NEW ITEM: Winter Coats
- This heavy wool coat or cloak can be worn comfortably in 30⁰F weather, down to 0⁰F. If wool is submerged or gets saturated with water, its weight is doubled, and will freeze.
- This coat is made of bear or wolf fur, and is effective in temperatures below 0⁰F
Wednesday, October 07, 2015 | Labels: money and equipment, Sunday Supplemental | 0 Comments
Medusa Cactus
Medusa Cactus
Climate/Terrain: Dry/Desert
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Water, Sunlight
Intelligence: Semi- (2-4)
Treasure: P,Q(x10),X,Y
Alignment: Chaotic Evil
No. Appearing: 1
Armor Class: 7
Movement: 4
Hit Dice: 3
THAC0: 17
No. of Attacks: 4
Damage/Attack: 1d3+1
Special Attacks: Needles cause flesh to stone
Special Defenses: see below
Magic Resistance: Nil
Size: M (5’-7’ tall)
Morale: Average (8-10)
XP Value: 650
The medusa cactus looks exactly like a normal cactus in the area, however close inspection will reveal eyes.
Combat: The medusa cactus stalks its victims, moving only at night and so slowly that it can’t be observed. It is covered in needles, many of them harmless, but some contain a venom which mimics the wizard spell Flesh to Stone. At will the cactus can project these needles, its range is 1/2/3 and can fire 3 normal needles, plus 1 venomous needle per round.
The Medusa Cactus regenerates all of its hit points by 8 hours of inactivity.
Habitat/Society:The cactus, because of its nature is almost impossible to spot, it lives with normal cactus plants which looks exactly like it, however they are not intelligent. Their lairs are filled with statues of creatures, forming a lush and beautiful garden oasis, which the cactus enjoys tending, and is always on the look out for new displays. The treasure in the medusa cactus’ lair will be incidental, it doesn’t value these items, except for either items of beauty or lures for more victims.
Ecology: The medusa cactus is a solitary creature, they will not attack their own kind, but they don’t enjoy each others company either. They reproduce upon death, seeds deep inside of it are released, the carcass spawning 1d6 cactuses which stay in the area until maturity, when they each fight for their parent’s garden. The winner of these contests keeps the established garden while the others leave to seek their own fortunes. The only way to stop this birthing process is to burn the dead cactus.
A few individuals have attempted to harvest the venomous needles, however it has never been successful, as the venom is only effective for 3 hours after being fired by the cactus, no magic seems to have the power to delay this natural reaction and it is yet a mystery as to the exact biology or anatomy of this dangerous intelligent plant.
Sunday, August 23, 2009 | Labels: monsters, Sunday Supplemental | 1 Comments
Plants, Dangerous: Fear Weed
I have this odd love for D&D plants, which probably borders on unhealthy, but so be it. It is just too bad that there aren’t enough of them! Plants are great because you can put then damn near anywhere, and they aren’t your average “monster”. You can put them to be a pain in the butt, effecting both parties or just the good guys. Skeletons are normally associated with low-level play, however if you give them the right conditions to fight in, they can really ruin your players day regardless of level.
Today’s Sunday Supplement is a plant that I enjoy, I’m not sure if it is original or not, it is a pretty simple concept but I don’t seem to have it listed in any of my books, regardless I hope that you enjoy it!
Plant, Fear Weed
Climate/Terrain: Any Tropical/Temperate woodland
Frequency: Rare
Organization: Clusters/Patches
Activity Cycle: Any
Diet: Sunlight, soil
Intelligence: Non- (0)
Treasure: Nil
Alignment: Neutral
No. Appearing: 2-20
Armor Class: 8
Movement: 0
Hit Dice 1
THAC0: 20
No. of Attacks: None
Damage/Attack: see below
Special Attack: Radiates fear
Special Defense poisonous
Magic Resistance: 40%
Size: L (8’+ long)
Morale: Nil
XP Value: 650
Fear Weed
The fear weed is a long leafy vine, they grow in clusters and quickly take over entire areas. The vine itself radiates an aura of fear, as the 4th level wizard spell, which extends 3 feet beyond its size. The plant has bright red berries which are highly toxic if consumed, however getting them is equally dangerous, as any harm done to the fear weed will result in its defenses kicking in, a cut results in splatter of a liquid which is a contact poison (Poison Class M), burning it releases the poison in a vicious toxic cloud (Class J Poison).
