Click here for ghost.
Showing posts with label Scarlet Heroes. Show all posts
Showing posts with label Scarlet Heroes. Show all posts
Wednesday, February 18, 2015
Playing with Javascript
Inspired by Paul Gorman over at Quickly, Quietly, Carefully, I've decided to tinker on some Javascript projects. The first draws back to my Oddly Alone post, and the random amorous ghost generator. Click the paragraph below to generate a new ghostly paramour!
Friday, February 13, 2015
Tuesday, August 12, 2014
Spell Garden of the Verdant Manse
I'm currently in the process of tidying up a module written to help my nephew GM Scarlet Heroes. At the moment, I'm refining and expanding one of the key areas of the module, a mystic garden that served as retreat, laboratory, and spell book. Though I'd share that bit with you, gentle readers. And as always, critiques and criticisms, as well as suggestions, are welcomed.
Area 05: Spell Garden
Exotic blooms and heady blossoms decorate the spell garden. The artfully arranged eds are not merely for pleasing the ye, however. Any spell caster deciphering the layout, scent and organization of the flower beds can, after a wandering sojourn, discern 1d6 random spells from those presented in the Magic User spell list from the Scarlet Heroes rulebook.
Further research, under the tutelage of the Green Mage himself (or using notes retrieved from area 04f: The Study) will reveal one of the following randomly rolled secrets:
1D3 Secrets of the Spell Garden
1.) New Spells
Level 1 Donning the Chameleon's Humble Mantle
Duration: 5 minutes/level Range: Touch
The Chameleon's robes are unassuming, allowing it to pass unnoticed throughout its domain. The flesh and garb of the spell caster or target to blend into the background. While movement renders the mantle ineffective, a stationary individual receives a +2 bonus to avoiding a searcher's notice.
Level 3 Damson Mists of the Bacchanal
Duration: Instant Range: 100'
Cloying, wine-hued mists are conjured forth by this spell, affecting an area within 100' of the caster some 20' diameter. Those caught in the mists must pass a successful saving throw of difficulty 10 or suffer a -1 to all rolls for 1d6 rounds, drunk on the delirium inducing mists.
Level 2 Golden Physician's Healing Touch
Duration: Instant Range: Touch
With buzzing tongue and dancing fingers the magic user enchants a dram of wild bee's honey, converting it to an ointment that will heal any wound it touches. With this spell, the target heals 2 hit point per level of the magic user casting the spell.
Level 1 Stallion's Feast
Duration: Instant Range: Special
Per casting, the magic user conjures up a blend of wholesome grains, enough to feed a horse for a single day. Feedbag not included.
2.) Enchanted Fruit
The enchanted fruit of the Spell Garden are strange and fabled things. Golden-skinned apples, bunches of grapes the height of a tall man, nameless wonders with tangy meat and heady juice. Consumption of a single fruit will allow the consumer to cast one random spell selected from either the Cleric or Magic User Spell list once per day. Each additional fruit to a maximum of four consumed grants an additional ability (or, by fortune, a second use of an already established spell should it be rolled). However, with the first fruit's consumption, there is a 1 in 4 chance that the magic of the fruit will react with the consumer's body, resulting in a random mutation (see below). This chance increases by 1 with each fruit consumed thereafter, ultimately resulting in each fruit inducing another painful change.
3.) Plantwrought Gear
Armor of the Hungry Folk
Crafted from the leathery caps of the Hungry Folk (stats forthcoming), this strange armor is treated as AC 4 when donned. Due to the resilient, absorbent caps the armor is constructed from, blunt trauma (such as that inflicted by falling, cudgels, etc) is halved.
For all its use, the Armor of the Hungry Folk comes at a cost: the armor extrudes hairlike cilia, bonding with the wearer after a week's wear. From this point on the two are intertwined, the armor taking nourishment from its host, to continue granting its abilities. Separation of host and armor inflicts a -2 penalty to Hit Point total, which may only be recovered after several days rest. There is a 1 in 10 chance that some bits of cilia remain from the separation, allowing the armor to regrow.
Construction: Requires a number of Hungry Folk and various herbs costing 7,000 Gold Pieces And a month's careful care and cultivation.
