Showing posts with label rules cyclopedia. Show all posts
Showing posts with label rules cyclopedia. Show all posts

Monday, May 18, 2026

Norkers

"The little bugger bit me!" Nimble yelled, as much from pain as embarrassment. 

The pink little bugger in question was barely 3 feet tall, but had sunk it's teeth into Nimble's hip. The others giggled with their wide wet toothy mouths. 

"Don't let them get so close next time" Rathgar laughed, booting one prone and running it through with his sword. He jerked to the side just in time to avoid the tusks of the boar that went racing past him, but not far enough to avoid the mounted norker's heavy club.   

"I can see why the village asked for our help" Feris said, knocking aside the blade of the norker poking at him. 

Norkers

Armor Class: 6
Hit Dice: 2+1
Move: 90 (30)
Attacks: 1 weapon 1 bite
Damage: 1d6/1d3
No. Appearing: 2d6 (5d6)
Save As: F2
Morale: 9
Treasure Type: E
Intelligence: 9
Alignment: chaotic
XP Value: 25

Monster Type: Humanoid, Uncommon

Norkers are noxious and obnoxious creatures, superficially of goblinoid stock, but twisted and nastier than the average gobbo. They organize themselves into roving bands that loot, pillage, and burn an area before either moving on for greener pastures, or being driven off. All their loot (whatever isn't destroyed) is kept at their base camp under lock and key of the norker chieftain (4+2HD) and his 1d4+1 guards (3+2HD). 

Norkers keep boars as guard animals, mounts, and beasts of burden. All roving groups of at least 5 members will have 1 mounted on a boar. 

There is a particular enmity between norkers and fairies, and norkers will always be wearing hobnail boots, and as many bits of iron as they can. Cookpot helms are especially popular and fought over among them.


I hadn't planned on painting them pink. Originally I wanted them to have yellow skin, but since painting yellow is a pain in the ass, I went with the paint it pink first trick. The thing is, I liked how they looked with the pink skin. They're rather cartoony already, and it felt appropriate. And if you look really close at the mounted norker's boot, you'll see a squished pixie stuck to the bottom! 

Tuesday, February 11, 2025

Goblin Bottle

"Some say they bring good luck." Feris pointed out helpfully.

"It's disgusting." Allianora all but yelled.

Nimble frowned. "Who are we to judge?" It's not like we haven't taken trophies from some of our kills."

"Did it just blink?" Rathgar peered closer at the jar. "I swear, it just blinked."

"I wouldn't get too close, you'll get it upset." a craggy old voice called out from the dark interior of the cottage. "And then it'll be days before it's of any use." Tall and thin, the old man stooped to pass through the door


Alice Tochylovska Goblin Head Specimen

This necromatic device requires the head of a goblin shaman or wokan. The creation process imbues it with the spark of undeath, and preserves the goblin's knowledge, and also taps into the resonance of the plane of negative energy. Goblin bottles are excellent at sniffing out necromatic magics within 120' or other magic items within 60' for up to 30 minutes per day. It will always direct the user toward a necromatic object before directing toward a non-necromatic object. Otherwise, it will always go toward the most powerful object within range. 

Unfortunately for anyone wanting to use it, it only responds to commands spoken in goblin, and only with a successful reaction roll (7+) once per day. Failure will result in a -7 penalty to the roll that decreases by 1 every 24 hours.

Wednesday, September 11, 2024

Blood Demons

"Do you hear that grunting?" 

"Who's working out in a dungeon?"

 Looking through the doorway, the party sees a wide circular chamber that stretches down at least 60 feet, with a winding stairway wrapping around the wall. Down below, half a dozen buff red demons were busy flexing, stretching, doing one armed pushups, squats, box jumps and jump rope with a chain...  

"According to the map, we have to go down there." Allianora grumbles

"I hate gym demons" Rathgar moans. 

"Who doesn't." Feris says. "Ice storm?"

"Yeah, lets not get into their reach if we can avoid it." Nimble says, looking down at the bulging muscles

Blood Demons

Armor Class: 6
Hit Dice: 4* (M)
Move: 120' (40')
Attacks: 2 claws/ 1 gore or special
Damage: 2d4+1/2d4+1/1d6+1 or special
Number Appearing: 1d6 (1d6)
Save As: F8
Morale: 11
Treasure Type:
Intelligence: 7
Alignment: Chaotic
XP Value: 175

Monster Type: Demon, lesser (rare)

Blood demons are the gym bros of the demon world. While they love the chaos and destruction that they can cause, they also enjoy psychological intimidation that their impressive physical forms can instill, and will mock anyone and anything that is less physically developed than them. Because they're so energetic, unless properly restricted by the summoning spells, they will continue to cause mayhem and destruction until banished or destroyed. 

