Showing posts with label Dungeons Dragons. Show all posts
Showing posts with label Dungeons Dragons. Show all posts

Thursday, January 26, 2012

In The Martian Wastes - Actual Play


In The Martian Waste Lands
The party consists of  the following:
A bard of half human/half gnome descent 6th level
A fighter also of 6th level 
A dwarven cleric 

The party has been transported to the Martian Wastes & bam they are running in all directs as a Martian scout walker scatters them. The group gets separated tonight & following a quick couple of turns including getting turned around the bard finally finds his way into an underground base of some type.
The bard carefully made his way down into a strange air vent, tunnel arrangement & then got really turned around as a series of  blasts of cool air blew him all over the place almost into a spinning fan. A Dexterity roll later he was popped out onto a floor. After nearly being trampled to death he made his way to a hall way as groups of strange red people stumbled through the halls.
A series of strange explosions later he found himself in a hanger as strange air ships left the buildings.
The rest of party were sighted by a group of air ships that came streaking over the skyline. They were picked up & made to get down as a riot of weird cannon fire like explosions lit up the sky.
 The tripods moved in & began their assault as the flyers engaged them!

Dexterity rolls & lots of dice panic later the cleric gets press ganged into healing some of the wounded. The flyers took a beating & the mercenary forces were forced to retreat!
The tripods collected a few red martians & then moved off in the direction of the pueblo city. The whole base under the city was a hive of activity & the bard got cornered by a gnome technician. After some quick talking & a few grim guards the bard was handed over the techie.
The tripods moved off for the night & were seen moving off toward the mountains.
The flyers needed desperate repairs though & stopped off in one of the ruined cities that dot the landscape.
Guards were posted & the flyers camouflaged themselves with netting on the dried up harbor of the ruins. The PCs were given an offer of work aboard the flyers defending a red man pueblo city. The players were interested in perhaps exploring the ruins of the city around them but warned against it until morning.
 Who knows what lurks in the city? Here's a sample of the strange encounters that lay there!
Random Martian Ruined City Encounters 
  1. Demon Crabs (Giant Crabs) 
  2. Damned Soldiers (3 hit points with hover tank 1d6)
  3. Neanderthal Red Martians (3 hit points, bows & arrows 1d8) 
  4. Thark War party (1d8 4 hit points, radium rifles, swords ) 
  5. Overlord Droids (1d4, 4 hit points, heat rays 1d3 damage)
  6. Sand Rays (1d4 3 hit points Mutated)
  7. City Dweller Wraiths 1d4 
  8. 1d3 Ghosts Red Martians 
  9. 1d4 White Apes (4 hit points, 1 mutant: mental mutations)  
  10. 1d8 Floating Death Orbs (3 hit points, Freeze Ray, Sonic Disrupter field) 
After running away from the city after securing water, supplies, & having an encounter with the white apes! The party including 2 npcs ran for their lives! They flew east for 1 hour.
They sighted the valley of the red martians


The party was reunited & now has a safe base to conduct some recon of their area. 
The game will have to be moved to Friday nights for the rest of my players to join us. The players enjoyed the first game & I managed to pack lots into the first night. 

Monday, January 2, 2012

1d10 Random Telepathic Encounter Table For Any Science Fantasy Game

File:BerenkuilArt07.jpg

Your mind stretches outwards probing into the infinite realms of thought & space beyond the borders of human ken & encounters.. what?  We worry no more with this handy
1d10 Random Telepathic Encounter Table

