I found this a few years back then forgot about it. Its probably the most effort that I ever put into a post-game synopsis. The name of the cleric non-player character that they are interacting with was Riggby (of the AD&D ROGUES GALLERY 1980) based on his description and then my brother insisted that his name was "Ragnar Mortain" so I corrected it. It was 1987 or 1988, I was about 19 or 20 and my brother was 16 or 17. It was because of a need for "Greyhawk legitimacy" amongst all the players (about 15 to 20 with 5 to 6 DMs having games of 6 to 8 people on average) sharing the World of Greyhawk is the reason for all the surreal Greyhawk drag. I believe that this place as visited by several evil players but as time went on and 2E came around the evil player characters became fewer and far between:
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Wednesday, May 18, 2016
Monday, January 5, 2015
BLAST FROM THE PAST: D20 "Prestige Class"
This was a parody on the nature of "third edition" that I did around the time it came out 2000 or so. I placed it on a webpage on Angelfire called D20 HELL which was short-lived. Here is the page in its entirety:
CLASS ACTIONS
By Gene Weigel
TOSSED DWARF
For ages the crowds have delighted in the spectacle of "earth liberated" wee people. A tossed dwarf works in synch with a "tosser" (usually a fighter with at least 16 str).
Alignment: Any lawful
Hit Die: d8
Requirements:
Race: Dwarf.
Base Attack Bonus: +6.
Feats:
Class Skills: The tossed dwarf's class skills (and the key ability for each skill) are balance (dex), tumble (dex) and jump (str)
Weapon and Armor Proficiency: a tossed dwarf is proficient with all simple weapons.
Table: The Tossed Dwarf
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save
----- ------ ---- ---- ----
1st +1 +2 +2 +0 Tumble of Doom
2nd +2 +3 +3 +0 Intoxicate crowd
3rd +3 +3 +3 +1 Tumbling Dwarf of Fire
4th +4 +4 +4 +1 Bouncing Bastich
5th +5 +4 +4 +1
6th +6 +5 +5 +2 Pinball Wizard
7th +7 +5 +5 +2
8th +8 +6 +6 +2 Ricochet Rabbit
9th +9 +6 +6 +3
10th +10 +7 +7 +3 Laser Show
Tumble of
Doom: allows the tossed dwarf to attack while
tumbling.
Intoxicate Crowd: for every toss the tossed dwarf is tossed gives a +1 to their bluff checks towards those viewing the toss.
Tumbling Dwarf of Fire: When a tossed dwarf reaches 3rd level they can burst into flames at the "peak" of the toss causing 1d6 damage in 5ft radius
Bouncing Bastich: Now when a tossed dwarf tumbles he can bounce up to 30 ft heights.
Pinball Wizard: At 6th level the tossed dwarf can bounce off a wall and receive a free second attack in the same round if within 10 ft travel length of the last attack.
Ricochet Rabbit: when a tossed dwarf gets two or more caroms in one round he cantriple his speed.
Laser Show: The tossed dwarf can leave a vapor trail that looks like a red laser beam. Anyone crossing the beam takes 5d6 damage. The beam lasts ten rounds.
CLASS ACTIONS
By Gene Weigel
TOSSED DWARF
For ages the crowds have delighted in the spectacle of "earth liberated" wee people. A tossed dwarf works in synch with a "tosser" (usually a fighter with at least 16 str).
Alignment: Any lawful
Hit Die: d8
Requirements:
Race: Dwarf.
Base Attack Bonus: +6.
Feats:
Class Skills: The tossed dwarf's class skills (and the key ability for each skill) are balance (dex), tumble (dex) and jump (str)
Weapon and Armor Proficiency: a tossed dwarf is proficient with all simple weapons.
Table: The Tossed Dwarf
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save
----- ------ ---- ---- ----
1st +1 +2 +2 +0 Tumble of Doom
2nd +2 +3 +3 +0 Intoxicate crowd
3rd +3 +3 +3 +1 Tumbling Dwarf of Fire
4th +4 +4 +4 +1 Bouncing Bastich
5th +5 +4 +4 +1
6th +6 +5 +5 +2 Pinball Wizard
7th +7 +5 +5 +2
8th +8 +6 +6 +2 Ricochet Rabbit
9th +9 +6 +6 +3
10th +10 +7 +7 +3 Laser Show
Intoxicate Crowd: for every toss the tossed dwarf is tossed gives a +1 to their bluff checks towards those viewing the toss.
