Tuesday, July 25, 2017

Index Card RPG: Cave Squig






CAVE SQUIG for the Index Card RPG Core
Rolls: +3 Dex, -2 Int

1 Heart

ACTIONS

ATTACK - BITE: Weapon Effort with their teeth.

UNPREDICTABLE: If a squig moves this round roll a d6, On a 1 they move forward to the left, on a 2 they move forward to the right, on a 3 the move sideways to the left, on a 4 they move sideways to the right, on a 5 the move backward to the left, and on a 6 they move backwards to the right.


The Squigs (short for "Squiggly Beasts") are considered by many to be the simplest form of Greenskin life. Squigs seems to be extremely simple in terms of their motivations. So far, they have only ever been reliably observed exhibiting two behavioral patterns; eat anything edible that is nearby, then move more-or-less randomly until there is something else to eat within range and once more wander about aimlessly. A number of bizarre offshoots of Squigs have been seen in various locations within the Old World, though they inevitably favour lightless areas such as caves and underground tunnels.


EXTREME OMNIVORES: Squigs will eat anything. A-N-Y-T-H-I-N-G.

CASH CROP: Night goblins raise them and use them as mounts, beasts of war, and even food.

ICK: Squigs release spores that grow into other squigs via plant-like growths within the ground.

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Saturday, July 22, 2017

D&D 5th Edition: Training

I was reading a thread on RPG.Net about DnD 5th Edition House Rules and I noticed that one I've been using for awhile wasn't listed. So, I've decided to share it here. I don't assume it's groundbreaking, but it's one I like.
My House Rule is thus:
I will allow a character Trained in a Skill or Tool to automatically succeed on a Skill check. This mostly depends on the situation the character is in, usually there is no direct threat or there is an important clue I want the player to find. 

As an optional rule, if two characters are trained in a Skill that would help in their current situation, even if there is a looming threat (but not in combat), if they work together, they will automatically succeed, as well.


13th Age: Impundulu




The Impundulu or Lightning Bird is no ordinary bird. Stories of this monster, which grows to the size of a human, can be found in Pondo, Zulu, and Xhosa folklore. It can apparently summon lightning and storms, hence the name. The bird is allegedly a shape shifter as well, that can appear as a human, and is sometimes a supernatural familiar that guards a witch or witch doctor. Due to its size and nature, it will attack people and drink their blood.



IMPUNDULU
6th level [BEAST]
Initiative: +8

Familiar: A spellcaster served by the impundulu uses the escalation die.

Call Lightning +9 vs. PD (1d3 nearby enemies)
    – 21 damage
   Natural Roll of 16+: The target is dazed by thunder.

Drink Blood +11 vs. AC – 2d10 damage
   Natural Even Roll: The impundulu heals an amount equal to the 
damage inflicted.

Nastier Specials
Shape Shifter: As an action, the impundulu takes the form of an ally and adds the escalation die to it's AC, PD, and MD
AC 22

PD 20           HP 90

MD 16

Fear Threshold: 36















Friday, July 21, 2017

Oakhurst: Deeper and Deeper

After a pact with a Hag, our Cleric, Druid, Rogue, and Monk returned to the village via a teleportation spell. The Cleric found a halfling volunteer for a cure from the Hag and the Rogue volunteered himself. 

The Hag was angry. She wanted a halfling, not a human.

Meanwhile, the rest of the group quickly headed to Oakhurst through the Hag's territory, the Bone Thieves Orc territory (and the massive smoke to the southwest) and plains during bulette mating season and the hill giants who hunt them.

The Monk headed to the nearest bar, Frye's, while Corkie, servant of Pelor questioned the Cleric about the halfling Hugh (a father with 3 living children), who had gone missing (their volunteer).

Then the Hag contacted the Cleric, Druid, and Monk telepathically. The Cleric and Druid were so shocked by the mental intrusion they vomited (and gained 2 levels of exhaustion) while the Monk became sober. The Hag was FURIOUS. She wanted halflings, not humans. She demanded an offering (and the geas they were under enforced it). She teleported a fetish to the Monk who found a short young human woman and sent her to the Hag. Which only made the Hag MORE furious. She sent another fetish to the Cleric, who found Hugh's oldest daughter, Rona and offered for her to see her father again, she agreed and POOF.

Corkie found the Cleric with witnesses saying that he had been around Rona before she disappeared, but he talked his way out of trouble and took the Druid looking for the Monk at the nearest tavern.

Meanwhile, the barkeep told the Monk that he need to pay up some hush money because he had seen the whole exchange with the young woman. The Monk paid up and got drunk again.

When the Cleric and Druid found the Monk, they learned what he had done. Meanwhile, the barkeep, who said he didn't see anything, mentioned that whatever didn't happen, it didn't happen to the Mayor's daughter, Myrtle.

They panicked and waited outside of the village for the rest of the group.

Once everyone was reunited all hell broke loose. The Paladin, Ranger, and Wizard wanted to turn the others, prompting the Monk to swing at the Paladin. As the Mayor and two guards arrived they witness the brawl and as the Monk lay unconscious learned about Myrtle.

The Mayor had the Monk locked in jail and took everyone else to his office, while having more guards arrive, as well.

The Cleric told their story, all of it.

The Mayor was shocked, he sent for Corkie, and the Cleric told it again.

The Mayor and Corkie asked for time to discuss things privately, but the Wizard, who was invisible remained to eavesdrop. As the Mayor and Corkie had concluded that while the situation with the Hag searching wasn't ideal, they had no other solutions, but Myrtle had to be rescued, the Wizard appeared to agree with Corkie (they are both gnomes). The Mayor was furious at his spying and had everyone locked up, while Corkie talked some sense into him.

A few hours later, she arrived to tell them that they needed to go to the Hag's hut, retrieve Corkie's body dead or alive and bring back the cure. However, the Monk would remain in jail and his sentence would not be determined until Myrtle's fate was known.



The group rested for a few hours and headed out at first light (again). In the early afternoon, they came upon a dilapidated mill and sensed the presence of zombies. They learned that a dozen orc zombies were being led by an orc shaman. A back and forth battle ensued, but the group prevailed, shaken but resolute.

Wednesday, July 19, 2017

Blast From the Past: Omegalith for D&D 5th Edition



Ogremoch, jealous that Cryonax has gain an upper hand in the Apocalypse, hatched a plan to bolster his own presence on the fields of Armageddon.  The Prince of Elemental Earth enlisted the medusa Stonecaller, Zhwaa Lo'Sel, to use her dark gifts to transform his enemies into faithful agents of Elemental Earth and so the omegalith were wrought.



OMEGALITH                                                                   
Medium elemental, neutral evil                                        ________________________________________________

Armor Class 16 (natural armor)
Hit Points 20 (3d8+6) 
Speed 25 ft.
___________________________________________
   Str            Dex         Con           Int         Wis         Cha
14 (+2)     10 (+0)     16 (+3)     11 (+0)    10 (+0)     10 (+0)
___________________________________________

Condition Immunities petrified
Senses darkvision 60 ft., tremorsense 30 ft; 
passive Perception 10
Languages Primordial, Terran
Challenge 1/2 (100 XP)

___________________________________________

Made of Stone. Bludgeoning, piercing, and slashing damage that the omegalith takes from non-magical weapons is reduced by 3.

Enduring. The omegalith has advantage on Constitution saving throws.

Reinforced. When a creature targeting the omegalith rolls a 1 on their attack roll, their weapon breaks.

___________________________________________


ACTIONS

___________________________________________

Slam. Melee Attack: +4 to hit, reach 5 ft. one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft. or 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Tuesday, July 18, 2017

D&D 5E: The Chthonic Verses






The Chthonic Verses by Eldridge Plinth is a slim book of about 100 pages with a cover that is worn and stained. The cover is made from a dark redwood and has thin spikes of brass forming an unpleasant glyph that causes a ringing in the ears of anyone who looks at it for more than a few seconds (at least a turn) The pages are a heavy paper made from the Pyre Lotus. The Verses are in neatly printed Dwarfish and were penned with a water based, brown ink from the Drome River, in the Underdark. Plinth's tome is free of illustrations of any kind and is infamous for the author’s screed against Dhalripple Ferrodrang for his improper techniques at crafting aqueducts in Appendix V.
   Anyone who attempts to open the book must succeed on a DC 12 Constitution saving throw.  On a failure, the reader contracts Cackle Fever (in the DMG).

CHTHONIC VERSES
Wondrous item, legendary (requires attunement)

• While the Chthonic Verses is in your possession you may cast the 
conjure elemental spell (an earth elemental only) as a ritual. 

• You learn the acid splash cantrip and if you are a Sorcerer or Wizard, the damage of the cantrip increases from a d6 to a d8.

• You gain a +2 to Constitution saving throws.

• You gain resistance to acid damage.






Sunday, July 16, 2017

Index Card RPG: Deep One






DEEP ONE for the Index Card RPG Core
Rolls: +2 Str, Con, +3 Int, -2 Char

2 Hearts

ACTIONS

ATTACK - BITE: Weapon Effort with their teeth.

ATTACK-GRAPPLE: Overpowers a single victim in it's sinewy grip requiring competing STR rolls. Those overcome are grappled and must check with CON or be winded, losing their next turn.

ABDUCT: Grappled victims are pulled into the watery depths. 

  "I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design - living and horrible."


AMPHIBIANS: Deep ones live in cyclopean undersea cities, often close to the coast, where they spy on humanity.

THE LOOK: Deep ones visit lonely fishing villages, insinuating themselves and their blasphemous worship Father Dagon and Mother Hydra, finding broken souls to mate with, producing hybrid spies to live amongst humanity, preparing the stars to be right.

IMMORTAL: Many are drawn to these loathsome creatures due their immortality. Like the tide, time is on their side.

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Index Card RPG: Cave Squig

CAVE SQUIG  for the  Index Card RPG Core Rolls: +3 Dex, -2 Int 1 Heart ACTIONS ATTACK - BITE:  Weapon Effort with their t...