Monday, 15 April 2013

SCUBA Goblins

These goblins have found that by attacking at an enemy underwater that they won’t see it coming and that they can surprise them better and kill them faster, so they have rigged up a terribly poor SCUBA suit to make it just so.

This SCUBA suit is made up of a mask, some goggles (steampunk style), a large long metal pipe (they are goblins they don’t think or care about rust), 1 or more pig stomachs filled with air (only air, to many goblins died figuring this out) each stomach is worth about 1 hour of breathing. They also wear a belt with lots of pouches on it that are filled with rocks, it is these rocks that help them sink

SCUBA Goblin stats
Number of SCUBA goblins in attack – 1D3 per party member (make it a D6 if they are over level 3, and a D8 if they are over level 5)
HD – 2D6
THAC0/BAB – 19/+2
AC – 12/9 (ascending/descending)
Stealth – 34%
Gear – all SCUBA goblins have the following
Nasty Knife – 1D6
Crossbow – 1D6 (8 bolts)
SCUBA suit
There is also a 10% chance that one of SCUBA Goblins will have a Shatterbow (treat as heavy crossbow with the following changes: Damage – 1D8, 10’ blast (save vs breath weapon/dex save/reflex save, or take 1D4 damage), 60% chance that it wont light (if it doesn’t light it only does 1D6 damage), 4 bolts)
They don’t carry any treasure when they attack

When they come to shore they will fire their crossbows at whoever is the closest target, they will then have a 25% chance to remember to remove the rock belt, if they fail this they are at -2 to all of their actions from then on and move at half speed

If you take one of the SCUBA sets you have a 35% chance that it will fit your face, otherwise it will have to be taken to an armourer to get them to fix it up so that it will work for you. For the armourer to get it working he will need two sets to make one and it will be 100GP (negotiation could get it lower)
Once this is done there is a 15% chance that the pig stomach is going to burst when traveling, so whenever setting up the gear roll to find this out

i will probably at some point update this to have a cool picture of a SCUBA Goblin or the SCUBA suit or something (just dont expect it too soon)

have fun playing with these guys kids

Sunday, 14 April 2013


So I have been thinking about different ways to involve these in my games (both online and at home) and after playing bioshock infinite I have figured out how (or at least how I am going to do it)

i also ran this idea in a game yesterday and i tested some of the bugs that i had with it (they did heaps of damage and ended up with heaps of uses) and i feel like i got rid of the various wrinkles that they had.

So you get the tonics/vigours/plasmid (here after referred to as potions or tonics) in your potion form, each potion is able to be only drunk once regardless of how many shots is in the potion (even if you decant it into a bigger bottle/vial and put more of the same potion in). a single tonic can only ever be drunk once and only one can ever be active on a person. When you drink the tonic you make a save vs poison/con save/fort save, if you pass you get your WIS modifier (im going to do a table for this) in uses of the tonic, if you fail you take 1D6 damage and get your WIS + INT modifier (im going to do a table for this) in uses. Each tonic does 2D4+level damage, and its elemental effects can cause other things to happen (like fire can light stuff on fire, lightning can short things out or shock things, etc etc), this is up to the gm of the game to decide how they want to implement the elemental effects of the tonic. if you drink a new tonic while you have one active the new one replaces the old one and you must make another save vs poision/con save/fort save and then you get the effects of the tonic you drank and no longer have the effects of the old one (unless you drank the same kind, then all you get is a refill as per the above for drinking)

If you couldn’t understand my stream of consciousness above I will try and streamline it down here

When you drink a tonic make a save vs poision/con save/fort save, if you pass you gain your WIS modifier (see below) in uses of the tonic, if you fail you take 1D6 damage and gain your WIS+INT modifier (see below) in uses of the tonic. The tonic does 2D4+level damage, and its elemental effects can cause other things to happen as per the type of tonic that it is (eg fireball can light stuff on fire), this final part is up to the GM of the game to decide how to run it. 

ability score          modifier
11 or below              1
12-13                        2
14-15                        3
16-17                        4
18-19                        5
20-21                        6    
22 or above              7

as all ways, let me know what you think and feel free to use this stuff for what ever you want

Wednesday, 3 April 2013

Vial of Symbiotic Parasite Water

so the vials of symbiotic water that was taken from the place in hexenbracken do this:

Vial of symbiotic water (each vial has two uses)

