Showing posts with label Stolen World. Show all posts
Showing posts with label Stolen World. Show all posts

Wednesday, January 23, 2019

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.

Wednesday, August 22, 2018

...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.

Tuesday, June 5, 2018

Item> Ten Animal Cloak

Tens (they are called are made by nature priests from the hides of (surprise) 10 dif animals and then infused with arcane power by a wizard. they provide the ability to cancel mind effecting spells aimed at the Tens owner. after 10 levels of spells are canceled, the cloak disintegrates

Sunday, May 20, 2018

Boss Warlord Abilities

This list of abilities is primarily oriented to fantasy but with a little tweaking can be used in other genres. Mostly you are going to be using them with a boss monster with a bunch of mooks, a bugbear and a bunch of goblins or orcs is a perfect example. Dragons, ogres and giants all also make good warlord types. A boss using these abilities will usually stand out but this doesn't have to be the case, Care must be used in assigning these as your goal should always be a challenging encounter and not a TPK. Where these abilities originate are at the Keepers discretion: Intellect, supernatural leadership, charisma, commanding presence or my favorite go to, "It's Magic!"

SWIFT STRIKE

This boss grants additional attacks to his mooks. He gives up his action and commands another of his group to attack. This can be anywhere from one additional attack to all of the group gets an attack on the boss's action and their own

INSPIRING VOICE

After a failed morale check, this warlord tries to steel his legion, granting an additional morale check to avoid breaking and running. If the second check is made, perhaps a bonus or penalty is in order: Uriki might get a small bonus to hit for a couple of rounds, Ogres might get a small bonus to damage, while goblins might be left shaken and have penalties.

"THEY ARE ALL PUPPETS"

A warlord with this ability is normally a frontline fighter and uses his compatriots as meatshields. Any attack that would ordinarily hit him, instead the damage is passed on to the mook. This may or may not include spells and the mook might take more or less damage than would normally be assigned

"DO BETTER OR ELSE!"

When one of his mooks miss, they are granted a reroll, sometimes at a bonus or penalty..A good visual for this is to give the warlord a long whip that he either cracks or strikes the hapless mook. Warlords with this ability are often in the back of the fight ( a frequent ability for goblin or kobold warlords).

WOLF PACK TACTICS

Coordinating several mooks on a single foe, a bonus to hit, damage or both is attained. This can also render a disarming, tripping or sundering attack on the foe's weapon.This can sometimes be used to initiate a grapple, possibly without the normal penalties for starting such an attack vrs an armed foe.Another good ability for smaller sized mooks.

SHIELD WALL

The mooks are organized in such a way that their shields are over lapping and a defensive bonus is granted. Not necessarily an option for shield wielders only, sometimes groups with long spears and other two handed weapons can achieve this bonus.

OVERWHELMING PRESENCE

The mere example of the warlords standing on the battlefield inspires his mooks to greater en devour. Any combat bonus is possible. Normally associated with a front line, high charisma or terror inspiring boss.

PIN POINT STRIKE

While most of these abilities tend to be melee oriented, this ability applies to missile weapons. Several archer types are coordinated in an accurate volley fire. Special troops can be trained to disrupt spellcasters specifically.

GATHER ALLIES

This warlord is able to quickly replace combat losses with effective recruits.

"WE ARE ONE"

Many different types of monsters flock to this warlord's banner. Even monsters that are diametricly opposed to each other will follow this inspiring leader. Some are even able to command strange beasts such as giant spiders or ants and rust monsters

Tuesday, May 15, 2018

Making Mundane Weops. Unique

I've never been happy that almost every player picks long sword and greatsword, so I made a special chart to make them more unique. I use this in OSR and Pathfinder. I use 20 only as crit threat,double damage.

dagger +2 to hit, D4 damage
short sword +1 to hit, d6 damage
long sword, threatens crit on 19-20, D8 damage
battle axe, ignores one Damage resistance(scale at higher L?) D8 damage
Mace, 0ne damage on a miss(Scalable?) D8 damage (Ok , should prob only be vrs Metal armor but not looking for that kind of complexity)
spear D6 damage, d12 damage vrs large creatures
great sword 2d6 damage
military pick d6 damage, x3 damage on crit
great axe D10 damage, +3 to confirm crit
quarterstaff(2 handed) D6 damage 1 bonus to AC
Etc.

Wednesday, October 12, 2016

Some more Crypts and Things musings......

Been thinking about Luck and Sanity in actual play, thinking maybe static 10 for Luck and min 10 wisdom . Luck is kinda really important and a lower wisdom could be CRIPPLING with Sanity rules, as I'm not planning on switching for at LEAST four months(campaign has to EVOLVE) four months , I've got lot's of time to think about it.

Sunday, October 9, 2016

Preview of Sundered Worlds Recap 2

Ok planning on some sort of divine intervention on Monday. Laying out destiny of PCs and an out line of things to come in the following years. Join me as my thought process evolves on this through out(sorry you know by now my spelling fu is weak) today will be updating this post continuously if you want to wait come visit This on Monday

Sanity stat in any D&D

I've looked for YEARS for a way to do this, I think Crypts and Things Remastered is THE way to go with this. Simple and Elegant. I could spoil it here but you peeps need to support D101 games, they are doing AWESOME stuff(although I am basing this solely on Remastered). C&T Sanity system I think will work well in actual play, we shall see.......

Thursday, October 6, 2016

So Remastered has caused me to re think Sundered Worlds/Stolen world.....

Ok Remastered's rules are VERY closely aligned with the provided setting. I've decided that I'm going to use the"canned" world instead of creating my own. I've got to CRAM setting into my plans, At least it's easier than making new world.

I'm 56 years old and have been playing D&D since I was 17, 90% of the time I have been the DM. I have never EVER used somebody else's setting before. Brand new territory for me!

Monday, September 26, 2016

POST 200 !!!!!! Bat Cave 2 (megadungeon)

You should read Batcave one and The Better recap of Sundered worlds first

Ok I don't plan on the main Dungeon part of 8-10+ year plan for Sundered Worlds/Stolen World campaign until the end. But through time travel the players will visit briefly once in a while. As of this writing there are 5 or poss 6 different main sections each of which will use a different rule set and different character sheets except for option area 6 all of the side areas are actually in pocket dimensions attached to the Bat Cave

The whole point of it  to stop the destruction of the universe in the Dungeon.

Phase 1 of the Campaign is set in the Sundered Worlds, as the universe collapses our hero's search for the dungeon and what does the Chinese Parade Dragon artifact have to do with it. This is using Pathfinder rules ,5th L Huge stone monoliths will be placed in the Stolen Wold , anchoring and  stabilizing the fragments of the remains of the universe.

Phase 2 a is their stranding in The Stolen World and the ongoing hunt for the dungeon. From this point on the main rule set I will be using is Crypts and Things( sometime around 4 - 6/17 is start)

Phase 3 is the exploration of the dungeon and the gradual revealing of the main villains and true motivations of various NPCs

THE BAT CAVE ITSELF

Main Center Section

The original construction is goblin and the the Kuthrii Empire's lifeboat against the end, this is by far the biggest section of the dungeon. PC's will be using Crypts and Things rules
as of this writing I am going to modify The published(not by me) Stone Hell dungeon series as a time saver. It will have to be HEAVILY modified. Surrounding the main area are 4 smaller sections that each will use a diff rule set

Area 1 Sphinx
This is a parody of a true 1974 old school dungeon,egyptian themed, the pc's have already spent 8 games exploring the future. The rules are heavily modified Swords and Wizardrys, they started at first and are now second

Area 2 The Baron
this section is the home to a classic Dracula. The rules will will be using will be custom D&D with character classes such as farmer, maiden or prince, the pc's will be given character overlays of their true(IE Pathfinder) selves,they will be inhabiting the bodies of other peeps and their personalities will blurr, they will always be first L, eventually they will learn how to trade bodies. . This is the next area to be previewed in a flash forward and it will happen soon. slight poss will use 25 point GURPS char's. This area will contain a  twon and teh Baron's Castle, poss this will be the very very end as they will have to face The Baron w 1st l chars

Area 3 The Tsan Chen
These are extremely powerful sorcerers who have fled here from their extinct time ling(they are breifly mentioned in HPLs writings) They have contol  of a gug(also HPL giant) city that is also here, rules will be pathfinder w original char sheets

Area 4 The Witch
done the least work on this, rules will be D&D 1e with my original skill sheet that I just found(It is more like feats) from 1981.

Optional area 6 the Dragon
This is detailed in the "Diff way to Dungeon Crawl" post, really trying to push myself to this but right now it's a maybe, either Pathfinder or more likely C&T would be used




Friday, September 23, 2016

Cool monster link

link is to very comprehensive overview is Spellweavers, very alien sorcerers  working link in comments

Monday, September 19, 2016

A BETTER recap of the Sundered Worlds Campaign

The players were escorting a planewalker to an ancient abbey to undertake some sort of epic spell. As the ritual took place the abby came under attack bu a spellweaver , rakshasas and cosmic barbarians. A massacre ensued and the players grabbed a mysterious artifact(looks like Chinese parade dragon for 4 dancers.

They escaped into the supernatural winter and just as they arrived at civilization collapsed in fatigue.

They found themselves transplanted to another dimension(going from 5th L Pathfinder chars to 1st L OD&D chars). Finding themselves in the Bat Cave some years in the future. The dungeon was decorated with mosaic of the pc's throughout, Eventually they encountered a Sphinx that was too smart to talk to. Quik thinking lead to getting him to write things down. He revealed that the universe is collapsing due to the destruction of the abbey. and that a point in the future they would have to return to the dungeon and save the universe by merely switching 5 leavers in the dungeon, they were also told that dif sections of the Bat Cave had dif planer realities(IE they would be playing multiple rules sets w. new char sheets as they moved through it,)
AS the universe is collapsing and the Confederacy(good and the Alliance are in turmoil fighting each other and in a hopeless battle to stabilize the dimensions.In a frontal assault on the Spellweavers both the Confedarcy and Alliance have taken tremendous losses in troops ,planeswalkers and Gods.The leadership of the Confederacy is dead scattered and just plane missing. Refugees are flooding the most stable of the Confederacy's dimensions but the planeswalking walls both side erected have collapsed and every plane is on the front line of the war. A mystererious and powerful planes walker has asumed control of the Alliance and knows the PCs their destiny, to save everything , although he is seemingly putting them off in compleating that destiny for unknown reasonsThe PCs helped stop an invasion of a fortress dimension ,that now is acting as HQ, they are in the middle of rescuing POWs from the Vampires , who seem to have taken over control of the Alliance from The Spellweavers.

Friday, September 16, 2016

DM Blunders

I've spent too much time awau from Sundered Worlds/Stolen World. It's lost it's luster They are suposed to be the big replacement for Mysantia. Too much of what I had conceved I did'nt write down. New ideas are forming that make much of what I had in mind in question. I'm going to go back and try and get the spark back of what I was trying to achieve.

Wednesday, May 25, 2016

The Bat Cave(megadungeon) Part 1: Overview and history

History

approx 30,000 years ago dungeon starts out as major cavern system that has been occupied by goblins.

27,000 years ago Caverns worked into Major goblin metropolis, the capital of huge empire.

25,000 years ago The 1000 year cycle of Apocalypse's of The Stolen World begins

23,000 years ago Kuthrii Empire takes over cavern and uses as lifeboat against the Apocalypses

20,000 years ago Kuthrii Empire is brought down by infighting, goblins make resurgence but never come anywhere near their height.

12,000 years ago Halani Empire expands lowest section of "lifeboat" but never lasts past the 1000 year cycle

6,000 years ago goblins only survive in dungeon and are shadow of former selves.

4,000 years ago Minor Evil god Sinister takes on his "Joker" persona to hide his true pathetic apearance, he is master of illusion, takes over Bat Cave(as he calls it) adding slowly to the OSR type dungeon (although he is only approx L11 in power, he is the most powerful diety by far of the very low level Stolen World

3000 years ago Bat Dragon calls Bat Cave, imediatly goes to sleep, The job of thadventurers is to wake him up

100 years ago Bat Cave is done and goes into stasis,

This week real time, Dreaming Bat Dragon, Brings adventures to him in dungeon part 1 Sphnix, The 5th Level Pathfinder players will be given new char sheets and awaken w 8 HP as max in party

Sunday, May 15, 2016

New Creature: Boshtok

These semi flightless, chicken sized bats are all the rage in cock fighting rings. They will angrily attack each other (the males) and the fans of the fight. Their bite is mildly poisonous and results in a poison ivy like rash.A nice business can be made of trapping them in the wild for the fight circuit. They can't be raised in captivity.

Friday, May 13, 2016

Flora: Magic WildFlowers

Found in wild magic places and areas where chaos is , these red and blue flowers carry a taint of the chaos they were born in.

When fresh plucked and held in your off hand(no shield)If they are put down or dropped they lose all their magic, they live for about a week then their magic fades. At any time during that week they can be planted and will sprout a new plant or two in about a month. it has random effects(roll on following table before every encounter<Ok I'm pretty lazy and only roll once a day>)

D8
1) -1 to ac
2) -1 to hit
3) no effect
4) +1 to movement
5) +1 to hit
6) +1 to AC and to hit
7) +1 to hit and damage
8) +1 to hit,AC and Move, +2 to damage

Thursday, May 12, 2016

Flora: Mage Weed

Found at the site of large amounts of spell use ,long ago. This weed is about 2' tall with uneven limbs and ugly blue flowers. When chewed or smoked it provides +2 ECL on next mage spell cast. It is highly addictive, on the order of caffeine. Long term use leads to temporary and ultimately permanent wisdom loss.
It is illegal in most of civilized lands.

Flora: Sighing Grass

This average looking knee high grass makes a gentle sigh when blown by wind or stepped on. It is the remnants of a lost civilization. While somewhat disturbing it is harmless. In very large quantities, boiled down, it is a very useful component in sonic, thunder and speak w/ dead spells and potion.

Monday, May 9, 2016

World Building Two : Petty Gods

I had always had this concept but when the guy over at Grognardia started a book about them I decided to do a setting with only very minor gods.

My setting caps at 7th for PCs but the gods are between 5th and 11th. an assumption of the very low level nature of the world leads to a few changes to how the gods operate

First each god only supports a very limited number of clerics or paladins, and PCs are in fact mostly fueling their power w/ faith and personal prowess. The one 11 th level god has about 20 above average of these types, she is by far the exception. Normally each petty god is limited to one cleric or paladin. This leads to near unlimited access to the gods

That being said each god is very limited in scope.Many are geographically fixed.(ie the god of a single great waterfall). So while your access is near limitless, the petty gods ability to help is limited. The petty gods host only a spark of divinity, more like what would be a angel in most settings
some ideas for petty gods

god of a truly epic, but ancient battle, senile from age
god of minor mischief, formerly a minor demon
god of swords made in only one region
god of a single mountain


Word Building One: Limited Monsters

One of the games I a have been running a little and working on a lot started me thinking on what I hate about shows like Grimm and X Files: The monster of the week. A world with hundreds(maybe thousands) of monsters does not make a lot of sense. True we have to deal with a weekly or so game, and we have a lot of encounters to fill up, but a limited monster game could be cool too.

When I started to world build I limited myself to 10 types of PC killers, but most of which have ten or more racial or regional variants. One of the main ones in the setting is werewolf there are tons of movie types to draw from. Another is variants in Wight to include some that are Liche like. The Apex predator in my word is the chimera, I have tons of heads, bodies and magical types( this has replaced the dragon in the myths).

Make sure that you fill all the niches that you will need when you start, you also might want to leave room for a cool future idea.