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More Old Songs for the Shudder Mountains

  Banjo Pickin’ Girl (DC 14; 2 minutes): This old song’s power only works its magic if the musician is a woman. Upon a successful performance the musician or a woman of her choosing has an aura of protection about them. Any man who tries to attack them for the next hour suffers a -1d penalty to any attempt to harm her. Long Journey Home (DC 12; 4 minutes): Upon a successful performance the musician knows exactly what direction their home lies. The musician gains a +2 bonus to Personality check if it is made before a storm rolls in. Take This Hammer (DC 14; 2 Minutes): The musician and 2+Personality mod listeners gain a +10’ speed bonus if they are escaping imprisonment, but they suffer 1 stamina damage upon escape.  The Fox (DC 12; 2 Minutes): Either the musician or a listener gains the +1d bonus to their next pick pocket check. This increases to a +2d bonus if the would be thief went hungry. Where Did You Sleep Last Night (DC 13; 4 minutes): The next time the performer

Folk Songs for Flying Circus

  Folk magic and folk music are not as separate as one would believe at first glance. Out there there are folk songs to call upon the great forces that govern this world, anyone can learn these songs, the GM determines what songs exist and the potential outcomes of each song. A song becomes more powerful the more people join in. Draw Upon the Power of Song When you utterly believe in the power of song, and lead a song representative of your community, roll flat. On a 16+ choose who responds. On an 11+ additionally choose what is needed in return. On a miss; no one answers, but it provides some comfort. Who Answers the Call? A Fairy Lord A Gremlin A Local Nature Spirit G_d Sigvird The Dwellers of the Dark Sea The Three Goddesses What is Needed? Acquisition of an Artifact An Offering of Food A Sacrifice of Material Wealth A Secret Days of Prayer Just a Fraction of Your Soul To Prove Yourself

Thoughts on Saint George

  Upon slaying a dragon in front of an audience roll 2d6 modified by the highest level of the character involved in the slaying. The effects are cumulative. 2-3 The party becomes a hero to the nearest town, for decades to come they can always find food and lodging. 4-5 A local church claims the party members into minor sainthood. 6-8 Multiple churches begin fighting, all attempting to bring the party into the fold. They wish to make the party saints and claim that only by the blessing of their god was the dragon slain. 9-11 The nearest monarch offers the party entry into the gentry. 12+ A whisper begins to spread, in the eyes of the surrounding regions the member of the party that dealt the final blow has the mandate of heaven.

Goodbye Gloryhole

  Once the mourning had ceased the party decided to investigate the room that geometric entity had been sitting in. Broderick the Profound, being familiar with dwarven history and technology along with spacecraft, unlike the rest of the party, was able to determine that this is the warp drive of a demonically fueled warp core. After messing about with the various controls, Broderick is able to open up a portal, a shimmering repeated trace of a labyrinth in blue light. Far away in the pits of hell Grillbar Lungskin sees a disc open in front of him, where he can see Bobos and Dungifer in a sorry state along with a dwarf he does not recognize. He can hear incredibly muffled speech so he placed his ear against the portal. The party sees a green ear pop into existence, Broderick declares it a demon and states he is ready to attack any foul thing that comes through. Grillbar pulls out his ear and then plunges his whole face through, Bobos and Dungifer see their friend’s visag

Bay of Birini

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I have recently started work on a bronze age lost world style setting called the Bay of Birini. It's a hex crawl over a 50 x 50 mile area. It uses a bunch of shit from other people because it's a home game thing so I am not gonna post the hexes because a chunk of them are written by other people. Instead here is the plain map and the hex fill procedures that used for the making of it!   Roll 1d24 1-2      Obvious Feature 3           Hidden Feature 4           Obvious and Hidden Feature 1d4 Settlement Monster Lair Weird Dungeon Settlement Roll 2d6 and multiply the results  1     Hermit 2     Thorp 3     Village 4     Village 5     Fort 6     Fort 8     Town 9     Bandit Holding 10     Town 12     Town 15     New Imperial Outpost 16     Religious Commune 18     City 20     Collapsed Imperial Remnants 24     Wizard 25     Dragon 30     Theocracy 36     Kingdom Weird Animal Behavior Magical Feature Treasure Resource Historical Location Hint to nearby Hex Combine 2 Monster Spark Tab

The Assassination of Radcliff Fourfingers by the Interdimensional Demon Fueled Space Ship Warp Core The Devil of Moonsil

 Licking their wounds the party heads back to where the dwarves were. Dungifier was able to convince them to join forces on their way out by mentioning them saving the dungeon from demonic invasion. The party wandered about in the mine aimlessly for some time until eventually they met up with two wandering humans. A bald man with a mustache and a blond young woman. They introduce themselves as Jolly and Sabra Naben, a father daughter blacksmithing and mining duo who the dwarves recognize from past business dealings. Dungifer’s second sight alerts him to something being amiss about the two but they don’t seem hostile. The party offers to have them join up with the group but they refuse, citing their limited time in the mines thus far. Before leaving a warning is issued about all the various monsters down here, Sabra responds by pulling out an up until that point hidden knife and assuring them all that they know how to protect themselves. The party is suspicious of them all b

More Morale

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 A PDF for download can be found here .

The Darkest Hour in the Brass Cave

  Unsure how to carry on the team heads forth through the tunnels until they reach a fork heading either north or south, recalling northward has always historically been the way back to the surface they head north until they reach a brass door. Fearfully they pause not sure what to do until finally bobos the fool sorceress touches the doors, it hisses as it slides open with prismatic mist flowing from the bottom of the door. Suddenly they are in a luxurious room with 8 large sarcophaguses in a style incongruent to the one, beautiful weaved banners. Not wishing to possibly anger more undead, they take a door to the east, finding themselves entering into the room containing all the dwarves from the room they had been guarding. Bobos, who is used to changes in the multidimensional stream from her learned way of flaming hands, determines that something is messing with time and space but cannot be sure what exactly is going on. Retracing their steps to the brass cave they demand

Legend of Zelda Classes DCC

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 I made this a while back. Untested. Have Fun.  A PDF for download can be found here.

Bronze Age DCC Occupations

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This is mostly based on southeastern europe, northern africa, and asia minor but with small aspects of bronze age china mixed in. I play with a house rule where You roll an additional d10 to determine what you are, with 1-7 being human, 8 being dwarf, 9 being elf, 10 being halfling.   A link to a pdf download can be found here.

Prison of the Forsaken Bear God: Warhammer Fantasy Battles 3rd Edition

 There is a lot of fun to be had in the melding of old school roleplaying games and war games. I decided to convert my module to warhammer in hopes someone explores that area. Blogger is not capable of containing what I wrote for some reason so here is a link to a google doc .

Falcon

Falcon: An animal companion for BX From the steppefolk of the east to the noblefolk of the far western isles the art of falconry has spread across the entire continent.  Falcon AC: 2 [17], HD: 1+1, THAC0: 18[+1], Att 1 x Claw (1d4), MV: 70’ flying, SV: Poison/Deathray 12 Wands/Beams 13 Petrification/Paralysis 14 Breath/Explosives 13 Magic 16, ML: 8 ,AL: Neutrality ,XP: 15. Special: Falcons count as HD 4 for the determination of Breath Weapons/Explosives saves. While traveling with a falcon, random encounters of overland monsters are altered as follows.  Encounter Distance: 4d6 x 20 yards. Or 1d4 x 20 yards if either side is surprised. Surprise: The adventures roll 1d6. On a result of a 1 the party is surprised, on the result of a 2 the party is not surprised but does not know what they are encountering. While traveling with a falcon, the chance of finding a suitable hunt is increased to 2-in-6. Inspired by The Sweet and Lovely Mark

Dinosaur Stampede

  Level: 3 Range: 100’ Duration: Varies Casting time: 1 round Save: Reflex General: The caster summons forth the spirits of long dead dinosaurs to trample their enemies. Successful saves merely half the damage suffered while being trampled by the spirits. The spirits charge forth in a straight line, unaffected by gravity. The caster may only cast this spell if they are in possession of a dinosaur fossil. Manifestation: Roll 1d7: (1) triceratops; (2) brontosaurus; (3) spinosaurus; (4) pachycephalosaurus; (5) tyrannosaurus rex; (6) ankylosaurus; (7) stegosaurus. Corruption: Roll 1d8: (1) The caster becomes a nexus point between the prime material plane and the afterlife of beasts, they suffer a -2 penalty to sounds related stealth skill checks as ghostly animals noises follow wherever they go; (2) The caster’s skin hardens and fills with osteoderms, granting a +1 AC bonus and a -1 check penalty to non spellcasting actions; (3) the caster reverts to a more basa