Wednesday, 5 November 2014

magic the gathering spell caster for 5e D&D

so i have been thinking about this for a while and i think that i have finally locked down how it might work, its a little easier now to make it happen when i actually own the 5E PHB as opposed to trying to figure out how to make it work as a wizard i can actually make it work as a sorcerer and it will make a little bit more sense.

so the basic idea behind this is that you are playing a summoner of some kind, and that you are using any magic deck that you have to do said summoning. you use lands and stuff as normal to gain mana and then you cast anything that you want from the deck using the normal rules of magic to cast said card. the creatures that you summon work much like any creature that you would summon in a game of magic, much the same as sorceries, equipment, and auras. there are some caveats upon this, and they will be listed below and within the class outline itself.

The Sorcerer

Metamaigc - a change here is that instead of taking one of the different metamagic options listed, you can choose to use the following option:

Different Colour -
when you choose this option you can add a different colour to your Magic deck. this option can be taken more than once.

Sorcerous Origin
Summoner -
Your innate magical prowess comes from the ability to summon a variety of different creatures, beings, and artifacts from the different planes of existence. this ability might have been granted to you from a pact with a creature of higher or lower powers, or something that was passed down to you from your parents, or maybe you were yourself summoned once and it changed you.  

when you chose this origin, you can put together a magic deck using the normal rules for deck creation, this can only be one colour though.

by choosing this origin you lose the ability to cast any spell outside of cantrips, that isnt from your magic deck

you can use your sorcery points to cast spells as though they were mana of any chosen colour, you can also use your spell slots to turn them into sorcery points.

Commander -
at 6th level you gain the ability to summon a creature that you can keep around for an extended period of time (a number of days equal to your level), if you do this it is restricted to the rules that are used when selecting a commander for the format of the same name (commander or elder high dragon)


at the beginning of every day you draw your hand, and can use these cards whenever.

when in combat you roll your initiative like everyone else, but you can do the following action
Play Magic - full action
you go through a turn of magic
when you enter your attack phase, you creatures hit (without a roll needed to hit), but they only do their attack points of damage.

as a reaction you can use your cards to block, this option must be chosen before any roll to hit is made, because regardless of the outcome of any roll, if you chose to block they will automatically hit.

you can also cast an instant whenever you would legally be able to


so this is about as much as i have at the moment, i cant quite think of how to use counter spells and the like, but when i do i will add to this for it.

Saturday, 1 November 2014

mirror weapons and armour

so i went out bush a few weeks ago and i started reading a book ( the black prism ) which i actually liked a lot, the magic system was cool (based off of light and the colour spectrum) and there was this cool sort of idea that people had come up with for regular dudes to help deal with this magic. it was mirror armour and mirror weapons, the basics of the idea is that the mirror armour reflects the light which stops the magic from working. i thought this was cool, and i have come up with the following for it to work within my game

mirror weapons and armour:
these highly polished pieces of steal have been made specifically to help fight against magic users of all cast and creed. the steal itself is a special composite of normal steal and sidion (a highly reflective metal). sidion is a rare metal to find over in the west, but it is said to be plentiful in the far south east.

mirror armour
cost - 2500sp
AC - 16
bonus - when a spell is directed at you (not counting cone like effects) it has a 25% chance of not actually working, this effect counts for both friendly and enemy magic.

mirror weapons
cost - double weapon cost
bonus - when attacking someone with magic protecting them (eg shield) you have a 25% chance of actually being able to ignore any bonus to AC that their magic is providing them.
bonus 2 - if you successfully hit a magic user or cleric that has cast a protective spell and do damage equal to or more than half of their CON score, then those spells are countered and are no longer in play.

i will come up with an idea about full sidion weapons at a later date

Saturday, 30 August 2014

random starting equipment for goblins

within in my home game group we sometimes play a silly little goblin game, it works much like a funnel for DCC, but without the character advancement at the end (we tend to play one shots for these types of games). its just a fun and silly night. i used to just use a bunch of different tables (like 1-20 of this one and 10-15 of that one) but as i cant seem to find them any more (which is no big deal) i went to G+ to ask the people there. they came up with some of the stuff on this list, then i finished it off.

remember the hero amongst the goblins is the one who steps back the slowest

so roll on this list twice for a starting character, and pick a lucky number between 1 and 150. if you roll 1, 100, 150 or your lucky number, you get a bonus roll

