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Backwards Challenge Creature: Vedoteknos, the Tortiose Kappa Abjurer

Vedoteknos, the Tortoise Kappa Abjurer Description A large, ancient looking tortoise-humanoid, that moves slowly and deliberately Drivers Needs   to learn: always looking to read spell books, rituals, or instructions for making magical items. Needs   to eat about once a year. Wants   to eat magical items. Wants   to live forever. Wants to perpetuate Kappa species. O5R Str 8 Dex 10 Con   16   Int 22 (27) Wis 17 Cha   16 MV 9 " HD 18 AC 22 HP 11d8+3d6+14*3 (103)   Att   +5: Staff 1 d6+2(5) blunt, target must Con save or be stunned for one round.   Morale 5 Special Defense : Mystic Halt As a bonus action, Vedoteknos can utter the name of a creature it knows the true name of, preventing it from approaching closer to him for one hour, if that target fail a Charisma save (-5). On a successful save, creature is immune to this ability for this encounter.  As a free action, has a 1 in 6 chance of guessi...

D30 Sages

What are those sages and hermits experts at?  Roll twice on the table to see their primary and secondary specialties.  In general, sages will be able to answer any general question on their specialties.  On their primary specialty, they will have an 85% chance (~1 in 6) to correctly answer any challenging related question, and a 75% to do so in any secondary specialties. Within five years, they can  train any human in basic proficiency in their technique.   Similar expertise to the sage will take decades for a human. Alchemist : Brew elixir of life to reduce someone’s age by half, once.  Needs ingredients. Anthropologist : Expert in the customs, beliefs, and practices of 1d6D* ethnic groups. Archaelogist : An expert on 1d6D* dead cultures. Archery :  Aiming with a bow, hits a tiny fixed target about 85% of the time, 75% if blinded. Astronomy :  Navigates flawlessly at night if they can see at least half the sky. Bow and Arrow making :  M...

My Spin On The Deck Of Many Things

♠ Spades ♠ Dungeon  ( 2♠ ): Character is instantly transported and trapped in a dungeon within four days of travel from the current location. The character's equipment other than clothes are left where the character was. with a note to his approximate location (where the entrance of the dungeon is). The character is actually restrained to a particular room (something similar to a jail cell, where movement is free but constrained to an uncomfortably small space). The character is not kept under guard, and the restraints in place may actually protect the character. There are 1d3+2 iron rations in the cell.No further draws are possible, and all cards already drawn from  any  deck of many things disappear Prisoner  ( 3♠ ): Character is instantly transported to an encampment, caravan, or marching army within four days travel of their current location. The character is kept prisoner by those of the caravan, the majority of whom hold values strongly removed from those ...