1 Death
2 Burst into Flames
3 Paralysis
4 Turn into: 1 Frog 2 Turkey 3 Fish 4 Dog 5 Worm 6 Whale
5 Stick to everything touched
6 Hallucinations
7 Appear as last enemy fought
8 Appear as dead
9 Skin becomes scales
10 Gender Swap
11 Juggernaut: can attack as charge (+2atk, -4 AC on subsequent turn) even from short range.
12 +5 to checks involving: 1 Con 2 Str 3 Dex 4 Int 5 Wis 6 Cha
13 Breathe fire
14 Extra eye (random location)
15 Silence
16 Change race: 1 Human 2 Hobbit 3 Elf 4 Dwarf
17 1-3 Grow 4-6 Shrink 1ft
18 Skin color is now: 1 Red 2 Orange 3 Yellow 4 Green 5 Blue 6 Purple
19 Grow mushrooms on body: 1 Disgusting 2 Delicious 3 Psychedelic 4 Poison
20 Lose 1 Point: 1 Con 2 Str 3 Dex 4 Int 5 Wis 6 Cha
21 Sleep
22 Random limb turns into random weapon
23 Face twisted into horrible mask: -2d6 Cha, with equal bonus to intimidation checks
24 Gain one point: 1 Con 2 Str 3 Dex 4 Int 5 Wis 6 Cha
25 Covered in spots: 1 Red 2 Orange 3 Yellow 4 Green 5 Blue 6 Purple
26 1 Dementia 2 OCD 3 ADHD 4 Rage 5 Bipolar 6 Split personality
27 Depression
28 Mania
29 Grow gills
30 Legs turn into tail when wet
31 Invisibility
32 Gain perfect pitch (some benefit to bards)
33 Recover 1d8 health
34 Recover 1d8 spells
35 Full heal
36 Recover all spells
37 Universal antidote
38 Epiphany: level up
39 Grow fangs: +1 damage to bite attacks
40 Grow beard
41 Grow tail: 1 Short 2 Long 3 Horse 4 Prehensile
42 Feet become hands
43 Skin becomes: 1 Tough hide (+1 AC) 2 Stone (+2 AC) 3 Metalic (+3 AC) 4 Crystalline (+4 AC)
44 Grow claws: 1 Sharp nails (1d2 dmg) 2 Long sharp nails (1d2+1dmg) 3 Finger length claws (1d4dmg) 4 Wolverine claws (1d6dmg)
45 Age: 1-3 Older 4-6 Younger 1d20 years
46 Lose hair
47 Shrink to 1d6 inches tall
48 Itching
49 Infravision
50 Glow: illuminate 1d10ft radius in the dark
51 Can only tell the truth
52 Gain random knowledge of random trade
53 Hair color: 1 Blonde 2 Brown 3 Black 4 Red 5 Green 6 White
54 Nose grows one inch whenever lie is told
55 Terrible song stuck in head until player sings it completely
56 Become double-jointed
57 Inflate as balloon
58 Climb walls as Spider Climb spell
59 Immunity to spell effects
60 Compulsive vomiting
61 Kleptomania
62 Phobia: 1 of dark 2 of small spaces 3 of magic 4 of small animals
63 Thinks aloud
64 Predict weather
65 Acid: 1d4dmg, burns through wood and thin metal, 1d8dmg if ingested
66 +5 to listen checks
67 Illuminate hidden doors
68 Roll again: Affects only 1 humans 2 hobbits 3 dwarves 4 elves
69 Undo most recent magical effect(s) (75% destroys bound magic items)
70 Garner affections of 1-3 Same 4-6 Opposite sex
71 Body switch with next person to receive this effect
72 Random article of clothing adheres to body
73 Combine next two things held in opposite hands
74 Burst of universal knowledge: player is allowed 1 minute to look through the DM's books
75 Lose ability to feel: 1 Joy 2 Love 3 Rage 4 Sadness 5 Humor 6 Anything but mania
76 Turn into: 1 Sword 2 Shield 3 Table 4 Book 5 Chair 6 Grandfather clock
77 Zombie disease (turn in 1d4 days)
78 Can speak to: 1 Dogs 2 Cats 3 Birds 4 Lizards
79 Next magic has opposite effect
80 Gain willful control of body hair
81 Perfect perception of time
82 Comprehend all language
83 Learn language: 1 Elvish 2 Dwarven 3 Halfling 4 Goblin
84 1d4 extra: 1 Fingers 2 Toes 3 Noses 4 Tongues
85 Crave certain food
86 Hypothermia
87 Petrify
88 Night vision
89 Immunity to 1 Fire 2 Water 3 Ice 4 Electricity magic
90 Body odor
91 Blood is poison to others
92 Grow thick coat of body hair
93 Survives on photosynthesis: must spend time in natural light or suffer effects of starvation
94 Sentience transferred to magic item
95 Learn to use a spell (extra spell if MU, extra slot if cleric)
96 Plant empathy
97 Become 1 Vampire 2 Werewolf 3 Were mushroom man 4 Weretree
98 Speak with stone
99 Freeze at lower temperature. Take 1 hour to thaw. 1-2 Death 3-6 Cryostasis
00 Roll on doubles potion chart
Most often I use this for potions, but it could be used for spells or magic items at the discretion of the DM.