roll 1D150
  1. broken hammer
  2. sharpened spoon
  3. armour made from discarded whalebone corset
  4. bag of dried slugs
  5. leg
  6. spelunker helmet with candle stuck on top
  7. nothing except a loincloth (any other rolls that you had made don't count)
  8. scabies
  9. human children's "sunday clothes" 
  10. bag of greasy marbles
  11. burlap sack
  12. sock filled with snot
  13. puppet made from rat (jiggle the stick up its ass and it "talks")
  14. necklace of dwarf, elf, and human ears
  15. candied gnome heads
  16. horsechoppers 
  17. dogcutters
  18. raincoat made from stitched-together lengths of sheepgut
  19. gerbil glove
  20. sandpaper
  21. grease-worm pie
  22. finger knife
  23. "plate mail" assembled from discarded pots and pans
  24. a pith-pot helmet
  25. sock full of rusty metal washers
  26. an impressive goiter
  27. slingshot
  28. potato-peeler
  29. tiny shovels and punji sticks
  30. lots of punji sticks (disease ridden)
  31. sack of doorknobs
  32. basket of kittens
  33. large cookpot helmet
  34. hobnailed boots
  35. stone hatchet
  36. ticking time-bomb
  37. beetle collection
  38. shark jaw
  39. frying pan studded with nails
  40. large rotten ham
  41. poo flinger
  42. a pocketful of miscellaneous molluscs
  43. the time written down on a piece of paper
  44. a beetle in a matchbox
  45. spear made from pot shards
  46. knife made from pot shards
  47. copper jewelry
  48. wigs of various colours and qualities
  49. a short rope made of rat tails (about 2 feet)
  50. a huge pile of hemp fiber (was once apparently 50 feet of rope)
  51. wineskins full of pondscum and plegm
  52. chalk of various colours with teethmarks on them
  53. assorted holy books which have been defaced with lewd markings (with a "seekrit map" on it)
  54. empty flask with inscription "last breffs"
  55. garrote made of animal/humanoid intestines
  56. old, worn, holey clothing, originally stolen from larger folk
  57. patched up clothing with patches made from human skin
  58. cramped and tiny cage (for holding young goblins)
  59. rotten eggs
  60. goblin surgical tools (torture implements including: dentist's drill, hacksaw, a big mallet)
  61. stinkguns (skunks tied to tree branches with the business end aimed towards the enemies)
  62. puppy face masks (actual masks made from actual puppy faces)
  63. woven basket helmet (ineffective and impedes visibility)
  64. cranial helmet (made from the scalp, cranial fluid, and skulls of enemies) impedes visibility, potentially fear educing
  65. piglet
  66. vial of unholy water
  67. jar of weird coloured goop (with "posheen of heeling" written on it... actually causes mutations) 
  68. paper airplane with a firecracker (explodes of 1D4 damage and causes a black cloud in a 15 foot radius)
  69. satchel of toenail clippings
  70. acid ruined leather armour (counts as AC 12)
  71. alchemist fire
  72. a badly drawn map of a nearby cave with all the treasure marked on it (actually traps)
  73. 1D1000 gold pieces
  74. grey ooze trapped in a glass jar
  75. a small jar dust labeled "fairy dust" its actually black lotus powder (save-vs-poison at -6 or die, if passed take your level in D10 damage, eg level 5 is 5D10)
  76. acid wand (1D2+1 charges, 50 foot cone, 3D6 damage)
  77. magic mushrooms (1D6+2 mushrooms, when eaten roll on spell table equal to the number of mushrooms eaten, eg 2 mushrooms means second level spell)
  78. a different goblins dead twin
  79. a small knife (if a 1-5 is rolled to hit it counts as a critical miss) 
  80. wand of wonder (1D3 charges)
  81. scroll of create black hole (a black hole appears at 1D100 feet in front of the reader, it causes anything within 1D1000 feet to be dragged towards it. it lasts for 1D4 rounds, and anything that comes into the same area of the black hole is killed instantly. save-vs-breath weapon at -10 to hold your ground)
  82. immovable rod 
  83. broken crossbow
  84. 3x arrows
  85. shield with a big hole in the center (25% chance the attack actually hits)
  86. vial of water
  87. backpack full of dirt
  88. great sword (1D12 damage, two handed, need STR of 17 or higher to use or must take a -4 penalty to hit, movement it reduced by 15 feet)
  89. sharpened stick
  90. sling
  91. whistle
  92. massive sack
  93. ball of string
  94. a obnoxiously large piece of paper thats been folded up to fit into a pocket.
  95. sharp glass
  96. wooden wand (no charges)
  97. baby rust monster on a leash
  98. bottle of dirt
  99. sword-chucks (nunchaku made with swords, 49% chance of also hitting yourself, 1D6+2 damage)
  100. goblin porn magazine
  101. bag of weighted dice
  102. bag of rusty caltrops
  103. fishing rod
  104. earthenware mug
  105. the remaining shards of a broken sword
  106. trick candle (when blown out it relights)
  107. ball of candle wax
  108. a jar of bees
  109. a jar of bull ants
  110. a jar of spiders
  111. a snakes fangs
  112. knuckle dusters
  113. a small bag of hard candy
  114. a bow string
  115. nothing (all other rolls don't count)
  116. a broken pair of scissors
  117. a deck of cards
  118. a tiara, with all the jewels removed
  119. a ruby the size of a humans fist, its covered in blood, skin, bone fragments, and hair
  120. flask of oil
  121. some stones
  122. a bunch of flowers
  123. a nice dress
  124. 1D3 kidnapped orphans who worship the goblin as their savior
  125. a rabies infested, shaggy, ratty looking dog
  126. a handful of mold
  127. a handful of moss
  128. a bag of glow worms
  129. a large egg (35% chance that it hatches into something that eats goblins) that might hatch soon
  130. a ring of visibility/invisibility 50 foot radius (makes everyone within 50 feet of the wearer invisible, makes the wearer extremely visible. one the ring is the removed everything reverses, the original wearer turns invisible and everyone else becomes extremely visible)
  131. potion of fire breathing (3D6 damage, 40 foot cone)
  132. a book
  133. a burnt book
  134. a bag of ashes
  135. a pie
  136. a pair of glasses
  137. a pair of human hands
  138. a jar of various body parts
  139. a big pot (needs STR 15 or greater to carry)
  140. a bent crowbar
  141. two halfs of a different broken crowbar
  142. a small jar of pickled eyeballs
  143. a broken 10 foot pole that has been tied back together with string
  144. a lute
  145. a broken (roll again)
  146. a club
  147. a set of chain mail armour, in surprisingly good condition
  148. a silver knife (beaks on a 3 in 10 roll on a hit)
  149. a snapped wand (1 remaining charge, roll on the wild magic table 4 times when used)
  150. nothing 

Thursday, 17 July 2014

Changing risen from the sands part 4

Now we are onto the rest of the pyramid, this would have been posted sooner but I got bogged down with work and a new laptop and a stupid idea that I am still figuring out for something back in one of the old rooms that I have done. Anyway here we go

10 Two reed boats sit in this chamber covered in dust, there are carvings depicting the pharaoh in various boats in the middle of navel battles.

The two boats are worth 1500SP each if they can be taken out the pyramid (they are too large to fit through the doors whole)

11 This room functions as an antechamber for the pharaohs harem, its bare sandstone walls and floor are a stark contrast from everywhere else in this pyramid.

