Posts Tagged ‘ place of power ’

The Ossuary Coven

Merry Christmas!

Today for For Gold & Glory, I offer up three new magic weapon. I’m still using Aegis Studios for the stock art, but this time the artists are Heather Shinn and J. M. Woiak. The weapon illustrations come from the ItWoR Stock Art Pack. (Nota Bene: Those are affiliate links.)

Within the eerie Cliff of Crypts, the covetous dead jealously guard what should be their final resting places. Somewhere among the twisting tunnels and lightless chambers lurks the Ossuary Coven, three undead hags who possess terrible magic power and know the secrets of crafting magic weapons from bone and sinew.

+1 Bone Jambiya: This magic dagger is made from the humerus of a human, demi-human, or humanoid. Its hilt is wrapped with sinew. Although it is a slashing weapon, it inflicts normal damage against skeletons. (XP: 525)

+1 Dread Sickle: This magic sickle is made from a sharpened rib, part of a jaw bone, and the femur of a human, demi-human, or humanoid. The weapon is wrapped with thick sinew. It inflicts piercing or slashing damage, as the wielder chooses. Its normal enchantment bonus is quadrupled when used in combat against the same creature type from where the femur came. Thus, a dread sickle made with an dwarven femur is +4 to hit and damage against dwarves. (XP: 650)

+1 Ghoul-Fang Club: This magic club is made from a jagged length of wood rammed through the base of a ghoul’s skull. Thick sinew holds the skull in place. If the wielder scores a hit with an unmodified roll of 18-20 while using this club in combat, the target must successfully save versus paralyzation or be frozen in place for 1d6+2 rounds or until subject to a remove paralysis spell. Elves and creatures of huge-size or larger are immune to the ghoul-fang club’s paralysis. (XP: 3,500)

December 29th, 2020  in RPG No Comments »

Ash Goblins

The masterly Matt Jackson continues to post captivating CollabDungeons. Numbers two and three beg to be admired and adapted into adventures. When Matt posted the first CollaboDungeon, I imagined it as one of several tombs now lost in some remote wilderness region. Then, I wrote this:

For centuries, persons of wealth, power, and achievement sought to be buried in the wide, winding valleys near the wooded frontier of the kingdom. The villages nearest to the frontier adopted various funerary specialties. The coffinmakers here, the masons there, the mourners elsewhere, and so forth. Representatives from each village, elected by their constituents, formed the Mortuary Moot, a rowdy assembly of leaders who met regularly to debate and settle disputes related to the economic governance of the region. The people prospered until Mount Beinn, looming on the eastern horizon, roared back to life. Enormous clouds of volcanic ash rushed down the valleys, blasting the forests away and burying most of Mortuary Moot under yards of debris. Thousands died. In the aftermath, evil humanoids from the Wilderlands ventured into the frontier, killing or driving away those who survived Beinn’s fury.

In recent years, baronial mayors closest to what had been Mortuary Moot have increasingly sought to reclaim the devastated region. To this end, the mayors have made it clear that they welcome adventurers who seek fame and fortune. With sword, spell, and stealth, those adventurers may drive back the hordes of evil humanoids that plague the region, making it possible for the baronial mayors to send soldiers and settlers back into the frontier. Among the most tempting targets drawing adventurers into the area are the tremuli, the numerous artificial hills under which persons of wealth, power, and achievement were buried. Who knows what treasures wait the next intrepid band of would-be tomb robbers?

I like this idea. It could work its way into a sort of Indiana Jones meets the Magnificent Seven meets Mad Max. The PCs would try to recover lost artifacts while avoiding roaming bands of savages while helping protect the re-establishment of civilization while slowly discovering sinister forces working to exploit, destroy, enslave, et cetera. I wonder if I could talk Matt into doing a blighted wilderness map suitable for a starting campaign location? Perhaps if I threaten him with ash goblins?

Ash goblins are small, murderous humanoids that lurk in volcanic regions. They appear much like normal goblins, albeit with gray flesh and small, close-set eyes. Ash goblins tend to be smarter and more organized than their more common relatives.

Ash Goblin
Small humanoid (goblinoid), lawful evil

Armor Class 13 (leather armor)
Hit Points 18 (4d6+4)
Speed 30 ft., burrow 15 ft.

STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 8 (-1), WIS 11 (+0), CHA 9 (-1)

Skills Stealth +4, Survival +2
Damage Resistances fire
Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 10
Languages Common, Goblin, Ignan
Challenge 1/2 (100 XP)

Hold Breath. The ash goblin can hold its breath for 15 minutes.

Nimble Escape. The ash goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.

February 17th, 2020  in RPG No Comments »

“Hello!” “No one loves you!”

Travelers travailing across the Saar Desert face many hazards and obstacles. Sandmen prowl moonless nights. Windstorms whip up scouring clouds that can strip flesh to the bone. Brutal heat and numbing cold alternate each day and night. Wicked water elementals pose as life-giving oases, and all manner of venomous creatures lurk and hunt. Centuries of flash floods during the all-too-brief but fearsome rainy season gouged miles of twisting canyons, the deepest and most treacherous of which is the dreaded Saar Chasm.

The hissing Sybil ants build vast networks of tunnels and chambers in the chasm. Those stealthy, precognitive insects have swarmed more than one careless traveler, their venom quickly inducing paralysis but not unconsciousness, making it easier to drag their hapless prey underground to be drained of blood over a period of several days. Other ambush predators, most of them solitary and reptilian, wait in the chasm, often lairing in the crumbling cliff crypts built long ago by a now dead yet territorial race of deaf necromancers. Would-be tomb robbers venturing into the chasm must do so with the utmost care and quiet. Vicious enchantments etched into the very walls of the chasm transform echoes into stinging words of rebuke and ridicule, made all the more hurtful because they often carry the weight of truth.

Sounds louder than normal speech echo in the Saar Chasm. When such echoes occur, roll 1d4, but rolling no more than once per round. Add +1 for very loud noises, such as multiple combatants smiting about. Consult the list of effects below. In all cases, such effects only apply to those who can hear them and have a language. Creatures hear the echoes of Saar Chasm in their native tongue.

1 – Succeed on a DC 13 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on your next attack roll made before the end of your next turn.

2 – Succeed on a DC 13 Wisdom saving throw or fall prone, becoming incapacitated with laughter at another’s expense. You are unable to stand up 1 minute. At the end of each of your turns, and each time you takes damage, make another DC 13 Wisdom saving throw. You have advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

3 – Succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage and have disadvantage on your next attack roll made before the end of your next turn.

4 – Succeed on a DC 15 Wisdom saving throw or fall prone, becoming incapacitated with laughter at another’s expense. You are unable to stand up 1 minute. At the end of each of your turns, and each time you takes damage, make another DC 15 Wisdom saving throw. You have advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

5 – The echoes reveal your darkest, most embarrassing secrets. Make a DC 15 Wisdom saving throw or drop whatever you are holding and become frightened for 1 minute. While frightened by this effect, you must take the Dash action and move away from others by the safest available route on each of your turns, unless there is nowhere to move. If you end your turn in a location where no creature has line of sight to you, the creature can attempt a DC 15 Wisdom saving throw. On a successful save, the effect ends.

January 25th, 2020  in RPG No Comments »

CollaboDungeons & Fomorians

Matt Jackson, gamer/mapper icon, recently posted CollaboDungeon 01 on his site. As Matt explains, “An idea that came to me while walking my pooches just now. A dungeon and collaboration between all of us to to make something, just for fun. The CollaboDungeon! I post a new map, you blokes and I turn it into an adventure.” Since I’ve turned one of Matt’s maps into an adventure before, I figured why not? Also, I needed something to run for my middle-school gamers at this week’s Ludi Fabularum meeting, so Matt’s map became a stone, and I killed two birds with it.

The result? The Barnacle Barrow of Blunderbuss Crain, a Dungeon World adventure set on Jonathan Newell’s wonder-full Genial Jack from Lost Pages . (Nota Bene: That second link in this paragraph is an affiliate link. If you use it to purchase the PDF, then I got a few coppers. The third link is for the store that sells copies from the first print run. The first link lets you glom the adventure via Google drive.)

When I cobbled together my brief review of Genial Jack, I noted that none of the new races introduced in the book have subraces. To quote me, “Oddly, none of the races have subraces. …. [This] seems a blank space that begs the application of creativity by the players and DM.” Permit me to muse about how subraces might be presented for one of the groups residing in Jackburg.

