Thanks to the Tavern for great feedback!...
(0 Weight, 12 Uses per owner)
A small ebony wand engraved with a star of chaos in silver.
The wand of wonder is a strange and unpredictable device that will generate any number of strange effects,each time it is used. Some typical effects are shown on the table below, but you may alter this table for any or all of these wands in your campaign as you see fit
When you use a Wand of Wonder roll +Charisma,
On a 10+ the player may select the effect from the table below, but may never select that effect again while using the wand.
On a 7-9 roll randomly for the wand's effect
On a 6 or less a charge is expended but nothing happens (Alternate Rule: GM selects a negative or useless effect).
D100
Roll Effect
01-10 Every magical or enchanted item present glows blue for a full hour
11-18 Sleep as per Wizard Spell
19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing
26-30 Party surrounded by soap bubbles at 30-foot range
31-33 Storm clouds and heavy rain falls for one hour in 60-foot radius of wand wielder
34-36 Loud booming laughter is heard
37-46 Lightning bolt (3 x die 70' x 5' bolt)
47-49 Stream of 300 large butterflies pour forth and flutter around
50-53 Magic Missile up to 3 attacks, separate targets (if desired) each attack doing die-1
54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand
59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size
63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)
66-69 A small rabbit appears and attempts to hop away
70-79 Fireball (2 x die damage in 20' radius)
80-84 Invisibility covers wand wielder
85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.
88-90 10-40 gems of 1 coin base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5 d4 for number of hits
91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour
98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet
(Note: Die is the characters damage die)
GIANT AMOEBA Solitary, Large, Amorphous
Acidic Grab (d10 damage) 12 HP, 0 armor
A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist's experiment gone horribly wrong.
Instinct: Dissolve flesh
• Slithers
• Mindless
• Relentless
The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.
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A Cat of Tindalos
Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts
Friday, October 5, 2018
Thursday, August 16, 2018
Gnoles and Gebbelins
These monster conversions were inspired by DCC Module Gnole House (in the DCC Quickstart Rules) which could act as as a neat prequel to my own Gibbelin Job Starter...
(https://www.drivethrurpg.com/product/194173/20-Dungeon-Starters)
Lesser Gnole
Group, Organized, Hoarder
Brutal Weapon (d8 damage) 6 HP 0 armor
Close
Special Qualities: Cannibal, Evil Merchants
Gnoles go through two distinct life phases and lesser gnoles are the first stage. Lesser gnoles are man-sized, hulking creatures with a physique reminiscent of an ape. They have rubbery flesh covered with coarse, dark hair, and beady, piggish eyes of bright red. Lesser gnoles don’t typically wear clothing, but enjoy accessories such as hats, scarves, sashes, and oversized boots when they can find them. Their tongues are long and ribbon-like, and they can understand but not speak the Common tongue, communicating with one another in a complex language of purrs, whines, whistles, trills, and grunts. All gnoles live in family groups that mimic human society to the point of parody. They fight with clubs, axes, spears, and other brutal but simple weapons.
Instinct: Devour Humans!
Collects items
Summon other gnoles with whistle
Inspired by the DCC Module Gnole House
Greater Gnole
Solitary, Large
Tentacles (d10 damage) 16 HP 1 armor
Special Qualities: Gem Eyes, Tribal Gnole Leader
If a gnole is lucky enough to survive a century or more, it undergoes a metamorphosis, transforming into a greater gnole. Greater gnoles typically stand 7’ tall, but can grow up to twice that size. Their bodies are oval in shape, with nodules of rubbery flesh protruding from their torsos and abdomens. Greater gnoles lose their coarse fur, revealing its naked, slate gray skin. Their arms become tentacles and their ears are grown over with folds of flesh, rendering them largely deaf. Even stranger, the eyes of a greater gnole transform into faceted gemstones and can be removed from their sockets. These gemstones are often magical and a Greater Gnole will regrow new eyes if his old eyes are lost and will often keep spare sets of "eyes". If these are stolen the Greater Gnole will hunt down the thief with his or her tribe to capture and devour all of the thief and all of his or her comrades.