There are four burning skeletons and four skeletons covered in dripping blood. They all snap to attention when someone steps into the room, they do nothing except stand there near the door into the next room.

There are hieroglyphics upon the door saying:
“Entry unto this room by all but the fairer sex will be sorry, for I will rend unto them and they will truly know fear”

Any male who walks through these doors must make a save-vs-magical effect, failure means that the next saving throw against fear is made at -10, then at -8 and so on until back to zero. Passing means that you automatically fail your next fear test, but otherwise nothing else happens.

12 Hanging silks, plush cushions, and patterned rugs decorate this luxurious chamber. This room smells of burning incense and perfumes. There is a table against the wall with various fruits and wines. There are two beautiful women in this room who offer some of the fruit and wine to any visitors who enter.

This is all actually an illusion that was placed upon the room, if anyone interacts with the two ladies they can make a save-vs-magic at -4 to see through the illusion.
The two wives area actually mummies, they each have a key amongst their possessions that will open the door in room 17

If anyone eats or drinks any of the food or wine they must make a save-vs-poison, failure means that they have become infected with mummy rot, passing means that they begin to vomit and suffer a -4 to anything that they continue to do for the next 1D12 turns. Eating the food automatically allows the imbiber to see through the illusion in the room.

If anyone attacks the two wives of the pharaoh the skeletons from the previous room come in and begin to attack the attackers.

There is a secret door along the right hand side of this chamber that can be found with a searching roll at -2

13 Two ornate chariots sit upon raised platforms, there are 4 partially mummified skeletons with bows standing on high platforms on either side of the room. They do nothing except stand guard over this room, unless the chariots are attempted to be taken from the room.
The chariots are worth 2500SP each, they are too large to fit though the doors in the pyramid whole.
There are hieroglyphics along the walls depicting the pharaoh standing above some chariot races and at the head of the chariot charge in war.

14 6 different animals are displayed on raised pedestals along the sides of this room, there are hieroglyphics that are around this room that show the pharaoh hunting the different animals. On the pedestals of each of the animals is writing about them and how they were killed, if this is read out loud that animal comes to life and begins to attack the reader. On the back of the door is engraved in stone is a dispel magic (use the magic user variant) spell, if this is read it is cast as though cast from a scroll and the area of stone goes blank. If any of the animals within this room is “alive” while this spell is read, they fall apart and into a pile of dust, bones, and cloth, because the magic keeping them alive is removed from them. If any of the “piles” of animals is disturbed while in this form they will not reform once the spell is complete, if they do however the animals will stalk through the pyramid looking for the person who read the dispel magic stone and kill them.

15 In each corner of this room is a large stone obelisk. The southeast one has a cool breeze emanating from it, the southwest one seems to be normal stone, the northeast one is covered in moister, and the northwest one radiates heats. In the centre of the room is a 10x10 foot empty pool.
Touching any of these obelisks causes a 5HD elemental to appear from inside the empty pool (SE = air, SW = earth, NE = water, NW = fire) at any one time only one elemental of each element can be around (eg, touch the fire obelisk and a fire elemental appears, touch it again while the fire elemental is still in the room nothing happens, if a fire elemental is not around another one appears)

If someone is standing in the empty pool with a bit of each element, they can make a save-vs-magic, if failed take 5D8 damage, if passed they gain the ability to summon an elemental at will once and only once, when summoned roll on this table (1D4 1 earth, 2 fire, 3 water, 4 air) it appears with 5HD and is around for 1D12+1 turns.

16 a long corridor that has had the ceiling lowered to just above 6 and a half feet, there are many hieroglyphics along the corridor.
There is a small section in the middle of the corridor that has 5 set of stones on wheels that can be moved (a secret door is behind this and can be found with a search roll at -1). The following is the symbols that can be found on each wheel
Young man
Old man

The following combinations represent what happens
Pharaoh, baby, young man, old man, pharaoh – secret door opens
5 of one type – baby = nothing, young man = everyone in the corridor becomes 1D20 years younger, old man = everyone in the corridor becomes 2D20 years older, Anubis = everyone makes a save-vs-death fail means you take you level D6 damage (eg level 5 takes 5D6), snake = a door opens in the roof above the secret door and 1D100 snakes fall into the room, pharaoh = save-vs-fear fail means you begin to run from the pyramid for 1D12 rounds, ra = save-vs-magic fail mean you are healed 2D8 HP and blinded for 2D8 turns.
4 of one type and 1 of another – nothing
3 of one type and 2 of another – roll on trap table 1
3 of one type and 2 random ones – roll on trap table 2

(feel free to make up any more and if you do let me know)

Trap Table 1 – 1D6
1 – giant axe swings the length of the corridor, save-vs-breath weapon or take 2D8+1 damage
2 – scarabs fall from the roof and attack any living creature in the corridor (1D3 swarms fall)
3 – a 30 pit opens in front of the secret door, take 3D6 damage from the fall
4 – lightning shoots down the corridor, save-vs-breath weapon or take 4D8 damage
5 – water begin to fill the corridor and then the pyramid, this goes to about knee depth and causes movement through the pyramid to be halfed
6 – roll on this table again and on table 2, if this is rolled again nothing happens

Trap table 2 – 1D6
1 – spikes shoot from the wall all along the corridor, save-vs-breath weapon or take 1D6+1 damage
2 – giant axe swings the length of the corridor, save-vs-breath weapon or take 2D8+1 damage
3 – rocks begin to fall from the roof, save-vs-breath weapon or take 1D12+2 damage and get knocked out for 1D6 turns
4 – gas enters the room and all magic users and clerics cant cast spells for 1D6 turns
5 – gas enters the room, save-vs-magic or get infected with mummy rot
6 – the walls in the corridor begin to move inwards, in 1D4+1 rounds everyone inside the corridor gets crushed to death (no save, no nothing)

17 This room is completely bare, except for two statues of Anubis standing on either side of the door ahead. The door is locked and the keys can be found on the harem. The Anubis statues will animate and attack anyone who opens the door and doesn’t use both keys. A tinker at -1 will open each of the locks (two checks must be made)

18 A large staircase that leads upto a 15x15 foot platform that has a sarcophagus sitting upon it. The room itself has a two long tables, one against each wall, that are covered in gold and jewels and various sized ushabti. There is also a large statue of a sphinx in the northeast corner of the room.