In combat, the demons will attempt to intimidate their opponents and flex and pose to show off their physique. Anyone viewing this must make a save vs spells or be in stunned for 1d3+1 rounds. While stunned they will suffer a -2 to all attacks, AC, and saves. This effect can only be done once per day per opponent. 

Like all lesser demons, they can be turned as undead (as mummies) and have the bonus demon strenth of +1 to damage (included above), and are immune to sleep and charm spells, and are immune to fire. 

Terrain: any


These demons are from the Reaper Miniatures Blood Demons set, and were painted with the following reaper paints: Red Liner, Asmodius Red, Seoni Scarlet, Sunrise Orange, Dragon Copper, Carbon Grey, and Skeleton Bone

Monday, May 15, 2023

Dark Dwarves

"Go no further!" the gravelly voice calls out from around the bend of the dungeon corridor. "You are not welcome." it continues in the oddly accented dwarvish.

Nimble pauses and looks back at his friends. "I guess we lost the element of surprise." he whispers.

"We really don't want to piss them off." Allianora warns. 

"You really don't" the voice calls from the dark in common.

"We need passage through these halls" Rathgar calls out. "We have no quarrel with you." He waves at Allianora and nods at her scowling. "We are happy to pay a toll"

The silence stretched on... 

"What do you offer?"

"4 fire opals, each as big as my thumb"

"Really?" Nimble hissed.

"We need to get... to where we're going, and this is the fastest way." Feris reminded him softly. 



Dark Dwarves

Armor Class: 2
Hit Dice: 3* (M)
Move: 60' (20')
Attacks: 1 weapon
Damage: 1d8+1
Number Appearing: 1d6 (5d8)
Save As: D3
Morale: 10
Treasure Type: (Q+S) G
Intelligence: 10
Alignment: Lawful
XP Value: 50

Monster Type: Demihuman (Uncommon)

Unlike their more common cousins, the dark dwarves haven't seen the light of the sun in generations. They are lead by religious fanatics worshiping the burning fires of the forge. Their dark god has granted them the ability to grow in size once per day after being injured. They grow to twice their normal size, doubling their movement speed and damage for up to 10 rounds. Their forge priests can trigger this ability on the dark dwarves around them (within 15') causing each of them 1d4 points of damage in the process, as a standard action. 

Dark Dwarven arms and armor are as finely crafted as any masterwork dwarven craft, but no surface dwarf will willingly claim and use them for the association with their dark god.  The heart of their compounds is the forges which are always in use. Their love of precious metals and gems exceeds even that of their cousins. 

Any group of 5+ dark dwarves will include 1 Dark Dwarf Forge Priest (count as clerics level 1d4+3). They can prepare Heat Metal, Produce Fire, and Resist Fire as a first level spells. Cure Light Wounds and Resist Cold count as second level spells. 

Tuesday, September 13, 2022

A Monograph on the Infernal Lesser Prince Morax the Profane

A while back I created a demon infested manor for my players to clear out and use as their new base of operations. Wanting a little more than murder-hobo smash and grab, I decided to try to tempt them. What else from a demonic intelligence that really wants to be free to cause chaos in the mortal realm? And how best to tempt a wizard desperate to hit 9th level? With magical (demonic) power of course! 

Sadly they sent the demon back to hell, and destroyed the Monograph.  

Well, they destroyed one copy of The Monograph. Others are out there. Maybe there's one in your game?

A Monograph on the Infernal Lesser Prince Morax the Profane
Composed by The Grand Archmage Idreforn, Court Wizard of the High King Aerokos


This tome radiates a faint necromantic/infernal magical aura when examined. The red leather of the covers is well worn, but the brass clasps shine as if freshly polished. The title on the spine glows dimly. Within, the pages are written both in an ancient common and magical script, depending on the section.

The first half of the volume covers who and what Prince Morax is, and his various evil deeds across both the world and as a general in the great wars in hell. It also describes the occasions the demon has been summoned and bent to the will of various demonologists, and how each time he’s been cast back into hell by the destruction of the crystal skull used to bind him. There is an extensive section detailing the various powers Morax is known to have used.