Halflings have discovered that the only safe way of destroying this plant is by pouring a bottle of wine on the root, something about the fermented grapes kills it in 1 to 4 days.
Sunday, August 16, 2009 | Labels: monsters, Sunday Supplemental | 3 Comments
Handedness?
Sometimes it can be helpful to a dungeon master for a character to have a favored hand written on his character sheet. This can quickly solve some arguments which might pop up over throwing stuff while still armed, as well as some odds and ends.
Now, we both know that if we just let characters specify what hand they favor, then they will always claim to be ambidextrous, which we just can’t have. That and I love charts that allow us to use our poor and often neglected 12-sider.
Roll—Handedness
1-9—Right Handed
10-11—Left Handed
12—Ambidextrous
Quick and simple. This chart should be consulted at creation time, but it is also worth noting that the Ranger Class, which is hard to qualify for anyway, should not be effected by this chart, as all Rangers are ambidextrous as a class ability granted to them by their gods. If a ranger loses his abilities and becomes a fighter, then he’ll lose that skill as well.
UPDATE: Knightsky brought up an article that he read in White Dwarf Magazine that he incorporated into his own games, which I think is cool. It involves 2 dice, a d20 and a d6. If the d20 # is higher, you are right handed, if the d6 is higher then you're left handed, and if both numbers are the same, then you're ambidextrous.
Saturday, July 18, 2009 | Labels: Miscellany, Sunday Supplemental | 5 Comments
Sunday Supplemental: Flintlock Weapons
Flintlock Pistol
Cost: 30 gp
Weight: 3
Size: S
Type: P
Speed: 7
ROF: 1/2
Range: 4/8/12
DMG S/M: 1d8*
DMG L: 1d8*
Musket
Cost: 90
Weight: 12
Size: M
Type: P
Speed: 9
ROF: 1/2
Range: 15/30/80
DMG S/M: 1d12*
DMG L: 1d12*
Bullet: 1sp/10
Gunpowder: 1 sp per shot
*If max damage is rolled, the die is rerolled and the new amount added. Keep rerolling and adding if max is rolled again.
Sunday, July 12, 2009 | Labels: money and equipment, Sunday Supplemental | 0 Comments
New/Old Monster: Rock Reptile
Rock Reptile
CLIMATE/TERRAIN: Subterranean/Mountains
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: J, K, L, M (25%), or Q, S x¼, T x½ (25%)
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 3
MOVEMENT: 6
HIT DICE: 5+1 (1 hp = 1 foot in length)
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 (+1 per foot of length)
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: Chameleon Powers
MAGIC RESISTANCE: Nil
SIZE: M-L (5’-12’ long)
MORALE: Unsteady (7)
XP VALUE: 270
Rock reptiles are chameleon-like reptiles with warty, and lumpy hides which can blend into the creatures natural surroundings with ease. Their hard skins can change colors to match their surroundings. Appearing to be nothing but a pile of rubble or rocks, the rock reptile prefers darkness, but has been known to venture out in the daylight if it is sufficiently hungry.
Combat: Rock reptiles are ambushing creatures. They can lie in wait for long periods of time, and then quickly strike out, this initial rush is twice their normal speed, when mixed with their camouflaging abilities, this imposes a –5 to surprise their opponents.
Ecology: Most rock reptiles are solitary, but it is not uncommon to find mated pairs. Sometimes treasure is incidentally accumulated in their lairs from prey dragged back for consumption, two reptiles which are mated will have double coins and gems only.
Sunday, July 05, 2009 | Labels: monsters, Sunday Supplemental | 0 Comments
Two New Non-Weapon Proficiencies
Gathering
Group: General
Cost: 1 non-weapon proficiency slot
Ability/Modifier: INT/-2
Characters with this proficiency can use it to find a small amount of materials which are in a wilderness area. Branches suitable for carving an item, kindling to start fires, herbs, natural foods native to the area (berries, mushrooms, clams), spell components, etc.
