A Piece of Awesome Commission Art I Won!… Hubris is Coming…

So the amazingly awesome and talented Dave over at Iron Image Industries has been hosting a contest the past few months where, if you win, he does a FREE KICK ASS ART COMMISSION for you!  That’s right..  FREE…

And I won the April submission!  Huzzah!  I finally won something!

Aside: Dave already was awesome a few months ago and did a kick ass piece for me for my hack of Shadowrun using the Savage Worlds ruleset.  Scope it here!

I’ve had my eye on Dave doing art for my Hubris setting (for what I’ve put up on the blog about Hubris, click here) that I plan on publishing in the (hopefully near) future!  So it was a double kick of awesome that I won.

The Corrupting Plague of Fairweather

A Guard being corrupted by a Metalphage

I’ll do a post with more details on Fairweather tomorrow, but today I just wanted to share this slice of awesome!


Hubris Sessions Recap- Starting With a Hack- Using a Ravenloft Module, Having a TPK, and Discovering Dungeon Crawl Classics (whew)….

A few months ago I decided that I would ATTEMPT to write a cohesive RPG setting done in ways I find useful (because I rarely find RPG setting books to be done in a way that are usable at the table).  I had already run a couple sessions in my Hubris world and had a bunch of shit written for it.

And you know what…  It was good for running a homebrew game or even a Con game, but not as a published product.  I felt it was too ho-hum and run of the mill. I’m really into weird/horror fantasy and I like that brutality and threat of PC death that is steeped in OSR tradition.  So I set about re-writing Hubris to fit that mold even further.

So far it is going well.

My map of Hubris (I'll pay someone with more skills to draw a better one)

My map of Hubris (I’ll pay someone with more skills to draw a better one)

When I had a ROUGH outline of the continent I gave my players a few choices as to where to start.  Eisenbar, the Gothic area full of Hellboy shit, and vampires, and fae, and Scandinavian style people; the swamp that is inspired by Cajun tropes; Fairweather, which is ruled by an inbred king who worships a god who preaches purity of blood, or an unsettled expanse where they would be basically mapping it out and foraging.   They chose Eisenbar.  Cool.

Only problem is I haven’t run a REAL Gothic style campaign in a really long time.  I skimmed through my campaign setting books of Ravenloft and turned to that expert of Gothic Horror, Jack Shear (his awesome blog), and ask what Ravenloft module would be to use and run to get me back into that feeling.  He suggested Night of the Walking Dead.  I found it and was excited to see I ran this way back when I first got into RPGing.  Jack was also a gentleman and provided me a link to his blog where he gave his thoughts on it and how he ran it.

Aside: It was cool to reread this and have flashes of gaming memories I forgot.  Not to mention I was excited to see how these players handled the scenario VS the original group I ran it for.

I will just highlight how this module went, and unlike Jack, mine took three sessions (with quite a bit of bullshitting).  During the first three sessions, we were using my OSR hack rules.

Session 1- INTO THE MODULE

Players:

  • Fletch- Kenku
  • Liam- Mutant (with batwings)
  • Nate- Kenku

Group is going through the Weeping Forest of Forgotten Memories.  They come across an alter (I used my instaregligion generator).  Fletch touches the alter, develops a giant tumor on his back (-2 to his Dexterity).

Two humans wander out of the underbrush and, al la Aliens, beg for help and tentacles burst from their stomach and they bend over backwards and start attacking.  I used a monster from the awesome Teratic Tome.

Aside: I had warned them that this was going to be a brutal style of play and only the smartest would survive.  This introduction proved just that.  Nate went down in the first round, unconscious and bleeding out.  Fletch went down two rounds later.  Liam flew into the air and took pot shots with his bow, eventually downing them, but not before he accidentally hit Nate, taking him further towards death.

 

Like Jack I cut out the encounters of the swamp.  I had my alter encounter and left it up to chance for them to encounter the group of gypsies, which they did not.

They encountered Luc, and I upped the banjo playing as jack did.  My players got creeped out and kept trying to fiddle with him to figure out what was up.

Eventually they went to the town and saw the funeral.  I played up the preacher as a sort of Puritan style dude who is mad with grief at his failings.

Left off there

Session 2

Players:

  • Fletch- Kenku
  • Liam- Mutant (with batwings)
  • Nate- Kenku
  • Stephen- Mutant

Group learns of the villages plight.  Met the crazy Mordu, who is my favorite character in the module (aside from Luc- he’s just pure fucking gold).  For Mordu I took inspiration from Brad Pitt in 12 Monkeys and had him be a 1st level Sorcerer and wearing a tinfoil hat.