If the curse was read aloud the sarcophagus will be open with the lid of it on the ground cracked in two, the pharaoh will be standing at the top of the stairs with the sphinx sitting next to him. He commands the PCs to bow down to him and recognize his godhood and power, if they say no he attack (see character write up), if they say yes he demands them to offer him a sacrifice; the first to enter the pyramids life

If the curse wasn’t read aloud the sarcophagus will be closed, and if anyone attempts to open it the sphinx will attack them.

So that’s it for now, I will be doing a list of stats for each of the things found within the pyramid and a list of the treasure that hasn’t been listed.

Saturday, 5 July 2014

Changing risen from the sands part 3

So now that I have set up the adventure and done the travel part its time to get into the actual pyramid itself right? So what I am doing here is the first few parts of the pyramid that lead into the false tomb (oh, spoilers there I guess)

So if the players follow the map they arrive at the outer temple of the pyramid (this is the part that has the new line drawn onto it, not if they followed the original line). If they follow the original line to the back of the pyramid they find that it has been closed up and that they cant actually find the way in (a architecture roll can be attempted, this roll will be at -5 because the way hasn’t been travelled to in hundreds of years)

So anyway, onto the outer temple. (before I begin though, I should say that I wont be placing the distances or room dimensions in here unless they directly relate to something that is happening within the room)


1 A rectangular building with two rows of large limestone columns. There are old hieroglyphics along the walls, they tell the story of the pharaohs life. The is also a passageway directly ahead. Three dead bodies are found here on the ground in the middle of the room. They still have all their equipment on them. Their skin has shrunken and dried upon them and it looks at though all moister has been removed from them. Disturbing these bodies in anyway causes the dried flesh to crack, break off, and float into the air. A save-vs-poison must be made by anyone within 20ft of the bodies, if failed they begin to get thirsty in 1D3 hours. This makes them -2 to any thing that they attempt to do. Drinking any type of liquid forces another save-vs-poison, if this one is failed they loose 1D3 CON and SRT permanently. This occurs every 1D3 hours, until remove curse is cast upon them.
The bodies each have:
Backpack, crowbar, 3x iron spikes, mallet, black and tackle, 2x holy water, 1 days iron rations, 2x empty water skins, bed roll, chalk, candles, leather armour, knife, club/sword (1D6), 1D8 (3) SP, 3D6 (11) CP

2 A roughly triangular room that has two limestone columns, there are large partially decayed tapestries hanging off the columns, they are depicting the pharaoh in his prime standing above his many followers and worshippers. A passageway ahead can be seen though and into quite easily (see 3) this passageway is flanked by two Anubis guardian statues and two large jackal statues. The guardians are holding a large khopesh and have dark black obsidian eyes. If anyone tries to walk through they animate and block the way and speak
“What walks on four legs in the morning, two all day, and three in the evening?”
The answer is “man”
Answering the riddle correctly has the statues step aside and allow safe passage into the walkway. Trying to rush past causes them to attack, if you do make it past the Anubis statues the large jackal statues animate and chase you down (see 2A for more info). If you choose to not answer the riddle and leave the outer temple then the statues return to their original positions. If the players come back, feel free to change the riddle (just make sure it isn’t any of the other found within this little adventure).

2A A pressure plate here triggers a trap that causes the passway to between 1 and 2, and 2 and 3 to close (just beyond the jackal statues). If anyone is caught under the door a save-vs-breath weapon is required. If failed part of you is crushed and you take 5D12 damage, if passed roll 1D6, on a 1-3 you dive backwards, on a 4-6 you dive forward out of the doorway. If for some reason you manage to survive being crushed by the door when it is taken off you make a save-vs-death, if failed you are dead, if the door is on you for longer than an hour you automatically die when its removed. If longer then two hours you die from slowly bleeding out. The jackal statues will trigger this trap if someone races past them and hasn’t answered the riddle or triggered the trap themselves.

3 Shafts of sunlight shine dwon from cracks and holes that have appeared over time in the roof. It is a little over 10ft high in most places along this tunnel. Those holes are wide enough to provide light, but nothing larger than a tiny creature could pass through these holes. The tunnel has a slight incline (architecture +1 roll to discover) that is heading uphill. About halfway down the tunnel is a giant boulder trap. It is triggered via a pressure plate and the boulder comes from a chute 40-50ft in front of the characters. It is about 8-9ft in diameter and does 12D6 damage to anyone it catches in its path. It can be outran, or an attempt to dodge it can be made (grab the roof or hide in the small gap either side of the tunnel as it goes past) if this is done a save-vs-breath weapon can be made for half damage.


5 A pair of heavy doors carved form sandstone with some hieroglyphics carved into it saying
“The bigger I get, the less there is. What am I?”
The answer is “a hole”
This is actually a warning for what is on the other side of the door, which is a pit trap. The door can be pushed open with an open doors test at -3, two people can get next to each other to open the doors and add to the roll that is to be made. The pit trap on the other side of the door is 30ft deep and is 10ft wide, if anyone falls into this trap they take 3D6 damage from the fall.
Carved above the door is some more hieroglyphics which say
“All men who shall enter this my tomb shall be subject to judgment and an end shall be made for him, I shall seize his neck like a bird, I shall cast the fear of myself into him”
Write this down and pass it to the player who deciphered the hieroglyphics, if this is read aloud then the pharaoh will awaken if anyone steeps past the threshold of the doors here, this means that when/if they actually find the main crypt then the pharaoh will be awake.