Hearthwood Staff
A flowering staff rigid and stout (treat as a two handed weapon), the Hearthwood Staff provides shelter in times of need. From the many small branches at the head of the staff, small blue and red berries blossom. These berries are enough to sustain a man for a day, their bounty regrowing with each dawn. Additionally, the staff may be planted in a clear area measuring 12 feet in diameter. Within minutes, the staff will take root and grow, creating a secure shelter large enough to sleep two people in relative comfort. While no amenities such as furniture or meal are provided, the shelter will resist the elements, providing safe haven for three days before withering and sprouting a tender sapling that will, within a week, grow into a fresh Hearthwood Staff
Construction: Use the guidelines in Scarlet Heroes, my nephew. Guesstimate until you're happy(must fix this part)
1d8 Magical Mutations
01 The individual develops scaley, barklike skin (Natural AC as scale armor, cannot wear normal armor, loses sense of touch. 1-in-6 chance of termites setting up shop)
02 The individual's hair is replaced with plant matter: (1-2: Autumn leaves, 3: Moss, 4-5: Ivy, 6: Bamboo Shoots)
03 Fingers become thorny claws. Unarmed attacks become light weapons. Good for knitting.
04 Attractive to honey bees. Gain a hive that produces delicious honey, protective swarm.
05 Hallucinogenic spores (Save vs Poison or everyone, including individual loses their actions for 1d4 turns).
09 The individual's limbs are replaced with vine-like creepers. Reduce carrying weight by 20lb
07 Cacophonous, Mango scented flatulence for the rest of their days.
08 The individual puts down roots, their adventuring life is over as they begin to sprout enchanted fruit of their own.
Area 05: Spell Garden
Exotic blooms and heady blossoms decorate the spell garden. The artfully arranged eds are not merely for pleasing the ye, however. Any spell caster deciphering the layout, scent and organization of the flower beds can, after a wandering sojourn, discern 1d6 random spells from those presented in the Magic User spell list from the Scarlet Heroes rulebook.
Further research, under the tutelage of the Green Mage himself (or using notes retrieved from area 04f: The Study) will reveal one of the following randomly rolled secrets:
1D3 Secrets of the Spell Garden
- New Spells
- Enchanted Fruit
- Construction of Plantwrought Items
1.) New Spells
Level 1 Donning the Chameleon's Humble Mantle
Duration: 5 minutes/level Range: Touch
The Chameleon's robes are unassuming, allowing it to pass unnoticed throughout its domain. The flesh and garb of the spell caster or target to blend into the background. While movement renders the mantle ineffective, a stationary individual receives a +2 bonus to avoiding a searcher's notice.
Level 3 Damson Mists of the Bacchanal
Duration: Instant Range: 100'
Cloying, wine-hued mists are conjured forth by this spell, affecting an area within 100' of the caster some 20' diameter. Those caught in the mists must pass a successful saving throw of difficulty 10 or suffer a -1 to all rolls for 1d6 rounds, drunk on the delirium inducing mists.
Level 2 Golden Physician's Healing Touch
Duration: Instant Range: Touch
With buzzing tongue and dancing fingers the magic user enchants a dram of wild bee's honey, converting it to an ointment that will heal any wound it touches. With this spell, the target heals 2 hit point per level of the magic user casting the spell.
Level 1 Stallion's Feast
Duration: Instant Range: Special
Per casting, the magic user conjures up a blend of wholesome grains, enough to feed a horse for a single day. Feedbag not included.
2.) Enchanted Fruit
The enchanted fruit of the Spell Garden are strange and fabled things. Golden-skinned apples, bunches of grapes the height of a tall man, nameless wonders with tangy meat and heady juice. Consumption of a single fruit will allow the consumer to cast one random spell selected from either the Cleric or Magic User Spell list once per day. Each additional fruit to a maximum of four consumed grants an additional ability (or, by fortune, a second use of an already established spell should it be rolled). However, with the first fruit's consumption, there is a 1 in 4 chance that the magic of the fruit will react with the consumer's body, resulting in a random mutation (see below). This chance increases by 1 with each fruit consumed thereafter, ultimately resulting in each fruit inducing another painful change.
3.) Plantwrought Gear
Armor of the Hungry Folk
Crafted from the leathery caps of the Hungry Folk (stats forthcoming), this strange armor is treated as AC 4 when donned. Due to the resilient, absorbent caps the armor is constructed from, blunt trauma (such as that inflicted by falling, cudgels, etc) is halved.
