Showing posts with label Neo School Hack. Show all posts
Showing posts with label Neo School Hack. Show all posts

Thursday, November 22, 2018

The White-Haired Witch Class for Neo School Hack

So in my buddy Steve's Pathfinder-based campaign I'm playing a witch character with the healer Hedge Witch archetype. The most recent hex I added to the character was Prehensile Hair, which allowed her to awesomely apply the finishing strike to a demon.  More recently, I was on YouTube, consuming some media, when I came across a clip of the scene from The Forbidden Kingdom (功夫之王) movie where the young punk Seeker battles the obviously more awesome White-Haired Witch (白髮魔女) and she takes the magic staff from him with her magic hair.  In that movie she's depicted as a villain, even though the character in the original novels Lian Nichang (練霓裳), nicknamed Jade Rakshasa (玉羅剎), is formidable martial arts vigilante fighting injustice.  And I thought to myself "Why isn't there a character class like that?"


Pathfinder does have an archetype for the witch class called White-Haired Witch, but all it does is swap out all the cool witch hexes--which are the core of the class--for a couple enhanced hair-weapon abilities and a handful of rogue talents. The class has no monk-style martial arts abilities. It would not play anything like the character in The Forbidden Kingdom.

So, since I'm still a bit OCD about my Neo School Hack rules, I decided NSH needed a White-Haired Witch class to remedy this glaring gaming oversight.
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White-Haired Witch

- The White-haired Witch is a female wuxia martial artist with unique powers to use her hair. She may appear as a dedicated avenger of injustice or an implacable tracker assassin.

Inherent: Magic White Hair/focus: you can magically extend your hair out 30 feet and grapple or roughly manipulate with it; however you cannot perform fine manipulation skills such as writing with a pen.



Classic Weapon: whip (In addition to normal Light Weapon attacks with it, the witch may trip, disarm, grapple, or choke an opponent following a successful whip strike.)



Martial Witch ("巫侠")/constant: the witch is trained in martial arts, allowing lethal unarmed attacks as a Light Weapon and a special dodge (spend your turn to pass a Cunning check against the attacker's dice score to flip or spin out of the path of an attack)



"Men are such liars"/constant: a witch can always tell if a male is lying



"Hmph"/focus: with a quick bad-girl smirk and slight snort, the witch summons qi for the fight; gain one temporary Awesome Point which can only be used in the current action scene



"Misfits following a misfit"/focus: after sizing them up for a few moments, the witch taunts her opponents, causing all of them to be Disadvantaged on their first roll against her in the current scene.



"Where have you flown, little Sparrow?"/rested: the witch has an uncanny ability to intuit where to find her quarry.




"Kill them!"/rested; a small gang of armed thug minions suddenly appear from nearby and perform acts of intimidation or violence for one action scene



Far Sighted/focus; taking a few moments to concentrate, the witch can see to three times as far as a normal person; this vision negates all distance penalties for ranged shooting attacks.



Lashing Leap/rested: the witch can perform a long, drifting leap covering up to 50 feet; she can double this distance if lashing her whip to generate extra qi.


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And, here are some awesome video clips from The Forbidden Kingdom of the witch in action which I based the character class on:

Scene at the inn: https://www.youtube.com/watch?v=auGlY9fFvws

Scene in the cherry blossom orchard: https://www.youtube.com/watch?v=C5ThLvktqls

Scene at the Jade Warlord's palace: https://www.youtube.com/watch?v=e5uhElLMLbA

Friday, October 13, 2017

There's Only One Condition (Simple Condition Rules for Old School Hack)

So, yes I am still chugging along with my hack of the very fun Old School Hack, thanks for asking.  Being a very old school game, it does not waste any space on rules for "conditions", such as dazed or nauseated.  I wanted to add some condition rules, but they had to be very simple.  An excellent example for me of the approach NOT to take is Pathfinder.  Pathfinder has 36 (!) conditions.  Several have names which are way too similar in meaning, such as Frightened and Panicked, and many apply such slight modifiers that they aren't really worth bothering with: Oh, no, I have a -1 to attack rolls for 3 rounds!? Pfffftt, whatever.

Thinking over a quick and easy way to do conditions I decided that really there are three basic states for a creature: 1) fine (no impairments), 2) suffering a condition which partially impairs (such as blindness or nausea), and 3) suffering a condition which totally impairs (such as being paralyzed or unconscious).  Fine is fine and totally impaired is totally impaired, so we really only have to tackle conditions which partially impair.  I decided up front that there should be a single, easy-to-remember  mechanic for all impairing conditions (as opposed to a massive list with finicky micro-rules).  In the end I went with the advantage/disadvantage mechanic from D&D 5th Edition.

So when a character is suffering a condition which partially impairs and they need to roll for some action, the GM rolls a d12 against them which is the condition die.  If the condition die beats  the character's roll, either the 1d12 roll for an attribute check or the both of the d10s (individually) for an attack roll, then the character action fails.

Simple.

Monday, August 22, 2016

Simple Weather for Gaming

One thing which helps immersion in gaming, including setting the mood or tone, is weather.  Some games don't really cover it, while others go into deep simulationist detail.  Recently, I decided I needed some weather tables for my Neo School Hack rules.  I wanted them to use either a d10 or a d12, because that's what Old School Hack uses, and I wanted them to be one-roll simple.

For me, I want weather tables to tell me two things: 1) does the weather impose any effects and 2) what is the general mood or tone for the day.  So I built these 1d10 tables for the four seasons of a generic northern hemisphere temperate zone, such as you'd use for a classic pseudo-European medieval fantasy game.  I think they'll work just as well for temperate North America and Asia.

Spring
  1. Breezy & Cool 
  2. Breezy & Cool
  3. Sunny & Nice
  4. Sunny & Nice
  5. Sunny & Nice
  6. Sunny & Hot
  7. Sunny & Hot
  8. Rainy
  9. Rainy
  10. Rainy & Thunderstorms

Summer
  1. Sunny & Nice
  2. Sunny &Nice
  3. Sunny & Hot
  4. Sunny & Hot
  5. Sunny & Hot
  6. Sunny & Very Hot
  7. Sunny & Very Hot
  8. Sunny & Very Hot
  9. Rainy & Hot
  10. Thunderstorms

Autumn
  1. Sunny & Nice
  2. Breezy & Cool
  3. Breezy & Cool
  4. Breezy & Cool
  5. Cloudy & Cool
  6. Breezy & Cold
  7. Breezy & Cold
  8. Cold & Rainy
  9. Cold & Rainy
  10. Cold & Dusting of Snow

Winter
  1. Sunny & Cold
  2. Sunny & Frigid
  3. Sunny & Frigid
  4. Sunny & Frigid
  5. Cloudy & Frigid
  6. Cloudy & Frigid
  7. Cold & Light Snow
  8. Cold & Light Snow
  9. Cold & Heavy Snow
  10. Blizzard

Sunday, November 29, 2015

Neo School Hack: Prestige Classes and Templates

Okay, so I was reading through the next section of the Shackled City adventure path from Paizo which I am running for my group.  This particular chapter is about visiting a layer of the Abyss, going through some lame-ish "tests", and someone finally (maybe) becoming ruler of that layer.  It's clear to me now that this chapter is very heavy on backstory but not much fun to play.  This includes the "winner" who becomes ruler of the small plane being given (stuck with) a template which is almost pretty useless if you're not an evil spellcaster.

