Wednesday, May 12, 2010

The Inventor

The smell wafting down the corridor was a strange mix of ozone, smoke, and oddly enough pond water.  Accompanying the odd smell we the sounds of metallic movement, and ever so faintly, sloshing.  

Nimble inched forward along the corridor toward the light spilling from the slightly ajar door. On the scale of weird things, it didn't top the list, but it certainly was up there. 

 

It seemed to be working on something, a machine of some sort.  Nimble leaned forward to get a better look.  The room this thing was in was clearly a large work space, filled will all manner of tools and implements.  Various pipes, wires, and tubes running across the walls and ceiling.  The thing started to turn, and Nimble pulled back, knowing that one glassy eye had seen him.  

"Do come in" a strangely flat voice called out.  

The Inventor is an intelligent carp who could be encountered anywhere from the depths of a dungeon to a warehouse workshop in the middle of a city.  It is extremely knowledgeable about steam-power and mechanics, though most of his creations tend to be flawed in some way that eventually fails rather spectacularly.  It doesn't know it's gender, as it's never had occasion to meet another of it's (intelligent) kind, and so hasn't spent any time thinking about it.


It's current bowl was created by a wizard as payment for services, and the walking device was designed by the Inventor himself.  There are actually 2 walking devices.  The original one is simple and low powered in comparison, and he uses it to upgrade the more advanced version.  These two creations are the only ones that do not regularly fail.  It does like to get out of it's bowl and relax in a personal pond which contains a variety of plants.

The Inventor's work area will be protected at all times by a steam powered warden (treat as a obsidian golem).  As well as a variety of mechanical traps. 


Tuesday, May 11, 2010

Scarabaeus Sacer Tutaminis

"Do you hear that?" Rathgar asked his companions.

Everyone paused.  A clicking, chittering noise seemed to be coming down the stone hall.  

Everyone heard it, and as they quickly glanced at each other they could see the fear in their eyes.  Scarab skeletons.

Just behind them was a triangular doorway leading to a now empty room.  Rathgar moved back, pressed his shoulder to the door, turned the handle and pushed.  The door was snug but gave way much easier this time.  

That chittering sound was closer.  Just at the edge of their light 2 skeletal figures seemed to shimmer.  Rathgar waved everyone into the room, and closed the door behind them.  He then pulled out a leather strap with a single bell upon it, and hooked it over the door.  The bell jingled, and fell from the strap, disappearing before it hit the door.  "Lets get some rest" he said grimly. 


Scarab Defender of Sacred Places aka Scarab Skeleton
Armor Class: 4
Hit Dice: 4+1** (M)
Move: 90' (30') 
Attacks: 2 claws/ 1 special
Damage: 1d6+poison/special
No. Appearing: 1d2 (1d4)
Save As: C4
Morale: 12
Treasure Type: B
Intelligence: 4
Alignment: Chaotic
XP Value: 375

Type: Lowlife, Enchanted (Rare)
The Scarab Defender of Sacred Places is an insect swarm enchanted by foul protective spells into the form of a humanoid skeleton.  These creatures are placed in tombs to actively hunt down any who would dare enter their sacred places and to add their bones and treasures to the piles therein.  When a Scarab Skeleton attacks, it will attempt to strike one target with both claw attacks.  Should both attacks hit it will attempt to envelop the victim.  The target may take a saving throw vs. paralysis to resist.  If they fail their saving throw they will take an additional 6 points of damage/round until a saving throw vs. paralysis is made.  Anyone who is wounded by a Scarab Skeleton must make a saving throw vs. poison or suffer a cumulative -2 to attach for 1d10 turns.
The scarab skeleton may at will revert into an insect swarm of 3 hit dice in order to gain entry into locations it wouldn't be able to enter on it's own.  It takes 3 rounds to reform into it's skeletal form, during which it may not take any action beyond a half move.  

Thursday, May 6, 2010

4e Rules Compendium?

Now this is interesting news:
It seems WotC is releasing the core rules in a single volume for $19.95. I'm interested in seeing what the "core rules" includes.  Not the different character classes, I'm sure, but everything else?  We'll see. 

Shrinking Bottle

"No!  Don't throw that!!" the scruffy old hedge mage yelled, frantically flapping his arms." Nimble told the small group assembled around him.  "I didn't know why he was so concerned about a little ship in a bottle, but we needed to get out of there, so I tossed it at him.  His eyes bugged out as he reached for it.  My toss was perfect, but this guy, I tell ya, he hit it with his left hand, bounced it off his right hand, barely touched it with the tips of his fingers, and off it spun against the wall next to him."  Nimble paused as he took a drink from his flagon.   "It broke of course.  The bottle that is.  The boat, well, it began to grow, fast.  So fast that that old wizard couldn't get out of the way."


"Squish-crunch is the best way to describe the sound.  Sadly we couldn't get his body out from under the boat.  We only just got out of the room in time ourselves, and it pushed the door closed behind us.  But we still got the talisman!"


