Tuesday, January 28, 2014

An Odd Item

So, I love Into the Odd, as I've mentioned before.  I also love Fred Saberhagen's Sci-Fantasy Book of Swords. The Twelve Swords of Power have always been the stick by which I measure my own magical items.

Below I present one of the Twelve Swords, if folks like it (all four of you who read this silly blog), I'll port the others over.

Mindsword (Legendary Arcana)
The Sword of Glory, Skulltwister,
The Mindsword spun in the dawn's gray light
And men and demons knelt down before.
The Mindsword flashed in the midday bright
Gods joined the dance, and the march to war.
It spun in the twilight dim as well
And gods and men marched off to hell.

  
A legendary Arcanum once used as part of a Game of Power, The Mindsword resembles a functional weapon of war. Its black grip embossed with a white banner, the meter long blade flashes as if catching bright sunlight, and when drawn, roars faintly with the roar of a cheering mob.

When drawn, all within visual range of the Skulltwister take 1D4 WIL damage and must make a WIL save or fall under the sway of Mindsword's owner. This devotion is fanatical to the extreme, causing the brainwashed to throw their life into any cause the wielder specifies.

Legends speak of other swords, similar pawns in the Game of Power. Some, it is said, are able to counteract the Mindsword's sway. As of this time, the locations of any of the blades is pure conjecture, though some scholars mutter about the table of Rand-om-Lut, the mad god.


Saturday, December 28, 2013

A Prentice's Aspiration: Beorning

So, couldn't go see Desolation of Smaug due to "Dan is brokeitis". Instead, I've been rereading the book, and thought I'd take a stab at converting my favorite character into a class.

Beorning
LevelXPHD
111d8
22,2252d8
34,4503d8

Tracing their lineage back to the northmen who crossed the great mountains, the Beorning are a warriors who have learned to skin-change, taking the form of great bears in battle. This Bearskin form is usable a number of times per day equal to twice the character's level, and lasts 3 turns (or until dispelled).  Due to their dual nature, Beorning are able to adopt the languages of animals, learning one dialect per creature type (Wolf, Dog, Horse, etc) per point of wisdom over 9.

At third level, a Beorning may attract special followers alongside to those commonly hired on. These followers are highly intelligent or magical animals, often understanding the language of men or elves.

While the majority of Beorning are human, dwarves will occasionally take on the training.  Elves consider the life of a bear beneath them, and halflings are far too concerned with tea and comfort to accept the trials and training required.

Bear Form
AC4
HD4d8*
Attacks2 Claw + 1 Bite
Damage1d3,1d3,2d4
Dexterity10
Move30
*The PC's HP are replaced by the rolled value. Should the Bear form be reduced to 0 HP, the PC is returned to human form and suffers 1d6+1 damage.

Friday, December 13, 2013

The Odd Encounter: Sellachocta

So, I recently discovered Into the Odd, a lightweight OD&D homage with a focus on quick entry into a Dark Sci-Fantasy setting. Absolutely love it, and thought I'd convert one of my favorite new bad monster movie monsters over.


Sellachocta
STR DEX WIL HP Armour
16
12
6
18
2



Amphibious predators that have recently infested the sewers of Bastion.
Slithering behemoths, these 6 meter long abominations resemble a mottled
shark, its tail replaced by undulating tentacles that composed two-thirds
of the thing's bulk. Ambush predators, the Sellachocta often lunge from
their murky habitats to seize prey in their jaws (2d6 damage). In lieue
of this, the Sellachocta will use its tentacles to try and snare potential
prey (1d4 damage). On Critical Damage, the target is captured and crushed
by the Sellachocta's tentacles, inflicting 1d6 Strength damage until the
tentacle is severed (2 points of damage or more).

Rumors exist of a variant species of Sellachocta, one able to manipulate the
texture and color of its hide. No such specimens have yet been found in
the sewers of Bastion. But then, such abilities would make the beasts
nigh impossible to detect...

Thursday, December 12, 2013

A Prentice's Aspiration: The Humble Lords

Once brothers of the Compass League, the Humble Lords are merchants and members of Nobility that have forsworn the Compass League's avaricious ways for (in their eyes) a more worthwhile pursuit. Known by the living badges of pine and holly they wear on their breast, the Humble Lords have pledged to spread comfort and cheer; all the while working to undermine the Compass League's more sinister operations.Aside from their badge of office, the Humble Lords typically carry a sack laden with Merryhearth Logs, packets of food and medicinal herbs, and often small trinkets for children. Additionally, The Humble Lords often carry staffs and clubs of the strange wood Merryhearth logs are crafted from.

Entry into the brotherhood of the Humble Lords is open to all, though few have the dedication to pursue the path. Aspirants must first fall under the notice of an established Lord, often for some act of altruistic generosity or defense of the weak. The Aspirant is considered, approached, and offered an apprenticeship. The Humble Lord will then travel with his new ward, continuing to study the aspirant even as they are taught the most basic tenets of the Humble Lords.