The second half of the volume concerns the ritual used to summon the demon, and the means to create the crystal skull that will bind him to the will of whoever holds the skull.  

The study of this book requires a magic-user or cleric to study it for at least a week before they can attempt to fully understand the magics within. During this week, 3 Int/Wis checks must be made.

Check 1 - The Lore
Failed Check - Deciphering the text requires an extra week.
Passed Check - The reader gains a comprehensive knowledge of Morax
Passed +5 - The reader has an intimate knowledge of Morax, and gains a +2 to the next check.
Passed +10 - as above, but the reader also picks up on the fact that there’s too much detailed info in the book.

Check 2 - The Ritual
Failed check - There is a flaw in the reader’s understanding. There is a 50/50 chance of the ritual simply failing or opening a portal to hell.
Passed check - the reader can successfully follow the instructions to summon Morax.
Passed +5 - As above, but the reader can also use the summoning circle to contain Morax.
Passed +10 - As above, and the reader knows that the summoning is a permanent effect (and how to reverse the ritual to send Morax back to hell)

Check 3 - The Binding

Failed Check - The reader has a (likely fatal) misunderstanding of how the binding skull works. Attempts to create it or utilize one already in existence suffer a -2 to their check.
Passed check - The reader understands how to create and use the binding skull
Passed +5 - the reader gains a +2 to their rolls to create & use the skull
Passed +10 - The reader understands that destruction of the skull frees Moxon, doesn’t banish him.

Controlling Molar with the skull

Bending a demon prince (even a lesser one) to one's will is a difficult task. Morax has a willpower score of 28. Anyone using the skull must add their Intelligence & Wisdom scores, plus half their level (rounded down). If the score is less than 28, Morax takes control of them as if under the effect of a Charm Person spell (no save). A tie score allows Morax a save for every task assigned to him. Beating his score increases the duration between saves to 1 day for every point his power score is beaten by.

Wednesday, August 3, 2022

Curdom the Unstopable

Curdom the Unstoppable
Maimed as a teenager by a werewolf, this young cleric doesn't let his limp slow his hunt for the best that ravaged the monastery of the silvery moon he grew up in. As a youngster he was more interested in the ritual of the temple rather than the hard work it took to maintain it, but after he was nursed back to health, he threw himself into training to fight the monsters that hunt the world. Never the best in skill or technique, Curdom will pick himself up and keep fighting by sheer force of will.

In addition to the usual fighting equipment, he always carries a couple vials of silver infused holy water that act like acid on lycantropes, and prefers payment in silver.

His one goal in life is to eradicate the scourge of lycanthropy, be it through healing magics or the silvery head of his mace.



Monday, July 18, 2022

New Monster: Hammerhead Dungeon Flatworms

"This? No, this was about a year after the dragon." The old woman shifted on her stool, adjusting the peg leg that was rubbing her stump the wrong way. "Certainly one of the least glamorous creatures to ever crawl through the Underdark, but also one of the nastiest." She nodded at the incredulous looks. "Yes, worse than the dragon. Hoarfrost was smart, mean, and powerful. He'd terrorized the Kelban Reach for decades. Finding his lair was a feat in and of itself, especially when you consider the albino kobolds that worshiped him! But the thing about them was that you could basically see from their point of view. There was a brain, and a motivation... The worms? They're just vermin. Almost alien they're so far removed from us."

Pausing to drink from the earthenware mug, one of her audience asked "But if they're just worms, what does it matter what they think?"

"Oh, I suppose it doesn't, really. More that it's impersonal. You're face to face with something that doesn't care, that just views you as food. Plus, unlike Hoarfrost, there was lots of them. And if you don't kill them all? Then they'll just come back."


Hammerhead Dungeon Flatworms (under 8' long)

Armor Class: 8
Hit Dice: 1-3* (S to M)
Move: 90' (30')
Attacks: Slam Bite
Damage: 1d4 (+1/HD)
Number Appearing: 3d10
Save As: F2
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 13/25/50

Hammerhead Dungeon Flatworms (over 8' long)

Armor Class: 7
Hit Dice: 4-6* (M to L)
Move: 90' (30')
Attacks: Slam Bite
Damage: 1d8 (+1/HD)
Number Appearing: 3d6
Save As: F5
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 125/300/500

In combat, the worms will attempt to knock down their opponent (save vs paralysis on any hit that causes more points of damage than the target has hit dice or be knocked down), and then eat them (free attack on any target knocked prone). They are blind, with an incredible sense of smell. The Hammerhead Dungeon Flatworms are resistant to non-magical weapons (1 point of damage per hit), fire, poison, and 1st and 2nd level spells. Unless completely destroyed, the heads of the worms can regenerate a full body at a rate of 1hp/day.

