Saturday, July 30, 2022

TTRPG creations: Pointy wizard hats and why you should wear a cone.

 Do I have a bias towards wizards? Yes, yes I do. I love wizards, from the long white beards, flowing silk robes, curled pointed end slippers, star light glittering orbs in hand and power staff held aloft wizards are an iconic image. 

We missed something though, something that really brings the image together. The iconic pointy wizard hat. From the broad brim to the simple cone these hats believe it or not have a long history steeped in wizardry and magic.

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One of the earliest recorded examples of the hat was found with the mummified remains of  the "Witches of Subeshi". These mummified remains located within the western Chinese desert dated almost 4000 years ago and had tall conical hats adorning the skulls. 

Priests in the bronze age often wore tall conical hats adorned with stars, moon and crescents. These priests were said to be able to read the stars and predict the future, often acting as a village weather man.

400BC saw the conical hat worn by Mongolian warrior queens. Giving an air of authority and power these hats were also usually adorned with gold and script. This hat was adapted by early European noble women into the hennin, in time becoming the iconic princess hat. 

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I encourage all judges to create unique magical items, really dig into what your characters wear don't stop at the basics. Magical socks, underwear, earrings, hats, shirts and shoes. Even simple enchantments on items will give your world a little more fantasy, a little pepper on top. 

Monday, July 25, 2022

Creating a TTRPG: ACC - First playtest session.

 Today I finally got to play test ACC with my group! It took a bit to knock the rust of the gears but I was able to get back into the swing of things. I'll be writing down my session notes, areas of improvement and the general story of Port Mullen and the adventuring group.

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Gulls circling and sea salt in the air our adventure takes place in Port Mullen. A newer port town on the coast of southern Australis. An adventuring duo made of Peter a gong farmer turned convict and a Oliver a farmer turned Bush ranger make a beeline towards the Blue Crown a rather well off tavern within the port town.

Scraping the door and stepping inside the criminal couple are met with mostly skeptical looks from the upper working classes enjoying morning meals. With a spring in his step, Peter made his way up to the barkeep asking for an ale and general directions around the town. After complementing a passing bar maid and inquiring about the hemming on her leather apron the two headed off again in search of some well needed adventuring gear. No one noticed Peter pocketing the copper he had somehow acquired.

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Basking in the morning sun the two headed south towards "The Inventory" owned by Stock man "stock" Connor. After brief bartering back and forth the pair exchanged plundered coin for wares. A slight disagreement found Stock man Connor with night soil smeared across his forehead and the pair hightailing it before the port authorities came.

With the possibility of the guard coming down on them the rogue ruffians made haste to "Finn's Blacksmith" owned by Finn O'Donnell. Peter once again taking the lead was able to barter his trusty trowel for a sharper dagger. Oliver purchased shot and powder for his trusty flintlock rifle, not having a leather carry bag and not wanting to bring the wrath of Stock man Conner arranged for one of the apprentices to run over to the inventory to retrieve one. 

Peter ever the silver tongue and knowing a good opportunity waited outside for the young lad, after seeing him returning offered a gold coin for information on how two gentleman could make discreet coin within the town. The lad, Tommen made mention of the seedier side of town which could offer brothels, gambling dens and fighting pits. 

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With adventuring gear packed and new weapons at the ready the dastardly duo explored the rats nest like maze of cobblestone streets. Dodging dodgy denizens with daggers drawn and fleet footed fiends the pair arrived at the Ruby Lady, a whore house of repute.

The squashed nose, eye patched guard and his gang of street goons eyed the pair over. As events looked to take a sinister turn Peter once again stepped up and used his quick wit to put everyone at ease. Showing his manacle scarred wrists he assured that the two had nothing to do with the current guard.

Making a friend of the fellow who went by "Toby Nose" the adventurers had arrived at the nastier side of town, a place that suited them perfectly. After arranging for two rooms within "The screaming Gull" and enlisting the help of a group of port scum led by the bandit "Two Toes Tobias" both Peter and Oliver settled down for the day. 

Sitting down on salt stained benches that crookedly creaked, the two drank watered down ale and ate hardtack with gravy drippings. Both minds drifted off towards the treasures whispered about that could be found within the Lost Bush.


Sunday, July 24, 2022

TTRPG Judge advice: Creating memorable NPC's

 Something that will always play a part within your campaign is the humble NPC, they form the backbone of your games. Forming varying roles within societies from humble beginnings to noble ends, shopkeepers to kings, NPC's will always be found within your games.

When I first started creating NPC's I would quickly tire out my excitement and drift towards a sense of tediousness, drudging through one merchant to another quickly copy and pasting the same character to get it out of the way. 

I found myself trying to reinvent the way I created NPC's. I switched from the boring and tedious to the extreme, NPC's with bizarre mutations and unrealistic reactions. While this was fun at first, when every character is a snowflake it becomes boring fast.

I slowly started to cultivate my NPC's, creating a system in which I could quickly produce them but still have them stand out. Carefully pruning off unlikable traits and unneeded features gave me more time to focus on the character itself.

