Saturday, June 29, 2019

Madame Merkia’s Myriad Murderous Mouths

Madame Merkia’s Myriad Murderous Mouths
is a rare spell, known only to the most conniving magic users. 
Wizard/Warlock/Witch/Summoner 3, range 10'/level, instantaneous 

Random extraplanar entity emerges from a portal, attacks the target and jumps into another exit portal – in one fluid motion.

roll d12
1 • Portal of Steel • a masterless Saint of Blades delivers a +5 cut for 3d6+3 damage with his great sabre, save negates, triple damage on a crit 2 • Portal of Law • a Justiciar of the 11th Tower of Elim – using the knowledge of the target’s True Name – banishes the target to another Plane 3 • Cat Portal • Sabre-Tooth Duelist claws (+8 for 2d6) and bites (+8 for 2d8) the target 4 • Timeless Portal • a Twice Murdered King throws a diamond dust storm at the target dealing 4d4 damage and blinding it for d6 turns, this attack leaves 2d12 x 10 gp worth of diamond dust in the vicinity of the target 5 • Mycoworld Portal • bioluminescent spores land on the target making it easier to hit (roll twice and use a better result), the spores have a 1 in 6 chance of overloading the target’s brain and temporarily giving it a +2 bonus on attack & damage rolls and causing it to charge directly into combat with the nearest creature for d10 turns 6 • Prophesied Portal • a Burning Spoke of the Many-Eyed Wheel turns undead like a third level Cleric, target counts as undead 7 • Portal of the Envenomed • High Sting of the kim’Waa makes the target weep poison for d6 turns, giving it -6 penalty on all rolls, anyone in physical contact with the tears is also affected, save ends 8 • Gate to the Stars • the light of faraway stars gives the target a random insanity, save negates 9 • Portal to the Mutarealm • radiation from the portal makes the target swell grotesquely, doubling its height and multiplying its weight by 8, has a 2 in 6 chance of being permanent, otherwise lasts a minute 10 • Punch Dimension Portal • a disembodied fist punches the target in its solar plexus, suffocating it for d6 damage for 2d6 turns, save negates 11 • Portal of Khag Æsar • creates a 30’ sphere of magical darkness and silence for 2d6 turns, temperature drops to -20°C for the duration 12 • roll twice and use both results, cumulative

Wednesday, June 5, 2019

Map of the Twins

Click to enlarge!
Made with Medieval Fantasy City Generator by watabou and touched up in Photoshop a little bit. 

When I posted this map on G+ about a year ago, the Twins were a prosperous metropolis, but as of right now, the city is torn by a brutal civil war. 

Tuesday, May 28, 2019

Isometric Map of an Early Medieval Palace


Potentially D&D-able. This is a visualization of an early medieval palatium/palace/Pfalz of Mieszko I (10th century ruler of Poland) located on Lednica Holm. Just found it on Polish Press Agency page, accompanying news about new archaeological excavations planned in the area. Such a building would typically contain a throne room, the ruler's chambers and a castle chapel. Not really what comes to mind when you think "palace", but quite common in early medieval period. 

Sunday, May 12, 2019

Sprayosaurus


Sprayosaurus (or S-Rex) combines staggering power of a 15 ton bipedal theropod with a mechanism that can squirt various fluids. 

AC 23, HD 18, Saves as Fighter 9, Morale 11, XP 5,000

Attack: +12 spray for 6d6 damage in 60' cone, save for half, acid for green specimens, napalm for red, anyone hit suffers additional 2d6 damage for 1d6+1 rounds, unless the harmful substance is somehow neutralized, any non-magical item caught in the spray has 30% chance of being destroyed

Tuesday, March 26, 2019

Map of a Gothic Burgher House

I found it instantly D&D-able. 


Click to enlarge!

a) ground floor
   1. vestibule
   2. shop or reception
   3. backyard
   4. passage
   5. workshop or atelier

b) first floor
   6. main room, an office or a study
   7. vestibule 
   8. alcove
   9. backroom or bedroom 
   10. porch
   11. storeroom

c) façade 

Wednesday, January 2, 2019

Random Assassins Guild Generator

Drawing of two men worshipping before a statue
Legality (d8)
1 holy
2 state sanctioned
3 legal under certain circumstances
4-5 illegal under most circumstances
6-7 criminal
8 unholy/heretic 

Popularity (d12)
1-4 secret
5-7 shadowy
8-9 known to some
10 well known
11 popular
12 legendary

Motivation (d6)
1 business
2 religious
artisanal
4 organ harvesting
5 patriotic idealists/political terrorists
6 thrill kill cult

Weaponry (d20)
1-5 subterfuge, hidden blades, smoke bombs, blowguns
6-10 martial, swords, spears, axes
11 magic
12 make it look like an accident, poison, fire, traps
13 particular, specialized and ceremonial 
14 unarmed combat 
15 alchemist fire, explosives, acid
16 doppelgangers or lycanthropes 
17 vampires or their thralls 
18 trained beasts or monsters
19 varies among members
20 roll twice

Size (d10)
1 d6 members
2 local (district or village)
3-4 local (city)
5-6 regional
7 national
8 multinational
9 worldwide
10 transdimensional 

Rulership (d12)
1 democratic
2 anarchy
3 meritocracy of elder masters
4 oligarchy of wealthy men
5 secret council of 2d6 hooded figures
6 ancient, powerful undead
7 d8 monsters with genius-level intellect
8 military structure 
9 deified tyrant
10 immortal cabal
11 seers deciphering a prophecy 
12 shadow from the void, sending dreams and visions to the chosen 

Idiosyncrasy (d20)
1 will try to perform the hit once, and only once
2 after an unsuccessful hit, they can attempt another one, but the price doubles
3 after a successful hit, they will reveal the identity of the client
4 after an unsuccessful hit, the victim is offered an option to hire the assassin for a revenge kill
5 after a successful hit, the victim's family is offered an option to hire the assassin for a revenge kill
6 guild accepts only a very special currency 
7 guild doesn't accept money, can be only hired by a special ritual 
8 will try to perform the hit until successful 
9 will announce the hit before performing it 
10 will declare their responsibility after a successful hit
11 will take the victim alive, to use for other purposes 
12 will only take hits on victims who are guilty of a particular sin
13 will only take hits on victims who are innocent of a particular sin
14 ridiculously expensive
15 only takes a couple jobs a year
16 only takes jobs from a very exclusive clientele 
17 style over substance, will try to perform the assassination during a full moon, in an exotic garden, while reciting poetry, dressed in exquisite flowing robes, etc. 
18 victims must be worthy, able to defend themselves, high caliber targets
19 they give a refund on an unsuccessful kill 
20 roll twice and use both results

Friday, November 9, 2018

6d10 Random Hireling Quirks, Motivations & Secrets

6 Secretly hired by the enemy NPC to spy on the party. 
Split personality. Each time he sleeps, he has a 1 in 6 chance to wake up as his Lecterian cannibalistic serial killer alter ego. 
8 Actually, a parasitic life-form that assimilates and then imitates other organisms. Spent last 100,000 years buried in ice. 
9 Secretly scotophobic – thinks of his fear as his greatest shame and will deny this if confronted. After one round in total darkness has to make a morale check or becomes catatonic. 
10 Recently contracted lycanthropy, is not aware of his condition. 
11 Old, seasoned werewolf. 
12 Wielder of a cursed blade. The sword does extra d12 negative energy damage, but makes the hireling attack nearest creature in range on a failed Will save, rolled per encounter. 
13 Undead skeleton camouflaging as human through illusion magic. 
14 Greedy son of a bitch. Will try to pocket unattended valuables when nobody's watching. 
15 Unappreciated artisanal basket weaver. Desperately looks to chew someone's chew ear off about difficulties & intricacies of proper basket weaving. 
16 Semi-retired con man. Always has advantage on Charisma rolls. 
17 Wanted man, sentenced to death in twelve kingdoms. 
18 Three goblins in a trench coat. 
19 Survivor of a massacre. Suffers from night terrors. 
20 A drunkard. 
21 Naive, preadolescent kid. 
22 Bald man in a wig. Will do anything to protect his secret. 
23 Aspiring poet. Will try to compose ballads inspired by deeds of the party. Morbidly sensitive to criticism. 
24 Very good at fishing. 
25 Ex-beggar, has multiple underworld contacts in major cities. 
26 Cursed by witches to always tell the truth. Possesses a silver dagger, vial of holy water, a mallet and three wooden stakes. Knows how to use them. 
27 Expert gambler. 
28 Wayward teenager. 
29 An octogenarian. Forced to work as a hireling, because his retirement plan failed. Knows a lot about that thing, that happened fifty years ago. 
30 Pyromaniac. 
31 A desperate parent, convinced his child may have got lost in the nearby dungeon. 
32 A poacher, who got caught in the royal hunting grounds. Lost three fingers of his arrow notching hand for that crime. 
33 A tattooed sailor. Quite possibly a former pirate. 
34 A wonderful cook. 
35 Witch hunt survivor. Has a weird birthmark hidden somewhere on his body. 
36 Impoverished nobleman. All that's left of his fortune is an old destrier and a bejeweled dueling sword. 
37 Cat burglar on the run from the law. Dexterity 18, always has an advantage on Reflex saves. 
38 Aging, down on his luck circus strongman and wrestler. Strength 18, Constitution 6. 
39 Reformed bandit. Still has somewhat-accurate knowledge of local hideouts, black markets and criminal contacts. 
40 Bastard son of a local noble. 
41 Fell in love at first sight with a random PC. 
42 Traveller from a faraway land, speaks broken common and practices strange customs. Knowledgeable about exotic lands. 
43 Has a second, malformed head, sprouting from his ribs. At night it whispers dark secrets and demonic incantations. 
44 Half-crazed seer, who carries an iron mirror of immense power
45 Fearless. Never fails morale checks. 
46 Knows d6 extra languages. 
48 Veteran gold panner. Possesses vast knowledge of finding gold, precious stones and metals. 
49 A deserter from an enemy NPC's army. 
50 A deserter from a friendly NPC's army. 
51 Secretly hired by random PC's family to spy on the party. 
52 A sullen, panther skin loin-clout wearing barbarian marauder from a far away frontierland. 
53 Knight errant, clad in plate armor, on a quest to find the holiest of relics. 
54 Young royalty masquerading as a commoner, on a journey of self-discovery. 
55 A mute ninja. Wisdom 18, can never be surprised. 
56 Elite assassin suffering from amnesia. 
57 He was a lawman, and good at his job, but he committed the ultimate sin — and testified against other lawmen gone bad. Lawmen that tried to kill him, but got the woman he loved instead. Framed for murder, now he prowls the badlands... an outlaw hunting outlaws... a hireling... a RENEGADE.
58 Exiled heir to the throne of a nearby kingdom. Hides lavishly decorated royal signet ring in his boot. 
59 A machine, disguised as a man, sent from the future to change history. Its memory banks got fried during time-travel and it now wanders the unfamiliar world, lost and aimless. 
60 Wandering angel of a forgotten god. Will try to subtly nudge the party towards his deity's worship. Can cast first level wizard spells at will. Immune to disease, poison & non-magical attacks.