Ranging in size anywhere from 1' to 15' long, and 6"-12" thick, they're usually about 1/10 as wide as they are long. Their distinctive hammerhead appearance is the result of 2 bone-like growths that the worms use to both dig, and also to bludgeon their prey with. Infested areas usually have a strong sweet & sour smell.

Hammerhead Flatworms are said to be the spawn of the Great Worm, though some claim they're actually just worms that ate of the Great Worm, and absorbed some of its power. Whatever the case, these worms are invasive, aggressive, difficult to kill, and nearly impossible to be completely rid of. When they spread to a new area, the best case scenario is containment and regular eradication. A single surviving worm is able to repopulate any underground space. Worse is that they have no natural predators as they taste terrible.


This post has been inspired by this story.
https://www.livescience.com/62635-hammerhead-flatworms-invade-france.html

Sunday, July 10, 2022

New Monster: Barrow Wardens

Rathgar slammed into the heavily armored skeleton. "Allianora! Feris?!?" He yelled as it pushed back against his rush.

"It isn't working" Allianora replied, dropping her holy symbol and gripping her mace. "I can't turn them here."

Nimble slipped past Rathgar and his opponent, jabbing a dagger through the gaps in the armor as he passed, with no effect. The skeleton's armor clad elbow slammed Nimble in the face in return, sending the rogue sprawling, blood gushing from his broken nose.

Streaks of golden light shot out from Feris' outstretched hands, and shattered against the armor of the skeleton. "Frelling great..."

The second skeletal knight shoved it's way into the melee, jabbing it's blade into Rathgar's shoulder. 

post-12081-0-58606800-1465424551_thumb.jpg
Reaper's Barrow Wardens as painted by Evilhalfling

 
Barrow Wardens

Armor Class: 2
Hit Dice: 6* (M)
Move: 90' (30')
Attacks: By Weapon x2
Damage: 1d8+2/1d8+2
No. Appearing: 2d4 (2d4)
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 500

Barrow Wardens are the lesser knights raised in service to a greater undead power, serving as bodyguards and guardian of important sites or treasures. While they are "lesser knights" they are still powerful undead themselves, and are never found working alone. In addition to the usual undead resistances, they're immune to first level spells. They can be turned as vampires outside of their barrow, but can't be turned within it. The mere sight of them is enough to cause fear (save vs spells to resist). In combat they retain their martial skills they held in life, and are usually found in plate mail with a shield and melee weapon. They attack twice per round, and crit on a 19 or 20.

Sunday, January 23, 2022

New Monster: Coal Walkers

Coal Walkers

Armor Class: 4
Hit Dice: 6 (M)
Move: 90' (30')
Attacks: 2 Claw
Damage: 1d4 or 2d4+2 when ignited, plus
No. Appearing: 2d4 (2d4)
Save As: C6
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value:

Monster Type: Construct, Very Rare

Coal walkers are crafted from the bones of those who have died by dragon's fire. A wizard who collects these bones must process them through a variety of magical and alchemical rituals that include infusing them with coal dust, turning them coal black. The animation process is not necromatic, and despite appearances, they can not be turned. As constructs they are immune to sleep, charm, and hold spells, and because of their unique construction, they are not harmed by fire. They take half damage from non-magical weapons.

In combat, Coal Walkers will ignite after taking damage (or being the target of a fire based attack). They will burn for 10 rounds before needing to recharge 24 hours. While burning, they will constantly cause 1d8 damage to anyone within melee range every round. The damage stacks, so if more than one coal walker is in range of a PC the PC will take 1d8 damage from each.

Additionally each can produce a 15' cone of flame that will cause as much damage as HP remaining. This will snuff the Coal Walker's flames.

Monday, January 17, 2022

New Monster: Ethereal Dragon

My players finally faced the Ethereal Dragon I had take up residence in Stonehell's Lost Level. Thankfully they'd come prepared with a Dimensional Anchor spell that allowed all their attacks to hurt it!