Group sees murder- does investigating- no one dies.  When people drop dead in inn everyone flees.  Stephen rushes back in and tries to fight.  Group follows, sets fire to inn..  Puts it out.

Session Three

Players:

  • Fletch- Kenku
  • Liam- Mutant (with batwings)
  • Nate- Kenku
  • Stephen- Mutant

Players do more investigating.  Fight mad murder who is killing people for his brother to eat (since he’s a zombie lord).  They fight him and figure out that he was going to the old cemetery so they went to investigate and died a horrible fucking death…  all of them.

Aside:  Several things went wrong in this fight.  One the Ju-Ju zombie is fucking lame…  He doesn’t do ANYTHING that warrants the name Ju-Ju..  At all.  End of story..  

Second my players RUSHED to the cemetery.  I think this was a reaction to Pathfinder/3.x, to which they were used to.  That “we are able to beat whatever with our powers and our saves and our good looks…”  Which is NOT the case with OSR style gaming (in my opinion).  They knew that they were fighting undead and that they didn’t have a cleric in the party.  They didn’t go to the temple and ask for holy water, scrolls, or even to BEG the cleric to come with them. 

Now that they have been taught this valuable lesson they have been MUCH more cautious and smart.

Third they rolled terrible.  Quite a few critical failures.

When they first walked into the crypt with the zombie lord, 2 of them failed the save vs his aura and developed bad things.  Liam crit failed and died instantly.  

The group fought valiantly, but Nate when down fighting the Ju-Ju zombie.  The NPC constable went down like a bitch to the zombie lord.  Fletch attempted to summon a demon from the Hells to fight with them, critically failed on the summon and died instantly as the demon came through the portal and merged with him to form a giant half-rat/half-kenku like creature.  Which promptly went into the fray, killed the ju-ju zombie, then Stephen, and then the zombie lord…  

And that ended session three.

Dungeon Crawl Classics and Session Four

I had read DCC right before I ran session three and KNEW it would be a perfect fit for Hubris and what I was going for.  So that is what I will be using when I attempt to publish this bitch (whenever that is).

I had each player roll up a level 1 DCC character (yes yes I skipped the funnel this time).  Here’s the roster.

Players:

  • Fletch- Cleric
  • Liam- Wizard
  • Nate- Mutant
  • Stephen- Fighter

This time I started the group off in Shadowfall and decided it would be fun to allow the group a little meta-payback.  They were hired to go to the town they all just died in and find out why there hasn’t been any contact in over a month and to locate a merchant who was to deliver an important item to Genieva the Deranged, the vampire queen of Shadowfall.

The group planned for undead this time and THOUGHT they were ready for anything…  Which shows I’m a prick and am not kind, because if your players aren’t terrified, you’re not doing your job.

Highlights

Party gets to town- only 30 people of 300 survive.  All holed up in the temple to god of the Terrible Whisper.

Priest has asked for his gods aid, which he gives.  One day of safety per one year of life he takes from the priest.  Priest does this until he is dead.  He lost 55 years of life.

Zombies have been corrupted by something.  All have green throbbing pustules on them that burst when hit.

Find out its the rat-kenku demon.  It has kidnapped most of the town before they could make it to the church.  Players say they will fight it.

Go outside and find it on a throne of humans that have been merged together (Human centipede style).  The throne and demon, after some threatening, charge at group.

Behind it are eight people standing on one another’s  shoulders- making an arch.  The top two people are facing one another holding hands- their faces and hands melded together.   The intestines of each is hanging out of their rectums and into the mouth of the other.  Swirling black smoke is in the arch.

The demon is attempting to get his true body back and summon his minions.

Group fights valiantly, all almost die again, but Liam takes a gamble, spellburns a shitton of Attributes, and casts Color Spray.  Kills all the level 0 chars with them and knocks everyone else out.

Stephen makes his luck roll to not die.  Rolls a 20.  No permanent injuries.  Huzzah.

Group finds the shit that Genieva wants and heads back to Shadowfall.

They are now getting ready to head to the Bogwood swamp because they heard of a magic relic that helps fight corruption when using magic (Liam’s already suffered a few corruptions).

