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Saturday, October 31, 2015

Happy #Drawlloween

I finished up #26-31 today, and realized that I never posted 18-25, so here they are! It's amazing how my quality varies depending on what I have to look at while drawing.

#18 Mask

#19 Creature from the Black Lagoon


#20 Skull, 22 Candy, 23 Gore

#21 8-bit Zombie


#25-31
Mummy, Rat, Witch. Black Cat, Scarecrow, Spider, & Dragon all drawn while waiting for the little ghouls and goblins to come looking for candy!



Friday, October 30, 2015

5e New Spell: New Skin

"Are you sure this is a good idea?" Rathgar hissed at Feris.

"No, but how else do you want to do this without telling Allianora?"

"Let's get this over with"


New Skin
4rd-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Permanent until dispelled

This spell allows whoever is touched by the caster to shed their skin, and take on a new appearance. It does not alter the size of the individual but only allows for cosmetic changes, such as a different facial appearance, skin tone, hair color, etc. This spell does not alter a person's Charisma score, but can provide a bonus to deception checks under appropriate circumstances. The spell can also be used to remove scarring or tattoos. The subject of the spell will have a faint but detectable trace of transmutation magic, and a dispel magic or true seeing will reveal the subject's original form.

Thursday, October 29, 2015

Halloween Traditions

To help me get in the Halloween mood, there are certain things I try to experience every year. This isn't an exhaustive list, but does cover the basics, at least for me.

Food & Drink
Hot Apple Cider
Pumpkin Bread
Pumpkin Seeds
Candy

Watch
Hocus Pocus
Nightmare Before Christmas
Thriller
Rocky Horror Picture Show

Listen
Mercury Theater radio plays:
Danse Macabre by Camille Saint-Saƫns


Activity
Decorate the yard & house at least a little
Carve at least 1 pumpkin



What gets you in the mood for the spookiest of holidays?

Wednesday, October 28, 2015

Treasure Vaults of Zadabad Review

The Treasure Vaults of Zadabad is a level 1 hex crawl for DCC written by Carl Bussler and Eric Hoffman.

The tropical island of Kalmatta, and the lost city of Zadabad are full of the pulpy tropes you'd expect, from pirates to pigmy natives, giant beasts and ancient monsters, and for those willing to explore such an island, treasures to equal the challenges!



So what specifically do you get with this? About 40 pages detailing the island, it's various locations, inhabitants, monsters, and magic items. Many maps, a smattering of illustrations, and what could easily be weeks of play, if not longer. The random encounter charts are nicely divided up among the various terrain types, and the random treasure charts have a nifty feature where some treasures can only be encountered a limited number of times, and the chart has check boxes to help you keep track.

It's definitely NOT designed for a one off session, but that's a feature, not a bug.

Carl and Eric manage to avoid going over the top with the weird/fantastical elements that DCC so easily lends itself to, while managing to include just enough that you know this isn't your standard D&D setting. And the thinly veiled inspirations, once your players catch on, are so well executed that anyone who's willing to play DCC will appreciate it. I personally love the ax.

One of the things that really works for me is the fact that, as an island, you can drop it just about anywhere. For example, it wouldn't feel too out of place somewhere off the Razor Coast. Also, because it's low level DCC, it would be easy enough to drop into any other old school game, or even 5e if you felt like it.

Physically this is a really nice product. Heavy paper, with a thick cardstock cover and full sized 8.5"x11", so worth picking up the hard copy over the PDF.

If you're not convinced, you can always download Surviving Kalmatta – A Player’s Guide to The Treasure Vaults of Zadabad for a free taste of what the adventure has in store.

Tuesday, October 27, 2015

Frostgrave $25 Terrain Project

For a while* now, I've been thinking about doing a series of posts on making terrain on the cheap. Randomly I thought $25 for a complete table. Why $25? Mostly cause it's a nice round number, and because while much of the terrain out there is really expensive, it doesn't have to be. But just doing random terrain, even if I specify wilderness or urban or something... it's still just random.

Then Frostgrave hit the scene. It it seemed to scratch the same fantasy urban skirmish itch that Mordheim did, and I started paying attention. And when the reviews were really positive, and it was noted that you can use whatever minis you want... well, that was enough to make me want to check out the rules. So I got the book. And I was impressed.

So when David Drage over at Iron Mammoth's Studio posted up the list of required terrain for Frostgrave, I thought "there's my $25 terrain project!"

The list of needed terrain items is:
  • Square Mausoleum Building, 6" per side with a door in each wall.
  • Ruined Wizards Tower - at least 10" high with three floors. This tower must have a building either side of it with a bridge or ladder allowing access to the upper stories.
  • 6 Statues in a 12" square ruin.
  • Haunted Houses - Six small stone monks huts with no roof.
  • A Well or Fountain.
  • Four 2" diameter discs to act as teleport points.
  • 6 Columns or ruined columns.
  • Underground Library- The table must be covered in multiple decaying book shelves and rubble. There should be a door or entrance point on each of the four sides of the table.
  • Plus enough scatter terrain to cover the board
Now, I could make a lot of this out of Hirst Arts, but that wouldn't work with this project, especially since each of those molds is $34, and that doesn't even get you any plaster! So instead I'm going to use items that mostly come from dollar stores and hardware stores.

Baseline rules for this project. I'm going to say that none of the basic tools I have on hand, or the glue, paint, and and the occasional random item in my bits box count against the $25.

What's an occasional random item? I don't know yet specifically, but it probably won't be something significant to the project. Paper, thin cardboard, a few pieces of dry pasta, maybe a plastic spoon... We'll find out as the project progresses.**

*Seriously, like years... 
**If you're on G+, you know that it's already started!

Sunday, October 25, 2015

Saturday, October 24, 2015

Star Wars Interlude #3

This session was held on 10/23, and the report written by Nadia.

Teyla, Minor Jedi, daughter of a moderately influential crime lord (Hanna, absent)
21B-Em-Dee, medical droid, tasked to monitor Teyla by the crime lord (Allison)
Takata, Smuggler, owner of the Decade Pigeon (YT-1300) in debt to the crime lord (Erik, absent)
TeeTee'ee, ship's engineer/tinkerer (Nadia)
Mal, Bounty Hunter (Julia)
Davessi Frey, Space Pirate (Mollie)

It’s been a while, but last we left our heroes, they were out at a warehouse looking for clues on the opera house kidnapping. Takata and Teyla have driven back to meet up with Cass. 21B-Em-Dee and Teetee’ee, having been left at the wear house to wait if any people show up, have decided to station themselves at the third floor catwalks for a better perspective. Teetee’ee wedges a metal door from one of the offices across two catwalk beams to enhance their cover.

