Saturday, February 25, 2017

The Flumph for Dungeon Crawl Classics [Flumph Friday February]

Flumph: Init +0; Atk: Tentacle +5 melee (1d8 + paralysis DC 14 Fort); AC 16; HD 5d8; MV fly 30’; Act 1d20; SP Aura of Law; SC Fort +1, Ref +0, Will +4, AL L

Flumphs are extra-planar creatures from the High Heavens who serve as messengers for the Lords of Order. The travel to Aerth to bestow quests, warnings, or prophecies to lawful champions. These strange creatures appear as large floating jellyfish with leathery golden hides and large eyes on the ends of long stalks. They smell of sandalwood and have airy voices like windchimes.

When forced into combat, Flumphs attack with their long tentacles. A creature struck by a Flumph tentacle must make a DC 14 Fort save or be paralyzed for 1d7 rounds. Flumphs also radiate an Arua of Law with a radius of 15 feet. Lawful characters within this aura (except the Flumph itself) regenerate 1d5 HP per round. Chaotic Clerics and all wizards suffer a -5 penalty to all their spellcasting checks while within the Flumph’s Aura of Law.

Friday, February 17, 2017

Flumphs of Carcosa [Flumph Friday February]

Today I add flumphs to Geoffrey McKinney’s Carcosa. The specific version of Carcosa I’m using comes from McKinney’s four Carcosa AD&D modules, not the core Carcosa book. These gazetteers (which you should go buy) make use of traditional AD&D classes and alignments. They also make references to the Elder Gods and other forces of Good on Carcosa. I think fumphs fit in nicely.


Flumphs, Carcosan
Flumphs are floating, jellyfish-like aliens stranded on Carcosa after their home planet was destroyed 2000 years ago by intergalactic minions of the Great Old Ones. They now make their home in hidden enclaves and monasteries nestled underground or hidden within mountains. Flumphs are completely devoted to the Elder Gods and are one of the few powers of Good on Carcosa. They are generally distrustful of Men, but are willing to help any heroes dedicated to destroying the Great Old Ones.


Flumph, Ulfire
Number Appearing: 1-4
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 5-7
Number of Attacks: 1
Damage/Attack: 1-8 plus 2d6 acid
Special Attacks: Holy fluid spray, spells
Special Defenses: none
Magic Resistance: standard
Intelligence: High
Alignment: Lawful Good
Size: M (4’ diameter)
Ulfire flumphs acts as the leaders and spiritual guides of flumph society. They have dedicated their lives to the Elder Gods and can cast spells and turn undead like a lawful cleric with a level equal to their Hit Dice.
 
An ulfire flumph attacks with the acid-laced spikes hidden within it’s tentacles. Once per day, it can also spray a pearlescent fluid in a 60’ arc with a range of 20 feet. This emission functions much like holy water, and inflicts 2d6 points of damage on any undead or Spawn of Shub-Niggurath that fails a save vs. poison.


Flumph, Dolm
Number Appearing: 2-8
Armor Class: Upper surface: 0; Underside: 5
Move: 9”
Hit Dice: 4-5
Number of Attacks: 1 or 2
Damage/Attack: 1-8 plus 1-4 acid or by weapon
Special Attacks: Paladin abilities
Special Defenses: Paladin abilities
Magic Resistance: standard
Intelligence: Average
Alignment: Lawful Good
Size: M (3’ diameter)
Dolm flumphs form the militant arm (tentacle?) of flumph society. They act as bodyguards to the ulfire flumphs and conduct raids against minions of the Great Old Ones. A dolm flumph has all the powers of paladin (except for Summon Warhorse) with a level equal to their Hit Dice.
 
Dolm flumphs are the only flumphs trained in the use of weapons. They can hold two two-handed weapons in their tentacle masses (usually spears or pole arms) and can attack with both. Without weapons, a Dolm flumph can still attack with the acid-laced spikes hidden within its tentacles. It lacks the stink-spray attack of normal flumphs.


