Thursday, July 27, 2017

Monster: Liopleurodon


Brief: This oceanic dinosaur is a terror of for both sea dwelling humanoid and fisherman. Its flesh is typically a light gray or very pale green backside with a whiter belly. It is capable of emerging on land, albeit a very short distance, beach goers are advised to move in-land as quickly as possible. Rumors of magical Liopleurodon's persist while many a person really, really hopes that these things never acquire magical powers.

Savage Worlds

Attributes: Agility: d8, Smarts d4 (A), Spirit d8, Strength d12+5, Vigor d12
Skills: Fighting d10, Swimming d12
Traits: Pace: 3 (Land) / 10 (Aquatic); Parry: 7; Toughness: 13; Size: 5
Special Traits: Hardy: Cannot be wounded on a second Shaken score; Large: Attackers add +2 to their attacks due to size; Aquatic.

Bite: Str+d8; S: Reach 1 due to long neck.

Swords & Wizardry (And other rules-lite games)

Hit Dice: 16
Armor Class: 6 [13]
Attacks: Bite (2d12); Flipper Slap (1d10)
Saving Throw: 3
Special: Swallow Whole; Aquatic
Movement: 3/20 [Swimming]

-Swallow Whole: If a Liopleurodon hits a target 4+ higher than necessary the target is swallowed whole by the Liopleurodon. The victim can test to draw a dagger (Test Dexterity with penalty of -2 or -10% depending on attribute check system) and stab their way out. The AC for cutting their way out remains at 6 [13] but they gain a +1 to hit due to proximity. If they can manage to do 10 or more points of damage they are regurgitated at a random target.

-Aquatic: This creature can breath underwater and swim impeccably. It has some small amount of movement on land and can remain on land for an hour before returning to the sea.

Adventure Ideas!

"We Have to Close the Beaches!"

Brief: A popular fantastical tourist destination is being plagued by mysterious deaths in the water. The party has various ways of finding out (observation, contacting friendly sea humanoids, magical means). They learn that a group of angry or malicious sahuagin have sicked a rogued liopleurodon on the community. The party has a couple of ways of dealing with such a creature - lure the beast onto land, track him to his cave, or lure him to the coral reef base the sahuagin are using. Better do it before the local celebration draws plenty of victims to the shores.

"A Magical Liopleurodon!"

Brief: Well, it happened, one of these monsters have gained either magical powers or can breath energy. Sea captains have pooled together with pirates to stop this creature and several attempts have failed. Now the amateurs turn to adventurers to deal with the problem.

"Hell's Aquarium"

Brief: The party's patrons is an eccentric who has managed to maintain an aquarium with large viewing panes in his sprawling manor (that is partially submerged and protected via magical runes and fine Gnomish construction). Through means esoteric and mundane, he has managed to build a new viewing gallery with an empty pen. He wants to put a liopleurodon in it and wants to hire the party to bring back a live one. Break out the poisoned darts, spears, and arrows and bring the towing line.

Tuesday, July 25, 2017

Power Word: Prismatic Spray!

Background: Considered one of the supreme versions first charted by the arcanists who created Burst, the Prismatic Spray is considered something of a reward for casters who have proven themselves worthy to their masters, or at least lucky casters who discovered this during their hunt for treasures and find a spellbook. Though this power is connected to Burst, Prismatic Spray can only be learned at Veteran (with significant penalty). Most casters of this spell are Heroic or Legendary ranked casters. The prerequisite for this spell requires one to have the Burst power as it forms the basis of this spell.

Prismatic Spray
Prerequisite Power: Burst
Rank: Veteran
Cost: 4
Range: Cone
Duration: Instant

Brief: Casting this spell a player places the thin end of the cone facing them and points the far end of the cone towards the area they cast. Targets within the cone's range must make an Agility save vs. the Caster's roll. Targets caught in the spray must roll a 1d8 and suffer one of the following effects.

1 - Red: Target takes 2d10 Fire damage. On a Raise, instead of extra damage, the target must roll a d6 for fire check. On a 5 or 6 they have caught on fire and continue to burn as per normal fire rules.

2 - Orange: Target takes 2d10 Acid damage. On a raise, instead of extra damage, the target takes 2d8 damage the next round on their turn due to acidic burns unless anti-acid is applied to the wounds via a Healing spell or Heal skill check with proper equipment.