And so begins our star wars adventure…

A few blocks away, two characters are cruising along the wearhouse district streets. The driver (and bounty hunter) is a young lady with a grim expression, resembling a female Malcolm Reynolds with the same name. Her companion, a tall, 200lb of muscle, shaven headed woman, littered with tattoos and piercings, and packing heaving weaponry is Davessi Frey, a space pirate. They have been hired by a wealthy politician who had been exceedingly irritated by the people who’d ruined the show at the opera, as well as his date, and wants the ruffians dealt with accordingly. Through his connections, he has found out about the same warehouse our heros are currently hiding in, and has given the address to his hired guns.

Malcolm and Frey bicker for a few minutes on the entrance they wish to make into the warehouse. Davessi wants to ram the hovercar through the metal door, but Malcolm convinces her that they’d both die, and they proceed to park. They are driving the Corolla of hovercars, after all.

Meanwhile, up on the catwalk, 21B-Em-Dee is peeved for being left by her charge, Teyla, and Teetee’ee is bored out of zis mind. Bickering ensues between them, when *CRASH*! The front door is kicked open and the two women rush in with guns aiming. Malcolm misses the two beings perched atop the catwalk, but Davessi yells out that she can see them, and there’s nowhere to hide! Teetee’ee is scared stiff, and nudges 21B-Em-Dee to say something. Their conversation isn’t very helpful. They figure out that they’re both after the same group, but it still ends in the two woman threatening 21B-Em-Dee and Teetee’ee with a shot at their door cover. The two above decide to run for it! 21B-Em-Dee and Teetee’ee run out from their cover and race to the back of the warehouse and through a back door. No more than a second later, they see two cop cars flying towards the building! Teetee’ee runs and jumps down the fire escape, too intent on zis footing to realize that 21B-Em-Dee has run back inside! The two ladies watch as 21B-Em-Dee repeatedly screams out “Danger! Danger!” while running down the many stairs, getting to the ground level, and darting out the front door. It is then that they hear the cop cars, and the loud thud of one of them landing on the roof. Cursing, they run out the front door, grab 21B-Em-Dee, throw it in their car, and speed off just as the second cop car races over them. The cop car swirls around and chases them at high speed, but thanks to Davessi‘s driving skills, and the mundanity of their car model, they manage to lose it and blend in with the other cars on the beltway.

Teetee’ee hears the cars jet away, and sneaks away to avoid the other cops. Ze makes contact with 21B-Em-Dee and asks it to keep the comm open, and it’s GPS tracker on. Then ze hacks into Takata’s communications terminal (a frequent pastime of zis) and contacts the rebel group Takata had come in contact with during her attempt to free the rebel prisoners.

The number rings…
Unknown: “Who is this?!”
Teetee’ee: “...Um…I’m a friend of Takata.”.
Ukwn: “Yeah?? Well how’d’you know this number!?”
TT’e : “...Um… I’m a friend of Takata..?”
Ukwn: “....Your logic is infallible. What do you want!”
TT’e : “Uh… Oh. Um. The droid! Yeah! Some people just kidnaped our droid! ...And it knows all your information! We gadda get it back!”
Ukwn: “What!? How does it know anything!?”
TT’e : “Um… Takata told it everything!”
Ukwn: “That- *cursing ensues*- Put Takata on!”
TT’e : “Oh… She’s not here…”
Ukwn: “Where is she!?”
TT’e : “You know what? Takata got kidnapped too! She could tell them everything! We have to save her! ...And the droid... also….”
Ukwn: “What! How could this happen!?”
TT’e : “...I… don’t know. But! I have a comm open with the droid! And it has a GPS tracker! If you pick me up, we can go rescue them! And your secrets!”.
Ukwn: “Damnit! Alright. We’ve got your location. We’re on our way.”.

A half hour passes, and 21B-Em-Dee and Teetee’ee listen to Davessi and Malcom bicker the entire time. Teyla and Takata, who Teetee’ee had linked into the comm, has turned their link off long ago by now. Teetee’ee is pleased to see a dozen or so Rodians swirve up and tell zim to get on. Ze proceeds to give them 21B-Em-Dee’s coordinates.

After over a half hour of aimlessly driving around the beltway, Davessi looks down to see that they need to fill up, and pulls off the main road and into a SpaceCo for gas. Looking around, Malcolm realized that they still have the droid, and pulls her gun on it! 21B-Em-Dee, completely relaxed looking out the window is shocked and begins to scream like an R2D2, which freaks out Davessi, who in turn begins to scream like crazy. She hadn’t remembered the droid in the back seat either. Malcolm and Davessi yell at each other for a bit but eventually calm down. Malcolm tells Davessi to fill up and ask the droid some questions while she grabs a space slurpee. So, Malcolm heads over to the filler store, and Davessi gets out and starts filling with one hand, and has a gun trained on the droid with the other.
Davessi: “The hell, droid!?”
21B-Em-Dee: “...Sorry?”
Davessi: “The hell you doin’!?”
21B-Em-Dee: “Sorry?”
Malcolm has wedged the postcard stand in the door of the convenience store, and proceeds to yell out at while pouring her space slurpee.
Malcolm: “Ask better questions!!!”
Davessi: “What were you doing at the warehouse!?”
21B-Em-Dee: “I believe we already told you that earlier.”
Malcolm: “Better, damnit!”
Davessi: “Who was that guy you were with!?”
21B-Em-Dee: “Our ship’s engineer.”
Davessi: “...Oh. K… Hey Malcolm! Don’t forget to grab some space pop rocks!”
Malcolm can only press her head to the space slurpee machine in frustration, her space slurpee overflowing its cup without her notice.

Just as Malcolm is paying for her space slurpee and space pop rocks, a dozen or so hover bikes pull up to the filling station and surround their vehicle. The convenience store clerk, already anxious from the two armed ladies yelling back and forth, decides to finally press the concealed police button at the sight of a gang fight about to break out.

Davessi and Malcolm curse yet again. Davessi pulls the filler out of the car and starts pouring gasoline all over the pump, planning on an explosive escape, her focus on the bikers. 21B-Em-Dee, seeing an opportunity, begins to fumble her way out of the hovercar. Teetee’ee and Davessi both notice the movement, and while Malcolm runs towards the hovercar, darting between the bikers, Davessi jumps at 21B-Em-Dee! Unlucky for her though, the backseat window happens to be closed, and she crashes through it to unconsciousness! Teetee’ee quickly tells the biker he’s riding with to swoop in and grab 21B-Em-Dee, which he does with great skill. 21B-Em-Dee, however, decides to jump as they sweep in to grab it, lands on the hood of the hover bike, and they all speed away.