Roll 1D6 (number of symbiots injested, now refered to as #)
Heal #D6 HP – do this every morning, these new HP add to what you currently have, roll 1D100 over your new HP, if you fail roll on the metamorphica 1D1000 mutation table equile to half the number of symbiots inside of you (rounding up, with a minimum of 1)
After a month the symbiots turn into a parasite (small ultra-quick caterpillar), the above affects are still in effect
Any time someone mentions symbiots or parasites roll 1D100 against your HP, if you get under then nothing happens, if you roll over then you are taken over for 1D10 minutes by the parasites inside of you and are filled with a intent to kill the person talking about them, can be fought with a wis save (roll under half wisdom)
After two months of the above, a part tree part insect will rip itself out of your body doing #D6 damage, and a save vs death (system shock), if you fail you die.
This part tree part insect, will fly away and attempt to pollinate any large flowers (tiger lily’s etc) and then grow a tree which spores will infect people with the symbiotic parasite.

To remove the spores from the body cast purify water (75% chance that it will work, otherwise cast again and add 5% for each new cast)
To remove the parasite surgery must be done, a hold plant/animal will freeze it in place (any that are in the brain a save vs death roll must be made when they are removed)
The part tree part insect will leave the body as soon as it evolves from the parasite

while the symbiot is inside of you (in any of its stages) any healing magic cast upon you is reversed (and not healed by the parasites), this includes any divine healing (so clerics and paladins cant help you either). Any type of potion/tonic/balm/whatever that is taken to heal wounds still work, but at half strength (so the healing balm will only cure 1D5)

Hexenbracken, a play through (kinda)

So I ran some people through a hex-crawl of hexenbracken today, it was good times (or at least I had fun, I hope that the others did too)
For those of you who are living under a rock or just haven heard about it, have a read of this (here) and this (here)
The parfty was made up of a druid (I think it was like level 7 or something), two muscle wizards (herel) (they were level two I think), and a survivalist (sorry no link for this bad boy) (level one, rolled before we started) he had a backpack full of ammonium nitrate/fuel oil (anfo) which we worked out to be about 21 sticks of dynamite worth of explosives
So anyway, I decided that I would get them to roll 2D20 to find out what area they would start in and we got a 2 and a 3, 0302 is water and 0203 is swamp, so we ran with the swamp. The description for 0302 is:
An orc in a rowboat guarding a locked chest. Full of killer bees.
Giant sits on a throne of living humans stitched together.
Salt water marsh as far as the eye can see. Long legged birds prey on fish in the shallows.

I decided to not worry about the first part (the bit with the orc) and described the area and what was going on with the long legged birds (I cant believe its not a flamingo) and then asked for a perception test to see the giant and his living throne of humans, it was good that they all passed (well one didn’t, but he was the druid and is wearing armour made out of crocodiles) as I used a monster generator to make the giant just in case they decided to fight it and it would of fucked them up (it had a great club that did 1D8+12 damage, and was  mage)  but they hid good and proper. After seeing that bad boy the decided to go the opposite way to the monstrosity that was the human throne, and they went into hex 0304.

The description for 0304 is:
A bustling port town, nearby healing spring houses symbiotic parasites than actually run the town.

This is all well and good because there is some ocean near by, but the port would have to be near the ocean (otherwise its just silly being a port town) so I rolled on the random encounter table (just a silly one that I had laying around) and got a 1 which is:
1D12 Goblins on war pigs
Goblin –  HD 1D8, armed with spears and swords, 25% for them to have a shield, AC 11/10
War pig – HD 1D6, tusks can gore for 1D8 damage, can move 30ft per turn

I roll an 11 for the amount of goblins and got the guys to do a test to see them (they all passed) and as such they got a surprise round in first, the druid cast entangle and got them all, then the others killed one each, one goblin managed to get free, the others turned on him killing him hard. So I just hand waved the rest and they went into the town.

I didn’t know what they ended up thinking that they would do in the town, so I grabbed Vornheim (link) to make sure that if they did want to do something I had a book that I could quickly flick though to work it all out at a moments notice.