So that got me thinking about how to do a similar template for my Neo School Hack (NSH) rules (also applicable to the original Old School Hack), and that made me think about how I could extend that idea to make D&D 3rd Edition style prestige classes.  I was also drawn to the idea because I often think up a class concept but only can come up with three or four really good talents I'm excited about before I have to start forcing mediocre ideas just to fill in the last two or three.

In NSH, classes have six talents and races have three.  So a template or prestige class should have less than six talents and probably four maximum.  For a template I figure you could do three "levels" of template, minor, normal, and major:
  • Minor Template: one talent
  • Normal Template: two talents
  • Major Template: three talents
Prestige classes can also be Minor or Major:
  • Minor: two talents
  • Major: four talents


Wednesday, July 29, 2015

FFTA School Hack - The White Monk Class

Okay, so I just thought I'd throw out an Old School Hack version of one of my favorite jobs (classes) from Final Fantasy Tactics Advance: the White Monk.  In FFTA this class can only be taken by Bangaa race characters but this one is non-specific.

White Monk

- A White Monk is a martial artist specializing in using holy chakra energies to vanquish evil and heal the suffering.  Their style has a focus on hand techniques using different styles of clawed gloves.

Classic Weapon: clawed gloves (many types available).

Whirlwind/focus-encounter: gathering momentum with bold spinning movements you strike all enemies around you; allows the monk to make one attack against up to four adjacent enemies, but with -1 to each attack after the first.

Air Render/focus: you project a bolt of chakra energy at one creature up to 30 feet away; allows you to make a normal attack as a ranged attack instead; clawed gloves must be worn as a focus.

Earth Render/encounter-focus: you channel chakra into the earth to activate elemental Earth energy; blasts Earth and chakra energy up from the ground in a 30 foot long patch out from the monk; each creature on that path must pass an Awareness check or suffer 1 wound; clawed gloves must be worn as a focus.

Far Fist/rested-focus: a variant of the Air Render technique which causes a blast of chakra energy at 20 to 30 feet from the monk, injuring all those within a 10 foot radius; each creature in the blast radius is allowed an Awareness check to avoid injury; clawed gloves must be worn as a focus.

Holy Chakra Sign/rested-focus: by summoning your chakra energies and projecting them into a wounded or suffering creature you heal them of 1 wound and all diseases and temporary ailments (such a blindness, paralysis, etc.) no matter the source.

Exorcise/encounter-focus: striking a special holy stance you project your holy chakra energy outward, driving back undead; undead within 20 feet must pass a Commitment check or flee, not returning for 24  hours.
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Clawed Gloves
The clawed gloves used by the White Monks come in a variety of styles and constructions.  They have claws, blades, and plates to protect the monk's hands and inflict greater damage.  Clawed gloves come in lighter leather types (counting as Light Weapons) and heavy metal gauntlet types (counting as Heavy Weapons).

Saturday, July 25, 2015

OMG, More Neo School Hack Stuff! The Knight

Okay, so I promised (well, not actually promised) that I was coming to the end of my Old School Hack/Neo School Hack design binge.  I mean, I can actually stop any time I want to--but just not yet.  So here's another class:

The Knight

- A knight is an aristocrat born and bred to be a warrior.  They are sent from home at an early age to be a squire at an allied household and train and learn the craft of war.  It is their way of life

Classic Weapon: Lance

Surely You Joust/constant: the Knight's favorite activity is jousting; you get +1 to attacks with a lance while riding a mount and +1 AC against jousting attacks while riding a mount.

Sword & Board/constant: the Knight's second favorite activity is melee combat with a shield and a one-handed weapon; in each combat round the Knight may choose to emphasize the weapon (+1 to hit) or the shield (+1 to AC).

Heraldry/constant: growing up in chivalric social circles a Knight learns to recognize heraldric coats of arms and similar devices; +2 to Awareness checks to know who a particular sign belongs to and a little bit about their background; the player also gets to design their own unique coat of arms for their family.

Under Armor/constant: the training of a Knight includes wearing armor and exercising in it constantly; you have the special encumbrance capacity of one extra Heavy Thing for the purpose of wearing armor or carrying a shield.

Courtly Love/focus-rested: a Knight is a lover as well as a fighter; +2 to attributes to romance the apple of your eye.

Falconry/focus: Knights love to go hunting when not jousting or romancing, especially the high class and expensive method using trained falcons; +2 to any attribute roll involving falconry; and you get one trained falcon and a basic set of gear (such as a glove, hood, lure, etc.) [Falcon: AC-10, 1 HP, 1 x 2d10 attack (claws) for 1 wound]

Friday, June 26, 2015

Neo School Hack - The Witch Class (updated)

Okay, so in my buddy Steve's Pathfinder game I'm playing a witch.  Early on in my work on making new classes for Old School Hack I considered doing a witch.  Eventually I decided to stay with just the Wizard as the only arcane magic class.  I figured on maybe doing a grimoire of witchy spells which you could use to make a witch-flavored wizard.

But whatever--I totally changed my mind and so here's a proper witch class for my Neo School Hack rules.

The Witch

Classic Weapon: broom (or wand)

- A witch is the student or apostle of a strange, mysterious entity who grants magical powers (and sometimes cats) in return for attention, tea, and occasional live sacrifices.  Witches may learn spells from spell grimoires in the same manner as Wizards do.

Swept Away/rested: hopping astride a broom you fly up into the air and quickly away; you can fly for one hour per point of Commitment bonus (but a minimum of one hour)

Bubbling Cauldron/focus-rested: from a small cauldron full of weird ingredients bubbling over a fire you can draw off one potion or handful of dust containing any spell you know; a person hit with the dust or ingesting the potion is affected by the contained spell.

Hex/focus-encounter: with a creepy cackle you hex a creature with black magic; creatures are allowed a Commitment save, otherwise they will suffer -4 to all rolls for 24 hours; may be cast in reverse to remove the hex; hexes may be placed on objects so that anyone touching them is hexed.

