Party:
Donny Brooks (Half Elf Bard 1)
Mike O'Nidd (Myconid 1)
Brock Strangler (Muscle Wizard 1)
I generated the party's starting equipment using the career tables in Warhammer. Donny rolled entertainer, Mike is a prospector (has a mule that he calls "Lunch") and Brock an erstwhile alchemist's apprentice (which didn't give him anything). Mike's spellbook is a dubious copy of Barnabus Sleet's Spells of the Fist bearing an imprint of "Rome 1462." The text was printed upside down and is in Goblin.
First they all searched for mushrooms and each was successful. While that was going on they ran into an adventuring party of two moss dwarves, a wood grue, an elf, a fighter and a cleric who threatened the party. Donny made a joke that went over poorly but the group was able to walk away. They returned to Prigwort and promoted Donny's performance at The Clashed Antler. Three candidates for retainers presented themselves, an adult male fighter 1 who was too expensive, an adolescent girl and a woodgrue 1. The woodgrue joined as a full party member and Donny hired the girl as a handmaiden. They hear about a tomb somewhere in the hex. Five moon does graze outside the cottages that night.
The next morning they eat breakfast and send Ethegan Candleswick (the handmaiden) to the Oaf in the Oast for sandwiches for the group. Donny and Mike sell some mushrooms to the four elves having breakfast at the Clashed Antler. They decide to look for the tomb they heard about. Their exploration is fruitless and they narrowly avoid some giant ants foraging in the forest. They return to their cottages to sleep.
The next day they try the same thing. The day is bitter cold with no clouds or wind. They discover the tomb return to the Antler and are accosted by the Bounderboys but manage to go to bed with no violence. The next morning they buy two days worth of sandwiches and meet a friendly wizard in the common room. The wizard is Clewd Who Bargains with Boguns and Barghests. He knows the spell light. Like Ethegan he is self-deprecating and wants to become a warrior. The party hires him and buys him a pair of sandwiches. Upon returning to the tomb they realize that they don't have torches. They send Mike in to scout. He searches for hours until he finds Acolytes of Orcus.
The Temple of Lost Gods
Wednesday, September 13, 2017
Wednesday, May 24, 2017
Links to Useful Stuff on Zak S.'s Bog
Dungeons:
Tarot Dungeon Generator
EZDungeon
Stock The Dungeon With Rooms That Don't Suck, Fast
100 Problem and Puzzle Set-ups
Die Drop Dungeon
Quick Dungeon NPCs
Bandit Lair
100 Dungeon Encounters
100 Dungeon Doors
Who's corpse is it anyway
Treasure:
Nested Treasure Generator
Megadungeon Treasure Generator
Not Immediately Obvious Feature of Occult Tome
10 treasures
Hexes:
Random Thorism
Warbands:
Demogorgon
Monsters:
Demonic Attribute Table
What are the monsters doing
Magic:
Breaking a Curse
NPCs:
Traits
Villain Generator
Barbaric Tribe Generator
3d6 in order NPCs
Intercepted Letter generator
Things about Villains
More things about Villains
Die Drop NPCs
Towns:
Town Events
Weird Animals for Sale
Fortress Generator
Wardogs
Barfightts
d6 Cluster Buildings
Classes:
Alice
Barbarian
Ranger
Thief
Warrior
Witch
Wizard
Flakey Player Table
Other people's Random Tables
What to Blog about
Tarot Dungeon Generator
EZDungeon
Stock The Dungeon With Rooms That Don't Suck, Fast
100 Problem and Puzzle Set-ups
Die Drop Dungeon
Quick Dungeon NPCs
Bandit Lair
100 Dungeon Encounters
100 Dungeon Doors
Who's corpse is it anyway
Treasure:
Nested Treasure Generator
Megadungeon Treasure Generator
Not Immediately Obvious Feature of Occult Tome
10 treasures
Hexes:
Random Thorism
Warbands:
Demogorgon
Monsters:
Demonic Attribute Table
What are the monsters doing
Magic:
Breaking a Curse
NPCs:
Traits
Villain Generator
Barbaric Tribe Generator
3d6 in order NPCs
Intercepted Letter generator
Things about Villains
More things about Villains
Die Drop NPCs
Towns:
Town Events
Weird Animals for Sale
Fortress Generator
Wardogs
Barfightts
d6 Cluster Buildings
Classes:
Alice
Barbarian
Ranger
Thief
Warrior
Witch
Wizard
Flakey Player Table
Other people's Random Tables
What to Blog about
Monday, May 23, 2016
MUTANTS
There's no better way to relax during finals week than to roll up some mutants for use with Labyrinth Lord or B/X. Might could use some pregen characters for this week's game also.
Johnny McPyle
STR 17 HP 4
INT 13
WIS 11 AC
DEX 4
CON 15 Alignment: Neutral
CHA 8
Level: 1
Saves: THAC0 19
Poison 12
Magic Wand 13
Paralysis 14
Breath 15
Spells 16
Mutations: Ultraviolet Vision (300'), Prehensile Tail, Spiny Growth (small 1d4), Shriek, Increased Physical Attribute (Constitution, +1 hp per HD and +2 to Poison saves), Parasitic Control (@ level 7), Frailty (+2 damage per die from fire), Prey Scent (double chances of wandering monsters)
Equipment:
Flip Icup
STR 11
INT 11
WIS 11
DEX 5
CON 13
CHA 14
Level: 1
Saves:
Poison 12
Wands 13
Paralysis 14
Breath 15
Spells 16
Mutations: Optic Emissions (gamma eyes [@ 5th level]), Fragrance Development, Mental Phantasm (level 5), Ultra violet vision, Night Vision, Vision Impairment (can only see 50' -2 to hit), Bizarre Appearance (Scaled)
They both need equipment and I can see why Jeff isn't super stoked on the Mutants and Mazes tables. These dudes aren't as zany as I'd like. I do like that Flip can't see in normal light but is gangbusters in the dark and around radiation. Doubly so since (should he make it) at 5th level those weird peepers of his will start laying down some serious hurt.
Why not make a mutant human for plain vanilla Mutant Future?
STR 13
DEX 13
CON 7
INT 7
WIL 9
CHA 8
hp: 51
Mutations: Poison Susceptibility, Ability Boost
Johnny McPyle
STR 17 HP 4
INT 13
WIS 11 AC
DEX 4
CON 15 Alignment: Neutral
CHA 8
Level: 1
Saves: THAC0 19
Poison 12
Magic Wand 13
Paralysis 14
Breath 15
Spells 16
Mutations: Ultraviolet Vision (300'), Prehensile Tail, Spiny Growth (small 1d4), Shriek, Increased Physical Attribute (Constitution, +1 hp per HD and +2 to Poison saves), Parasitic Control (@ level 7), Frailty (+2 damage per die from fire), Prey Scent (double chances of wandering monsters)
Equipment:
Flip Icup
STR 11
INT 11
WIS 11
DEX 5
CON 13
CHA 14
Level: 1
Saves:
Poison 12
Wands 13
Paralysis 14
Breath 15
Spells 16
Mutations: Optic Emissions (gamma eyes [@ 5th level]), Fragrance Development, Mental Phantasm (level 5), Ultra violet vision, Night Vision, Vision Impairment (can only see 50' -2 to hit), Bizarre Appearance (Scaled)
They both need equipment and I can see why Jeff isn't super stoked on the Mutants and Mazes tables. These dudes aren't as zany as I'd like. I do like that Flip can't see in normal light but is gangbusters in the dark and around radiation. Doubly so since (should he make it) at 5th level those weird peepers of his will start laying down some serious hurt.
Why not make a mutant human for plain vanilla Mutant Future?
STR 13
DEX 13
CON 7
INT 7
WIL 9
CHA 8
hp: 51
Mutations: Poison Susceptibility, Ability Boost
Saturday, March 26, 2011
OGL and Pathfinder Compatibility License
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Community Use Policy
This website uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This [website, character sheet, or whatever it is] is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
First Post
So this is where I'm gonna post stuff related to the Pathfinder Role Playing Game. Just checking to see how this works. Yup.
Subscribe to:
Posts (Atom)