Rolang\s Creeping Doom

Web Name: Rolang\s Creeping Doom

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Print PDFThere s some good stuff being posted at the Santicore 2015 blog. Long story short, while this blog has been dormant, I ve been lending a hand as best I can to the Secret Santicore project. Right now, there s a backlog of 2015 material that was never been posted before. It s really great stuff and I recommend you get over there to check it out.The other thing I ve been up to is running a DCC game. I ll be going through those scaps of paper and putting together a few posts of material that has actually seen action on the table and some stuff that the players walks right past. I ll be resuming posts here in the near future. Until then, check out Santicore. Print PDFI don t give out a lot of magic loot in my Dungeon Crawl Classics campaign and one of my players was just telling me she likes it that way. So of course now I have to hand out some magic loot! The first is a way to get ley lines and places of power into the game by giving the players a diving rod. There s several mentions of ley lines and places of power in the DCC core rulebook but not much about detecting them. The second brings the consult spirit spell into the game, which the Judge s section suggests as a way to drop clues and adventure hooks into the campaign. I d rather not wait for our casters to get high enough in level to get that spell (which there s no guarantee they would take anyway). I ll report back after they ve had some use. Feel free to post your experiences here or ways you have brought these elements into your game.LEY DIVINING RODA forked stick that can be used to find ley lines or place of power. The user must be a wizard or elf and must concentrate. The longer the concentration period, the further away the user can find such a place. (see table below)A place of power can only be found if the user knows a spell that would benefit (ex. fireball s might be enhanced in a volcano). Using this drains 1d4 HP of damage for each 15 minutes (or fraction thereof) of use. Magical healing cannot be applied during this time, but any regeneration powers or spells in effect when the user begins is in effect. If the user dies while attempting to find a ley line, he or she must be buried in a ley line within a week or become a lich (NPC) or some other awful fate.Each 15 minutes beyond what is required for the radius adds +1 to the spell check for finding space.Radius:5 minutes = 20m10 minutes = 50m15 minutes = 100 meters30 minutes = 250 meters1 hour = 1km1.5h = 2.5km2h = 10km3h = 50km5h = 200kmThere is a spell check involved:1-10 Failure to detect presence/absence12-13 Yes/No there is one in this general area14-17 Yes/No presence, general direction18-19 General Direction and Distance +/- 20 percent20-23 Direction, Exact Distance24-27 Location, Size and Shape of line/place of power28-29 Location, Size, Shape and shortest route to line/place of power30-31 As per 28-29, plus extra +2 on applicable spell checks when on the line, within the space32+ As per 30-31, plus location of connected lines, connected places of power within 100 milesSKULL TRUMPETThis item can be used to consult spirit (as per the spell) once per month. The user speaks into and listens to this conch-shaped bone horn that has been twisted from the skull of a powerful medium. Print PDFThis is an in-betwener I ran when my crew was headed from a town to a river, escorting a wagon. I run DCC.The trail heads through a notch between mountains. It s about fifty meters long and three meters wide. Bandits have set up rubble in piles on top of logs, allowing them to send down boulders and trees at the entrance and the exit of the notch.The bandits are waiting to use the rubble to 1) block the wagon and 2) separate the party/guardians from the wagon to make it easier to take.An overgrown trail forked off the main road a few miles back. The overgrown trail leads about a half mile into the woods to a one-room cabin. Bandit guards with crossbows are in the trees about a quarter mile up the trail.The cabin has glassless windows on three sides. It s about 30 feet by 12 feet. With only one door. There s a roof hole or chimney on the far side from the players the side with no window. There s a fireplace/fire pit on the far side from the trail.Bandits are level X fighters or thieves where X is a good level for bandits in your campaign. In mine they were level 2. There are two outside