Flumph, Jale
Number Appearing: 1
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 4-9
Number of Attacks: 1
Damage/Attack: 1-6 plus 1-4 acid or by spell
Special Attacks: spells
Special Defenses: none
Magic Resistance: 25%
Intelligence: High-Genius
Alignment: Chaotic Good
Size: M (2’ diameter)
Aside from their color, jale flumphs are distinguished by their third eyestalk. Their over-sized, multi-faceted third eye allows the jale flumph to see invisible objects or beings within 120 feet.
 
Jale have dedicated themselves to the study of sorcery and are exceedingly rare. While other flumphs see them as heretics for aligning themselves with Chaos, their devotion to Good is without question. Still, no flumph enclave will tolerate more than one of these magic-users in their midst.
 
Jale flumphs have weaker spikes and acid than other flumphs, and have given up their stink-spray ability. However, they can cast spells like a Magic User with a level equal to their Hit Dice.


Lurffamyrm Sanctuary (3720)
Flumph Citadel
Population: 37 normal flumphs (from the Fiend Folio), 3 ulfire flumphs, 7 dolm flumphs, 1 jale flumphs
Alignment: LG
Resources: Fungal Spices
Leader: Barniabos (7HD ulfire flumph)
Significant NPCs: Korbuurn (5HD dolm flumph), hawkish leader of the Dolm Spears; T’odd (7HD jale flumph), chatty sorcerous researcher.
 
Lurffamyrm Citadel is a citadel made of metallic, interconnected dome-like structures nestled within the mountains. There are no paths leading to the citadel (the floating inhabitants don’t need them) and is very difficult to reach on foot. The citadel is home to 64 flumphs, led by a ulfire flumph named Barnibos and his two under-priests. 37 normal flumphs perform daily benedictions to the mysterious Elder Gods and tend to the cavernous spice middens beneath the citadels. The Sanctuary is guarded by a troop of dolm flumphs called The Dolm Spears. Their leader, Korbuurn wants to take a more pro-active stance against the green men in the Grotto of Azathoth (3718). He has a space alien plasma rifle (5-30 damage) that he believes will give his warriors the edge they need. T’odd, the jale flumph Magic User, keeps a library of dangerous lore in a disused storeroom near the spice middens. He will gladly “talk shop” with any visiting good-aligned magic users--an all-too rare opportunity.

Friday, February 10, 2017

The Flumph for Ryuutama [Flumph Friday February]

Today I present to you the Flumph for Ryuutama (a delightful game I intend on reviewing in the near future.)

Flumph

Level: 4
Habitat: All
Season: All
Materials: Flumph pearl (500gp)
Draconica Number: 537

HP: 12
MP: 16
STR: 6 DEX: 4 INT: 6 SPI: 8
Initiative: 5
Condition: 7
Accuracy: d4 + d6 
Damage: d6 + poison: 4
Armor: None

Flumphs are friendly and peaceful little creatures that came down from far-ff stars. They resemble rubbery floating jellyfish with googly eyes on the ends of flexible stalks. Shy and secretive, they make their homes in hidden shrines across the world. They will gladly help any travelers who are lost or injured. Though peaceful, a threatened flumph can defend itself with a noxious stream of poisonous acid. 
Special Abilities: Posion - A creature hit by a flumph's attack suffers [poison: 4]. Blessings of the High Ones - The flumph knows all Spring Magic spells, plus the Cure Touch spell.

Friday, February 3, 2017

Flumph for Fate Accelerated [Flumph Friday February]

Well hey, gang! I’ve decided to bring back Flumph Friday February this year. Each Friday this month, I’ll post the beloved Flumph, statted out for a different game system. All of these conversions are based on my interpretation of the Monastic Flumph from AD&D 2nd Edition.

Past conversions of the Flumph:
Far AwayLand
Mutant Future
Stars Without Number
QAGS
Dungeon World


This year I’m kicking off Flumph Friday February with Fate Accelerated! (That’s a lot of Fs!)



