Wednesday, July 25, 2018

The Alphabet of Outer Beings - N is for Numerology


Many Outer Beings have a number that carries great weight to them and their followers. Occult numbers are often found in the beliefs of Law aligned Outer Beings. Chaotic Outer Beings may have claim to a number but this is very rare for their chaotic nature means that regularity and relationship are seldom partners.

Determination of an Occult Number
  • Roll 1d3 to determine the number of digits
  • Roll 1d10 to determine each digit
Table N1: Occult Significance of the Number (roll 1d3)
  1. The number is extremely lucky
  2. The number is significant but is neither explicitly lucky or unlucky
  3. The number is extremely unlucky
    Table N2: Occult Meaning of the Number (roll 1d6)
    1. The number is closely associated with death and destruction
    2. The number is closely associated with wealth and fortune
    3. The number is closely associated with wisdom and learning
    4. The number is closely associated with nature and weather
    5. The number is closely associated with the stars and power
    6. The number is closely associated with The number is closely associated with rebirth and healing
    Table N3: Divination of Number (roll 1d6)
    1. The number is significant if it comes up at random.
    2. The number is significant when calculated based on complex formula kept secret by seers and diviners. 
    3. The number is used when throwing bones or dice.
    4. The number is in conjunction with a calendar used by the followers of the Outer Being.
    5. The number is used in geometric drawing that is then interpreted by a seer.
    6. The number is used in combination with blood divination.

    Wednesday, July 18, 2018

    MCC Graboids! (Glowburn Episode 15)


    For my first episode of Glowburn as an official co-host I adapted the Graboids from the Tremors movie franchise. Below are my show notes for the Mutagenesis portion of the show with my stats for the graboids. 

    Graboids!

    Because somehow new Tremors movies keep coming like worms on your lawn after a heavy rain…

    But at some point in the pre-pocalypse world it became cheaper to genetically engineer some actual graboids and then pit them against real people in a weird reality TV survival show.

    Unknown years later those creatures have mutated into even more monstrous and lethal creatures. These are not for the faint of heart.

    Graboid

    Hit Dice: 8d8, avg HP 40

    AC: 16, Init +5; Atk bite +8 melee (1d10); or Drag Under Special +4

    MV 60’ subterranean only; Act 2d20; SP Drag Under, Tremorsense; SV Fort +4, Ref +1, Will +3.

    Tremorsense: The graboid “sees” by sensing any movement and impact on the ground in a 360 degree around them.

    Drag Under: If a graboid successfully attacks with a bite on it’s first action in a round it may make a special drag under attack against the target’s strength. If successful the target is dragged below ground and immediately takes an additional 1d14 damage.

    Wednesday, July 11, 2018

    The Alphabet of Outer Beings - J is for Janissary

    Image Source: https://www.deviantart.com/cg-zander/art/Viper-Janissary-481839206

    J is for Janissary

    Janissaries are elite warriors who act as the bodyguards for powerful or important individuals or households. Unlike crusaders, paladins, and zealots the sole responsibility of a janissary is to protect their charge. Janissary battalions are created by powerful patrons, as yet another means of control and influence over the mortal world, and by powerful churches to protect their highest ranking clerics and most treasured holy sites.

    Table J1: Janissary Signature Weapons (roll 1d6)
    Janissaries are often known for using a special weapon that is not commonplace outside of their ranks.
    1. Enchanted or Blessed weapon (gains +1 die increment to damage)
    2. Wands (contains 1d10+5 charges of an attack spell)
    3. Heavy Crossbow (Increase damage die 2 increments, takes a full action to reload)
    4. Compound Bow (Increase damage die 1 increment)
    5. Alchemical Grenades (thrown explosive that deals 3d6 damage to target, 2d6 in a 5' radius, and 1d6 damage, from 5' to 10' radius)
    6. Black Powder Muskets/Rifles (treat as a Heavy Crossbow (above), also ignores armor on attacks (or gains an attack die increment), and all fumbles results are automatically the highest possible result). 
    Table J2: Janissary Specialized Support (roll 1d6)
    Janissary battalions often benefited from specialized support that enabled them to focus on being purely military units.
    1. Cadre of elite surgeons or clerics specialized in healing and treating of wounds. 
    2. Artillery support via the use of ballista, catapults, black powder cannons, or magic  
    3. Engineering corps who clear or prepare the roads ahead (ensures faster movement)
    4. Service support who travel ahead of the main force to prepare camp (ensures better rested warriors)
    5. Armorer corps who maintain and provide weapons and armor
    6. Roll again twice.
    Table J3: Codes of Conduct
    Janissary units are held to very strict codes of conduct and loyalty. In addition to their unwavering loyalty to their employer, be it temple or or wizard, they are expected to follow strict codes of behavior. Janissaries belonging to a religious order are also expected to be devout and uphold the tenants of their religion.
    1. The Janissary may not marry.
    2. The Janissary must always be armed and armored in public.
    3. The Janissary may not practice any skill other than those of a warrior.
    4. The Janissary must accept all offers of surrender from their foes.
    5. The Janissary may not grow facial hair.
    6. Roll again twice.