Friday, 6 November 2015

different type of spiders

so there are heaps of different spiders out there in the real world, so why is it that in games there is only really 2 or 3 different types? you have a swarm, giant, phase (even sometimes this isnt used), so why is this the case, also why do spiders always seem to be used as a sort of “hanging on the walls or ceiling” type of monster, why are they never in their webs or even in their burrows?

well i thought about this and decided that it was fucking shit to have all these crazy different spiders with these “cool abilities” (some of you might not think that they are cool) out there and not being utilized. so i made a list of some different things that you could add to or change in the giant spiders (or even any other type of spider, just change things higher or lower for different sizes) profile to make them a little bit different. 

(feel free to roll on the table more than once)

D12 spider ability table

1 Web Spinners - can cast web as a bonus action (recharge on a 3+)
2 Hunters - DC 15 CON save or become paralyzed for 1D8 turns, save for 1D4. this can stack
3 Necrotic Poison - DC 13 CON save or suffer 3D10 necrotic damage and poisoned condition, save for half. next turn repeat the save but for 2D10 necrotic damage, then again the next turn for 1D10 necrotic damage. any successful save during this period negates the need for a save the next turn
4 Poison Spitters - 15 foot cone, DC 13 DEX save or suffer 4D6 acid damage, save for half
5 Jumpers - leap - the spider can expend all its movement to leap up to 90 feet, this can be used as a charge attack if so the creature gain advantage on its attacks for this round
6 Sprinters - add 20 feet to the speed score of this spider
7 Trapdoor - attacks can also deal 3D6 sneak attack damage, creatures have disadvantage against these spiders when finding out if they are surprised
8 Wolf - these spiders have advantage on perception checks, with there darksight range being 120 feet.
9 Female Wolf - carry eggs sacks with them, after death or large amounts of damage add 1 spider swarm to the combat in the same location as the female wolf spider
10 Water Walking - can walk across water, can also create a small “diving bell” like structure to allow it to be underwater for 30 minutes at a time
11 Crab Spiders - has advantage on stealth checks, due to its ability to change it colours to that of its surrounds. the skin of these spiders changes colour to suit its surrounds to make it harder to spot  
12 Urticating Hairs (shooting quills) - 30 foot cone, DC 17 DEX save or suffer disadvantage to every roll using either STR, DEX, or CON. save for no effect. creatures hit by these hairs begin to swell up and suffer from rashes in the area where affected, if you really wanted to you could probably also reduce the AC of the creature his by these.

another thing you don't really tend to hear about is how they attack, like i get the “they are above a door and then they are on you” type of thing that tends to happen, well this is also mostly bull shit. don’t get me wrong, I'm not saying that it doesn’t go down like that, I’m just saying that there are other ways for this to happen as well.

so here are some of the different spider tactics that you might find out there.

spring out off a burrow, either underground or in the bark or a tree, bite its target (using some sort of paralytic poison) and drag it back into its burrow. it then either cocoons its prey in a web or spits/injects a digestive acid upon it.

wait until its prey is stuck upon its web, either bite it (using paralytic or just poison) and cocoon it or just straight up cocoon it (this causes the target to suffercate). then it will inject or spit its digestive acid upon it

wait until its prey travels underneath it and drop down silently on a strand of web, bite the prey and then either web them and lift, cocoon them and lift, carry them and lift back up onto its web/hiding spot

either run quickly or leap at its target, bite it and drag it back to its web

spray its urticating hairs at a target in either an defencive or offencive move, then take advantage of this now disoriented prey and run in and bite it, then drag it back to its lair

spit its digestive acid at its prey and then follow it as it begins to slowly wither and die, biting or spitting more acid as needed.

i will be using this stuff for my spider queen game that i will be running for my home game soon.

Monday, 2 November 2015

Spider Queen

so i found this silly spider toy at a cheap shop during the period leading up to halloween, so i decided to buy it (it was like $2) and then i told my players that it would be attacking them when i get back from my current work rotation.

upon seeing this spider i had a few different ideas come to mind, stuff like the “random encounter” in out of the abyss (its not really a random encounter) or “part of the main plot” of scenic dunsmouth (if you have read SD then you understand why i used the quotation marks). but i didnt want to just steal this wholesale, just to grab an idea or two from it and then make it work for me for my next adventure.

so whilist i am getting the details for the spiders and other stuff that might be around the area (im thinking of a island in the middle of nowhere or something like that), i will tease you with some stuff that will help you out when you have been messed up by the spiders or their venom.

Antivenom - 50 GP, a clear liquid that smells of mixed spices and tastes like mixed spices, this vial of liquid provides advantage to saves against poison for 1 hour.