I describe the town as a bit bigger then the actual description for 0304 gives it, and then said that there was lots of different “bath houses” and “large open style roman baths” and that they all had healing properties. The survivalist decided to go out and buy some stuff some that he could turn his back pack of anfo (which must be water tight or something) into a rudimentary pipe bomb. Also the waters were spoken about a bit by the people of the city and they were all asked to go have a dip in them. This concerned the group a little as they were all wizards (except the druid, but they pretty much are too, also the survivalist isn’t a wizard either), and they decided that they would see if the water was being sold as “cure light wounds” turns out it was, for 15 gold per vial (each vial was good for two uses), they asked for a quick description from the seller, I just said “ït heals 1D6 HP”. This made them think that the water must be something dodgy and decided to go get a bloke drunk and ask him some questions about the water, as up until now they had been getting a bum steer from everyone else. They found out form the drunk that there is a place called “the dark docks” which is one of the docks in the town (which was more cityish I guess) that is in a constant shadow and that is where the freaks are sent and hang out. They decided to check the freaks out and found out that they had been mutated by the “healing baths/water” and that they seem to have something weird going on with them, something that dispel magic wont stop or remove poison either (something else too, but I cant remember what it was and it isn’t in my notes). The manage to interrogate one of the mutants and find out that cure light wounds hurts it and that it was slowly poisoning itself. Then it died and 6 small catipillar like creatures ran (unnaturally fast for its form) from its ears/nose/eyes/mouth for the ocean, only one of them see this and attempts to squish one, but doesn’t. he tells the rest what is up and they decided that they need to go to the cave that the mutant told them about and find out what is up with it. So the head over to the normal docks and attempt to steal a boat (poorly), but after some aggressive negations (in which a character nearly dies) they end up getting a boat (and killed its captain) and charm one of the sailors to take them into the ocean to find the cave.

They head into hex 0404 its description is:
This area contains a school of semi-intelligent squid (Int 5). They hunt in this area and will even attacks sailors that fish them. Attempt to communicate with them can be made.

Upon coming in here they come up with a plan of attack for the cave, the druid summons some fae to speak to (he gets a bunch of mermaids) and they find out that there is some weird tree in there that is causing the parasites to attack people and take control of them, they ask if another way in is available, they are told that there is but that they wont be able to get to it as its underwater and they would die), they also were told that the mermaids wont go near the cave at all because it trys to take control of them, they also were told not to speak to the squids because they worked for the tree. They do a bit of resting, spell casting, and some healing (for the survivalist jerk who nearly died), some more resting and rearranging spells. Then off to the cave, they find it easily as they were told by about four different sources where to go (including mermaids and a sailor who saw it on his way into the port) and they arrive. The cave itself is very large (so large a battle ship could fit in there) and it looks like it has been worked on by masterful stone workers, there are some skeletons around the cave itself and they look like they have just fallen dead where they were working. This concerned the group as they hadn’t seen any skeletons up to this point and they weren’t really ready to take them on (they could of, but they just didn’t want to waste stuff on them that they could use on the tree). As soon as they hit the threshold of the cave the wind stopped entirely and the boat just floated into the mouth of the cave. There was more skeletons around the place and some on the shore in the cave, but they didn’t come to life and the party relaxed. The druid used his find plant spell and described the tree as the target (it had been described to them a few times) it was about 300 feet away and at a 45 degree angle from them, it was at this point that we had a miscommunication and I dicked them around a little (it was totally my fuck up) but they ran with it and just walked down the corridor towards the tree. Along their way they found a bunch of saplings of the tree and the druid told them that it would be a good idea to give them a wide berth. They continued on and then came to the three, and they attacked it as soon as they could. I decided that this thing would have about 120 HP and a damage reduction of about 2, and that its AC would be something in the 14/8 area, it would attack with spores of the symbiotic parasite, and that its roots could be manipulated into striking. So they attacked it some more (the druid had a octopus animal companion that was attacking it in melee, the rest were just shooting it with magic or guns or rods) they were messing it up when it then missed them all with its four root attacks (one on each) and the octopus got hit with the spores and then healed heaps (then it mutated with a random roll on the metamorphica D1000 table, it got ADD, stupid jerk octopus), the survivalist then threw a pipe bomb and blew one of the roots off (we used the explosive rules that I had written up (here)) and one of the wizards put a cone of murder out destroying the other three roots, then the druid used his manipulate wood ability and cut the tree in half and the survivalist then threw a pipe bomb at the tree (it had lots of bang in it this one) and he blew it up hard, and almost killed the octopus, and then caused a cave-in to begin, the octopus was killed by falling debris. The others legged it out of there towards the saplings and the druid was about to be hit by a large bit of falling rock when he turned it to dust with a control rock spell or something (its got a real name and it’s a cool spell, jerk druid) and managed to not be crushed by the rock. They covered the saplings in oil sprayed from wine skins and paper (the survivalist had it) and then lit them on fire and left. We did some hand waving here for them to get back to town, then some more hand waving as the druid got pissed off that everyone was a bit cut that they had killed the tree and he summoned up lions, tirgers, and bears (and fae and other stuff) and then went through and smashed up every vial of the water and emptied out the baths. The wizards managed to nick 22 vials of the water so that they could check it out and keep it for themselves, and the druid did some removal of parasites and other stuff form the poor remaining people, and got paid.

