Thursday, 17 December 2015

Enchanted Guitars



All Enchanted Guitars are electric and do not need to be plugged in. They are magical and can be welded by anyone. The user will automatically know how to play. They are all mostly evil. Until the player learns the true nature of the guitar, its effect happen at random when played.

Your Guitar is called...
1d30
  1. Satanis
  2. Old Jack
  3. Devils Whip
  4. The Trooper
  5. Bloodzilla
  6. Titan
  7. Powerslave
  8. Mummy Dust
  9. Bloodbath
  10. Bonesnapper
  11. Battle Maximus
  12. Prowler
  13. Wrathchild
  14. War Toy
  15. Sexecutioner
  16. Gor-Gor
  17. Whargoul
  18. Uberclaw
  19. War Pig
  20. Mindcrawler
  21. Thunderchild
  22. Fallen Angel
  23. Speedhoven
  24. Monstrance
  25. Titan
  26. The Aberation
  27. Silver Duke
  28. Bloodhammer
  29. Starslayer
  30. The Reaper

Special Guitar Effects (roll twice or make up something yourself).
1d8
  1. Devil Music
    • When this is played, a demon is summoned (use the demon of your choice) and is briefly, briefly, under control of the PC, maybe for two or three rounds. After this is up, the PC must play the guitar again to banish the demon. If he fails, the party now have an angry demon to deal with.
  2. Doom
    • Produces a deep, atonal, bone rattling drone. Anyone it's directed at rolls to save being shaken apart.
  3. The Shred
    • Notes played at incredible high speeds. Each note played literally shreds it's victim to bits. 1d8 damage per round where the guitar is being played.
  4. Killer Riff
    • The guitar will produce a riff so ear catching, so awesome that whomever hears it will immediately stop whatever they're doing and be forced to listen until their brains melt and ears bleed. 1d8 damage per rpund where the guitar is being played.
  5. Chugga
    • A driving background chug, providing the perfect soundtrack for any battle. It also brings on Battle Lust, warping the PCs into monstrous blood thirsty killing machines All PCs get an extra 2d6 to their pool. After combat, the PCs must roll to save, failure means the Battle Lust continues for 1d6 hours.
  6. Crunch
    • A sound so crunchy, so distorted it actually crushes it's intended victim. 2d8 damage.
  7. Thrasher
    • Fast paced and aggressive, each  note is a literal punch in the gut to the target. 1d20 shows how many hits you get in, doing 1d8s worth of damage each.
  8. Power Chord
    • When played, this chord fills its target with incredible energy and confidence, they literally grow an extra three feet and muscles swell, adding an extra d6 to their dice pool. The bonus lasts as long as the chord continues but the feeling like they can do anything continues for 1d6 hours.
 
  Your Guitar...
  1. Is also an actual axe. (1d8 damage)
  2. Is also a flame thrower, activated when the correct cord is played. (2d6 burning damage)
  3. Has a built in chainsaw. (3d6 damage)
  4. Shoots lazers. (1d8 damage)
  5. Is made of bones and can raise the dead for 1d6 rounds.
  6. Is a Flying V. It actually flies when stood upon.
  7. Is made of obsidian. No powers, just looks awesome.
  8. Is made of Crystal.
  9. Is made from an old cigar box, drift wood and only has 4 strings. add 1d6 to any dice roll you make using it.
  10. Is haunted by it's previous owner, a very angry Orc.
  11. It a double necker.
  12. Can mimic any sound, but only once.
  13. Is also a trident. (1d8 damage)
  14. Is made of ice.
  15. Fires lightning (1d8 damage)
  16. Can also open up portals to a hell dimension.
  17. Is a Pentagram. Can be played backwards.
  18. Was carved from a comet.
  19. Is made from Coral.
  20. Roll twice and combine.