Frog!/focus-encounter: you turn a living creature into a frog (or a newt); the victim gets a Commitment save or will remain a frog for 24 hours; may be cast in reverse to un-frog the person; this spell can also be broken by the kiss of a princess.

Black Cat Familiar/constant: you have a magical intelligent black cat as your constant, devoted companion; it can talk and with a moment of concentration you can see and hear what it sees and hears (and vice versa); AC-14, 1 HP.

Lovely Complexion, Dearie/constant: your skin becomes infused with arcane weirding and permanently turns green; only magical spells can conceal it; all Charm rolls are at -2 but you permanently gain one of two boons: +2 to Commitment saves vs. magic cast on you OR victims of your magic are -2 on Commitment saves vs. your spells.

Saturday, June 6, 2015

Cult of the Octomom

Okay, so I had the opportunity to play Old School Hack again today--plus the opportunity to meet a couple members of our "rival" Castles & Crusades group.  Our DM Bill has been running two groups through his C&C campaign and this was the first time I've met the mystery players from the other group.  They'd also played Old School Hack not too long ago using my "Long Ride to a Short Death" scenario.  This time it was OSH again with Bill downloading a scenario from the esteemed Fictive Fantasies site.  Three of the players from the previous game continued with their characters but two of us started with new characters.  In my case I decided to try the paladin which I'd designed earlier as a playtest.

Since this was a silly game I decided my paladin worshiped an octopus deity--or, wait, no an ocean mother sea goddess with an octopus as symbol.  And for corresponding personality I decided he was a surfer dude type (buff, tan, long bleach-blond hair, Hawaiian print tunic, flip-flop sandals, and a classic surfer dude accent).  His primary equipment included a trident, surf board, and coconut tanning oil.  Hmm, but what was he doing in the middle of the desert?  Well obviously he was a missionary bringing the worship of the Octomom to the heathen masses far from the sea!  So tonight I thought I'd throw together some details for others wishing to follow the most excellent and totally gnarly path of the Octomom.

Cult Holy Symbol: octopus wearing a crown and holding up a fish, a trident, a ship, a seashell, seaweed, a branch of coral, an oar, and an anchor.

Cult Goal: to truly know what is tubular and what is bogus and help everyone to surf the gnarly wave of tubular while steering clear of a bogus wipe-out.  Also, stay tan (easier for some followers than others).

Cult Favored Weapons: trident, oar, and harpoon

Holy Water: sacred coconut tanning oil

Cult Battlecry: Surfs up!!!


Thursday, May 28, 2015

Neo School Hack: The Ranger


Right, so I'm closing in on the end of design work for Old School Hack.  The last two classes are the ranger and druid.  I tossed some ideas together, then brought in my ranger class consultant (hi Kirk!) for a critique.  Here is the result:

Classic Weapon: bow

Deadly Shot/focus-encounter: taking careful aim at an enemy's vital point, the ranger scores +1 wound on a hit

Boon Companion/constant: the ranger gains a loyal companion creature which is much more intelligent than ordinary ones of its type.  The player decides on the animal type, but it may not be larger than a large wolf.  The critter has statistics of AC = 10, HP = 3, with an appropriate single 2d10 attack (with Face Dice) doing 1 wound.

Survival/constant: the ranger is a master of wilderness knowledge and easily finds food and shelter in normal wilderness situations, and gets +2 to Awareness rolls to survive in unusual environments

Natural Shadow/focus: with a few moments of preparation the ranger blends into nearby natural terrain, gaining +2 to Cunning rolls to avoid being noticed

Down Boy--Here Kitty/focus-encounter: using your charismatic presence and animal lore, you turn away (Daring check at +1) or lure closer (Charm check at +1) one animal-like creature; may be used on multiple animals per encounter but only once per animal.

It Went That-a-way/focus: taking a few moments to study the scene the ranger tracks quarry easily, if slowly, in favorable conditions (soft earth, etc.), and gets +2 to Cunning rolls in difficult circumstances; this talent may be used in reverse to cover tracks

Monday, May 25, 2015

"This one goes to 11"...looking at level caps in Neo School Hack

Okay, so I had a dive back into D&D 4E reading the three "Power" books I bought recently.  Old School Hack, which is the huge inspiration for my Neo School Hack, borrows a bit from 4E in the Talents which each character class gets.  In the original OSH and my NSH each class has six unique talents.  To that I've added separate races which each have three unique talents.

When a character levels up they get to add 1 to an attribute, plus gain either a talent or a hit point.  Characters may multi-class by taking talents from other classes, with the restriction that they may not have more cross-class talents than talents from their starting class.  So with six base class talents, three race talents, and a maximum of six cross-class talents, there is sort of a cap of 15 levels.  Yes, there will be boring "empty" levels where the character gains a HP rather than a talent.  But a maximum of 15 levels isn't necessarily a bad thing.  Early editions of D&D (and modern OSR rules like ACKS) run out around 14.  So a cap of 15 levels is well in keeping with the spirit of the rules.

But I'm not sure whether I really like the idea of characters essentially being forced into multi-classing.  As a fighter you'd have to scrounge around to keep to only fighter-appropriate talents from other classes to stay "pure".  And then there's the problem with wizards learning spell-talents from grimoires.  Wizards have a talent which allows them to gain to get access to a new six-spell grimoire (each of which costs a talent gain to learn).  So they can keep leveling for as long as there are more grimoires to acquire.  None of the other classes is that open-ended.

And clerics get their basic six talents plus access to the six domain talents for their deity.  If the domain talents count as class talents (which I suppose they could), then that's six basic talents, six domains, three racial, and up to twelve cross-class.  So clerics can keep gaining talents for 27 levels.

And alchemists have lots and lots of sub-talents to explore as they level up.  The druid class I'm working on will have a couple Circles of six talents which are a bit like cleric domains.

Hmm, okay so there's a bit of design imbalance here.  Obviously there are two approaches to re-balancing things: limit the more open-ended classes or provide more talents for the other classes.  Re-balancing the problematic classes can be accomplished simply by treating the class-specific domain/spell/circle talents as cross-class talents.  But that still leaves the other classes with fewer options to have fun with.  Eventually I should look into providing all classes with a couple additional six-talent sets of talents, like combat style schools for fighters.  The character could buy into the class sets in the same way a wizards buys into a grimoire.

But I'm really torn about adding so many talents--yes, we're talking rules bloat here.  One of the charms of Old School Hack is its simplicity.  Players can review all the classes, make an informed decision, and jump into play with a character very quickly.  My Neo School Hack rules take the lovely simplicity of OSH but add bulk in the form of more classes, races, and talents.  It's still very simple mechanically but a new player has many more options to review before deciding on what to play, or before even deciding what talent to take on leveling up.

