The Disgusting and Terrifying Brain Grub- Monster of Hubris

Brain Grub (Mature): Init +1; Atk bite +2 melee (2d2); AC 8; HD 2d4; MV 10’; Act 1d20; SP Brain burrow; SV Fort +2, Ref -1, Will +0; AL C.

Brain Grub

Brain grubs are vicious worms that reach roughly 8” to 1’ in length.  They are ferocious and deadly.  A favorite past-time in many Hubris cities is Brain Grub fights- pitting these creatures against one another with high stakes betting.  A fair bit of coin can be made to those brave, or foolish, enough to be Brain Grub breeders.  Brain Grubs have three large mandibles that they use to pierce the skull of their victim, while their small circular mouth is filled fibrous tentacles that penetrate the victim’s brain- taking it over.  A brain grub that critically strikes a target burrows into the brain of the target.  The target must succeed at a DC 12 Reflex save or be taken over by the brain grub.  The target is now a mindless husk that can perform simple actions like walk, breathe, clumsily attack, etc.  Each day the target permanently loses 1 Intelligence as their brain matter is consumed.  When they reach 0 Intelligence, they are dead and the brain grub moves on.

*picture created by the amazing and talented Jason Sholtis.  Jason’s blogs: They Stalk the Underworld and Dungeon Dozen 


The Bog Witch- A Terrible Creature Found in the Hubris Bogwood Swamp

Bog Witch: Init +6; Atk claws +3 melee (1d4 + life drain); AC 14; HD 2d6; MV 40’; Act 1d20; SP Un-dead traits, life drain; SV Fort +0, Ref +3, Will +0; AL C.

swampwitch

Bog Witches first appeared in the Bogwood Swamp five years ago when the Red Moon of the Calamitous Whisper appeared in the night sky.  When the moon swelled and blood rained down on the area those that were caught in the deluge were twisted into these horrific monsters.  Bog Witches are extremely agile, but the features of their once living souls have now waned, leaving them emaciated and feral.  Bog witches have long claws that they use to rend flesh from bone.  Those touched by a bog witch must succeed a DC 12 Fort save or lose 1d3 Stamina (temporary).  If a target rolls critically fails on their Fort save they lose 1d6 Stamina permanently.  Bog witches like to lurk just beneath the water and wait for a meal to pass by.  Those that venture out into the swamp with their barges prospecting for lignite live in fear of the bog witches, knowing that at any time one may burst from the water and onto their boats, bringing only death and suffering.

*picture created by the amazing and talented Jason Sholtis.  Jason’s blogs: They Stalk the Underworld and Dungeon Dozen


Environmental Hazard Table- Snow- and the 600th Post for Wrathofzombie!

Damn- 600 posts!  That makes me happy!  I’m also coming up on my 5 year anniversary of my blog- so that’s pretty exciting as well…  Ok- enough self-flagellation about my blog- seriously though- I’m fucking AWESOME.

Lately I’ve been pondering easy to use environmental hazards for OSR-style gaming.  I looked at various rpg books (IE- Pathfinder) and just to describe a blizzard or avalanche took up half a page…  That drives me crazy- so no.

I’m stealing the stunts idea from the Dragon Age rpg.  Roll 3d6- two of the same color (if you have that) and one you have designated as the “special” die.  Look at the result of the pair of dice and consult the Environmental Hazard Table- Snow.

If there is any doubles between the three dice, look at the number on the special die and consult the Extreme Environmental Hazard Table- Snow for the result.