Totally throwing Challenge of the Frog Idol in here and my town of Blatherblab that I created for Hexenbraken.

That is the recap for the last four sessions.  I’ll be better about recapping and not letting it build up so long.


Blatherblab- The Dingy Swamp Village in Hexenbraken (or just a little adventure to be used anywhere you damn well want)

Hex 02.02- Hexenbracken (more info).

The rickety village of Blatherblab

The rickety village of Blatherblab

Blatherblab is a small and decrepit village that once used to be a small fishing community.  The entire village is built on planks that are stuck deep in the mud and muck of the swamp.

A few years back something caused most of the fish to die from a terrible rotting disease.  Many of the villagers moved or died from starvation.  When the town seemed to be on the brink of collapse a blind woman dressed in rags, calling herself Piodana,  stated she was a prophet who would deliver them from desperation.

Piodana, the Blind Prophet of

Piodana, the Blind Prophet of Flibbon

The townsfolk were quick to follow her instructions and soon the Cult of Flibbon, the Magnanimous Fish God, was formed.  True to Piodana’s predictions, fish started to return and the village was saved.

Fish God Idol

Flibbon, the Magnanimous Fish God

Slowly, however, the people began to change into terrible fish-like creatures, completely devout to their blind prophet and Flibbon.

Fish People

The fate of the villagers of Blatherblab

Fish People 1

A fate worse than death

The children of the village were mutated into workers that one day will morph into the adult horrors.

Mutated Children of Bl

Mutated Children of Blatherblab

No fish is traded to surrounding communities.  No traveler that has ventured to Blatherblab has ever returned.

Map of Blatherblab

This town was generated using Zak S. Vornheim and an instatown mapping hack I based on it (Part One and Part Two).

GMs can fill in the map as they see fit with traps, horrors, and bubblegum.  

The lovely town of Blatherblab

The lovely town of Blatherblab

ENEMIES!!!

Mutated Fish Village Folk

Init +1; Atk- +1, jagged blades or mace (1d6)+1; AC 13; HD 1d8; HP 5; MV 30’; Act 1d20; SP Amphibious; SV Fort +1, Ref +2, Will -2; AL C.  Gear: jagged blade, mace, mushrooms (25% chance poisonous).  1d3 SP and 1d6 CP.

Mutated Fish Children

Init 0; Atk- +0, bite (1d4); AC 12; HD 1d6; HP 5; MV 40’; Act 1d20; SP Amphibious; SV Fort +0, Ref +2, Will -2; AL C.  Gear: NA.

Piodana, the Blind Prophet of Flibbon

Init 3; Atk- +4, Black spiked Mace (1d8)+4; AC 15; HD 3d8; HP 22; MV 30’; Act 1d20; SP Level 3 cleric, casts appropriate spells; SV Fort +2, Ref +2, Will +4; AL C.  Gear: Black spiked mace (+1 attack), 1 potion of water breathing, 4d20 gold, chainmail armor, Necklace of Flibbon (commune with and command fish).

Crocodile (near Boathouse)

Init +1; Atk +4, Bite (1d8) +4; AC 14; HD 3d8; HP 18; MV 30’; Act 1d20; SP can hold breath for 20 rounds while underwater; SV Fort +5, Ref +3, Will +1; AL C.  Gear: Teeth, hide, gut it and find a hand with a ring of +1 AC and a pouch with 2d6+1 GP.


Half Orc DCCified

Half Orc

 Half Orc

The tale of the Half Orc is bred from violence. Your mother was raped by a savage orc and somehow survived the encounter. Usually after such an assault a woman takes an herbal concoction that kills the fetus, but yours didn’t. She hoped you would be different. She hoped you would be special. She was wrong. You killed your mother at birth when you clawed yor way from her stomach.

You are a blood thirsty creature torn between two worlds; human and orc. You feel ambition, logic, and rational echoing cautions and schemes in your head.  Yet you also feel the pulsing in your blood, the cry for battle, the taste of flesh, and the desire to crush your foes under your boot heel.

Half Orcs are greatly feared as there isn’t much of a physical difference between yourself and the savage kin. Many Half Orcs end up as slaves, being hunted, indentured guards, or their heads on pikes and their bodies on pyres.

You’ve been mistreated your whole life. Your axe and your fist are your councilors and the trail of mutilated bodies behind you is the road you’ve traveled to recovery.

Hit Points: A half orc gains 1d10 HP per level.