6 Ten limestone columns surround this room with small 2ft tall wooden ushabti at their base. There is hieroglyphics above them leading around the limestone columns, the writing says
“I have no legs or arms, but I still eat with a pork everyday”
The answer is “snake”
If the riddle is answered the ushabti will break open or transform into snakes, these snakes come out to attack the answerer of the riddle.
There is also a stone sarcophagus in the centre of the room. It is actually a mimic that will wait until someone touches it or more than two people are within 5ft of it to attack.
there are two secret doors that can be found with a searching roll at -1

7 A large black granite statue of the pharaoh stands in the centre of the room. Behind the statue is a false door with a painting of Anubis standing over a man in a boat travelling down a river. All of this is surrounded by various prayers. The false door is actually a secret door, and one of the prayers is actually a remove curse spell. The remove curse spell can be removed from the wall with an architecture roll, the tablet would end up weighing about 500 pounds, which is equal to +4 encumbrance points and the person carrying it can’t hold onto anything else. The secret door can be found with a search roll at -2.

8A A large black stature of Set (god of darkness and storms) stands in the middle of the room. The base of the statue has a hidden compartment that contains a small black pouch. Inside the pouch is 3 small black balls. Theses balls are balls of darkness, and when broken (which can be done with a little bit of pressure) work as though someone had cast a darkness spell with 60ft diameter on the place where the ball is.

8B A large white statue of Ra (god of sun) stands in the middle of the room. The base of the statue has a hidden compartment that contains a scroll of searing light. The compartment is also trapped with a curse of blindness. A successful tinker roll at -1 will deactivate the trap.

9 Surrounded by heaped treasure and offering is an elaborately decorated sarcophagus. There are 8 skeletons surrounding the sarcophagus with none of them on the front side. They snap to attention when anyone enters the room and one of the skeletons at the head of the sarcophagus says
“The man who makes it doesn’t want it, the man who wants it doesn’t use it, the man who uses it doesn’t know he is using it”
The answer is “coffin”
If answered correctly the lid opens and the mummy is revealed. Inside of the sarcophagus is 4 stone jars which contain various spices and body parts of the mummy. When the mummy is revealed it does nothing until someone attempts to move it or any of the random treasure within the room, it will then attack the first person to touch it or the tressure. The skeletons will also attack anyone that is attempting to loot the room or sarcophagus.

So that is it for this post and some more will be up in a few days time, so let me know what you think

Tuesday, 1 July 2014

Changing risen from the sands part 2

So onto part two, originally I was thinking of just going into the pyramid and letting whatever happen on the way just come down to my terrible tables that I have kicking around for my home game. Instead I have decided to go and write some “special tables” for just this (also, this will really be better for my game than my crappy tables).

So I do 3-5 random encounters per day and 3-4 per night that happen on a 2 in 6 chance. I go with 1 and 6 on the dice to represent either a potentially hostile encounter or a potentially friendly encounter, either can actually go the other way than is originally intended (or rolled) but that comes down to the players.

Also I tend to be lazy and as such I haven’t really been bothered with a difference between a day or night encounter table.

So here is the tables that I will be using for travel from the town of Dahab to the pyramid.

Potentially hostile encounter: 1D100
01-25 Nomads
26-35 Giant scorpion
35-40 Oasis (something in the water or trees)
41-46 Weather change (1D5 1 earthquake, 2 tornado, 3 sinkhole, 4 sandstorm, 5 heatwave)
47-60 Skeletal warriors (1D4 1 2D6, 2 2D6 + champion, 3 1D4 champions, 4 2D6 + lich, 5 lich + 1D6 champions, 6 roll twice)
61-70 Snakes
71-76 Druid
77-79 Basilisk
80-82 Sphinx
83-85 Mummy
86-90 Caravan
91-98Tiger or lion (1D6 1 tiger, 2 lion, 3 2D4 lions, 4 2D4 tigers, 5 three headed tiger, 6 1D6+1 three headed tiger)
99-00 Young dragon

Potentially friendly encounter
01-25 Nomads
26-35 Oasis
36-50 Druid
51-60 Camels
61-66 Adventurers
67-77 Lost people
78-85 Caravan
86-98 Dieing animal

99-00Young dragon

so anyway let me know what you think

Monday, 30 June 2014

Changing risen from the sands part 1

So for free rpg day I was pretty lucky and the store I got to go to was only about an hours drive away, as apposed to the two hours flight away like it has been for the last few years. Also I was lucky because there wasn’t many people there and even though I turned up late I got to get many of a good thing. One of the things I got was the pathfinder free rpg game “risen from the sands” by paizo publishing (, you might recognize them from their game pathfinder (which personally I like) which is a D&D 3.X clone (sort of I guess).

Anyway, I played though the game with a few of the people from the G+ the other night, it was a flailsnails game and after the game it was brought up that the thing was a just stacked full of magic items (they all ended up with a +1 sword) and how what most of us were used to playing didn’t have as many. So I decided to change the module a little, which then sort of became a rewrite of the module.

So most of the changes I have made so far have made it a little bit more deadly and also have gotten rid of the “so you all know each other and begin at the pyramids door” beginning (which I can dig, but this will be getting used in my home game, so I kinda cant have that).

Here is the beginning of the “rewrite” of the module that I have done. this is also being doing with the stats and stuff from LotFP because that is what i use for my home game

Recently a large pyramid has been uncovered by the winds and a map resurfaced in the hands of some adventurers. They went to explore the pyramid after some unfortunate unforseen complications they decided to leave the tomb mostly unexplored and to sell the map off at a town that is near by (about 5 days walk). They found a honest and reputable trader within Dahab who said that he would be happy to work as a middle man for them, and to get word out to other adventurers through his trading net work. Amsi said that the map would be up for auction three days after the next full moon.

Dahab – a smallish town located near a small river that is used as a stopping point for many travellers on their way to Zafar.

