Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Thursday, August 15, 2019

Blade of the Black Pyramid & Left Hand of Abaddon

Read this article on BernieTheFlumph.com!


Within the libraries, vaults, and trophy rooms of Goatheart Castle, Prospero the sorcerer hoards many artifacts of singular magic and alien provenance. One of his most prized possessions is a large chunk of ancient amber the size of large man’s torso. Suspended within the milky orange stone the scaly red hand of a demon clutches a black sword of unknown metal. These are the Blade of the Black Pyramid and the Left Hand of Abaddon.

Blade of the Black Pyramid

The Blade of the Black Pyramid (also known as Khaturial-Xuuth, Sword of the Bleak and Inevitable Overlords, or the Gateway to Suffering) is a short-bladed sword with a downward curve, similar to a Greek kopis. It is made from a single piece of matte black metal, etched with adamic script that reads “By your soul are legions made.”

The Blade is a small weapon that normally inflicts 1d6 damage. In the hands of a chaotic character, the sword does 1d8 damage. Against lawful targets, the sword does 1d10 damage. Chaotic characters add their Charisma modifier to their attack rolls with the Black Blade, in addition to their Strength modifier. A chaotic spellcaster can also place one spell (of any level) into the sword to store for later use. You can cast spell from the Blade, even if you aren’t a spellcaster. 

If you try to use the Blade, and you aren’t chaotic, you must make a saving throw vs death or take 3d6 damage (half damage on a successful save). If this damage kills you, you are burned to ash and your soul is destroyed. 

If you are chaotic, you can handle the sword safely, but the hilt brands your hand with adamic script that praises the dark glories of the Bleak and Inevitable Overlords.

If you are so branded by the Blade (whether you still possess the sword or not) you will dream of the Black Pyramid every 1d4 weeks. Under a red sky, black stars weep tar across a desert of teeth while the Black Pyramid rises from a forest of alien bones. Reality bleeds where the pyramid’s point tears lose the scab of reality. The voices of the Bleak and Inevitable Overlords ooze like an infected wound, dripping poison in your ear. “You. Are. The. Gate.”

Then you wake up. Make a save vs polymorph. If you fail, an astral parasite attaches itself to your aura. Over the next 4d6 weeks, this invisible and etheric plasmoid will feed on your soul and grow. Your Wisdom, Intelligence, and Charisma modifiers instantly drop by 2 each. Your Strength modifier increases by 2. You must eat three times as much food during this period, but you do not dream of the Black Pyramid. A Dispel Evil spell has a 50% chance of removing the astral parasite. 

At the end of the 4d6 weeks, at a time the GM determines to be the least convenient for you, you vomit a fully formed demon out of your mouth. This process takes 1d6 rounds, during which time you are wracked with pain and cannot take any actions. This violent oral expulsion inflicts 1d4 damage upon you for each level you possess. Your Intelligence, Wisdom, Charisma, and strength modifier instantly return to normal. 

Roll up the demon’s stats as if created by the Summon spell, with Hit Die equal to your level (minimum 1). It is unbound, but is not immediately hostile to you. Your companions and bystanders are a different matter. The demon will wreak havoc for 1 round per HD and then disappear in a cloud of opium and brimstone. If the demon is not slain before it returns to Hell (and you are not dead), you gain 100xp for each point of damage you suffered while vomiting it up. 

1d4 weeks later you dream of the Black Pyramid again.


Left Hand of Abaddon

This is the red and scaly left hand of a demon, along with half the forearm. It smells of vinegar and has glossy black nails and golden rings which cannot be removed. You can chop off your own hand and replace it with this. It will instantly stick to the stump, like Manglor but better.

Once so bonded, you can use the Left Hand of Abaddon to safely pick up items with curses triggered by alignment (like the Blade of the Black Pyramid) regardless of what your alignment might actually be. 

The Hand also lets you access several powers. Activating a power causes you 1d6 Charisma damage each time. The GM should roll and this damage in secret, so you never know how close you are to 0. How NPCs react to you should give you some clue, though. 
This Charisma damage can only be healed by killing humans. You regain 1d3 CHA point per human you kill (you must strike the deathblow) regardless of level or Hit Dice. The GM also keeps this total secret, but they will tell you when you’re back to your normal score. 

If using the Hand’s powers brings you to 0 Charisma, your soul is sent to Hell and your body is immediately transformed into the new body of Abaddon (a Pit Fiend). Abbadon will be happy to be returned to the mortal world. In his infernal mercy, he has a 4-in-6 chance of letting any of your present companions leave without a fight. Then he’ll get down to some important demon work. 