  1. An ancient mind from a forgotten solar system searching the cosmos for any suitable worlds near by. This mind is full of curious thoughts about the universe & can help guide you to a higher technological level. 
  2. A mind so evil & malevolent that its very presence warps space & thought around it. This mind belongs to an ancient hate filled planar demon trapped beyond time & space. It will bargain arcane secrets from beyond the grave for its freedom or will it. 
  3. An ancient mind of the Great Race rushing through time for a way to escape the polyps. This logical & crystal clear mind will bargain from a position of strength but may show you the secrets of a bygone age. 
  4. The mind of a highly evolved telepathic mutant from a future time racing through the past for kicks. He will show some future events but expect far more then in return. He may travel to the past to find you. 
  5. Psychic scavengers looking for a few good minds to harvest get ready for a telepathic rumble. 
  6. The mind of a powerful lich moving forwards & backwards through time for a delicate snack.May bargain with a successful charisma roll. May promise the secrets of the ages only to try to devour your soul instead. 
  7. A soul of ancient serpent man seeking a person from the future for certain key pieces of information. Will bargain certain geological secrets in return or a cache of  artifacts. A very tricky & wily mind though full of sardonic wit & wiles. 
  8. The future mind of a Pict shaman looking for the spiritual cure for a member of his tribe. The shaman may send his spirit to you for help. A disease spirit watches him from the underworld & may tack you down instead. 
  9. A major devil out roaming the astral spaces for some kicks.May try to bargain with you for your very soul. The devil will pose as "The Devil" & put on a good show. He will offer some very small arcane secrets & build up to something quite big. May backtrack you to your body & try to possess! 
  10. A traveler from the far future who has come to warn you about your destiny. Then telepathic contact is broken suddenly! What will you do? 

Sunday, January 1, 2012

Ske'bothugoth - A Psychic Path Of Madness & Infernal Enlightenment



The O'loth colony of  Gethera'A 1 discovered these lifeforms quite by accident & were infected by them. These creatures will open doors of perception within the humanoid mind when exposed to the rigors of space. Sometimes these doors can lead to places where humans weren't meant to travel. Those who do so risk possession by entities from beyond time & space itself. 
Those who submit to the sacrament of the O'loth are taken aboard a craft about to enter hyper space.They are strapped to the bow after being infected with the Phomekenaug drug ( the above pictured lifeforms). The victim is strapped in for 1d4 days as the space craft makes it journey across the non dimension of space sometimes passing through several layers of the Outer Darkness. 
The victim has vivid hallucinations  while his brain is being rewired by the drug. New neural pathways are being worked throughout the victims brain. The victim is also open to possible possession from beyond the pale & the Abyss. Those who  to the process & are deemed weak are executed. An explosive collar is placed on the victim. There is only a 20% of possession during the rite
 Random Demon Table Roll 1d6 
  1. Incubus/Succubus 
  2. Type 1 
  3. Type II 
  4. Type III 
  5. Type IV 
  6. Type V  

Ske'bothugoth - A Psychic Path Of Madness & Infernal Enlightenment 
  1. Senses of  The Abyss -Level 1 The Psychic is able to navigate the folds of time & space with easy. His mind & senses gain +1  to all space based navigation skill checks. Spot Traps & Hidden Passages works for space as well. 
  2. Walk The Eddies  Level 2 The User is able to blink three times per day now disappearing right out of the local space time continuum. The user can teleport as well once per day without error. 
  3. Designs of The Damned Level 3 - The user is able to detect invisible beings against the greater reality & once per day pull someone into a side space pocket that only they can find. 
  4. Merge With The Machine Level 4 - The user is able to merge with any inorganic component equal to the mass of their arm. They may incorporate tools or machines as part of their bodies gaining +1 on hand to hand damage or +1 on other rolls. The use of this power causes the bodies healing rate to suffer. Spells & the psychic powers of healing will not work while this power is in effect. 
  5. Insights Of The Insane Level 5 - The user is able to perceive forbidden vistas of reality now. The may in effect cause a spell like effect as symbol of insanity to those around them. 
  6. Flesh of The OH'yhri Level 6 - The flesh of the user becomes an instrument of the will. The user gains +2 on all hand to hand attacks as he is able to mold weapons,claws,etc The user gains new flesh as he pulls power from within & without 

Friday, December 30, 2011

Fey Worms - A Fairy Parasite !


