Tuesday, August 14, 2018

Desecrating another of Matt's Maps

So a couple weeks back on G+, Matt Jackson commented that, "...I'm not so creative where words are concerned compared to maps. I could knock out 10 maps in the time it takes me to write one page of text that doesn't suck."

My response: "writing text that doesn't suck has never stopped me..."

So, here ya go - using one of Matt's Patreon rewards maps, a small setting (that may or may not suck) involving taking care of unfinished business in a ruined house and associated cavern. Pray for your cleric...

Map that doesn't suck

Tuesday, July 31, 2018

Henry Justice Ford Monster Manual Project - The Multicerebral Ogre

Apparently, the watch-lions are too busy ogling the bathing beauties to help our hero out with his little conundrum.  "Oh, don't worry about me, I'll just be over here, slaying the ogre in the dark...."

Multicerebral Ogre
Armour class: As Chain
Hit dice: 1 HD per head (2d4)
Move: walk/run, medium
Attacks: claw x2 (1d8 ea), or by weapon, plus head effects
No. Appearing: 1-2
Morale: 10
Treasure: 50-100 GP/head, 5% chance 10-100 GP gems/head
Alignment: Chaotic
Special: Individual head effects

A multi-headed ogre-kin, perhaps some odd crossbreed between an ogre mage and an ettin, with a healthy dash of infernal influences mixed in... Each ogre will have a random number of heads (2d4), with each head having a particular characteristic or ability (see below).  The variable heads and abilities make them a formidable and unpredictable foe, with each ogre encountered having a nearly unique collection of abilities.

As a being of multiple heads, the ogre is only surprised on a 1 in 6 chance, even when slumbering, as one head always tends to be awake. Fortunately, the heads can be fractious, arguing and occasionally delaying the creature from taking an action or making an attack (-1 initiative).  Negotiating is nearly impossible, unless you can somehow get the heads to agree on a vote. Even then, one head will probably accuse the others of cheating.

Head effects* (d20 per head, reroll duplicate #s):
1-8: None, just yells a lot
9: Bite (1d6 damage)
10: Bite, venomous (1d4 damage, +4 save or die)
11: Tongue-lash (1d3 damage, successful hit may entangle or disarm opponent)
12: Cast Darkness (15' radius)
13: Cast Spook
14: Cast Protection from Good
15: Cast Hypnotism
16: Glare (save or be petrified, 1d4 rounds)
17: Spit acid (1d6 damage, 15' range)
18: Breathe smoke (obscures 10'x20' area)
19: Hock a loogie (gross wad of mucous, half speed for 1d4 rounds)
20: Halitosis (Effect as troglodyte)

* Physical attacks (9-11) at-will; Spell effects (12-16) 1/day; breath attacks (17-20) 3/day

Written for Eric Nieudan’s The Henry Justice Ford Monster Manual Project. This monster ('Multicerebral Ogre') is released under this license https://creativecommons.org/licenses/by/4.0/

Monday, July 30, 2018

Henry Justice Ford Monster Manual Project - The Yellow Dwarf

Last(?) contribution to the project.  I think....  A feline-riding fiend that will raid your mage's kit....
"The Yellow Dwarf […] set spurs to his cat, which yelled horribly."
Yellow Dwarf
Armour class: As plate
Hit dice: 3
Move: walk/run, medium to fast
Attacks: "sword," as dagger (1d4)
No. Appearing: 1
Morale: 8
Treasure: 70-100 gp, gems worth 20-200 gp, 50% chance of magical components or minor item
Alignment: Chaotic
Special: Silver or magic weapons to hit, Spells

Not specifically a 'dwarf' by the common understanding, this yellow-skinned fey is more closely related to more malevolent kin as pixies and redcaps.  Wearing a metallic cap and fey-crafted armor, they are immune to mundane weapons, requiring magical or silver weapons to do them harm.

The minuscule miscreants are drawn to arcane magic, and will raid unsecured magical workshops or wizards' studies, stealing rare magical components and small magical items (up to wand-sized).  If caught, they will disappear into a smoky cloud or via some other illusionist subterfuge.