Malcolm reaches the driver’s seat just as the rear biker shoots off a shot into the growing puddle of gasoline around their car. A roar of fire engulfs the car along with Davessi‘s legs which are still hanging out of the backseat window. Malcolm hears the sirens of cops and finally manages to start the hovercar and zip off in the same direction as the gang! Thinking twice, Malcolm pulls off the road, once clear of the cops, and puts out the fire burning Davessi‘s legs. They ditch the flaming car, which isn’t easy since Davessi can barely walk even when draped on Malcolm’s shoulder. Her feet are badly charred, one boot possibly fused to her foot. Malcolm being an average sized human girl can hardly carry Davessi‘s large form. At least they still have their space slurpee and space pop rocks… Then Davessi‘s phone starts ringing. She answers with a pained gurgle before Malcolm rips it from her hand and yells, “What!”. It’s the man who hired them…

Boss: “What. The. Hell! Why am I seeing your faces playing nonstop on the news right now!?”
Malcolm: “*cursing* The cops! And the damn droid!”.
Boss: “The cops, what? A droid? I sent you to a /warehouse/ two /hours/ ago! And now you’re on the news for a gang fight and blowing up a filler station!?”
Malcolm: “Look, it wasn’t-!”
Davessi: “At least we got the space pop rocks.”
Malcolm: “...I hate you.”
Boss: “I hate you too! And if I ever see you two again, /other/ than on the news, I’ll mount your heads on a spike!!!”
Malcolm: “No, not-”
*Click*
Malcolm: “*cursing*”.
They decide they need to get off planet. Davessi hotwires another hovercar, and they drive off to the nearest spaceport.

Back with the gang~ They eventually stop and get off their hover bikes. 21B-Em-Dee needs to be pried off the hood, having clamped on with all her strength. The rebel band look around.
Rebel: “Where’s Takata?”
TT’e: “Oh! Right… She… escaped? Um! Before you guys picked me up!”
Rebel: “How?? Where is she now??”
TT’e: “Well… Uh.. She escaped with Teyla.. Who she’s with now…”
Rebel: “Teyla? Who’s that!?”
TT’e: “Her…. girlfriend…? Uh, no. Pilot? No. That’s Takata. Yeah. Um, she chartered the ship that Takata pilots!”
Rebel: “And does /she/ know anything about our secrets??”
TT’e: “No! No… Just the droid. Which we saved! Yes, remember 21B-Em-Dee? How Takata told you /all their secrets/?”
21B-Em-Dee looked at Teetee’ee, looked back at the rebels, and nodded.
Rebel: “ALL our secrets!? Everything?? Even… 42..?”
21B-Em-Dee looked at Teetee’ee, who nodded, and they both looked back at the rebels with a decisive “Yes.”.
Thankfully, Teetee’ee had a high streetwise roll, and the particular aliens they were dealing with weren’t the brightest crayons in the tool box…

Teetee’ee took this moment to call up Teyla and Takata to see if they should meet up, and filled them in on what happened. Teyla tells them to get to the ship right now and wait for them there. 21B-Em-Dee, ever helpful, turns to their rescuers and asks if they can help the rebels in any way. They thank her for the kindness being that they are the one who just saved /it/, and ask if the two of them need a lift anywhere. “Oh, yes. That would be much appreciated.” 21B-Em-Dee replies brightly.

Once they reach the spaceport, the gang of rebels drops them off and speeds away to their own adventures. Teetee’ee and 21B-Em-Dee seem to have gotten there before Teyla and Takata and decide to check out how the repairs are coming along. ...It doesn’t look good. Panels are still off with tubes and wires everywhere. Teetee’ee is unsure if the ship can even get off the ground in this state, and ze proceeds to close panels and move obvious trip hazards out of the way. 21B-Em-Dee makes itself useful cleaning up and organizing loose parts.

Also at the spaceport, Malcolm and Davessi pull up in their hotwired hovercar and glance around. There are three figures walking towards a hanger; two females, and one male. They looked to be heading to a particular hanger. The two ladies grin. It’s time for a con…

Friday, October 23, 2015

#Drawlloween 7 & 14-17

Falling behind getting these up... More tomorrow!

Haunted House - I really like this one. I think the yellow sticky note really makes it work.

Bat, Amulet, Grave
Crappy picture...  Pretty crappy drawings too!

Demon
Not bad... I'm pretty pleased with how he came out. 

Thursday, October 22, 2015

Eyewalker

Rathgar noticed it out of the corner of his eye, a small white orb, clinging to the back of the curtain.  Had the window not been open, and the wind blowing, he never would have seen it.  Rathgar locked eyes with Nimble across the table, and then briefly looked again at the window just as the wind blew.  Nimble spotted it, and put down the mystic card.   

“Looks like I win this gambit!” Nimble smiles, pulling the gold toward him.  As his hands moved across the table, he palmed the knife next to the block of cheese.  Nimble twisted slightly as if to put the gold in his pouch, and flicked the knife toward the orb.  It crunched, and small shards of white glass tinkled to the floor.  For a brief moment a whiff of brimstone floated across the table, and then was gone. 

“So I guess we’ll replay that hand then?” Rathgar asked.

“Why would we do that?” Nimble responded.



An eyewalker is a magical construct of cartoonish appearance, a white orb upon 8 legs that only barely resemble spider’s legs.  They move with a jerky fluidity, appear to have no joints, and can climb any normal surface and any web.  The eyewalker has the following relevant stats:
Armor Class: 8
Hit Dice: 1hp (S)
Move: 120 (40)

When attuned to a magic-user these eyewalkers will transmit all it sees and hears – constantly.  This causes the magic-user to be distracted, suffering a -2 penalty to all initiative rolls and saving throws vs charm effects.  To attune or de-attune from the eyewalker, the magic-user must be holding it in his hand.  Should the orb be destroyed while the wizard is attuned to it he will continue to suffer the penalties for an additional 24 hours. 

They are powered by an entrapped imp, whose imprisonment can only be ended by the shattering of the orb.  An imp so released will do all it can to harass it’s former master before returning to the nether-regions it was spawned from.



This item, in case you were curious, sits with its partner on my dining room table.  It's a salt shaker!

Wednesday, October 21, 2015

Convention Gaming

Creative Mountain Games hosted August's Blog Carnival on Convention Gaming and here is my contribution, a little on the late side. I actually started writing it in August, but just never got around to finishing it until now, and spurred in part by last weekend's TridentCon.