These micro scopic planar parasites infect many types of fey. This cause the small fairy creatures become slaves to the biological needs of the parasitic creatures. Only advanced super science or spells may cure this malady which infects 1 in 10 fairies in the wild.
These parasites cause the fey to emit an azure colored glow & attracts the likes of  trolls, goblins, & worse who eat the poor creatures. The spoor of  these monsters allows the fey worms to continue its vicious cycle. A cure disease or light wounds spell  will get rid of the infection only 20% of the time!
In extreme cases the planar parasites can cause the fey to emit a magic missile style energy burst for 1d3 points of damage. This can be quite hazardous in a wood where multiple fey are infected!
Treemen are known to cull areas that are infected by these monsters & they have been know to infect even high elves whose intestines & extremities will light up randomly.
 Fey Worms Extremities Random Table 1d10  
  1. The character's arm glows like a disco tech with a dancing light effect 
  2. The intestines glow with a pitched repeating light effect 
  3. The ears of the victim change colors rapidly & with various colors of the rainbow 
  4. The eyes of the victim glow an intense green as does the mouth area 
  5. Hands glow with a red evil glow that rapidly intensifies as anyone approaches 
  6. The heart & chest area lights up with a thousand candle like glow 
  7. All liquids secreted by the body also glow & take on a different color depending on type blood,bile, urine etc 
  8. The victim gives off an azure light effect not unlike a magic missile every 1d4 hours uncontrollably 
  9. The victim's words are seen in a holographic neon effect that disappears like smoke. It leaves the scent of ozone in the air 
  10. The victim is subject to all of the above effects 
Call Fey Worm 
Second Level Spell 
Duration: 1d4 turns 

Range : 40" 

 This 2nd level spell is far too easy to cast & opens a diseased portal to a section of Arcadia where these things dwell. The spell may last an additional 1d4 turns & summon 1d20 X 10 worms. High elves & fey have been known to place bounties on the heads of wizards who teach this spell!
There have been several highly mutated versions of these parasites discovered among the various planes including some on various post apocalyptic worlds ! 

CARCOSA Monster: Gibbering Hathac-skegth - The Tongue Of Death

 Gibbering Hathac-skegth
# Appearing : 1-3 
AC: 6 
Movement: 9 
HD: 14 
% In Lair: 85 % 
Treasure: Nil 
 Gibbering Hathac-skegth are terror weapons brought to Carcosa over 4,000 years ago. These monsters stand 17 feet tall & are the most dire & terrible creatures around. A curse upon the brain of madness that created these terrible titans. They are hunters of  opportunity & their burbling hunting roars can be heard for miles. The sound carries though their fetid jungle home. Through some weird effect sounds far away when these monsters are camouflaged right by.
The first indication that these monsters are close at hand is a lashing attack by their barbed tongues which will cause 1 point of damage upon the target once it wraps around the victim. It will cause an addition damage each round until the fool is drawn into the mouth where they will be bitten for 1-6 points of damage.
Anyone who survives the vile attentions of these monsters will subject to disease of the worst kind which lives in the mouths & breeds in the gullet of these monsters. See matrix for disease type. Only science & some spells may cure. They will ignore other attacks made against them as the thick hide protects the monster against all but the most dangerous attacks. The tongue will regenerate in 1d3 days & extends 20 yards. The monster reels the prey in & can strike with it ever other round. They have been know to make a toxic spit attack as well. This spit will be septic & caustic causing 1d3 points of damage as well. The victims will be subject to disease. 
The sound of combat will attract others of this horror's type which will try to steal prey from the beast. These beasts are found throughout space & have been seen on many worlds. There are several different mutations of the basic species & all breed true. There are several alien races still breeding the things in space & traffic in these horrors is quite rapid. 
Please note that these monsters are done in the old version of Carcosa & not the newer version. These monsters may be used with other retro clones with some adjustment & would make a fine apex predator in other settings as well. 