Powers of the Hand (each use costs 1d6 Charisma)
  • Blast a fan of flames 20’ long in a 90’ arc, doing 1d6 damage per Charisma point lost. Targets can save vs Breath for half. 
  • Cast Charm Person. Target has a penalty to their save equal to the Charisma lost. 
  • Your next attack has +1 to hit and damage for each point of Charisma lost. 


Saturday, April 13, 2019

The Crovoborge


This guy will show up in my game the next time my players travel to the Ghoul Market

The Crovoborge guards one of the several tunnels that lead to the Ghoul Market. He is a man-sized, but short, with a head like the skull of a crow. He wears black-lacquered scale mail and a plumed helm and carries a halberd that flickers with purple witch-light. The Crovoborge does not talk, but the two scarab beetles that live in his skull speak for him. Tom lives in his left eye socket and has a voice like Eddie Deezen. Danny lives in his right eye socket and has a voice like Clancy Brown. Both carry their own tiny little halberds.
  • AC: 16 (mail); HD: 5 (26hp); Morale: 10; Movement: 120’, AL: N
  • Flickering Halberd: +5 (1d10 damage, plus take 1d6 each round until a save vs. magic is made. Wound drips small purple snails.)
  • Tom the beetle can see invisible creatures.
  • Danny the beetle can cast Magic Missile (as a 3rd level MU), 3 times a day.
The Crovoborge demands 25 thalers from any person who wishes to pass by his gate. He collects these coins in a battered tin pot and sends half of them every month to his mistress in Hamburg.

Friday, October 11, 2013

Abaddon and Wyrld, an overview (with image dump!)

My new setting for my upcoming campaign (ostensibly FLAILNSAILS compliant), is coming along nicely.The Map of Abaddon is done, except for grid and labels. I've got the basic history of Wyrld (the game world) and Abaddon (the island setting) hashed out. Rather than assault people with my tortured prose, I'll just present it as bullet-points.

Broad History of Wylrd

Eons in the past, and Wyrld has no sun and two moons.

The Annunaki come down from the stars, bring with them their Dead Gods and the Elves.

Elves are slaves of the Annunaki, used for entertainment and the magical properties of their blood.

The Annunaki create Dwarves for labor and Men for food.

The Annunaki craft the world under the perpetual twilight of two moons.

Suddenly, the Annunaki leave.

One of the moons falls from the sky, crashing into Wyrld. The planet burns for 1000 years.

Wicked days of fire and darkness, dragons and trolls.

The Witchlords of Ur rise to power, using poorly-understood secrets of Annunaki magical science.

Wyrld is dark and sunless. The Witchlords constantly war between each other and breed all manner of beast, monster, and undead abomination.

Two smiths Bramah and Santanis, human slaves of the Witchlord Mag-Xyloth, rise up forge a rebellion. Their army of Men, Elves, and Dwarves, strike against the Witchlords.

The demoness Unastre falls in love with Bramah, and is redeemed by him. Unastre renounces her demonic heritage. The two marry and become battle-mates.

The Witchlords, in a final gambit, unleash Ahrizoth, the most powerful of the Annunaki's Dead Gods.

Santanis betrays and kills Bramah, then devours and absorbs Ahrizoth's power, becoming a god.

Unastre uses her great magic to bring Bramah back to life, making him immortal.

Bramah forges the sun and casts it into he sky, bringing light to the world and defeat to the Witchlords and Santanis.

Bramah founds the Brazen Empire, and the Dominion of Man begins. Bramah and Unastre reign for 200 years before ascending to the divine.

And so...
The Brazen Empire was founded 2000 years ago. It has been in steady decline for 500 years.

It is currently Imperial Year 2176.

The current Emperor is Vandranis Ro, a sick and ineffectual man bullied by the senate.

Affairs of the Empire will likely never influence this campaign, but it's good to know the basics.

The Island of Abaddon
A large island, far on the western edge of the Empire, mostly outside of its influence.

Inhabited by many wizards, seeking to peruse their own sorcerous projects without imperial interference. (The wizards went Galt!)

The greatest of Abaddon's sorcerers was Mandraxis the Magician. His manse still remains in the Fleshlands.

300 years ago, Abaddon disappeared. No cataclysm or apocalyptic explosions. One day it just disappeared.

Three years ago, it suddenly returned.