Weapon Training: A half orc is trained in the following weapons: battleaxe, club, flail, longbow, mace, shortbow, spear, staff, two-handed sword, and warhammer.  A half orc can wear any armor they choose.

Alignment: Due to the ferocity of the orc blood that runs through their veins, half orcs usually gravitate towards chaotic alignment.  However there are some who walk the path of law.

Infravision: A half orc can see in the dark up to 30’.

Attack Modifier: Half Orcs do not receive a fixed attack modifier at each level.  Instead they receive a deed die, like the Warrior.  The deed die is rolled each round to generate the attack modifier.  See the chart below to see the deed die advancement.  The bonus of the deed die is also a modifier for damage.

Mighty Deeds: Through their savage lifestyle and training, Half Orcs can perform Mighty Deeds like a Warrior.

Natural Weapons: A half orc has huge tusks and is able to bite their foes, dealing 1d4 damage.

Two-handed Weapons: When a half orc wields a two handed weapon they receive strength modifier and a half, rather than just the standard modifer.

Rage: Half orcs are brutal fighters that learn at an early age you have to be ferocious and attack with reckless abandon.  When raging a half orc ups their damage die one level, receives +2 to saving throws against mind altering affects and fear, and ignores 2 points of physical damage.  They also incur -2 to AC and -2 to Intelligence checks.  The rage lasts a number of rounds equal to one half level rounded down +1 (minimum of 2 rounds at level 1). A half orc can rage a number of times per day equal to their Stamina bonus (minimum of 1).  They cannot use any abilities that require concentration.  If all enemies are felled before the duration of Rage runs out the half orc will attack friends.  If the half orc makes a successful Will check (DC 15) each round for the duration of the rage they can avoid harming their allies.

Hated: Half orcs are considered abominations and mistakes by both humans and orcs.  Humans tend to look upon half orcs with derision and shun them.  When making a Personality check against a human the half orc’s action die goes down one step on the die ladder.  Orcs actively attempt to kill their half-brethren when they see them.  In combat, unless it is absolutely warranted, Orcs will charge and attempt to slaughter the half orc.

Languages: A half orc begins play knowing how to speak Common.

Half Orc 2

Half Orc

Level Attack (Deed Die) Crit Die/Table Action Die Ref Fort Will
1 +d3* 1d10/III 1d20 +1 +1 +0
2 +d4* 1d12/III 1d20 +1 +1 +0
3 +d4* 1d14/III 1d20 +2 +1 +1
4 +d5* 1d16/IV 1d20 +2 +2 +1
5 +d6* 1d20/IV 1d20 +3 +2 +1
6 +d6* 1d24/IV 1d20+1d8 +3 +3 +2
7 +d8* 1d30/IV 1d20+1d12 +4 +3 +2
8 +d10* 1d30/IV 1d20+1d16 +4 +4 +2
9 +d10+1* 2d20/IV 1d20+1d20 +5 +4 +3
10 +d10+2* 2d20/IV 1d20+1d20+1d10 +5 +5 +3

Orc Titles

Level
1 Heathen
2 Brute
3 Monster
4 Berserker
5 Destroyer

Loneliest Man in Hexenbraken!

Hex 18.11- Hexenbracken (more info).

MOUNTAIN MAN

Old Bert

Old Burt claims he once was a powerful noble from Orthrist (16.08) many years past, but was exiled due some terrible experiment.   When questioned about the experiment he mumbles oddly, gives a twitch and changes the subject.

Horrible Experiment

However Old Burt has grown lonely in his years of exile and will prattle on and on about his many accomplishments back in Orthrist, or the difficulties of living as an exile, or even how eating preserves and deer meat don’t mix.

Anyone who listens to him prattling on must make a Wisdom based Save (DC 12) against boredom or fall under under a deep sleep for 1d6 years.  A successful save means the target cannot be affected by Old Bert’s boring stories for 24 hours.