Path of The Devil Yeti - A Werewolf Like Psychic Path

Theosophists have guessed at the awesome grandeur of the cosmic cycle wherein our world and human race form transient incidents. They have hinted at strange survivals in terms which would freeze the blood if not masked by a bland optimism. But it is not from them that there came the single glimpse of forbidden eons which chills me when I think of it and maddens me when I dream of it. That glimpse, like all dread glimpses of truth, flashed out from an accidental piecing together of separated things — in this case an old newspaper item and the notes of a dead professor..
HP Lovecraft 

As far back when Earth was still a forbidden place they have always stood beside us. The powers of these monsters can be traced directly to the scientist & scholar Daninsky of whom little to nothing is known. His work continues to be distributed in ancient forbidden holocubes & twisted databases of the damned. We know that before the Atomic Wars that took Earth. His kind roamed the isolated & remote areas spreading their curse to the mad & soul haunted damned. 
Devil Yeti
No. Enc.: 1 (0)
Alignment: Chaotic
Movement: 90' 
Armor Class: 7 (only take half damage from non-magical weapons)
Hit Dice: 7-9
Attacks: 1 bite 1d6, claws 1d6 
Save: F3
Morale: 9
A form of mankind that has evolved past the human creature's need for his own humanity. These creatures are killing machines of the highest order who travel the universe always at the becking call of fate. They gain no rest & bare the mark of the evolved damn always moving among the farthest stellar regions. The demon haunted worlds of cold & snow call to them. They wish simply to be alone under a cold star of hellish grey skies where none will bother them. But again  the powers use these brutes as chess pieces of destruction where they will. 
These things can only assume a human form when a saving throw is made by them. They regenerate as trolls. These things are half way between man & something very alien. These creatures will pass on their curse if one is bitten by them. There is a 1% chance of the condition killing the victim unless super science, psychic powers, or very strong magic is used to cure the victim.  Those who have been bitten by these creatures will recover quickly, fully, & will feel fantastic. At least at first. 
  The victim will be tormented by hellish visions of strange & insane stars whirling around ancient dead planets where their kind hunts & kills.They will have waking illusions of friends & family as  devolved members  of a  tragic humanity!  These visions can take on an almost religious dream quality called the Blood Soaked Dream. As time goes on & the victim makes his first change they will see the revelations of  the gulf between themselves & others of normal humanity. Animals, strangers, family members will also know it as they stare into the heart of the beast through their eyes. All charisma rolls are at -1 or -2 depending on their emotional states! 
Those who are able to seek some silence under the cold wake of a dead star may be able to access this path of the damned.  They may hear the words of others echo through the quiet corners of their dying humanity & become more & less then they are already. 
 Transformation occurs when the person will gain +1 on all attributes & grow fangs, claws, etc. similar to a were wolf but not quite the same. As they evolve into their new form their hair will begin to grow white & the fangs will become more pronounced. 
Cults & strange esoteric religions will sometimes employ these creatures as bodyguards, assassins, & worse. There are several planar demons who uses these creatures as minions but this can back fire easily. All mental domination are at -4 on the chaotic soup of a mind these monsters possess. These creatures may enter a sleep faze & hibernate when the temperature is freezing. They take double damage from fire & acid based attacks & have a massive fear of these. These monsters can operate at temperate 