Spending three centuries “someplace else” has changed the islands and its inhabitants.

Adventurers and explorers from across the empire have come to Abaddon in search of mystery and fortune.

Lord Tiberius Rook founded Rook's Landing, the only Imperial settlement on Abaddon.

Rook's Landing serves as a starting point for many adventurers.

Jungles and swamps in the south. Badlands to the north. A band of fairly temperate forests and grasslands in the middle. Reavers Island is cooler.

Dinosaurs!
Aesthetic and Feel of the Abaddon Campaign
I'm going for a “weird pulp adventure” sort of feel. Not really “dark” but weird and fantastical. Clark Ashton Smith, Fritz Leiber, and Jack Vance are the heaviest influences. If I'm being honest, there's a bit of “Adventure Time” tossed in there too. Abaddon is a crazy, strange, and wicked land, but the brave and bold will succeed.

The Brazen Empire has a distinct Roman feel, with some heavy Mesopotamian influences.

Visually, I'm trying to lean away from the modern “dungeon-punk” aesthetic and recapture the “old-school” Erol Otus/Bill Willingham feel. So, massive shoulder pads and tons of belts are out. Helmets with horns (or wings!) and cuffed boots are in.



Inspirational Abaddon Image Dump
These images came from all over the Internet and found their way onto my hard drive.I don't know most of their sources. My apologies.



 

 




 


 







Sunday, October 6, 2013

Mechanical Bastard [OSR Class]

Aaron Goddamn Stack!

I honestly can't tell you if I wrote this class as a joke or not. That's not an unusual situation for me. I'm not sure if I'll ever use it in my game, but I'm pretty happy with it as a weird alternative to the Warforged. The Mechanical Bastard mixes little Bender with a whole lot of Aaron Stack, and of course some Gonzo the Mechanical Bastard.

MECHANICAL BASTARD
The Once Begotten of the Machine God are referred to as “Mechanical Bastards” by almost everyone else in Wyrld. These alien creatures are native to some strange otherworld full of machine life. They are mechanical beings possessing a living, alien soul. Mechanical Bastards resemble humans until they use one of their abilities or are wounded. When damaged, they bleed oil and show exposed gears, springs, and alien circuitry. The Mechanical Bastard is human-sized and shaped, and can use normal armor and weapons. Certain upgrades will allow it to permanently integrate armor and weapons into its system. Not all Mechanical Bastards assume gender roles, but many do so in order to blend in with humans. Mechanical Bastards speak Common, their own language (Cyberchat), and their alignment tongue.

At level nine, the Mechanical Bastard can construct a factorium. This complex will attract 1d4 low-level (level 1-3) Mechanical Bastards to his service, as well 6d6 0-level humans fascinated by robots.

Requirements: INT 9, CON 9
A high-CHA Mechanical Bastardess
Prime Req: CON
Fights As: Fighter
Saves As: Fighter
Weapons: Any
Armour/Shields: Any
Hit Die: d8* (+3 HP per level after level 9)
*assumes fighters have d8 Hit Dice

A Mechanical Bastard is a Living Construct.
This has a number of benefits and drawbacks...
* Immune to poisons and disease.
* Need not eat, drink, or breathe.
* Still affected by sleep, charm, and energy drains.
* Doesn't actually "sleep" but requires four hours of downtime each day to defrag itself.
* Affected by Heat/Chill Metal and suffers double damage from the spell.
* Cannot benefit from Cure X Wounds spells, nor damaged by the reversed versions.
* Mending heals 1d4 damage per 2 caster levels (max 5d4)
* Suffers 2d6 damage from successful Rust Monster attacks.
* Cannot be Raised or Resurrected, but can be Reincarnated. (Welcome to organic life, Sparky!)
* A Mechanical Bastard falls “unconscious” at 0HP. It is killed when brought to negative HP equal to its Constitution score. While unconscious it cannot eat coins to heal. If it is not brought to positive Hit Points through Mending within 24 hours, its automatic reboot systems will kick in. The Mechanical Bastard will wake up with 1 HP. When it reboots, the Mechanical Bastard will need to re-roll all its upgrades. It will lose any integrated weapons or armor if it no longer possesses the proper upgrades.
* Does not heal normally or naturally and is too complex to be repaired by mortal smiths or engineers.

A Mechanical Bastard heals itself by eating minted coins.
1 gold piece heals 1 hit point.
1 platinum piece heals 2 hit point.
It takes 1 round to eat 1 coin.
The Mechanical Bastard cannot eat more coins per day than its Constitution score.