Those few that pass muster are granted a sprig of their Patron Lord's badge, and welcomed as a Humble Lord, taught the locations of Merryhearth homes, safe havens for the Humble Lords and their allies.  From that point on, the new Lord is expected to give freely, both wealth and deed. Those with magical aptitude are further educated in the means of crafting the various baubles and trinkets that all Humble Lords carry.


Treasures of the Humble Lords

Merryhearth Logs: Grown by the first Humble Lord, Merryhearth wood is a creation of magical botany.  Slender and pale, clad in a rich dark bark, the Merryhearth wood produces a thin, pale smoke spiced with strange natural incenses.  Those who smell the incense are inspired to put aside grudge and blade, requiring them to Save vs Breath Weapon at a -2 penalty to initiate hostilities. This effect lasts until the Merryweather log burns out, typically an hour per log. Merryhearth Homes tend to be formed of the same wood, inspiring a sense of comfort and fellowship within its halls, though the penalty to attack is absent.

Pauper's Feast: A simple wooden bowl, covered with a red cloth.  The Pauper's Feast is a steaming wonder that pours out enough stew to fill the bellies of a dozen people, or to curb the worst pangs  of two dozen. The Pauper's Feast's only failing is in the magics used to craft it. The stew, magical in its nature, will only keep for a day, after which it becomes a spoiled mess unfit to eat.

Winterlight: Unassuming packets of folded paper sealed with a red wax. When cast into a fire, Winterlight packets explode into a harmless, dazzling sparkle of multicolored lights.

Tuesday, October 29, 2013

A Prentice's Foe: Basilisk Wren

Note: Just a critter this time, inspired by the wonderful art found over at RPG Creatures and Monsters by Email. Go check 'em out.


Gharlakan (Basilisk Wren)

AC6Dexterity14
HD2Move40
Attacks1 swipe
1 peck
AlignmentEvil
Damage1d6+1
Special
Treasure9


These subterranean abominations infest the cavernous realms below, calling tunnel and cave alike home. Roughly the size of a man's fist, the Gharlakan are the bane of dwarf and delver alike.

Lairing in crevasses scratched into stone, Gharlaken nests can be identified by a blue-white phosphorescence, an artifact of the glowing moss which grows on the Gharlakan's leathery hides. When disturbed, 1d10 Gharlakan swarm forth, attacking with the spined ends of their whip-like tails and a more insidious venom.

This venom, delivered by the nib-like beak, hardens flesh, leaving it a strong, dead stone. When pecked, the victim must save vs paralysis or suffer a point of damage to their dexterity as skin hardens and loses its pliability.  If dexterity is reduced to zero, the victim is transformed wholly, leaving behind a statue locked in a rictus of pain and fear. It is these statues that give the Gharlakan its common name.


1D6 rumors
  1. Among certain dwarven cultures, the Gharlakan's venom is part of holy rite, ritual scarification in which intricate patterns of stone are worked onto the dwarf's body. The artful application and minute quantities used inflict a no penalty if performed properly.
  2. Gharlakan are an experiment in eradicating Stirges. It didn't work
  3. The statues are not truly dead, and the victims remain aware of what is going on around them.
  4. Gharlakan tastes like chicken
  5. The court of the Crimson Emperor employs a nest of Gharlakan as part of its torture.
  6. There are rumors of rare albino Gharlakan that transform flesh to gems or precious metals. These are surely myths, but then, the dwarven princess does sport a rather fetching silver tattoo.

Wednesday, October 2, 2013

A Shift[and General Sundry]

Not dead, just bogged down with school work. A Revival at my church has kept me busy, as well, since I transcribe the sermons for a deaf gentleman while my brother preaches.

Nothing done on the gaming front, really, though I've got a few ideas I'm chewing on. The truth is, I've been playing more board games than anything. The D&D Next playtest I'm in has stuttered to a halt, and it's just easier to set up Tokaido, or Smash Up! than it is to try and round up a group.

I've been getting ideas from Risus though, so there's that.

That's all for now,  more updates later.

Thursday, September 12, 2013

A Prentice's Origin: Avluela

It's no secret that I really enjoyed Robert Silverberg's Nightwings. Lots of evocative imagery, and to celebrate another reading through, I present a race that pays more than a little homage to the Flyers.

Avluela

Slender, fragile humanoids, the Avluela were created ages ago. The end result of a vain cabal of sorcerers seeking to perfect the human form, the Avluela possess the power of flight. Both sexes are slender, standing some four and a half feet tall, while possessing little body fat. Upon their shoulders, delicate wings rest, withering and folding into hard nodules when not in use.

Hit Dice: 1d4
Restrictions: Avluela must have a Charisma of 10 or higher
Class Restrictions: Avluela may be Thieves or (if available) Bards.
Night Wings: The Avluela are capable of flight. However, breath of the living sun buffets the world by day, creating winds that, while undetectable to mortal folk, wreak havoc on the wings of the Avluela. Avluela attempting dayflight are buffeted cruelly, cast about before being dashed to the earth. When taking flight after the setting of the sun, the Avluela are agile, freespirited and beautiful in flight.  While airborne, the Avluela flit about at a rate of 50 per round.