So you're thinking of running a game at a con? Well good for you! There aren't enough GMs out there willing to step up and do the work. There are some very important things to keep in mind. The most important one is that running a convention game is vastly different than running your home game. Generally you're going to be running for people you don't know, or don't know well, and probably running something that they either have never played before or absolutely love. Either way, you've got 3-4 hours to get it right.

So what do you need to do to get it right?

Energy
First off, you're going to need energy. No one is interested in playing a game with someone who's bored. Be interested in what you're doing, and be interested in what your players are doing! Stand up. Move around the table. Use funny voices. Act things out even!

Don't be overly distracting to the other tables. That's just rude.

Know the game
You don't want to be fumbling through the rule book trying to figure out what's supposed to be happening. Also, know what makes this game something special. Is it the rules? The setting? Or is this just an awesome new adventure? Whatever the answer, you'll want to highlight that fact. Bring it front and center and make sure that your players get to see it.

Don't get so caught up in the rules that you squash the fun. Again, this isn't your home game, so be a little flexible.

Keep it appropriate
Unless you're playing Cards against Humanity or something like that, or are playing at an adults only event, try to keep things PG-13. Especially if there are kids around. Plus, you never know what the sensibilities of the players are going to be, even if those sensibilities seem silly to you. Someone flinches when you say "bastard sword" next time call it a "hand and a half sword" or something. Need a vulgar NPC to employ salty language? Check out these articles on profanity in fantasy and sci-fi.

Spread your attention
Your game can't shine if your players aren't engaged. This means all of them. Granted, there isn't much you can do if they've got their faces stuck in their phones, but baring that, you need to make sure that you regularly check in with each player. Has everyone had a chance to do something cool? Has everyone had a chance to talk and give their input? Some people will be more outgoing than others, but that doesn't mean you should ignore those that sit more quietly.

Remember to have fun!
Chances are really good you aren't being paid to do this. You might even have had to pay to do it! So have fun. Remember you're sharing something you enjoy doing with other people who are open to having fun with you. Let them, and let yourself. You never know what may develop,

Things got a little beardy during a dwarf themed prison escape game at TridentCon!

Tuesday, October 20, 2015

5e Magic Item: Jack-O'-Lantern

“Take this” Marketh offered “and may it light your way.” In his hand he held a hollowed out turnip with a face carved into it, and the stump of a candle flickering inside it.

Allianora humbly took the turnip and thanked the wild haired man. After presenting him with a few silver coins, and the group continued on, deeper into the woods.

A short bit later, once the gift giver was out of sight Nimble spoke up “Really, a turnip? Not even a pumpkin?” he asked, exasperated.

“You don’t turn down the offer when someone gives you the gift of light.”

“For a handful of silver?!?” Nimble pointed out.

“What of it?” She asked him. “For a few silver Marketh can treat his family to a small feast this harvest, while we share in the beauty of this lantern.”

3 days later the candle finally burned itself out after watching over the party for several nights of peaceful slumber in the deep dark woods. Nimble continued to grumble about the lost silver anyway.



Rules Cyclopedia:
A jack o’ lantern is a familiar item of hedge magic.  When properly enchanted, this item will reduce the likelihood of random wilderness encounters.  During the day roll a d12 instead of a d6, and at night roll a d20 instead of a d12.  The jack o’ lantern will continue to burn for 1d6 days.

5e:
Wondrous item, common
When lit, the jack o' lantern produces the effect of the spell Nondetection. In addition, for the 8 hour duration, random encounters will only occur on a roll of 20 on a 1d20, rather than the usual 18-20.

Sunday, October 18, 2015

Saturday, October 17, 2015

#Drawlloween 8-13

Here are my pictures of a zombie, eyeball, raven, alien, moon, and frankenstein's monster.

The zombie is based on Billy Butcherson from Hocus Pocus. The eyebeast just kind of morphed out of thinking about eyeballs and the optic nerve. The Frankenstein's Monster came out a little Ziggy Stardust... That wasn't on purpose. The moon... well, I was trying for the McDonald's character Mac Tonight. And the alien? I promise, he isn't going to do anything with that probe... nope... nothing at all...

Friday, October 16, 2015

TridentCon 2015

Sorry for the dead air... I've been down with a horrid cold. Thankfully I'm feeling better, and just in time for TridentCon! Last year* it was held at a FLGS Card Board Gaming... This year it's being held at the Severna Park Community Center. There are 3 sessions of games on Saturday, 2 on Sunday, and I'm signed up to play or run in all of them! And, if you're local and looking for something to do, I highly recommend coming by. And yes, there's a $20 entry fee, but it's for charity**. Besides lots of cool games, there's also going to be a lot of cool people attending.


And if you're curious what I'm playing/running here's my list:
Saturday
CC: Stonehell Dungeon - Playing
CC: Stonehell Dungeon - Playing***
DCC: Plundering the Purple Planet - Running

Sunday
DCC: Loathsome Prison Blues - Playing
DCC: Undercrypt of the Purple Planet - Running

I hope to see you there!

*which I apparently never wrote about. Bad me... It was a blast, and my first time getting to actually PLAY DCC!!
**Benefiting the Severna Park Community Center
***Yes, 2 sessions of dungeon crawling! What can I say, Michael Curtis' Stonehell is a favorite of mine, and with book 2 coming out at the end of the month... well....

Tuesday, October 13, 2015

New 5e Monster: Gordmen

The farmhouse was in ruins. Blackened roof supports still smoldered, and one collapsed as the companions watched. The barn was mostly intact, though the doors had been smashed in. The corpses of animals were spread around the open door, slaughtered as they ran, the ground muddy with the gore. Beyond, the fields had been trampled. Cornstalks flattened, gords smashed, and even the low stone walls knocked over in spots.

"What did this?" Feris asked.

"Nothing good, and nothing usual. It wasn't goblins or orcs. They'd have taken, or at least eaten some of the animals. These have all just been slaughtered. And where's the family?" Rathgar grumbled, looking around.

"Spread out, look around. We need clues if we're going to stop this." Allianora strode toward the ruins of the house.

Rathgar headed out into the fields, while Nimble and Feris headed toward the barn. Making his way toward a copse of trees, Rathgar stomped through the smashed pumpkin patch. The ground seemed even more churned here than in the other fields. He made a sweeping look around, and then turned back to the farmhouse. Raising his hand to cup around his mouth, he caught a flash of white at his feet. Inside a broken pumpkin, a skull, stripped of flesh and bleach white looked up at him with empty eye sockets. "Here!" he yelled. 