Overall I'm coming up on the last of my work on NSH because I've finalized what I want to have in it and because I want to place a hard stop on rules bloat.  All I have left now are the final two classes: druid and ranger.

Monday, May 11, 2015

Neo School Hack: The Paladin

Right, so here's my paladin class for Neo School Hack, which is my version of Old School Hack by Kirin Robinson.  The basic template for classes is six talents unique to that class.  However, I have already experimented with variations on that base and this class has a new variation.  The paladin has five regular talents, plus a special talent containing a set of three thematic sub-talents called "Devotion".  The Devotion talent may only taken once and one of the three talents contained in it must be chosen at that time.  Once chosen it may not be changed--unless the character has a compelling in-character reason and even then must complete an appropriate quest worked out with the DM.

The Paladin

Detect Evil/focus-encounter: concentrating, the paladin listens to the surrounding auras and will sense any evil creatures in a 90-degree area out to 30 feet.

Lay on Hands/focus-rested: pausing to pray and gather holy energy, the paladin lays a hand on an injured person and heals them of 1 wound.

Sacred Immunity/constant: filled with holy essence, the paladin is immune to all diseases, normal or magical.

Aura of Courage/focus-encounter: the paladin's inner resolve makes fear impossible, not matter what the circumstances; and with a declaration of holy purpose, all companions and allies within 15 feet are emboldened, gaining +2 to any rolls against fear.

Glow/focus-encounter: pausing to pray and express inner holy essence, the paladin glows with a golden light like a divine torch.

Devotion
- Divine Avenger/focus-encounter: channeling holy energy into a held weapon, the paladin gains +1 to hit and +1 wound of damage to attacks against evil creatures.

- Divine Protector/focus-encounter: channeling holy energy into a held shield, the paladin gains +2 AC and +2 to saves when attacked by evil creatures.

- Divine Knight/focus-rested: the paladin gains a loyal, divine riding creature which is much more intelligent than ordinary ones of its type.  It can be called with a special prayer; once called it remains until dismissed to return to the heavens.  The mount is saddled and armored, with AC = 14, HP = 3, with an appropriate one 2d10 attack (with Face Dice) doing 1 wound.

Saturday, May 9, 2015

Hirelings and Henchmen for Neo School Hack

One thing which was typical of old school D&D was hirelings and henchmen.  Roughly speaking, hirelings are minor servants and guards, but henchmen are more like the sidekicks to your hero.  So for Old School Hack I'd borrow from the given monster classifications as foundations for building these two types of companions.   An easy approach is to make hirelings a type of "minion" and henchmen like a weaker PC class character.

Hirelings
HP: 1
AC: 8 or 10 (light armor) when hired, but can be equipped better by the characters
Attacks: 1 x 2d10 (but no Face Die)
Weapons: only cause 1 wound no matter the actual weapon type

Henchmen
HP: 2
AC: 8, 10 or 12 depending on class and may have a shield if appropriate for their type
Attacks: 1 x 2d10 (do get a Face Die)
Weapons:cause damage normally for their type
- Henchmen have a race and class, usually selected from those available to the players for PCs; however they start with only one talent instead of the two a PC starts with.
- Henchmen attributes come from an array of one being -1, one being +1, and the rest being 0; the +1 is usually in the attribute most useful for that henchman's class.
- Henchmen advance in class level whenever their patron PC goes up one; however, unlike PCs the only increase on gaining a level is to take a talent from their original class or race; once all the class talents and race talents have been taken the henchman may no longer go up in level.



Saturday, February 7, 2015

Neo School Hack: Combat Maneuvers

The original Old School Hack rules didn't specifically cover some areas (because, well, it's old school).  One of these is the various attacks or combat maneuvers other than normal weapon attacks.  Games like Pathfinder and D&D have a lot of specific rules for these--probably too many rules.  But here are some ideas on handling them in OSH.
  • Bull Rush: just make a Brawn vs. Brawn check
  • Disarm or Sunder: attacker makes a normal weapon attack roll (but declared before rolling as disarm or sunder) versus a Cunning check by the defender
  • Feint: attacker first must win a Cunning check against the defender's Awareness check; if win that contest, then follow with an attack roll with +1 bonus; if fail then defender gets immediate free counterattack (no bonus)
  • Grapple/Toss/Drag/Push/Pull: just make a Brawn vs. Brawn check
  • Breaking on-going Grapple/Toss/Drag/Push/Pull: make a Brawn vs. Brawn check to muscle out, or a Cunning vs. Daring to wriggle out

Friday, January 30, 2015

Long Ride to a Short Death, an adventure for Neo School Hack

Now that I've done some design work for Neo School Hack, I thought it only proper that I do a beginner adventure (sorry, no boxed set).

The adventure begins with our heroes relaxing together at a small riverside trading post.  They arrived here yesterday to await the post coach which will take them to the market town of ut-Frienne inland north of here.  The region between the river and the town is deserty wilderness and travel with other people by coach is much safer and faster than going it alone on foot.  A major combined festival and market day is starting at ut-Frienne tomorrow and the party member plan to attend.  It's a great place to have fun, buy items outside of the usual, meet interesting people, join in religious parades, and make lucrative arrangements.  [The players can decide whether they all came here together or arrived from separate places and got acquainted while waiting here.  They also can decide on what their individual reasons are for traveling to ut-Frienne.]



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While they relax on the veranda overlooking the river a river barge arrives, apparently one of the regular packet boats which travel up and down making deliveries and carrying passengers.  A few scruffy sailors are on deck and the old man who runs the trading post, Postmaster Battu, sends his young son Yanny down to help with the ropes.  However, one of the sailors leaps onto the small dock and holds a knife to Yanny's throat.  More pirates swarm up from the hold where they were hiding.  The leader of the river pirates, for that is what they really are, demands that the postmaster bring out his strongbox or the boy dies.  The fat old postmaster begs the heroes to rescue the young fellow.

River Pirates
Captain Sa-granet: AC 10, HP 3, 2d10 attack/sword, dagger, small shield, leather armor; treasure: 2d10 gp
Pirates (minions, two for each party member): AC 8, HP 1, 1d10 attack/sword, dagger, small shield; treasure: 3d6 gp

The post coach arrives from ut-Frienne just before noon.  Tierre the driver and Marchamp the guard, outlanders both, bring in a large wooden box with packages and scrolls mailed from the market town.  Two remarkably similar merchants in purple turbans alight and get their luggage and baskets of something from the back of the coach. [The two merchants, Ju-thoth and Chu-thoth, are wizards as well as merchants.  If the party asks, they have a spare scroll with the spell Darkvision which they will sell for 300 gp.]  The driver and guard each grab a quick mug of ale and it's back on the coach to return towards ut-Frienne; the players must pay 1 gp for the two-day ride.  [If asked, the two (human) coachmen are quite ready to regale the party with tales of the dangers ahead, most of which are greatly exaggerated but none totally fictitious.]