Durations are likewise open to ruling.
Jun 13, 2013
Jun 2, 2013
Statistics
I was updating my list of dead PCs, and in noticing my lack of recent posts, figured I could do this:
(Rounded to whole numbers, I know they're not exact)
Player Races:
Human: 74%
Half-Elf: 9%
Halfling: 9%
Dwarf: 4%
Half-Orc: 4%
Player Classes:
Fighter: 17%
Cleric: 15%
Assassin:15%
Wizard: 11%
Thief: 9%
Bard: 7%
Illusionist: 4%
Druid: 4%
Barbarian: 4%
Ranger: 4%
Paladin: 4%
Killed By:
Monsters, Directly: 13%
Miscellany: 13%
Humans: 9%
Other Players: 9%
Monsters, Effects of: 4%
Animals: 4%
Magic: 4%
Still Active: 17%
Retired (just guest players): 26%
Overall Mortality Rate (Excluding Retired Characters): 76%
Apr 23, 2013
Quiz Thing
I Am A: Chaotic Neutral Human Wizard (1st Level)
Ability Scores:
Strength-13
Dexterity-15
Constitution-13
Intelligence-16
Wisdom-16
Charisma-14
Alignment:
Chaotic Neutral A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Ability Scores:
Strength-13
Dexterity-15
Constitution-13
Intelligence-16
Wisdom-16
Charisma-14
Alignment:
Chaotic Neutral A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Apr 11, 2013
My Players Don't Like to Backstab
Maybe because I haven't been horrible enough with traps and that stuff, maybe because I haven't run enough hardcore oldschool, my players all hate thieves.
Not thieves that steal their stuff, but the thief/rogue/specialist/(also assassins) class. Most think it is stupid.
As a thief player myself this is slightly offensive, but nonetheless I have come up with a few ideas that may make them more appealing to some players who don't like the old-style sneaksters:
Special Backstabs
Many players don't like backstab because they feel that, at least at low levels, the risk is not worth the reward, the damage isn't high enough with small weapons and suddenly you're within range with few hit points. Here are some ideas for possible backstab alternatives:
Limb-targeting: Instead of stabbing the back, a thief in prime hidden-strike position can aim for the limbs of an opponent, opening up the opportunity for:
The Hamstring- in 5' scale, humans can move 6 spaces in a normal move. Roll 1d6 and you have damaged your target's leg enough to remove that many spaces from its move.
Alternately Aim for the Arm, mangle a hand or a shoulder on your opponent's sword arm to take your level off his to-hit roll. Possibly temporary, possibly permanent. Level could also be used for hamstringing, so that you have a semi-paralysing attack by level 6 or 8, depending on the monster.
The choke-hold might be included in these attacks. Try to silently choke out an enemy: add your level to checks (strength?) against the opponent's CON, which decreases by one point each round until he passes out at zero; use a garrotte for a bonus. It's more difficult, but with the potential to be extremely useful.