 And if that wasn't enough, your Guitar wants...
1d12
  1. To kill your mama. You can never, ever go home.
  2. To slowly turn you into a follower of K'Tulu
  3. BLOOD, BLOOD, BLOOD
  4. Souls.
  5. Your soul, will drain HP whilst in use.
  6. A  weekly sacrifice to make it work.
  7. A  daily sacrifice to make it work.
  8. An  hourly sacrifice to make it work.
  9. To drive you insane. Whilst you sleep it gives you terrible, terrifying nightmares and when all is quiet it whispers horrific things straight into your head.
  10. Many followers. When it has enough the Chaos God that is trapped inside it will be released and destroy the world.
  11. Alcohol, which it absorbs through your skin.
  12. Chaos. Overtime it slowly warps you and others when the listen to it's music.

Thursday, 10 December 2015

Red Hood


Forests are creepy places, especially great big dark ones. Red Hoods certainly amp up the creepiness by a large amount. Presenting themselves as little girls in dressed in red (the PCs will always catch sight of them from a distance, flitting amongst the trees) carrying baskets, Red Hoods hide something nastier and bug eyed. When questioned they will say they are going to see their Grandmother who lives in alone in the wood, and that they are taking this basket of food to them.
Red Hood usually do two things. They will ask the adventurers to escort them to their Grandmothers home (there are terrifying creatures lurking in these wood) or they will offer them a treat from their baskets.

If the party head off with a Red Hood they will get taken to a cave (the Red Hoods home) which is littered with the bones of many, many people. The Red Hood will then reveal it's true form and attempt to eat them.

If the party member refuses to dip their hand into the basket, the Red Hood will turn and attempt to eat them, however, if the Player does decide to have delve in the basket, roll on the below table to discover what happens.

What's in the Basket?
Roll 1d6

  1. Hand gets swapped for something terrifying.(tentacle, claw...you decide)
  2. Hand gets eaten.
  3. PC gets sucked into another dimension.
  4. Cannibimps! Cannibal imps spill out of the basket and eat you. Slowly.
  5. Your arm begins to rot like food. Roll to save. If you fail you will lose your arm, if you succeed it stops but your arm is disfigured.
  6. The food is poisoned. Roll to save.

Red HoodHD: 3, HP: 8 , AC: As leather , Damage: 1d8 (biting and eating damage).

Cannibimps!Amount: 2d8
HD: 2, HP: 1 , AC: 0, Damage: 1d6 (biting and eating damage).

Wednesday, 2 December 2015

Needlings.

There is an old saying, "If you have a Needling, you'll want for nothing else".
This is true. If a Needling enters into your life (usually they become attached to you if you perform some sort of kindness for them) there is nothing it won't do for  you. It will carry all your stuff, it will make you food, it'll look after your horse and put up your bedding for the night. It will care for you when you're sick, and constantly wake you up in the night to check if you're okay. It will continually ask you if you need anything and will not stop bothering you until it is satisfied you have everything you want. Needlings are never satisfied. In extreme cases they can become possessive of you and will attack anything or anyone else that tries to help you.They are, frankly, awful shits.
And you can't get rid of them. If you kill it, a new one will find you and carry on where the old left off. The only real way to stop them is to kill their queen.


Queen Needlings (or Queenlings) are giant versions of Needlings that live deep underground in vast caverns. All Needlings love their Queen and those that are not chosen to take constant care of her are sent out into the world to commit their acts of caring upon others. The link between Queenling and Needling remains strong, and upon their Queens death, the Needling will curl up and die.

Needling
HD: 2, HP: 8 , AC: 0 , Damage: 1d4 (biting damage).
If they're in defence of their Queen there will be 2d20 of them attacking.

Queenling
HD: 10, HP: 53, AC: 4, Damage: 2d8 (fists).
Special: The Queen will squirt disgusting acidic milk from one of her three breasts doing 2d6 damage, plus another 1d6 per round if they don't wash it off.