It was there that we ended the adventure and a couple of questions were asked about the vials of water, I answered them and then just said that I would write up something for them. So I will put it up somewhere else (here) and they can let it free into the flailsnails worlds (and it can be crazy)

oh and chris got play of the day for being awesome and planing pretty much everything

Tuesday, 2 April 2013

the hexenbracken (or the fort at the end of the world)

The last fort at the end of the world

Inspiration (here
So the idea I had with this is that there is a water world style fort that you can get some rest at, hire some people, trade some goods and services, maybe even buy a thing or two.

This bad boy is the final hex that was written in the hexenbracken hex crawl and when I wrote it I felt that it might be a little lame, then after I was done I thought about it a little bit more and came to the conclusion that it wasn’t lame, that it could work and that I might have actually struck gold with the idea. Then I remembered the water world movie, and even though it was terrible, it still was slightly good. So I hope that I can channel some more of that slightly good stuff for this right here, then the terrible-itty that the movie was.
So here we go:

This floating fort is made our of scraps of wood and metal and put onto giant pontoons, ships, and other floating stuff.
The people who live here whole heartedly believe that just past them is the edge of the world and that if you cross over it you will fall off and die. They will all tell you that there is a massive waterfall like thing (here) and that if you fall off of it you will plummet down for the rest of eternity, which is a fate worse than death.

This floating fort is inhabited by around 30-40 people who have made their pilgrimage across the hexenbracken form the wooden fortress up in hex 0325, they were sent out to find out more about the land and then got lost and wound where they are now. They came by a large boat which is now being used as the towns trading post. This fort is known to the people who inhabit it as “LAST STOP” or just “the stop” because of their belief that the world ends here.

The main people of the fort are:
Mayor William Cost – about 6 feet 4 inches tall, mid to late thirties, greying black hair and beard, walks around with a sword strapped to his hip at all times, is straight and to the point (doesn’t like the beat around the bush), wears brown pants with suspenders a white shirt and a brown vest, slightly distrustful of outsiders

Innkeeper/tavern owner
Harold Thick (level 2 fighter) – about 5 feet 8 inches tall, mid to late forties, short brown hair, constant five o’clock shadow, wears grey pants with a clack shirt and a stained white apron, likes a chat and will banter with everyone, makes a nice feed, prices for food/drink/a room aren’t too bad, has two pretty girls working for him as servers and glassies

Sheriff (has 3 deputies, one of which is always on the wall/main gate)
Sheriff Allan Rogers (level 3 fighter) – about 5 feet 10 inches tall, mid to late thirties, medium length blond hair, neatly shaved, carries a sword and knife, wears black pants a black shirt and a black vest, will listen to anyone, up holds the law
Deputy Melissa Green (level 1 fighter) – about 5 feet 3 inches tall, early thirties, long brown hair in a pony tail or braid, carries a large knife and a crossbow, wears black pants a black shirt and a black vest, short and to the point, upholds the law
Deputy Pete Jones (level 1 fighter) – about 5 feet 5 inches tall, early thirties, short black hair and beard, carries a large knife and a spear, wears black pants a black shirt and a black vest, happy to banter with anyone, corrupt (prefers a donation of 5+ gold)
Deputy Thomas Rain (level 2 fighter) – about 6 feet 6 inches tall, messy brown hair, short messy beard, early to mid thirties, carries a sword and a crossbow, wears black pants a black shirt and a black vest, speaks way too much, corrupt but will still uphold the law

Jane Rivers – about 5 feet 2 inches tall, mid thirties, long black hair, wears a long brown dress and a strained white apron, will speak to women more then men (but if men pay then she will speak the same), has access to a majority of different potions, will identify any potion for a cost of 150/200 gold or trade, will also sell herbs and powders, majority of her stocks come from a small garden behind her shop (well hidden so cant be seen from outside) and the ocean.

