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Showing posts with label Items. Show all posts
Showing posts with label Items. Show all posts

Monday, April 28, 2014

Review and Commentary On The Free Astonishing Swordsmen and Sorcerers of Hyperborea Resource - Quick Start Equipment Menu By Ben Ball

 
Grab it right over
HERE
This is a great little free  resource for AS&SH, an equipment list and so much more.
According to the AS&SH website: 
Quick Start Equipment Menu for AS&SH is a time-saving resource created by Ben Ball. This 7-page PDF document helps players speed up the purchase of starting equipment, including a variety of adventure packs to choose from and premade starting lists.
This little PDF allows players to choose from a wide variety of base starting equipment packages and to suit them to their characters and then jump right into their adventures with their DM.
The fact is that while this is one use for this list another would be to equip NPCs quickly as well. And with a bit of imagination to equip NPC monsters,troops, and more as well.
The material is really nicely laid out and the product is pretty clear in its directions, intent, and choices.
The idea of this sort of cookie cutter approach to an old school game is actually pretty insightful and allows the product to have a wide variety of uses. Add to the fact that this is a free quality list of options for equipment and you've got a very useful list that could easily be adapted and used for various sword and sorcery adventure set ups with PC's. Another idea that was given to me by a friend is that this list could be used for quick johnny on the spot found equipment for when a PC runs across a corpse. Done correctly and no one might be the wiser.
As I said there are other uses for this free seven page old school pdf. The fact that is alright created for AS&SH is a bonus.
 Get this one while you can. 

Friday, January 11, 2013

1d20 Random Encounters Flesh Golems Table For Your Old School Horror Campaign

1d20 Random Encounters Flesh Golems Table
  1. This creature has been created from the bodies of different religious pilgrims and murmurs the praises of many different gods. He or rather it wanders the country side preaching a weird blend of heretical knowledge to those how will listen. There is a 50% chance of the monster knowing a forbidden vile piece of gossip about the gods. It has the abilities of a 2nd level cleric 
  2. This scarecrow like being has been created from the corpse of  a farmer who has lost his land to foreclosure and now seeks bankers blood to fertilize the lands that he now watches over. 
  3. This zombie like creature is actually the charred remains of a high level wizard who was burned up within his own tower. He now seeks those in need of the services of a mage and offers a more psychical approach to the needs of his clients. He has a 60% magic resistance as the energies that animate him are not phased by the reality altering nature of magic. 
  4. The Scorned Woman - A former cleric of a goddess of love animated by the fires that destroyed her temple now seeks those whose love was broken by in justice. She will offer her services as a 2nd level cleric and wreck vengeance upon evil doers. Her goddess still heeds her pleases.
  5. This fighter is made from the bodies of the former members of his tribe who were sewn together by the village wise woman. He wanders the worlds as a mercenary offering his services to the cause of justice. A 4th level fighter who flesh is an odd patch work of rot and rock hard muscle. He carries a +2 sword called The Spirit of Lightning 
  6. The Drowned Fool - A former jester created from the court he once served. This acrobat and jester entertains children and deals murder at night. The magic of vengence courses through him and every night he may release a 1d4 damage lightning strike like bolt of energy. He is very chaotic in the extreme. 
  7. The Post Man - A creature created from the body of a drowned post man who still carries out his route. None of his coworkers have noticed he is dead and decayed. Mostly mindless but every full moon he murders.Again and again. 
  8. The Combination - A gaggle of bodies that has been animated by a lightning strike and now lives in the sewers beneath your local city. He or it hears all and sells the information to the highest bidder. 
  9. The secretary - This shapely rotted corpse has been created from a secretary pool. Now a mob boss that takes out her competition. This creature is ruthless, efficient, lawful, and relies on her great organizational skills. A crack shot with her pearl handle forty five. 
  10. The Magical Cross Word - This creature is a jumble of words, pictures, and ideas made flesh. He mumbles in a see saw cross word like language as he rips his victims apart. Chaotic in the extreme and blamed for 35 murders as a psycho killer of the worst nature. A true mad monster 
  11. The Indian Warrior - A native American warrior animated by the spirit of vengeance that wants the ones responsible for the murder of his trip. 4th level fighter armed with a war club and a bad attitude.  Chaotic and unpredictable. 
  12. The Stranger - Created by a mage from a train wreck. This blank faced monster wanders the world scanning the world around him with a faceless visage  This character is a 4th level psychic with telepathic abilities. Chaotic and very nasty disposition. 
  13. The dead presidents - This creature is the sum of 32 presidents that feels it has the right to rule and murder anyone who stands in the way of its agenda. Chaotic and nuts. 
  14. The Judge - This bastard still rules his court with an iron hand. Literally the hands of his wrought iron. He has secret knowledge of the way that law works.
  15. Between The Facts - This weirdly sewn bunch of bodies doesn't remember anything except he was once a reporter for a major news paper and continues on with the job. 
  16. The Templar  - This suit of armor is the home to a vile creature whose been created from his high school science experiments. The creature has 1800 strength and once nothing more then the bits and pieces of several classes 
  17. This creature resembles a zombie but is actually a roboast flesh golem created from the bodies of those slain in car accident. It now seeks vengeance on drivers of SUVs
  18. The Accursed King - This creature is made from the corpse of a king and his complete court. The vile creature is roaming the land for those who created him 
  19. This creature is actually the sewn together bodies of 340 pygmy like natives who are looking for their former home. The creature will use blow guns, knives and anything it can get its hands on to murder and kill those around it. Loves to use a straight razor on victims 
  20. The monster has been created from the flesh of comic book fans and thinks of as a super hero. Flashy and very strong this creature regenerates as a troll. Will not kill but will maim