3 - Yellow: Target takes 2d10 Electrical damage. On a raise, instead of extra damage, the target is at -2 Parry until their next action.

4 - Green: Target must make a Vigor roll or become poisoned (Lethal; -2). On a raise, instead of extra damage, the Vigor roll increases to (Lethal; -4). Failure means the target will die in 2d6 rounds unless anti-toxin or healing spells are applied to the target (perhaps with a dramatic task to save their ally).

5 - Blue: Target takes 2d10 Cold damage. On a raise, instead of extra damage, the target suffers from the effects of Slow for 3 rounds.

6 - Indigo: Target must make a Vigor (-2)  save or be turned to stone. On a raise, instead of extra damage, the save becomes Vigor (-4)

7 - Violet: Target must make a Vigor (-2) or become blind for 3 rounds. On a Raise, instead of damage, the target must make a Vigor (-4) or be teleported to a different dimension. Dimension destination can be determined by a card draw as shown below.

8 - Scintillating: Target is struck by 2 beams and suffer normal damage from both (roll beam damage separately). On a raise, instead of damage, the target suffers the Raised version of both beams. Target determines beams by rolling twice, ignoring any future 8's that come up.

Planar Destination Table

Neutral Planes: Planes of conflict, law, and chaos that generally aren't the best place to be, unless you're into wandering the outer planes. There is work and adventure to be had, but it might be awhile before your character shows without the party working to locate and travel to them.
Elemental Planes: Ranges from the grand four (Earth, Air, Fire, & Water) but can also include planes such as Ice, Lava, Mud, or Dust. The Elemental Planes are sometimes okay to live in, the characters might even bump into friendly dwellers who can help them. There are others that one might hope said victim has a Elemental Adaption spell handy.
Positive Planes: From the shores of Celestia, the golden fields of Elysium, or the grand plains of the Beastlands, the player has arrived on a positive plane. They might be met by talking animals or celestials who wish to help. Such a plane, for a character who is noble, or at least good, could be a nice spot to retire too.
Negative Planes: The character has arrived in dark twisting nether of the negative planes. Planes of undeath, demonic abyss, or hellish outworlds are all that are in store for this planar traveler. Even a player of unsavory character may best beware, just because you think you're bad doesn't mean these fiends will give pause.
The Portal Bar & Grill: Some claim at the center of the multiverse lies a city, some believe there lies some creature of entropy, but the wisest know that at the center lies that universal truth: a nice quiet bar where someone can grab a drink. The Portal Bar & Grill sort of sits adrift in the astral. It's a place where demons and angels have a drink before making their way back home. It's a place where any door that leads out (there are several) are actually portals to take you somewhere else. Be nice to the lady at the bar and know that prices are reasonable.

Savage Worlds: All About Spears

Probably one of the latest weapons to get love on the gaming table is the spear. Its a great Reach weapon, it gives a Parry bonus. The only shortcoming was Savage Worlds not listing a one-handed version of this weapon, yet they have art of Spartans who use shield and spear. So, let's rectify that in a manner that's probably been done in a classy fashion.

Damage: Str+d6
Two-Handed Modifiers: +1 Reach; +1 Parry
One-Handed Modifiers: +1 Reach

Lacking the control of two hands, a one-handed spear must depend on a shield to supplement the loss of Parry. For some adventurers who have the strength for it, they don't mind doing just that.

Sample Characters


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Stealth d4, Survival d6, Swimming d4, Throwing d6
Traits: Pace: 6; Parry: 7 (+1 - Spear); Toughness: 9 (3 - Breastplate/Torso & Helmet/Head) / 8 (2 - Chain Sleeves/Arms & Chain Leggings/Legs)
Edges & Hindrances:  Brawny / Loyal, Overconfident, Stubborn

Spear: Str+d6 S: Parry +1; Reach +1
Shortsword: Str+d6
Knife: Str+d4 S: Thrown (3/6/12)


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d4, Notice d6, Riding d6, Survival d4, Swimming d6, Throwing d6
Traits: Pace: 6; Parry: 8 (+2 - Large Shield); Toughness: 8 (+3 - Breastplate/Helmet/Leggings - Head, Torso, Legs)
Edges & Hindrances: Brawny / Code of Honor, Vengeful (Minor), Loyal

Spear: Str+d6 S: Reach +1
Shortsword: Str+d6