In the distance Allianora, Feris, and Nimble looked toward him. They didn't see the pumpkin shift or the claw-like vine grab his ankle. They did see Rathgar drop suddenly to the ground, and at that, they ran toward him.


Armor Class 14 (natural armor)
Hit Points 55 (10d8+10)
Speed 40 ft

STR
DEX
CON
INT
WIS
CHA
16 (+3)
18  (+4)
12 (+1)
4 (-3)
10
4 (-3)

Skills: Stealth +9
Senses Blindsight 10 ft., Darkvision 60 ft., passive Perception 10
Languages Understands language of creator. Speaks none
Challenge 3


ACTIONS
Multiattack. The Gordmen attacks with both of its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 2d6+3 slashing damage

Breath Attack (Recharge 6). The gordmen vomits up a flaming mass of its own innards inb a 10 ft. cone. Each creature in the area must make a DC 12 dex saving throw taking 3d8+4 fire damage on a failed save, or half as much on a successful one.

Sunday, October 11, 2015

Saturday, October 10, 2015

5e WNW - The End

5e WNW - Session 27 of the weird new world campaign was played on Saturday 10/3. This was the final session of the campaign, and spanned an entire afternoon rather than the usual 3 hours. This is the second half of the session report.

The party consisted of the following:
Nessendra, Wood Elf Cleric 7 (Erindel)
Kethra, Human Fighter 7 (Nikki)
Bach, Dragonborn Warlock 7 (Erik)
Riia, Human Ranger 7 (Hanna)
Guy Noir, ½ Elf Rogue 7 (Nadia)
Anya Bowen, Tiefling Ranger 7 (Allison)
Egan Gorman "Bingles" Sharpless Rosenberg, Gnome Fighter 7 (Julia)
Zugun, Coffin-bound Human Priest (NPC)

Upon waking the next morning, the party looked out the door briefly before ascending back up thousands of stairs. The day was dawning a little darker than before. The moon shining blood red, full, and unmoving directly above seemed closer but a sliver was being eclipsed.

Hours later, after a brief rest-bite, the party emerged upon the top of the mountain. While Guy had seen it before, the rest of the party spread out and looked around, noting the central obelisk, the swirling stones set into the ground, and the even darker and closer moon above. Riia noted that in the darkness of the moon, faint lights, like those of cities viewed from a great distance twinkled. The ground shakes were becoming more frequent as well.

With no sign of Boak the Chaos Lord, they set to waiting, guessing correctly that he would appear as the eclipse reached it's totality. They take positions around the doorway, and wait...

As the sun sets the eclipsed moon fills most of the sky. Cities of bizarre layout can be clearly seen on it's surface. A loud crack echos around the bowl, and a dark crack appears in the air, wreathed in green flame. It expands into a gaping hole through which step a quintet of figures. Two are clearly demons, one wears the robes of a wizard, and the other is armored in full plate, his ancient skull like visage. All seem momentarily disoriented.

"We should talk to them! Distract them! Try to make them reconsider what they're doing!" Bingles urges his companions. Everyone hesitates.

Boak shakes off the disorientation, points at the party sending the demons scurrying toward them, and runs toward the obelisk. Zugun screams out "For Justica!" and the chains binding the coffin shatter, the lid busts open, and a blinding white light rushes forth into Nessendra who was charging in to stop Boak from reaching the pillar. As she runs, the light surrounds her, and she begins to grow to giant proportions. The wizard in the back lobs eldritch bolts at the party.


Anya causes the ground around the demons to burst with thorny vines, catching Boak at the edge. Guy drops his illusory cloud over the demons, but the thorns barely slow them down, and they ignore the tearing of their flesh. Kethra, Bingles, and Riia charge in on the demons, focusing on the one furthest from the pillar. Guy swoops in from above.


Boak also pulls through the thorns, and reaches the pillar. As his hand connects, he is entirely wreathed in flames. Nessendra hesitates for a moment, then swings her mace into the flames, connecting solidly, and feeling little more than a light toasting of her fingers. Anya and Bach take shots at the flaming figure, to no apparent effect. The Bach and the wizard keep throwing bolts of energy at one another.


The focused attacks of Kethra, Bingles, Riia, and Guy drop the first demon, and then the second one. Boak, inside a cocoon of flame grows in size, and morphing into a demon lord. Nessendra keeps pounding on him. Reaching his final size, Boak is released from his fiery cocoon and slams hard into Kethra.

With the death of the second demon, Kethra, Bingles, Guy, and Riia charge the wizard. Bingles hitches a ride on Kethra's shoulders, and launches himself at the wizard's face, sending both of them crashing to the ground. In a last ditch effort, the wizard drops a fireball on himself, not nearly inflicting the injury he'd hoped (whole lot of 1s and 2s on the dice). Seconds later, a singed Kethra brings her dwarven warclub down on the wizard's gut, splattering intestines all over the mountaintop.


Nessendra and Boak continue to pound on each other, both driven by external powers to destroy the other. Bingles leaps onto Boak's back, chopping with his scimitars. Kethra, Guy, and Riia all move in behind Boak. Bingles holds on for dear life, hacking all the while, as everyone pounds on Boak. Kethra claimed the killing blow with her magical club smashing Boak's spine, sending him crashing into the obelisk breaking it in half. Bingles went tumbling to the ground, as chunks of stone fell all about.

As the party gathered together, dusted themselves off, laughing with the release of knowing they'd completed their quest, a hot wind carrying the smell of brimstone blew over the mountaintop. They looked around, and saw first that the eclipse ended, and the moon seemed to instantly return to it's normal place in the sky. Then they saw a black cloaked distinguished looking man with a craggy face who smiled, put his hand on Guy's shoulder, and said "Time to go."

"You sold your soul?!?" Nessendra yelled, gripping her mace tightly. Guy shrugged and smiled as the smoke and brimstone consumed him and the black cloaked devil.

***

Thus ended the 5e Weird New World campaign. With the departure of Erindel and Niki (Nessendra and Kethra), we've decided to shelve 5e, and take up the Star Wars game we'd used as a filler game.

I'll be sharing my thoughts and a bit of behind the scenes stuff that I couldn't share while things were ongoing in another post shortly, as well as the character aftermaths!

Friday, October 9, 2015

#6MMRPC Week 18

Managed to squeeze in a couple of hours of brush time this week. Mostly it was spent working out colors for some Frostgrave ghouls. The mini was basecoated in citadel white primer, the flesh is Reaper's vampire skin triad, while the clothing is a mix of Reaper's walnut brown and vampure shadow. A bit of bloody gore was used for the blood and wounds, and the base is Mantic's Blue.