The character must spend 2-8 (2d4) hours searching, and the material must theoretically be available in the area being searched. The DM doesn’t confirm if the desired material is actually available until the character has searched for it. A successful proficiency check in an area where the DM feels that the item should be available will result in finding a small quantity of the item. A character can always search a different area again with an equal chance of finding the material. The exact quantity of the material found is in the domain of the Dungeon Master.
The survival non-weapon proficiency increases ones ability to gather by removing the negative modifier from the ability check completely, and granting a +1 as long as the area being searched is the type of terrain which the survivalist is proficient in.
Food Preservation
Group: General
Cost: 2 non-weapon proficiency slots
Ability/Modifier: WIS/0
Characters with this proficiency possess knowledge of preserving foodstuff. This includes drying and salting meats properly to avoid spoilage. Preserving breads and grains in a way which eliminates harmful mildews and other poisonous contaminants. This proficiency does not allow the user to manufacture poisons, nor detect poisoned food, it simply allows the proficient character to know the proper methods of preserving food longer and safer then a non-proficient character. A successful check applied to freshly killed game, or freshly gathered fruits will keep the food fresh. Failure indicates that the food will spoil or rot in 1d3+2 days.
Sunday, June 28, 2009 | Labels: Proficiencies, Sunday Supplemental | 0 Comments
Random Bad Habit Generator
Random Bad Habit Generator (d%)
01-05 = Antisocial behavior
06-10 = Impolite
11-13 = Belching in public
14-15 = Curses
16-18 = Discourtesy
19-20 = Disregard for others’ property
21-25 = Drug use
26-27 = Ear pulling
27-32 = Excessive drinking
33-35 = Fingerpointing
36-40 = Frowning
40-44 = Gossiping
45-50 = Impatience
51-55 = Insensitivity
56-57 = Interrupting
58-60 = Jumping to conclusions
61-62 = Knuckle-cracking
63-64 = Lateness
65-66 = Loudness
67-68 = Messy
69-71 = Nail biting
72-75 = Nose picking
76-77 = Nosiness
78-80 = Preoccupation
81-83 = Profane
84-86 = Selfishness
87-90 = Smoking
91-95= Stubbornness
96-98 = Unkempt appearance
99-00 = Whining
Sunday, June 21, 2009 | Labels: NPC's, Sunday Supplemental | 1 Comments
REPOST: Random Event Generator
Some folks say that D&D combat is too sterile and orderly, and they aren’t often all that wrong off of the mark. I don’t think that we’ll ever get gritty, realistic combat-- in fact, I doubt that any of us really want that. It takes to long to play combat situations as it is, but if you and your players are getting sick of battles, perhaps it’s time to pepper a combat scenario with some random events.
Now this list is just a suggestion, and it is kept open and brief on purpose because it would just be impossible to create a list for every situation, and again, it would be too complex if it was. Determining a Random Event is done by the DM before INITIATIVE is rolled by checking a d20. If a 1 or a 2 is rolled, then a random event is triggered.
RANDOM EVENT GENERATOR d12
1- Change In Area
2- Heroes set off Trap
3- Villains Item Breaks/dropped
4- Hero slips
5- Random Armor Failure
6- Random Grapple
7- Initiative gets Lucky
8- Random weapon failure
9- Villain slips
10- Hero’s Item Breaks/dropped
11- Villains set off Trap
12. Random Encounter
Change in Area: This triggers a drastic change in the environment. A tree suddenly falls, a fire starts, a lightning storm, avalanche, it is case sensitive and it should effect all of the combatants at the same time. This event shouldn’t cause outright damage without giving all involved a chance to make a saving-throw or an ability check of some kind.
Heroes/Villains set off Trap: This can be a real trap in the area, or a natural trap or terrain hazard. For instance a barrel full of beer falls off of a ledge and lands on a characters head, a snake in the grass lashes out, floor gives way, etc.
Hero/Villain’s Item Breaks/dropped: An item that a character is carrying is smashed or dropped, if the randomly selected character is carrying a magical item, it could go off effecting as many people as possible.