Instinct: Protect gem eyes
Devour Humans
Produce and protect gemstone eyes
Lead a lesser gnole tribe
Inspired by the DCC Module Gnole House
Gibbelin
Group, Small, Intelligent, Hoarder
Weapon (d6 damage) 3 HP 0 armor
Close
Special Qualities: Cannibal, Wealthly in gems, Collecter
Short, ochre-colored humanoids with broad noses, catlike ears, and four-fingered hands. Gibbelins are a race of short humanoids said to be related to evil gnomes. Gibbelins dwell in the darkest of forests andin shallow caves under hills. They are intrigued by all manner of tools, weapons, and fancy clothing. The gnoles accumulate all these items from their victims and trade regularly with the gibbelins to acquire the green crystals they admire.
Instinct: Devours humans
Mines gems
Collects human items
Trades with gnoles
Inspired by the DCC Module Gnole House
(https://www.drivethrurpg.com/product/194173/20-Dungeon-Starters)
Lesser Gnole
Group, Organized, Hoarder
Brutal Weapon (d8 damage) 6 HP 0 armor
Close
Special Qualities: Cannibal, Evil Merchants
Gnoles go through two distinct life phases and lesser gnoles are the first stage. Lesser gnoles are man-sized, hulking creatures with a physique reminiscent of an ape. They have rubbery flesh covered with coarse, dark hair, and beady, piggish eyes of bright red. Lesser gnoles don’t typically wear clothing, but enjoy accessories such as hats, scarves, sashes, and oversized boots when they can find them. Their tongues are long and ribbon-like, and they can understand but not speak the Common tongue, communicating with one another in a complex language of purrs, whines, whistles, trills, and grunts. All gnoles live in family groups that mimic human society to the point of parody. They fight with clubs, axes, spears, and other brutal but simple weapons.
Instinct: Devour Humans!
Collects items
Summon other gnoles with whistle
Inspired by the DCC Module Gnole House
Greater Gnole
Solitary, Large
Tentacles (d10 damage) 16 HP 1 armor
Special Qualities: Gem Eyes, Tribal Gnole Leader
If a gnole is lucky enough to survive a century or more, it undergoes a metamorphosis, transforming into a greater gnole. Greater gnoles typically stand 7’ tall, but can grow up to twice that size. Their bodies are oval in shape, with nodules of rubbery flesh protruding from their torsos and abdomens. Greater gnoles lose their coarse fur, revealing its naked, slate gray skin. Their arms become tentacles and their ears are grown over with folds of flesh, rendering them largely deaf. Even stranger, the eyes of a greater gnole transform into faceted gemstones and can be removed from their sockets. These gemstones are often magical and a Greater Gnole will regrow new eyes if his old eyes are lost and will often keep spare sets of "eyes". If these are stolen the Greater Gnole will hunt down the thief with his or her tribe to capture and devour all of the thief and all of his or her comrades.
Instinct: Protect gem eyes
Devour Humans
Produce and protect gemstone eyes
Lead a lesser gnole tribe
Inspired by the DCC Module Gnole House
Gibbelin
Group, Small, Intelligent, Hoarder
Weapon (d6 damage) 3 HP 0 armor
Close
Special Qualities: Cannibal, Wealthly in gems, Collecter
Short, ochre-colored humanoids with broad noses, catlike ears, and four-fingered hands. Gibbelins are a race of short humanoids said to be related to evil gnomes. Gibbelins dwell in the darkest of forests andin shallow caves under hills. They are intrigued by all manner of tools, weapons, and fancy clothing. The gnoles accumulate all these items from their victims and trade regularly with the gibbelins to acquire the green crystals they admire.
Instinct: Devours humans
Mines gems
Collects human items
Trades with gnoles
Inspired by the DCC Module Gnole House
Friday, August 3, 2018
"Jeweler That Dealt In Stardust" Conversion Notes
The classic Harley Stroh DCC Module "Jeweler That Dealt In Stardust" Conversion Notes for the Dungeon World RPG by Logan Howard and myself. We were inspired by Wayne Peacock's fine DCC conversion work. Feedback Welcome!
https://drive.google.com/open?id=1zBH_-2Auuy_LujvUltcxlQyUzbdzo30z
https://drive.google.com/open?id=1zBH_-2Auuy_LujvUltcxlQyUzbdzo30z
Friday, July 27, 2018
Logan Howard's Superior Spiders!