Amsi – honest trader and gentleman.
Stats: level 3 specialist, languages 2 in 6, sneak attack 2, stealth 2 in 6, tinker 2 in 6, slight of hand 5 in 6. leather armour (AC 14), kriss blade (1D6), 4x throwing knifes (1D4), 2D12 (7) SP, 3D6 (11) CP, MAB +2, RAB +3, HP 14

He is accompanied by three obvious bodyguards and two covert bodyguards at all times.
3 obvious stats:
Level 3 fighter, studded leather armour (AC 15), kopesh (1D8), shield (+1/2 AC), potion of cure light wounds (1D6+3), 2D6 (5) SP, 3D8 (15) CP, MAB +5, RAB +4, HP: 17, 18, 22

Covert stats:
Level 3 specialist, sneak attack 3, stealth 5 in 6. slight of hand 3 in 6. leather armour (AC14), short sword (1D6), 4x throwing knifes (1D4), garrotte (1D6), potion of alchemist fire (2D6), potion of cure light wounds (1D6+3), 3D12 (18) SP, 4D6 (16) CP, HP 11

Level 3 magic user, leather armour (AC 14), staff (1D8), scroll of hold person, scroll of silence, scroll of attack ally, 2x scroll of armour, potion of cure light wounds (1D6+3), 2D4 (4) SP, 2D8 (8) CP, HP 9. spells: sleep, enlarge, web

The Auction
There will be 2D8 other people/groups at the auction that are interested in also winning the map. Each of these people/groups will have 1D1000 SP for individuals and 1D3 D1000 SP for groups. The people/groups will go up to the number rolled of their silver (it actually represents how much they are willing to spend) The bidding starts at 50 SP and has no upper limit.
If the roll to find out how many other people/groups arrive for the auction is higher than 7 then extra protection will be hired to ensure that nothing bad happens, the extra protection will be 6 more 3rd level fighters (with a 25% chance that 1-2 will be magic users, just use the above stats).

The auction house
This is actually a grand pavilion tent and has been set up in the outskirts or the town, this has been done to ensure the safety of both Dahab and the people attending the auction.

Something will happen on the way to the auction house even if the PC’s decide to not do anything, roll on the table below

What happens on the way to the auction house: 1D12
1-6 nothing, Amsi and his bodyguards arrive on time and unmolested
7-8 ambush, Amsi and his bodyguards are ambushed
9-10 pickpocket, Amsi is pickpocketed of the map
11 bribed guards, turns out that the bodyguards aren’t as loyal as Amsi thought they were they killed or severely injured him
12 route change, the route taken by Amsi and his men was changed at the last second and it take some extra time to arrive at the auction house (1D2 x10 minuets)

If any of the above occur and Amsi and the bodyguards arrive get away, they arrive at the auction house late. This makes many of the patrons (about 25-49% of them) which will change some of their betting strategy to a more aggressive one, upping the bid early and by lots)

If the auction goes ahead and the PC’s are victorious at the auction and actually win the map than something can happen, roll on the table below

The PC’s won the auction: 1D12
1 nothing, turns out that not many people are actually that sad by being beaten
2-4 ambush, the PC’s are ambushed after they leave the auction
5 tail and ransack, the PC’s are tailed and once they go to sleep their gear is raided in an attempt to find the map
6-7 pickpocket, the PC with the map is bumped into and their pocket is picked
8-11 direct attack, the PCs are attacked head on by some of the losers
12 multi attack, the PC’s are ambushed and then direct attacked at the same time (by two different partys)

The Map:
The map shows a route to the pyramid and part of it has been crossed out and a different lined added (this is actually a new addition) the original path was taken by servants to the back of the pyramid while it was still being built or before it was closed up for good. The new addition actually leads to the outer temple (1 on the map).

So that’s it for part 1, I will put up part two in the next day or two.

Anyway, let me know what you think

Thursday, 12 June 2014

Paladin class

One of the players in my home game (in case people didn’t know, I am running LotFP at the moment, with a few tweaked and hacked rules) has asked to be a paladin, to which I said it was fine but I would have to sort it out first. I thought about what I liked about paladins and what I didn’t like, and after a bit of thought I decided that it would look a little something like this:

Refer to fighter class from the rules and magic book for everything unless noted below.

The paladin doesn’t advance its attack bonus like a normal fighter, instead it has an attack like every other class. (+1 at level one)

The paladin will not allow the slaughter or suffering of innocents to occur before them
The paladin will not be accompanied by a truly evil creature unless it is to help further the mission.
The paladin will not take reward for doing good deeds
The paladin will not unduly disturb those who are no longer living

Lay on Hands:
At 1st level the paladin gains the ability to heal others or themselves. This ability allows the paladin to heal 2HP per level (or level x2 HP), and this has no adverse effect upon the paladin or anyone who is healed by them. This ability can only be used once a day.

Smite Evil:
At 3rd level the paladin gains the ability to smite evil. This ability can be used half level rounded down per day (so at level 3 when this is gained it has only 1 use). This ability lets you add half your level to your attack roll and your full level to your damage roll against any evil target, if this is used against a good target the damage is reflected back upon the paladin and they must roll on the deity disapproval table below. The paladin can also choose to forgo every instance that they have of smite evil for the day (only if it hasn’t been used yet) to cast Turn Undead, they cast this ability as though they were a cleric of the same level

At 5th level the paladin gains the ability to have a holy mount. To gain this creature the paladin must go on a quest for it, if the quest is successful than the mount is granted to the paladin and it can be called upon at anytime.

Mount abilities:
The paladins mount is special and has the following profile and special abilitys:
HD – 3D8, it gains an extra 1HD every two paladin levels
AC – 16, it is to be considered to be wearing chain barding
Attack – +2 to hit, bite 1D6, hoof 1D8, it can attack once a round
Call/dismiss mount – the mount can be called or dismissed by the paladin, when it is called it will arrive at the paladins location in 1D4+2 rounds and is a full round action. When it is dismissed it will leave the area within 1D3+2 rounds and it is not able to be recalled for that time in hours (the 1D3+2).

