Monday, December 15, 2014

Random Magic Item: Corfang's Staff

In 2014, Danish archaeologists working at a 1st Century AD dig in East Jutland came upon a grisly trophy - four pelvic bones strung on a stick.  The bones were co-located with a previously-known dig where at least 200 slain warriors had been ritually desecrated and thrown into a lake.  The Iron Age battle likely took place between Germanic tribes infighting for territory under the pressure of northern Roman expansion during the previous half-century.

A hip discovery.
(I'll show myself out....)
Onward...

The ogre mage Corfang Kontusk was one for collecting trophies from his vanquished foes, and where possible, retaining elements of their skills or abilities.  Particularly, he favored collecting pelvises from his slain opponents, for, he believed, that there was found the true 'essence' of a being.

The bones were disarticulated and flensed, then stained black in a enchantment-fixing brine for several moons until the powers of their dead owners were permanently attributed to the bones. The pelvic bones were fastened to a similarly-treated ironwood staff.

Corfang selected four heroic opponents, each bone providing a bonus or spell powers Any two powers may be used once per day, and beneficial effects may be used on the caster, or upon an ally.

The four lost foes, and their "contributions" to Corfang's Staff are (or were...):

1. Dwarven Berserker - Thalven Ironwood - Crushing Blow: benefits a +4 to hit, and 2x rolled damage.  If a natural 20 is rolled, the strike makes an automatic hit upon a 2nd hit adjacent foe, regardless of damage to the 1st foe. (1d4 combat rounds)

2. Human Sorcerer - Veselm of Thune - Chain Lightning: a branching bolt of lightning strikes up to 60' from the caster, and affects multiple (up to four) opponents - the first opponent is dealt 4d6 damage, with 1 die decreased damage per foe (3d6, 2d6, 1d6) as the bolt dissipates.

3. Human Necromancer - Kelyn Tanler - Necrotic Regeneration: A severed limb may be reattached, but it reanimates as undead. The limb itself has 1HD (besides the owner's HD) and will detach itself upon death, striking or strangling (1d4) the owner's killer until dead or turned. The limb is taut, discolored, and fetid, yielding a permanent -1 to CHA and reaction rolls.

4. Elven Illusionist - Haeron Rivalton - Displacement: -2 upon opponents to hit, (2d4 combat rounds)

Wednesday, December 10, 2014

Petty Gods "Minions Speed Rounds"

Richard LeBlanc has taken up the mantle for the update of the Original Petty Gods project (now titled the Expanded Petty Gods).  The god list has been fleshed out - but Richard has been accepting submissions for minions to the gods, inspired by public-domain and donated art.  Missed the first few 'speed rounds' of minion-fare, but caught an unclaimed candidate yesterday morning.

Can't believe that no one else picked this lovely little fellow:

Art by Joel Priddy
Polisus of the Larder:

No. Encountered: (1d2)
Alignment: Neutral
Movement: 60'/30'
Armor Class: 7
Hit Dice: 3+1
Attacks: 2
Damage: Bite (1d4+1) and hook (1d4)
Save: F4
Morale: 9
Hoard Class: IV, 1d8 gp equiv.
XP: 65

Minion to those gods of the butcher or hearth, and to those who prepare for lean times. The polisus serves as a guardian for those who have prepared well, and made the correct offerings. The polisus is typically encountered as a dis-articulated hog carcass (more rarely beef or goat). An animate nightmare of butcher's cuts, its limbs and body randomly re-joined, it arises, biting and swinging a stevedore's hook to fend off those who would steal or despoil a well-stocked larder or cellar laid up for the winter.

***

Then ganked a second from the evening round:

art by Joel Priddy
Aretia (The Shy Ones)

No. Encountered: (1d4+1)
Alignment:Neutral (occasionally Chaotic)
Movement: 90'/30'
Armor Class: 9
Hit Dice: 1-1
Attacks: 2 (fist or special)
Damage: fist (1d2+variable), or see below
Save: F2
Morale: 7
Hoard Class: IV, 1d8 gp equiv.
XP: 45

The Aretia appear as barefoot adolescent girls in service to Lubella (Deity of the Awkward Teen Years), as well as deities associated with whispered gossip. Appearing supplicant and timid, and lacking a proper veil, they braid their long locks before their faces as they scurry through the streets, whispering and murmuring to one another as they go about their secretive business. They are often gangly, with stubbed toes, barked shins, and bruised palms. However, anyone molesting an Aretia will be set upon en masse and pummeled. Although they appear frail individually, they gain strength in numbers, and gain +1 damage per Aretia present. Additionally, at least one of their number will let out a blood-curdling scream (save or be stunned/deafened for 1d4+1 turns).