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The countryside is desert, but varying from sandy flats, to dunes, to scrub land, to cactus forest.  About two hours after leaving the post a band of masked marauders on camels gallops out of a cactus grove and heads for the coach, clearly intent on robbery or worse.

Camel Marauders
Chieftain: AC 12, HP 5, 2d10 attack/sword and 2 javelins; mail shirt and small shield; treasure: 6d6 gp
Marauders (two, plus one per party member): AC 12, HP 2, 2d10 attack/sword and 2 javelins; mail shirt and small shield; treasure: 3d6 gp

[The marauders ride up alongside the coach and throw all their javelins at the coachmen and passengers.  If no one is killed or badly wounded by the time they are out of javelins they break off the attack and retreat back into the cactus grove--they enjoy a good fight, but not if it's a fair one.  The marauders have a camp of tents deep in the grove.  Along with ordinary camping supplies they have a chest with 150 gp in coins, a bit of amber with an irridescent green beetle in it (120 gp), and a Heal potion (heals 1 HP).]

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Late in the afternoon, some hours after the contretemps with the marauders, a short but intense thundershower sweeps through the area.  As it passes they spot their destination for the first evening of the trip: an old abandoned caravanserai.  However there is a flock of huge vile vultures swarming around several carcasses near the gate-less entrance.  The vultures are hungry and flocks of the vile variety are extremely aggressive towards interlopers.

Vile Vultures
(one per party member) 1 HP, AC 10, 2d10 attack/beak; treasure: none

The "meals" which the vultures were swarming are the body of a male civilized humanoid, probably half-elf, and his pack mule (Shairat Ulumu and Stinky).  The body has a shortbow, a quiver with arrows, an elven shortsword, 32 sp and 4 cp on it, an old glazed tile with an ochre-on-white design of a stylized demon face, and a map.  The mule has sacks and pouches with two dozen hardtack biscuits, three full water skins, a small tent, lantern, two blankets, 50 feet of rope, an old sledge hammer, a frying pan, and a map.  [Hand players the no-labels dungeon map.  Pro tip: use of a real dead mule as a fun prop for this encounter is not advised.]  Despite the rain shower it is easy to see tracks indicating that the dead guy came from the northwest, where there is a mile of open scrub land leading to a large cactus forest.



Night begins to fall and the coachmen bring the coach into the courtyard of the caravanserai.  The walls of the old place delineate a square about 100 feet on a side, lined on the north and south sides with the remains of several roofless buildings.  Although abandoned long ago [when the well ran dry] it still makes for a useful overnight stopping place.  The coachmen cut fronds of deaththorn from nearby and arrange them in a barricade at the gate.

In the night a gaunte creeps up outside the gate, attracted by the smell of tasty horses.  It sniffs around the site of the dead guy and mule then sits motionless and observes for a while.  If only one person is awake in the camp it will attempt to sneak in, subdue them (reduce to 0 HP), then carry them off to eat later.  It has no interest in battle and will flee if confronted by two or more opponents (unless one or both is very badly injured).

Gaunte
AC 14, HP 6, two 2d10 attacks/claws; treasure: may be skinned for a lovely pelt worth 100gp
Shadowblend (constant): the rich black velvety fur of the gaunte allows it to blend into darkness almost anywhere in uncanny fashion, allowing it to reroll any failed rolls against anyone trying to spot it in the dark.
- The gaunte is a solitary nocturnal creature.  Its appearance is rather like a tall (8 foot) humanoid black panther, with long arms and deep yellow eyes.  Gauntes are almost as intelligent as people, making them exceptionally cunning predators.

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[If the party decides to follow the tracks to explore the dungeon on the map (which they should if they want to have any fun at all) the coachmen explain that they have to stay on schedule, but they will be back in four days.  Their route takes one more day to ut-Frienne, two days to go out and back to yt-Marbala, then one day returning from ut-Frienne en route to the trading post.]

The dead guy's trail leads northwest across the mile of scrubland to a cactus forest.  However, once in the forest the trail grows faint and peters out in a clearing.  There appear to be three possible traces continuing on from the clearing: one going northwest (with the craggy top of large jebel visible a couple miles beyond), one to the north, and one southwest (with the flat top of large jebel visible a couple miles beyond).

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Northwest trail: two miles of cactus forest and come to deep, narrow cleft in jebel which leads about 100 yards in to a small cave screened by dry brush.  A mother giant scarab is sleeping in the cave with her newly hatched swarm of hungry scarablings.

Giant Scarab
AC-14, 4 HP, two 2d10 attacks/claws; treasure: none

Scarab Beetle Swarm
AC-8, 4 HP, 3d10 attack,biting swarm
- Swarm/constant: it takes a lot of work to kill off a swarm of small critters; -2 to hit with non-magical ranged and melee weapons.

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South west trail: three miles of cactus forest, ambush by guardian cactus sprites (small humanoid intelligent cactus people) on the way, then up a winding path to a Painted Stones Shrine atop the jebel to an elemental dust devil.

Cactus Sprites
AC 10, HP 2, 2d10 attack/spears; treasure: necklace of shiny rocks (1d10 gp)
Ouch, Spikey (constant): cactus sprites are covered in inch-long cactus spines which cause 1 wound to anyone grappling with them.
- there will be one sprite per player character

Elemental Dust Devil
AC-12, HP 8; treasure: 2 matching yellow gems (5d10 gp)
Gravel Storm/constant: the dust devil is a constantly whirling cloud of dust and gravel; anything in a 10 foot radius must make a Daring save or take a wound and be blinded for one round.
Rock Toss/focus: the devil forms a heavy rock and tosses it up to 50 feet; does 2 wounds

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North trail: one mile of cactus, then a very ancient tomb with the stone door recently smashed open by an old sledgehammer (by the dead guy); see the Forgotten Tomb below.

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The Forgotten Tomb of Ra-Nefesh IV

[Doors: all the doors in the tomb are large, heavy, and made of bronze with a fairly clever lock.  Each door is AC 14 with 3 HP, but light weapons and pokey/stabbing or slicing weapons cannot do significant damage.]

Portico: Two life-sized stone statues of lions on platforms flank an open doorway on a now roofless portico.  A pair of stone doors lie in ruins, smashed open quite recently.

Shersher (animated stone lions)
AC 14, HP 3, two 2d10 attacks/claws; treasure: none
- Shersher are magical statues place to protect places; the two here will activate only if someone tries to leave with the royal signet amulet from the Royal Crypt of Ra-Nefesh IV .

