Tuesday, December 8, 2015

Elemental Evil: Bloodfire, a magic warhammer for DnD 5th Edition

In my Princes of the Apocalypse, I've taken to creating some magic items to seed my campaign with:

Most scholars agree that bloodfire was forged by the Old Pyre Omtar, the legendary azer smith whose works are highly sought after, 300 years after his disappearance.




BLOODFIRE
Magic weapon (warhammer), rare (requires attunement)

You gain a +1 to attack and damage rolls with this magic weapon.

In addition, as a reaction you mays pend one or more hit dice when you deal damage to a creature.  Roll each hit die spent and deal that much fire damage to target creature.

Finally, you gain a +1 to death checks while attuned to a bloodfire.




Battle Beasts: Fauna the Thunderer for FATE Accelerated

The excellent Masters of Umdarr, a great science fantasy setting for FATE Accelerated, has inspired me to work up some Battle Beasts, an awesome toy line I grew up with.


Slowpoke Sloth



FAUNA THE THUNDERER 

High Concept: 
   Mutabeast Sloth Mage
Motivation: To Become the High Lunamancer
Personal: To Decipher my Gram's Grimoire
Shared: I Saved You From the Viper's Bite


APPROACHES
Careful: Fair (+2) 
Clever: Good (+3) 
Flashy: Average (+1) 
Forceful: Mediocre (+0) 
Quick: Average (+1) 
Sneaky: Fair (+2)

STUNTS


Teleportation (Sneaky): Whenever you succeed at Sneakily defending against a long-range attack, you can immediately move one zone.
 

Sonic Cry (Flashy): You can emit loud sonic cries that cause intense pain. Once per session, you can Flashily attack with a +2 bonus, attacking every other character in your zone, including allies!




STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 3 


Monday, December 7, 2015

Elemental Evil: Bleached Skull, a figurine of wondrous power for D&D 5th Edition

In Princes of the Apocalypse, there is a black arrow found pinning a skull to a tree in The Last Laugh side trek.  Here is how the skull has taken shape in my campaign:


Eloi Dekard had something terrible done to him at the moment of his death.  He was the victim of a mind shattering rite that bound his spirit, now lost, angry, confused, and tortured to the skull that sat atop his body in life.  Now he waits in a trap of torment and self-loathing made from his own bones for the moment when he can be unleashed upon this unsuspecting world and sate his all powerful need for chaos and destruction.




BLEACHED SKULL
Wondrous item, rare (requires attunement by a wizard or sorcerer)

Once per day, this figure of wondrous power may be activated to conjure a specter for up to 4 hours.

In addition, when you cast the chill touch cantrip, you gain a +2 to your damage roll.

Masters of the Universe Monday: King Hsss for Fate Accelerated

A servant of the Unnamed One, Hssss of Viper House was chosen to lead an army of Snake Men to the planet of Eternia to plunder its magical secrets. He ruled Eternia for three centuries until a rebellion formed under D’Vann Grayskull. Soon afterwards, the Horde invaded and Hssss was drawn into a three-way war. All three sides agreed to a temporary truce in order to construct the Three Towers, but Hssss was betrayed by Hordak and in time was banished to the Void by the Elders and Zodak. For five centuries he and his army waited until Evil-Lyn and a Snake Men descendent named Kobra Khan opened the Snake Pit to free them. King Hssss often tricks foes by appearing heroic but then transforms into a seething mass of serpents and leads the Snake Men into battle!



KING HSSS

High Concepts: 
   Leader of the Snake Men
Trouble: Seeks Revenge on Hordak
Other Aspects: Shapeshifter;
 
  Serves the Unamed One
  House Viper

APPROACHES
Careful: Fair (+2) 
Clever: Good (+3) 
Flashy: Average (+1) 
Forceful: Mediocre (+0) 
Quick: Average (+1) 
Sneaky: Fair (+2)


STUNTS
Master Manipulator: I may Cleverly use my Heroic Appearance to create an obstacle outside of combat.


Shield: 
I may Carefully use my Defensive Training against a single foe in combat.

Serpentine Staff: Once per scene, I may Sneakily use my Magic Staff to Poison a single foe.

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 5


Saturday, December 5, 2015

Elemental Evil: Deadfall, a magic arrow for D&D 5E

In Princes of the Apocalypse, there is a black arrow found pinning a skull to a tree in The Last Laugh side trek.  Here is how it has taken shape in my campaign:

There are many legends surrounding the arrow known as Deadfall. The most prominent is that it was used to slay the dracolich, Xemni, by the half-elven reaver known as Tarnaris Deadeye. Supposedly, the arrow gained a portion of the dracolich's wickedness when it pierced the monster's unliving heart.





DEADFALL
Magic Ammunition (arrow), rare (requires attunement)


When this magical arrow is placed in your quiver, all other arrows within it deal an additional 1d6 necrotic damage.


In addition, when you shoot Deadfall from your bow, you gain advantage on your attack roll and it deals an additional 3d6 necrotic damage.

Friday, December 4, 2015

Outpost Apocalypse: Sludge Golem for Savage Worlds and the Wasted West







The Sagacious Sojourns of Sargoo the Sapient

In my travels, have run across an unsavory cult who have found, through Black Science, a way to animate toxic sludge into a servitor and guardian.

I first encountered the group, known as the Culture, in an area now known as Earlsburg, which my research shows me was once known as "Cincinnati".

The Culture actively manipulated three of these creatures and were able to hold a small town of over two-hundred within their grasp, through fear, intimidation, and murder.

I was lucky enough to have access to several ancient artifacts that helped my group break the Culture's hold on the monsters, causing them to disperse and letting the population of Earlsburg deal with the members of the Culture.

I've recently learned, however, that the Culture is more widespread than I knew.




SLUDGE GOLEM  


Attributes: Agility d6, Smarts d4, Spirit d4, Strength d10, Vigor d12

Skills: Fighting d8

Pace: 5; Parry: 7; Toughness: 11 (3)

Special Abilities 
• Unarmed: 2d10 damage
• Armor (3)
• Fearless
• Construct
• Etheral
• Poison (-1)
• Wall Walker

Wednesday, December 2, 2015

ParaMilitary: Hauska Castle for Savage Worlds and Weird War 2








Prague 1946
Project: Crystal Ball has mobilized an operation in response to intelligence they have gathered from several trusted spirits of the dead in and around Prague, specifically Hauska Castle.

Folklore has suggested that the Castle was built to contain something in the 13th century and the Undying Reich has begun researching who or what is trapped there and wether it would be worthwhile to recruit or weaponize it.

Numerous Axis agents have been reassigned to deal with the "Gateway to Hell".


"John Dee has confirmed what the other spirits are saying about Hauska.  That castle was built to hold something out.  And we need to get our asses over there.  Double time."

-A verbal report from Dr. Shiela Lake to Col. Herbert "Hardcore" Tolliver





HAUSKA CASTLE WINGED CREATURE  


Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12, Vigor d8

Skills: Fighting d8, Notice d4, Stealth d6, Tracking d6

Pace: 10; Parry: 8; Toughness: 8 (2)

Equipment
Claws 1d12+1d6

Special Abilities 
• Armor (2)
• Low Light Vision


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