A Mechanical bastard develops random upgrades as it gains levels.
*At level 2 and 4, the player rolls 1d6 to see what power the Mechanical Bastard gets. Re-roll any duplicates.

1) Integrate Armor
Gonzo the Mechanical Bastard
Permanently absorb mundane a suit of armor and assume its AC. Only half of an integrated suit of armor’s weight is counted towards encumbrance. This does not change the Mechanical Bastard’s appearance. The armor cannot be “un-integrated” and effectively destroys the armor. Integration takes 1 turn, and a newly-integrated armor replaces an old one. Shields cannot be integrated.

2) Integrate Weapon
Permanently absorb a mundane, one-handed weapon, which it can retract and extend at will An integrated weapon is not counted towards encumbrance. This does not change the Mechanical Bastard’s appearance. The weapon cannot be “un-integrated” and effectively destroys the weapon. Integration takes 1 turn, and a newly-integrated weapon replaces an old one.

3) Night Vision Eyes
Infravision 60’. Works however Infravision works in your campaign.

4) Static Zapper
Can make ranged attacks with non-magical electricity from its hands. Has a range of 10/20/30. Does 1d6 damage. Usable a number of times per day equal to the character’s Constitution score.

5) Bending Unit
+2 to Open Doors and similar rolls.

6) Scanners
Can find secret doors like an elf.


*At level 6 and 8, the player rolls 1d6 to see what power you the Mechanical Bastard gets. Re-roll any duplicates. 

1) Integrate Magical Armor
As above, but also works with with magical armor. If the Mechanical bastard already has the mundane version, replace it with a newly-rolled upgrade.

2) Integrate Magical Weapon
As above, but also works with magical weapons. If the Mechanical Bastard also has the mundane version, it can now integrate two weapons--one mundane, one magical.

3) Extendo-Arms
Can stretch its arms to reach and manipulate objects 30’ away. The character can now attack from the second rank, with “non-reach” weapons. The arms are not effective in combat at further length.

4) Laser Eyes
Can make ranged attacks with a magical heat ray from its eyes. Has a range of 30/60/90. +1 to hit. Does 2d4+1 damage. Usable a number of times per day equal to half the character’s Constitution score.

5) Overclocked
The Mechanical Bastard’s base movement is increased by 10’.

6) Mecha-Morph
The Mechanical Bastard can cast Alter Self on itself once per day.


Experience
Level
Hit Dice
Title
0
1
1d8
Cog
3,000
2
2d8
Droidling
6,000
3
3d8
Automaton
12,000
4
4d8
Droid
24,000
5
5d8
Robot
48,000
6
6d8
Robodroid
96,000
7
7d8
Mechadroid
200,000
8
8d8
Android
400,000
9
9d8
Megadroid
800,000
10
9d8+3*
Super Megadroid
*CON modifiers no longer apply

Thursday, October 3, 2013

Captain (OSR Class)

A while back, I posted my Captain class to the ACKS forums (where I posted under the name "luftmensch"). The captain is an inspiring warrior and a leader of men. The class is inspired by the marshal and warlord classes from D&D, and the captain class from Lord of the Rings Online. As I'm starting to gather material together for an upcoming FLAILSNAILS game, I thought I'd dust the class off, tweak it a bit for Labyrinth Lord and share it with y'all.





The beastmen hordes had pounded our forces all day. Me and the other boys from the Forsaken Sons hunkered in the shelter of a broken wall, catching a few minutes of respite while the other forces of Law fought and died in the ruins of the city. Maiden's Tower would soon fall, and the Chalice of Silver Tears would be in the clutches of evil.

We each looked to each other and nodded, no words needed. It was time to turn and run. There was no shame in it. All was lost.

Then a thunder of hooves, and Captain Belwyn rode up on his exhausted horse. He leaped from his saddle and strode towards us. His armor was rent in a dozen places. The left side of his helmet was dented, and his face was covered in blood with one eye swollen shut. Still, his voice was clear as a bell as he stood over us.

Up! Get up, lads! We have them right were we want them! See? Soon the sun will rise and burn away these black clouds. With Bramahn's light behind us we'll send these beasts back to their pits!” He grabbed my by the shoulder roughly and lifted me to my feet, then turned and did likewise to the other Sons. “Up! Up and fight, I say! Fight on for the fate of Law and the kingdoms of men!” Our hearts stirred, and strength came back to our arms as we picked up our spears and shields once more.