For all its use, the Armor of the Hungry Folk comes at a cost: the armor extrudes hairlike cilia, bonding with the wearer after a week's wear. From this point on the two are intertwined, the armor taking nourishment from its host, to continue granting its abilities. Separation of host and armor inflicts a -2 penalty to Hit Point total, which may only be recovered after several days rest. There is a 1 in 10 chance that some bits of cilia remain from the separation, allowing the armor to regrow.
Construction: Requires a number of Hungry Folk and various herbs costing 7,000 Gold Pieces And a month's careful care and cultivation.
Hearthwood Staff
A flowering staff rigid and stout (treat as a two handed weapon), the Hearthwood Staff provides shelter in times of need. From the many small branches at the head of the staff, small blue and red berries blossom. These berries are enough to sustain a man for a day, their bounty regrowing with each dawn. Additionally, the staff may be planted in a clear area measuring 12 feet in diameter. Within minutes, the staff will take root and grow, creating a secure shelter large enough to sleep two people in relative comfort. While no amenities such as furniture or meal are provided, the shelter will resist the elements, providing safe haven for three days before withering and sprouting a tender sapling that will, within a week, grow into a fresh Hearthwood Staff
Construction: Use the guidelines in Scarlet Heroes, my nephew. Guesstimate until you're happy(must fix this part)
1d8 Magical Mutations
01 The individual develops scaley, barklike skin (Natural AC as scale armor, cannot wear normal armor, loses sense of touch. 1-in-6 chance of termites setting up shop)
02 The individual's hair is replaced with plant matter: (1-2: Autumn leaves, 3: Moss, 4-5: Ivy, 6: Bamboo Shoots)
03 Fingers become thorny claws. Unarmed attacks become light weapons. Good for knitting.
04 Attractive to honey bees. Gain a hive that produces delicious honey, protective swarm.
05 Hallucinogenic spores (Save vs Poison or everyone, including individual loses their actions for 1d4 turns).
09 The individual's limbs are replaced with vine-like creepers. Reduce carrying weight by 20lb
07 Cacophonous, Mango scented flatulence for the rest of their days.
08 The individual puts down roots, their adventuring life is over as they begin to sprout enchanted fruit of their own.
Saturday, August 9, 2014
Things Found in the Grand Bazaar
I like random tables. They’re great for sparking the imagination, and they’re good for when a body is feeling lazy. Having had trouble lately with my solo Scarlet Heroes game, I came to the realization that I know too little about the setting I knocked together. To help fill those gaps, I’ve decided to knock together the following random table. While I’m no Dungeon Dozen, I hope folks enjoy.
1d6 Things Found in the Grand Bazaar
1 A Shou-blooded urchin pickpocketing random targets.
2 1d4 Tchul debating self-awareness, and whether it is truly possible. *
3 A Ghoul, the necrophage skulking along on some errand or another.
4 A brawl breaks out in the marketplace!
5 A vendor of strange wares. What’s that moving under its hood?
6 The spellbook of an apprentice magi of the Celestial Path. Contains complete
notes on one constellation (and several crude drawings of his instructors, hopefully his magical
prowess is greater than his artistic ability).
*A lone Tchul will debate with itself, while any number will attempt to engage others in debate.
1d6 Things Found in the Grand Bazaar
1 A Shou-blooded urchin pickpocketing random targets.
2 1d4 Tchul debating self-awareness, and whether it is truly possible. *
3 A Ghoul, the necrophage skulking along on some errand or another.
4 A brawl breaks out in the marketplace!
5 A vendor of strange wares. What’s that moving under its hood?
6 The spellbook of an apprentice magi of the Celestial Path. Contains complete
notes on one constellation (and several crude drawings of his instructors, hopefully his magical
prowess is greater than his artistic ability).
*A lone Tchul will debate with itself, while any number will attempt to engage others in debate.
The Scarlet Horde: Tchul
Tchul
"I know nothing!"
"But how do you know that you know nothing?"
-- Debate overheard in the Grand Bazaar
The Azure-skinned Tchul are philosophers of the highest order, wandering the many worlds that crisscross the planes in search of the ultimate truth. What this truth is, no two Tchul can agree. To this day, such a fact has not stopped their ceaseless hunger.
The azure skinned Tchul are mostly human in appearance, the hue of their hides and heads with sweep back, ending in a conical point. Most of their days are spent in debate with other learned men and women (willing or otherwise) and what is true.
No closer to their answer than the day the first Tchul set out on a quest of discovery, the Tchul have learned one thing: What is not truth. As such, they receive a bonus point in the "Truthseeker" trait, all Tchul being learned in the discerning of lies, piercing illusions, and by happy coincidence, discovering secret portals.
