The Lovecraftian DM
OSR, Pathfinder, Book and Movie Reviews, new generic DnD content
Saturday, January 26, 2019
Transparent Cobra
This cobra is misnamed it is in fact a teleporting cobra. The misunderstanding is mostly due to it's remote jungle home and how few of it's victims get away. It will eat any meat at all, as long as it killed it. They come in a mated pair and either 3-30 eggs or 2 -20 young (50/50). The cobra's will recklessly attack a group of "dinner" no matter what the groups power or nature. When attacked the cobra's have a 75% chance of teleporting away and making the combatant miss. they typically teleport to a new position to attack from(max of 20 feet) The suggested stats:
HD 3
attacks as 8 hd
Damage 2d6 plus save vrs poison of take an additional 2-12
Ac 15 /05 plus 75% miss chance due to teleporting away
Wednesday, January 23, 2019
Fauna The Remember Bird
These birds come in 3 varieties(detailed below) but they all share the following. The bird will present a small token of what it is going to convey(the token will be directly related for the coming vision).This token(if held) will give a very brief flash insight in the brain of the holder.Their origin is lost to time. If speak w animals is cast the chirping will be revealed as"Take this Please!"i
The Common Remember Bird reveals insight about the past. For example it will give a view of a power king if you were in the ruins of his city Or maybe seeing ones grandmother you never met.
The Uncommon Remember Bird reveals the present. You might see the throne room of a noble you should see, Or maybe what your mother is up to.
The Rare Remember Bird will reveal the future. Not a possible future but the definite future. It will reveal an enemy(perhaps showing a weakness) Or you grown up son, who looks a lot like you
In all cases the visions are crystal clear, but fragmented
other than all of this, it is a just a small bird
DMs NOTE
These can be used to advance a plot or foreshadowing or to advance the player's back story
image
The Common Remember Bird reveals insight about the past. For example it will give a view of a power king if you were in the ruins of his city Or maybe seeing ones grandmother you never met.
The Uncommon Remember Bird reveals the present. You might see the throne room of a noble you should see, Or maybe what your mother is up to.
The Rare Remember Bird will reveal the future. Not a possible future but the definite future. It will reveal an enemy(perhaps showing a weakness) Or you grown up son, who looks a lot like you
In all cases the visions are crystal clear, but fragmented
other than all of this, it is a just a small bird
DMs NOTE
These can be used to advance a plot or foreshadowing or to advance the player's back story
image
New "fauna", Living Spells.
OVERVIEW
No one reason will result in spells going wild like this and becoming living beings. Sometimes it is a botched casting, other times wild magic area or just the target making their save. All are at least average rodent level intelligence, unless otherwise noted. Hostility level varies greatly but only a very few will be helpful(but not unknown). Most also fly unless otherwise noted.
1 Charm Person
Manifests as baseball sized glowing green globe.Gains control of nearest sapient life form(No Save) Victim immediately melees nearest living being as it's eyes glow green.Physical damage is split 50/50 between Spell and target.Will move to other targets if first one is rendered unconscious.
2 Inflict Minor Wounds
One of the non-fliers, moves about 40 ft a min. slithering on the ground as a black irregulr square. It will slither up anyliving thing that it can catch.Will do damage as long sword(no save) as previous wounds of the target open up. Only killed by cure spells. Low Hit points.
3 Burning Hands
Spell is a 15' flat semi circle, 1 inch thick, living flame. Flaps like a bird to fly quickly. Attacks and damaged like normal low level creature with a 2 handed sword., takes double damage from water and cold spells, Low HP, moderate difficulty to hit them from high agility
4 Cure Light Wounds
When not attached to a weapon, looks like standing 2 D white shadow of a humanoid. It ataches itself to the most magical weapon in it's general vicinity and becomes invisible The weapon now in addition to inflicting it's normal damage now also casts a minor cure spell on whatever it hits. Only removed by curse effecting spells.
5 Pyrotechnics
This spectacular looking spell bursts into harmless mini fireworks about the size of a beach ball. Will follow you around like a puppy giving a beautiful and attention getting display .Dispelled by one full minute of applause from at least three individuals.
6 Shield
Looks like semi transparent tower shield. Interposes itself between combatants providing minor shield bonus to random individuals. Destroyed by moderate damage, Takes 1/2 damage from non-magical sources.
7 Warp Wood
Invisible force that creates impotence. easily cured with Dispel Magic or any curse effecting spell , but then moves on to nearest male after it reforms in 24 hours. Silly urban quest to permanently rid Royal Castle of it.
8 Knock
Silver Glowing fist of human intellect, that hates spellcasters. Will rap on spellcaster while they are casting, causing a moderate chance of spell failure. Only damaged by non-magic weapons.
