Wednesday, May 27, 2020

Corvid Friend (not to be confused with covid)

You get +1 HP for every Corvid Friend template you possess.

Starting skills (1d3): Lockpicking, Gangster, Scavenger

Starting equipment: A beak, claws, and an identifying feature.

Templates:
[A]: Crow, Best Friends
[B]: mimickry, Comforting Grip, +1 Defense
[C]: Fly-By-Attack, Wing Buffet
[D]: Murder, +1 defense.




Crow
You are a crow (or raven I guess). You can fly in any reasonably open spaces but will probably never be able to carry others. You can claw people to deal 1 nonlethal damage, and can use tools, so long as a crow could reasonably hold said tool. You have no inventory slots, but can carry up to one object of your size or smaller in either your claws or beak. Because of your size, you can occupy the same space as any other creature.

Best Friends
You choose another PC to be your best friend. Whenever you are in the same space, you both get a +2 to all d20 rolls made at the same time, against the same thing.

Mimickry
You can mimick many ambient sounds in nature. This could be another bird's call, the ringing of a bell, or an animals call, but not a human voice. Anyone can attempt a save to realize that the sound is slightly off, and they will know something is up.

Comforting Grip
You can perch on the shoulder or arm of your best friend to give them advantage on a save check.

Fly-By-Attack
If you are in flight, you may make an attack roll on an opponent who must save or be knocked prone. Save vs. dex to remain aloft.

Wing Buffet
Whenever you make a critical attack on an opponent, you may grab onto their face and buffet them with your wings blinding them. Each turn, they may save vs. dex to remove you.

Murder
If you spend a day in any settlement spreading rumours about an individual among the local crow population, those crows will be biased against that individual and go out of their way to annoy or hurt that individual.
At any time, you can make a call which will attract 3d6 crows to you. They will attack any individual they have a bias as long as you are too.

Thursday, May 14, 2020

Dragons are Weaklings

Im going to do it. Im going to break every sacrament of gaming and just go through with it.

You probably thought this was a dragon, didnt you?


Well you're wrong. Dragons are just pathetic little pests that sit in trees and pee venom. But most importantly, they're absolute wimps.

Dragon

HDAttack Bite 1d6 Defense  Move as Bird Morale 5 Save 5

Caustic Urine Works as a ranged attack roll except the dragon must be above whoever it is attacking. On a hit the target takes 1d6 acid damage per round until they wash it off.

Evasive Maneuvers Whenever you attack a dragon from melee and miss, it can choose to escape by flying away. It will probably still pester you from the air where it's a little more safe.

Combat Actions
In combat, a dragon will usually fan out its wings and screech a few times, and bite anyone who tries to get close to it. As soon as someone attacks it, it will take to the sky and start peeing on everybody until chased off with missile weapons.

Activities Table

(roll this when you hit Dragon on your encounter table)
1. Attacking a flock of sheep. 1d6 peasants will come to chase it off with rocks in 5 minutes.
2. Sitting in a tree screeching loudly and peeing on any passersby, will flee at the first sign of danger.
3. 2 dragons are mating as they clumsily flap through the sky. However obnoxious you think it should be, multiply that by 3.
4. It's chasing a small child around terrorizing them. Just make up a reason for the child to be there.
5. A group of knights are pursuing it through the woods, they are trying to find their nest.
6. Hundreds of dragons are nesting in a massive tree, you should probably leave because they won't be as scared hunting together.

Thursday, May 07, 2020

Warlock Patron: The Great Gourd

Warlock Class

Starting Skills Farmer, Religion (Great Gourd), Astronomy.

Starting Equipment Pumpkin seeds, Ornately carved gourd with strap (as backpack), Sickle.

Boon You bear the mark of the gourd, an intricately carved symbol on your forehead. You can leverage it in negotiations or use it to receive help in any temples dedicated to the Great Gourd. Monsters which are naturally aligned with the Great Gourd will ignore you.

Favors

1 You can communicate with the Great Gourd by whispering into any gourd and holding it to your ear. He will only answer a question if he is in turn given information which will further his agenda, this is his spy network. You can find a gourd anywhere a gourd could reasonably grow with 10 minutes of searching.

2 You can smell spirits. The smell of a spirit is unique to each spirit. A fiery spirit may smell like brimstone, or it might smell like that hoodie you just wore to the bonfire.

3 You may eat a gourd seed in order to "lay" a gourd the following day. This deals 1d4 damage to you.

Goal The Great Gourd seeks to eradicate the entirety of the heavens and make himself the only god of the world. It is still far away from achieving this. The Great Gourd has managed to take control of a small mountainous region, and has subjugated or killed all of the spirits in that area.