Chain Stealth: A skilled thief is a master of the shadows. On a critical backstab, might a thief be able to perform a silent kill and remain hidden without a check.
Depending on how much power you want to give, maybe the thief does this on any opponents lower than his level or than one-half his level. Maybe he can perform this power once per day, but that seems dangerously late-edition to me.
Special Trap-Working
See a trap, disarm, move on. Standard procedure. Alternatives?
Alter Trap: It might take some more planning on the DM's part, but it seems conceivable to me that one could keep a notebook page of common traps and what parts are in them. One need not even go this far to allow creative thieves some options in changing the traps they find.
For example, a pressure plate trigger might be tightened (something involving the spring?) so that it only operates under a greater pressure. If the heroes can lead the troll through that corridor... BAM. Advantage to the planners.
This leaves all sorts of possibilities for making dart traps launch other small traps, etc. A thief with a mind for tinkering might carry around small springs or wires to widen his options, so long as he can convince the DM that it seems plausible.
Locks
Replace a lock with a different one? Wire a trap to a lock? Put gunpowder in a lock and rig it with flint? There's something there.
That's all I've got for now. I may try the trapwork and backstab targeting. Please share any additional ideas.
Not thieves that steal their stuff, but the thief/rogue/specialist/(also assassins) class. Most think it is stupid.
As a thief player myself this is slightly offensive, but nonetheless I have come up with a few ideas that may make them more appealing to some players who don't like the old-style sneaksters:
Special Backstabs
Many players don't like backstab because they feel that, at least at low levels, the risk is not worth the reward, the damage isn't high enough with small weapons and suddenly you're within range with few hit points. Here are some ideas for possible backstab alternatives:
Limb-targeting: Instead of stabbing the back, a thief in prime hidden-strike position can aim for the limbs of an opponent, opening up the opportunity for:
The Hamstring- in 5' scale, humans can move 6 spaces in a normal move. Roll 1d6 and you have damaged your target's leg enough to remove that many spaces from its move.
Alternately Aim for the Arm, mangle a hand or a shoulder on your opponent's sword arm to take your level off his to-hit roll. Possibly temporary, possibly permanent. Level could also be used for hamstringing, so that you have a semi-paralysing attack by level 6 or 8, depending on the monster.
The choke-hold might be included in these attacks. Try to silently choke out an enemy: add your level to checks (strength?) against the opponent's CON, which decreases by one point each round until he passes out at zero; use a garrotte for a bonus. It's more difficult, but with the potential to be extremely useful.
Chain Stealth: A skilled thief is a master of the shadows. On a critical backstab, might a thief be able to perform a silent kill and remain hidden without a check.
Depending on how much power you want to give, maybe the thief does this on any opponents lower than his level or than one-half his level. Maybe he can perform this power once per day, but that seems dangerously late-edition to me.
Special Trap-Working
See a trap, disarm, move on. Standard procedure. Alternatives?
Alter Trap: It might take some more planning on the DM's part, but it seems conceivable to me that one could keep a notebook page of common traps and what parts are in them. One need not even go this far to allow creative thieves some options in changing the traps they find.
For example, a pressure plate trigger might be tightened (something involving the spring?) so that it only operates under a greater pressure. If the heroes can lead the troll through that corridor... BAM. Advantage to the planners.
This leaves all sorts of possibilities for making dart traps launch other small traps, etc. A thief with a mind for tinkering might carry around small springs or wires to widen his options, so long as he can convince the DM that it seems plausible.
Locks
Replace a lock with a different one? Wire a trap to a lock? Put gunpowder in a lock and rig it with flint? There's something there.
That's all I've got for now. I may try the trapwork and backstab targeting. Please share any additional ideas.
Apr 4, 2013
Game Summary: Wednesday, March 27
With a drinking holiday approaching, the adventurers journeyed out of the desert and into the small pious town of Termine Bay. They got some fortunes told by a weird old lady (Vornheim Fortunes Table), met a juggler who was alright, and with a couple days left until the festival, traveled north to Riverton to celebrate in a bigger city.
