Wasp Vipers

Wizards get bored. And when the get bored they start messing around with the natural order things. When they do that creatures like the Wasp Viper are created.
At first glance, this creature appears to be a large viper. On closer inspection, its eyes are those of an insect and a set of wings are folded back along its body. It’s bite and it’s sting are highly poisonous. The creatures normally hunt along but they tend create hives where it possible for there to be hundreds of them. Wasp viper infestations have been known to wipe out entire villages.
Wasp Viper:
HD 2
AC 5[14]
Attacks: Bite (1d4), Sting (1d3)
Move 10 (flying)
Save 16
Challenge Level/XP: 5/240
Special: poison (bite and sting). If a wasp viper hits with either its bite or sting then the poison save is is made at +4. If both attacks hit then it is at -2.

Hordes of Things

We all know that RPG’s got their start from war gaming and I have to admit that I’ve done my own little bit of virtual warmongering.
A lot of times in games, folks want to do a whole war thing. But the thing is it’s always been pretty much a pain in the ass. Just my preference but I like to step back and roll in actual war game rules then tweak them just a bit. I think it works better than bending an RPG to simulate a war game.
For fantasy war gaming, my favorite set of rules is Hordes of Things. A very simple set of rules for 15mm fantasy warfare. It’s not totally involved like Warhammer and work much better for larger and more abstract battles. It also doesn’t take a lot of table space and the learning curve isn’t that steep. Battles can be run very quickly. And now for the even bigger plus. You can grab the rules for free.
So go check them out. You really don’t have anything to lose.

Stuff on the Shelf

Random tables are always fun and this little one just popped into my crazy little brain.
The “So What’s on The Shelf” Chart
1-Human Skull
2-Humanoid Skill
3-Empty Vial
4-An earthenware jug with a skull and crossbones on it. Contents may or may not be poisonous.
5-What looks like dried herbs but are actually useless weeds.
6-A Book of Partial Spells. The contains the only partially completed spells. Basically, useless.
7-An empty box
8-A figurine depicting a fertility god(ess).
9-A book filled with naughty doodles.
10-An inkwell and quill
11-A blank scroll
12-An orcish cook book
13-A treasure map (usefulness is up to the GM).
14-A poor quality dagger
15-A stuffed frog
16-A full chamber pot
17-A candle stick
18-A brush and comb
19-A hand mirror

The Sword of Stolen Memories

Who doesn’t love an ancient powerful soul eating sword?
The Sword of Stolen Memories acts as a normal +1 sword but it gains special abilities when it kills opponents with class levels. Victims without class levels like peasants or monsters only sate the sword and provide no other benefit.
The special effects are based on the class and the amount of levels of the victim(s). Each time one of the sword’s special abilities is used it burns the appropriate amount levels based on the class. The only way to recharge the sword is by killing more.
Fighter: +1d4 To Attack Rolls or +1d8 Damage. Determined before dice are rolled. The sword can do this 1x/level of fighter killed.
Cleric: Cast Cure Light Wounds on the wielder. 1x/two levels of cleric killed.
Thief: Cast the equivalent of the Knock spell. 1x/two levels of thief killed.
Magic-User: The ability to cast once the spells that were in the memory of the victim at time of death.
The Catch. Every artifact has catch. If the wielder of the sword dies. He cannot be resurrected by any means. His soul is forfeit to the sword. On the bright side, it does count as class levels for special abilities. The new wielder will be thankful for your sacrifice.

A Simple Crit & Fumble System

Everybody loves nifty crits and fumbles. Admit you know you do. I was brainstorming the other for some other ideas. I mean charts are neat and all but sometimes it can be drag to look something up. The Crit and Fumble Decks from Paizo are pretty damned cool. We’ve used them a lot in our Pathfinder games. But I had this crazy little idea to something simple and quick so here you go.
On a Crit: The defender chooses to take double damage or have his shield destroyed (Magical shields can just be knocked away.) or have his armor damaged (Reduces it’s effectiveness by half, rounded down)
On a Fumble: The attacker chooses to lose his weapon or break his weapon or the defender gets a free immediate attack against him.
Of course, the GM will have to do some judgement calls in particular situations. That’s why there’s that little mantra: “Rulings, Not Rules.”

Roll Dice. Kill Monsters. Take Their Stuff. And Have Fun!

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