Obligations (1d8)

1 Subjugate [debt] spirits under the Great Gourd.

2 Make [debt] new followers of the Great Gourd.

3 Plant [debt] gourd seeds in different unique locations. (on top of a mountain, in a dungeon, etc.)

4 Kill [debt] clerics of the main religion.

5 Restore [debt] withering or dying gourd plants.

6 Create a Devouring Gourd.

7 Subjugate a local spirit and their followers under the Great Gourd.

8 Kill an angel or demon.

Patrons Gift
You become a vaguely human-shaped hollow gourd with two holes approximately where the eyes are. You no longer need water to survive. Anyone who looks into your "eye-holes" sees a pair of dancing skeletons and gain a random curse.




Spells

1 Net of Vines | R: 80 ft. | T: point | D: [dice] minutes
You create a net made of vines descending from target point. If three or more [dice] are invested, you can instead choose two points.

2 Blighted Gourd | R: touch | T: object | D: [dice] hours
You cause a head-sized gourd to be filled with venomous creatures which survive for the duration. If the gourd is opened, [sum] venomous creatures spill out. They will either be very hungry, or if the duration has ended, very dead.

3 Hollow Barrier | R: 20 ft. | T: creature | D: [sum] rounds
Traps the target creature is an ornately carved gourd for the duration.

4 Gourd's Wrath | R: touch | T: self | D: [dice] rounds
You create a small gourd that is slowly expanding. It can be thrown as a ranged weapon, dealing [sum] damage to all targets in a 10 ft. area. Each creature that was hit takes an additional [dice] damage for each round until the duration ends unless they succeed on a constitution roll.

5 Gourd's Guidance | R: 100 ft. | T: - | D: [dice] hours
You summon a dull orange light (as candle) that guides you towards the nearest safe resting space. It will choose the quickest route to get there, not necessarily the safest.

6 VineLash | R: 40 ft. | T: creature/object | D: instant
 A length of vine whips out from your arm and deals [best] damage to any target. Alternatively, you can grapple a target and bring it [dice]x10ft. closer to you.

7 Gourd's Gift | R: 10 ft. | T: Creature | D: instant
You unleash a jet of water which pushes target humanoid creature [sum]x10ft away.

8 Gourd's Prosperity | R: 20 ft. | T: point | D: [sum] minutes
You make a giant gourd at a point you designate. The size of the gourd depends on the number of [dice] invested. 1 = 5x5ft, 2 = 10x10ft, 3 = a small building, 4 = you can't see the top.

9 In the Gourd's Image | R: touch | T: self | D: [sum] minutes
You turn yourself into an unassuming gourd for the duration.

10 Slippery Squash | R: 50 ft. | T: point/creature | D: [dice]x2rounds
You splotch around innards of a gourd either on a creature or on [sum] 10x10ft. surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.

11 Gourd's Divinity | R: 5 ft. | T: object | D: instant
Ask [sum] yes/no questions about an object, you have one casting per object. You must spill the guts of a gourd in order to use this spell.

12 Gourd's Mercy | R: touch | T: person | D: instant
Cures one affliction - blindness, deafness, sickness, disease, poison, etc. If the affliction was caused by a spell, at least the same number of [dice] must be invested to cure it. Otherwise, the number of [dice] required should be based on the severity of the affliction. You must pour the healing waters of a gourd on the target in order to use this effect.

Tuesday, May 05, 2020

Bard Generator


So I sort of mentioned in my Hexcounter Table post that tool encounters include travelling bards, which is pretty much just this idea but for a travel-based game. Anyways, I figured if I'm going to have bards be a possibility, I may as well make a table of random bards, Perhaps this will all be turned into a document with all kinds of sub-tables but for now here's more content.



Instrument(d20)
1. Viol
2. Hurdy Gurdy
3. Banjo
4. Recorder
5. Crumhorn
6. Flute
7. Lute
8. Pipe and Tabor
9. Nakers
10. Bagpipes
11. Fiddle
12. Lyre
13. Sackbut
14. Zampogna
15. Adufe
16. Harp
17. Shawm
18. Psaltery
19. Rebec
20. Cittern

Outfit(d8)
1. Overly gaudy with a floppy hat
2. Farmers clothes. But is it only a disguise?
3. Clothing made of patches. Each one has a story
4. Extremely anachronistic. Knows of things forgotten by time
5. An untied straitjacket. The mutterings are best left unheard
6. Soaked and smells of the sea. Hums mermaid songs
7. Walks on a pair of stilts. Specializes in tall tales
8. Dressed as a mime. Tells all rumors in charades