Prattle On

  1. “It sure is cloudy…  This reminds me of the great flood of yesteryear.  Wiped out whole villages… Yesssss siiiiiirrrr… The land was a wreck of toppled trees, bodies, and mud.  It was so wet you couldn’t even light a candle.”
  2. “I had a daughter once…  but she up and married a man.  Yep.  I think he was a cobbler… or a cheesemaker.  Anyways, they moved from Orthrist to some other town to the east.  I used to get letters.  Usually started,  Dear Daddy…”
  3. “If you tie a knot too loose it comes undone.  You have to make sure it’s tight!  Loose knots are how my horse got away.  I saw some berries, this was in the spring, about 3, no maybe about…  5 years ago..  Normally berries don’t grow during that time, you see.”
  4. “In real desperate times you can eat cured meat that’s a little past its prime.  Now it’ll be even drier and tougher than a two bit whore that’s been ridden by a giant, but you just slap some preserves on it, and it’ll tender it right up.  Now the taste is something else altogether.  It doesn’t go down easy, or smooth, but it’ll keep ya living.”

The Horrible Truth

Old Bert believes he traveled here and settled on his own random volition, but the truth is that he was contacted by an evil twisted entity from some unspeakable demi-plane (see above picture) and was directed to this point.

Every evening Old Bert transforms into a terrible monster and scours the countryside looking for fresh victims (except those who have fallen asleep due to his boredom ability).  He knocks the victims unconscious and throws them into a pit under his cabin where they are feasted on by a disgusting mound of pulsating tumorous flesh.  Old Bert is unaware of this transformation or the horrors he commits.

The new Improved Old Bert

The new improved Old Bert

Stats of Monster Old Bert

Monster Old Bert!!

Init +3; Atk- +3; claws (1d6)+3; Bite (1d4)+3 plus poison   AC 16; HD 3d8; HP 22; MV 40’; Act 1d20; SP- Poison Bite- Fort Save (DC 12) or fall unconscious for 2d4 hours; SV Fort +2, Ref +4, Will +1; AL C.

Old Bert always has a strange collection around his cabin from his victims.  While in his normal form, he turns a blind eye to these items.  If asked or prodded about them he become surly and irritable.  He will not object to anyone taking anything around his cabin that isn’t his.

Random LOOTZ

Random Lootz of Old Bert

Roll

Items

Roll

Items

1 Battered Crossbow 1 Jar of pickled frog eyes
2 Silver dagger 2 Idol of strange octopus-like creature- whispers sweet nothings to those who hold it
3 Scroll case containing 1d3 level 1 arcane spells 3 Back of holding with 2d4 random items in it (from another list)
4 Unbreakable handheld mirror 4 A canoe
5 2d4 days of rations 5 Ring of Shield (+4 AC) with 1d6+1 charges
6 Half plate armor (human sized) 6 Everburning torch (no heat)
7 1d4 bags of could (each roll 1d100 for gold amount) 7 Composite longbow with 2d10 arrows
8 1d4 vials of holy water 8 1d3 random potions
9 1d3 flasks of acid 9 Necklace with shriveled eyeball (allows to see in darkness)
10 1 potion (roll randomly) 10 Sodden bag with head of beautiful woman
11 1 potion of Cure Light Wounds (1d8 +1) 11 Mountain climbing gear
12 Longsword 12 2 smoke sticks
13 Small pouch of black powder 13 Bundle of odd smelling incense
14 Backpack with “standard” adventure gear 14 Jar of putrid vomit
15 Finely crafted broadsword 15 Ruby the size of a fist (500 gp)
16 Large tome on the lore of NynglomCastle (09.01) 16 Scepter (Cursed mace of Skull Crushing- roll of a 1 it hits wielder in the head for x3 damage)
17 Jar of spider eggs- exposed to air and they hatch with 2d100 baby spiders 17 Book bound in human flesh- contains 1d4 Necromantic spells
18 Pouch of Orc tusks 18 Vial of a woman’s screams
19 Scroll of Darkness 19 Lump of unprocessed iron ore
20 Scroll of Commune with Dead 20 Bag of 300 gold and two other items from this list

My Punk Rock DIY RPG Logo

I’m very into the whole DIY RPG sub-culture (if you want to call it that).  I dig the community and the ideas, philosophies, and disscusions that are swirled around like a big primordial vat of awesome, and then made cohesive and shared with anyone who wants it.

I’m also huge into punk rock, grunge, and heavy metal.  In my opinion the DIY movement (in general) is firmly entrenched in that punk rock (American Hardcore) type philosophy.

So I wanted to do a logo for it.  My awesome girlfriend stepped up to the plate and did this for me yesterday.

So here it is.  Feel free to take it and display if you want.

Display it with pride

Display it with pride


The Strange, Mystical, and Magical DCCified Ioun Stones!