Upon mounts death – if the mount is killed the paladin must quest to find a new one and roll twice upon the deity disapproval table below, any thing that occurs from these roles apply until the paladin is either redeemed or a quest for a new mount is completed.

Upon paladins death – if the paladin is killed while the mount is in play (not dismissed) than roll upon the table below to find out what occurs.

Deity disapproval table: roll 1D20
1 roll twice upon this table
2 the paladin must pray for forgiveness, this happens as soon as possible (once out of danger if in combat) and lasts for 1D2+ level x10 minuets.
3 the paladin can’t use Lay on Hands for level
4 the paladin looses its ability to Smite Evil for half level days
5 the paladin is struck by their god, take 1D12 damage, this damage cant be healed via Lay on Hands or any other magical healing
6 the paladin must make a tribute to their god
7 the paladin is placed upon a quest by their god
8 the paladins mount will not heed their call for level days (reroll if no mount is available
9 the paladin cant use any of their abilities for level hours
10 the paladin must rid itself of all mortal possessions to a minimum of 10 items
11 the paladin must pray for forgiveness, this happens as soon as possible (once out of danger if in combat) and lasts for level x2 minuets
12 the paladin is at -1 to all actions for half level days
13 the paladin is at -2 for all action for level hours (this does not include sleep)
14 the paladin is at -4 to all saves
15 the paladin can only use Lay on Hands once for the next level days
16 the paladin can only use Smite Evil once for the next level days
17 the next time the paladin uses Lay on Hands it leeches its life to heal the target
18 the next time the paladin uses Lay on Hands it actually damages the target
19 the paladin is struck blind by its god for the next half level days
20 roll twice on this table and choose which effect to take

What happens to the mount upon the paladins death:
1 roll upon the summon table using as though the saves were passed and the creature has HD equal to its current HD
2 a large tree grows where the mount is, this tree bears fruit that will strike anyone blind who eats it
3 it attacks the nearest enemy of the paladin
4 it attacks the nearest friendly of the paladin
5 it attacks the enemy who killed the paladin, and won stop until either of them are dead
6 the mount disappears
7 it explodes in a searing light, anyone within 100 feet must make a save vs magical device or become blind for the mounts HD in days, this blindness can be healed by a cleric
8 the mount collapses in upon itself and sucks anyone within 100 feet towards it, make a save vs breath weapon or take 1D8 damage as you are knocked into everyone else
9 roll twice on this table

10 it sacrifices itself for the paladin, who is then resurrected for days equal to the mounts HD, the paladin will then drop dead upon the end of this time.

let me know what you think 

Saturday, 10 May 2014

A Single Small Cut, a continuation of

A Single Small Cut, a continuation of

So I have been reading though this little adventure (probably not really an adventure, more of a highly detailed encounter, with a bit of quantum ogre thrown in) and I am totally digging it. I have keyed it into my map and when (if) the players go to the area (they are close by) I will have it occur (as I said quantum ogre). But there are a few things within this adventure that I know my players will be after and that I will have to make up (which is fine), and I will go into that after the dots as it’s probably a bit spoilery.




So anyway, there are these things called “the red bells” which are the whole reason why the thieves are in the church to begin with (read the adventure if you don’t understand) and there are seven of them. The one that this adventure revolves around summons a creature from the great beyond called “the Corrector of Sins”, now this guy is a bit of bad mother fucker who don’t take no shit from nobody. Not only is it hard to destroy him, but if you do it wrong you might not even really do it (no really, read the adventure), he (that’s right, im calling it a he) also can have many a hit dice and even some magical powers. So yeah, it’s both bad and good. But my players will almost definitely want to acquire the rest of the bells or at least some of them, so that they can use them to maybe help sort out the mess that they made to the north (read: death frost doom). So I have decided to go and sort out what else occurs after the adventure. Here is also where it might get a bit more spoilery, no gap this time.

So within the open tomb of the man of the Order of Kites you find a small rolled up scroll. Unrolling it reveals that it is in fact two scrolls, a small and undetailed map, and a little note. The note reads

If you have uncovered my tomb you have placed the world in a great danger.
If your motives are pure than please ensure that the bells don’t fall into the wrong hands.


Please ensure there secret is kept”

The map is of the general area of the kingdom (from about 50-300 years ago), it has fifteen different locations marked upon it, and three of them are used to triangulate various different locations leading to five of the bells. One of the areas is also the current area that they are in (for the actual adventure). It also has written very small in one of the corners in an old language “A=Y” this is the key to the substitution cypher for the encoded part of the note. But for everyone playing at home here is what it actually say:

We have found five of the seven bells, and they are kept with a high ranking member of the Order. I was given the bell that creates the Unholy Organ Abomination, and the others have been marked upon the map that is enclosed. The ones we know about are:

1 Unholy Organ Abomination
2 The Living Inferno
3 Skeletal Beast
4 Black Goat of the Woods
5 The Slumbering Beast
6 Unknown
7 Unknown


Yep, there is some crazy stuff there. Here is some information now regarding the “new” bells that I have made up.

Unholy Organ Abomination: also known as “the Corrector of Sins”

The Living Inferno: This creature has 2 HD (D8) for each torch/lantern/fire that is lit in the area (up to 250ft radius) up to 24 HD. It has a base armour of 14 and one attack for each torch up to 4 attacks, these attacks do 1D6 damage and for each extra torch after 4 it steps the dice up once on the dice chain (after hitting D12, it becomes 2D6, than continue on). Anyone who is within 5ft of this creature takes 2D6 damage each round and must make a save vs breath weapon or be caught on fire. When this creature is formed it sucks the fire from the torches (making the entire area dark) and it forms a interdimensional rift that is then torn asunder as the fire begins to form the body of "The Living Inferno", any living thing that witnesses this spectacle must make a save vs magic or suffer 2D6 Wisdom damage (temporarily) and then make a save vs paralysis at -Wis damage or be unable to move or act for 1D8 rounds. This looks like a large-huge bipedal fire elemental. It is healed by any fire based attacks. Any normal attacks or water based attacks deal only half damage, and it takes full damage from any magic or magical weapon. If this thing is attacked by any water when it is destroyed it will reappear when the bell is rung next. The red bell that summons this creature can be used to dismiss it, but only if the bell itself is on fire. The bell has a picture of a flaming inferno carved into the main part of it (waist and sound rim).