The Shrinking Bottle when created will contain one item, usually a boat or tower that has been built specifically to be placed in the shrinking bottle.  The owner of the item may uncork the bottle and speak a command word to cause the item in the bottle to be released, where it will expand to it's original size.  Should the item be destroyed, a replacement may be built, and the bottle may be used again.  If the bottle is broken then the item will immediately expand to it's full size, potentially harming whoever is nearby. 

Wednesday, May 5, 2010

Runner up: The Thing From the Well of Wolrds


The Nevermet Press Monster Mashup Contest (in which I entered the Thing from the Well of Worlds) results have been posted.   My entry came in as one of 3 runners up.  Congrats to the other winners, especially to Jarrod Camiré who won some fantastic dice!

You should definitely check out Jarrod's entry as well as the 32 other entrants.  There is some really good stuff in there. 

While I didn't win the awesome dice, I am looking forward to some new PDFs.  A big thank you to Nevermet Press for running the contest, and to all those who voted for me! 


Tuesday, May 4, 2010

Bearshark & Sharkbear

Some wizards just don't know when to leave deadly enough alone.

Bearshark
Armor Class: 5
Hit Dice: 6 (L)
Move: 60' (20')
  Swimming: 180' (60) 
Attacks: 2 claws/ 1 bite
Damage: 1d6/ld6/2d6
No. Appearing: 1 (1d2)
Save As: F4
Morale: 9
Treasure Type: V
Intelligence: 2
Alignment: Neutral
XP Value: 350

The Bearshark is all shark on the tail end, and furry claws and teeth on the front end. While they have limited mobility on land, they are still quite deadly.  A successful bite attack roll of 19 or better on a medium or smaller creature means that the Bearshark has begun to swallow their victim.  Every subsequent round they will suffer an automatic bite attack which deals 3d6 points of damage.  The Bearshark will not attack any other opponents until the victim is dead.

Bearshark (m20)
AC: 16
HD: 5d8+12
HP: 30
Initiative: +2
Bite +5 (2d6+1+attach on critical), 2 Claws +8 (1d6+2)


 
Sharkbear
Armor Class: 4
Hit Dice: 7 (L)
Move: 180' (60')
  Swimming: 150' (50) 
Attacks: 2 claws/ 1 bite
Damage: 1d8/ld8/3d4
No. Appearing: 1 (1d2)
Save As: F6
Morale: 10
Treasure Type: V
Intelligence: 2
Alignment: Neutral
XP Value: 550


The Sharkbear is the deadlier cousin of the Bearshark.  While it has the bear's chest and legs, the head, dorsal fin and tail are those of the great white shark.   A successful bite attack roll of 18 or better on a medium or smaller creature means that the Sharkbear has begun to swallow their victim.  Every subsequent round they will suffer an automatic bite attack which deals 3d6 points of damage.  The Sharkbear will not attack any other opponents until the victim is dead.

Sharkbear (m20)
AC: 17
HD: 7d8+16
HP: 39
Initiative: +2
Bite +8 (3d4+2+attach on critical) , 2 Claws +11 (1d8+4)

Monday, May 3, 2010

Möbius Dungeon - part 3

Ok, I'm not sure anyone has looked at the mobius dungeon download, and since I don't have a way to make it into a PDF at the moment (anyone care to help with that?) I'm going to post the info here.

Special Rules:
Bending Time and Space: Due to the warping nature of the dungeon, time does not pass in a linear fashion. When entering a previously explored area roll a d6. 1-2 Room Resets to before the players first entered. 3-4 Time has passed normally. 5-6 Time has passed at an accelerated rate - roll a d4 and a d30. If the d4 result is a 1 the d30 result is the number of days that have passed. On a 2 it is weeks, on a 3 months, and on a 4 years.

Features Key
A: This stairwell will disappear until the key is found
B+C: Adventurers can wrap around at these 2 points. There is nothing to indicate they have flipped.
P: Pit trap will drop adventurers 20 feet into the corresponding room on the opposite side of the map.
S: This stairway goes both up and down to the corresponding room. It will seem to travel about 100’ in either direction through solid stone.


The Key – A golden amulet in the shape of a Borromean Ring that continually emits a golden light as per the continual light spell. Then the light shines on the wall to the stair case the wall will disappear, revealing the stairs.

Jack
Adventurers may encounter jack up to 3 times. The first time Jack will be middle aged, and will remember the adventurers. The 2nd time Jack will be young and this will be his first meeting with the group. The last meeting will be with Jack as an old man. Young Jack may accompany the adventurers for a short while before disappearing. Middle aged Jack will blame the group for abandoning him. Older Jack will have an understanding as he has now encountered several groups over time.
Young Jack Human F1
Middle Jack Human F2/C2
Old Jack Human F3/C4







Room Key:

1. Entry Room

2. Statue Room: A scholar in academic robes holding a compass in one hand and an abacus in the other.

3. empty

4. Music Room: J. S. Bach’s Canon 1 a 2 from “Musical Offering” is inscribed upon the wall at chest height, and plays forwards and backwards at the same time: http://strangepaths.com/canon-1-a-2/2009/01/18/en/

5. Balcony Room: Overlooks room 8. A red curtain hangs behind the balcony as a backdrop and a chalkboard sits in front of it. A Mummy Shaman (6th level) stands writing various formulas upon the chalkboard. The mummy is adorned with 4,000gp worth of jewelry.