Whiteout

Environment Hazard Table- Snow
Roll 2d6 Result Mechanics
2-3 Light snowfall Vision obscured slightly-can’t see more than 60’
4-5 Medium snowfall Vision obscured- can’t see more than 30’. Missile attacks past that distance have 25% chance to miss.
6 Heavy snowfall Vision obscured slightly- can’t see more than 15’.  Missile attacks past that distance have 75% chance to miss.
7 Sink hole Holes that are covered by snow.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 1d6 damage and a successful climb check to get out.
8 Deep snow Snow is up to waist height on medium creatures.  Movement for small creatures is reduced by ¾, medium by ½, and large by ¼.
9 Blizzard Vision obscured- can’t see more than 5’.  Missile attacks automatically fail.  There is a 50% chance of becoming disorientated and lost.  Every hour in a blizzard a Constitution save must be made to resist becoming fatigued.
10 Strong wind Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.
11 Sub-zero temperature Every 10 minutes in a sub-zero temperature, a Constitution save must be made to resist becoming fatigued.  If in proper winter apparel is worn, the person can roll every hour.  Frost-bite threat high.
12 Ice-coating Ice coats everything, making it extremely slippery.  Movement reduced by ¾.  Sudden movements or combat the target(s) must make a successful Dexterity check or fall prone.

Blizzard 1

Extreme Environment Hazard Table- Template
Roll 1d6 Result Mechanics
1 Deep sink holes Holes that are covered by snow.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 2d6 damage and a successful climb check (hard DC) to get out.
2 Avalanche Occupies an area 1d6x100- snow, rocks, and debris move at 250’ per round.  Creatures caught in the avalanche take 8d6 damage and are buried in the rubble and debris.  GM may call for Intelligence checks for target(s) to figure out which direction they are facing.  Each hour target must make a Constitution save or suffer fatigue.  Starvation and hypothermia are high risk.
3 Fist-sized hail storm Huge lumps of ice fall from the sky and pelt the earth.  Every round roll 1d4 for each character- if a 4 is rolled a hailstone has successfully pelted the target for 1d4 damage.
4 Extreme sub-zero temperature Every minute in a sub-zero temperature, a Constitution save must be made to resist becoming fatigued.  If in proper winter apparel is worn, the person can roll every 10 minutes.  Frost-bite threat extreme.
5 Flash-freezing rain The rain coats the earth and characters and then freezes.  Targets caught in the storm must make a Constitution save or suffer fatigue and take 1 point of damage while encased in ice.  Weapons are frozen, stuck in their sheaths, etc.  A successful Strength check must be passed to free the weapon.
6 White out Dense and heavy snowfall- Vision obscured- can’t see more than 1’.  Missile attacks automatically fail.  There is a 75% chance of becoming disorientated and lost.  Every hour in a blizzard a Constitution save must be made to resist becoming fatigued.

sink hole

 

 

I also plan to do:

Desert

Forest

Tropical forest

Mountains

Swamp

Badlands

 


What’s on Their Festering Dead Body Table for Hubris

It’s been a bit since I’ve done a Hubris post….  The editing is going well.  I have roughly 60 pages left to edit, and then onto the next phase- kickstarter and all that!  My girlfriend is doing the second round of proofs, and I am making the edits to hers and my changes…  It’s been a fun ride creating Hubris, but man am I ready to be done with this!

Anyways here’s a table of random horrific items that you can find on a creatures dead body.  Just insert these where you (as the Judge) feel is fun and interesting to do.  Once an item has been rolled, cross it out and create a new one.