Skeletal Beast: This creature is created from the bodys of anything that is dead within a 100ft radius, the skeleton of the remains begin to move towards the a centre point (the bell) and then begin to form into a undead hydra with 1 head per 2 HD up to 7 heads. The undead hydra has an AC of 14. This undead hydra gains 3 HD form human or larger remains, and 2 HD for animal remains, and can have a maximum of 25 HD. It gains one attack per 2 heads and a special attack for head 5 and 7, the attacks do 2D8 damage and for the special attacks roll on the following chart (1D6 1 fire, 2 ice, 3 water, 4 electric, 5 acid, 6 poison gas) and has an attack range of 90ft that spreads out at 120 degrees, these attacks do 3D6 damage plus any special effects from the type rolled (fire has a 2 in 6 chance to light anything it touches on fire, ice makes the target only have half an action, water knocks anything it hits over, electric causes the target to lose its next action, acid reduces AC by 1 for every 3 points of damage, poison gas deals an extra 2D6 damage) and a save vs breath weapon negates these effects and reduces the damage of it by half. Any time that a single hit does more than 15 points of damage to the undead hydra it removes the head and two replace it, unless acid damage is done to it (more than 5 points), if it takes more damage than its HP it still is destroyed. If the undead hydra is killed without it having any acid damage done to it (not just the heads) than it will reappear the next time that the bell is sounded.

The Slumbering Beast: when this bell is sounded it puts anyone within 50ft to sleep (much like the sleep spell, but it affects an infinite number of HD), these sleeping bodies than stand up and begin to move towards one another (this takes about 1-2 round/s) when the reach each other they begin to form into a golem made from the bodies of the sleeping. It gains HD equal to the number of sleeping bodies that it is made from times by two. It has an AC of 16 and 2 attacks which do 1D12 damage each. Any time that the bell is rung it functions much like if it was the first time that it happened, but the bodies join onto the golem and it gains HD and HP as per the number of new bodies it gains. If any magic users or clerics are a part of its body than it can cast spells equal to its HD in either of the levels. The only way that this thing can be truly destroyed is if it is killed and then the bodies that make it up and the bell are all burnt.

Black Goat of the Woods: refer to Shub-Niggurath from Carcosa. (yep im lazy)

Anyway that’s about it, let me know what you think

Tuesday, 29 April 2014

Druid Class

Druid for LotFP or what I am using for my home game.

One of my players asked to be a druid in my home game and while this doesn’t bother me, it sucks a little at the same time as I have to create a way for it to work (outside of a “earth cleric”) so what I have done is a slight re-skinning of the cleric and added in a few tweaks that I feel make a druid a druid. I have a many random thing included in my house rules for different classes (like cleave for a fighter), so the abilities that the druid gains both won’t (hopefully) break the game or change the rules too much.

Anyway here it is.

Refer to the CLERIC class for everything unless noted below.

Gain the use of the AD&D spell list for DRUIDS
Can’t use any undead related spell
Change protection from evil to protection from animals (this is inclusive for all levels)
Can’t use any metal items (apart from one single knife), but can still carry and use metal in spells and rituals. If any damage or protection can be caused or afforded through creative use of this metal reduce it by half.

Level 1:  Gain an animal companion.
This is a spell like ability that is granted to 1st level druids and works similar to the “summon familiar” spell from AD&D, with the following changes:
The random dice roll for the familiar is still in place, but change it to an animal table appropriate to the area.
Must make a handle animal roll after it arrives (bushcraft), if this roll is failed the animal attacks, the roll can be attempted again but at -1 to the skill (lowest it can go is 1), if failed the second the time animal attacks again and then leaves the area.
If the attempt is unsuccessful the druid must wait 1 week (in game) before attempting to cast again.

Animal companion abilities:
The animal companion starts with its base HD at 2, and gains an extra HD (now 1D8, unless greater) every 2 levels the druid gains.
The animal companion can understand all languages that its master speaks.
The animal companion can communicate to its master through a telepathic like link.
The animal companion is completely loyal to its master, and will follow any command given to it, unless it would be killed in the process.
An animal companion can have some barding or something similar made for it

Death of an animal companion:
If an animal companion is killed the druid must make a Save VS Magic, passing this save means that you can’t cast any spell for the next 1D6 days, failing this save means that you can’t cast spells for the next 1D6+level days and you take HD D6 damage (HD is equal to the number of hit dice the animal companion before it was killed). If the animal companion is revived from the dead the link restores automatically and any new animal companion turns on its master and attack immediately, but the animal companion is no longer “whole” and begins to show weird traits (roll on a mutation table) and begins to act weirdly towards the druid and the party.

Death of a master:
If an animal companions master dies, the masters spell casting ability transfers into the animal companion, this lasts for the druids level in days or until the next full moon. This new power that the animal companion gains from this corrupts it (roll on the mutation table) and has weird side effects (roll on wild magic table for every spell). The spells for the animal companion are determined randomly by rolling upon the known spells as though they were a table.

Level 3: shape change
Choose a small-medium animal that you have seen and transform into it. This works like the polymorph spell but with the following changes:
Make a Save VS Magic, if failed take 1D6 per size class (1 for small, 2 for medium, 3 for large, 4 for huge) + level damage. The spell still works as normal.
This ability can be used equal to half level (rounding up) times per day.
Level 7: can now also shape change into a large animal.
Level 12: can now also shape change into a huge animal.


So anyway, that’s about it. If you have any thoughts upon this let me know.