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A Cat of Tindalos
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Thursday, April 21, 2022
Sunday, August 8, 2021
Thursday, March 11, 2021
Friday, June 12, 2020
Thursday, June 4, 2020
From the pages of Clark Ashton Smith...
| Mordiggian Avatar | Solitary, Huge, Magical, Divine, Planar, Terrifying, Amorphous | |
| Life Drain (w[2d12+5] damage) | 29 HP | 5 armor |
| Reach, Ignores Armor, Near, Far | ||
| Special Qualities: Various Forms | ||
Mordiggian, also known as The Charnel God, is a Great Old One associated with ghouls, necromancers and death created by Clark Ashton Smith for his Zothique stories, where he debuted in the story "The Charnel God" as the primary god of the city-state of Zul-Bha-Sair, attended to by a mortuary-cult of ghouls dressed in long, hooded robes of purple paired with silver skull masks. Although capable of ferocious acts of wrath when roused to anger, he is generally a peaceful, amiable god who genuinely respects his faithful worshippers and who merely asks to be fed with the bodies of the dead. This makes him a true minority amongst the deities of the Cthulhu Mythos. He has appeared in Chaosium's Call of Cthulhu Malleus Monstrorum. Creature, Gods, and Forbidden Knowledge, and in Pathfinder. This name is used in Zothique, Man's last continent, and it is entirely possible that this gigantic creature is the same as Shaurash-Ho, although the name might go back to medieval France, and be a corruption of the Latin "Mortician" (to do with the dead). May be identical to Cynothoglys. He would seem to be the main subject of The Ghoul's Manuscript and Culte des Goules. Described variously as swirling darkness, a gigantic shadow, a worm shaped column.
Instinct: Render to Dust
- Consumes Corpses
- Cthulhu Mythos Great Old One
- Patron of the city-state of Zul-Bha-Sair
Friday, May 1, 2020
Friday, January 10, 2020
From the White Dwarf
| Svart | Group, Small, Intelligent | |
| Daggers or Nets (d6 damage) | 3 HP | 0 armor |
| Close, Near | ||
| Special Qualities: Slavers | ||
These small creatures (3' tall) have bright blue skin with orange eyes. They are mediary between Goblins and Kobolds and generally attack the latter, though they will unite against their common foe - Hobbits. Svarts will seek attack halflings on sight, blindly and later cook and devour them if possible. Otherwise they are crafty thieves and slavers always seeking a deal they will honor in letter if not in spirit.
Instinct: Sell Slaves
- Capture Prey with Nets
- Slavers
- Steal
Monday, November 4, 2019
Tuesday, August 13, 2019
Goblin Gully Conversion Notes for Dungeon World
A One page adventure classic by Dyson Logos
Converted to Dungeon World by Mark Tygart 1.3b
Background
Everyone
in the area knows of the old slave pit in the ravine outside of town. It fell
into disuse with the collapse of the Old Empire, and only the
occasional group of adolescent would-be adventurers ever goes there anymore.
But then Ragnar Bloodaxe's Farm was found ransacked; and the entire Bloodaxe family is now missing.
And now someone or something has rebuilt the bridge between the two sides of the
old slave pit.
Dungeon World Questions
What relationship does your character have with the Bloodaxe family?
How much of your bar tab is Ingrid Bloodaxe (Ragnar's niece and owner of the Merry Mermaid Tavern) willing to forgive to learn Ragnar's fate?
What reason does your character have to hate or fear goblins?
Dungeon World Questions
What relationship does your character have with the Bloodaxe family?
How much of your bar tab is Ingrid Bloodaxe (Ragnar's niece and owner of the Merry Mermaid Tavern) willing to forgive to learn Ragnar's fate?
What reason does your character have to hate or fear goblins?
Rumors
Roll
1d12 for rumours on the table below. Each adventurer from town knows 1d3
rumours, while visitors can learn 1d2 rumours by asking around.
1-2.
(T) The pits have been taken over by goblin raiders.
3.
(T) There are secret areas in the old slave pits that have never been explored
since they were abandoned.
4-5.
(F) The Bloodaxe family had a magic axe among their stolen possessions.
6-7.
(F) The slave pits are run by abandoned mutant slaves.
8.
(F) There is a secret entrance into pits at the bottom of the ravine.
9.
(T) Creepy leftovers of ancient imperial experiments still lurk in the depths of
the slave pit.
10-11.
(T) The main entrance to the pit is a cave now overgrown by a huge tree.
12.
(F) It's not goblins or mutants in the pits, but one of the boys in town who
was abandoned there and has gone feral.
1. Entrance –
two goblins are up in the tree watching for approaching trouble.
The downside is they can't do much about it except attack – their position makes
it unlikely that they will be able to get down warning their companions when
attacked.