Spider Balm - 200 GP, a pale green balm that smells of aloe and tastes horrible, this small jar of ointment contains 1D4 (2) uses, when rubbed onto the wound or eaten it removes any poisoned condition and provides advantage to saves against poison for 1 hour

Spider milk - 100 GP, a milky white liquid that smells like nothing and tastes like burning, this vial of liquid is venom milked from a spider, can be used to make 1D3+1 (2) uses of antivenom or used to coat 1 short sword or 2 knives to do the following extra damage, CON save DC 12 or 2D6 damage, save for half.

Spider repellant - 300 GP, a white blam with little bits of black through it that smells like dead spiders and tastes like dead spiders. the balm when placed upon the body will repel spiders for 1D3 (1) hours. giant/massive spiders may fly into a rage (51%) or be repelled, if in a rage they gain advantage to all attacks against the creature wearing the balm and double any modifiers to damage they may have (eg 1D8+3 becomes 1D8+6)

Spidersilk armour - 750 GP, this thin armour has a white hue to it and weighs almost nothing, armour made from spidersilk is treated a leather armour yet provides protection as if wearing chainmail (AC 16). any attack or damage from fire or acid reduces the AC by 1 until it reaches, then the spidersilk armour disintegrates

Web walking boots - magic item, these thin leather boots have been woven with spidersilk, when worn the user can walk along spiderwebs (as long they are large enough to support the creature's weight) as though they were normal terrain, the creature can also attempt a perception check at disadvantage DC 17 to know if someone or something else is on the same length of web.

well, thats it for now. lets hope i can actually keep blogging

Monday, 13 July 2015

insert word Hunter (or witch hunter) background for 5e

so after my party got a TPK (well mostly, its a story for another time) we have decided to continue in the same world, and they are all going to be witch hunters (or some sort of Hunter) so i have made the following background for them to use

Witch Hunter - Background

Witch Hunters tend to be a solitary bunch, not having many people that they care about outside of their own comrades, hirelings, and apprentices. This might be due to them only really seeing the worst in the world, or that everyone they have ever trusted have turned out to be that which they hate. They are given the power of the church or the government to do their job and no one tends to go against them when they use their authority. Using knowledge gained from religious studies or from lost/forbidden arcane books, they combine their knowledge of evil and academical studies to fight the agents of evil which they hunt

type of hunter
1 - Witches
2 - Necromancers
3 - Demons
4 - Devils
5 - Elder Beings
6 - Monsters
7 - Dragons
8 - Shapeshifters
9 - Vampires
10 - Elementals
11 - Spirits
12 - Fey

Skill Proficiencies - Perception, Religion
Tool Proficiencies - Alchemist Kit
Language Proficiencies - Whatever you hunts speaks

Traveler clothes, 1x flask of holy water, scroll case, wolfsbane, stinking nightshade, garlic, witch glass, hemlock, salt, mistletoe, symbol of authority, alchemist kit, belt pouch containing 10 GP

Fear and Respect
No matter where you go, people are either in awe of witch hunters or they are scared of them. Due to this the witch hunters are able to get preferential treatment when they are in a civilized settlement which includes stuff like free lodging, meals, or cheaper prices. Whilst this tends to be the case, those in the upper echelons of society tend to not be so scared of the witch hunters thinking that their contacts within the city can sway a vote their way and not the witch hunters way.

i havent come up with any of the ideals/bonds/flaws and stuff because you can just figure that shit out yourself  

Tuesday, 27 January 2015

Dr Pilkington's Miracle Cure - 5e d&d

so what is a wild west game without some snake oil miracle cures? not really one. so i thought about it and came to the conclusion that i needed some sort of miracle cures snake oil in my game, and what better then some sort of magic potion, well i don’t have a cure wounds potion or potion of healing or tonic of health betterness, and as a sort of low magic game that i am running (even though in my current group i have 3 dragonborn characters, a warlock, and a sorcerer) i think that something like this would be good. of course it will have to have some sort of chance of not being anything or actually doing something completely different to what it is advertised to do, so maybe if it has a chance of not working and having a roll on a random table if thats the case.

the name came from here for all you non australians (or non cider drinkers)

well, without any further preamble i present to you Dr Pilkington’s Miracle Cure
not only does it fix the ailments that you might feel from a hard days work, but it can heal your wounds, fix your broken bones, remove the toxins of a deadly creature from your system, it prevents further injury and helps promote recovery. this one of a kind item is so amazing that you will be coming back for more, and for today only a special price of 50 gold pieces.

Dr Pilkington’s Miracle Cure - 50GP
roll any dice, if an odd number is rolled roll of the snake oil table below, if even then heal 2D4+2

Snake Oil table - 1D8
1 the tonic tastes sweet like honey as if goes down your throat, the taste lingers for a second or two. that is all, it has no effect
2 the tonic tastes sweet like candy and ends with a slightly bitter taste, the bitterness lingers and begins to get stronger. make a DC 10 CON save or suffer 2D10 poison damage
3 the tonic tastes bitter and acidic like you have sucked upon an unripe lemon. make a DC 10 CON save or suffer 2D10 poison damage, success means you take half of the damage
4 the tonic tastes peppery and spicy like a capsicum. make a DC 15 CON save, success means you regain 1D4+2 health, failure means you take 1D4+2 damage
5 the tonic tastes strong and painful like you have drunk pure kerosene. you enter into a berserker like rage for the next 1D6 rounds. you gain +2 to damage, and advantage on strength based actions and saves, whilst in this rage you are unable to cast spells or do anything that requires concentration
6 the tonic tastes strong and slightly painful, like a nice scotch. you gain 1D10 temporary HP, and suffer from disadvantage on any DEX or INT based rolls as you enter into a drunken stupor
7 the tonic is thick and hard to swallow, it tastes like mouldy bread and soft drink. make a DC 15 CON save, failure mean you begin to vomit and are at disadvantage to any action for the next 1D2 hours, success means that you gain 1D4+2 health and advantage on saving throws against poison for the next 1 hour
8 the tonic is sour like a strong sour candy, the taste linger for almost 5 minutes. that is all, it has no effect    

Tuesday, 13 January 2015

House Rules for my 5E game

so here is a list of the house rules that i will be implementing as a part of my new game. its for both my home group and for any FLAILSNAILS games that i get going. some of it is old news that most people know about (shield shall be splintered) and some of its crap that i havent stolen and made up myself. any way here it is

Rules for Cover
when getting into or behind cover during a firefight you will gain a bonus to your AC depending upon how much of your body is concealed.
partial cover - +2 AC
full cover - +4 AC
prone behind the cover - +2 and you are disadvantaged to any DEX saves

Cover takes Damage
when something that would normally hit the original AC of a player, but misses due to cover it get damaged. if cover is damaged a number of times equal to 2x its bonus then the cover is no longer viable, when it reaches the number it normally provides as a bonus to AC it halves the amount of bonus it provides (eg if someone is ducking down behind an overturned table (partial cover) and its hit twice, then the bonus that the table provides is now half (+1). if they move to a new table then it become +2 again, as its new and not full of holes/cuts/slashes/smashed in bits.)

Overnight Healing:
in 5th ed healing seems to be very generous, or at least that is how i see it. you go have a long rest with 1 HP and you wake up with full HP, its crazy and i feel like it doesn’t really fit within the world i am making, so i am using this rule instead. during a long rest when you heal you can roll half your HD rounded up, this is for free and doesn’t count towards or impact in any way the amount of HD that you can spend to heal or the amount that you get back when conducting a long rest

Thank God i Had a Fucking Helmet On: if you are wearing a helmet and take melee or missile weapon hit in combat (it does not apply to critical damage, backstab damage, or magical damage) that would reduce you to zero HP or less, you can instead declare that the helmet too all the damage and you are at 1 HP, with the helmet irrevocably desroyed, whether it was magical or not. In addition you are knocked unconscious for 10 minutes plus 1D100 minutes, and cannot be awakened before that time unless healed magically in some way

Shields Shall be Splintered: any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered from the force of the blown and you are knocked down, but you are alive and have taken no damage from the hit.

i will also be doing a Renown type of thing for this game, where the higher your renown with one group means that they are more likely to help you out with things or look the other way. but if you get in good with one group you will automatically lose it with some others, eg you do heaps of bounty hunting the law/bounty hunters will like you the criminals/highwaymen will not

so yeah, feel free to tell me what else you think i should include or should change

Friday, 2 January 2015

new year new game

so its a new year and my group and i have decided to start a new game.
as we couldnt really come together to decide upon a type of game to play (they wanted to play 5th ed) i decided to go with something that i was in the middle of writting up for my new flailsnails game.

so i wrote this thing a while ago and then cleaned it up and added a map and now i just need to fill the hexes.

but anyway, i will be starting a new flailsnails game, probably just a pick up game at the moment while i sort out my working life and all that jazz.

if you would like any information on it, click on the following link and feel free to ask me any questions about it. 

i will be using this as a sort of living document, so it will be changing and getting added to as things happen and as the groups do things.