     


Tuesday, December 25, 2012

1d10 Broken Toys - New Random Christmas Monster Encounter For Your Old School Horror Campaign



 There are toys that slip through the cracks of reality into the realm of the lost and the fey. Pieces of a child's dream that slips into the realms of nightmares and Christmas past. These creatures are both chaotic and lawful. These creatures often recruit adventurers to deal with matters of utmost importance to the courts of fairy and fey. These creatures often recruit or accompany adventurers on journeys into the lands of fairy and nightmare. They can also be the direst of nightmarish enemies or NPCs. 
Armor Class: 8 
Hit Dice: 2 -3 
Attacks: 1d4 claw or weapon 
Move:8 
Experience:5/230 

1d10 Broken Toys - New Random Christmas Monster Encounter Table 
  1. Sir Upton The 1st Teddy Bear Knight of the Realms - Veteran of more then 30 campaigns of the Wars of The Rats is wise beyond his stuffing. He is looking for a party to help with a very troublesome warren of rats and Rat kings for his mistress. This highly intelligent bear may teleport three times per day without error. 2nd level fighter and envoy of the realms of fairy.
  2. The Gnome of The Unknown - A small fairy gnome mercenary is willing to show any group willing to pay his tax of shiny buttons and 3 gold coins the backdoors of reality and the passages of time. He was once an action figure named Rupert and the name still holds power over him. He is armed with a razor of sharpness. A 2nd level thief and explorer of beyond. 
  3. The Calico Princess - This handmade maiden has been stitched together from the garments of great western adventuresses and heroes of yore. This princess is a capable envoy to the realms beyond fairy. She is on her way to Blackmoor to recruit a group of adventurers for a war on the orcs assaulting her queen's realm 
  4. Doctor Fenious J. Rabbit - This once stuffed rabbit has become a mad villain of the most vile type and wants nothing more then take the stuffing out of adventurers. Armed with a harness of scalpels and sharp knives. Chaotic and very unpredictable but likes to see blood. 
  5. The Chrustmas Gnomes - A group of Christmas gnomes created from a group of garden gnomes who hire themselves out to guide parties into the most fetid parts of fairy. 3rd level thieves of the most dire stripe. 
  6. The Wise Guys - A Trio of Nativity figures that are actually 3rd level wizards & and advisers to the various courts of fairy. They often travel the world looking for adventurers to embroil in one intrigue or another. Very chaotic and very dangerous in a humorous sort of way. 
  7. The Jester of Psychoses - This toy jester is animated by the darkest specters and ghosts that cross the planes. He has murdered four hundred families and is working towards five hundred in the coming year. There are three fairy courts with rewards on his head. Has the heat metal ability and produce darkness at will. A very dangerous toy and also a 5th level fighter. 
  8. Rick Ranger Doll - This 5th level paladin of the courts of fairy is looking for a group of adventurers to accompany him on a quest into the darkest recesses of the Monster's Closet to regain his boy back. Stolen from him eight months ago 
  9. The Doll of Cthulhu- This doll is a conduit for the power of the Great Old Ones and is looking for a new child of power. Very dangerous and sanity shattering 
  10. The Box Of Wishings - A Jack in the box that is actually a Jinn princess looking for adventurers to break his/her curse which lead adventurers into the foulest depths of fairyland and nightmares. 




