Showing posts with label magic item. Show all posts
Showing posts with label magic item. Show all posts

Thursday, September 19, 2019

6 Hellish Hexes

I've been plugging away at Hellwalkers for a little bit now, mostly keying hexes. There are 216 on the map; my goal is to key at least 108 of them. Here are a few, not in any particular order. They're a bit wordy, but this is my first draft for personal use; I would like to polish this hexcrawl eventually to the point where other people can run it. In the meantime, check this out.

Like this but red and with a hammer and with glowing eyes (Castlevania Wiki)

C02

Demon Forge Hammer on an acropolis, guarded by a Demon Blacksmith. He will give it up if the adventurers can best him in honorable combat. The Hammer actually is the Blacksmith; the humanoid body is projected from it. He was employed in creating the chains that hold the great demon Asphodel at the planet’s core, and has no love of it nor the Order of Asphodel, which he knows was probing for the secrets of the original demon binders (space elves). In order to carry the Hammer, a person must cut off their own hand; in its place, a demonic armored gauntlet will grow to hold it. If it is given away to another person, the new wielder must also cut off their hand; the original wielder will be left with a (healthy) stump.

Demon Blacksmith: A huge hollow suit of hoplite armor, blood-red but shiny and neat. Its eyes are embers.
HD: 6, Armor as Plate, Move 1.5, Hammer 2d6
Chains From Below: Summons chains from below to restrain every creature within 10’ of a point (60’ range). The Blacksmith can restrain itself with this by accident.
During duels, won’t incur permanent injuries or kill opponents.

Loot: Demon Forge Hammer. Main Hand, d8 damage, Sapient Demon Blacksmith personality. Imparts expert blacksmithing knowledge to wielder. Throwable, and returns to its hand. Can vaporize a creature’s armor 1/day.

(Wikimedia Commons)

Q05

The Eclipse Fountain. A concrete fountain built before the apocalypse, now covered in a web of deep cracks filled with obsidian and marked by the Order of Asphodel. It has inscriptions depicting an eclipse. The water is crystal clear and carbonated. If someone drinks it, they gain a Mutation, and the rest of the water in the fountain loses its carbonation and mutagenic effects. It recarbonates and becomes mutagenic again after every eclipse (every 5 days).

(Matthias Withoos)

N04

The Graveyard of Stones (O03). There are concrete headstones from the Old World weathered to illegibility, but there are also newer cairns and driftwood gravemarkers and a few recently-carved stone headstones. Many of them have a prayer carved into them: “May your rest be dark and deep / Though your absence we may weep / Asphodel will break your sleep / Granting you new company to keep.” 

Gandalf if Gandalf had died in the first five minutes of the Lord of the Rings (DanielRound on DeviantArt)

M03

Strontium Carbonate, the Firework Wizard. He died in a Firework Accident on a medieval fantasy world before reincarnating as a Pilgrim. He’s very confused. He has an entire cart full of regular, physical fireworks. He can shoot tiny flares from his fingers and blow animated smoke rings at will. He has 5 scrolls of Firework and keeps the spell Finale safely in his mind; he is good friends with it. It is the original owner of his name, Strontium Carbonate, and he confers with it frequently. He will gladly trade a large amount of fireworks and a scroll of Firework for directions to safety.

Loot:
Firework
R: 500’ T: Point D: 1 round
Launch a firework. Casts light in a 100’ radius. Deals d6 burn damage to anyone it hits directly and lights fires in particularly flammable objects. If cast with 2 or more [dice], the firework can be animated.

Finale
R: 2000’ T: 100’ Radius Sphere D: [dice] rounds
Launch a dazzling display of fireworks into an area, in whichever pattern you desire. Creatures inside the area of effect take d6 damage every round and must Save or be Blinded. It lights fires on all flammable surfaces.

Uhhhhh have this concrete disk I guess (This Photo Website)

L02

A concrete disk 100’ across webbed with obsidian and marked by the Order of Asphodel. In the center, there’s a glass disk 5’ across set level with the rest of the disk. Under the glass, gold glints. The concrete and glass are frictionless--anything that moves onto the disk slides slowly across the entire thing. If anything is on top of the glass disk, a 60-second countdown flickers to life in the glass and mechanisms whir; at the end, the glass disk retracts, allowing access to the treasure. It resets if the pressure is released, though, like if an adventurer skids briefly across it.

Loot: 500c in pre-invasion gold coins, Frictionless Boots, 3 Flasks of Ultragrease (covers 10’ radius), Scroll of Grease

Pictured: a deadly weapon, at least for this guy (Rocks)

K02

Tomb of the Blade-Proof Demon, a small concrete bunker in a cliff. It has a vault marked by the Order of Asphodel and a sarcophagus with a pentagram and an inscription. The inscription reads “An Invincible Demon guards this cache. It must be killed to access the vault. Drop blood on the pentagram to summon the guardian and learn its doom.” If the pentagram is activated, new words will burn themselves onto the inscription: “No weapon nor tool nor spell forged of mortal hands can harm the guardian.” Then the Blade-Proof Demon will emerge from the sarcophagus, non-hostile but inordinately smug. If he is killed, the vault opens, revealing the treasure.

Blade-Proof Demon: A red man in a flowery swimming suit. He’s not particularly strong or tough looking, but he is inordinately smug. He’ll dare people to attack him, just to prove his invincibility. He is easily bored and will wander away from crowded areas after a bit.
HD 3; Armor as Leather; Move 1; Longsword d8
The Blade-Proof Demon does not take damage from any weapon, spell, or other object made by a mortal person. Takes regular damage from punches, bites, rocks, falls, and other such things.

Loot: 500c, Tortoise Cloak: Crouch down to make yourself immobile and invincible, but it takes a full minute to get back up.

Monday, January 28, 2019

Sting's Deadbeat Cousins, or: Divinatory Item Generator

So, the Hobbit is pretty great, right?

Pinterest is the bane of my existence but I did manage to find the original source for this image (by theGorgonist)

Sting: Dagger that Glows when Orcs are near

Item that Action when Category is near



Item d20
  1. Dagger
  2. Sword 
  3. Spear
  4. Axe
  5. Mace
  6. Hammer
  7. Halberd
  8. Bow
  9. Crossbow
  10. Rifle
  11. Pistol
  12. Shield
  13. Breastplate
  14. Helmet
  15. Ring
  16. Necklace
  17. Gauntlets 
  18. Boots 
  19. Skull
  20. Tome
Action d20
  1. Glows
  2. Changes Color
  3. Emits a Beam of Light
  4. Screams
  5. Moans Pleasurably
  6. Vibrates
  7. Freezes
  8. Burns
  9. Strobes
  10. Smells of Farts
  11. Smells of Flowers
  12. Leaks Blood
  13. Recites Scripture
  14. Becomes Heavier
  15. Levitates
  16. Smokes
  17. Moistens
  18. Plays Music
  19. Whispers Psychically
  20. Turns Invisible
Category d20
  1. Orcs
  2. Humans
  3. Elves
  4. Dwarves
  5. Goblins
  6. Dumb Undead
  7. Intelligent Undead
  8. Predatory Animals
  9. Herd Animals
  10. Birds
  11. Books
  12. Alcohol
  13. Demons
  14. Ghosts
  15. Royalty
  16. Criminals
  17. Wealthy People
  18. Liars
  19. Virgins
  20. Sluts (anyone who has had sex recently and enjoyed it, even a little) 

Most of the results for "witch hut" are Minecraft, which, in retrospect, makes sense (by Tiana Maros)

The Shop

The shop is run by an old, old man who has been old for as long as anyone can remember. They call him The Shopkeeper in the Woods. He loves mysteries, especially the mystery of what his magic items do, and he’ll encourage the players to buy the cheapest items. If killed, he Obi-Wans out (with all his items and cash) and returns the next time someone visits the shop, gently admonishing his killers if they return. If they kill him a second time, they will never be able to find the shop again.

At every visit, the shop has 5 items for sale, all rolled randomly. They count as magic for the purposes of hitting ghosts and werewolves or whatever.
  1. Two unlabeled items, each a bit cheaper than a silvered sword
  2. An item with its action labeled, 2x the price of the unlabeled items
  3. An item with its category labeled, 3x the price of the unlabeled items
  4. An item with both its action and category labeled, 4x the price of the unlabeled items

Tables for items like these would probably be cool, too (xkcd)

Betty Bacontime has her own version of this table here.
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