I came up with the PACPSW system or Profession, Age, Characteristic, Personality, Secret and Want, by answering these six quick questions I had a solid shell of an NPC that would be filled as the characters interacted with them. As an example: 

Gurt Bolgan - 

  1. Profession - innkeeper.
  2. Age - mid 40's.
  3. Characteristic - Missing right eye, crooked nose.
  4. Personality - Bit rough around the edges, good sense of humour.
  5. Secret - Runs an illegal underground fighting ring to bring in money, most of the proceeds go towards his illegitimate son.
  6. Want - To retire and settle down.

Gurt didn't take me long at all to whip up. He's fleshed out enough that the characters will create a visual image of him within their heads, with further interactions we can add onto Gurt slowly changing him as the PC's come in contact with him. Your goal should be to create an empty vessel in which you can fill as time goes by.

Good luck, go create some NPC's!

Wednesday, July 20, 2022

TTRPG Judge advice: Why you should restock dungeons!

 

Dungeons are fun! The cold unknown. The scrape of boots upon tiled or stone floors. The creaking cracks of supports giving way. The glint of lost gold and ruby red blood stained steel. Long forgotten tombs and ancient walkways long forgotten. 

The creatures that inhabit them can be even better though! Triple armed troglodytes, sun spinning spiders, black atom bumble bees, things that click, purr, whistle, shriek, snap crackle and pop. Awful things dredged up from the depths that shamble forth, mad eyes rolling.

Treasure is also needed to bring it all together. Sunset red rubies the size of fists, clouded jade flakes, heavy ingots of gold, daggers made of devil spines, ancient god touched artifacts. All things that glitter and glimmer.

All of these elements combine themselves to make the dungeon, they must be present. So what happens when your party of stalwart scallywags kicks the doors down and barrels through the dungeon? Leave it empty? Forget it? Pshaw! How dare you!

Restock the dungeon. With the triple armed troglodytes gone who takes over the free space? With the black atom bumble bees obliterated do the pollen men rise up? Did the adventures forget to check every nook and cranny? 

Here is a quick little table for you to restock your cleared dungeon rooms.

RollContent of dungeon room
1 to 2Treasure
3 to 4Monster
5 to 9Empty
10 to 12Monster with treasure

Tuesday, July 19, 2022

Creating a TTRPG: ACC - Bushmagic 1st level: Spirit Summon

 

Spirit Summon

Level: 1 Range: varies Duration: Varies Casting Time: 1 hour Save: none
 

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General:
Summons an ancient spirit that comes to your aid.

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Manifestation: Roll 1d3: (1) The casters body takes on the aspect of the spirit; (2) The spirit arrives before the caster ready to serve; (3) A spiritual ancestor of the caster is born into being aiding the caster; 

Corruption: Roll 1d8: (1) A random limb is caught in flux between the spiritual and normal world, appearing as a ghost or phantom limb; (2) The spirit takes up residence within the caster; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The spirit angered at being summoned from rest attempts to take the body of the caster (Caster drops to lowest initiative roll); (2) A horde of spirits are summoned raising an unholy cacophony; (3) The summoned spirit never passed peacefully into the afterlife and attacks all mortals present;

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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: Summon a spirit of 1HD or less to do the bidding of the caster for an hour. The caster must use the bones of the monster, creature or humanoid to cast the spell.

14 - 17: Summon a spirit of 2HD or less or two spirits of 1HD to do the bidding of the caster for an hour. The caster must use the bones of the monster, creature or humanoid to cast the spell.

18 - 19: Summon a spirit of 3HD or less to do the bidding of the caster for two hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

20 - 23: Summon a spirit of 3HD or less or three spirits of 1HD to do the bidding of the caster for two hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

24 - 27: Summon a spirit of 4HD or less to do the bidding of the caster for 4 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

28 - 29: Summon a spirit of 4HD or less or two spirits of 2HD to do the bidding of the caster for 4 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

30 - 31: Summon a spirit of 6HD or less the bidding of the caster for 8 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

32+: Summon a spirit of 12HD or less or four spirits of 3HD to do the bidding of the caster for 16 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

Creating a TTRPG: ACC - Bushmagic 1st level: Smoke Out


Smoke Out - 

Level: 1 Range: Varies Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a mass of billowing smoke.

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Manifestation:
Roll 1d4: (1) The smoke appears to erupt from the casters mouth washing over the area; (2) A mass of fire appears on the ground quickly burning out and leaving behind a black cloud; (3) A massive smoke cloud descends from the sky, the sound of crackling fire can be heard; (4) An enormous crow made of smoke erupts from the casters fingers and hurtles towards the targets;

Corruption:
Roll 1d8: (1) The casters hair emits wisps of smoke periodically; (2) The casters body cracks and breaks with ember red veins running up emitting black smoke ; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire:
Roll 1d3:(1) The spell rolls 1D higher and it targeted at the casters feet; (2); (3);

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13: covers a 30' radius centered on the caster lasting 1d3 rounds. Reduces attack rolls by 2.

14 - 17: covers a 30' radius centred on the caster lasting 1d3 rounds. Reduces attack rolls by 2. Caster creates a smoke copy which absorbs the first attack.

18 - 19: covers a 40' radius centred on the caster lasting 1d4 rounds. Reduces attack rolls by -2. Caster creates two smoke copy which absorb the first attack.

