Monthly Archives: March 2011

Troll Son

An earlier sketch of the captive troll

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Filed under Monsters, More

Troll Matron


The poor troll mother, bandaged and sour.

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SLURPS


(concept)

Play Slurps →

Ever wanted to be a prophet, handing out tenets from above? So would everyone else. Play a group of supplicants, each vying to make their commands the holy truth for all time.

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Filed under Games, Original Games

Anna, Bridge Knight

Likely my last 7 knights for 7 bridges image for the fourth feedback loop (i.e., initial post→first drawing→first chapter→Anna & the Captive Troll).

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Filed under General

Troll Captive

Another troll inspired by Judd’s written response to my troll image inspired by his 7 knights for 7 bridges post.

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Hel-Space Axewurm

One of my favorite regions of Sharth is Midgoth, where the Vanirium PsyLords hold an uneasy truce with the Council of Aesiroth, and all other sorts of ridiculous twists on Norse mythology. The best twist is the Hel-Space paradimension, ruled by Shub-Hel, the Flayed Queen-Mother, where the damned souls of Midgoth merge with Shub-Hel’s Lovecraftian spawn. For Sharth this usually means lots of eyes and armored tentacles.

  • Multiple Hel-eyes: Nethervision, +17% natural aim
  • Nidhoggite Skull +5 vs all metals save Valhallium. +2d10 to all skull-based damage

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Filed under Monsters, Sharth

Fungeon

★ ★
(playtested)

Play Fungeon →

Send your sea elf gryphon slayer and ogreling witch-hunter on a players only romp through a dungeon created on the fly. Roll Annoy, Pain and Thwack-o dice for glory, treasure, and xp!

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Filed under Games, Original Games

Ogre, Winter Exile

★ ★
(playtested)

Savage Outcast

There are few crimes among the mountain ogres; theft, bloodshed and cannibalism are all acceptable. Any ogre who manages to break taboo is caged and starved until the bleakest night of winter, when the cage is unceremoniously dumped before some dire beast’s lair.

Though the sentence is harsh, any survivors of exile are welcomed back after the first thaw. Some ogre leaders brag about their time in exile, a halcyon season spent in defiance of nature. Of these, a select few even bring back a companion: A barely-tamed dire beast.

Winter Exile Ogre Level 3 Solo brute
Large natural humanoid XP 750
HP 196; Bloodied 98 Initiative +2
AC 15, Fortitude 15, Reflex 14, Will 13 Perception +1
Speed 8
Resist 5 cold
Saving Throws +5; Action Points 2
Traits
Desperate Actions
The ogre does not roll initiative. It has set Initiative counts of 10 and 0, and it takes a turn on each count. It cannot delay or ready actions.
Standard Actions
Savage Fist ◆ At-Will
Attack: Melee 2 (one creature); +6 vs. AC
Hit: 1d10 + 3 damage, and target is pushed one square.
Flailing Fists ◆ At-Will
Effect: The ogre uses savage fist twice. If it hits the same target more than once, the target is dazed (save ends).
Stomp ◆ Encounter
Attack: Close burst 2 (3 when bloodied) (all creatures within burst); +4 vs. Reflex
Hit: 2d10 + 3 damage, and target is pushed 2 squares and is dazed (save ends).
Move Actions
Shake It Off ◆ At-Will
Effect: The ogre makes an immediate saving throw against a single condition.
Triggered Actions
Enraged Stomp ◆ Encounter
Trigger: The ogre is first bloodied.
Effect (Free Action): Stomp recharges and the ogre uses it immediately. Roll 1d6 for every square within the burst (including the ogre’s) which has an adjacent lower square. If the roll is 1-4, that square drops by five feet, becomes difficult terrain, and any creature in the square falls prone.
Skills Athletics +9, Endurance +9, Stealth +7
Str 17 (+4) Dex 12 (+2) Wis 10 (+1)
Con 17 (+4) Int 4 (–2) Cha 5 (–1)
Alignment chaotic evil Languages Giant
Equipment ragged furs

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Filed under D&D, Monsters

Metal Öpera

★ ★ ★

Play Metal Öpera →

Fight the space future tyrannies of Soul, Flesh and Mind with the power of metal! Forge a rocker, plug in your axe, and kick ass.

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Filed under Games, Original Games