I have no idea how this one popped into my head. Maybe my brain really is that weird but here you go Hungry Hungry Zombie Hippos.
Atk 1 Bite (2d6)
Created by a crazed necromacner in order to protect his lair. Hungry Hungry Zombie Hippos are ambush predators that lie in wait just under the surface of a river or moat. They tend to drag their victims beneath the surface and drown them. That is is their viscous bite doesn’t kill the poor soul outright.
And yes, I know I didn’t post anything last week. I was busy. 🙂
If you were paying attention on my other blog, we came up with a cool idea for a monster name. The Scab Golem. That name is just too cool to let pass. So here you go another creepy creature to give the player characters nightmares.
A long forgotten sect of necromancers sought out a quick and relatively easy method to create golems. The result of their horrendous is the Scab Golem. The creature is created with the blood and viscera left over from other experiments. The resulting creature is a bizarre necormatic construct sharing traits of both the undead and a traditional golem.
AC 9 
Atk 2 fists (2d6)
Special: Hit only by magic weapons, Magic Resistance 75% (Magic-User spells only), Fear Aura, Turnable, Confused.
Fear Aura: Anyone seeing a Scab Golem must make a Saving Throw or flee in terror as the Fear spell.
Turnable: A Scab Golem maybe turned by clerics like an 8 HD undead creature (Mummy).
Confused: Bits and pieces of dozens of souls make up a Scab Golem. Often this will make the creature behave erratically. There is a 10% chance each combat round that the Scab Golem will act as if it under the influence of the Confusion spell.
Because the folks on g+ asked for it. This was real quick and I didn’t double check my math or anything and did this mostly from memory. So forgive.
Attacks: 2 Claws 1d4
Special: Cute Power
Cute: Each character viewing a Guinea lion must make a Saving Throw. If the character fails then he lulled into a false sense of security believing that creature is cute and harmless. The only way this is broken is the lion attacks the character. Attacks on other characters aren’t viewed as a threat. “Ah, look he’s playing with the halfling.”
Why should Magic-Users have all the fun with their Wands of Wonder? Devised by an eccentric wizard who grew weary of the constant bragging and attention the “brave warrior” types always received, he created a devious magic weapon just for them.
The Sword of Wonder appears as a normal magical long sword until swung in combat. When the sword strikes an opponent instead of doing damage normally roll on the following chart:
1. Wielder and opponent are teleported into pocket dimension only to emerge when there is victor. The victor emerges with the appearance of the loser.
2. Wielder and opponent switch alignments.
3. Wielder and opponent switch genders.
4. Opponent is healed fully.
5. Opponent is cleaved in two. Each with 1/2 maximum HP but all other abilities at full strength.
6. Swarm of butterflies surround the wielder and opponent. Both at -2 to hit.
7. Swarm of carnivorous butterflies surround the wielder and opponent. Each take 1d4 damage per round for 1d6 rounds.
8. All ferrous metals within 20 feet of the Wielder are strongly magnetized. Strength and Dexterity checks required depending on the size and quantity of items in the area.
9. Wielder and opponent are rendered invisible but only to each other.
10. The Wielder hits his opponent as normal.
11. Wielder and opponent teleported 1d6 times 10 feet in a random direction.
12. Everyone and everything within 20 feet regenerates 3d6 HP.
13. The sounds of battle attract a wandering monster. Roll and see what shows up.
14. Fireball! Everyone within 30 feet Save or take 6d6 damage.
15. Nothing happens. But roll again for an illusionary effect.
16. Wielder is healed fully.
17. A random target within 20 feet of the wielder is dealt normal weapon damage.
18. Opponent hits itself.
19. Opponent takes damage equal to the amount of damage that the wielder has taken (Max HP-Current HP).
20. Opponent must Save vs Magic or be disintegrated.
The Sword of Wonder is considered a cursed magic item. Remove Curse spells will not release the wielder from this burden. He must acquire and use another cursed magic weapon for 3d6 weeks. That is if he survives.
It’s time to celebrate with the good old Red, White, and Blue. Of the OSR that it. Have a fun and safe holiday folks!
You know I had every intention of starting up an Old School game in June. It’s July it’s obvious that didn’t happen but it’s still on my mind. I’m also not still 100% sure what exactly I want to do.
First, fit one in with my regular group on our gaming schedule. That probably wouldn’t happen for over a year. That’s what we’re like. We’ll play one campaign/game for a long time. It’s cool and this isn’t any commendation but that option is probably right out for the foreseeable future.
My other idea is to hit up the FLGS. They do have open gaming on Sunday so I’m sure they’d be cool with that. Plus it’ll give me a chance to play around with all that cool and cheap DIY dungeon terrain I’ve been working on. But when you’re doing an open gaming thing sometimes, you really don’t know who you will end up with. Plus I can tend to be a little risque and that wouldn’t fly too well with young ones around.
Then there’s G+. Many folks have had fun and great success running games online. And I really like to try it. Plus I’d have a little more control over who plays in the game. Also, looking at my schedule, I know I’m going to have to do some play testing in the future and that should be a perfect platform for that.
So with that, I shall still continue to ponder and plan. But I will make a decision and heck maybe even start a game this month. Wish me luck.
Another little magic item popped into my head:
THE DWARVEN RICOCHET HAMMER
Long plagued by goblins pilfering their mines, the dwarves crafted this ingenious weapon to clear crowd tunnels of opponents.
The Dwarven Ricochet Hammer is a +1 magical throwing hammer doing 1d6+1 damage and has a range of 60 feet. The wielder makes a ranged attack against a primary target. If the hammer hits then the primary target takes damage as normal. The hammer then ricochets. Each target within a 20 foot radius of the primary target roll a successful Saving Throw or take 1d6+1 damage. The hammer then returns to the wielder. If the attack against the primary target misses then the hammer continues to fly out to its range of 60 feet.
If you happen to use fumbles in your game then a Natural 1 could prove interesting for any nearby party members.