"I know nothing!"
"But how do you know that you know nothing?"
-- Debate overheard in the Grand Bazaar
The Azure-skinned Tchul are philosophers of the highest order, wandering the many worlds that crisscross the planes in search of the ultimate truth. What this truth is, no two Tchul can agree. To this day, such a fact has not stopped their ceaseless hunger.
The azure skinned Tchul are mostly human in appearance, the hue of their hides and heads with sweep back, ending in a conical point. Most of their days are spent in debate with other learned men and women (willing or otherwise) and what is true.
No closer to their answer than the day the first Tchul set out on a quest of discovery, the Tchul have learned one thing: What is not truth. As such, they receive a bonus point in the "Truthseeker" trait, all Tchul being learned in the discerning of lies, piercing illusions, and by happy coincidence, discovering secret portals.
Wednesday, July 23, 2014
The Scarlet Horde: Bearfolk
More goodies for Scarlet Heroes! Will one show up in my solo game? Only time will tell!Bearfolk
"Five day march on a loaf of bread
The last of winter's fat we shed
Blades bright shining in the sun
We war until our duty's done"
-- Bearfolk marching song
The origin of the Bearfolk is a mystery to all, even the ursine warriors themselves. Never questioning their existence, the Bearfolk roam the world, selling their skills as mercenaries. Each fall, those Bearfolk not engaged in war gather together for a great feast and telling of tales, before settling into small, secluded communities to weather the colder months.
Bearfolk, much like humans, may be any class. In addition, they receive the following traits and benefits:
Trait Points: Bearfolk receive a single point in the trait "Ursine Senses", used to sniff out friend or foe, find a trail, or decide if the jam has gone off.
Southpaw: Fantastically strong, even a lazy swat from a Bearfolk can stun a stout man. When the full force of their strength is put into a swing, a Bearfolk's unarmed attacked do 1d6 damage.
Tuesday, July 22, 2014
The Scarlet Tales of Zellsa the Indecipherable.
Know, oh
thou assembled! In the third reign of the Childlike Empress, but before the
sacking of golden Jhadur was an Age undreamed of, when shining kingdoms
stretched across the world like bright gems in a cloth of emerald and sapphire,
cinnabar and gold. Hither came Zellsa the rogue, of greedy eye and hungry
hands, to plunder the wealth of the earth with soft tread of his sandaled feet…
Sunday, July 20, 2014
A New Beginning
Well, the
unfortunate has happened. The folder containing my oracles and character sheet
for Scarlet Heroes has vanished. Fearing it to be a victim of the Great Tidying
Up of Wednesday, I’ve printed a new set of Oracles, and have opted, since this
is the unfortunate season of new beginnings, to roll a new character!
First and
foremost, we’ll generate his attributes. I’ll take the time honored method of
going straight down the line and just seeing how the dice fall.
STR 13
+1
INT 15
+1
DEX 17
+2
WIS 08 - 1
CON 14
+1
CHA 09 --
Strong,
agile, healthy as an ox and with all the sense that nature gave a stump! Unable
to really decide on a race or class, I turn to the Quick Character Creation
section of the book and grab my faithful D20…
11! A Human
he shall be! With a Dex like that, I think I’ll make him a thief. Compulsive, a
bit gullible, he’s able to get the job done but falls victim to his own
shortcomings more often than not! I note down starting Hit Points, Fray Dice and
Attack Bonus. For his initial trait we’ll go with the tried and true “Stealthy
Burglar”. A Baggins he is! On that note, let’s work up a name. For this I’ll be
using Zenopus Archives’ “Holmesian Random Names” chart. A toss of the dice
gives me two syllables to work with, while further rolling produces “Zell” and “Sa”.
Zellsa the thief is born!
Next comes his
three free trait points. Stymied, I turn once more to the quick character
creation chart, and trust to fate!
30:
Charlatan
92: Tireless
Endurance
52: Knows
Many Harlots
Who-boy! I’m
starting to get a better picture of Zellsa now. A thief, a paramour, and an oft-unsuccessful
charlatan. How he’s stayed out of prison this long is anyone’s guess. All I’m
left with is gear. Once again we go to the dice, and I get… 110GP. Zellsa is
not a poor man, but he could do better.
A bit of
shopping and scratchwork, and Zellsa is done!