20 - 23: covers a 40' radius centred on the caster lasting 1d4 rounds. Reduces attack rolls by -2. Caster creates two smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d4 damage per turn.

24 - 27: covers a 40' radius centred on the caster lasting 1d4 rounds. Reduces attack rolls by -2. Caster creates two smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d4 damage per turn.

28 - 29: covers a 40' radius centred on the caster lasting 1d5 rounds. Reduces attack rolls by -3. Caster creates two smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d6 damage per turn.

30 - 31: covers a 50' radius centred on the caster lasting 1d5 rounds. Reduces attack rolls by -3. Caster creates three smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d8 damage per turn.

32+: covers a 60' radius centred on the caster lasting 1d6 rounds. Reduces attack rolls by -4. Caster creates three smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d8 damage per turn.






Monday, July 18, 2022

Creating a TTRPG: ACC - Bushmagic 1st level: Primal boomerang

Primal Boomerang -

Level: 1 Range: varies Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a boomerang of the elements to hurl at enemies.

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Manifestation: Roll 1d4:(1) A boomerang pulls itself from the earth hurtling towards a foe; (2) A wild fire boomerang hurtles from the casters hand; (3) A lightning boomerang is drawn from the sky striking down; (4) A watery boomerang is dredged from the plants slipping and sliding through the air;

Corruption: Roll 1d8: (1) The casters limbs snap into irregular right angles; (2) The ends of the casters fingers become the last elemental used permanently; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The boomerang hurtles back towards the caster striking them in the face for 1d4 damage; (2) A new boomerang roll is cast and the results are centered at the feet of the caster; (3) The caster themselves are instead hurtled through the air;

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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: The caster hurls a created wooden boomerang for 1d4 damage

14 - 17:
The caster hurls a fiery molten slag boomerang for 1d4 damage. The fire deals an additional 1D6 fire damage

18 - 19:
The caster hurls a vicious white lightning boomerang that breaks into three forks. The boomerang is capable of striking multiple foes for 1d6 damage or a single foe for 3d6 damage.

20 - 23: The caster hurls a solid stone boomerang for 1d10 damage and forcing the target to the bottom of the initiative order.

24 - 27: The caster hurls a foaming watery boomerang that causes 1d10 damage and silences the target for 1d4 rounds.

28 - 29: The caster hurls a mass of star kissed boomerangs for 6D6 damage. The damage can be split amongst multiple target.

30 - 31: The caster hurls a behemoth boomerang of primal sludge for 2d10 damage. The target must succeed on a reflex save or be grappled.

32+: The caster hurls a combination of different primal boomerang for 8d6 damage. The boomerangs add three of the above effects in addition to the damage.

Creating a TTRPG: ACC - Bushmagic 1st level: Green Gum

 Green Gum -

Level: 1 Range: 30' Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a sticky green gum goop that slows enemies and creates a fire vulnerability.

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Manifestation: Roll 1d4: (1) The casters hands become gum bark as sap starts to drip from them; (2) Gum trees burst from the ground and rain down sap; (3) The sap takes on the form of an animal and attacks the target; (4) The target starts to sweat gum sap from their pores;

Corruption: Roll 1d8: (1) The caster continuously sweats gum sap leaving a sticky residue behind; (2) The caster slowly starts becomes a gum tree with limbs growing bark:  (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The caster vomits up a large amount of green sap causing (1d6) damage; (2) The caster becomes entrapped within their own sap slowing movement and initiative rolls; (3) ;

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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: Target is covered in a sap suffering -1 on initiative rolls.

14 - 17: Target is covered in a sap suffering -1 on initiative rolls. Target is also vulnerable to fire damage taking an additional d3 for 1 turn.

18 - 19: Target is covered in a sap suffering -2 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 1 turn.

20 - 23: Target is covered in a sap suffering -2 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 2 turn.

24 - 27: Target is covered in a sap suffering -3 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 2 turn. Target is at -5' movement.

28 - 29: Target is covered in a sap suffering -3 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 2 turn. Target is at -10' movement.

30 - 31: Target is covered in a sap suffering -4 on initiative rolls. Target is also vulnerable to fire damage taking an additional d6 for 3 turn. Target is at -20' movement.

32+: Target is covered in a sap suffering -5 on initiative rolls. Target is also vulnerable to fire damage taking an additional d8 for 3 turn. Target is at -30' movement.

Creating a TTRPG: ACC - Bushmagic 1st level: Camouflage

Camouflage -

Level: 1 Range: Varies Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a camouflage for themselves and their allies.

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Manifestation: Roll 1d3:
(1) The casters skin and armour takes on a mottled appearance, shifting with the background colours; (2) The caster bends light around themselves to remove shadows; (3) A mirrored screen appears around the caster reflecting the surrounding environment;

Corruption: Roll 1d8:
(1) The casters skin becomes permanently mottled shifting randomly amongst colours; (2) Light will constantly refract the casters skin, making parts of them invisible at all times; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:
The camouflage's colours are complementary, red becomes green, yellow to purple and blue to orange; (2) The refracted light instead turns into a beacon pointing out the caster like a spotlight; (3) A mirrored image of the caster appears directly in front them.