the front door sitting on stump stools. One is dozing off. Both have had some drink. Inside the cabin are eight more bandits. Four are thieves in studded leather armed with bows and longswords. The other six are fighters wearing chain mail with longswords and shields.Their boss is a level 3 wizard wearing a wicker head mask shaped like a crow and indigo silk robes. In my game, the wizard was an air-breathing octopoid manipulating a skeleton under the robes. Spells included color spray and mage armor. When disabled, it dove into the fire to create smoke as a distraction. It then went down the throat of a bandit, possessed him and escaped out a window.At the first sign of trouble, the wizard will summon an invisible companion, as per the DCC spell with a spell check of 22: AC 20, 60 ft per move, can fly, 18 HP, all hits have a 50% chance of missing anyway, +5 attack bonus. It wields a magical spear detailed in treasure (the +2 has worn off). This is cool because the PC s just see a floating spear. If the wagon owners were captured alive they are bound, gagged and beat up in the corner. The wagon will be out back. There s a small stable and if the horse(s) hauling the wagon are alive, they are in a small stable to the far side of the cabin.Treasure:Yamabushi SpearForged in the Land of Rising Sun+2 hit damage, melee or rangedINT 4Communicates via UrgesExtra +1 vs Lycanthropes or any humananimal shape changerCan detect water within 40 feetLoses +2 bonus when wielder has spent 1 week in the presence of other sentient beings. Other benefits remain. Wielder must spend 1 month as hermit to regain +2 bonus.Value to collector: 5,000 SPTREASURELongswords and bows as what remained when the bandits were killed.638 silver6 rings of turquoise and silver (worth 18 each)1 prayer wheel3 sutra texts in Chinese1 scroll of invisible companion5 healing waters (1d6+1 HP) 200 sp eachTRAPPINGSAssorted blankets, cookware, straw, food, drink, rope, etc. Print PDFI took my DCC crew through a simple bandit encounter. The party is escorting a wagon. They scout ahead through a notch between two mountains. Bandits send an avalanche to separate them from the wagon and take the wagon backwards and off the trail to a cabin.That was it. The party chased them back, took out two lookouts and are now reconnoitering the cabin. Three hours is engaging play. No monsters, no magic used against them.They were very engaged.I think this is something great GM s already know and I just got my first taste of it.How s your game going? Print PDFIf you came to this blog, you must like free RPG content. Ask Santicore!Every year around this time, precious little gamemasters of all ages from around the world write Santicore asking for a piece of gameable content. But because Santicore is a busy abomination, he orders his minions to mix up all those wishes and send them all back.Little DM Bobby and Judge Susie must write or draw their very best response to the wish in their stocking or Santicore will come eat them up.   All the entries are then published in a free, non-commercial PDF for all to use! You need to write him today, though. Print PDFBecause the last three modules I read have a well in them, I offer you a level 2 Magic user spell for OSR Games. In DCC format. Notes for other systems below.Wizard Spell, Level 3. Range: Special, Duration: 1 minute per caster level, Casting time, 1 minute. Save: N/AGeneral: There are wells everywhere. This spell requires the kind of well with a rope and a bucket or a similar mechanism for lowering things in and bringing things up. The well can be dry and still work. When the caster performs this ritual, she connects randomly with another spell caster who is performing a similar spell or using a technology with similar effect on a well in some other country, time, planet or dimension.While repeating the spell s words, the caster or an ally places something of any size up to an elephant in the bucket and lowers it into the well until it is out of sight. After 1d20 seconds there is a slight tug on the rope. When the bucket is brought up, it contains something else, determined by the table below. In DCC, the nature of the item will be determined by a spell check and Judge discretion. The exchange happens simultaneously on both sides of the connection and items received cannot be sent back. The item can be much larger and heavier than the bucket; if it is larger, it will expand once removed from the bucket. The value of the item sent