Goblin
|
Horde, Small, Intelligent, Organized
|
|
Spear
(d4 damage)
|
3 HP
|
1 armor
|
Close
|
||
Instinct: To ambush
- Charge!
- Call more
goblins
- Retreat and
return with (many) more
2. Empty Antechamber
3. Grand Hall –
this 40 foot wide chamber has columns along each wall and is home to 4 goblins.
The entrance to area 4 requires climbing through the mouth of a relief carving
of a huge demon.
Goblin
|
Horde, Small, Intelligent, Organized
|
|
Spear
(d4 damage)
|
3 HP
|
1 armor
|
Close
|
||
Instinct: To ambush
- Charge!
- Call more
goblins
- Retreat and
return with (many) more
4. West Bridge Room –
2 goblins with short bows in here fire into any battles in area
3 and otherwise guard the bridge (area 5).
Goblin
|
Horde, Small, Intelligent, Organized
|
|
Short
Bow (d4 damage)
|
3 HP
|
1 armor
|
Far
|
||
Instinct: To ambush
- Charge!
- Call more
goblins
- Retreat and
return with (many) more
5. The Bridge –
this rope and wood bridge was built by the goblins, but the supports for it are
ancient carved stone. While dangerous looking, the bridge is quite sturdy and
safe. Moving on the bridge is at quarter speed at best, and can only be done in
single file.
6. Gully Floor –
looking through the reeds along the stream at the base of the gully will reveal
the long-decomposed body of an adolescent male, missing from town for 2 years
after being pushed out of area 4 by his friends long before the goblins rebuilt
the bridge.
7. Empty Chamber – a
goblin in area 8 watches for intruders to spring a surprise attack on them –
preferably when they head down to area 11.
8. Boss' Chambers –
the goblins climb in and out of this room through a narrow shaft, usually using
a rope attached to a ring in the floor. There are 4 goblins here
as well as their leader.
Goblin
|
Horde, Small, Intelligent, Organized
|
|
Sword
(d6 damage)
|
3 HP
|
1 armor
|
Close
|
||
Instinct: To protect the Leader
- Charge!
- Call more
goblins
- Retreat and
return with (many) more
Goblin leader
|
Group, Organized, Intelligent
|
|
A
serrated sword (d8 damage)
|
12 HP
|
3 armor
|
Close,
Forceful
|
||
This goblin has been around for awhile. It has cobbled together a full suite of armor for itself. The smaller goblins will follow it without question, at least while it can fight.
Instinct: To kill
The second room is the leader's personal room, and contains much of the clothes of the Bloodaxe family as well as the goblin treasure of 3,000 coins, a clerical scroll of bless that may be read by anyone and a potion of fire resistance.There is also a map to another adventure!
Level 1 Ongoing
Description: The
powers that be smile upon a combatant of your choice. They take +1 ongoing so
long as battle continues and they stand and fight. While this spell is ongoing
you take -1 to cast a spell.
Potion of fire resistance, 0 weight (3 doses)
A
gray-green dragon shaped bottle that holds a liquid that appears to be molten
magma, but the fluid is cool to the touch. Any one drinking the liquid will be
immune to all normal fire and take half damage from magical fire until the player next makes camp.
9. Secret Chamber –
the goblins have not discovered this secret room. The secret door is trapped,
and drops a heavy rock in the opening a few seconds after being pushed open.
Whoever opens the door must DEFY DANGER +DEX or suffer 1d10
damage. The room contains the skeletons of two mercenary guards equipped with
rusted (worthless) chainmail, helmets and each has a magically preserved enchanted sword
that glows with continual light.Both swords will harm creatures that require magical weapons to damage them but otherwise
provides no bonus.
10. Secret Storage –
this room contains barrels of ancient ruined arrows and there are the remains
of bows and swords on the walls. On the back wall of the room is a crystal golem that will attack anyone who disturbs the contents of the room.
Crystal Golem
|
Solitary, Construct
|
|
Smash
(d8+2 damage)
|
10 HP
|
0 armor
|
Close,
Reach
|
||
Special Qualities: Arcane Construct
|
||
Many mythologies tell how gods created their beloved children out of clay, stone or other natural resources. Enchanted golems are usually huge, big and with rough features because they represent first essays towards more complicated arcane forms. Like sculptors first design their masterpiece out of clay. Their intelligence is similarly rough which explains their unchanging loyalty to their master.
Instinct: To serve his (long forgotten) master's will
- Obey
- Guard
- Crush
11. Barracks –
another 6 goblins live down at the base of these spiral stairs. The
goblins in area 8 will sneak down to attack anyone heading down the stairs. The
door to area 12 is barred from this side.