Yesterday someone suggested that a DCC fan get off their ass and create a DCCified version of the Ioun stones…  and I figured it’d be a fun thing to do (whether they are good or not is an entirely different matter.

Also Claytonian JP shared this AWESOME epic list of Ioun Stones (mostly from 1e D&D).   Seriously…  600 of these bad boys in here!

I converted 16 of them from the d20 SRD, but the rest are stuff I created and also took some inspiration for the epic list mentioned above.

Here’s a PDF version: Ioun Stones for DCC

Ioun Stones
 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. (This description taken from d20 SRD).

Ioun stones have AC 20, 10 hit points, and are treated as a hard metal.  They are not subject to saves, and are always considered to have succeeded.

The Ioun Stones Fabled and Amazing Ioun Stones

  Color Shape Effect
1 Clear Spindle The user can survive without any food or water for up to 1d4 months.  However each week without food and water causes 1 point to be removed from Strength, Agility, and Stamina (to minimum of 3).  Once the caster has taken food and water regularly for one week they regain 1 point in each per day.
2 Dusty Rose Prism When the user activates this stone they gain an additional 1d4 to their AC.
3 Deep Red Sphere When making Agility based checks (and reflex saves) the user increases their action die by one level on the die ladder.
4 Incandescent blue Sphere When making Personality based checks (and Willpower saves) the user increases their action die by one level on the die ladder.
5 Pale Blue Rhomboid When making Strength based checks the user increases their action die by one level on the die ladder.
6 Pink Rhomboid When making Stamina based checks (and Fortitude saves) the user increases their action die by one level on the die ladder.
7 Pink and green Sphere When making Luck based checks the user increases their action die by one level on the die ladder.  The users also gains 1 free luck point per day.  These points do not accumulate if unused.
8 Scarlet and Blue Sphere When making Intelligence based checks the user increases their action die by one level on the die ladder.
9 Dark Blue Rhomboid When this stone is out the user cannot be subject to back attacks or surprise rolls.
10 Vibrant purple Prism This stone can store spells up three spell levels (IE- three level one spells, or one level one and one level two, or one level three).  The spell must be cast into the stone and resolved per the normal DCC casting rules (including failure, corruption, etc).
11 Pearly Iridescent Spindle The user is covered in a slimly film 2” thick that allows them to survive without air for 48 hours.  However the users personality die is reduced by one level on the die ladder when making any sort of interaction with people.
12 Pale lavender Ellipsoid This stone will absorb 2d4 spells of up to 3rd level.  Once this number has been absorbed the stone turns to a worthless lump of coal.
13 Pearly White Spindle This stone allows the user to tap into unholy regeneration and gain 3HD of Hit points back.  Each time the target does this there is a 5% chance of gaining corruption.  This percentage continues to grow until a corruption is gained, then resets to zero.If a corruption is gained roll 1d8: 1-5= Minor; 6-7= Major; 8= Greater.Lawful clerics who use this stone automatically a disapproval of 5 until they make the appropriate sacrifices.
14 Pale green Prism This stone increases the action die level on all rolls by one on the die ladder.
15 Orange Prism This stone increases your action die by one when casting spells.
16 Lavender and green Ellipsoid This stone will absorb 2d8 spells of up to 5th level.  Once this number has been absorbed the stone turns to a worthless lump of coal.
17 Irradiated Green Cube Once per day the user can release 2d4 poisonous snakes from their prison.  These snakes are not under the users control and will not attack them, but will attack anyone else.  These snakes remain for 1d6 turns before evaporating in a puff of noxious-smelling smoke.
18 Black Pyramid When the user accesses this stone they are able to draw upon unholy energies and use it to increase their abilities.Each target in a 25’radius must make a Fort save (DC 15) or suffer 2d4 damage.  Each target that fails gives the user a +1 bonus to their next attack, skill check, save, or spell ability.  Lawful clerics who use this stone automatically a disapproval of 5 until they make the appropriate sacrifices.
19 Yellow Hexagon This stone makes the user immune to 2d4 level drain effects.  Once this protection has been used up the stone shrivels up into a chunk of mummified flesh and is useless.
20 Yellow and Purple Icosagon This stone can store spells up five spell levels (IE- five level one spells, or one level two and one level three, one level five, etc.).  The spell must be cast into the stone and resolved per the normal DCC casting rules (including failure, corruption, etc).
21 Molten Lava Octagon This stone fills the user with fury and wrath.  The user gains an additional attack per round, with their action die one step lower on the die ladder.
22 White Sphere This sphere bestows the ability to use Lay on Hands as a Cleric 1d4+1 times per week.
23 Violet Pyramid This gives the user one Thief skill (this goes off the user’s level and alignment).  Roll 1d14 (reroll 14) and consult the Thieves skill table(s) on page 38.
24 Orange and Blue Cube One per day this stone can be activated to make the user immune damage.  The type of damage is rolled upon gaining this Ioun stone.  This effect is active for 2d6 rounds.Type of Damage1)      Fire