Table 8-X: What’s on Their Festering Dead Body
2d30 Item(s)
2 Some form of alcohol
3 A book on: 1) poisons; 2) taxidermy; 3) plant of Hubris (pg XX); 4) gods of Hubris; 5) cults; 6) romantic novel; 7) pornographic pictures depicting strange acts and positions
4 Sprigs and sprockets and wad of chewing sap
5 2d20 silver pieces
6 Vial of coagulated blood
7 Human skull with ruby in eye socket- when held in hand can talk to undead.
8 The Eyeballs of a Peeping Tom- When put in person’s mouth they can see through walls.  Lasts for 1d6 rounds before shriveling and dissolving
9 Raunchy-themed deck of playing cards
10 Convulsing Sphincter Muscle of an Ox- Can be used as manacles.  Highly resistant to damage
11 Incense stick x5- they smell really good
12 Everburning torch- always alight, but no heat
13 Winter blanket- smells like goats and mold
14 Intestines of a Bloated Pig Demon- used as high quality rope and stomach serves as a grappling hook
15 Vial of Smoke- will transport all in a 15ft radius in random direction: roll 1d6 1) 100 ft; 2) 500 ft; 3) 1000 ft; 4) 1 mile; 5) 5 miles; 6) 10 miles
16 Bag of Ashes- tastes sweet if eaten.  Causes target to sleep for 1d4 hours (no save)
17 Composite Short Bow- add strength mod and +1 to attack and damage
18 Small Imp Idol- every morning 1d8 random mundane items are found in your bag/pockets
19 Severed Head- must be placed on hand like a puppet.  When used in this fashion the head is able to talk and discern lies told to it 
20 Flask of oil x4
21 Mirror
22 Candle With Blue Flame- when held can see in dark perfectly, even magical darkness.  Blinded for equal amount of time after using.  Candle can stay light for 3d3 hours.
23 Vial of boogers
24 Bladder of a Badger- Always full. Always warm.  Can drink to avoid dehydration, but will become ill
25 Bag of blood soaked mail bound for a major city
26 Flask of Acid x2- 1d8 damage to all in 5’ radius, permanently reduce armor worn by half of damage amount
27 The Belly Buttons of Ten Slaughtered Virgins- when placed on the hands acts as small suction cups and aids in climbing
28 Silver Halberd- adds +1d6 damage to undead
29 Incense Stick x3- fall unconscious when lit.  Make Luck save- if successful, increase gain 1 point of Luck for 24 hours
30 Chisel, Pick axe, and Miner’s hat with candle
31 Kidney Stones of Prisoners- works as caltrops… or daily rations
32 Crossbow with 2d10 bolts
33 Vial of Hemlock Poison- DC 16 Fort Save- Success really ill for one week- failure results in death
34 Serrated Short sword
35 Attack Chihuahua
36 Winter Scarf- it’s warm, but really ugly
37 Bag of Marbles
38 Ulcerated Stomach of the Three Pronged Goat- stomach is used as a bag that can hold items.  Already holds 2d5+2 random items, many of them (Judge’s call) are weird, horrifying, and yet strangely entertaining
39 Skull Dagger- additional 1d4 bleeding damage until successful DC 14 Fort save
40 Small Stone Idol- rub blood on it and it will answer one question
41 Necklace of Eyeballs- can tell when someone is lying while worn
42 Hour Glass
43 Prayer Beads
44 Piece of Marble with Strange Glowing Rune- smearing 2d5 HP of blood on this will summon a strange creature.  Use Summon spell (pg XX)
45 Vial of Oatmeal- drink it and skin is transformed to same consistency as oatmeal.  Affected target ignores 4 points of damage, but decreases AC by 2.  Lasts 2d2 hours
46 Blowgun with 5 darts coated in sleeping concoction
47 A Vial of a Child’s Tears- invigorating to good chaps and horribly toxic to naught blokes
48 Face of a Scorned Lover- can “rip off” your own face and wear this flesh and become a beautiful woman.   Personality bonuses, voluptuousness, and attitude abound!  You are flooded with emotions and memories that are not your own and they are often acute and painful!  You can only take her face off when committing the act she was doing when she died….
49 3d16 gold pieces
50 Brass Scarab Necklace
51 Dying Breath of Old Man- DC 14 Will save, or be crushed by the regret of things left undone.  Unable to act for 2d6 hours
52 Rusted Laser Pistol- has 3d4 shots left before battery is drained.  Does 2d8 damage and ignores AC
53 Rusted chamber pot
54 Jar of Angry Insects- roll 1d6: 1) bees; 2) spiders; 3) hornets; 4) moths; 5) leeches; 6) praying mantises
55 3d3 strips of wooly mammoth jerky
56 Lucky Ogre Big -Toe- rub to gain an additional +2d3 on any three rolls, but suffer 2d4 temporary drain on Luck the next day
57 Brain Preserved in a Jar- The label on the jar says the brain belonged to “Abby Normal”
58 Blood stained bandages- smell of infection and rot
59 3d100 copper pieces
60 Fist-sized ruby-