Path of The Devil Yeti


  1. Unleash The Beast's Heart  Level 1 -  The beast within their heart howls for release & the monster may unleash the rage, bitterness, & emotion from themselves. Their strength increases by +1 & all hand to hand attacks will damage even concrete, metal, etc. All creatures with 20" must make a fear versus save or become panicked. 
  2. Sight Beyond Hell Level 1 - The user's senses become attuned to the pulse of everything around them. All spot traps, detect hidden doors, etc are +1 but the world around them causes the fool pain & panic. The monster must make a save versus when using this power or be subject to - 1 on all actions save concentrating on task at hand. 
  3. Release The Fury Of The Demon Within Level 2 - The user becomes a seething cauldron of hate & loathing to everything around him. He gains +2 to all strength checks  & is able to enter a berserk state. The fury of the madness makes the monster immune to cold & such attacks only succeed on a natural 20. 
  4. Eyes of The Demon's Soul Level 3 - The victim must make a save versus paralyzation & seen the cold fury of the monster. If they fail they will be frozen with fright for 3 rounds. The monster will gain 2 free  strikes on the fool!  
  5. The Demon's Roar Level 3 - The monster lets loose a roar that chills the hearts of any who hear it within 36". They will flee in panic in three rounds of hearing it if they don't make a save versus wands. Those who are within 10" take 1d3 points of damage as the sonic rumbling shakes their nerves. 
  6. Rapture Of the Icy Hearted Level 4 - The monster enters into a battle trance of destruction & demonically logical fury. He gains +1 on all attacks & is able to move at twice the normal rate. Those around must save versus or be stricken with fear. All attacks will effect any supernatural beings as well. 
  7. Evolution Of The Hunter -  The monster enters a state of higher evolutionary perfection. He doubles his size to a maximum of 8 feet. He regenerates 1 hit point per round when exposed to cold. The battle madness will easily come to him & he will be +1 on all initiative rolls. Within this state he will move swiftly through snow as if regular terrain. The world will seem a dream to him. He will not want to assume his human form without making a saving throw. The monster will be very angry if forced back into human form at all. 

Thursday, December 29, 2011

Path Of The Monster's Fury - A Frankenstein Laden Psychic Power

Frankenstein -21.jpg

Monsters are made in the nightmares of their creators & this path of power is frought with it. The power was created in the mid-20th century by a villanous American scientist who drew inspiration from Mary Shelley's classic novel.  The monsters are made from the animated parts of the dead & reanimated by power beyond the ken of men! The world powers of Earth used these creatures as fodder for their military domination of the planet. This path has been thrust upon those who have access to it tremendous abilities. These creatures are remorseless killing machines & will berserk gaining dangerous adrenaline levels of strength & resistance. 

For far future games there are cults who are still engaged in the practice of creating these monsters & the bodies of adventurers may be fodder for them! These cults will invest time & money into their creations. They have been known to rent them out as mercenaries! 
Any characters using this path or being used are -1 or -2 on charisma due to their appearance. A rare few however are +1 or +2 but have the scent none the less.They gain +1 on constitution  & stamina. However the monster gains the Scent of the Unnatural. No matter how human they look or act they are artificial & outside of the world of the natural. They are at -1 on all social rolls & may be driven from their domiciles from time to time.
 A good example of the type of creature for whom  these have been create can be found Here


Sense The Naturals Level 1 - The monster is able to sense humans & near humans around him. His senses are supernaturally sharp for 1d3 rounds. All skill checks at +1 for sensing traps, & hidden doors. Any sharp noises, heavy metal music will cause pain to the monster. These creatures take double damage from fire & acid. They are subject to fear as well. 

Call of The Lightning's Fury - Level 1 The character is able to absorb massive amounts of electricity without harm. In fact if damaged the character is able to heal 1d3 points of damage under the influence of the stuff. They may do nothing else while electricity rains around them. 


Wrath of The Monster - Level 2 The user gains +1 on all combat rolls. Those around him must save versus fear as the unnatural wrath of the thing is unleashed! His face becomes a thing of horror & terror. Even friends must make this saving throw as they see the true face of the beast unleashed! 
The Cold Comfort of Death Level 2 - Cold of any type will simply put the horror into a state of suspended animation or deathless sleep. The body's cells are not dead eternal lie & so the monster is perfectly preserved against most environment hazards. A jolt of electricity doing 1d20 points of damage will animate the monster & restore 1d4 hit points though. 


Release the Fear Of The Monster Level 2 - The creature creates a minor effect that causes those around him to stare in awe for 1d3 rounds. The player & dungeon master create the effect! 


Horror  Of The Wretched Level 3 - The monster pulls from the depths of his tormented soul the fury of a thousand lightning bolts to rip the wings of angels & demons. His wrath knows no bounds & he is able to damage creatures such as demons, ghosts, & monsters gaining a +1 to all of these attacks. This extends with weapons at hand including ad hock weapons! The monster is a picture of demonic fury & even those he is attempting to help must make a save versus fear! 