Hero/Villain Slips: A character is suddenly on the ground, roll a saving throw to see if item is dropped. The character loses all attacks, and if INITIATIVE is failed, is AC 10.
Random Armor Failure: A random character’s armor malfunctions. A breastplate slips, a visor falls, a shield breaks. Saving Throws may apply, attack that round could be lost, or a chink in the AC presents itself to an enemy.
Random Grapple: Two combatants from opposing sides suddenly find themselves locked in a grapple, weapons were dropped and the two are engaged in unarmed combat.
Initiative gets Lucky: A random character gains +2 bonus to his favor in all rolls made that round.
Random Weapon Failure: A random character’s weapon malfunctions. This can indicate a break (saving throw applies), the weapon is dropped, magical qualities are triggered, the weapon gets stuck in a tree or a wall and character must spend the round trying to yank it out or abandon it.
Random Encounter: A sudden Random Encounter happens, a wild animal suddenly enters the combat neutrally and defends it’s territory. This encounter can be neutral, or work in a sides favor depending on what is rolled.
Suggestions for DM’s
Don’t be a slave to this list. If something is rolled and is either unpractical or doesn’t make sense, then you can either change the situation or ignore the roll entirely. The DM is also always free to just chose an event from the list, while keeping things impartial, perhaps a grapple is indicated and you roll up something weird like a Wizard who is well behind the line? This could mean that an enemy has slipped behind the line and earned himself a chance to attack the wizard. Other times creatures simply can’t slip because it is impossible for them to do such, you’ll need to either ignore the roll or pick something else to happen that may stun the creature for a round.
I really wouldn’t waste to much prep time on this list, it is specifically stuff that you can easily make up on the fly to fit damn near any situation. The key here is to enhance the fun and danger of a combat scenario, not overshadow it, side track the adventure, or punish players. FUN is the key word, as is RANDOM. Keep this in mind and even fist fights with flesh golems can be enhanced.
Sunday, June 14, 2009 | Labels: Sunday Supplemental | 1 Comments
Monster: Assassin Blade
ANIMATED, ASSASSIN BLADE
Climate/Terrain: City
Frequency: Unique
Organization: Unique
Activity Cycle: Night
Diet: Carnivore
Intelligence: High (14)
Treasure: None
Alignment: Chaotic Neutral
No. Appearing: One
Armor Class: -4 (1)
Movement: 0
Hit Dice: 6
THAC0: 10
No. of Attacks: 1+special
Damage/Attack: 1d4+5/ +special
Special Attacks: See Below
Special Defense: See below
Magic Resistance: Nil
Size: Tiny (2’ long)
Morale: Elite (14)
XP Value: 2,000
The Assassin Blade appears to be a normal dagger, and can be used as a dagger +5. It has a non-descript appearance that it may change at will, preferring to look dull in color with a leather handle, but has been known to become very shiny and encrusted with gems to attract a different kind of host. The Assassin Blade can cast ESP at will, which it uses to become more attractive to people which it can easily dominate.
COMBAT: The Assassin blade rarely moves on it’s own. Preferring to be thrown by its host, but it is capable of hovering and lashing out on its own, but it only does this when it has been exposed and feels the need to protect itself. Its preferred method of attack is to entice someone to pick it up, and waits. It serves normally, operating as a dagger +5, but it is a serial killer. It casts charm person as the spell, charming the host to sleep with the blade. At some point in the night, the host, in a dreamlike state goes on the hunt for a victim, either chosen at random, or someone it picked earlier in the day. The blade is totally in control and attempts to assassinate the chosen victim, once the victim is killed the host returns with no memory of the crime.
The assassin blade attacks as a 6th level fighter with a magical +5 bonus to attack and damage. Once a successful attack is made, the victim must make a successful saving throw vs. spell with a –5 penalty, failure indicates that the victim is charmed and won’t touch the blade, it intends to stay inside of the body where it can drain the life from them. The assassin blade drains 1 level per round until the blade is removed by another person, or until the victim is dead. The host, once he has made a successful attack, will always leave the blade in the body, and stand by else stop others from touching the victim until the blade is finished feeding and the victim is dead. Then the host will retrieve the blade and return to where he was before the blade took over.