9 Luck
Invisible force that causes wild fluctuations to the infected's luck. 50/50 chance every die roll will go up or down by d4(will vary with system used). Only way to rid yourself of it is to make 2 critical successes and or failure in a row. Force will disperse for 24 hours then will reform where it was dispelled, waiting for next target.
10 Levitation
This 2' square, 3 inch thick, pale blue Spell will go under your feet and either smash you into the cieling or drop you from 30'.Moderate HP and difficulty to hit.
11 Aid
One of the few beneficial Living Spells, this looks likes a giant transparent red bird claw. The force envelopes you and is visible while attached.It modifies all your die rolls by +1 untill you go to sleep or are knocked unconscious.
12 Bark Skin
This man sized green cloak looking Spell will envelope you and cause your clothing and armor to be ill-fitting and less effective as a green glow peaks out from them. It is dispelled when you take 1/2 your HP in damage in under an hour.
13 Magic Missile
This Spell lurks in dark, indoor spaces. It is of ape intellect and will iniate a hide and seek form of attack, striking quickly from shadow and speeding off. Moderate damage is caused by this. Damaged only by physical weapons, it is EXTREMLY difficult to hit but is of low hit points.
14 Gust of Wind
This unseen force is roughly horse sized and greatly inhibits movement in its area. Low Hp but both incorporeal and invisible.
15 cook
For decade's sages and mystic have been baffled by this one. A harmless cantrip that far too frequently manifests as a nuisence. Starting as a lemon brown gassy cloud that attacks it's targets mouth with moderate skill in an attempt to get inside. it has Low Hit Points and is difficult to hit.due to size. If it gets in the target has uncontrolled flatulence for 2-5 days.
16 Haste
This Very swift 30' diameter gassy globe is volume filling. It causes x3 movement and physical attacks to all within it., speeding up individuals till spellcasting is nearly impossible(High chance of spell failure) High HP, Only effected by magic and magic weapons. , Non-corporal. Attacks must be directed at it to hurt it. Area effect spells do double damage.
17 Lightning Bolt
Looks like it sounds. High speed, HP , damage and moderate difficulty to hit it.If grabbled by metal armored foe , can be grouded out.
18 Message
Causes targets ears to glow green and hear loud nonsensical whispers, greatly impacting hearing. Only damaged by dispels.
19 Light
as cook but attacks eyes, causing them to glow golden brightly . This causes a surprisingly mild loss of vision and enables target to make a gaze attack that inflicts moderate damage to undead. Dispelled by curse effecting spells or being knocked unconscious.
20 Mage Armor
As your systems living shadow but immune to light spells, double damage from cutting weapons.
21 Remove Curse
as cook but man sized and envelopes targets whole body, causing it to glow purple. Subject is 100% magic resistant and magic items do not function. No remedy, Spell dies after 2d12 hours.
22 Raise Dead
Invisible Spell that reanimates all the killed opponents of the target for 1d6 hours, then dies. Subject mildly regenerates while infected.
23 Erase
Attacks as cook but appears as blue egg. If it successfully enter targets body, thier vision causes non magical writing within 20 feet to disappear. Magic writing needs to make easy save(Once per approx. page of material) lasts for 2d6 days or until Spell fails save vrs. a dispel.
24 Dispel Magic
This Mage intellect spell follows casters and attempts to dispel all their castings, Invisible and non-corporeal, Immune to magic but not magic weapons Moderate HP.
25 Invisibility
Spell causes weapons to become invisible wreaking havoc with your ability to use them. Killed by remove Curse, dies after 2d6 hours.
26 Color Spray
Attacks as cook ,looks like rainbow colored dagger. Causes Target to change into solid random colors every d6 hours. Permanent.
27 Resistance
Attacks as cook,looks like yellow sheet of paper. Causes target to fail next d6 saves. Killed only by wish.
28 Mirror Image
attacks and looks like cook, cause target to be the recipient of Mirror Image spell. Dies as spell expires
29 Darkness
Literally living darkness(as spell) Causes minor damge to all inside, every combat round, moderate HP incorporeal,dispelled by anything that would effect base spell in system
30 Wish
Randomly appears as another Spell on this list ,Must be destroyed 3d6 times.
Ok, I'm gonna give this another try
I figure "What The Hell!" The older posts are very poor in the grmmer and spelling fronts , so I am restarting from here.