Zellsa,
Thief 1 (0/2XP)
HP: 4/4
AC: 7
AB: +1
STR 13
+1
INT 15
+1
DEX 17
+2
WIS 08 - 1
CON 14
+1
CHA 09 --
Traits:
Stealthy
Burglar 3
Charlatan 2
Timeless
Endurance 2
Knows Many
Harlots 1
Gear:
GP—45 SP—4
CP—
Enc— 28/100
Short Sword
(+3 [1d6+2])
Dagger
(+3[1d4+2] 15’/30’ (-2))
Backpack
Leather
Armor (AC 7)
Silk Rope
(50’)
Iron Spike
(3)
Lantern
Flask of Oil
Armed and
educated, now Zellsa’s adventure can begin!
In the mood
to cover that classic trope of Dungeons and Dragons, the Dungeon, I flip back
to the solo play dungeon section of the rulebook, and determine its type. Tossing a D10 and D12 for type gives me…
08: Temple
11: Sacred
Tomb
Next up, we
roll a D12 to determine dungeon size…
5: 1D10+5
for a grand total of 9 locations!
Zellsa, fool
that he is, has decided sneaking into the necropolis and looting the resting
place of some religious order sounds far superior to honest work! But what sort
of things might one find in the tomb? Luckily, we have a chart for that! Nine
tosses of the faithful giant D20 renders…
03: Bathing
Room
19: Vestry
10: Minor
Shrine
07: Kitchen
11: Pilgrim
Quarters
01: Acolyte’s
Cells
05: Garden
10: Minor
Shrine
02: Altar
Hall
Not exactly
what I think when I picture a sacred tomb.
Obviously, this is a place within the necropolis that’s important to its
religion, so much so that pilgrims sojourn here. Hm… What sort of religious order am I dealing
with? First off, let’s see what color hat they wear! For this, I’ll roll a D6,
with 1-2 being Lawful, 3-4 being Neutral and 5-6 being Chaotic. A quick roll
and I get…
1, A lawful
order!
But what
manner of lawful order, gentle reader? A lawful order whose tomb is a site of
pilgrimage. We’ll go with the tomb being attached to a small chapel, then! But
to which god is the tomb sanctified? Chaotic Shiny to the rescue!
Navra,
the Goddess of Victory, Archery and Creation, is surprisingly plain, with
tanned skin, waist length, rippling black hair, and eyes the color of jade. She
is average height and slender, and almost never frowns. She usually wears armor
and a helmet dyed grey-blue and pale orange. She is also associated with
solstices and sacrifice. She is often worshipped by commoners. Her surprisingly
numerous followers can be primarily distinguished by their daily prayers. There
are a small number of temples to her at crossroads. There are many myths
involving her unhealthy relationship with certain mortals. She is the sister of
Ineandon. She is known to sometimes place obstacles in the way of virtuous
mortals.
And why,
gentle readers, is this tomb so special? Well, considering that Navra’s
portfolios are Victory, Archery, and Creation, we’ll say that this is the
resting place of a great hero of Navra, a woodsman bearing a bow crafted by
Navra herself. It’s this bow that’s
caught Zellsa’s eye. Why? For that I’ll turn to the Diablo II supplement forAD&D. We’ll call the item level 3 of 20, and a roll to
determine its powers gives… 21! A Prefix and Suffix!
Normally, I’d
roll for base item type, but since it’s a bow, we’ll just roll to find out what
kind of bow it is. Rollin’ the bones!
19:
Composite Bow.
Next I roll
Prefix and Suffix. Each is a D60+30. A quick pair of rolls and I get…
Prefix: 85— Fine
(+1 to Hit; Doubles damage on a natural roll of 19-20)
Suffix: 78—
of Lightning (+2d6 Electrical Damage)
Fitting for
a weapon crafted by a divine bowyer.
So! We’ve
got ourselves a new character, a dungeon and loot for the end, should Zellsa be
brave and lucky enough to claim it!
Will he be
that lucky? Tune in later this evening to find out!
Friday, July 11, 2014
The Devil's Armory: Diablo II Style Weapons
I collect an odd range of RPG products. If something catches my eye, I'll pick it up even if I don't have the proper system. One thing I acquired early in my gaming career is a copy of Diablo II: The Awakening. This sourcebook/adventure module, for the 2nd edition of Advanced Dungeons and Dragons, included kits based on the classes from the Diablo II PC game, along with spells, monsters, and an adventure to whip the tar out of the titular antagonist himself.