Storm of The Dead Level 4 - The creature releases a bit of the animating force from within himself doing 1d6 points of damage to those around him in a 20 foot radius. The effect will last from 1d3 rounds. Those exposed to this must save versus fear or head for the hills. 


Strength & Wrath Of Beyond! The monster gains a berserk state for 1d20 rounds & is +2 on all combat rolls. Friend & foe alike will not be known & the beast will tear everything around him as long as he can for an addition 1d4 rounds. This ability is a state of raw rage & those who use it will be weakened for  1d3 rounds afterward & must make a constitution roll to keep standing!  This state causes fear in all creatures around them! 


Monday, December 26, 2011

The House of Fenwick's Purveyors of Fine Artifacts & Forbidden Objects

File:El Cerrito, San Miguel County, New Mexico. A complete farm unit - a storage shed with a tight roof, . . . - NARA - 521159.tif
 Half way between several Heavens, an alternatively modern  Hell or two, & around the corner from a deserted Limbo is The House of Fenwicks. Fenwick's are the purveyors of fine artifacts, antiques, & forbidden objects. Operating since the beginning of time or the 12th century of yesteryear, Fenwicks are the very best at acquiring, gathering, & selling artifacts of an arcane nature. These incredible merchants reside on a mini plane ready to do business at the drop a hat.
File:Antiques village.jpg

They employ only the very best adventurers, scientists, merchants, & traders to act as their agents. They move throughout the planes buying, selling, stealing, & setting up shop so that others might have the tools of the adventuring trade they need.
File:Self storage units.jpg
Fenwick's has a unique set of mini planar storage units that house thousands of units in a single dimension. These millions of units are put into operation once a god, devil, lich, or other threat is taken down. They are the ones to call to move in & take possession of the loot.


Random Evalution table 1d10 
  1. I'm so sorry but the market will not bare this artifact its simply out of fashion right now 40% mark down from the value. 
  2. Fantastic we are looking for those 15% up sell from market value. 
  3. Those are dangerous & unstable we can't use those. 
  4. That item is exactly the sort of thing I've got a client for I'll give you 400 gold pieces for it.
  5. The cost of doing business has gone up. We'll give you 10% less for that. 
  6. This is a fake, I'll not pay a penny over 100 gold pieces 
  7. This isn't a real one, & besides its only has 3 charges left 
  8. Are you sure that you want to sell that? I can get you a good price at 10% of the list 
  9. That's a real one for sure 20% of market value 
  10. The god, demon is sure to come after you. Here's 50 gold pieces & we'll take care of your funeral arrangement 
File:Antiques.JPG
 Fenwick's moves through out the planes & yet who or what runs the organization is a mystery. There are those who have broken into their dimensional ware houses only to be found buried under the pop cultural debris of a thousand worlds. They've been drained dry & their eye sockets empty!
There is a 40% that they may have a given item & that they are willing to sell it! More often then not favors & errands are expected for items instead. These favors can be called in weeks, months, even years later!
File:Bay City MI - antiques store.jpg

A random encounter listing for objects in Fenwicks 1d10 
  1. A bottle of tears of an innocent man - The bottle slowly cries to itself at night but an application of the stuff will keep an angel, devil, or demon at bay for 1d6 rounds. 8 applications 
  2. The dram of moon beams - This jar of moon beams will allow one to woo the girl or guy of their dreams. The stuff will subject the person to lycanthropy though unless a saving throw is made! 
  3. Prism of  A God's Light - This piece of glass shows things & objects as they really are. Illusions & the like are disbelieved with a +1 on all rolls but it really does show how things are fascinating really. A successful saving throw might make you look away but why not another peak? 
  4. Statue of Bast - This statue animates at night & will act as a pet & companion but wants to be fed a spell every night. The cat must report to the goddess but what does in report? 
  5. Wand of Indecision - 5 charge want that makes any one hit not sure what do next for 1d4 rounds. What was it we were doing? 
  6. The Flesh Magazine -  A magazine of sleaze, smut, & spells of living flesh that whispers forbidden spells to the owner. 1d4 spells every 1d6 days unless it doesn't feel like talking 
  7. The Baubles of  Ra - A small orb no bigger then 2 inches round that shows a sunny day in a desert. If smashed does 1d6 points of damage to the target. Very rare because there is a 10 % of summoning the god himself 
  8. The scales of  Namor - Named after some ancient fish god, these scales weigh the courage of anyone standing near them. Supposedly used to choose a champion but also work well under water. 
  9. The watch of  Father Time- An ancient time piece created by a super hero from some alternative universe. Acts as a hold spell each time it is used. Three charges left 
  10. The universal remote - Broken! 
File:Monastiraki flea market antiques street.jpg