I also returned to the mother & kids mini. I'm gonna be honest, I kinda hate it. Nothing I've tried on it makes me happy with the way it looks. I'm going to work on the faces a little bit, and then I'm done. Maybe put something on the apron.

The other mini I worked on was Rex the Dark Future Hero. I like this guy way more! He's only about half done at this point, but I think I'll be able to finish him up pretty quickly.

Thursday, October 8, 2015

#Drawlloween 1-6 and terrain planning

Not too much to say today, except that I decided (late) to participate in Drawlloween. If you haven't seen it (really?) here's the list.



And here are my first 6...

Honestly, pretty terrible... But then, I never claimed to be an artist...  or at least not a good one! My werewolf looks more like a wererat... Let's not talk about the goblin. I'm actually ok with the vampire. And the ghost isn't too bad... We'll see what the next few days brings... I promise it'll be scary!

I've also been thinking about Frostgrave, and the terrain for it. These are a few doodles I've done while thinking about it.






Tuesday, October 6, 2015

5e WNW - Trolls in the Mountain

5e WNW - Session 27 of the weird new world campaign was played on Saturday 10/3. This was the final session of the campaign, and spanned an entire afternoon rather than the usual 3 hours, and so will be split into two posts.

The party consisted of the following:
Nessendra, Wood Elf Cleric 6 (Erindel)
Kethra, Human Fighter 6 (Nikki)
Bach, Dragonborn Warlock 6 (Erik)
Riia, Human Ranger 6 (Hanna)
Guy Noir, ½ Elf Rogue 6 (Nadia)
Anya Bowen, Tiefling Ranger 6 (Allison)
Egan Gorman "Bingles" Sharpless Rosenberg, Gnome Fighter 6 (Julia)
Zugun, Coffin-bound Human Priest (NPC)

The first order of business after killing a dragon is looting the lair! Bingles was tied to the end of a rope and lowered down the side of the bridge, and swung back and forth toward the cave opening. Guy, after retrieving the javelin of lightning, flew back up, grabbed Bingles, and carried him to the cave mouth. The rope was tied off, and everyone except Bach and Zugun made their way across. Within the cave they discovered that Blightfang had a thing for left shoes, teapots, and a wide variety of bric-a-brac. Aside from these oddities, there was a large pile of coins and gems as well as a couple of magic items! A Tiara of Blasting, a matched set of twinning short swords, and a dwarven maul. Anya claimed the tiara, except for when the party made camp, when Bingles would wear it because it made him feel pretty. Riia claimed the swords, and Kethra the maul.

Returning to the bridge, the party continued on to a doorway set into the sheer side of the mountain. On the face of the door was a trio of nested spinning dials. Nessendra consistently proved that she's "not that kind of cleric" when she blew yet another religion check, all the while proclaiming that she did fine on the tests in school... Guy got bored of watching everyone look at the dial, and flew up to the top of the mountain. There he saw the bowl shaped depression with a black monolith pointing to the full moon directly above. He also saw a doorway leading into the mountain. Figuring that it would take him to the other side of the door, he entered, and took the stairs down... fast! 300 feet later Guy stumbles into a large square chamber. With barely a moment to catch his breath and look around, a large grey head pops out of one of the other doorways, snarls, and lumbers toward Guy, drool dangling from its lips.

Guy turns and runs back up the stairs, flapping his wings for that extra bit of push. He can hear the troll behind him wheezing as it follows behind, but Guy doesn't pause to look, taking flight just as soon as he clears the doorway, and gliding back down to the party. He relays what he found, and they continue to stare at the doorway. Bingles finally gets bored, steps up to the door, and spins the dials! Everyone but Bach scatters for whatever cover and distance they can find.

Click, click, click, click, click, click, click, click, click, click the dials go round... coming to a rest... and blasting Bach and Bingles with magical electricity, knocking them back hard. Bach dusts himself off, and starts blasting at the door. With each blast the magical trap goes off, but because of the distance, harms no one. Eventually the door crumbles and the trap is destroyed. Beyond is a long dark hallway... and then some stairs... that lead up to a large room that's familiar to Guy.

Stone pillars line the room, and a large black table with sparkling stones is set in the exact center of the room. At the center of each wall is a doorway...

Unfortunately none of this is seen initially as Bach steps purposely into the room, and is promptly pummeled by a hulking troll that was lurking next to the doorway. Worse, 2 more trolls emerged from the doors and closed to attack. Bingles tries to distract the troll, and ends up destroying the harness he used to attach himself to Bach with, and then slices into Bach's tail! Kethra charges in dropping on troll in a single round. Unfortunately it pushes itself back up to bite her before being knocked back down and flamed. Riia slices and dices with her new swords, while Anya uses her bow and debates using the tiara.

Bingles leaps around the battlefield, keeping behind the trolls as best he can, and mostly is ignored, much to the detriment of the trolls. as seen below.


Searching around, the table is discovered to be a star chart with moonstones set on to the obsidian surface. The troll's lair contains an verdi green brass astrolabe that gives off a faint trace of magic. Another set of stairs winds down deeper into the mountain. Deciding that they've got time, and rather than having an unknown behind them, they descend the stairs...

And find another troll lair!


This time there is only one, and he is quickly put down, but not before grabbing Guy by the face and chomping on his shoulder. The only item of note is the barred door. Guy removes the bar, and opts to try to kick it open. The inward swinging door doesn't give, and Guy breaks his toe. Cleaning out the room, the party rests here for the night. The following morning they see a disturbing sight... The moon above has begun to eclipse, and is also much larger in the sky.

Monday, October 5, 2015

5e WNW: The Return of Blightfang!

5e WNW - Session 26 of the weird new world campaign was played on Friday 9/25.

The party consisted of the following:
Nessendra, Wood Elf Cleric 5 (Erindel)
Kethra, Human Fighter 5 (Nikki)
Bach, Dragonborn Warlock 5 (Erik)
Riia, Human Ranger 5 (Hanna)
Guy Noir, ½ Elf Rogue 5 (Nadia)
Anya Bowen, Tiefling Ranger 5 (Allison)
Egan Gorman "Bingles" Sharpless Rosenberg, Gnome Fighter 5 (Julia)
Zugun, Coffin-bound Human Priest (NPC)

Following the witch's directions, the party heads off. About a minute after departing, Guy gets a funny look on his face, and runs back to the witch's cabin. Using his stashed funds, he buys the lightning javelin, and pumps granny for more information. She doesn't know anything else, but says her patron might, he's older than she is, and could be helpful.