Ophidians | Star Trek

Ethereal Dragon

Armor Class: 2
Hit Dice: 9+2** (M)
Move: 90' (30')
Attacks: 2 claws / Tail / 1 bite 
Damage: 1d6+1 (claws & tail) / 3d6 (bite)
Breath Line: 75' x 5'
No. Appearing: 1 (1)
Save As: F10
Morale: 10
Treasure Type: H
Intelligence: 9
Alignment: Chaotic
XP Value: 2,500

Monster Type: Dragon-kin (very rare)

Ethereal dragons are rarely encountered in the material planes, but when they are, they appear as white scaled serpents that gently glow. Their backs are ridged with short spikes, as are their legs and claws. Lacking wings, they're often not recognized as dragons, much to the woe of those encountering them. They are rarely speaking dragons, and somewhat lazy as few of the creatures they encounter can hurt them. When they come through to the material planes, they do it to hunt and steal. Because of their unique physiology, attacks on them from the material plane only have a 50% chance of actually causing any damage, unless made with a weapon designed to injure ethereal creatures. 

Breath Weapon

The ethereal dragon's breath weapon is a line of oily rainbow light. While colorful, it will look wrong to anyone from the material planes. Anyone struck by the dragon's breath weapon will take the usual amount of damage (dragon's current hit points). Additionally the light is draining to creatures of the material realms, and will cause their Strength, Dex, and Con to be halved unless a saving throw is made. Lost ability points will be restored at a rate of 1/hour.


Saturday, November 13, 2021

New Spell: Beetle Curtain

"Nimble, I've seen wooden doors, steel doors, stone doors, doors made of force and even flesh..." Rathgar grumbled.

"Look, I don't know what to make of it either." Nimble whined. "I'm not sure how to get past it quietly."

"If it's noise we're worried about, I can make it silent." Feris offered.

"Yeah, that'd be great."

Feris wove the spell, and then nodded. "It'll be silent all around the doorway."

Nimble crept up to the double thickness heavy beaded curtain and began to carefully push his dagger through it to peer through to the other side, when the whole things just collapsed to the ground... Rathgar, Allianora, and Feris watched as the beads silently hit the floor, bounced, and rolled while Nimble froze. Then he began to flail as the beads became a swarm of angry beetles.

"Run!" Allianora yelled! 

 

Magic User Spell, Level 2

Beetle Curtain

Range: 10'
Duration: Permanent until triggered
Effect: creates an enchanted beaded curtain (or rug) that will turn into an insect swarm when triggered

Upon casting this spell, the magic user will create a beaded curtain or rug that can be placed where such a textile could be expected to be placed. Upon a set trigger, the curtain or rug will turn into in Insect Swarm. The strength of the swarm will be based upon the caster's level. A 3rd level caster will create a 2HD swarm, a 7th level caster a 3HD swarm, 11th level caster 4HD swarm. A 15th level caster can create two 4DH swarms. Every 4 levels beyond 15 adds an additional swarm. The higher the level of caster, the more intricate the pattern of the textile.

Friday, October 29, 2021

Finding A Weapons Master

I was talking with my co-DM about weapon trainers, wanting my character Nick to get some training, but there isn't anything that suggested how likely the PCs were to have on available locally. So, I came up with a chart. I'd had a half formed idea already, since several of my players have taken advantage of the weapon training rules, so this really just codified the idea. 

Keep in mind, the arrangement of weapons into the different categories is based on my campaign

Chance of finding a weapons trainer in a large town. Chances reduced 50% for small towns, and 75% for villages. Cities add 10% base chance shown below.

Teacher LevelCommonUncommonRareVery Rare
Skilled75%65%55%35%
Expert55%45%30%20%
Master30%20%10%5%
Grand Master10%5%3%1%






Common WeaponsUncommon WeaponsRare WeaponsV. Rare Weapons

Axe, HandCrossbow, HeavyBlackjackBlowgun

Axe, BattleHammer, ThrowingLanceBola

Bow, ShortHammer, WarTridentShield Weapons

Bow, LongStaffCestus

Crossbow, LightJavelinNet

ClubPolearms


MaceSword, Bastard


DaggerSword, 2 Handed


Spear



Sword, Short



Sword, Normal



Sling



Thrown Objects (rocks, oil, holy water, etc)



 

Wednesday, July 7, 2021

New Spell: Summon Slugs

The frogmen had them surrounded. Sheltering on a dry spot in the swamp that once held a cottage, they had nowhere to run to.