My choice? The Fomorians. Another quote, this time from Genial Jack: “The giants know as the Fomorians were banished from Faerie by Queen Mab after their leader, King Balor, sought to depose her.” These outcasts went off and conquered an island, which later got earthquaked and deluged, vanishing beneath the waves. Genial Jack literally took in the survivors, and they’ve been part of Jackburg ever since.

Since the book itself establishes that there are two types of Fomorians, it seems most sensible that those become subraces. If I make up a Fomorian PC, I choose between Fair Fomorian or Foul Fomorian. Reading the Fomorian traits presented in the book, I start to see a way they can be retooled gently between “core” traits and subrace traits. Ergo:

Fomorian Traits

Ability Score Increase. Your Strength score increases by 2.

Age. Fomorians age slowly, reaching adulthood around 25 years of age. They can live indefinitely, with some being thousands of years old.

Alignment. Fomorians retain a tendency toward Chaos from their former ruler, the mischievous Queen Mab.

Size. Fomorians vary in height widely, but all adults are over 10 feet high. You are Large in size.

Speed. Your walking speed is 40 feet.

Tool Proficiency. You gain proficiency with your choice of smith’s, brewer’s, or mason’s tools.

Languages. You can read, speak, and write Common and Jetsam, as well as a dialect of Giant.

Fair Fomorian

You appear very much like a human, but of prodigious size. As a Fair Fomorian, you may be considered comely to human eyes.

Ability Score Increase. Your Charisma score increases by 1.

Persuasive. You gain proficiency with the Persuasion skill.

Benevolent Gaze. You can cast Bless once, and it recharges after a long rest.

Foul Fomorian

About nine of out ten Fomorians have warped bodies, perhaps missing a limb, or having mis-sized limbs or misshapen bones.

Ability Score Increase. Your Constitution score increases by 1.

Intimidating. You gain proficiency with the Intimidation skill.

Evil Eye. You can cast Bane once, and it recharges after a long rest. Charisma is your spellcasting ability for this spell.

January 23rd, 2020  in RPG No Comments »

No Longer a Gnome Lair

The picture to the left above is the “Gnome Lair” map on page X62 of the 1981 printing of the D&D Expert Rulebook. The picture to the right is my version drawn isometric style with some changes happening because I reached the edge of the page and others being more thoughtful. (Clicking a pic embiggens it.)

My version is not a gnome lair. It might have been occupied by gnomes once upon a time, but no more. Now strange magical forces have turned the lair into a dangerous maze. Notice there are two sets of keyed areas: those with Roman numerals and those with Arabic numberals. Let’s start with latter.

Those Arabic Numerals

When an explorer gets line of sight on an area marked with an Arabic numeral, roll 1d10 before describing what the explorer sees. On a 10, the explorer sees a dead end. Otherwise, he or she sees whatever is at the indicated area. For example:

Eric (playing Agios): Agios descends the stairs cautiously while Cinder and Tupke wait in the hallway above.

Mark (the GM): Agios nears the bottom of the steps. (Mark rolls 1d10 and gets a 6.) He sees that after the landing, the hallway advances about ten feet and then turns to the right. (Mark makes note that if Agios continues, he’ll end up leaving the area marked “6” and advancing down the hall.

Every time a numbered area is not within line-of-sight, the magical effect resets. For example, if Agios continues down the hallway to the intersection, and then returns to area 6, Mark would roll 1d10 to see to where (if anywhere) the path now leads.

Those Roman Numerals

Whenever an explorer triggers the magic at an area marked with an Arabic numeral, there is a 1 in 6 chance that some randomly determined monster or monsters will be summoned. If so, consult the appropriate table, and then roll 1d6 to see in which area marked by a Roman numeral the encounter appears. These monsters behave appropriately for their type, and they too may decide to explore, triggering Arabic numerals areas appropriate.

Mark rolls 1d6 and gets a 1. He consults the specially prepared random encounter table, rolls 1d8+1d12 and another 1d6. As a result, two grells appear at Roman numeral I, not too far from where Agios might be heading should he choose to continue without the party.

July 28th, 2018  in RPG No Comments »