Goblin
|
Horde, Small, Intelligent, Organized
|
|
Spear
(d4 damage)
|
3 HP
|
1 armor
|
Close
|
||
Instinct: To ambush
- Charge!
- Call more
goblins
- Retreat and
return with (many) more
12. The Pit –
the bottom of this room is flooded and 50 feet below the entrance. A set of
narrow spiral stairs lead down to the alcoves just above the water level. Once
the door is open a gurgling, sloshing sound can be heard from below. The pit is
home to a putrescent mutant mass of flesh – the last remnant of arcane experiments.
It is treated as a pudding but is far more terrifying looking as putrescent
appendages grows and is reabsorbed. Players seeing it for the first time must
make a DEFY DANGER + WIS roll or flee. If they fail to bolt the door, the creature
will be free to prey on the town citizens from a new found sewer home...
Fear Pudding
|
Solitary, Amorphous
|
|
Corrosive
touch (d10 damage, ignores armor)
|
15 HP
|
1 Armor
|
Close
|
||
Special Qualities: Amorphous, Causes
Fear
|
||
How do you kill a pile of goo? A great, squishy pile of goo that also happens to want to dissolve you and slurp you up? That is a good question to which I have no answer. Do let us know when you find out.
Instinct: To dissolve
- Eat away metal,
flesh, or wood
- Ooze into a
troubling place: food, armor, stomach
- Players seeing
it for the first time must make a DEFY DANGER+ WIS roll or flee
Friday, May 3, 2019
Gray Goblins Warrens Dungeon World Conversion Notes Revised
Minor Revisions
Classic One Page Dungeon: https://drive.google.com/open?id=1e0ha-GmZPGOch4CtxEtAdwx7ks8jX1un
Conversion Notes: https://drive.google.com/open?id=1I-MgLuFWfGSgeP2r3SDZgBKRxCkYu4of
Classic One Page Dungeon: https://drive.google.com/open?id=1e0ha-GmZPGOch4CtxEtAdwx7ks8jX1un
Conversion Notes: https://drive.google.com/open?id=1I-MgLuFWfGSgeP2r3SDZgBKRxCkYu4of
Wednesday, May 1, 2019
Game of Thrones meets Dungeon World
| White Walker | Group, Devious, Construct, Terrifying | |
| Ice Weapon (d6 damage) | 12 HP | 2 armor |
| Close | ||
| Special Qualities: Undead, Immune to Cold | ||
A White Walker is an icy undead man or women from the HBO television series Game of Thrones. It may only be damaged by magic or obsidian weapons ("dragon-glass"). A single hit from a magical weapon ("Valyrian Steel") with a "Hack and Slash" or "Backstab" roll of 10+ will destroy the White Walker immediately. It is also destroyed if its evil necromancer creator is destroyed at any time. White Walkers can raise large "wight" (zombie or skeleton) hordes quickly from any corpses present and parties may have to act quickly to avoid being overwhelmed. Any undead the White Walker creates will perish if it is destroyed.
Instinct: End the warmth of the living
- Serve its creator
- Raise undead legions
- Create endless night
Thursday, April 18, 2019
Wednesday, April 10, 2019
Labyrinth of the Ghoul Prince
https://drive.google.com/file/d/0B7cav44145d9a3U2NjFWR0ptWjg/view?usp=sharing
This is minor something that I actually made up at the table in play to start (based on a map in Ursula Le Guin's Earthsea book Tombs of Atuan) but keep coming back to refine...players seem to like it. A new title but only very minor revisions.
This is minor something that I actually made up at the table in play to start (based on a map in Ursula Le Guin's Earthsea book Tombs of Atuan) but keep coming back to refine...players seem to like it. A new title but only very minor revisions.
Tuesday, April 2, 2019
Dungeon World Adventure Conversion: Forlorn Archive
P. Aaron Potter's classic one page dungeon:
https://drive.google.com/open?id=1Ydjn8n8jsZU1VwZt8IuyU6OI6IVC10lm
My Dungeon World Conversion:
https://drive.google.com/open?id=1O7PT9Sx2A-CIuz_vgSqZfpAot4enXtbQ
https://drive.google.com/open?id=1Ydjn8n8jsZU1VwZt8IuyU6OI6IVC10lm
My Dungeon World Conversion:
https://drive.google.com/open?id=1O7PT9Sx2A-CIuz_vgSqZfpAot4enXtbQ
Saturday, January 19, 2019
The Hidden Shrine Converted
https://drive.google.com/open?id=1IlvbGGXYULPYf1ZKb9ixOUEcz3X9JTcv
This is the last of the "incomplete one page dungeon conversions" I have now completed from my archive...A cool module for a "race against the clock" adventure to test the players!
This is the last of the "incomplete one page dungeon conversions" I have now completed from my archive...A cool module for a "race against the clock" adventure to test the players!
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