Most importantly, however, a series of tables to generate gear after the fashion of Diablo II's random items was included. Prefixes and Suffixes are stacked with various types of gear to generate artifats obscene or profound While you can still find an HTML version of the generator over this way, I thought it'd be fun to roll up a few items and convert them over to my current fascination, Scarlet Heroes. Ready? Read on after the break!
Most importantly, however, a series of tables to generate gear after the fashion of Diablo II's random items was included. Prefixes and Suffixes are stacked with various types of gear to generate artifats obscene or profound While you can still find an HTML version of the generator over this way, I thought it'd be fun to roll up a few items and convert them over to my current fascination, Scarlet Heroes. Ready? Read on after the break!
Sunday, June 22, 2014
Painted in Scarlet: The Patchwork World
So my nephew, fine lad that he is, has shown an interest in tabletop RPGs. And I, being the cool uncle that I am (no, really, I swear!), offered to run Scarlet Heroes for him to get a taste of D&D. As I've mentioned elsewhere, I am a lazy, lazy man. So rather than come up with a custom world, I decided to save time partake in an experiment: Create a setting as someone his age might have in the early nineties, using those books and boxed sets an older brother (or cool uncle) might have on their shelf. Here's what I've come up with so far...
Play begins in Thunder Rift, I've lifted a few modules from elsewhere to fill in some gaps (B7: Rahasia, for example, B3: Palace of the Silver Princess for another), bu Thunder Rift forms a nicely contained playground for the nephew to get used to the system with. Eventually, I'm sure, the brave and noble nephew will grow tired of the Thunder Rift, or he'll sneak through one of the many Ningaublin rifts to the world outside. What will he find there? Well...
The Gray Box. Enough of a setting to hang my hat on, open enough to do what I want and not worry about stepping on anyone's canon. Out in the Trackless Sea, one might find X1: The Isle of Dread, And beyond that, people speak of a strange coast, upon which rests a strange city:
A bit closer to home, beyond the eastern edge of the map rests many a strange kingdom, an excuse to break out my Gazetteers (especially Principalities of Glantri).
Adventuring on the surface world is all well and good, of course, but everyone knows that the best adventure awaits the deeper you go, and if you go deep enough, well....
Many a strange and fanciful sight to be seen here in the Hollow World, and wouldn't you know it? The Immortals have replaced the Faerunian pantheon. Oh dear...
So there you have it. A cluttered world that makes a certain sort of sense when you step back, stick out your tongue, and cross your eyes. Adventure Modules, with a bit of tweaking, supply many a quest, and when the nephew has exhausted those, well... There's always a rumor and a whim, or perhaps a friendly Ningauble to show him the way to other settings. For extra monsters, there's always the Monstrous Compendium Annuals.
Now, I wonder where I put my Dark Sun boxed set...
Play begins in Thunder Rift, I've lifted a few modules from elsewhere to fill in some gaps (B7: Rahasia, for example, B3: Palace of the Silver Princess for another), bu Thunder Rift forms a nicely contained playground for the nephew to get used to the system with. Eventually, I'm sure, the brave and noble nephew will grow tired of the Thunder Rift, or he'll sneak through one of the many Ningaublin rifts to the world outside. What will he find there? Well...
The Gray Box. Enough of a setting to hang my hat on, open enough to do what I want and not worry about stepping on anyone's canon. Out in the Trackless Sea, one might find X1: The Isle of Dread, And beyond that, people speak of a strange coast, upon which rests a strange city:
A bit closer to home, beyond the eastern edge of the map rests many a strange kingdom, an excuse to break out my Gazetteers (especially Principalities of Glantri).
Adventuring on the surface world is all well and good, of course, but everyone knows that the best adventure awaits the deeper you go, and if you go deep enough, well....
Many a strange and fanciful sight to be seen here in the Hollow World, and wouldn't you know it? The Immortals have replaced the Faerunian pantheon. Oh dear...
So there you have it. A cluttered world that makes a certain sort of sense when you step back, stick out your tongue, and cross your eyes. Adventure Modules, with a bit of tweaking, supply many a quest, and when the nephew has exhausted those, well... There's always a rumor and a whim, or perhaps a friendly Ningauble to show him the way to other settings. For extra monsters, there's always the Monstrous Compendium Annuals.
Now, I wonder where I put my Dark Sun boxed set...