When the assassin blade has been exposed, it will intend to kill everyone in the room, it won’t use its special draining attack, and instead go into a mad fury, attacking a different target every round until either it, or everyone in the room is dead.
The Assassin blade presents such a small target, and is so fast that it is very difficult to hit (AC of –4). If it hasn’t yet attacked that round, a successful hit will foil its attack completely. If the blade has already attacked and is stuck in the victim, it is easier to hit (AC 1), however the damage done by the attacker will be divided between the blade (50%), and the victim (50%). If the blade can be taken to –10 hit points, it effectively breaks, however it normally stops attacking at 0hp and feigns death. It recovers hp very quickly, entering a coma-like state for 1 week at which time it wakes up fully recovered.
HABITAT/SOCIETY: The assassin blade is a unique creature, it survives by draining the levels of others, preferring low level victims as these are safer targets. It targets hosts which aren’t all that intelligent, and have no magical abilities of their own. The host will be unaware of this things true power, as well as the control that it possesses over them, but (INT higher then 12) may suffer nightmares and feelings of psychic ability in regards to the crimes taking place, but will see a completely different man (an elven male) killing them. Hosts of 18 INT or higher will have a feeling that they are the ones committing the crimes, but will be overcome by feelings of paranoia and suspicious of everyone while they try to deal with it themselves, which is utterly impossible.
ECOLOGY: The Assassin Blade was created as a prison for a brutal elf which hide in a human population for centuries, killing regularly while pretending to be a valuable member of society. The elf was finally exposed and captured by his own kind and as punishment, his soul was transplanted into the form of a dagger. It is not clear how the dagger escaped, nor how it achieved the power that it has but it now uses it’s appearance and new powers to continue its “work”. The blade has been stopped before, but only at great risk, 8 of the 10 law officers were slain in the processes, the dagger had been taken into the underdark, and lodged into the stone itself, it was unable to escape in time before the connecting hall was collapsed by dwarves. It was then trapped, and forgotten for hundreds of years, until a small group of nomadic gnomes rediscovered it, they were unaware of its powers and foolishly sold it for 100gp. It has been free ever since and its current location is unknown.
Sunday, June 07, 2009 | Labels: monsters, Sunday Supplemental | 1 Comments
Silverwood Forest
I have always found encounters tables to be fascinating, I think that it is because it is a very brief picture of what is on the map, listing the kinds of creatures that you can find. I am also one of those people that probably have a rather warped sense of what is beautiful. I have a deep love for the morbid and what others would assume to be terrifying. I find abandoned and rotting buildings incredible mysteries, cemeteries as relaxing gardens, I simply love tombstones, especially the big elaborate ones that folks used to make, the older the better! My wife and I are terrible, we go to a spook house on Halloween and we stand around and admire the costumes and decor.
Basically, I am a horror geek, probably a bigger horror geek then I am into D&D! With that said, I discovered a neat table which I think is simply fascinating, an enchanted forest!
SILVERWOOD FOREST
01-30: Sylvan Elves
31-35: Gnomes
36-38: Tallfellow, Halflings
39-40: Men, Light Patrol
41-42: Men, Woodsmen
43-50: Treants
51-55: Unicorns
56-00: Use Standard Faerie Encounter table
Now this is something which would totally be beyond me to figure out on my own. I can do ugly, but I seriously need to work on creating fantasy images of beauty. I mean, I can describe a dark tower and a zombie infestation, but as far as titillating encounters that are truly pleasant, well I suck at it, but I want to change that. I think a well rounded DM should be just as good with images of beauty and of goodness as they are with evil and darkness, the light should be a presence and from my experience, the light is commonly left out.
Sunday, May 31, 2009 | Labels: encounters, Sunday Supplemental | 1 Comments
Hiring Hirelings
Hiring hirelings tends to be methodical and boring. Here is a quick chart that you can use to determine a hirelings reaction to employment by a PC who is offering them work. To use this chart, roll 1d10. If the PC shares the characters alignment exactly he is awarded a +1 bonus, but if there alignments are opposed subtract –2 from the roll.
- The applicant flatly refuses the offer.