FLUMPH!
High Concept: Funny Little Floating Alien Pilgrim
Weakness: Lawful Good
Other Aspects:
“May the Blessings of the High Ones be upon you.”
Noxious Chemical Spray
Everybody’s Buddy



Approaches
Careful +3
Clever +2
Flashy +1
Forceful +0
Quickly +1
Sneaky +2

Stunts
Because I can tap into the healing power of the High Ones, once per session I can remove all the stress from one creature I can touch.

Because I produce a variety of noxious chemicals
, I get +2 to Flashily Create Advantages related to acid, blindness, or nausea.

Because everybody trusts a Flumph, I get +2 to Carefully Create Advantages or Overcome Obstacles related to trust or friendship.

Stress: OOO

Friday, January 13, 2017

Pangloss Campaign Update ["So Many Archmages!"]

Back in October, half my game group went off to work at the local haunted house. After that was over, my job slid right into peak season. As such, our D&D 5th Edition game has been on hold for a few months. Thankfully, we're jumping back into it this weekend. 

It's been a few months, though, so I put together a dossier for my players, reminding them of what they've recently done, where they've been, and where they're currently at. 

It occurred to me that this dossier might serve as a fun kinda'-sorta' actual play/campaign report, so Imma gonna share it with y'all.

The Wotan Clan (ain't nothing to fuck with)
Bramble - Green Gnome Arcane Trickster (Ivy)
Kokiri - Wood Elf Assassin (Erik)
Balthazar - Half-Wyrd Elf Warlock (Ziggy)
Jargon - Dragonborn Battlemastermind (Batlhazar's NPC henchman)
Skeld - Hill Dwarf Cleric of Wotan (Reamer)
Alyyx - Gray Gnome Necromancer (Pockets)
Bock - Mountain Dwarf Champion (James)


And so it goes…

Eon the Unfathomable
The Wotan Clan came to the seaside town of Vandala and met with the archmage Eon the Unfathomable, Interlocutor of Balance with the Pentarchy. Eon commissioned the heroes to travel to the Well of Discord and retrieve the Eye of Aboath. The Eye is an artifact of alien evil which Eon desires for secure study. He warned the heroes “Gaze not into the depths of the Eye.” For this service, he promised the Wotan Clan 3000 gp, an introduction to the Seclusium, plus a variety of items from his collection of enchanted objects.  The heroes, of course, accepted.

Lady Delphinia Starflower
Before leaving Vandala, however, the Wotan Clan defeated a group of Mind Flayers responsible for kidnapping children and sending them through a gate to the alien city of Illithos. The heroes were rewarded by Lady Delphinia 
Starflower with a banquet in their honor. Toward the end of the festivities, a group of emissaries from Archavoi arrived. These minions of the Ashen Queen were known as the Brotherhood of Cinders. They have some business with the Lady of Vandala and have set up a large camp outside of the town walls. Their unknown purposes are suspected to be sinister and caused great distress to the local representatives of the Bastion. But that was a problem for another day, as far as the Wotan Clan was concerned.

The Clan made preparations before they left for the Well of Discord. First they researched the dungeon at the Library of Kelious Beagle. The heroes uncovered many useful facts about the Well of Discord. When Beagle found out where the party was headed, the grump scholar contracted them to find a book supposedly hidden within the dungeon—A Treatise of Plants of a Peculiar Aspect. The party also hired the unpleasant ranger, Mugrum Stump, to act as their guide through the Thistlethorn Forest. 


Yarko the Great!
Finally, the Wotan Clan left Vandala and headed north into the hilly wilderness and the Thistlethorn Forest. It wasn’t long before the heroes encountered Yarko the Great, archmage and Prefect of Good in the Pentarchy, who flew down on his giant white owl. Over coffee, Yarko asked the heroes to bring him the Eye of Aboath, which he intends to destroy for the safety of Pangloss, and indeed, all of Wyrld. For this service Yarko promised to pay the Clan 3000 gp, introduce them to the Seclusium, and present the heroes with a variety of magical items.  The heroes’ answer was noncommittal.
One night, while Balthazar was on watch while the rest of the Clan slept, the warlock was approached by emissaries of his Fiendish patron. This messenger manifested as a girl-voice goat accompanied by a robed figure holding a lantern. Balthazar was charged with retrieving the golden skull of Hekufarhim the Crepuscular.