Rathgar grunted as the arrow glanced off his helmet. "Can you pull something out of your hat?" 

"I'm out of spells!" Feris yelled. 

"What about that scroll you found?" Nimble asked from behind a bit of crumbling wall.

"I don't have it in my spell book!"

"You won't get the chance to copy it if you're dead"

Feris groaned as more arrows clattered ineffectively around them. Pulling the stained vellum from the case, Feris read the arcane runes. The scroll dissolved into slime in his hands. The frogmen started croaking very excitedly, and lots of splashing could be heard. 

Rathgar dared to look over the edge of the wall. An impossibly large slug, bigger than the island they were on was currently munching on a frogman. An eye stalk swiveled around to look at the movement. "You have that thing under control, right?"

"Nope! Better run!" he replied, leaping up and running directly away from the monster.

Magic User Spell, Level 1

Summon Slug

Range: varies
Duration: 1 turn every 3 levels
Effect: Summons Slugs

When this spell is cast, the magic user must roll a d20, add their level to the result, and consult the following chart. 

1 (plus level) normal slugs fill the casters mouth for the next 1d4 rounds making any spell casting impossible
2-10 - 1d6 normal slugs appear on the caster
11-15 several hundred slugs appear within 30' of the caster taking up 10 square feet, making the area slippery (like grease spell)
16-20 - Summon 1 giant slug (9HD) within 30' (they are not under your control and are already pissed off)
21-25 - Summon 1 giant slug (12HD or a random slug from Slügs!) Within 45' (they are not under your control and are already pissed off)
26-30 - Summon 1 giant slug (15HD or a random slug from Slügs!) within 60' (they are not under your control and are already pissed off)
31+ - Summon either 1 giant slug (20HD or a random slug from Slügs!) within 90' (they are not under your control and are already pissed off)

Saturday, November 28, 2020

Porcelain Lich

"Death would not be an end, merely a transition for the sorceress now known as the Porcelain Lich, though it's said she prefers 'La Belle Mort' now, and woe to any who would use the more common nickname."

 Rathgar frowned at the sage, then turned to Feris. "Do we really have to deal with this... lich?"

"If you want to get Nimble's curse removed, yes. I can't do it myself."

The large rabbit sitting in Feris' lap made a short loud scream. 

"Fine." Rathgar snapped, and pointed at the rabbit "but the next time you feel like stealing from the High Prelate you can deal with the consequences yourself." 

"Ah, I see." The sage nodded. "I would recommend bringing a gift at least as valuable as the service you're hoping to get from her. A rare spell or a particularly beautiful magical artifact."

Porcelain Lich

Armor Class: 0
Hit Dice: 9+6 (M)
Move: 90' (30')
Attacks: By Spell, Item, or Touch x2 and special
Damage: per spell, item, or 3d4 + special
No. Appearing: 1 (1)
Save As: MU15
Morale: 10
Treasure Type: G, O
Intelligence: 21
Alignment: Lawful
XP Value: 4,000

 Monster Type: Magical Creature

While the sorceress 'died' in her transformation, she is neither undead nor a construct, though there are similarities to both. She is immune to non-magical weapons, sleep, charm, and hold spells, and takes half damage from any fire or cold based attack. Unlike a true lich, she has no phylactery.  

The touch of the Porcelain Lich drains heat from those touched, and anyone who is touched must make a saving throw vs spells or be slowed (as per the spell) until they're able to take a full night's rest. However she much prefers to remain out of melee and will utilize her spells, scrolls, and other magical items efficiently and tactically, always targeting other spell casters first, leaving her minions to deal with those more combat oriented.

While she is a scheming monster, she isn't needlessly cruel, and mostly seeks to acquire power and magical might. She rarely leaves her Palacio del Finartistico, but frequently hosts great musicians and artists to are commissioned to create great works for her (and often of her).


 Porcelain Makeup by Julio Silveira

Wednesday, October 14, 2020

New Spell: Ward

Lady Morgana looked over the pair of recovered spell books set out on the makeshift table before her, well away from Lady Eiric's manor house... just in case. Both radiated the unmistakable energy of active spells just waiting to be triggered. Protective magics, but what? And what trigger?