Suddenly, a black shadow fell across the battlefield, and Therrovaux, the Dread Wyrm landed in the shattered city square. Black waves of terror washed from the beast like a palpable force. Elves and dwarves dropped their arms and fled in fear, but we did not falter. The beast spotted us, turned its serpentine eyes to us, and bellowed its defiance. Acidic death sizzled on its lips.

Captain Belwyn just grinned. He spat a wad of blood and broken teeth from his mouth and gripped his massive two-handed warblade. “C'mon, lads. Let's show these curs what human courage looks like!” The Captain bellowed a wordless warcry and charged the dragon.

And we followed.


Captain
The captain is a fighting man trained in leading and inspiring others. He may be a beloved commander who earns his troops' love and respect, or a tyrannical bully whose men follow him out of fear. While not as sturdy as a pure fighter, he is competent in all weapons and armor. His most powerful ability, though, his his skill in instilling courage and confidence in the men and women that follow him. With an few rallying words he can remove fear and bring strength to his fellows' arms. An experienced captain is so commanding, that even kings and emperors might pause and follow his orders.

Requirements: CON 9, CHA 13
Prime Requisites: CON and CHA
Hit Die: d6 (+2 HP after 9th level)
Fights as: Fighter 
Saves as: Fighter
Weapons: All
Armor: All

Special Abilities
Master Commander: The captain has mastered the art of command. His authority inspires men to follow him into danger. The captain’s henchmen and hirelings receive a +2 bonus to morale.

“But it is not this day…”: The captain can improve the morale of troops. Inspiring courage requires a few moments of oration before a battle (one round), and grants all allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the captain), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The captain can inspire courage in any given character once per day per class level. He cannot inspire courage on characters who are already engaged in combat.

At Fifth Level:
Bravery:
The captainis immune to all natural and magical fear effects.

At Ninth Level:
Commanding Voice:
The captain gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the captain’s CHA are immune to this power (and the captain will know they are immune).

At ninth level (General), a captain can build a castle. His legendary leadership abilities will attract 5d10 0-level warriors looking for training under his leadership, as well as 1d6 low-level captains (level 1-3) rallying to his banner.

Experience
Title
Level
Hit Dice
0
Bannerman
1
1d6
1,700
Standard Bearer
2
2d6
3,400
Rallier
3
3d6
6,800
Sergeant
4
4d6
13,600
Officer
5
5d6
27,200
Lieutenant
6
6d6
55,000
Commander
7
7d6
110,000
Captain
8
8d6
210,000
General
9
9d6
310,000
General, Level 10
10
9d6+2*
410,000
General, Level 11
11
9d6+4*
510,000
General, Level 12
12
9d6+6*
610,000
General, Level 13
13
9d6+8*
710,000
Lord Marshal
14
9d6+10*
*Hit Point modifiers from Constitution no longer apply.

Thursday, June 6, 2013

Badgerhawks!

(c) Weebl -- www.teambadger.org
Badgerhawk
Number Encountered: 1d6 (5d8)
Alignment: Lawful
Movement: 60' (20')
          Fly: 120' (40')
Armor Class: 4
Hit Dice: 2*
Attacks: 1 (weapon)
Damage: 1d8 (great mace)
Save: D2
Morale: 9
Hoard Class: XV
XP: 29 (Badgerhawk), 650 (Blessed)

Long thought to only exist in the oldest of Dwarf myths, the legendary Badgerhawks have recently been rediscovered in the highest ruins of the old Skypillar Mountains. Badgerhawks appear as dwarf-sized, humanoid badgers with mighty golden wings. They are stalwart defenders of Law and implacable foes of evil. They bear a special hatred toward harpies and wyverns. Badgerhawks speak their own language, as well as that of dwarves and the alignment tongue.

In combat, Badgerhawks wear elaborate golden armor and helms and fight with large two-handed maces and hammers. A group of 25 or more Badgerhawks will be led by a Blessed. A Blessed Badgerhawk is a 5 Hit Dice creature, has an AC of 3, and inflicts +1 damage in combat due to strength. A Blessed can also cast spells and turn undead as a 5th level cleric and can speak Common.



Note: Apparently the UK is considering a badger cull. Brian May, BRIAN BLESSED (my two favorite Brians) and Weebl have strong opposition to this. Find out more at www.teambadger.org. I for one quite like badgers.

Check out the Weebl, May, and Blessed video below: