Showing posts with label the special ingredient is love. Show all posts
Showing posts with label the special ingredient is love. Show all posts

Thursday, September 16, 2021

D20 Rarebooks found in Lost Places

Please enjoy a few of the random books I have at hand to throw at my party.


Rare books found in lost places

1

A technical guide to intoxication through kingdom fungi (by Plagueface esq.):

A thick tome written in a conspiratorial manner about identifying various types of mushrooms to make hallucinogenic potions and poisons.  If you use this tome as a reference book:

  • +1  when identifying fungus.

  • +1 when making potions and poisons out of mushrooms.

2

Fractal Mosaics (by Prof. R.K. Dunshlem):

  • What could be a dry exploration of mosaic design, is elevated  to greater heights through the author's beautiful prose and exploration of the relationship between art and culture.  If you use this tome as a reference book:

  • +1 when studying architecture.

3

Backdoor Wenches (volume 9):

A smutty picture picture book depicting humans in various forms of copulation.

4

The Epic of Yorm (Unknown Author):

This is an ancient poem (by the editor's standards). It was passed down through oral tradition and has now been codified into text.

The poem is about a great hero who slays a number of increasingly dangerous monsters only to be undone by his own hubris.

5

A nincompoops guide to summoning (by Georg the Marvellous):

An arcane text that describes in a very condescending manner about how to effectively summon creatures from other planes.

The author talks about how easy the process actually is and describes in depth about how other “lesser” mages screwed up the summoning and died horribly.

  • Gains a Summon spell

6

Jombaha! (by Arclight Press):

A pop arcane book. Designed to get the masses more enraged with arcane studies and rituals.

It is a collection of presumably real life stories when rituals went horribly wrong, resulting in death, destruction and occasionally hilarity.

7

Victory through Atrocity (by Ral):

Contains a foreword that describes how this is a controversial work by a controversial historical figure.

It describes the use of war crimes as a way of controlling populations, it details which forms of oppression tend to have the desired effect. Gruesome reading.

8

A field guide to dinosaurs (by J. Hammond):

A lavishly detailed book with field sketches of many different dinosaur species. Great coffee table book to impress your friends.

9

Getting spiritual about spirits (by Gruru Kosh):

This book is a thinly disguised guide on how to not only build but distill almost anything into alcohol. The author rambles on about spirituality and all kinds of dross. Great for making Molotov!

  • Gain the blueprint for making a still.

10

Skirmisher's Delight (T.E. Blaskovitiz):

A treaties of advanced tactics for the initial engagements at the eve of a battle.

Once per day you may roll initiative with advantage.

11

Esoteric Curatives (H. Tharsson):

An exciting tome where the author describes his travels through numerous, tribes and other “outsider” groups and the healing methods they use. In places, this becomes a polemic where the author decries the decadence of the modern world.  If used as a reference book:

  • Gain +1 to brewing healing potions.

12

The Discerning Farmer's Guide (F. Giles):

A highly accessible book written for the layman to understand and implement various farming techniques.

13

The Kraken Stirs (Anon):

A philosophical dialogue. Discusses the importance of maintaining social roles and the sanctity of the social contract between lord and subject. If one were to read between the lines you might think the author is telling you how to tear down society.

14

Applied Accountancy:

It is an accountancy text book. Useful but boring.

15

Monsters and Metallurgy (I. Sternfist):

This book provides an in-depth technical discussion on the various processes of alloy production. It also describes which metals will have deadly effects on certain types of creatures.

Contains blueprints for:

  • Alloy production

  • Metal Tubing

  • Wiring

  • Ingots

16

Rationalised Evil (A history of the cult of Ordination) (by Shocking Histories):

An engaging narrative of the history of the Cult of Ordination. A group that both worships the mythological being called The Ordinator and embrace the philosophy of the end justifies the means at all costs.

17

Extra-Dimensional Topology (Yuler):

A dense work about an incredibly niche subject area that has limited real world application. You think it discusses how Mathematical geometries might shift in other dimensions?

  • Grants a +1 to summoning bonus.

18

Making Acids for Fun (Anon):

A subversive book for budding alchemists. Has numerous warnings that some reactions can be extremely exothermic!

  • Gains blueprints for ACIDS!

19

Exotic Weaponry (H. Mauly):

A nerdy book that enthusiastically describes the production of and use of many strange and fairly alien weapon types:

Gains blueprints for:

  • Chain Sword

  • War fan

  • Tiger Claws

20

A Beginners Guide to Sewing:

Actually this book is nothing of the sort. It is a hidden treaties on the use and development of your own skill in Necromancy!

  • Contains 1 random necromancy spell.

Thursday, August 5, 2021

Build a Golem

 Magic-users are mad bastards right?  But they are bloody good to have on your side, they dominate your enemies, chuck fireballs at giants, and unleash the occasional cloud kill.  Magnificent stuff.  Unfortunately, they ain't much good in a scrap, a few swift kicks to the gonads and that's it, they're done.  Many magic-users have found the best solution to this problem is to get some mug to fight for them.  The most basic form of this is finding some dull-witted fighter-type called Grod, or whatever to act as their smiting machine.  Others summon their own help or bewitch the minds of others to murder their former friends, magic-users are a canny sort.  

There are a few however that feel that even this is not enough and so they lower themselves to pseudo-engineering and make their very own an unstoppable killing machine.  A golem.  These things at heart are a lump of something material int to some a humanoid-like shape that is animated through arcane know-how and follows the master's instructions to the letter.

To build one of these death machines a magic-user will need:

  • A place to make their golem
  • The Right Tools
  • Sufficient amounts of the material required
  • Loadsamoney!
Let's do this like a build-a-bear, where we make our golem in a modular fashion.  We are also going to do it so that the magic-user can build a golem at any level, they just need access to the materials and know-how.

Step 1 Determining Hit Dice:
Ultimately choose a method that works for your campaign but here are some suggestions based on how murderous you will allow it to be:
  1. Reasonably Murderous:  The maximum hit die of the golem is calculated as half the level of the magic-user.  The hit die maximum is also increased by 1 for each INT modifier.  However, this total may never exceed the level of the magic-user.
  2. Pretty Damn Murderous:  The maximum hit die of the golem is calculated as the same level as the magic-user.  The hit die maximum is also increased by 1 for each INT modifier.   However, this total may never exceed twice the level of the magic-user.
  3. Unreasonably Murderous The maximum hit die of the golem is calculated as twice the level of the magic-user.  The hit die maximum is also increased by 1 for each INT modifier.  
Step 2 Determining Hit Points and Base Cost:

Hit Dice

Hit Dice Value

Cost per hit dice (gp)

1D4

500

1D6

750

1D8

1000

1D10

2000



Step 3 Golem Material:
The material you choose to make your golem out of will affect the cost per hit die, for example:
  • 2 hit die (at 1D4 hit points each)
  • made of flesh
  • (500 - 100) x 2 = 800gp

Material

Material

Armour Class (AC)

Cost per hit dice (gp)

Flesh

12

-100

Wood

13

-75

Bone/Clay

14

-50

Stone

15

0

Soft Metals

16

+100

Hard Metals

17

+250

Crytal/Mystical Alloys

18

+500


Step 4 Form and Function:
Where it says cost in hit dice it simply means to take that form you need to lose one of your hit dice.  The cost however still stays the same.

Form

Body plan

Ability

Cost in hit dice

Humanoid

Can carry weapons/shield.

0HD

Beast-like

+20% land speed.

0HD

Serpent-like

+1 to grapple

0HD

Eldritch

Flight (speed 20ft)

-1HD


Function

Role

Modifications

Melee

+1 Attack Bonus (melee) per hit dice

+1 Attack Bonus (ranged)

5 Inventory Slots

Ranged

+1 Attack Bonus (melee)

+1 Attack Bonus (ranged) per hit dice

5 Inventory Slots.

Labour

+1 Attack Bonus (melee)

+1 Attack Bonus (ranged)

15 Inventory Slots


Step 5 Special Abilities:
Now it's time to give your golem a bit of flavor!  Feel free to add any kind of ideas to augment it.
Where it says +1 hit dice as a cost that means you gain an additional hit dice for your golem!  Exciting stuff!  Despite getting extra hit dice from this table you still pay the original cost!

Abilities and Weaknesses

Modification

Description

Cost in Hit Dice

Brittle

-1AC

+ 1 Hit Dice

Weakness to X

Takes double damage from one of the following:

  • elemental damage (one type)

  • Sharp

  • Blunt

+ 1 Hit Dice

Arcane Metabolism

Requires a number of spell levels equal to the golem's hit dice expended by the magic-user to power the golem for 24 hours.

+ 1 Hit Dice

Structural Flaws

Any critical hit against the golem automatically stuns it for 1D3 +1 rounds.

+ 1 Hit Dice

Shoddy Arcane Insulation

If affected by a dispelling affect the golem must save Vs magic or become inert for 1 turn.

+ 1 Hit Dice

Prismatic Lens

The golem gains a ranged attack which fires a beam of energy out of the prismatic lens.

Range:30ft

Damage: 1d6 (choose the type)

-1 Hit Dice

Disruptive Attacks

When struck by the golem's melee or ranged attacks the target must save Vs. paralysis or be stunned for 1 round.

-1 Hit Dice

Obscene Strength

Can use a two-handed weapon in one hand.

-1 Hit Dice

Toxic Gas

Once per day per 3 hit dice.

The golem releases toxic gas from its body. Everyone within 10ft must save Vs. poison or suffer 1D6 poison damage. In addition they will suffer a -1 to ALL rolls. Lasts 1D6 +1 rounds.

Does stack with itself.

-1 Hit Dice

Resistance to X

Takes half damage from one of the following:

  • elemental damage (one type)

  • Sharp

  • Blunt

-1 Hit Dice

Precise Construction

Inflicts a critical hit on a 19 or 20

-1 Hit Dice


A Worked Example:

Zog the magnificent is a bit broke so he's gonna try and get as stompy a golem as possible for as cheap as possible.
  • 4 hit dice (of D6) at 750gp a hit dice.
  • Made out of bone reducing the price per hit dice by 50 per hit dice.
  • 4 x 700 = 2,800Gp in total.
  • He is going to have it in humanoid form and make it a melee golem.
  • To give his golem a bit more hit points he chooses to give his golem a weakness to water and cut some corners, which leads to shoddy arcane insulation.
The result is as below:

Zog's Bone Golem
AC: 14
HD: 6
HP: 18
Damage: By weapon type
Notes:
Has a weakness to the water (x2 damage from water-based attacks.  Suffers x2 the of any non-beneficial water-based spell/ability).
If subject to any kind of dispelling effect it is stunned for 1D3 + 1 rounds.

Evil Cult Generator

Since Halloween is coming up here is a moderately creepy generator to create an evil cult in your game.  This generator assumes they are evi...