- The applicant asks for a 1d10 x 10% increase in the offered salary (or asks for a comparable perk). If the PC declines, the applicant turns down the job. If he agrees, roll again.
- The hireling asks for a 1d10 x 10% increase in the offered salary (or a comparable perk). If the PC refuses, the hireling accepts the job anyway.
- The asks for 1d2 weeks to consider the offer. If the job remains open after that time, roll again.
- The asks for 1d2 weeks to consider the offer. If the job remains open after that time, roll again.
- The applicant accepts the offer.
- The applicant accepts the offer.
- The applicant accepts the offer.
- The applicant accepts the offer.
- The applicant accepts the offer.
Sunday, May 17, 2009 | Labels: money and equipment, NPC's, Sunday Supplemental | 0 Comments
Sunday Supplimental: Zombie Lord
I think that everybody has a favorite monster, for me, it is the Zombie Lord. Originally published in the Ravenloft Monsterous Compendium Vol. I, it is not without its problems. Last Sunday I posted a spell which attempted to fix this problem, but I'm not all that happy with it, and instead of creating some bizarre spell which nobody needs, why not fix the problem which led to it in the first place?
ZOMBIE LORD
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carrion
INTELLIGENCE: Average (8-10)
TREASURE: A
ALIGNMENT: Neutral Evil
# APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 6
THAC0: 15
# OF ATTACKS: 2
DAMAGE/ATTACK: 2d4/2d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Average (8-10)
XP VALUE: 650
Zombie lords are living creaturs that have taken on the foul powers and abilities of the undead. They are formed on rare occasions as the result of a raise dead spell cast.
Zombie lords look as they did in life, save that their skin has turned the pale gray of death, and their flesh has begun to rot and decay. The odor of vile corruption and rotting meat hangs about them, and carrion-feeding insects often buzz about them to dine on the bits of flesh and beads of ichor that drop from their bodies.
Zombie lords can speak those languages that they knew in life and seem to have a telepathic or mystical ability to converse freely with the living dead. Further, they can speak with dead mearly by touching a corpse. Thus, for them at least, dead men tell many tales.
Combat: Whe the zombie lord is forced into physical combat, he relies on the great strength of his crushing fists. Striking twice per combat round, the monster inflicts 2d4 points of damage from each blow that finds its mark.
The odor of death that surrounds the zombie lord is so potent that it can cause horrible effects in those who breath it. On the first round that a character comes within 30 yards of the monster, he must successfully save vs. poison or be affected in some way. The following results are possible:
d6 Roll - Effect
1 - STR score reduced to 3 until Dispell Magic is cast upon victim
2 - Cause disease (as the spell)
3 - -1 point of Constitution (permanent)
4 - Contagion (as the spell)
5 - Character unable to act for 1d4 rounds doe to nausea & vomiting
6- Character dies instantly and becomes a zombie under control of the zombie lord
All zombies within sight of the zombie lord will be subject to its mental instructions. This includes monster and ju-ju zombies, but not yellow musk creeper zombies.
Further, the creature can use the senses of any zombie that is within one mile of it and, thuse, know all that is happening within a very large area.
Once per day, the zombie lord can use an animate dead spell to transform dead creatures into zombies. This works just as described in the Player's Handbook, except that it can also be used on the living. Any single living creature with fewer Hit Dice than the zombie lord can be attacked in this manner in lieu of the casting of this spell in its normal fashion. A target who fails a saving throw vs. death magic is instantly slain. In 1d4 combat rounds, the slain creature rises again as a zombie under the foul zombie lord's command.
Zombie lords have the same immunities to spells (sleep, charm, hold, and the like) that normal zombies do. In addition, they suffer the same 2d4 points of damage from contact with holy water or holy symbols. They are turned as vampires, however.
Habitat/Society: Zombie lords seek out places of death as lairs. Often, they choose to live in old graveyards or on the sites of tremendous battles—any place that contains many bodies to animate and feast upon.
The mind of a zombie lord tends to focus on death and the creation of more undead. The regions around their lairs are littered with the decaying bodies, often half-eaten, of those who have tried to confront the foul creature. They seldom have grandiose schemes like those undertaken by vampires or liches, but will frequently plan to take over a small town and turn its entire populace into living corpses.