will largely determine what is sent back. Unless the caster rolls a very high spell check, a copper piece will not bring forth magic sword!This can be repeated until the spell s duration is extinguished, so careful tracking of the time is required. Assume the bucket can be raised and lowered in about 20 seconds on average if the players act quickly. Repeated trades are at -1 spell check cumulative. Unless otherwise stated in the table, the same two wells are connected for the duration of the spell.Those who have used the spell several times have learned that it can help to include a note with the first traded item. Often a drawing of the desired item or the situation at hand is sent down with an offering of gold, medicine or food. If a written note is sent, the caster makes a luck check at -3 in the hopes that whoever is on the other end can understand the writing.Any success of 30+ will prevent the caster from using this spell again for 1d6 months of game time.Manifestation. Roll 1d3: 1) Loud splash as bucket reaches water, a few drops of which splashes up over top of well (or dust if well is dry);  2) A geyser of iridescent liquid of unknown and undrinkable composition rises from the well, pushing the bucket up mere seconds after the objects are swapped; 3) The bucket is hard to hoist (twice as long to bring up) no matter the weight of the item coming up.Corruption. Roll 1d8: 1) Caster vomits far more liquid than she could possible have in her body; 2) Caster will feel severely dehydrated for 1d14 days; 3) for 1d4 days, caster s hair will stand up completely as if touching a static electricity ball; 4) Caster will be convinced she is being cheated in all exchanges and divisions of treasure for 2d7 days; 5) caster will not be able to see what is exchanged, ever; 6 minor; 7) major; 8) greater.Misfire. Roll 1d3:  1) Caster realizes she has accidentally exchanges her most valuable possession instead of what was intended; 2) The rope breaks, sending the item into the well to be lost forever; 3) The well explodes as a geyser of hot, geothermally  heated water, causing 1d8 of damage to all within 25 feet each round. It will then erupt every hour on the hour for five seconds. The item is obviously lost. Roll 1d6 modified by luck: on 6+ the item is found in the bucket 50 feet away.Spell check results:1) Lost, failure and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; 1-2 corruption; 3) patron taint (or corruption if no patron); 4+ misfire.2-6) Lost. Item sent is dangerous or makes the situation worse. Examples: a vial of oil in a forest fire; a poisonous snake; evidence the caster is the killer (even if she s innocent).6-11) Lost. Item returned is a total zoink and not useful at all except for the most clever of players. Examples: a knuckle bone; a cup with a hole in the bottom; a dirty limerick in the language of the pegusi.12-13) Failure, but spell is not lost (nor is sent item). Spell can be attempted again in 4 hours.14-15) An item of roughly equal value is returned. While it might be useful in the situation, it will be of the same world and within the same bounds of reality as the caster s. Examples:  key to locked chest; the letter of marque from a farway land; a wand of1d4  magic missiles.16-19) An item of slightly greater value is returned. It will definitely be useful and might even be something the caster hoped for. It could be slightly unusual for the existing campaign. Examples: a bag holding a swarm of hornets; a scroll of time travel -1 hour; a glass horn that summons giant rabbits.20-21) An item definitely more valuable than the item sent, both from a situational and market value standpoint. It could have come from another world with different technology. Examples: the crown jewels of the king of frogs; contact lenses that reveal class/level; a lighter requiring no fuel.22-25)The player can as the caster choose any item of similar value that the Judge will allow. It is not from another world (so it must be something the character can contemplate) but might be exotic for the existing campaign. Examples: a scroll of banish evil; a pound of purple mushroom powder; the piece of evidence that shows the baron was indeed a traitor (Which does not need to be true. The player must explain how it fits the crime, even if it is a frame up).26-29) The player can choose an item (that the Judge will allow). This can be something of similar value in the player s world or a world from another fiction that the DM