Monday, December 8, 2014

Random Magic Item: Lyre of Vervor

Perfect for your chaotic evil bard....

source
Lyre of Vervor

This grisly instrument was created from the skull of the Jester/Bard Vervor after an unfortunately-timed joke put him on Prince Fervald's headsman's block (That being the Prince's second-favorite entertainment, after wandering entertainers).

The Prince's necromancer, Jeral Iamori, retrieved the unfortunate bard's head and placed it on a stake in the Singing Dunes of Arar.  Once dried, the top of the skull was cut off, and the scalp cleaned and stretched over the gap. The necromancer commissioned a hunter of some renown to hunt the Oryx of Krake, bringing back the beast's horns for the instrument's arms.  The finest silver wires formed the strings, and dark rituals re-awoke the bard's spirit, in a sense.

Effects:
The skull sings along with the tunes played on the lyre, and amplifies the effects of any bard spells or effects by 10% (or saves against roll at -2).
User may cast Fear as 7th level MU once per day
User may cast Charm monster as 7th level MU once per day
Unsleeping, the lyre may be posted as a guard, screaming and yelling at any signs of intrusion within a 100-foot radius (outdoors) or 50 foot radius (indoors).

Thursday, December 4, 2014

Monster: Scaled Rat

The unfortunate side effect of a sorcerer's attempt to make a more challenging plaything for his pet smilodon, the scaled rats have become a scourge to the farms along the hinterlands, as well as to delvers in the local underground labyrinths, where they aggressively scavenge and harass.

The scaled rats were bred with interlocking keratinous plates, giving them a somewhat armadillo-like appearance.  Larger than the familiar 'giant' or 'dire' rats, explorers are often taken aback by their armored visage and aggressive nature.

The scaled rats have also developed a rudimentary intelligence, most likely due to some arcane leakage during their breeding. As such, they tend to operate in semi-organized packs, developing harassing strategies and wearing down compromised explorers or creatures.  A pack of scaled rats will be led by a larger and more intelligent pack leader that directs his/her group through animated squeaks and whistles. Not retiring as normal rats, a pack of scaled rats will retreat and return to attack stragglers, often keeping up a minor battle of attrition until they succeed in taking down a casualty, or unless dissuaded by sufficient force or taking sufficient loss, indicating that their foes, and the contents of their packs are not worth the effort.

Critter sketch by Wife
Scaled Rat:
1+1 HD*
6/13 AC
Attack: Bite 1d4+1, 5% chance of disease
Move: 12
Save: 17
AL: N
CL/XP: 1/15 (*2/30)
Occurrence: 4-12
*Special: Any group of 6 or more rats will include a "Leader" rat of 2+1 HD that 'directs' the group.  The presence of a pack leader improves morale, and the rats will take on a 'cut and run' attack strategy, harassing their opponents until they have killed one opponent to prey on, half their strength has been diminished, or the leader has been killed.

Monday, December 1, 2014

Kurgani, or Curse-Knights

I like things in barrows...

The party enters the tomb complex.

Harald the Crusader lies here, struck down as he dealt a death-blow to the Ur-lich.  It was truly a Pyrrhic victory, as although he had put the bane down, Harald's reputation had been forever tarnished by his burning of the heretical Temple of the Bent Willow. His allies had paled when they realized that the families of the acolytes had taken shelter within and, in his fervor, Harald paid no heed to the cries...

In the gloom of the ossuary, five dead knights arise, armor riddled and rent, eyes glowing with the baleful light of undeath.

source
Behind them, Harald rises, still wearing his campaign armor, holy sigils burning.  Harald lets out a haunted, paralyzing moan...  The band spreads out, attempting to surround the party.  Strike the leader down, or fritter their dwindling resources on destroying the guard knights - with the hope that there will be strength enough to put Harald into his grave permanently?

source