3d100 copper pieces
Fist-sized ruby- worth 2d100 + 100 gold pieces (if sold).  Once per day the person can shake the ruby and 2d20 + 10 gold pieces will fall out.  While this is in the owner’s possession, they suffer -2d4 to their Luck ability score

5e Session Seven Recap Part II- We Don’t Have Fly Paper Big Enough to Help Us With Our Problem…

See Part I here

Fletch- played John’s wood elf rogue for most of the adventure, and then introduced his Snow Elf Cleric of Tittivilla

Stephen- Halfling barbarian level 1/fighter level 1

Chuck- High elf sorcerer

Liam- Gnome paladin

NPC- Benedict (Level 0 NPC)

Let’s Get the PHAT Loot

The group arrived at Gargomel’s and lumbered down into the basement to find Benedict and the girl they had rescued sitting on a bed, drinking tea.  The girl was still battered and bruised, but looked better.  The group nodded at the pair and then moved into Gargomel’s room- presenting the ruby to the skeleton wizard.  He cackled and looked at the ruby, “Freeeeeedom!  At last.”  He held his other hand over it and small lances of lightning left his palm and lanced the gem.  Gargomel looked at the group, the yellow pinpricks of light in his eye sockets growing larger, brighter, “I would leave this room if I were you…  I’m not entirely sure what will happen.”  The group heeded this warning with haste and left.  As the last person vacated, there was a small explosion and dust rolled out of the doorway.

The group all looked at one another, and then started to discuss what they were going to do with the chest and then returning to Saltmarsh.  A cough issued from the Gargomel’s room and then a very alive man came out, swatting the dust away from his face.  He looked at his hands, jubilant, “I must say, I didn’t expect THAT to happen!  I am FREE!  I am ALIVE!!”  Gargomel cackled.

 

 

Behold, the wizard (and drug lord) Gargomel!

Behold, the wizard (and drug lord) Gargomel!

 

He thanked the group profusely and ran into a room, emerging with a small lock box.  “For what you have done, I shall give you this.”  He opened the box and explained each of the rewards: a ring of protection (+1), a dagger of venom, 3 vials of acid, and 2 sun rods.

The group thanked him, and then decided to rest up for a bit, and wait for midnight to come so they could open their treasure chest, and claim the rewards inside.  While they waited, Benedict introduced the girl as Illiana.  She was shy and meek, but thanked them for their help.  She explained that she was from Saltmarsh and doesn’t know how or why she was kidnapped by the smugglers.

That night the group took out the treasure chest that they had found last session, and once more read the note (just to be absolutely sure that they wanted to go through with this):

“Interlopers! 

You have come to plunder

Goods and treasures that are not yours.

So a choice is to be made,

If you desire what is to be had.

Four choices you have,

Potentially all of them good,

But all of them are bad.
Opening this chest within these catacombs,

Will yield fruits of your labor,

But it will corrupt you,

And change your behavior.

 

Opening this chest under the open sky,

While the sun shines bright,

Will grant quite an amazing sight,

Yet you will pay most dearly in a rather difficult fight.

 

Opening this chest under the open sky,

At the midnight hour

Will grant you amazing gifts indeed,

Yet others will constantly seek your power.

 

Finally you can choose to walk away

And leave my treasure to me.

However nothing is simple, nothing is free…

Should you leave, one of you will cease to be.”