Antechamber: This room is dominated by a large statue (10' tall)  of Ra-Nefesh IV.  The faded wall frescoes show Ra-Nefesh IV living in power and luxury as a lord over servants, soldiers, slaves, and captives.

West Hall: this wide, dusty hallway has frescoes on both walls, showing a funeral procession of mourners, headed away from the antechamber.  There are a few scattered human bones on the floor.  [Trap: a floor tile halfway down the corridor has a lever under it which triggers dart tubes in the ceiling when stepped on.  An Awareness check can spot the trap.  If triggered, all creatures in a 10' x 10' area must make a Daring save to avoid being hit (for 1 wound).]

East Hall: this wide, dusty hallway has frescoes on both walls, showing a soldiers marching in formation, headed away from the antechamber.  There are a few scattered human bones on the floor.  [Trap: a 20' section of the floor halfway down the corridor has poison dust instead of normal dust, which is stirred up as creatures walk over it.  An Awareness check can spot the trap.  If triggered, everyone in the section must make a Brawn save or take one wound that round and another the next round.]

West Ossuary: this large hall has a high arched ceiling and six stone pillars, flooded to a depth of 3 feet, probably by seeping groundwater.  The walls have multiple rows of large slots with bones piled in them.  There are also bones on the floor to a depth of 2~3 feet.  These are probably the bones of the mourners at Ra-Nefesh IV's funeral who were depicted in the frescoes in the hallway.  The water and piled bones restrict movement to half normal walking pace.  [Two rounds after a living humanoid enters the room, skeletons will arise from the bone piles and attack. Initially two will arise for every living creature in the room, plus one more each round that they remain in the room.  The skeletons will not leave the room and collapse back into bones once an hour has passed with no living creatures in the room.]

Skeleton Mourners (minion)
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
AC 10, HP 1, 1d10 attack/clawed bony fingers; treasure: small gold trinket (1d6 gp)

East Ossuary: this large hall has a high arched ceiling and six stone pillars.  The walls have multiple rows of large slots with bones piled in them.  There are also bones on the floor to a depth of 2~3 feet.  Scattered in amongst the bones are helmets, spears, and shields.  These are probably the bones of the soldiers at Ra-Nefesh IV's funeral who were depicted in the frescoes in the hallway.  [Two rounds after a living humanoid enters the room, skeletons will arise from the bone piles and attack. Initially two will arise for every living creature in the room, plus one more each round that they remain in the room.  The skeletons will not leave the room and collapse back into bones once an hour has passed with no living creatures in the room.]

Skeleton Soldiers
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
AC 10, HP 1, 2d10 attack/spear, shield; treasure: small gold helmet badge (1d8 gp)

Hall of Noble Pillars: This room is a massive ceremonial funeral hall.  At the south end is a large (20') richly painted and gilded statue of royal pharaoh Ra-Nefesh IV.   It faces down between two rows of thick pillars carved to look like noble lords and ladies, males on the east and females on the west.  [Trap: nobles were strictly segregated by gender at court functions.  If a male humanoid enters the west half of the hall or a female one the east half of the hall then they must pass a Commitment save or be teleported back to the Portico.  Also, four mummified priests wander here still fulfilling their sacred oath to protect the tomb from defilers and the unrighteous.  They will attack anyone carrying a gold trinket or badge from either ossuary and anyone not of LN alignment.  There are 50% more priests than party members.]

Mummified Priests

AC 12, HP 3, 2d10 attack/mace; treasure: a polished silver skullcap (100 gp) and matching bracelets (25 gp each)
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
- Bonecurse (focus, encounter): casts a curse on one victim (30' range); if victim does not pass a Commitment save their bones warp for one day (24 hours), causing a -2 to all rolls for physical activity during that period.

Tranquil Grotto: This round, domed room has a deep pool of beautifully clear water in the center.  Lovely frescoes on the ceiling depicting the smiling goddess Hathor surrounded by rosy clouds.  [Trick: a drink of water from the sacred pool bestows +1 Commitment; a person may receive this benefit only once per day.]

Chamber of the Ancestors: this rectangular room is entirely lined with slabs of blue-and-white marble, giving the impression that it is floating amongst the clouds.  Halfway down the room a statue stands in an alcove on either side.  The statues are of fierce armored sebeki (crocodile people) warriors with spears and shields.  The rest of the room is blocked off by a hanging tapestry showing condemned souls burning in lakes of hell fire.  [Trap: the tapestry is a warning to those who would continue on and desecrate the final resting place of Ra-Nefesh IV.  The statues will blast anyone getting between them with magical frost (Commitment save or take 1 wound from each statue).  The magicked marble statues are AC 16 with 3 HP.  Their magic cold attack can be neutralized by casting any fire-based spell on them or casting any water-based spell on them in reverse.  The tapestry is also deadly: anyone touching it (even if wearing gloves, etc.) must make a Brawn save or be paralyzed for one week by the poison dust on it.]

Royal Crypt of Ra-Nefesh IV: This room contains a large stone sarcophagus of dark gray granite containing the mummy of the pharaoh.  The walls and ceilings are completely covered in frescoes of the finest quality showing the pharaoh enjoying the afterlife in grand style.  In each corner is a tall bronze urn.  If anyone disturbs the sarcophagus or the urns the mummy of the pharaoh will push off the massive stone lid and attack any living creatures.  He will pursue throughout the tomb, but not leave it.

Royal Pharaoh Ra-Nefesh IV
AC 12, HP 10, 2d10 attacks/heavy mace (2 wounds); treasure: magic +1 heavy mace, 4 bronze urns with 250gp each, royal signet amulet (gold and carnelian, 500gp), 1d6 ancient historical scrolls (50gp each)
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
- Mummy's Curse/encounter: all opponents nearby must make Commitment save or -2 to all rolls until the mummy is destroyed
- Touch of Death/constant: the mummy may attack with an open hand (in addition to a normal attack with mace); if successful, victim must pass a Commitment save or the mummy drains 2 HP from the victim and adds them to its own HP
- Bonecurse/focus, encounter: casts a curse on one victim (30' range); if victim does not pass a Commitment save their bones warp for one day (24 hours), causing a -2 to all rolls for physical activity during that period.





Monday, January 5, 2015

Neo School Hack: Alchemist Class

Several RPGs have an alchemist class.  I'm not generally a fan of them for my fantasy gaming because they feel more steampunk than fantasy.  Nevertheless I thought I'd have a go at an alchemist class for Neo School Hack, based roughly on the Pathfinder version.  The alchemist is a type of wizard, and wizards in Neo School Hack learn from grimoires containing six thematically-related spells.  So I decided to create alchemist talents which contain sets of six related alchemical skills as a sort of organically integrated "grimoire".