Friday, June 20, 2014
Painted in Scarlet: Mhengyon
| Mehngyon | |||
| No. Appear: | 1 | Morale: | 10 |
| Armor Class: | -1 | Hit Dice: | 20 |
| Attacks: | 2 Claws OR Breath Weapon | ||
| Damage | 1d8/1d8/special | Skill Bonus: | +6 |
| Move: | Fly 120', Special | Treasure: | Special |
To ask Mehngyon of his people, the great serpent will claim there is only Mehngyon. Multiple sightings, all within the same day, lead to claims that there are several such entities in existince, or, more worrisome, there is only one, possessing great powers.
Scholar by vocation, Mehngyon swims the Boundless Mists, that murky sea of dreams linking all humanity. By delving in to one sleeper's dreams, the great dragon is capable of emerging elsewhere in the world, giving rise to the rumors there are many of his kind.
Collector by nature, Mehngyon prowls the Boundless Mists, gathering up dreams both interesting and profane. Such dreams are the only sustenance Mehngyon requires, though he delights in cakes of honey.
Within Mehnyon's mouth lies a portal to the Boundless Mists, and when threatened, the great serpent will spew forth a cloying cloud of iridescent, abalone mist. This mist occupies an area 20 feet on a side. A number of creatures whose total Hit Die equal Mehngyon's caught in this mist are placed into a magical slumber lasting a day and a night. Gentleman that he is, Mehngyon will oft remain to ensure no harm befalls the sleepers.
Thriving on the dreams of others, Mehngyon has no need for treasure. However, his scales are studded with numerous pearls, the precious baubles often shed after a good scratch. These gems range in value from 4 to 100GP, depending on size, and are well prized by practitioners of the arcane arts for their use in various occult rituals.
Thursday, April 10, 2014
The Scarlet Horde: Lokpa
Dusting off Ye Olde Blog. I haven't been playing RPGs at all lately, and have been thinking about them less. So here's something I've been tinkering on for the wonderful Scarlet Heroes RPG.
Lokpa
Flesh and bone of earth and root, spirit born of a plea for safety, the Lokpa are a race of living constructs, formed when a village is threatened beyond its means of defense. Those unfortunate Lokpa unable to defend their village are set adrift, left to find their own purpose in the world.
Traits:
In lieu of a bonus to a racial trait, Lokpa instead
begin play with the following bonuses and penalties-
Earthen Skin: The tangled masses of root and earth composing the Lokpa's body provide it a natural form of protection. Lokpa are treated as wearing leather armor at all times, and regular armor may not be worn. Through processes known by a select few wise men, fetishes may be inscribed into the Lokpa's body, granting it further defenses. Fetishes are equivalent to the
armors provided in the equipment section of Scarlet Heroes, and cost double the price of their mundane equivalents.
Boundless Guardian: Lokpa, due to their magical nature, do not eat, sleep, or breathe. While unable to drink or eat, Lokpa are able to enjoy the benefits of magical potions, absorbing the potent magical energies bound into the liquid. Immune to poison and disease, they are capable of soldiering on under the harshest conditions. Unfortunately, this resilience does not extend to flame. Against fire both mundane and magical, Lokpa suffer double damage.
Lokpa
Flesh and bone of earth and root, spirit born of a plea for safety, the Lokpa are a race of living constructs, formed when a village is threatened beyond its means of defense. Those unfortunate Lokpa unable to defend their village are set adrift, left to find their own purpose in the world.
Traits:
In lieu of a bonus to a racial trait, Lokpa instead
begin play with the following bonuses and penalties-
Earthen Skin: The tangled masses of root and earth composing the Lokpa's body provide it a natural form of protection. Lokpa are treated as wearing leather armor at all times, and regular armor may not be worn. Through processes known by a select few wise men, fetishes may be inscribed into the Lokpa's body, granting it further defenses. Fetishes are equivalent to the
armors provided in the equipment section of Scarlet Heroes, and cost double the price of their mundane equivalents.
Boundless Guardian: Lokpa, due to their magical nature, do not eat, sleep, or breathe. While unable to drink or eat, Lokpa are able to enjoy the benefits of magical potions, absorbing the potent magical energies bound into the liquid. Immune to poison and disease, they are capable of soldiering on under the harshest conditions. Unfortunately, this resilience does not extend to flame. Against fire both mundane and magical, Lokpa suffer double damage.
Subscribe to:
Posts (Atom)