Rates & such File:Västgötaknalle.tiff 
Fenwicks always acts through its agents traveling the planes. They will hire adventurers in the local currency at  10 % normal rates. The job must be completed & they will cover funeral costs but never resurrection or the like. They pay on time & any double crosses will dealt with swiftly & without mercy! File:Ringwood Il Medicine show1.JPG 
Be sure to visit your local Fenwick's today for the best deals on magic swords, wands, & other  objects of the forbidden! 

Friday, December 23, 2011

The RAGGYHI - The Watchers Of The Planes


The are the all that is left that floats in the madness & destruction of the death of a prime material plane. They feed on any stray morsels left behind. Time & space are meaningless to them. The RAGGYHI float within at least 12 dimensions perhaps more & can't be hit except by +2 weapons or better. Planar energy weapons do only half damage to them as their attackers only see bits & pieces of these universe spanning entities.
Yet there exists in this universe a shape of sort for them. The Nargri are the face that speaks for them within this time space continuum. Those who have encountered these trickster spirits are not sure of their sardonic humor & cruel jokes. These jokes always seem to conceal some sort of horrible cosmic truth or revelation. Those who seek these monsters out are never sure if they are dealing with The Nargri or their evil cruel side the RAGGYHI. Time, shape, & all of the dimensions that we take for granted are meaningless to them. Assigning them stats for a game is useless. A dungeon master should use a generic demon template for these creatures then add the following powers esp, +2 claws, telepathy, telekinesis, & psychokinesis. They use an invoke symbol of insanity once per day. They may use a shocking grasp power as the spell.
These monsters my be dismissed with a limited wish or a rebuke by a greater god of law & these monsters will be banished back to the Greater 7 Outer Darkness where they will wait & plot anew!
These monsters have been known to possess dead bodies & corpses for their own ends. The bodies will mutate & warp beyond use in 1d20 rounds as the chaotic nature of the monster causes dimensional instability in the thing!
A greater symbol of law will hold them at be for a little while, usually no more then 1d10 rounds after which they will come to mock the PC. This mocking may cause fear as the spell.
These monsters are wholly unpleasant & vicious in nature as well as being completely unpredictable. Caution is advised! 
The masks of  The Nargri who mock this universe & all beyond 

Thursday, December 22, 2011

Actual Play Thursday - The Nexus Chronicles Part II

The party finally made it to the ice castle where they were camped just outside of the tree line with the castle within sight.
 They were set upon by ice barbarians leading winter goblins on chains.
The bard of the party used several songs on them & oddly there was no reaction.
The tribe of ice goblins was camped just outside the castle. The patrolled the perimeter.

The PCs were able to sneak past the tribe & into the castle
The interior proved difficult as the roved around the halls

The roamed the halls as ice goblins went about their business

Several rooms were bobby trapped with ice mimics & strange fey

Finally they made it by a swarm of ice fairies that rained down several chunks of deadly hail & snow.

Finally the Pcs came to a long hall & heard chanting.
Santa Claus was about to be sacrificed by an avatar of the Ice Queen herself. Allowing winter to reign for ever!
 
The party killed the queen & was able to free Santa just as the knife was about to descend. Her minions rushed the altar & a quick teleport got them out of there.
The queen swore revenge as she disappeared in a pile of ice.
The party was seen outside the park just as Santa received his sleigh from a cleric of Saint Nicolas

So good solid Christmas game