Here’s my attempt. I turned the grapple attack into a move and changed your monster moves so that they are giving the GM additional options rather than doubling up what the attack does. That’s something I learned from +Ray Otus. -Logan Howard on the Dungeon World Tavern website
Spider of Ygiiz Group, Small, Devious, Planar
Grapple Attack (see the Cold Grasp move)
6 HP 1 armor
Special Qualities: Grapple Attack
Among the first beings drawn through Ogo’s starry portal, the spiders are not arachnids in the true sense. They most resemble enormous six-legged ticks, the size of large hounds. The Spiders are perfectly black, so dark that they reflect no light whatsoever, appearing as only the absence of any color, as if reality itself had been cut away in the Spider’s form. The Spiders wait for the PCs to enter the darkened garden before attacking—springing through the air and bearing their victims to the ground. The touch of the Spiders is as cold as the void, searing targets with frostbite. the Spider tears freezing chunks out of its victim, permitting a swarm of local natural spiders to swarm into the wound, eager to please their extra planar allies. The Spider of Ygiiz makes a final attack attempt, crushing the spiders infesting the wound, releasing a flood of toxins. Victims will fall into a coma and struggle to regain consciousness.
Instinct: Serve Ygiiz, the Demon Spider-Mother
- Scurry higher to attack from above
- Attack one target as a group
- Use normal spiders to distract prey
Adapted from the classic DCC adventure "The Jeweler that Dealt in Stardust" by Harley Stroh.
--------------------------------------------------
Cold Grasp
When you find yourself pinned under the cold, unearthly body of a Spider of Ygiiz, roll + DEX – INFESTED.
(You may opt to substitute STR for DEX if you use brute force to fling the creature away.)
On a 10+, describe how you manage to outmaneuver or overpower the creature.
On a 7-9, describe how you escape and the horror of being touched by the Spider of Ygiiz and the swarm that follows. Take 1d10 damage and 1 INFESTED.
On a 6-, fall into a toxin induced coma. Describe the realm of the Demon Spider-Mother and Choose 1.
- You are able to force yourself to wake up before the fighting is over. Take Shaky, Sick, and Weak.
- You are out cold for the remainder of the fight but do not suffer from continued effects.
Spider of Ygiiz Group, Small, Devious, Planar
Grapple Attack (see the Cold Grasp move)
6 HP 1 armor
Special Qualities: Grapple Attack
Among the first beings drawn through Ogo’s starry portal, the spiders are not arachnids in the true sense. They most resemble enormous six-legged ticks, the size of large hounds. The Spiders are perfectly black, so dark that they reflect no light whatsoever, appearing as only the absence of any color, as if reality itself had been cut away in the Spider’s form. The Spiders wait for the PCs to enter the darkened garden before attacking—springing through the air and bearing their victims to the ground. The touch of the Spiders is as cold as the void, searing targets with frostbite. the Spider tears freezing chunks out of its victim, permitting a swarm of local natural spiders to swarm into the wound, eager to please their extra planar allies. The Spider of Ygiiz makes a final attack attempt, crushing the spiders infesting the wound, releasing a flood of toxins. Victims will fall into a coma and struggle to regain consciousness.
Instinct: Serve Ygiiz, the Demon Spider-Mother
- Scurry higher to attack from above
- Attack one target as a group
- Use normal spiders to distract prey
Adapted from the classic DCC adventure "The Jeweler that Dealt in Stardust" by Harley Stroh.
Cold Grasp
When you find yourself pinned under the cold, unearthly body of a Spider of Ygiiz, roll + DEX – INFESTED.
(You may opt to substitute STR for DEX if you use brute force to fling the creature away.)
On a 10+, describe how you manage to outmaneuver or overpower the creature.
On a 7-9, describe how you escape and the horror of being touched by the Spider of Ygiiz and the swarm that follows. Take 1d10 damage and 1 INFESTED.
On a 6-, fall into a toxin induced coma. Describe the realm of the Demon Spider-Mother and Choose 1.
- You are able to force yourself to wake up before the fighting is over. Take Shaky, Sick, and Weak.
- You are out cold for the remainder of the fight but do not suffer from continued effects.
Labels:
DCC,
Dungeon World,
Dungeon World Adventure,
Logan Howard,
Swordbreaker
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