2)      Physical

3)      Ice

4)      Electricity

5)      Necrotic

6)      Poison

7)      Disease

8)      Curse

25 Lavender Hexagon When this stone is active it grants the user an additional 2d4 HP.  This is lost before normal HP.
26 Marble Trapezoid This allows the user to perform mighty deeds as a Warrior at a d3 (if warrior uses this Ioun stone up deed die to next level).
27 Silver Icosagon This stone affects the user’s skin, effectively hardening or softening it.  When the stone is activated roll randomly for effect.  The user cannot wear any type of armor.  You do not suffer negative effects to Agility based skills or spell casting.1)      Squishy: -2 to AC2)      Leathery Flesh: +2 to AC

3)      Hardened Flesh: +3 AC

4)      Skin of Steel: +4 AC

5)      Skin of Stone: +5 AC

6)      Tissue paper: -4 AC

28 Cyan Sphere Once per day the user is able to transform into an animal (up to large in size) if they succeed a Willpower check (DC 12).  The user specifies the animal at the time of the check.  If they critically fail they suffer 1d4 temporary personality drain.
29 Chartreuse Hexagon This stone causes a large amount of bile and acid to be created in the user’s stomach.  1d4 times per day the user can make an attack and vomit (5’ range) on a target, dealing 1d8 damage.
30 Jade Pyramid Once per day the user can transform into a gaseous form.  Their speed is reduced to 15’, but they suffer do not suffer damage, even magical, except for strong winds.  If caught in a really strong wind the user must make a Fort save (DC 15) or take 2d6 damage per round.
31 Black and Blue Prism Once per week this stone can tear open the fabric of reality and allow the user to cast Planar Step.  The user must roll per DCC rules for resolution.
32 Azure Spindle This stone knows 1 spell that can be cast once per day.  First roll 1d6: Even- Wizard spell; Odd- Cleric.  Then roll 1d5 for level, and then roll on page 127-128 for spell.
33 Shimmering Gold Cube Once per month the user can shake this Ioun stone and 1d00 gold, 1d30 silver, and 1d20 copper will fall from it.
34 Black and White Sphere Holding this stone allows the user to see in complete darkness (even magical), however any light source deals damage of 1-3d6.  Judgment call on the brightness of the source.
35 Turquoise Ellipsoid Once per day the user can smear 1d4 HP worth of blood on the Ioun stone and summon a like amount of weapons.  This can be any weapon the user designates.  If it is a missile weapon roll 1d8 for the amount of ammunition that comes with it.  These weapons last for 2d4 hours.
36 Black and Red Cube Once per week this horrible Ioun stone allows the user to cause harm to a target anywhere in the world.  The user must concentrate on the target for 3 rounds and have actually met them.  The target must make a Willpower save (DC 15) to resist harming themselves by cutting, biting, and scratching.  The target takes 3d6+3 points of damage.  If the target critically succeeds on their save the user is compelled to harm themselves in the same manner (no save).
37 Bile Green Teardrop Minions!  Once per week the user summons 2d4 level zero mutated homunculus versions of themselves to aid, fight, and die.  These minions remain for 2d4 days or until destroyed.  To harness this power the user must sacrifice 1d8 HP.
38 White and Green Rhomboid Once per day the user is able to conjure an illusion of targets worst nightmare.  The target must make a Willpower save (DC 15).  Success means the target is frightened and flees for 1d4+1 rounds.  Failure means the target is terrified, drops whatever they are holding, and flees for 2d6 turns.  Rolling a 1 results in instant death.
39 Lime Green and Violet Teardrop This stone can be used to absorb any amount damage, spell or magical.  This can be used as a free action.  This stone has 1d3 charges before collapsing in on itself and disappearing.
40 Pink and Grey Icosagon Upon obtaining this stone the user designates whether to increase Crit die by one type or increase crit table by one type.  This is in effect as long as the stone is active.

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