 

With it finally decided the group opened the treasure chest and were all bathed in a sinister red light (a menacing  chuckling could be heard).  What was in the chest is below in white (in case any of my players read this recap)

Opening the chest outside at night: A flash of red light hits all who interested in chest.  Wherever they go there is a 1 in 6 chance that someone will seek after their goods and power and begin plotting and scheming on how to get it.  If a 2 is rolled the target hungers for the targets power, but is not willing to act.  Instead they treat the character(s) coldly and with disdain for 24 hours, after which they revert to their normal temperament with the characters. 

 

Always inside the chest: 500 GP

Bloodstone x2 (50 gp each)

Blue quartz x10 (10 gp each)

Jade statuette x1 (250 gp)

Small silver crown with obsidian and opals x1 (2,500 gp)- will take time in Saltmarsh to find someone to purchase or can go to a larger city (Vornheim or Daggerfall in River Kingdoms). 

A book and map to the Jade Ruins (dungeon dive)

 

Magical items in this chest:

Animated Shield

Shield of Missile Attraction- become cursed. 

Scroll of Insect plague x1

Potion of Speed x1

Wand of Web

The Next Morning and New Troubles

The next morning Gargomel asked the group if they would be interested in a business venture with him.  He wants to start producing SMURF again, but it’ll take time to do and he’ll need supplies.  He also made his fortune appraising rare items and antiquities…. He would like the group to find him a suitable place to set up shop in Saltmarsh, and a steward to run the shop while he is away from the city.  He also needs laborers to come and fix up his dilapidated house.  For their services he will give the group 10% of all he sells in SMURF sales or 10% of his appraisals/sales.  The group declined this offer, not wanting to become involved in the drug trade, and instead a new accord was struck; the group would receive a 15% discount on all appraisals he does for them and they would bring items to him first before any others.  He would- in return- only take 15% of the sale price as his earnings rather than his normal 30%.  The group agreed.  They then asked Illiana if would like a job running a shop.  She stuttered her thanks, and with that behind them the group packed up- ready for the 8 hour walk back to Saltmarsh.

When the group was roughly 2 miles from Gargomel’s mansion a thick fog suddenly appeared and then dissipated with a strong gust around.  In front of the group was a woman with an alabaster mask with two golden triangles going from the forehead, over the eyes, to the tip of the mouth.  In her hand was a chain that led to a naked, and badly beaten snow elf (Fletch’s new character).

To the woman’s right was three men wearing golden masks, bows drawn.  On her left were three men with no masks, bows drawn.  All had red and black leather armor.

IMG_1597

Her voice rang clear when she spoke, “So you are the ones who interrupted our business transaction with the smugglers… Interesting… and unexpected.”  The woman then took notice of Illena, “Beautiful woman… little beat up and worse for wear…”  The group tried to offer their services to, mayhaps, fix whatever they ruined with the smugglers.  “You want to fix something that was in operation for years, and was delicate and special… No.. No no no…  the setback is inconvenient and minor… like your lives…  Kill them.”

She launched a stream of insects from her hands, obscuring the vision of everybody (and dealing 2d10 damage).  All in the 20′ radius suffered disadvantage on all rolls and movement was reduced to half.  Initiative was rolled and the group went to work attempting to kill all these peeps.  The men let loose arrows, and only a few actually struck anyone.  From the sky a buzzing noise was heard as two flies, the size of sheltie, appeared out of the fog, vomiting acid on Stephen and Liam.

The group focused their efforts on the woman first.  After she took a few hits, she cast misty step and appeared a distance away…  “Kill them fools!  We will meet again!”  She threw out her hands and a massive buzzing filled the air.  A fly the size of a car descended and scooped her up, disappearing into the low-lying clouds.  “Son-of-a-bitch!” Stephen shouted.  The halfling barbarian then turned his frustration onto one of the men with the golden mask, dropping him in one hit.  Chuck was defending himself from a man with no mask and one with a mask.  As they neared the ground erupted and a massive crocodile clamped its jaws down on the man with no mask.  He screamed and flailed as he was drug back down beneath the surface.  Chuck used his advantage to draw a short sword and a long sword, “I’ll show you barbarians and fighters how it is done!”  He attacked with both weapons and downed the minion with the golden mask (this got quite a few laughs).