Bodger (focus, rested): You're great at improvising mechanical gadgets from random materials.  This includes making on-the-spot repairs and disassembling or deactivating mechanisms, including locks and traps.

Mad Bomber (focus, rested): You are skilled in one discipline of alchemical bomb making: Blastification, Liquidification, or Conjurification.  One of the three disciplines must be specified on taking this talent.  The talent may be taken up to three times, each time granting access to a different discipline.  Also, the alchemist must lug around bombs and materials which count as one Heavy thing.  Only one bomb, jar, or ampule may be used per round.
⦁    Blastification Discipline:
  • Nail Bomb: all in 20' radius make a Daring save or suffer a shrapnel wound
  • Fire Bomb: all in 20' radius make a Daring save or suffer a fire wound
  • Ice Bomb: all in 20' radius make a Daring save or suffer an ice wound
  • Lightning Bomb: all in 20' radius make a Daring save or suffer a lighting wound
  • Smoke Bomb: creates thick smoke in a 20' radius, blocking all sight
  • Thunder Bomb: all in 20' radius make Brawn save or stunned and helpless for two rounds
⦁    Liquidification Discipline:
  • Acid Jar: all in 20' radius make a Daring save or suffer an acid wound
  • Poison Jar: all in 20' radius make a Brawn save or suffer a poison wound
  • Plague Jar: all in 20' radius make a Commitment save or suffer a wound of bursting plague boils
  • Grease Jar: creates 20' radius grease patch; Cunning save or slip and fall flat (patch takes one hour to dry up)
  • Medusa Jar: all in 20' radius make a Commitment save or paralyzed for two rounds
  • Jam Jar: all in 20' radius make a Cunning save or stuck to the floor (or anything else in contact) for two rounds; also sticks equipment in place, such as arrows in a quiver
⦁    Conjurification Discipline:
    - Conjurification is the manufacture of powders or mists in small ampules which may be thrown to shatter and release their contents over an area or broken open to be applied to one specific creature or spot
  • Umbral Ampule: creates an area of impenetrable magical darkness 20' in diameter; lasts three rounds.
  • Brilliant Ampule: creates an area of bright magical light 20' in diameter; lasts three rounds.
  • Nullfiying Ampule: sprays a magical powder over a 20' radius which dispells any arcane spells active there; magical items are neutralized until the powder can be removed (usually taking one round of busy cleaning)
  • Restorative Ampule: contains a powder which heals one living creature for 1 wound (no harmful effect if used on undead because it is not holy in nature)
  • Ectoplasic Ampule: sprays invisible ectoplasmic extract mist in 20' radius baleful to all etherial, astral, and insubstantial creatures, causing them 1 wound.
  • Etherial Ampule: sprays an alchemical extract mist causing all creatures in a 20' radius to temporarly become insubstantial for three rounds unless a Commitment save is passed

Bomb Catapult (constant, item): You can build and repair a clunky crossbow-like catapult which can toss your bombs (not jars or ampules) as far as a shortbow shoots arrows. Counts as one Heavy thing.

Transmogrification Elixirs (focus, rested)
- These elixers can only be used by the alchemist personally, as they draw on attuned internal magical energies.  They transform the alchemist's person and anything worn or held in the hand.  Movement is only half normal walking speed (if movement is allowed) and the effect lasts only one minute, although the alchemist can re-constitute to normal condition any round as a focus action.  The alchemist can only be under the influence of on elixir at a time.
⦁    Oozification Elixer: the imbiber transforms into a thick ooze; in this form it is possible to flow slowly, including up walls, across ceilings, and through gaps as small as 1/2 inch.
⦁    Vaporization Elixir: the imbiber transforms into a vapor; in this form it is possible to fly slowly through the air and slip through even tiny cracks; however it is impossible to maintain directional control in any wind stronger than a gentle breeze.
⦁    Liquifaction Elixir: the imbiber transforms into a liquid; in this form it is possible to flow through small cracks and merge unseen into other liquids (if there is enough space); it is not possible to flow uphill, but movement within a larger body of liquid is unrestricted.
⦁    Petrification Elixir: the imbiber transforms into a stone statue; movement is impossible but it is still possible to see and hear; AC goes to 18.
⦁     Etherialization Elixir: the imbiber becomes etherial like a ghost, allowing passage through solid objects; may move in any direction. Any body part which re-materializes within solid matter when the spell ends is destroyed.
⦁    Astralization Elixir: the imbiber is shifted to the Astral Plane, temporarily disappearing from this plane; the alchemist can still discern the original plane but only dimly, like shadows on a wall; travel while on the astral plane is strange and unpredictable, taking you 1d12 x 10 feet per round.  Any body part which re-materializes within solid matter when the spell ends is destroyed.

Thursday, January 1, 2015

Neo School Hack - Charr (player race)

Here is the Charr (big horned cat people) race for Neo School Hack, as adapted from the Guild Wars 2 computer game.  According to the game: "The charr race was forged in the merciless crucible of war. It is all they know. War defines them, and their quest for dominion drives them ever onward. The weakling and the fool have no place among the charr. Victory is all that matters, and it must be achieved by any means and at any cost."  The Charr worship a fire god and are particularly fond of setting things on fire.  They are also known for their use of a semi-magical rocket launcher called the Charzooka.


charr_berserker_by_unsmoking_cigarette (deviantart.com)

 Charr Racial Talents
Engineer-Alchemist (constant): You know how to make and use the famous charrzooka weapon of your people.  Crafting it and keeping it charged is part mundane craftsmanship and part alchemy. [Charrzooka (ranged, extra heavy); the charzooka is huge and counts as two heavy things.]
Charr Cannon by Kekai
Charr Battle Roar (encounter): Throwing back your horned head, you blast out the mighty roar of the Charr!  All enemies nearby must pass a Commitment save or cower for a round.


viktoria_glyphjaw____charr_mesmer____ash_legion_by_crmeyer (deviantart.com)

 Swiftpaws (constant): If empty-handed and not burdened with bulky gear, you may run on all fours like your savage ancestors.  You can run three times faster than two-legged humanoids.
spurting_charr_by_bloodhound_omega (deviantart.com)


Also, download a fun papercraft mini charr by Matt Duerst here.

Tuesday, December 23, 2014

Neo School Hack: Fire Dragons (Scarlet Dragons)

...and now the last of my five elemental-based dragons for Neo School Hack/Old School Hack, the fire dragons.