Ecology: The zombie lord comes into being by chance, and only under certain conditions. First, an evil human being (the soon-to-be zombie lord) must die at the hands of an undead creature. Second, an attempt to raise the slain individual must be made. Third, and last, the individual must fail his resurrection survival roll.
Sunday, May 10, 2009 | Labels: monsters, Sunday Supplemental | 0 Comments
Sunday Supplemental: Weakness
This Sunday I want to correct a problem. One of my favorite monsters is called, Zombie Lord, and one of his abilities is to create weakness, as the spell. But guess what, there is no spell called weakness in either to Players Handbook, or the Tome of Magic. I think that other monsters can create this effect as too, so I think that this spell should be helpful.
Of course I know that I can’t be alone in my love and respect for such a heinous creature, and I’m sure that lots of DM’s have taken a stab at creating this spell, this is just my interpretation of what I think that it should be . . . naw, on second thought, THIS IS THE WAY! Now worship me, dog!
Weakness
(necromancy)
Spell Level: 6th (wizard spell)
Range: 90 yds + 10yds./level
Duration: 1 turn + 1 turn/level
Area of Effect: 40-ft. cube, 1 creature/level
Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg
This spell causes 1 creature per caster’s level, all within a 40’ cube area to become magically weakened: STR, INT and DEX scores to drop to 3, causing all attacks to be penalized by –3, and all Damages –1. If those who are stricken are carrying more then 5 pounds, he can either drop it or, if this is impossible, he is pinned and must spend the round removing the item or items. Heavy armor will make this impossible without total assistance.
Victims suffer –3 to their initiative rolls, -3 to missile attacks, and at least a +4 to their armor class due to DEX of 3. Because of this spell, casting wizard spells is impossible.
This spell can be dispelled by Dispel Magic. At the end of the duration, STATs are recovered at an equal rate of 1 per hour. For zombie lords, the spells duration lasts as long as one as within the range of the lord, and ends once removed from the influence of the lord’s aura.
The material components are: Narcissus & Elf leaf powdered with a zombies heart and blown into the air.
Sunday, May 03, 2009 | Labels: Sunday Supplemental, wizard spells | 5 Comments
NWP Boating
Folks who are observant have realized that I’ve been tinkering with my posting schedule again. Currently I am posting brand new posts every Monday, Wednesday, and Friday morning at 8:00 AM American Central Standard Time.
I have been pondering adding an additional post to my week, something which is simple, short and sweet and doesn’t require the labor which the other posts require. I think I’ve come up with a new concept, but I’m not sure how long that it will last, as I really don’t like screwing with other peoples games. Playing true to the core rules allows a lot of folks to come up with their own additions, which makes the game more special to everybody involved, not to mention unique.
With this in mind, I am now adding a new and special weekly posting called, “Sunday Supplemental”. This can be anything which my heart desires, from a new spell, a new non-weapon proficiency, anything! It will always be changing and I’ll try to keep it random enough so you’ll never know what you get.
For our very first Sunday Supplemental pilot, just to see how folks take to it, I’ve chosen an existing Non-Weapon Proficiency that isn’t a part of Core Rules, but it should be. I found this prof. in TSR’s The Complete Ranger’s Handbook enjoy!
Boating
Group: General
# of Slots Req.: 1
Relevant Ability: WIS
Check Modifier: +1
This proficiency allows the character to pilot any small boat, such as a kayak or canoe, operating it at maximum speed. It also allows to make minor repairs and improvements in these boats, such as waterproofing them and patching holes. A successful proficiency check enables the character to handle the craft in treacherous situations; for instance, maneuvering the boat through choppy water without capsizing it, or avoiding collisions when guiding it through a narrow channel choked with rocks or ice. Note that while the navigation and seamanship proficiencies deal with ships in oceans, seas, and other large bodies of water, the boating proficiency is confined to small craft on rivers, lakes, on oceans close to shore, and over similar terrain, usually on relatively calm waters.
Sunday, April 26, 2009 | Labels: Proficiencies, Sunday Supplemental | 0 Comments
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