Liam was throwing tridents at the flies that were swarming overhead.  His lil gnome was angry after vomit got on his armor and melted it (reducing his AC by 3 permanently).  Fletch grabbed a short sword from the fallen enemy that Stephen slayed and killed one of the maskless bandits, scooped him up, and ran into the fog to strip him and get himself some armor.

Stephen and Chuck were about to move on to new enemies when a terrible noise issued from both the bodies.  Their flesh tore apart and rising from the strands of skin where hideous anthropomorphic antmen.

Ant Spirit

“Oh fuck.”

Chuck was then downed by the antman creature.  The crocodile reemerged from the waters and transformed into a ragged, sopping wet man who ran over and healed the fallen wizard.

Dorian the Druid

The fight was concluded with more batters and bruises, but in the end the group was victorious.

Fletch’s character was introduced, “Tim the Snow Elf.”  He and the druid, who went by the name Dorian were tracking a sickness that had been cropping up in the swamp when they were ambushed by these fiends.  “I would have saved you sooner if I could, Tim… but we were kind of out numbered.”  Said Dorian.  “I’ve known Tim since he arrived in Saltmarsh years ago from the north… from Vornheim.  Anyways, are you all heading back to Saltmarsh?”

The group all decided to travel together (safety in numbers and all that).

With that we ended the session.

This session was a bit combat heavy (especially with rolling the random badass encounter).  However I needed to set two stages one with the portal (should the group have found it- and they did) and the other with the mysterious masked people and interfering with their smuggling ring operation.

I let the group know that I’d like the next session (maybe two) to take place predominantly in Saltmarsh (should they choose).  We’ve been dungeon diving 5 out of 7 sessions, and I think it would be a nice change of pace to be in the city and flush out their characters.  Also they’ve learned quite a bit of information that they can research, etc.

They also have a ton of money that they can invest in new items, etc.

 

All in all this was a great session and I’m looking forward to session 8.


5e Session Seven Recap Part I- Puzzles, Riddles, and Difficult Decisions

Last session we left of with the group dealing with the death of Fletch’s dwarf barbarian, defeating a bone naga and claiming Ruby Eye of Shazal for the dead sorcerer Gargomel.  This session we finished off the apprentice’s secret lair and encounter a whole new set of problems.

Players

Fletch- played John’s wood elf rogue for most of the adventure, and then introduced his Snow Elf Cleric of Tittivilla

Stephen- Halfling barbarian level 1/fighter level 1

Chuck- High elf sorcerer

Liam- Gnome paladin

NPC- Benedict (Level 0 NPC)

The group continued down to the southern area and found a wall with a gargoyle head that turned either left or right.  Fletch examined it and was about to roll for traps when I described the new situation.

Aside: I’ve decided to make some traps more like puzzles (and more interesting than just rolling), but structuring them in a flowchart layout (see picture below).  This was fun to watch, because it got the group debating on which way to turn the gargoyle head and wanting to be involved (yay!).  See the picture below:

Multi-tiered Trap

The group decided that the gargoyle’s head was function more like a combination lock and thought they may have missed the combination somewhere.  Stephen and Liam decided to go back and explore each room in an attempt to find it.  I decided to have a random encounter and gave it a 1-in-20 chance (and I rolled a 1)… soooo the bones of the bone naga reformed into a massive bone golem (I used the minotaur skeleton stats from the 5e MM).

 

Bone golem

Stephen and Liam ran like hell back to the group where a good fight ensued.  After taking a short rest (and regaining some HP), the group said screw it and played with the gargoyle’s head some more and managed to guess right and opened up secret door.