  • Quenched/innate, constant: fire dragons are vulnerable to elemental water and take an extra wound from this type of magic
  • Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
  • Flame Doom/innate, focus, encounter: a flame breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims and objects catch fire and take an extra wound of damage the next round unless the flames are quenched immediately



  • Foul Fumes/encounter: taking a deep breath, the dragon blows out a huge cloud of thick sulphurous smoke, which spreads out to a radius of 100 feet; vision is obstructed anyone but fire creatures in the cloud must make a Brawn save each round or be incapacitated with coughing and watering eyes; it remains for 5 minutes or one action scene
  • Lava Field/encounter: placing one claw on the ground, you create a sheet of steaming lava out to a 100 foot radius; creatures not immune to fire or wearing heavy footwear must make a Cunning save each round they are on the field or suffer 1 wound; it remains for 5 minutes or one action scene
  • Wall of Fire/focus, encounter: with a bit of concentration, you create a wall of fire up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene; anyone touching the fire must pass a Daring save or take 1 wound of damage; it remains for 5 minutes or one action scene
  • Spark Blast/focus, encounter: the dragon throws out a blast of hot sparks in a 30 foot radius; all in that area must pass a Daring save or suffer 2 wounds
  • Furnace Aura/encounter: the dragon generates a blast of furnace-like heat in a 30 foot radius; creatures not immune to fire must pass a Brawn save each round in the aura or stand dizzy ; it remains for 5 minutes or one action scene
  • Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.

Monday, December 22, 2014

Neo School Hack: Giants

Okay, so I was looking at the upcoming adventure path from Paizo for Pathfinder and saw that it was all about giants.  I've only used giants once in a game and the players wiped them out so handily with their bows that I never went back.  But giants are one of those classic fantasy monters which one expects in a D&D type game.  So here are the basics from D&D done up in Old School Hack style. (Most of the magical talents are borrowed from the dragons I did earlier.)

Hill Giant
AC 12
HP 10
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatclub (heavy) 2 wounds

Stone Giant
AC 14
HP 12
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatclub (very heavy) 2 wounds

Frost Giant
AC 14
HP 14
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greataxe (very heavy) 2 wounds
Elemental Immunity (ice)/constant
Black Ice/encounter: placing one hand on the ground, you create a sheet of slick ice out to a 60 foot radius; creatures without claws or other serious form of traction must make a Cunning save each round or slip and fall down, and another such save to stand back up if they do fall

Fire Giant
AC 15
HP 15
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatsword (very heavy) 2 wounds
Elemental Immunity (fire)/constant
Foul Fumes/encounter: taking a deep breath, the giant blows out a huge cloud of thick sulphurous smoke, which spreads out to a radius of 60 feet; vision is obstructed anyone but fire creatures in the cloud must make a Brawn save each round or be incapacitated with coughing and watering eyes
Hot Handed/focus: the giant can channel heat into a held rock, heating it to add 1 wound of damage when thrown

Cloud Giant
AC 15
HP 16
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Giant Morningstar (very heavy) 2 wounds
Light as a Feather/focus: cloud giants can make themselves as light as a cloud, allowing them to float downward gently or rise slowly in the air
Cloud Chill/encounter: magically create a dense cloud of cold fog out to a 100 foot radius from you which blocks sight for anyone but cloud giants and other elemental water creatures; it remains for 10 minutes or one action scene

Storm Giant
AC 16
HP 19
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatsword (very heavy) 2 wounds
Giant Longbow (heavy) 2 wounds
Elemental Immunity (lightning)/constant
Forked Lightning/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Tornado/focus, rested
- Unleash a magical ocean tornado at a spot up to 90 feet away; raging wind and salt water toss everyone with in a 30 foot radius up 30 feet into the air and brutally buffet them; creatures take 3 wounds per round for two rounds, but a Brawn save each round will reduce the damage by 1 wound; objects in the tornado's radius also take similar damage but get no save; on the third round all creatures and objects in the tornado fall to the ground, suffering a further wound but get a Daring save to land safely.








Friday, December 19, 2014

Neo School Hack: Wood Dragons (Leaf Dragons)

Wood dragons are creatures of the element of wood.  They appear in shades of green or brown, often with bark or leaf patterns which make them difficult to spot in the wild.
  • Chopped/innate, constant: wood dragons are vulnerable to elemental metal and take an extra wound from this type of magic
  • Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
  • Pollen Breath/innate, focus, encounter: a poison pollen breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Brawn save; victims take an extra wound the next round from the poison spores unless a curative is applied immediately



  • Thorn Field/focus: placing a claw on the ground, the dragon causes a wide field of thorns to spring up from the ground (or floor) in a 100 foot radius; all creatures in the area when it sprouts must make a Daring save or lose 1 wound; any movement in the field requires a Daring save each turn or lose 1 wound
  • Pollen Swirl/encounter: with a mighty wing flap the earth dragon conjures up a thick, swirling  cloud of poisonous pollen in a 100 foot radius; creatures in the cloud must pass a Brawn save each round they are in the cloud or take one wound from poison
  • Thorn Hedge/focus, encounter: with a bit of concentration, you cause a very dense hedge of dangerous thorny brambles to sprout up to 600 square feet in height and length and 18 inches in thickness; it remains for 10 minutes or one action scene
  • Chameleon Contrivance/constant: wood dragons are normally shades of green or brown but they can also consciously change to match their background, becoming almost invisible; -4 to Awareness checks to spot them if they are motionless, -2 if moving slowly
  • Barkscale/focus, rested: Letting the elemental power flow through all parts of its body, the dragon transforms into a huge, mobile tree; lasts until the dragon decides to change back; the transformation takes about a minute either way.
  • Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.

Monday, December 15, 2014

Neo School Hack: Metal Dragons

The Metal Dragons, or Argent Dragons, are creatures of the element of metal.  They come in silver, white, and metallic gray.

  • Melted/innate, constant: metal dragons are vulnerable to elemental fire and take an extra wound from this type of magic
  • Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
  • Argent Bolt/innate, focus, encounter: a silvery lightning bolt breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims stunned and unable to move that round or the next
 
  • Adamantium Scales/focus, encounter: channeling metallic elemental energy into her scales, the dragon turns them into admantium for a short time; +4 to AC, lasts 1 minute.
  • Mirror Field/encounter: placing one or more claws on a surface you cause a smooth sheet of magical mirrors to appear in a 100 foot radius; any creature but metal dragons will see 1-3 illusionary reflections of any creature or object on the mirrors; one reflection can be seen for what it is by passing a Commitment save
  • Wall of Brass/focus, encounter: with a bit of concentration, you create a wall of brass up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene
  • Magnetic Mastery/focus:the dragon generates a magnetic field which can be used to repel (+2 to AC or Brawn save required to approach), attract (pulls all objects in a 60 foot radius towards the dragon, with Brawn save required to resist), or cancel gravity in a 100 foot radius.
  • Now There Be Rust/constant: the element of metal can be withdrawn from objects made of iron, steel, or copper (including bronze and brass), reducing them to dusty corrosion; range of 10 feet
  • Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.