Fungeon

★ ★
(playtested)

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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

★ ★ ★

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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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Cybataur, Platformized

I threw a cybataur band against the party last game and their shamanatrix was killed by a lucky cybax chop. The players loved the cybataurs so much that we replaced the shamanatrix with a cybataur tech-ranger. I love that there’s no distinction between PC and NPC stats: This insane game wouldn’t be nearly as fun if you couldn’t turn around and roll up a PC based on the last cool monster you fought.

Annotation:

  • ECM Implants: +2 vs. Elec.
  • “Personal Gunship” Shoulder-Mounted Regen-Cannons (3): x2 ammo regen, 1 bonus action
  • Level 7b Cybarm:+15% Cy-Bonus (left arm only)
  • Cybax: Factor 6 combat uplink

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Filed under Monsters, Sharth

Braxat

I wanted to “mean up” the braxat from the 4e Dark Sun Creature Catalog. I’ve been tackling a few Dark Sun monsters and it’s tough! There’s a balance between humanoid and reptilian & chitinous that I still can’t reach.

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Filed under D&D, Monsters

How to Host a Dungeon: The Great Spider Civilization

★ ★ ★

Play The Great Spider Civilization →

I’m a big fan of Tony Dowler’s How to Host a Dungeon. So much so that I made a new civilization: The Great Spiders. Horse-sized arachnids with alien minds and terrible goals.

Let me know what you think! I’ve been refining this off and on for over a year; I think it’s finally ready for the public.

4 Comments

Filed under Games, Hacks

Troll & Knight

Struck by the melancholy and hope within Judd’s 7 knights for 7 bridges, I sketched up a little vignette. I’m rooting for the poor old knight.

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Filed under Monsters, More

MonkeyWrench

★ ★
(playtested)

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You’re monkeys on a space station—what more do you want? Play grumpy, hungry and crazy monkeys just trying to get home. Or set up a Martian monkey paradise. It’s your call.

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Filed under Games, Original Games

Skyrm

Skyrm

Even though it’s rough, I still like this rendition better than the crappy picture in the Wasteiary. I adjusted the Grab from a +20 to a +10 because it just isn’t fun for players (at least my group). If anyone has a better solution for grabbing in general, let me know. I might steal from 4e and just make it a condition/melee ongoing effect.

I also spelled “stynger” wrong. It’s hard to keep track of all the silly spellings (spellyngs?).

Annotation:
  • Dual Membrane Wing Pairs: +15% Mobility, Hover @ -2 Ph. Energy Cost
  • Split Maw/Speartongue Assembly: +10 Grab, +5% Pierce Attack
  • Sktynger [sic] (Type: Immobilization): +5d8 Stab damage, x3 Poison effectiveness

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Filed under Monsters, Sharth

Shadows

★ ★ ★

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How does your Shadow want you to fail? This game of mine has received the most press, probably because it aims for a small niche (kids) and the rules are dirt simple. There’s also built-in social tension through the tokens: You can only directly help or hinder another player’s roll, never your own. Depending on the group this can foster cooperation, competition or a mix of both.

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Filed under Games, Original Games