Continuing on, the heroes later come upon a 100-foot-tall stone pillar, on top of which sits a weathered old man in a loin cloth. Thistle uses her Spider Cloak to climb up and talk to him. The man was a monk, who had been meditating for a year and had achieved “Total Cosmic Awareness” and offered to answer one question for them before he went back into meditation. The Clan asked for the whereabouts of Apostate, the Mind Flayer behind the kidnapping ploy in Vandala who escaped their justice. The heroes were surprised to hear that Apostate was currently on Klaive, the third planet from the sun (Wyrld is second).


The Crawling Manse
Eventually, the Wotan Clan entered Thistlethorn Forest, where they encountered a giant snail carrying a small keep on the back of its shell. This was the mobile manse of Maveth Blackbraid, dwarfish archmage and Magnathaum of Evil in the Pentarchy. Surprising no one, she too wanted the heroes to retrieve the Eye of Aboath.  For this service, she would pay the Clan 5000 gp, introduce them to the Seclusium, and give them a variety of magic items from her collection. She openly admitted that she intended to use the Eye to increase her own personal power and rule Pangloss. She also admitted to sending other parties ahead of the Wotan Clan. The heroes were impressed and thanked her for her honesty.


A few days later the Wotan Clan arrived at the Trollmaw Mountains, deep within the Thistlethorn Forest. They encountered a patrol of gnolls and tracked them back to their village. Unprepared at the moment to take on 100-plus gnolls, the PCs vowed to return later and moved on to the Well of Discord.

The Well of Discord was built into the side of a mountain, its massive, fallen doors flanked by two towers. An open an inhabited dungeon, the sounds and smells of danger echoed from its depths. The Wotan Clan left Mugrum with Balthazar’s footman to guard the wagon, and the Wotan Clan entered the Well of Discord.


Known facts about the Well of Discord

The Well of Discord
Built 900 years ago by the human wizard Gorlach the Foul Hand.

Open and closed many times over the centuries.

The dungeon has been expanded, reoccupied, and modified by various inhabitants.

Final resting place of Druuj the Slayer.

Reopened most recently 5 years ago by an adventuring party called the Brass Helm.

Gorlach was an art lover and included many galleries in his sanctum.

Alien cultists made the dungeon their home many decades ago.

Previous adventuring parties have entered the dungeon and never returned:
·         Guardians of Fate
·         Red Sabbath
·         Sons of K’Narth
·         Seven Sisters

Magic is unreliable the deeper you go into the dungeon.

A small village of woodsmen lies just a day southwest of the dungeon.

Warlord Gilliard Greywulf entombed his 333 elite guards within the crypts 400 years ago.

150 years ago, Idoryl the Gold (cleric of Brahma) descended into the dungeon to cleanse it of evil.

There is at least one portal to another world somewhere in the dungeon.

600 years ago, refugees from Sahu, the Isle of the Necromancer Kings, made the dungeon their home.

The dungeon once held a great library.


Things that happened in the dungeon…

The Well of Discord was a powerful Wild Magic Zone. Spells and cantrips have become distressingly unpredictable.

Something weird happened, where new party members appeared without warning. The party had years of memories regarding these new individuals.  Then they disappeared, along with any memories regarding them. Anything they did with the party, however, inexplicably remained (healing, monsters killed, the alien coin that Jimmy Starsoul gave Balthazar, etc.).
“New” party members included:
o   Mohaan Lionstalker of the Tallgrass tribe
o   Jimmy Starsoul, the space wizard
o   Slipperfoot, the giant weasel that talks like a man (R.I.P.)
o   Smokestack Joe McGillicutty, the hobomancer
o   Princess Marigold
o   Quvak, the humanoid platypus

The Black Tongue gnoll tribe took up residence in the first level of the dungeon, performing violent rites to Demogorgon.

The Wotan Clan rescued Tom Barley, Halfling cleric of The Lawgiver, from fiery sacrifice. Tom came to the dungeon with his adventuring party, Fortune’s Fellows. They wanted to find the Oracle that resides within the Well of Discord and find out what’s causing mass spontaneous miscarriages in their town. He joined the Wotan Clan in order to find his missing companions.