6. empty

7. Stairwell goes up and down to room 30.

8. Rows of wooden chairs are arranged facing the balcony, and seated in them are 8 wights and 6 ghouls. One is armed with a Kopesh (normal sword) +1, +4 vs Lycanthropes.

9. Each wall is painted with M.C. Escher style paintings in red, black, and gold paints.

10. empty

11. Camped out: Jack may be encountered here with a bedroll, small heatstone, and his equipment. Ceiling appears open to a starscape.

12. Glass Room: The walls, floor and ceiling as all covered completely in bits of broken clear glass.

13. Buzzzz – Room filled with junk and oil beetle shells. 8 Robber Flies. Large chunk of amber with

14. Mirror Room: The walls are lined with mirrors, and everyone in the room is constantly under the effect of Mirror Image

15. Check in: There is a counter running along the west wall, and there appears to be one door on the north wall. The door will not open until the guest book is signed. Every time the door is opened roll a die. On an even roll the door opens to room 15a. On an odd roll it opens to room 16.
15a. Cell: Stone cell, shackled skeletons,

16. Restful stop: This room is furnished as a high class hotel room with 3 large beds.

17. Curtained Alcoves: each with 2 benches and a table.

18. Waterfall: Water runs down the walls in the SE corner, pooling shallowly.

19. Statuary: Hooded medusa who carves small stone miniatures.

20. Touching the door handle opens a pit trap 20’ down to room 40.

21. empty

22. Troll lair – 8 trolls are roasting a kobold over a small smoky fire. Each troll is wearing an item of jewelry – 5,000gp collar, 3,000 gp anklet, 7,500 gp earrings, and a 20,000 gp tiara. The rest are junk items.

23. Corridor is completely flooded unless fountain in room 46 is fixed

24. One way only: Both one way doors are hidden.

25. empty

26. Dining Room: 9 large round tables w/ 8 chairs each, set for afternoon tea are set up on the ceiling. Reverse Gravity is in effect. Pulling the tablecloth out from any of the tables successfully returns gravity to normal. 2d4 oil beetles.

27. Math Sucks: North and East walls covered in mathematical nonsense.

28. Scooby Doo: Anyone entering any of the doors on the east or west wall will emerge 1 round later from a random door.

29. Study: Walls lined with shelves with puzzles and blank books. One way door is undetectable from this room.

30. Stairwell: Stone stair goes up and down to room 7.

31. Chapel:

32. Place to sit: A long stone bench flanked by strange armor suits

33. Play? Enigmatic youth with basketball on a half court.

34. Ouroboros: This circular chamber is decorated entirely in snake motifs. An Ouroboros is inscribed around the center 10’ of the room. A Caecilia sits coiled in the back of the room around a heatstone, sucking on its tail, looking like a statue. Roll for surprise. There is a chest w/ 7,000cp, 1,000sp, 300gp,

35. Gallery: Strange geometric sculptures throughout the room – hypercubes, klein bottles, etc.

36. Ogre Camp – 6 ogres + 1 4th level Ogre Shaman. 4,000 ep total treasure

37. He holds the Key – Rock Living Statue w/ key on chain around neck.

38. Charged Room: metal will be drawn toward the secret door.

39. Words: Magic mouths will speak in overlapping words. They have no meaning, but a saving throw must be made or the listener will believe they are a warning.

40. empty

41. Kobold Corner – Barracks w/ 12 kobolds + 3 Oil Beetles

42. Work Room – 9 kobolds

43. More Kobolds – 9 kobolds + 6 body guards + 1 king + 1 4th level Wokan. Treasure chest in throne contains 3,000 cp, 1,000 sp, 5 potions, and 2 scrolls. They know about the secret door.
Quarter Column: the SW corner of the room contains an intricate ¼ column. It contains the latch to a secret door. When triggered the corner spins around and switches place with the corner in room 46. May only be activated once every 10 minutes.

44. Rifts: The middle 10’ of the room is littered with assorted mundane items. Anyone attempting to cross the room will find themselves on the far side without ever crossing the center 10’. Items may be tossed into that area, but anything alive shifts to the far side of the effect. Anything tossed is irretrievable without access to a long pole.

45. Tipsy: This room is shifted by 20 degrees.

46. Leaky Fountain: The large freshwater fountain has 3 fish spraying water into the fountain and a 4th is spraying water out toward the SW corner. Adjusting the nozzle will return the spray to the proper direction.
and allow area 23 to drain.