One (Jeff Rients' Carousing Mishaps Table) long night later, Fredick (the festival's designated teetotaler) discovers that the inn room contains one pig, Castiel and a repulsive woman both in wedding garb, and Locke nowhere to be found.
Dispel Magic turns Decanus back to human form, the woman is swiftly and angrily escorted from the premises, and Locke wakes up in a temple to find that in a drunken stupor and emerging from a fight, he asked the gods to heal his wounds and provide more booze. He was answered by Gulmar and was bound in return to kill a corrupt priest. Frederick goes to the assassins for an assignment, and so begins...
The Post-Night-Of-Drunken-Mistakes Murder-Holiday
First up: Frederick is supposed to kill a smith, but spare his family. The adventurers enter the shop where the man is working with his teenage son. It is empty.
Lock door.
Cast silence.
Knock boy unconscious.
Arrow to smith's throat.
Clean arrow wound.
Slit throat with razor.
Put razor in boy's hand.
Cast Cause Disease on the boy for good measure. The roll is small pox.
Next: The priest turns out to be rather high ranking. The adventurers deem it too difficult to get to him stealthily (no thief) and in any case it is raining, which means...
Cross the canal-street into alley.
Decanus uses Call Lightning on the wooden roof. Twice.
Roof burns and collapses in on crowd at evening mass plus priests including the target. Death toll is estimated at 35.
Finally: It is deemed that, so long as they are on a roll, they might as well free Castiel by killing his corpulent bride. Sneak into house, cast disease on the sleeping woman. Roll is tuberculosis.
On exiting quietly, the small idol to Gulmar seems to whisper. The voice declares Locke and Decanus as blasphemers against his church, to be punished in kind to their deeds. Frederick and Castiel are allowed to go and then Locke and Decanus are struck by a Call Lightning spell of the same level Decanus cast. They survive by 3 and 1 health points respectively and escape the burning home.
The next day the adventurers volunteer to help some guards sift through the wreckage of the church, and pocket some kickshaws from the high priest's charred remains which turn out to be extremely valuable.
One (Jeff Rients' Carousing Mishaps Table) long night later, Fredick (the festival's designated teetotaler) discovers that the inn room contains one pig, Castiel and a repulsive woman both in wedding garb, and Locke nowhere to be found.
Dispel Magic turns Decanus back to human form, the woman is swiftly and angrily escorted from the premises, and Locke wakes up in a temple to find that in a drunken stupor and emerging from a fight, he asked the gods to heal his wounds and provide more booze. He was answered by Gulmar and was bound in return to kill a corrupt priest. Frederick goes to the assassins for an assignment, and so begins...
The Post-Night-Of-Drunken-Mistakes Murder-Holiday
First up: Frederick is supposed to kill a smith, but spare his family. The adventurers enter the shop where the man is working with his teenage son. It is empty.
Lock door.
Cast silence.
Knock boy unconscious.
Arrow to smith's throat.
Clean arrow wound.
Slit throat with razor.
Put razor in boy's hand.
Cast Cause Disease on the boy for good measure. The roll is small pox.
Next: The priest turns out to be rather high ranking. The adventurers deem it too difficult to get to him stealthily (no thief) and in any case it is raining, which means...
Cross the canal-street into alley.
Decanus uses Call Lightning on the wooden roof. Twice.
Roof burns and collapses in on crowd at evening mass plus priests including the target. Death toll is estimated at 35.
Finally: It is deemed that, so long as they are on a roll, they might as well free Castiel by killing his corpulent bride. Sneak into house, cast disease on the sleeping woman. Roll is tuberculosis.
On exiting quietly, the small idol to Gulmar seems to whisper. The voice declares Locke and Decanus as blasphemers against his church, to be punished in kind to their deeds. Frederick and Castiel are allowed to go and then Locke and Decanus are struck by a Call Lightning spell of the same level Decanus cast. They survive by 3 and 1 health points respectively and escape the burning home.
The next day the adventurers volunteer to help some guards sift through the wreckage of the church, and pocket some kickshaws from the high priest's charred remains which turn out to be extremely valuable.
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