With little to go on, she began to cast analyze, and settled her hands on the red leather cover of the book on the right. Pain flared in her hands. Magic held them to the cover, and she watched in horror as they blistered and burned as a green energy flowed over them. Moments, that felt like hours, it was over, and she yanked her acid burned hands away from the book in time to see a glyph fade from the cover. 

 


Magic User Spell, Level 2

Ward
Range: 0
Duration: Permanent until triggered
Effect: Protects something from being opened

When cast upon an object capable of opening (a door, book chest, etc.) a magical glyph will be inscribed upon it. The caster may make the glyph visible or invisible. When the item is opened by someone other than the caster, the Ward is triggered, causing 2d8 points of damage (save for half) from the caster's choice of energy type. This damage may not be healed magically. Each casting of this spell requires the use of specially prepared inks that cost 50gp.



Image source: RFlowers

Tuesday, November 19, 2019

New Monster: Vomit Zombie

The dimly lit wood paneled walls were smeared with gunk, and the floor was slick with the chunky mess. The stale smell of vomit death permeated everything.

“What is this?” Nimble whispered as he tapped his toe at the lumpy fluid. “Ugh, it’s sticky…”

From out of an open doorway to the left, a sickly bloated looking man in a soiled nightshirt stumbled out and turned toward Nimble. His nearly bald head was beaded with sweat, his hair stiff and unkempt.

“Shit” Nimble slipped his dagger from his belt. “Stay back” he warned. The man gave no sign of understanding, and step by sticky step continued to approach Nimble, who backed toward the stairs. “Forget this.” Hopping over the railing, he dropped about half way down the stairs. After landing, he looked up to see what the figure was doing. The man leaned over the railing looking down, drool hanging from his open mouth.

With a stomach churning “hurk” and a shudder, a stream of vomit shot out from the man’s mouth, and down toward Nimble.



Zombie, Vomit

Armor Class: 8
Hit Dice: 4+1* (M)
Move: 90' (30')
Attacks: 1 claw or 1 vomit
Damage: 2d4+1 or 1d4+special
No. Appearing: 1d4 (2d4)
Save As: F4
Morale: 12
Treasure Type: Nil
Intelligence: 2
Alignment: Chaotic
XP Value: 200

Vomit Zombies are even more disgusting versions of standard zombies. They possess all the usual undead features, immunity to charm, sleep, and hold spells. They are faster than usual zombies, in spite of their bloated form. In combat they will either attempt to claw their opponent, or vomit on them. The projectile vomiting uses the same rules as a dragon's line shaped breath weapon, with a range of 15'. Anyone in the 5'*15' line will take the 1d4 damage, and must make a saving throw vs breath weapon or suffer the effects of the 3rd level cleric spell Cause Disease. Anyone killed while suffering the effects of the disease (whether the disease is the cause of death or not) will rise as a Vomit Zombie in 1d6 hours.

Friday, May 24, 2019

New Monster: Terracotta Warrior

Arrows rained down from the walls, and clacked off the figure charging toward the rapidly closing gate. The guards standing by with spears at the ready looked ready to break, but they held as the terracotta warrior reached the gate just before it closed, plowing through the guards standing in the gap.

Pulling the halberd from the body of one guard, the warrior spins it around, cutting deeply into the body of the next. More arrows pelted ineffectively against it, and even a large stone did little more than nudge it to the side as it continued to cleave it’s way through everything sent against it… until it suddenly stopped, and shrank down into a small statue. It was shattered seconds later as several different weapons came crashing down onto it.




Terracotta Warrior

Armor Class: 4
Hit Dice: 4* (+1 per caster level)
Move: 90 (30)
Attacks: 1 polearm
Damage: 1d10
No. Appearing: 1 (1)
Save As: F6
Morale: 12
Treasure Type:
Intelligence: 0
Alignment: Neutral
XP Value:

Monster Type: Construct (Rare)

Terracotta warriors are enchanted statues that serve at a wizards command. When activated via the Terracotta Warrior 3rd level Magic-User spell, the statue grows to 6’ tall, and follows whatever mental commands the wizard makes. Terracotta warriors are usually armed with polearms, but some wizards prefer other weapons. The terracotta warrior is immune to non-magical attacks, or the attacks of creatures with less than 5HD. The terracotta warrior counts as armed with a magical weapon and attacks as a 6HD creature.

Creation of a Terracotta Warrior costs 100gp and takes 2d4 days.

