Thursday, June 30, 2016

NPC helpful and bane

Have been off writing for a while. I need to get my muse back. That said, I have a notebook full of outlines and a list of writing goals, so stay tuned. In the meantime, six quick NPCs to throw into a campaign or scene...

Big Mary
Mary is a scarred, burly woman sitting at the back of the bar. She bested many men as a pugilist and veteran of the pankration ring.  However, she fled the coliseum after being accused of throwing a match. She seeks employment and shares in an adventure in hopes of securing sufficient gold to quietly disappear to her home country, but will only join a party who appears to be well-sorted, with a strong fighter in the lead.  She speaks a bit slowly, and has short-term memory loss from much time in the ring (10% chance of forgetting a name or some piece of information, per day). Likewise, Mary has a limp from a chronic knee injury and is partially blind in one eye. She is a stout unarmed fighter, and wears a pair of stained cestus (1d4+2, 2 attacks), but can also wield a club or staff with efficiency.

“Sir” Willard DeVroy
Sir DeVroy is an exceptionally lanky mounted fighter or knight. He rides a donkey, but is so tall that his feet nearly drag the ground.  While he appears slightly comical, DeVroy is deadly with the lance.  He is not allowed in tourneys because of his “substandard” mount; however, in impromptu challenges on the road, he and his well-trained mount charge and dodge, the stout donkey outmaneuvering a massive charger.  DeVroy wears a battered gold-plated archer’s ‘kettle’ helm.  When turned upside down, it fills with water twice per day.  He will not go underground.  “Too tall,” he says (claustrophobic). He has the habit of singing poorly-translated foreign ballads.

“Boss" Taite
Thin and greasy, with a protruding potbelly, this knave is a fence and broker of illicit goods along Wharftown. He knows all the entrances to the “Warehouses below the warehouses”. The Boss has an unpleasant penchant for pale-skinned boys and girls, some of which he brainwashes and/or coddles into luring other youth into his slaver pens.  “How dare you accuse me of being a slaver, sir! However, can I help it if an urchin or two finds themselves on a ship for ports abroad?...” For parties of flexible morals, he has work transporting/escorting particularly valuable chattel to discerning clients.

“Lost Lily”
Found on a forest road, this youth of indeterminate age claims to have been abandoned by a caravan, lover, etc.  Tearful, she wiles and distracts travelers, before absconding with several items of value and disappearing.  For parties of substantial wealth, she will lure them to a local bandit band for a share of the loot.

Aleghetha Horsewarden
This exiled tribal queen lives incognito among the community.  She clandestinely seeks a party to assassinate the so-called ‘usuper’ conqueror-governor, allowing her return into the power vacuum.  Aleghetha discretely wears the iron torq of her royal office.  The torq allows her to either calm or panic horses within a 50 foot radius.  There is a low chance that it will be recognized here, several kingdoms from her homeland.  She is an able warrior and rides well, but prefers the chariot, where she rains a quiver of javelins against foes.  Horsewarden is accompanied by a mute guard wielding a bronze-bossed shield and spear.

Brother Orph
A pious itinerant preacher, living on an austere vegetarian diet, he seems wracked with conflict and guilt.  The brother has become afflicted with a moon-bound lycanthropism, transforming him into a were-tiger.  He seeks a cure for the curse, and hopes to find a party to escort him to a Were-priests of Inagha, who have reportedly secured a curative boon from the moon gods. Any party accompanying him must proceed with caution, for if travelling during a transition, there is a high likelihood that he will pick off one character during the night.

Sunday, May 1, 2016

One Page Dungeon Entry, 2016

The instigators of the 2016 One Page Dungeon Contest are at it again, sponsoring the annual contest of brevity and (hopefully) wit.

My writing has been off this year, but I prepared a small hex-based adventure with an alien threat.  I don't think it came out as evocative as I hoped, but I do like the idea of assisting critters normally thought of as foes, or at least nuisances, in restoring their 'god' who has been infected by something horrible.

Download

Tuesday, March 22, 2016

Cinolth Citadel, manning some more Dyson Logos real estate

From Dyson:

The citadel sits on a chunk of generally unprofitable land surrounded by poor farming land, making it unappealing for most nobles. It generally sits quiet and cold, manned by a small garrison at most, a skeleton staff of four to six men and a single priest out of favour with the church at worst.

Baron Nichol Ondrae never cared for the family's scheming and machinations to overthrow the last dynasty, and after the last attempt on his life, possibly from Duke Augh-enryn, or perhaps his own cousin Enoch, it was time to put some space between himself and the fractious infighting of the capital.

So when the Black Pox created a opening for custodian of the Citadel, Nichol took it as a sign.  The gambles of remaining too close to the capital (and family) have become too rich for his blood.  Time to take in a new view.  With a few loyal retainers, and what second-rate soldiers were begrudgingly offered for the post, Nichol took his family and moved west to the isolated outpost.

Sunday, March 20, 2016

Itzultzaile* Spider

Left or found at certain places of ancient rendezvous and crossroads, this bio-mechanical creature, although extremely off-putting, is a critical catalyst for allowing communication.
source

The spider, although intelligent, doesn't speak, itself. Instead, its venom acts as an agent of translation, allowing individuals to understand the spoken work of a counterpart.  Anyone bitten by the spider will understand and speak any other verbal language for 1d4 days.

The spider must bite an individual wishing to gain the benefit, crawling on their back and biting the individual's spine.  "Failing" a save vs poison (at -2) causes the venom to go into effect, a "successful" save merely renders the victim unconscious for 1d4 turns.

The spider's venom can't be milked for later use, or for utilizing an alternative, less-ghaslty method of injection.  Once the venom has been removed from the spider's body, it is no longer viable.  l

The spiders are rather long-lived, as necessary for a watcher or ward at a crossroads or meeting-place.

4HD, AC6, Move 3"/30" (ground or web), atk: 1d4+translation poison, Special: Intelligent (equiv to Int=10)

* -  'translator' in Basque, because messing around in Google Translate is fun.

Monday, March 7, 2016

Spider Jellies vs Jelly Spiders

Two squishy critters to lurk and crawl in your subterranean habitat of choice (Statted per S&W, easily convertible):

Spider-Jellies:

HD: 6, AC: 7, Move: 6, Save: 9, AL: N, CL/XP: 8/800, Attack and Specials, see below:

These gray-green "limbed" ambulatory jellies creep across walls and ceilings by pseudopods, moving quickly for their ilk. The jellies leave a network of filaments in their wake, hence their name.  The filaments are tough and may be used by dungeon denizens as sutures, tripwires, and small snares.

They attack by pseudopod bash (2d6 dmg), plus incorporating a painful sting (-2 all rolls for 1d4 turns) from filaments embedded in the target.

After a successful hit, a victim will be stuck to the jelly by its filaments and partially entangled (a filament may be broken by rolling a successful to-hit vs AC2). Additionally, the jelly secretes a digestive enzyme, dissolving cloth, leather, and wood after one round.

Although immune to normal fire and flame attacks, the jellies are susceptible to magical attacks, which cause double damage.

Jelly-Spiders:

HD: 1-1, AC: 8, Move: 3, Save: 18, AL: N, CL/XP: 1/15, Attack and Specials, see below:

These brightly-colored, bloated arachnids, are generally slow and torpid, and prey from funnel-webs. Smallish (1-1.5 feet in diameter), they occur in groups of 1d4+2.

The spiders may bite (2d4 damage, save at +2 halves) or spit a sticky globule (save or be stuck as web spell). Their soft exoskeletons and organs can deform from physical attacks, decreasing damage (Blunt: 1/2 damage, edged: -1 damage).