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13:
Caster gains +1 to hide in shadows checks.

14 - 17:
Caster gains +1 to hide in shadows and sneak silently checks.

18 - 19:
Caster gains +2 to hide in shadows and +1 to sneak silently checks.

20 - 23:
Caster gains +2 to hide in shadows and sneak silently checks.

24 - 27:
Caster gains a +1 to initative rolls and a +3 to hide in shadows and +2 to sneak silently checks.

28 - 29:
Caster gains a +2 to initative rolls and a +3 to hide in shadows and sneak silently checks.

30 - 31:
Caster gains a +3 to initative rolls and a +4 to hide in shadows and +3 to sneak silently checks.

32+: Caster gains a +4 to initative rolls and a +4 to hide in shadows and sneak silently checks.

Saturday, July 16, 2022

Creating a TTRPG: ACC - Bushmagic 1st level: Aspect of Goanna

Aspect Of The Goanna - 

Level: 1 Range: self Duration: Varies Casting Time: 1 Round Save: none

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General:
Noxious, nauseating venom droplets in drip and drabs. A brutal killing maw opens unleashing torrents of toxin. A cold blooded blooded, armoured poison beserker.

The caster takes on the appearance and features of a Goanna. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

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Manifestation: Roll 1d4:
(1) The caster's arms become scaled and hands taloned; (2) The caster's face extends to take on a reptilian appearance with forked tongue, nostril slits and eyes; (3) The caster's neck swells as twin venom sacs grow; (4) The spell manifests as the caster's spectral reptilian twin.

Corruption: Roll 1d8:
(1) The caster's face permanently takes on reptilian features; (2) Venom constantly drools from the caster's mouth (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:
(1) The caster's body erupts in massive heavy scales (-2 Agility can be cured by magical healing); (2) The caster's limbs become fully reptilian making standing near impossible for the duration; (3) The caster vomits massive gouts of poison from the mouth (fort save 13 or 1d6 poison damage)

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13:
Caster gains a +1 to AC for 1d3 turns.

14 - 17: Caster gains a +1 to AC for 1d3 turns and a bite attack (1d6)

18 - 19:
Caster gains a +2 to AC for 1d4 turns and a bite attack (1d6)

20 - 23:
Caster gains a +2 to AC for 1d4 turns and a bite attack (1d7). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d12 for 1d6 damage (10/20/30)

24 - 27:
Caster gains a +3 to AC for 1d5 turns and a bite attack (1d8). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d14 for 1d6 damage. (10/20/30)

28 - 29:
Caster gains a +3 to AC for 1d5 turns and a bite attack (1d8). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d16 for 1d8 damage. (10/20/30)

30 - 31:
Caster gains a +4 to AC for 1d6 turns and a bite attack (1d10). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d20 for 1d8damage. (20/30/60)

32+:
Caster gains a +5 to AC for 1d6 turns and a bite attack (1d10). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d20 for 1d12 damage. (20/30/60)

Creating a TTRPG: ACC - Bushmagic 1st level: Aspect Of The Frill Neck Lizard

 Aspect Of The Frill Neck Lizard -  

Level: 1 Range: self Duration: Varies Casting Time: 1 Round Save: none

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General: Scaled skin scales on skin. The body covered in sunburnt armour. A heroic hood sprouts from the neck, teeth sharpen, nails become claws.

The caster takes on the appearance and features of a Frill Neck Lizard. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

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Manifestation: Roll 1d4: (1) A coat of scales erupts over the casters body covering every inch; (2) A massive frill grows from the casters neck fanning out and framing the face; (3) A set of sharpened teeth grow over the casters mouth and the tounge forks itself; (4) the casters fingers sharpen to long claws.

Corruption: Roll 1d8: (1) The casters eyes take on a permanent reptilian appearance; (2) The caster finds themselves wanting to binge on insects; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The caster grows a hideous venom sac in their mouth (Fort save 12 or take 1d6 poison damage); (2) Random uneven reptilian appendages grow out of the caster (-10' movement for 1d3 turns); (3) Caster grows a horrendously long reptilian tongue making speech impossible for a turn.

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1:  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: Caster gains a +1 to AC for 1d3 turns.

14 - 17: Caster gains a +1 to AC for 1d3 turns and a bite attack (1d6).

18 - 19: Caster gains a +2 to AC for 1d4 turns and a bite attack (1d6).

20 - 23: Caster gains a +2 to AC for 1d4 turns and a bite attack (1d8).

24 - 27: Caster gains a +2 to AC for 1d4 turns and a bite attack (1d8). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D14.

28 - 29: Caster gains a +3 to AC for 1d5 turns and a bite attack (1d8). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D16.

30 - 31: Caster gains a +3 to AC for 1d6 turns and a bite attack (1d10). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D20.

32+: Caster gains a +4 to AC for 1d8 turns and a bite attack (1d10). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D20.

 

Creating a TTRPG: ACC - Bushmagic 1st level - aspect of echidna

 Aspect of echidna - 

Level: 1 Range: self Duration: Varies Casting Time: 1 round Save: none

General: Serrated spikes sprout from spines. Fingers crack and snap adding knuckle to joint and joint to knuckle. Nails become hardened claws, vicious daggers. 