will allow. It will be expended upon use. Examples: a machine gun with 80 rounds of ammunition; a pickup truck with a full tank of gas; a raven that delivers messages to far away places then dies; a triceratops.30-31) The caster cannot believe the other side sent this item through, it is such an uneven! This is definitely from another place or time that will not only greatly help our immediate situation but could also fetch a fortune at market. Examples: a laster pistol with 1d20 charges; a ring of charm giant; a bottle of 40 penicillin; a talking triceratops warrior.32-33) The Judge can decide an item that will disrupt the current situation or serve as an adventure hook for a side quest. Examples: a medical tricorder, an electric guitar that spits fire, Baba Yaga s phone number (and a phone).34+) The Judge will choose a ridiculous item that will either sole the crisis or transport the party from the current reality to another. Examples: an medical droid that can raise the dead once. A clone ray that creates 10 independent exact copies of a PC. A portal to another dimension/campaign setting.Wow. DCC spells require lot of time to write!If you use LotFP, Swords and Wizardry, Labyrinth Lord, B/X, Basic Fantasy, 0e -5e and so forth, use the table above but roll d100 and divide by 3, rounding down. Add the any of the caster s spell casting ability score or bonus as a raw number (INT bonus is +3, add 30 to the d100 before dividing by 3). You should probably make this a level 5 or six spell while you are at it.If reader feedback warrants revision, I will post it here. I hope this is not too powerful! Print PDFAs I lie there with the bogpiggie s deadly poison spreading through my body, the wizard Freamon assured me I could be cured with ettin s earwax. The elf was certain it wasn t deadly, just lycanthopic. The vile thief Carron s peepaw had told him the venom turned people to gold.BogpiggieSmall beast, unalignedArmor Class 12Hit Points 9 (2d8)Speed 30STR 8 (-1) DEX 14 (+1) CON 11 (+0) INT 2 (-4) WIS 11 (0) CHA 11 (0)Senses passive perception 9Languages Challenge 0 (10XP)Very Dangerous. The bogpiggie resembled a tailless beaver covered with porcupine quills. Anyone stuck by a quill knows the quills are tipped with a deadly poison that kills within a few hours. Anyone in the same party will, if they wonder if there is an antidote to be applied, remember a different antidote or effect of the poison.The quills are in fact not poisoned at all but naturally magical. Unless a party member has magical reisstance/immunity, the magic takes effect. Those immune or resistant to magic will not recall hearing anything about the bogpiggie.  Those skeptical about the the tales of bogpiggie poisoning may make an Intelligence check DC 20 to realize that whatever they might remember could be an old tale.Some examples of what party members will remember about the bogpiggie s poison (make up or roll 1d8):1- A special pink mushroom will cure it2- It is a magic poison. Rubbing any magic potion on it will cure it.3- It’s best to cut near the wound and suck out the venom.4- Ogre spittle cures it.5- It’s not poisonous. But it does carry lycanthropy.6- The victim will turn to gold if he dies.7- Singing will slow the poison.8- The venom bestows magical powers.ActionsQuills. The bogpiggie s quills automatically hit anyone touching them. If startled, the bogpiggie throws its quills, hitting all targets in a four foot radius (Dexterity check 15 to avoid).Hit: One hit point. Print PDF5 sp, Rust Monster Repellant (it s really cheap cedar wood essence and it doesn t work)40 gp, Left Handed Dragon Fire Diverter tm (a 5 5 tin sheet of metal with arm straps, will melt in fire or acid breath, causing extra damage to those behind it)5 gp, Bendy potion straw1 cp, Map of snipe nests5 cp, Nine foot pole50 sp, 320 page tomeAll prices are based on the silver standard (1gp in most games = 1 sp here) *Immobilization begins process drowning according to your rule set.Look, this table is OK, but you really should read this:http://www.gutenberg.org/files/17093/17093-h/17093-h.htm Print PDFJohn
on said: 


Actually I just got done rewriting CSIO to give it a slightly more low-magic, swords-and-sorcery feel a table of possible henchmen for hire Here s a table of untested, untrustworthy and somewhat incompetent henchmen.Prove worthy to godKnows many local legends, all untrue or the details are wrong in some crucial way

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