Wednesday, August 22, 2018
Silver Ivy (flora, magic item?)
this metallic looking plant acts most unusually. D6 feet will be found, to use it you cat one foot sections off and wrap it around your wrist, after d6 hours, the ivy will begin to inch round you. It absorbs one Hit Point per day and provides the following benefit
+2 on saving throws vrs poison, take one less point of damage from magical attacks
You only need half your normal water and food
It can be eaten to gain D8 HP
it dies after d6 plus 3 weeks, it may be plated before it dies and grow one foot a month if provided daimy a small bit of meat
+2 on saving throws vrs poison, take one less point of damage from magical attacks
You only need half your normal water and food
It can be eaten to gain D8 HP
it dies after d6 plus 3 weeks, it may be plated before it dies and grow one foot a month if provided daimy a small bit of meat
...a cool idea......
Here at Dragonsfoot http://www.dragonsfoot.org/forums/viewtopic.php?f=42&t=65381 The post discuses the use of the classic arcade game " Dragon's Lair" as a playable dungeon but it approaches it like a normal D&D game. You cannot represent DL with " Ok Bob, it's your turn what are you doing?" So I've got a germ of an idea.
The castle itself is a dream construct of the way-too-powerful-to fight Dragon. From a distance the castle is changing, growing towers, walls falling , getting bigger and smaller in rapid succession. The castle "eats" interesting things that the players will need to extract. It is also Multidimensional and planer and moves around.
The way I am planning on running it is that individual rounds are broken into 3 parts and only one player gets an action to interact with the "trap". a second player will be able to aid the "phasing" player in what ever action he takes. casting spells will be broken up over the 3 partial rounds(depending on L of spell).The phasing player will in essence be the party leader for the 3 partial rounds. The phasing player "job " will be rotated in some fashion(havent got this worked out yet). This is all run w/ the idea that you are trying to recreate the frantic pace of DL The growing and shrinking nature of the castle forces constant movement on the players A brief description of the situation will be provided with the idea of "looking around" will be an action that takes up a whole "partial" round. A few normal combats to be sprinkled in.
Since a lot of work will go into an encounter that should only take IRL 2 maybe 3 min., the rooms and traps are reusable (justified by the "dream logic")
This will obviously not work for a large group of players. Prob want to keep it to 3 or 4.
This will require MASSIVE prep time for what will prob amount to a 1 hour crawl at best (depending on how many standard fights you work in) That's why REUSABILITY is key. To make the prep worth it , you can rerun it w/ the "dream logic"
Not sure if I'm going to pull the trigger on this. But I really like the idea.Not promising a part two if I don't.
The castle itself is a dream construct of the way-too-powerful-to fight Dragon. From a distance the castle is changing, growing towers, walls falling , getting bigger and smaller in rapid succession. The castle "eats" interesting things that the players will need to extract. It is also Multidimensional and planer and moves around.
The way I am planning on running it is that individual rounds are broken into 3 parts and only one player gets an action to interact with the "trap". a second player will be able to aid the "phasing" player in what ever action he takes. casting spells will be broken up over the 3 partial rounds(depending on L of spell).The phasing player will in essence be the party leader for the 3 partial rounds. The phasing player "job " will be rotated in some fashion(havent got this worked out yet). This is all run w/ the idea that you are trying to recreate the frantic pace of DL The growing and shrinking nature of the castle forces constant movement on the players A brief description of the situation will be provided with the idea of "looking around" will be an action that takes up a whole "partial" round. A few normal combats to be sprinkled in.
Since a lot of work will go into an encounter that should only take IRL 2 maybe 3 min., the rooms and traps are reusable (justified by the "dream logic")
This will obviously not work for a large group of players. Prob want to keep it to 3 or 4.
This will require MASSIVE prep time for what will prob amount to a 1 hour crawl at best (depending on how many standard fights you work in) That's why REUSABILITY is key. To make the prep worth it , you can rerun it w/ the "dream logic"
Not sure if I'm going to pull the trigger on this. But I really like the idea.Not promising a part two if I don't.
Tuesday, July 10, 2018
Item> some Magic Socks
ll Magic Socks must be worn in pairs and you also must have Magic Boots over them
socks of Indestructibility> Makes the boots indestructible
socks of Animal Tracks> boots leave the track of one of the following, roll d6 to determan
1> deer
2> wolf
3> orc
4> dragon
5.>horse
6> roll twice
socks of the Mage> boot add 25% to all movement rates(fly etc)
fighting socks> gain d6 kick attack
cursed socks> disintigrants boots
socks of Indestructibility> Makes the boots indestructible
socks of Animal Tracks> boots leave the track of one of the following, roll d6 to determan
1> deer
2> wolf
3> orc
4> dragon
5.>horse
6> roll twice
socks of the Mage> boot add 25% to all movement rates(fly etc)
fighting socks> gain d6 kick attack
cursed socks> disintigrants boots
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