The dwarf may cast three spell per day from the following list: Invisibility, Mirror Image, Phantasmal Force, Protection from Good, Pyrotechnics, and a weak version of Prismatic Spray (30' range;1d6 damage effects, no save; paralysis and blindness last 1d6 rounds if failed save).

The dwarf will press a black cat into service as a mount, luring the cat out of hiding with promises of stinky, oily fish, then capturing it with a cat-sized magic bridle and bit. The cat will typically be ridden to exhaustion on whatever mischievous mission that the dwarf has undertaken. The dusty and disheveled cat may eventually return home, smelling of smoke and dust. The poor creatures are often driven from their homes, under the belief that they have been tainted by the fey.

"The princess sees the yellow dwarf for the first time."
Written for Eric Nieudan’s The Henry Justice Ford Monster Manual Project. This monster ('Yellow Dwarf') is released under this license https://creativecommons.org/licenses/by/4.0/

Henry Justice Ford Monster Manual Project - Nyamatsanes

What's up with these little fellows, stumbling along arm in arm as a band of revelers closing down a bar?

Nyamatsanes
Armour class: As Leather & Shield
Hit dice: 1 per individual, cumulative
Move: walk/run, medium to fast
Attacks: claw (1d6) or bite (1d4)
No. Appearing: 2d4
Morale: 6
Treasure: None
Alignment: Chaotic
Special: Damage resistance, cumulative hit die

Little black-skinned demon-goblins swarm out of desert, raiding oasis settlements on moonless nights.  Their anarchic goal is not loot or blood, but dairy...  For the little creatures become intoxicated on milk, accosting dairy animals, raiding milk-barns or looting larders for butter and cheese.  Settlements may withstand their nocturnal predations, only to see the raiding groups return to the deep desert as dawn breaks, stumbling drunkenly and sated until the next moonless night.

Due to their infernal heritage, Nyamatsanes take half damage from normal weapons; however, holy water burns them equivalent to fire. Unfortunately, harming or killing these pilferers is exceptionally difficult. By some mechanism of their conception, the little buggers' vitality is linked, as a hive-being.  Rather than harming an individual, damage is distributed through the bodies of the raiding group...  When half of the group's cumulative hit points are expended, they will flee as a noisome mass, supporting one another and limping into the night.

Written for Eric Nieudan’s The Henry Justice Ford Monster Manual Project. This monster ('Nyamatsanes') is released under this license https://creativecommons.org/licenses/by/4.0/

Sunday, July 29, 2018

Henry Justice Ford Monster Manual - The Columba-Siren

Can't stop ...  Ford's works are evocative and ripe for the picking.  This time, a small bird-creature confronting a skeptical sailor...


The Columba-Siren

Armour class: As Chain
Hit dice: 1/2
Move: fly, fast
Attacks: claw or wing-buffet (1d2)
No. Appearing: 2d4
Morale: 10
Treasure: None
Alignment: Neutral
Special: Charm

Appearing as a small flock of doves, Columba-Sirens may raise alarm among boatmen in the fjords and rocky archipelagos where they tend to congregate (In fact, a group of these creatures is referred to as a congregation...).

The doves flock to boats as the fishermen cut bait and chum the waters for their day's catch.  Unwise fishermen will attempt to chase the creatures from their bulwarks.  Those who repel or molest the creatures may incur their wrath, as the sirens transform, revealing human heads on their bird bodies.  The creatures will sing, effecting a charm on malicious boatmen, much like their mythical sisters.  However, due to the diminutive size, their powers are likewise diminished.  Saves vs a single columba-siren are made at +4, with a penalty of -1 per 2 additional sirens (i.e. 5 birds would save at +2).  The sirens will attempt to charm the boatmen into shoals or onto rocks, where their boats will be grounded or sunk, and they may become prey to other malicious creatures of the shallows...

However, if mariners shows kindness to the bird-creatures, such as sharing the catch, the sirens will guide them through hazardous passages, or may even act as spotters for productive schools of fish.

Written for Eric Nieudan’s The Henry Justice Ford Monster Manual Project. This monster ('Columba-Siren') is released under this license https://creativecommons.org/licenses/by/4.0/