Friday, May 10, 2019

Bugbear Shock Troopers

“There’s just 4 of them ahead. 2 armored, 2 not, all mounted.” Scout Korloth reported.

“We can catch them in the brush, take out their mounts, drag them down before they can react.” Sgt. Grug suggested.

“The unarmored ones need to be watched. One might be a spellslinger.” Korloth warned.

“It’s been a while since we had horse meat... “ one of the troopers grinned, practically drooling at the thought.

“We have to bring them to Captain Garr’Nith ‘with all due speed.’ We don’t have time for the horses.” Master Sgt. Gor’eth reminded them.

“Do we have to kill them then?” Grug asked.

The furry hulking form nodded. “Fine. Sweep them off the mounts, try not to startle or kill the horses.”

With surprising grace, the massive bugbears slipped away from their camp toward the little traveled path.




Bugbear Shock Troopers
Armor Class: 5
Hit Dice: 3+2
Move: 90 (30)
Attacks: 1 weapon
Damage: 2d4+2
No. Appearing: 2d4
Save As: F4
Morale: 10
Treasure Type: (P+Q) B
Intelligence: 9
Alignment: Neutral
XP Value: 50

Monster Type: Humanoid, Common

Bugbears, who often work as the “muscle” of a goblin tribe, when raised in a more orderly hobgoblin force are better equipped and trained, and can rival (small) ogres in their size. Due to their innate ability to sneak in spite of their size, they’re used by hobgoblin generals to sneak around to the flank or rear of an opposing force, and cause a shocking amount of destruction/disruption.

Bugbear shock troopers are armed with a variety of large weapons that can be used one or two handed that can cleave or crush the average orc or human in a single blow.

Thursday, April 25, 2019

New Spell: Terracotta Warrior

"We need a distraction." Nimble muttered.

"What sort of distraction." Feris asked.

"A quiet one. Something that'll focus the guards so that we can get up and over the wall. Something that won't immediately draw their attention to us, so... not a fireball."

"I think this'll work..." Feris dropped his satchel, and started rummaging through it. Down near the bottom was a long thin box. Removing the ties that held it shut revealed a reddish brown figure. "Ready?"

"I guess so... work your magic."

Feris mumbled a few arcane sounds, and the statue grew turning and running toward the guard post, spinning it's glave toward the nearest guard. The shouts of pain and surprise were enough, and Nimble and Feris made for the wall.




Magic User Spell, Level 3

Terracotta Warrior
Range: 0
Duration: 1 Round/level
Effect: Animates a terracotta warrior

To utilize this spell, a wizard must prepare a 6" tall terracotta warrior worth at least 100gp. This small statue is fragile, and can be easily broken if roughly handled. When enchanted by the spell, the statue will immediately grow to 6' tall, and for the duration of the spell act as the wizard wills it. At the end of the spell, the statue will shrink back to it's 6" tall form, instantly healing any damage it suffered. Should the statue be destroyed while enchanted, it will not revert to its smaller form, and a new statue will need to be made. Every wizards statue will be tied to them, and no other wizard may use another's statue.



Image by anderpeich

Spell inspired by one from Oriental Adventures from D&D 3.0

Thursday, February 28, 2019

Thursday Thaumaturgy: Esratsept Lens of the Mind

The tavern was quiet in the predawn hours, but Alianora sat alone near the freshly kindled fireplace, wrapped in a blanket, and looking like hell when Nimble slide through the door. Latching it softly behind him he stepped near the fire with a slight limp. "Rough night?" he asked.

She smiled weakly at him. "That was going to be my question..." She sighed deeply. "Nightmares. Ever since we rooted out that cult... and a spell... a prayer... I can't get rid of it."

"You were cursed?"

"Yes... no... I'm not sure. I woke up the next morning with a new spell in my head. I didn't ask for it, and it's not from The Light. But it's sitting there, like a toad in mud..." She shivered. "I don't want to cast it, but I don't know how else to be rid of it."



3rd level Cleric Spell
Esratsept Lens of the Mind
Range: 30’
Duration: Instantaneous
Effect: One Target

The caster opens a lens to the outer-dark in the target’s mind, giving the target a brief nightmarish glimpse of the One Who Slumbers Between The Stars. The target must make a saving throw vs spells with a penalty based on their intelligence modifier (higher modifier, greater penalty) or be incapacitated for 1d6 days.