Tuesday, 24 November 2015

Triceratank


Let's be honest, walking about the place is boring. You're feet get tired, your shoes wear out and by the time you get to a dungeon you're too knackered to stab anything until the next day. Horses are not much better as they require a lot of looking after. No, what you need it a Triceratank. Part Triceratops, part Tank, all laser firing vehicle of annihilation.
Ok, the controls are a little difficult to manage (it's all levers and stuff), it's not exactly the fastest vehicle ever invented and the Triceratops part does have a slight attitude problem, but IT SHOOTS LASERS FROM ITS HORNS. What more do you need?

TRICERATANK
AC: As Platemail
Damage: Laser x 2(4d6), Horn x 1 (1d6 exploding)
If you get caught beneath the tracks of this thing, do 3d6 damage until it’s moved off you. Essentially, you will die.

Thursday, 19 November 2015

Itchy Stink Frog




Pity the Itchy Stink Frog. Pity it's awful muddy green colour. Pity it's sad and wheezy croaking and it's inability to hop correctly. Pity it as it sits alone in ponds, shunned by normal frogs and toads, and waits for death. Every now and then two Itchy Stink Frogs mate out of sheer desperation and loneliness  and a small cluster of new Itchy Stinks Frogs are born. Born to inherit the horrible and sad fate of their parents.
But sometimes...

Sometimes an individual captures an Itchy Stink Frog and makes use of the three things that, whilst completely useless to the Frog itself, provide a hilarious distraction to the jackanape who caught it.

1. When an Itchy Stink Frogs come into contact with the skin of another creature they bring on a rash that is unbearably itchy to the victim. Scratching only makes things worse, and the itching is so bad the victim can do nothing else until it dies down after 1D6 hours, 2D6 if the victim scratches. Perfect for putting down the backs of people you hate.

2. They stink. I mean really stink. Prolonged contact to the smell induces vomiting, then blindness, then death. Perfect for clearing rooms or killing those locked in enclosed spaces.

3. When sat on, Itchy Stink Frog make a loud and extended farting noise. This also kills the Frog and makes the sitter have an incredibly itchy and stinky arse.

Hilarious.

Wednesday, 4 November 2015

Shambling Beast

There's several things I have in the works, but instead of doing them I've done this instead.
It's a race for the Crimson Dragon Slayer RPG, a game that I have recently fallen in love with.

Shambling Beast
No one is sure where these creatures come from, not least the Shambling Beast itself as their memory is limited. Shambling Beasts come in a variety of different flavours with the traditional being Swamp, however several more exist. They are large, misunderstood and shunned by normal folk, not least for the terrible smell.

Roll 1d6
1. Meat
2. Fungus
3. Swamp
4. Vermin

5. Trash
6. Roll twice and combine.

Meat
You are a disgusting pile of raw animated meat. You probably have literal sausage fingers. It's probably best to stay out the sunlight and keep away from fires and hungry dogs.

+4 to Strength,  -2 to Charisma, +1 to constitution. Racial Hit Points: 4

Fungus
You are a mushroom man, you are constructed out of many fungi both edible and poisonous. You love it when it's damp and over cast but get upset when pixies attempt to make homes out of your nuts.
+2 to Strength. Racial Hit Points: 3

Swamp
You know the deal.
+4 to Strength, +2 Dexterity. Racial Hit Points: 4

Vermin
Rats! Mice! Weasels! Cockroaches! Pigeons! You are made of these things, a writhing furry feathery mass of Mother Natures most reviled beasts (apart from the Itchy Stink Frog, people hate those things). On the plus side, when attempting to control other such creatures you do get an extra d6, so it's not all bad.
+4 to Strength, -2 to Charisma. Racial Hit Points: 6

Trash
You are made from the discarded detritus of others which one day, for some reason, gathered itself together and gained sentience. Nice.
+2 to Strength, +2 to Constitution, -2 to Charisma. Racial Hit Points: 6

If (K'tulu help you) you are combination of two of these things go with the CDS rules.
Every attribute bonus and penalty counts.
Both good and bad parts of each race stand.
Racial Hit points must be averaged.