The caster takes on the appearance and features of an echidna. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

Manifestation: Roll 1d4: (1) The caster back erupts in a blanket of heavy quills; (2) The casters forearms and hands harden considerably; (3) an thorny aura surrounds the casters body; (4) The casters clothes grow long quills.

Corruption: Roll 1d8: (1) The caster takes on minor traits of an echidna, such as a snout, clawed fingers, beady eyes, ect.; (2) Caster grow patches of quills on body; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.


Misfire: Roll 1d4: (1) Caster grow sets of inverted quills piercing the skin and causing 1d4 damage; (2) a set claws grow at an uncontrollably rapid pace causing the caster to drop their weapon; (3) With a popping sound an echidna appears in place of the caster for 1d4 turns; (4) The caster grows a set of extremely hardened quills that shred any armour worn.

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: The caster grows a set of protective spikes giving +1 to AC for 1d3 turns.

14 - 17: The caster grows a set of protective spikes that inflict 1d3 damage to melee attackers for 1d3 turns.

18 - 19: The caster grows a set of protective spikes giving +2 to AC for 1d4 turns. The caster gains the ability to move underground for 10'.

20 - 23: The caster grows a set of protective spikes that give +1 to AC and inflict 1d4 damage to melee attackers for 1d4 turns. The caster gains the ability to move underground for 15'.

24 - 27: The caster grows a set of protective spikes that give +2 to AC and inflict 1d4 damage to melee attackers for 1d6 turns. The caster gains the ability to move underground for 20'.

28 - 29: The caster grows a set of protective spikes that give +3 to AC and inflict 1d6 damage to melee attackers for 1d6 turns. The caster gains the ability to move underground for 25'.

30 - 31: The caster grows a set of protective spikes that give +4 to AC and inflict 1d6 damage to melee attackers for 1d8 turns. The caster gains the ability to move underground for 30'.

32+: The caster grows a set of protective spikes that give +5 to AC and inflict 1d8 damage to melee attackers for 1d8 turns. The caster gains the ability to move underground for 40'.

Thursday, July 14, 2022

TTRPG Judge advice: Creating a creature and the environment

 

In my previous blog posts I discussed both creature creation and dungeon ecology. It's time to combine the two and create a unique monster and the dungeon ecology using said monster.

After rolling some dice I have created a rather unique monster. A large flying camel with a solid AC, powerful bite and a spit attack. A special feature is a cobra like hood the camel unfolds during combat. While the idea of a flying camel kicking through the air knobbly knees and all sounds pretty great I'm envisioning a higher being. A crossed legged camel, hands in raised gestures. A guardian of the sands, a keeper of desert knowledge.

Init +1; Atk bite +2 (1d8) and spit +1 (10/20/30 1d6); AC 15; HD 3D8; MV Flying 30'; ACT 1d20; SV Fort +2 Ref +1 Will +1; AL N; NE 1


So we have the main monster, time to create the ecology surrounding it. A desert temple seems to fit well, with an oasis located in the lower floor. The temple of the ever spitting one.

If the creature is seen as a higher being it would have possibly attracted a group of humanoid followers, either as priests, servants or bodyguards. Camels natural predators are lions, therefore the followers would tame coyotes to combat this. Of course the leaders of the group could possibly walking the compound, so we add another to the wandering monster list. 

Time to add some natural predators to the list, this ruin was abandoned until recently so all sorts of nasty creepy crawlers would be using this as a home. And the holy animals (camels) would be present throughout the compound, allowed to come and go without restrictions.

Finally the final wandering monster would be our created creature himself, The Ever Spitter. Either hovering around while in a daze, giving holy blessings to followers or striking down the wicked non spitters.

So with a small amount of effort we have created a solid creature and a dungeon ecology to go with it in less than thirty minutes. With a quick map generator and a couple of rumours floating around at the local town or bazaar you have an adventure ready to go.

Wandering monsters 

  1. 1d4 Ever spitting priests
  2. 1d3 Guard coyotes 
  3. 1d2 Ever spitting guards with a high priest
  4. 1d4 scorpions or spiders
  5. 1d3 camels
  6. The Ever Spitter



Tuesday, July 12, 2022

Creating a TTRPG: ACC - Australian Creatures - W - Y


 White Lipped Tree Frog - King of frogs, squatting on lillypad and pond. Amphibian eyes lazily close, content within the kingdom. Insect rebellions stir amongst the waters. The king of creeks arises, Intruders surrender to the crushing weight.

Init +2; Atk bite +1 (1d4); AC 12; HD 1D6; MV 30'; ACT 1d20; SP Leap: Can leap during combat +1 attack rolls.; SV Fort -1 Ref +2 Will -1; AL N; NE 1D6

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Wolf Spider - quick thrumming tapping bouncing off slate stone. Torches turn to catch glimpses of pursuers. Four surrounds two all reflecting the fire light back. The eight limbs pounce upon prey knocking them down, pincers clicking and snapping. The young squirms down hairy long legs onto the potential meal. 