Trading post operator
Herman Big – about 7 feet tall, mid to late thirties, short black hair and beard, well dressed in black pinstriped pants with suspenders a white shirt and a black pinstriped vest, is happy to see new comers as they will spend money at his shop, slightly inflated prices, treats everyone as a friend and tells them so, is a fierce negotiator, store is understocked (but still has lots of survival equipment for the ocean, and a few too many spears and harpoons)

Patrick Kirk – about 5 feet 9 inches, mid forties, balding black hair, scruffy black beard, constantly working on something on the fort/ship, wears tattered black pants and shirt, has about 4-5 young boys and girls working for him as apprentices, wont really speak to outsiders (but if someone has visited the fort a few time he will make idle conversation with)

Blacksmith (not a very good shop/set up, most things are poor quality)
Travis Moore – about 6 feet 9 inches, mid to late thirties, short black hair, long black bushy beard, wears brown leather pants a black shirt and a long brown leather apron, will speak to any outsiders openly and attempt to sell them some of his wears, the smith itself isn’t that good (its on a floating fortress after all) but he makes do with what he has got, it is well stocked with weapons and some armour, everything looks well made but really has a 37% chance of breaking after a week of constant use,

Town drunk
Jayne Rivers – about 5 feet 8 inches, mid thirties, mid length brown hair, wear brown pants and a blue shirt, will speak to anyone who is sitting at the bar or who buys him a drink, is full of random information about the area (mostly hear-say though), will tell terrible jokes, can be hired as a hench-person (treat as a level 5 fighter) and has his gear in his room, if hired: every morning roll under 36% or he is drunk

Joan Smyth (level 3-4 mage/sorcerer/cleric) – about 5 feet 1 inch, mid thirties, long red hair, wears a green dress, happy to speak to anyone, has a nice library that has some magical books in it (25% chance to find, takes 1 hour per roll) but the entire place is messy and books are everywhere, knows about the local area

Hench-people (about 8)
Thief Fighter Mage/Cleric
STR     12        14        11       
DEX    14        11        12
CON   11        12        12
INT     12        12        14
WIS     12        11        14
CHA   13        13        14
AC      14/8     17/6     12/10
Gear – standard for class
Weapons – standard for class
Spells – water based spells
Cost     2-3       3          3-4
All prices are in gold

I will post up a poorly drawn map for this in a few days

feel free to let me know what you think

Monday, 1 April 2013

the hexenbracken (by which i mean spider-goblin)

so this happened (here) and then this (here) and then this (here) and its all awesome. (oh and this (here) happened too)

but i wrote up a few of them too and as such i feel like i should be awesome like the rest of the people and add some of the stuff that i did so that other people can look at it and be all like "wow that Reece guys is cool"or "man that shits crazy and im never going to use it"

anyway in some of my hexes that i did i included "swamp goblins" or "spider goblins" they are in hexes 1526 and 2124.

here is the info for those guys

Idea for it came from (here)

They are an amalgamation of goblins and spiders. They have a dark green skin with little brown hairs all along their legs and body. The large sack on their back holds the spidersilk that they use to make their webs (this is the part that is worth a little bit of money). They tend to attack from an ambush position or get people tangled up in their webs and then strike when they don’t see it coming.
So here are the stats
HD – 1-2D6
AC 12/9
THAC0/BAB – 19/+1
Movement – 30ft, they also have spider climb (treat as spell, don’t need free hands though)
Weapons – (a spider-goblin will have one (1) of the following weapons)
Short sword – 1D6
Spear – 1D6
Knife – 1D4
Club – 1D6
They will also have a 37% chance of carrying a shield (tends to be about 1-4 guys will have one) this will make their AC 13/8
They all have the web spell and can use it instead of attacking, they can do this HD times 1D6 times, any more after that and they take 1D4 damage per use. See below for web spell info
Treasure – what every they used to fight with, 1D4 silver, web sack (a successful survival/wis/whatever check is required to get the sack of safely, failure will result in being covered in webs (treat as web spell), this is worth 1-8D4 gold)

Web – anyone caught in a web or the area of the effect when the spell is cast must make a reflex/dex/save vs breath weapon save. If you succeed you are entangled but can still move and attack. If you fail you can’t move from that space and must spend 1 round attempting to break loose, a strength/escape artist check. The web is also flammable 

let me know what you think people, also feel free to change them how ever you want