Sunday, December 23, 2012

1d10 Hearses From Hades And Beyond For Your Old School Horror Campaigns



Call Hearse 
Spell Level : 7th 
Range: 50 miles
Duration: A night and a day
This spell calls forth a hearse of unusual aspect. The nearest vehicle within a 50 mile radius will answer the call compelled by the ghostly powers from beyond. This vehicle will have 9 hit points with a 30% chance of being a 12 point monster. The hearse will have an armor class of 6 and a top speed of 120 mph. This monstrous hearse will serve for a night and one day after which it may depart peacefully or have to be rebuked by the mage with a successful wisdom and charisma roll. Each of these cars have a devilish intelligence and evil cunning to them. There are exceptions but they are few and far between. It is quite easy to call these cars from beyond the grave.  A sack of grave dust, the motor oil from a car used in a crime, and the car battery from the most famous car yard in Detroit are needed. The spell must be done during the height of traffic under the stars of the Big Four. Any damage done to these cars from the realms beyond is healed with the new moon.

1d10 Hearses From Hades And Beyond Table 
  1. Satan's Ride - This jett black matt finished hearse is actually an Ernyes bound into the shape of 1960 Caddy hearse. She ferries souls  directly to her master. She will also carry one to the first level of Hell and beyond. Quick temper though and loathes red heads. 
  2. The Fiend - This car moves between the realms of the just dead and hell. Has the temperament of a pit fiend. Has been known to terrorize small desert towns from time to time. Also stalks young men in their twenties. A charmer with the ladies or it thinks it is. 
  3. Eddie - An ordinary hearse that's taken on a life of its own. Frequents air port parking lots and moves between planes at will. Fairly even tempered but with a cunning streak as well. 
  4. The Clown Car Of Souls - This yellow Hearse manifests on nights of the full moon and vomits forth 1d8 lemures and souls of the damned. The car regularly tries to act as a taxi and stalker
  5. The Hungry Ride - This car's interior is actually the stomach of a demon. The creation of a botched binding rite this car has the temperament of a murderous creature of the night. Stalks the high ways and by ways of the planes. Mean spirited and spiteful as a car can be. 
  6. Hitchhiker's Special - This jet black hearse with a cherry red stripe hunts the desert roads of the world looking to feed on hitch hikers of all stripes. Often vomiting them at remote locations of the planes. Then again its prone to eat them as well 
  7. That Which Rides - This Lovecraftian car frequents New England highways picking up the occasional passenger and ending their sanity and wits whenever it can by making joy rides through the planes. Its 9th level wizard owner has a reward for its return. It is now in the service of the Old Ones. 
  8. The Doppleganger - This Caddy hearse is a shape shifter and masks itself as luxury ride. Then it takes the owner for a night of hell across the infinite dimensions finally dropping them off after they lose their minds. It frequently eats politicians and despots. 
  9. Gygax's Gearbox - This hearse frequents the planes and ferries parties to Greyhawk or Blackmoor in times of greatest need. A lawful ride with a stylized dragon on the front of it. 
    1. Efreeti's Engine - This fiery tempered ride will grant your darkest desires or burn your soul to a crisp. Haunts for the desperate or lonely looking for vengeance and hate. The monster will serve an evil wizard for 1001 days then try to eat his or her soul.  
        1. Invoke Hearse 
File:Hearse - Bodywork by O'Gormans.jpg
 
Spell Level : 7th 
Range: 50 miles
Duration: 1,001 days
The wizard casts the call hearse spell after which this spell is cast. The wizard must have the specially prepared fluids for the car and create a bargain with the monster car. The car will try to trick or even kill the magician as the dance begins. The wizard will be locked in a psychic dual with the car as it sits within a specially prepared circle of motor oil and pig's blood. This circle must be prepared ahead of time while invoking the incantations of the big four gods of the auto.
The wizard must make a successful wisdom and charisma roll. He must agree to meet all of the car's needs and provide it with a blood sacrifice upon the new moon.
 In return the car will serve him for 1,001 days without fail. These rites are very rare and only available in scrolls of Detroit and The Motor City. It is said that music from the 1950s such as classic rock and roll help with these spells.


There are rumors of lesser cars with the powers of bound nightmares within them. These are very wild and only the most desperate of men would call those from beyond the pale.