 

We’re Not in Kansas Anymore…

The group found a large room covered in thick roots, vines, and brambles.  In the back of the room was an arch that had a wispy green mist danced in-between the pillars.  The moment the group entered the room a flash of green light lanced from the arch and enveloped each of the group.

Suddenly the roots dislodged four humanoid-shaped creatures that looked as if they were made up of sticks and branches and two humanoid-shaped creatures made up of vines and leaves.  The group launched into combat and had a little bit of a tough time with these creatures.  After the second round, the dungeon vanished and the group found themselves in a lush Amazonian style rain forest.  Chuck muttered, “nooo..  We didn’t get the treasure in the dungeon…”  the group kept fighting, lighting one of the vine creatures on fire with oil and a torch.  However the creature ensnared Liam, lighting his little gnome on fire as well.

As the fight continued the jungle would fade, becoming ethereal, showing the dungeon wall behind it, just out of reach.  Eventually five of the six plant creatures were killed.  As the group turned to deal with the last vine monster a massive pink leg slammed on the ground, crushing it.  The group looked up to see a horrid monster; a massive pig head with huge tusks attached to a komodo dragon body.  Its body covered in pink scales and hair.  Stephen moaned, “Why did I buy you the monster manual as a present…?”  I laughed, “sorry dude…  This my own.  I had a dream about it.  I call it a piggard.  It’s a mix between a pig and a lizard.”

Suddenly there were cries from the jungle as arrows and spears were let loose from the foliage.  The piggard roared as several of the projectiles struck true.  Several humanoids with rich brown skin emerged from the trees, shouting at one another and the group in an unknown language.

Witch doctor

 

As soon as the chaos began, it was gone.  With a flash of light the group found themselves back within the dungeon.  The group looked around, shrugged, and decided to go examine the treasure chest that was encased in magical protection that they had found the previous session.

Decisions… Decisions…  Decisions…

The group decided to throw a rope around the treasure chest so they wouldn’t have to touch it and drag it out.  The moment the rope touched the magical aura, it lanced out and covered all of the party members.  Everyone rolled a Constitution save- Stephen and Chuck failing.  When the aura dissipated, Chuck had frog eyes and Stephen was covered in hundreds of hairy brown moles (the trap gave a mutation to those who failed their roll.  I used the cosmetic mutations table in my Hubris Mutant class).

The group heard a small click and saw that a small compartment in the front of the chest had opened, revealing a small rolled up piece of parchment.  Fletch carefully took it out, and saw in a neat calligraphy, the following:

“Interlopers! 

You have come to plunder

Goods and treasures that are not yours.

So a choice is to be made,

If you desire what is to be had.

Four choices you have,

Potentially all of them good,

But all of them are bad.
Opening this chest within these catacombs,

Will yield fruits of your labor,

But it will corrupt you,

And change your behavior.

 

Opening this chest under the open sky,

While the sun shines bright,

Will grant quite an amazing sight,

Yet you will pay most dearly in a rather difficult fight.

 

Opening this chest under the open sky,

At the midnight hour

Will grant you amazing gifts indeed,

Yet others will constantly seek your power.

 

Finally you can choose to walk away

And leave my treasure to me.

However nothing is simple, nothing is free…

Should you leave, one of you will cease to be.”

 

The group debated for a long while and finally decided to carry the treasure chest with them back to Gargomel’s.  They would give him the ruby, see what happened to him once he got it, and decided to do from there (however the popular vote was to open the chest at midnight).

With that decided the group headed back towards Gargomel’s mansion…

To be continued…

 


5e Monster Stat Block Template- Feel Free to Steal (and a stated out monster)

I created this to use in my home 5e game- so when I create monsters it is easily accessible.  Feel free to use this.

Monster Stats (this is a word document- I created it in Publisher because I like that programs ease of editing/creating things).  Here are pictures below- one is the blank template and the other is a creature that is in my home game (inspired by Shadowrun’s bug spirits).

Monster Stats Blank

 

Ant Spirit Hybrid stats


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