Guy returns to the party, a big grin on his face. Everyone just sighs, and mutters about how Guy has the morals of a tomcat. Climbing up higher into the mountains, the trail mostly peters out, but Anya's skills keep them from mishap. She is that kind of ranger, it turns out! The ruins of an old path on the far side of the river are spotted, but the party sticks to their path. Thanks to Anya, the party makes excellent time, arriving at the bridge near the end of the day.

Spanning the raging rocky river a hundred feet below, the ancient stonework seems remarkably stable, especially given how several large chunks are missing. On the far side of the river a dark cave mouth is set into the cliff. The party sets it's marching order, and begins to cross... keeping a close eye on the cave.

And, predictably, from the cave emerged a massive form that launched itself into the air, diving under the bridge before swooping up and landing on the far side. Her green scales shimmering in the strange glow of the full blood moon, appearing almost black. Blightfang hissed at the party "You! I remember you..."

"Oh mighty Blightfang!" Bach began.

"You did NOT do as you promised... word of my majesty was not spread by you. You snuck off like insects, scuttling away like vermin, breaking your word to me... TO ME! How dare you come before me now..."

"Oh great Blightfang, we were swept away in the currents of time, thrown forward. It isn't that we didn't want to... We most surely did!"

"Excuses! Pitiful squeaking of cave mice has more meaning than your noise. You failed me, and you will suffer..." With a loud crack, she snaps out her wings to their full extent and roars, spraying most everyone with her poisonous breath. Nessendra, Bach, and Bingles are impressed by the sight, but Anya, Riia, Kethra, and Guy are all cowed by the frightful presence of Blightfang's fury!

Riia hides under Zugun's coffin. Bingles decides that discretion is the better part of valor, and hoofs it back to the rest of the party, in spite of not actually being feared.


Guy falls back to where Kethra is bravely cowering, and stops next to her. He's still shaking with fear, but has enough self control to dig his hand down his pants and pull out a long, thick, huge, hard thing and holds it out for Kethra to take. “I've been saving this for you”, he said never taking his eyes off Blightfang. Kethra cringes at the thing she knows resided at Guy's nether regions, but takes it anyway since she really needed it. It was, of course, the Lightning Javelin she'd been eyeing up at the old woman's hut! What were you thinking, Mr./Miss Gutter Mind!?

Kethra throws the javelin! And misses! But the lightning bolt still hits. Blightfang swipes out with her claws, and snaps her jaw. Nessendra calls upon her divine power and glows with a holy radiance filling her party with a sense of hope... that utterly fails to combat the overwhelming fear of Blightfang for all but Anya. Riia continues to hide under Zugun, Guy sticks close to Nessendra. Kethra falls back to Riia's position. Bach keeps trying to talk Blightfang down while blasting at her with his eldritch bolt. Anya uses her magic bow to little effect.


Blightfang moves further along the bridge re-positioning herself over one of the gaping holes and breathes again, exhaling poison gas over most of the party. Guy and Riia drop as the poison eats into their lungs. Blightfang grabs the prone form of Guy, and paws him through one of the holes in the bridge, sending him plummeting down to the rocks below.

Kethra pulls a healing potion from her pack, pushes Zugun off of Riia, and forces the fluid down her throat. Blightfang bellows, seems to jump slightly in place, and then falls over onto her side, a gaping hole in her belly. The party stares in shock as Blightfang's belly bulges and shifts. Out of the wound, Guy emerges, covered in guts. His black batwings slide out behind him, drooping with the gore. He flicks them to shake off the worst of the mess.

Most of the party takes a step back. "And where did you get those?!?" Nessendra asks.

"What, these? Always had them..." Guy grins, waving his hand as if to brush aside the question. "Let's check out the cave!"

Friday, October 2, 2015

#6MMRPC Week 17 + 18

Man, I don't know what it was about September exactly, but it was a bad hobby month.  I did a little work on Kaladrax, a little terrain building, and that's about it...

To be fair to myself, I've been distracted by real life and by Frostgrave. A game that makes using all those character minis from Bones I and Bones II possible?? A fun skirmish game?? That's a great excuse to make terrain?!? Yeah, a little distracted.

So, there's 2 months left in the challenge... here's what I think I'll spend that time doing.
Finish Kaladrax (so close...)
Dragons Don't Share II (this is the big one!)
Some undead for October
Various Terrain projects
 
The terrain projects you've already seen one of. The other is going to be a bit of a group challenge, but there will be more on that later! Until then, I'm going to go work on Kaladrax!

Thursday, October 1, 2015

The Witching Hour Approaches!

This is my favorite time of year... The heat of summer has past, the leaves are turning on the trees, apple cider is in the stores, and it's still too early to be thinking about Christmas. It's the perfect time to hit the trail, pick a pumpkin, and sit by a fire in the chill of the evening...

With Halloween fast approaching, it's also time to turn the blog over to the ghosts, ghouls, and other things that go bump in the night! Some will be revisits of old posts, some updated monster for 5e, and some appropriately themed minis.

To kick it off, here's something from way back in the first year of my blog...


"The Witch of the Deep is an enigmatic figure found in a dark corner of the dungeon, with powers not well understood.  But she is powerful, make no mistake.  That's why those who lair near her fear her.  How she makes use of that power is why they respect and call upon her.  She's something of a fortune teller, and whenever the locals are about to do anything they feel may be dangerous, they check with her first." The bearded man paused to wet his lips with the ale before him.  "If you're going to go see her, you'll want to be prepared.  She'll appear in one of three guises: A fair maiden in the blush of her youth, a pleasant matron, and an old crone.  You'll need to treat her differently depending on how you find her.  As a maid she is selfish and a little cruel.  Bring her gifts and flatter her.  As a matron she'll be more inclined to be helpful, especially to those who appear younger than her.  As a crone she'll be crotchety but lonely.  Don't let her attitude put you off."  He paused, a look of anguish washed over his face.

"Anything else you can tell us?" Feris asked.

"Yeah, if you're looking for something, talk to her.  Little goes on without her notice, but don't expect the answers to be clear.  She occasionally makes potions and charms, if she's kindly disposed.  And sometimes she wants things, and is willing to trade.  Don't cross her though... her curses are most potent."

"We thank you for your help" Allianora said, sliding the pouch of coins across the table. She and her companions stood, and left the man to his drink.

"Poor bastard" Nimble said as they walked away.