Init +3; Atk bite +2 1d6; AC 13; HD 2D8; MV 30' or jump 30'; ACT 1d20+ 1d12; SP Fort save or 1D6 damage - Str save 14 or grappled; SV Fort +1 Ref +3 Will +1; AL N; NE 1 (1D50 young

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Wombat -  Short and powerful, stocky scrub smasher. Long claws digging longer tunnels, roots and grubs shredded before the earthen onslaught. Dense muscle shrugs off attacks from all directions, constant non ceasing movement.

Init -2; Atk bite +1 (1d6) or claw +1 (1d4); AC 14; HD 2D6; MV 30' or dig 30'; ACT 1d20; SV Fort +3 Ref -2 Will -1; AL N; NE 1D4

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Yabby - the knight of the depths, slowly clicking and clacking amongst the riverbeds. Stalked eyes stare amongst the currents, crustacean claws flex and creak. A challenger arises, a duel begins. Carapace smashes carapace as both collide, claws punch down, squeezing. Limbs snipped, stalks clipped the defeated decends down. 

Init +1; Atk claw +3 (1d6+1); AC 15; HD 1D8; MV 30'; ACT 1d20; SP Str save 14 or grappeled; SV Fort +2 Ref +1 Will -1; AL N; NE 2D4

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Monday, July 11, 2022

TTRPG Judge advice: Dungeon ecology

Stocking a dungeon full of monsters need not be a hard task. All one must do is consider the main occupant and how they live. For the example the goblins of the yaruk caves.
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 Within the goblin caves lies a complex ecosystem. The goblins being rather filthy creatures leave an excess of rubbish. 

This rubbish in turn attracts vermin such as rats, cockroaches and flies. The rats and cockroaches scurry through the tunnels picking at whatever the goblins leave behind, while the fly swarms buzz about.

These groups of vermin attract predators such as giant spiders, snakes and even wolves that feed on them. 

The goblin in turn make the giant spiders and wolves into pets, while eating the giant rats and mushrooms that grow from the muck.

The worst of all is the beings attracted to large quantities of mess, one such monster is the gelatinous cube. This filth monger sweeps through the tunnels picking everything clean.

So with just a small amount of work we have a solid wandering monster table. Goblin patrols possibly with pet wolves or spiders, fly swarms, giant rats, Beetles and bugs, snakes and the gelatinous cube.

A dungeon created this way feels far more alive compared to a static boring dungeon. All a judge has to do is put a little detail into how the main occupants live and we end up with a fleshed out dungeon.

Sunday, July 10, 2022

Creating a TTRPG: ACC - Australian Creatures - T - U

Tasmanian Devil - Long, loud, repulsive screeches throughout the night. Filth stench waft throughout the air, repugnant, repulsive odours. Jaws unlock, clamp down and relock, thick neck and wicked teeth rip and tear. Black fur and white stripes, berserk frenzy.

Init +3; Atk bite +2 (1d4) ; AC 12; HD 1D8; MV 30'; ACT 1d20; SP: Devils scream - Enemies within 30' roll -1D on attack rolls; SV Fort +1 Ref +3 Will -1; AL N; NE 2D4

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Thorny Devil - Thorned limbs slowly bob back and forth, spiked head rocks side to side eyes rolling. Desert sun beats down on hooked scales, cold reptile blood bubbles and boils beneath the blazing sun. Careful, concealed madness amongst hundred of barbs.

Init -1; Atk bite +1 (1d4); AC 15; HD 1D8; MV 20'; ACT 1d20; SP melee attackers take 1D3 damage; SV Fort +2 Ref -2 Will -1; AL N; NE 1D4

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Tiger snake - Black and yellow scales slither through silent sands. Aggression only found within king of the beasts. Constant attacks, nonstop venom pumping, noxious frenzy. 

Init +1; Atk bite +2 (1D4); AC 13; HD ; MV 30'; ACT 1d20; SP Fort save or 2D8 damage; SV Fort +1 Ref +1 Will -1; AL N; NE 1

-

Tree Kangaroo -  Slow, laboured, awkward movement on ground. Bold, swift and courageous within the trees. Soft sponged hands grasp outstretched branches, swinging and leaping from branch to branch. A dive bombing champion that drops sixty foot to the ground.

Init +1; Atk bite +0 (1D4); AC 12; HD 1D8; MV 30' climb 30' and swim 30'; ACT 1d20; SV Fort +1 Ref +1 Will -1; AL N; NE 1D4

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Thylacine - Sandy yellow and brown with black stripes, head of a wolf and stocky canine body. Potent predator and pursuer of prey, kangaroo, koala, sheep and chicken all food. Powerful jaws clamping down, packs forever chasing.

Init +2; Atk bite +2 (1d4); AC 12; HD 1D6; MV 40'; ACT 1d20; SV Fort +1 Ref +2 Will -1; AL N; NE 2D4

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Ulysses Butterfly - Electric blue and space black flit amongst the flowers. A neon sapphire swarm assaults the senses, hypnotic pattern wings. 

Init +1; Atk -; AC 7; HD 1D4; MV 45'; ACT 1d20; SV Fort +0 Ref +3 Will -1; AL N; NE 2D20

-

 

Friday, July 8, 2022

Creating a TTRPG: ACC - Australian Creatures - S

Sting Ray - Duelist of the sea, stinging barbed tail whipping razor figure eights. Dancing amongst the sea dunes, gliding in the reefs, clipping coral. A momentary silence until a swift strike from the sands. A rapier like stab thrust into shell and flesh.

Init +1; Atk pierce +1 (1d8); AC 11; HD 1d8; MV swimming 40'; ACT 1d20; SV Fort +1 Ref +2 Will -1; AL N; NE 2D4

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Stone Fish - Crusted coating like ruddy red rust. Hidden in plain sight, spines injecting vicious venom. Cells break down, muscle rots, lives end.
 
Init -2; Atk pierce +0 (1d4); AC 13; HD 1D6; MV swim 20'; ACT 1d20; SP fort save 15 or death, 2d6 on save; SV Fort +2 Ref -2 Will -1; AL N; NE 1
 
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Sugar Glider - bounding from tree to tree, a gum leaf sky dive. Membrane snaps open and the glide begins. Unbroken decent down, leafs whip past in blurs. Little hands outstretch and catch onto awaiting branches, the sweet target in sight. Guzzling sap and nectar the Aussie acrobat.
 
Init +2; Atk bite +0 (1d4); AC 11; HD 1D6; MV 30' or fly 40'; ACT 1d20; SV Fort +1 Ref +2 Will -1; AL N; NE 1D4
 
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Sydney Funnel-Web Spider - Dark plum to blue, a toxic deep sickly disgusting hue. Eight limbs tapping and teasing slowly twitching. Eight small dark bead eyes sit still waiting. Trip wires splayed out awaiting approach from prey. The horror bursts forth grappling prey and puncturing victims. Venom injected again and again. The prey dragged back into the webbed hole.

Init +1; Atk bite +1 (1d6); AC 12; HD 1D6; MV 30'; ACT 1d20; SP Fort save 14 or 1D3 stam damage, 2d4 damage on save; SV Fort +2 Ref +2 Will -1; AL N; NE 1

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Wednesday, July 6, 2022

Creating a TTRPG: ACC - Australian Creatures - R

Redback Spider
- Ruby red hourglass dangles delicate above silvery strands. Patience. Prey thrashes within the wicked web. Silk strumming silently. The queen approaches, reaching out, stroking before striking. Potent poison rips veins, boils brains.

Init +1; Atk bite +1 (1d6); AC 11; HD 1d6; MV 30' or climb 30'; ACT 1d20; SP Fort save 15 or 1d4 Stam damage, 2D6 damage on save; SV Fort +1 Ref +2 Will -1; AL N; NE 1D4

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Red Bellied Black Snake - Ruddy red on ebony black. Searing scales slither through sand, silent stalker quietly cuts off life. A venom assassin.
 
Init +2; Atk bite +2 (1d6); AC 13; HD 2D8; MV 30'; ACT 1d20; SP Fort save 12 or 1d4 str damage, 2d6 damage on save; SV Fort +2 Ref +2 Will -1; AL N; NE 1
 
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Red-eyed Tree Frog - Brilliant emerald green with flecks of blue. Padded fingers stick and stay stuck. Whip like tongues snatch up insects and mice. Cacophony of croaks and coughs from all directions. Large red orbs snap open startling potential predators. Hopping away into the brush.
 
Init +1; Atk bite +1 (1d4); AC 9; HD 1D4; MV 30' or leap 30'; ACT 1d20; SP str check or grappeled; SV Fort +1 Ref +2 Will -2; AL; NE 
 
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Tuesday, July 5, 2022

Creating a TTRPG: ACC - Australian Creatures - Q


Quinkanna - So wretched the waters spat them out in disgust. What the waters ways gave the red earth took. A ten foot terror that ran along the land, all scale, tooth and frenzy. Long snout snapping down, curved chainsaw teeth grinding and ripping.

Init +1; Atk bite +2 melee (2d6); AC 15; HD 2D8; MV 30'; ACT 1d20; SV Fort +3 Ref +1 Will -1; AL N; NE 1

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Quokka - swarms of mini mammals running rampart among the brush. Little hands rummaging into packs, pockets and people. Chittering and chewing cud, silently stealing. Back to the spikes for sleep

Init +2; Atk bite +0 (1); AC 10; HD 1D6; MV 30' climb 20'; ACT 1d20; SP +3 to stealth checks; SV Fort -1  Ref +2 Will -1; AL N; NE 2D4

-

Quoll - sharpened teeth below pink noses, small fists grasp potential prey. Brown and black coats speckled with white. Mauling marsupials rip right through scales, feather and chitin. 

Init +1; Atk bite +1 (1d4); AC 12; HD 1D6; MV 30'; ACT 1d20; SV Fort +1 Ref +2 Will -1; AL N; NE 3D4

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Monday, July 4, 2022

TTRPG Judge advice: Chaotic creature creation.

 The party of adventurers delve deeper into the crypt. Inch high dust leaving visible foot prints, crowded cutouts in the wall provide ample space for spiderwebs. Darkness seems to envelope from all sides, the light of the torch desperately trying to push back the inky blackness. Thick enough to be held, it sloshes from wall to wall enveloping and drowning the light.

A scrape around the corner cuts the silence. The party with grim determination readies weapons and prepares for a desperate last stand. Seeming to be spat from the blackness, a mob of orcs stomp into view.

The players at the table groan and roll eyes. 

 -

Modern day monsters are boring and overdone. Let's face it, goblins, orcs, kobolds, beholders, dragons, ogres and most other creatures found within current TTRPG games are a bit long in the tooth. 

With slight modifications we could change these monsters, give them a bit more oomph, a smidge of razzle dazzle, a little polish. Give the orcs another two arms and make them translucent, make the goblins centaur like with centipede bottoms, flightless dragons with leech heads. If only we had a book that helped with this process.

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Thankfully this book exists, the random esoteric creature generator by James Edward Raggi IV. This little cheat book helps me create one of a kind, genuine, freaks of nature to throw at my players. Creatures that my players have never and will never encounter again. Creatures fit to exist within the deep, dark places of the earth. Creatures that give us the same fear we shared with our our cave dwelling ancestors, the fear of the unknown.

The next time your players head into another deep dank dungeon don't have them fight the same old orc group. Have them stumble across a massacre, the site of a brutal one sided fight. Orc bodies stiffened eyes wide with terror, fingers curled up like spasms had wrung muscles, some with teeth shattered as they clenched jaws. Make them wonder "Who or what slaughtered this group of orcs".


Sunday, July 3, 2022

Creating a TTRPG: ACC - Australian Creatures - M

 

Mandarin fish - Striped and spotted, orange and blue multicolored scaled protein fiends of every hue. Copepods and amphipods sucked up in ample amounts, over dependence leads to adaption and soon every morsel of protein is game. Schools of foot long vampire colour flashes. 

Init +2; Atk bite +1 melee (1+1 hp drain); AC 12; HD 1D4; MV swim 30'; ACT 1d20; SV Fort +1 Ref +2 Will -3; AL N; NE 3D6

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Megalania - Twenty foot long and two tonne or scales slithers out of the darkness. A squid ink black tongue slips in and out between razor curved teeth. An escaping steam like hiss deep within a death reptile. Venom bites leaving blood flowing freely, hell syringes puncturing deep into flesh. Staggering away dazed and blind in the darkness, the slow slither of scales and that haunting hiss follow you forever.

Init -3; Atk bite +4 melee (2d6) or claw +3 melee (2d4); AC 17; HD 4D8+6; MV 30' or climb 20'; ACT 1d20; SP fort save 15 or lose 1D6 per round until magically healed. Save take 1D6; SV Fort +4 Ref -3 Will +1; AL N; NE 1

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Murray Cod - Little hands dive deep dredging up opaque eggs. Freshwater suddenly starts to churn, fish scales flash as a metre long hundred kilo horror moves into view. Holding deep breaths, wary eyes dart underwater to catch glimpses of gills. Like a lightning strike arms and legs are jerked as the apex predator takes another victim. 

Init +2; Atk bite +2 melee (2d4); AC 14; HD 1D8; MV swim 40'; ACT 1d20; SV Fort +1 Ref +3 Will -2; AL N; NE 2D4

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Murrayglossus hacketti -  Saddled up and straddled it's long snout sniffing the air. Wandering towards ant warrens long tongue sticking out in anticipation. Fierce battles between armour plated patriarchs of insect clans, yellow and green blood split in never ending battles. The insect exterminator moves onwards.

Init -1; Atk claw +2 melee (1d6); AC 14; HD 2D8; MV 30'; ACT 1d20; SP Spine coat: Melee attackers take damage (1d4) - Sticky toungue: reflex save 12 or grappled; SV Fort +2 Ref -1 Will +2; AL N; NE 1D4


Creating a TTRPG: ACC - Australian Creatures - L

 

Liasis dubudingala -  A ten metre terror all slithering scales and fangs. Over saturated apple green shifting and bending amongst the trees. Old hands running over ancient parchment as the horror tightens. A never ending black maw opens up and descends.

Init -2; Atk bite +1 melee (1d6); AC 14; HD 3D8; MV 30' or climb 30'; ACT 1d20; SP: strength check 14 or grappled.; SV Fort +3 Ref -2 Will +1; AL N; NE 1

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Lion fish - striped bands of Orange, red, white and cream circle within the water. Covered in horror spines like an out of place pincushion. Rotating and maneuvering while approaching prey, blasts of water dizzying and confusing all around.

Init -1; Atk barb +2 melee (1+1d8 with poison); AC 11; HD 1D8; MV swim 40'; ACT 1d20; SP Fort save 13 or poison; SV Fort +1 Ref -1 Will -1; AL N; NE 2D4

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Lyrebird - The emperor of imitators, fanned by semi folded feathers. A constant waterfall of noises, clicks, whirs, purrs, screams and yells. Every race, creed and colour contained within the warbler con man.

Init +1; Atk peck 0 melee (1d4); AC 11; HD 1d8; MV 30' or fly 30'; ACT 1d20; SP: Can imitate most voices or sounds; SV Fort -1 Ref +1 Will +1; AL N; NE 2d4


TTRPG creations: 366/730: Mok'Pok

Pink and purple skin pulsates in patterns. Large eyes leer in loops, full figure eights. Unblinking eye contact draws the victim in. A timid...