In the towers the Clan found a magical “hard light” seal bearing the symbol of Brahma, holding a door closed. The heroes used magic to suppress the seal and enter. Beyond the seal, they found an ancient torture chamber that was home to a powerful Kyton and her minions.

On the second level, the Wotan Clan found distressing statues of the archfey known as the Gustatory Colossus and the Despicable Infant. They also encountered mimics, an alien fruit bush, and the corpse of a Yellow Warlock of K’Narth.

A magical art gallery caused numerous problems for the Clan. A chimera leaped out from a magic eye painting, while a painting of gnolls playing three-dragon ante transformed Skeld into one of those foul creatures.

The Wotan Clan discovered an underground garden guarded by gargoyles. The garden held a variety of magical plants that grew under the light a piece of star.


At last, the Wotan Clan settled down to camp in a safe room, specially warded against a variety of monsters. They currently share the space with a trio of disgusting Sludge Dwarves who warned the part to stay off Level Five… unless they want to kill the dragon. 


Monday, October 31, 2016

David Pumpkins [D&D 5th Edition]

David Pumpkins is a capricious fey troublemaker, a servant of the Harvest King dedicated to bringing a bit of spooky levity to the mortal world. Typically, he and his skeletal minions choose group of mortal adventurers to follow around, appearing and disappearing at their whim to sow mischief and discord.



David S. Pumpkins
Medium Fey, Chaotic Neutral
“Any questions?”

AC: 17 (natural armor)
HP: 65 (10d8+20)
Speed: 30’

STR: 12 (+1), DEX: 14 (+2), CON: 14 (+2), INT: 10 (-), WIS: 14 (+2), CHA: 16 (+3)

Saves: Charisma +5
Skills: Insight +4, Performance +5
Damage Resistances: Bludgeoning, Slashing, Piercing from non-magical weapons
Condition Immunities: Charm, Frightened
Senses: Darkvision 120 ft., Passive Perception: 12
Languages: Common, Sylvan
Challenge: 2 (450xp)

Innate Spellcasting: David Pumpkins’ innate spellcasting ability is Charisma (spell save DC: 13). He can cast the following spells, requiring no material components.

At Will: Invisibility, Prestidigitation
3/day: Hold Monster, Teleport

Magic Resistance. David Pumpkins has advantage on saving throws against spells and other magical effects.

ACTIONS
Multiattack. David Pumpkins makes two Buttslap attacks.

Butt Slap. Melee weapon attack: +4 to hit, reach 5 feet, one target. Hit: 3 (1d4+1) bludgeoning damage. On a successful hit, the target must make a Charisma saving throw (DC: 13). On a failure the target begins to comically dance in place for 1 minute: shuffling, capering, and busting mad moves. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is dancing, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.



B-Boy Skeletons
Medium Undead, Neutral

AC: 13
HP: 26 (4d8+8)
Speed: 30’

STR: 10 (-), DEX: 16 (+3), CON: 14 (+2), INT: 10 (-), WIS: 10 (-), CHA: 14 (+2)

Skills: Performance +4
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception: 10
Languages: Common, Sylvan
Challenge: ⅛ (25 xp)

Innate Spellcasting: The B-Boy Skeleton’s innate spellcasting ability is Charisma (spell save DC: 12). He can cast the following spells, requiring no material components.

At Will: Invisibility
3/day: Teleport

Turn Immunity. While within 30’ of David Pumpkins, the B-Boy Skeleton cannot be turned.

ACTIONS
Here we dance? The B-Boy Skeleton begins an eldritch dance accompanied by alien music. Any creature within 60’ that sees this dance must make a Wisdom saving throw (DC: 12). If the saving throw fails, affected creature falls into a state of deep confusion for 1 minute.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
  • 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 2-6: The creature doesn’t move or take actions this turn.
  • 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10: The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw (DC: 12). If it succeeds, this effect ends for that target.
Hip Check. Melee weapon attack: +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage.