Showing posts with label music. Show all posts
Showing posts with label music. Show all posts

Friday, 27 January 2012

The Jukebox of Many Tracks - d100 Community Project


Right, since everybody had so much fun with the Cloak of Elviskind, I've decided to give the concept another, expanded shot. The same idea as with the Cloak, except that any artist is fair game. I've started you off with the first twelve. Let's see if we can get it to 100. As in Top 100.

1. Devil Woman – the player becomes convinced that the most virtuous female NPC in the campaign is in fact a denizen of the infernal regions in a very convincing disguise. They must try to convince everybody else that this is the case. No matter what the NPC tries to do to prove their innocence, the player will find a way of interpreting it as more evidence of their diabolic nature.

2. Bridge over troubled water – the player can create an invisible force field which will support him and anyone within 20’ of him when crossing rivers, streams and estuaries. It will not work further than 100’ into salt water.

3. I can’t go for that (no can do) - whatever plan the player proposes will be met with either scepticism, hostility or derision. If he has hirelings or henchmen, they will refuse to accept orders and nobody else in the party will blame them for doing so.

4. Addicted to Love – the player must spend each night with a member of the opposite sex or the next morning begin to suffer effects that are the same as those incurred by a broken geas.

5. Killing me softly with his song – the player will receive the ability to sing, once per day a melody that will send all who listen to it into a deep catatonic trance that will be 90% likely to be mistaken for death. Local bards will be very keen to either find out the secret of the song or silence the singer forever.

6. Kung Fu Fighting – the player acquires the martial arts abilities of a monk of the same level.

7. The way we were – on selecting this track, the player and everyone who hears it will revert to the 1st level version of their characters.

8. Walk like an Egyptian – the player acquires the head of a jackal and must locate the cure deep within a lost pyramid.

9. Brass in Pocket – when this track is selected, the player generates a field which causes all precious metal within 20’ of him to become brass imitations.

10. Stayin’ alive – when this track is selected, the player acquires the ability to survive beyond –10. However, once this power has been activated, they will effectively become a living corpse, not able to eat, drink, breathe or generate body heat. Any wounds will not heal and must be manually repaired.

11. Gypsies, tramps and thieves – somehow the player has inherited the leadership of a band of travelling folk who now look to their new leader to see to their welfare and help them out with the problems they seem to be having with the local law enforcement

12. You’re So Vain – the player will become convinced that he/she has 18 CHA and will get very irate if this is not recognised by all around.

13. Close to you - the character can command twice as many followers as normally allowed by their charisma
(Bob)

14. Princes of the Universe - the character will be treated as if they are a member of the ruling class
(Bob)

15. Search and Destroy - The PC may name a type of monster. They get +4 to hit and damage against that monster type until they kill one, at which time they may choose another monster. If they try to repeat a monster they've done before, this ability is lost.
(Rod)

16. Dancing on the Ceiling - Gravity is reversed for the PC and he falls to the ceiling, which is now his floor. Cannot leave the dungeon or will fall into the sky. Needs to be tethered like a lead balloon to a heavier object, brought to town and have Remove Curse cast by a name level cleric.
(Tedankhamen)

17. Hello, is it me you're looking for? - The next NPC the PC meets will become their stalker, follow them around, and basically show up when not wanted. Will turn dangerous if rebuffed, will also follow the PC into dangerous situations and need constant rescue.
(Tedankhamen)

18. Ring of Fire - the PC has a ring of living flame materialize around one of his/her fingers, which allows him/her to cast one randomly selected fire-based spell each day. The ring burns the wearer for 1D2 damage each day, until it is dispelled by remove curse.
(Raskolnik)

19. Five Feet High And Rising - the PC gains the ability to raise the water level of small streams, brooks and rivers, but not lower it.
(Raskolnik)

20. I Won't Back Down - An unfortunate lapse in judgment impairs the PC until this curse is removed. The PC will never consider retreating or stop from getting into fights where the odds heavily skew against him/her.
(Raskolnik)

21. One Piece At A Time - the PC can clad him/herself in a magical suit of armor once each day. The armor has the properties of mastercraft full plate, is weightless, looks ethereal and lasts for the PC level x turns. The 23 separate pieces of the armor only materialize at a rate of 1 piece per round however.
(Raskolnik)

22. Walk Like a Man – the player has an unfortunate effect on all women who come within 15’ of him; they acquire male…ahem…accessories. Other than that, they will still be women – just very, very angry ones, now with added testosterone!
(Daddy Grognard)

23. Always Something There to Remind Me - whenever the PC enters a town, building or meets anybody new, a sphere bearing a magic mouth will appear and begin to recite their adventures, exploits and achievements. This sphere cannot be struck or damaged in any way.
(Daddy Grognard)

24. Constant Craving - the player is overcome with an uncontrollable hunger which prompts him to consume the party's entire rations (unless stopped). If the party is in town, he will raid any food outlet. Once he is sated, he will rest for 1d6 hours and then wake ravenous again. If there is no food available, he will start on dead bodies and if there are none of those available...
(Daddy Grognard)

25. Thunderstruck - All within 60' are affected by a power word stun as a series of power chords from the jukebox causes the room to reverberate.
(Satyre)

26. Hell's Bells - The jukebox tolls sonorously for 3 rounds, the first round summons an erinyes, the second round a barbed devil, the third round a horned devil. These will work together to cause as much mayhem as possible and steal the jukebox.
(Satyre)

27. Highway To Hell - The jukebox belches smoke and shines with crimson light. Those who touch the jukebox are plane shifted onto the first plane of the Nine Hells.
(Satyre)

28. She Blinded Me With Science - A female gnome in leather armour and various implements of alchemy and artifice pops out jack-in-the-box fashion and blows a cloud of dust into the face of whoever stands before it. They must save or be blinded for d10+2 rounds.
(Satyre)

29. Uptown Girl - the PC has become the latest infatuation of the romantic daughter of a very important personage, either a rich merchant, noble or mage. The girl will shower her new beloved with presents appropriate to her status and try to persuade him to name the day. Her family, however, will not be pleased that their daughter has seen fit to try to bring an...ahem...adventurer...into the family. Think Shrek meeting Fiona's parents

30. Whiskey in the Jar - the PC now has an affinity for a particular beverage (not necessarily whiskey) and when he drinks a pint thereof, it has the same effect as a Potion of Healing. This only works for him.

Thursday, 19 January 2012

Statting up the Cloak of Elviskind - a d30 Community Project

About four years ago or so, on a Giant in the Playground forum, someone came up with a Cloak of Elviskind as a goofy magic item (amongst many others - check it out here) and that set me thinking - what special effects could it have? I thought I'd kick things off with a few suggestions and see if we could expand it to a d30 table for this coolest of magic items.

Thank you very much!

EDIT - the Cloak is made of white satin and is decorated with rhinestones. To activate a power, the wearer must press a rhinestone, swivel his hips and utter the command phrase "Uh-huh!"

2nd EDIT - yay! We have our 30! Thanks to everybody who contributed - expect a pdf anytime soon.

1. Hound Dog - the wearer can summon a war dog that will fight for them for 1d12 turns or until killed

2. All Shook Up - an earth tremor hits a 100 square foot area around the wearer, causing everyone to save vs DEX at -5 or be flung to the floor.

3. Always on my Mind - the wearer is able to maintain a telepathic link with a chosen subject until that person is killed or the cloak is removed.

4. Way on Down - the wearer will be able to teleport 1d6 levels further down in any dungeon at will.

5. Blue Hawaii - the wearer is able to summon ice blue drinks that taste vaguely of coconut, one per party member. The drinks are liquified iron rations.
(Matthew W. Schmeer)

6. In the Ghetto - the wearer is able to dissolve grief associated with a loved one's death.
(Matthew W. Schmeer)

7. Blue Suede Shoes - the wearer is able to calmly respond to any taunts and dangers and will be calm and collected throughout any battle, automatically sensing the correct path of action. However, if anyone steps on the wearer's foot, he goes into berzerker mode and gains all the attack and save bonuses of a berzeker two levels above the wearer's current level for the remainder of the combat encounter. This effect can only happen once a month.
(Matthew W. Schmeer)


8. Viva Las Vegas - wearer gains +10% to all gambling attempts while clothed in the Cloak of Elviskind. Additional percentage advantages for gambling may be added at the will, discretion of the GM. Also entitles wearer to one free drink per game round from the house (Casino/tavern) while gambling.
(Chris Creel)

9. Promised Land - wearer and his companions may be teleported at will to their home base at will once per month. Cloak of Elviskind grants wearer a +1 to their Charisma stat when traveling on a Holy Quest or in search of a religious artifact or location.
(Chris Creel)

10. Jail House Rock - grant wear and companions release from jail, dungeon or other holding facility once per game month through political influence (increased Charisma), mistaken identity (charm person or group), prisoner release/ pardon program or other circumstances determined by GM.
(Chris Creel)

11. Don't be Cruel - all evil creatures who come within 10 feet of the wearer will experience a sudden alignment shift to Neutral Good. This lasts only as long as they are in the area of effect.
(Daddy Grognard)

12. Return to Sender - ranged attacks & spells targeted at the cloak's wearer are redirected back at the attacker. This effect only works once for each 'sender' each day.
(sevenelves)

13. Girls! Girls! Girls! - the wearer of the cloak can summon 3d4 young women in varied revealing outfits. These girls have no special powers or weapons other than their natural charms.
(sevenelves)

14. "only fools rush in..." - the cloak-bearer may sacrifice a temporary point of WIS to immediately seize the initiative in a combat. The WIS restores itself 1d3 hours later. Note the potentially addictive nature of this power, given that each time the wearer gives up some Wisdom, giving up even more Wisdom seems like a better and better idea.
(Erik aka VectorSigma)

15. Mean Woman Blues - Upon donning the Cloak he cloak-wearer finds a word stitched into the inside layer in thread of reddish-gold. Upon saying this word aloud, either a marilith or a succubus (DM's choice, according to party strength) is gated into a spot directly in front of the wearer. The entity is probably very irritated, to say the least...
(Nation)


16. "...Has Left The Building." -- Wearer and 3 closest Lvl 0 henchmen automatically teleport to the mouth of the current dungeon.
(Justin S. Davis)


17. Love Me Tender - The wearer is transported to a room at the local inn that is already occupied with a lovely lass. Roll on Random Harlot Table.
(Matthew W. Schmeer)


18. Suspicious Minds - The wearer is able to cast true seeing without material components. The spell lasts 2 minutes per level of the wearer.
(Matthew W. Schmeer)

19. (Let Me Be Your) Teddy Bear - The wearer is transformed into a child's teddy bear for 1d12 days. During this time, the wearer is sentient and will retain all memories of what she has seen and heard and is also protected from detect magic and true seeing spells.
(Matthew W. Schmeer)


20. Hard Headed Woman - The wearer suffers a -5 to hit any female combatant wearing a helm.
(Matthew W. Schmeer)


21. '68 Comeback Special - The wearer and up to 68 allies are automatically transported to the Comeback Inn in Blackmoor.
(Matthew W. Schmeer)

22. (Marie's the name of) His Latest Flame - the wearer has somehow attracted the amorous attentions of a female fire elemental who is now intent on proving her love - by showering him with gifts (typical of the Elemental Plane of Fire) and 'protecting' him from harm - unfortunately she is rather over-zealous when it comes to interpreting the concept of 'harm'. She will be very difficult to dump but if the wearer does so, she will switch her attentions to another member of the party and bear the wearer deep enmity.
(Daddy Grognard)

23. You're The Devil In Disguise - Wearer may appear as a barbed devil (as per change self).
(satyre)

24. Poison Ivy League - Wearer is the centre of an outbreak of poison ivy (as entangle spell; those who fail must make a save vs. poison or be -2 to hit until they next bathe).
(Satyre)

25. Any Way You Want Me (That's How I Will Be) - on encountering a new monster or creature, the wearer will immediately polymorph into an attractive female version of that monster (or male, if the monster is female). The monster will be very taken with its new friend and will react favourably to any requests made of it. However, the monster will also be keen to take the friendship further - if you know what I mean. Any consequences of intimacy whilst in the monster form will condemn the wearer to remain thus until it has given birth.
(Daddy Grognard)

26. Are You Lonesome Tonight? - The wearer can summon a familiar for 1d12 days. Roll 1d10 on the SRD familiar table.
(Matthew W Schmeer)

27. It's Now or Never - The wearer has a 95% chance to convince others to listen to and follow his plan of action .
(Matthew W Schmeer)

28. Surrender - If the wearer brandishes his weapon, his enemy immediately capitulates.
(Matthew W Schmeer)

29. Kentucky Rain - the wearer may cast rain of fire without material components.
(Matthew W Schmeer)

30. Crying in the Chapel - The wearer can cast resurrection without the required material components.
(Matthew W Schmeer)

Saturday, 24 December 2011

The Coventry Carol

I love this song and this rendition is amongst the best I've found. It's so mediaeval in its sound; in the very depths of winter, it fits the mood of the season perfectly. Enjoy, with a glass of mulled wine in one hand and a mince pie in the other. Wassail!

Monday, 19 December 2011

Favourite Christmas Songs

Mine's this one



Mummy Grognard and I always say it's not Christmas until we've heard this on the radio or in the shops.