The Witch of the Deep 

Armor Class: 6
Hit Dice: 8* (M)
Move: 90' (30')
     Fly: 240' (80')
Attacks: 1 weapon or 1 spell + Special
Damage: 1d6 or by spell + Special
No. Appearing: 1 (1)
Save As: MU8
Morale: 9
Treasure Type: F, N
Intelligence: 18
Alignment: Neutral
XP Value: 1,750

Type: Humanoid (Unique)
The Witch of the Deep will appear in one of 3 guises.  Depending on which guise appears her spell list and special abilities will vary.  Every time she is encountered roll 1d6, on a 1-2 the maid will appear, on a 3-4 the matron, and on a 5-6 the crone.  No matter the guise, she will always be garbed in black robes and equipped with a variety of items, including a broom of flying, which she can attack with for 1d6 points of damage. Her cauldron will always be lit and full, and she wont hesitate to add anyone who attacker her to it's contents.  The Witch can curse 1 opponent per round (as per the remove curse* spell), in addition to attacking, but not spell casting.  Her lair is also protected by a green Amber Golem.

The Witch also has the ability to read fortunes - see note below.

At the DM's discretion the Witch may have a variety of potions, scrolls, charms, minor miscellaneous magic items available for trade.  She will never accept cash for these items. 

The Maiden is a young looking (early teens) creature seemingly sweet but with a cruel and selfish streak a mile wide.  She knows she is better than you are, and isn't afraid to share that information.  Really, that's the only thing she shares well.  Her reactions will be improved with the offering of a sufficiently pretty gift, but only for that encounter.  She quickly "forgets" earlier gifts.  She can cast spells as an 8th level magic user and has access to the following spells: 1st Charm Person, Detect Magic, Read Magic, Sleep, 2nd Detect Invisible, ESP, Invisibility, Locate Object, Phantasmal Force, 3rd Clairvoyance, Dispel Magic, Hold Person, Protection from Evil 10', 4th Charm Monster, Confusion, Polymorph Other, and Remove Curse. 

The Matron will always be smiling, but it can be a dangerous smile.  She will offer anyone not openly hostile a cup of tea.  While she is far more willing to assist those who come to her than the Maid, she expects that her price for any assistance is paid in full.  She casts spells as an 8th level cleric.

The Crone is old, tired, and crotchety.  Above all that however she is lonely, and if visitors can get past her attitude, they'll find her the kindest of the 3, but if they upset her, her curses are also the worst.  She is more likely to give more than she gets in return for those who have not upset her.  The crone casts spells as an 8th level druid.

Reading Fortunes
The witch will tell the fortune of those who ask and are willing to pay for it.  The price can vary from some cash to hens teeth.  Each of the aspects uses a different method for fortune telling.  The Maid uses cards, the Matron reads tea leaves, and the Crone has a bag of bones.  For everyone who has their fortunes told, roll a 1d6.  The witch's current reactions toward the players will provide a -1 (for poor reactions) to +1 (for positive reactions) adjustment to the roll!  On a 1or 2 roll use the Negative chart for the appropriate aspect.  3or 4 the Neutral chart, and on a 5 or 6 roll on the Positive chart.  Any curse like effects can only be removed by a caster of 12th level or greater due to the Witch's power.

Maid - Positive
1 Roll again on Maid Neutral
2 Earn double XP for next monster defeated
3 Gain +1 to next save
4 Gain +1 to damage for next 24 hours
5 Gain +1 to hit for next battle
6 Gain 2d6 Temporary Hit Points
7 Gain permanent +1 to Charisma
8 Roll again on Matron Positive

Maid Neutral
1 Roll again on Maid Negative
2 Suffer -1 to hit for next 24 hours
3 Reroll next save, keep 2nd
4 Next to hit roll that is a 1 weapon breaks
5 Next to hit roll that is a 20 inflicts double damage
6 Next gem found is 50/50 worthless or double value
7 Gain +1 to damage for next 24 hours
8 Roll again on Maid Positive

Maid Negative
1 Roll again on Crone Negative
2 Suffer an extra point of damage from all attacks for next 24 hours
3 Suffer -10% to next treasure found
4 Suffer -50% to next treasure found
5 Suffer -2 to hit next 24 hours
6 Suffer -2 to all saving throws next 24 hours
7 Lose 1 from Charisma permanently
8 Roll again on Maid Neutral

Matron Positive
1 Roll again on Matron Neutral
2 Learn the location of a minor magical treasure
3 Wandering monsters reduced 50% next 24 hours
4 Gain +2 to detecting secret doors next 24 hours
5 Gain +1 to AC next 24 hours
6 Restore previous/ignore next energy drain
7 Gain permanent +1 to Constitution
8 Roll again on Crone Positive

Matron Neutral
1 Roll again on Matron Negative
2 No healing for the next 24 hours
3 Suffer -1 to all healing next 24 hours
4 Perishables spoil over next 24 hours (potions included)
5 Gain +1 to hit +2 to damage next 24 hours
6 Gain +1 to all healing next 24 hours
7 Gain 6 temporary hit points
8 Roll again on Matron Positive

Matron Negative
1 Roll again on Maid Negative
2 Reroll all failed wandering monster checks, +1 wandering monsters encountered
3 Suffer -1 to detecting secret doors
4 50% of all party perishables spoil (potions included)
5 No healing next 7 days!
6 Lose 1 from Constitution permanently
7 Map to magic treasure, doesn't mention trap or guardians
8 Roll again on Matron Neutral

Crone Positive
1 Roll again on Crone Neutral
2 Earn double XP next 24 hours
3 Location of a magical treasure and info about traps/guardians
4 Gain +2 to AC for next 24 hours
5 Learn the weakness of an upcoming monster
6 Gain permanent +1 to Wisdom
7 Gain 1 potion of healing + 1 random potion "Hmm… here, you'll need these"
8 Roll again on Maid Positive

Crone Neutral
1 Roll again on Crone Negative
2 Gain +1 to AC & suffer -1 to all saving throws next 24 hours
3 Gain +2 to damage & suffer -1 to hit next 24 hours
4 Reroll next to hit of either a 1 or 20
5 Torches & lanterns illuminate an extra 10', but burn twice as fast
6 Character can see in total darkness, but strong lights cause -1 to hit +1 to AC
7 Suffer -1 to Dex & Gain +1 to Strength
8 Roll again on Crone Positive

Crone Negative
1 Roll a 1d6+1 twice on this chart!!
2 Prime requisite reduced by half for the next 24 hours
3 All wandering monster encounters are with max creatures for 1 week
4 Suffer -4 to all reaction rolls next 24 hours
5 Character will go blind & deaf over the next 4 days
6 Character will lose half their hit points permanently
7 Lose 1 from prime requisite permanently
8 Roll again on Crone Neutral