive, DF15+ Active

Class   Onset  Damage/Effect        Rate/Duration   Poison                    Venom/Ingredient
I           ---        1d6+1                     Immediate         Bloodthorn Root     Dolm Ant
II          1d6r     2d6+2                    4HP/r                Creeping Death       G Spiders
III         1d4r     3d6+3                    6HP/r                Cerulon Blue           Brain Slug
IV         2r         4d6+4                    8HP/r               Two-Step                 White Scorpion
V          1r         5d6+5/Death         10HP/r              Crimson Death        Crimson Worm
VI         ---        6d6+6/Death          Immediate        Finality                    Tomb Beetle larvae
VII        1d4r     Blindness              1d6T/Perm       Naga Milk              Naga, Batwing Viper
VIII       2r         Sleep                    1d6+1T             Dream Weaver        G Spiders, Mugato
IX         2r         Slow/Paralysis      2d6r/2d6T         Long Nap               G Wasp, C Crawler
X          1r         Insanity/Feeblemind   Perm           Mage’s Bane          Jale Ant