Tumbling Dwarf of Fire: When a tossed dwarf reaches 3rd level they can burst into flames at the "peak" of the toss causing 1d6 damage in 5ft radius
Bouncing Bastich: Now when a tossed dwarf tumbles he can bounce up to 30 ft heights.
Pinball Wizard: At 6th level the tossed dwarf can bounce off a wall and receive a free second attack in the same round if within 10 ft travel length of the last attack.
Ricochet Rabbit: when a tossed dwarf gets two or more caroms in one round he cantriple his speed.
Laser Show: The tossed dwarf can leave a vapor trail that looks like a red laser beam. Anyone crossing the beam takes 5d6 damage. The beam lasts ten rounds.
Thursday, August 14, 2014
JUGGERNAUT OF OUTER BLACKMOOR DUNGEON
FREQUENCY: Very Rare (Unique)
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12"
HIT DICE: 16
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: 10
DAMAGE PER ATTACK: By weapon (see below)
SPECIAL ATTACKS: Crush (D 10-100)
SPECIAL DEFENSES: Immune to all fire
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: NE
SIZE: L (30' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/XP VALUE: Level zero/12,700 xp
This creature appears as an unhewn boulder sitting on a carved stone throne. The juggernaut is exceptional in that it carries a laser sword (dmg: 6-36) which it can hurl up to 3" and returns like a boomerang. This entity tries to thwart all entrance into the Blackmoor dungeon, to which it itself cannot fit but tries incessantly to enter. It emits a shrill cry as it rolls over victims. "I WAS THERE! I WAS THERE! I WAS THERE!" If out of range of it's attacks, it will blather to foes of its short wandering encounters with famous adventurers of reknown and how that makes what they are saying of import as well.
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12"
HIT DICE: 16
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: 10
DAMAGE PER ATTACK: By weapon (see below)
SPECIAL ATTACKS: Crush (D 10-100)
SPECIAL DEFENSES: Immune to all fire
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: NE
SIZE: L (30' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/XP VALUE: Level zero/12,700 xp
This creature appears as an unhewn boulder sitting on a carved stone throne. The juggernaut is exceptional in that it carries a laser sword (dmg: 6-36) which it can hurl up to 3" and returns like a boomerang. This entity tries to thwart all entrance into the Blackmoor dungeon, to which it itself cannot fit but tries incessantly to enter. It emits a shrill cry as it rolls over victims. "I WAS THERE! I WAS THERE! I WAS THERE!" If out of range of it's attacks, it will blather to foes of its short wandering encounters with famous adventurers of reknown and how that makes what they are saying of import as well.
Tuesday, December 3, 2013
Gene's Ye Olde Campaign City Maps
Here is an array of maps from the ongoing campaign originally started 1982... the lower right are zoom ins of the Battle of Skulldon areas...
Wednesday, November 6, 2013
GREATER STIRGE II
GREATER STIRGE II ("Stirgeman")
FREQUENCY: Very Rare
NO. APPEARING: 2-4
ARMOR CLASS: 0
MOVE: 9"
HIT DICE: 6+1
% IN LAIR: 40%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4d6
SPECIAL ATTACKS: Blood Drain, Hugs (2-16 dmg)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE : Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic Evil
SIZE: L (8' tall)
PSIONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII (Numbers 1-2)/925 + 8/hp
These strigae are wingless resembling a bipedal quasi-humanoid pangolin anteater but retain the same carnivorous blood diet like their small cousins the stirge.
They have two-feather-like antennae which they can detect detect blood in a 2 mile radius. They usually go for one victim until dead. However, they are very aggressive when they go without a medium-sized victim blood meal for a day and will desire two or three victims before being sated. The creature needs an 18 or better to latch on to drain blood and also gives the victim massive hug damage. After feasting on on 2 or 3 victims their torso balloons and AC worsens (1 or 2 respectively; note: not changing xp value).
These creatures are nocturnal although some wicked forces use them as night hunters and rumor has it that they've even bred a flying version (18" MC:C).
COPYRIGHT Gene Weigel 2013
Tuesday, November 5, 2013
GREATER STIRGE
GREATER STIRGE
FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 5/7
MOVE: 24" (MC: D)
HIT DICE: 6+1
%IN LAIR: 50%
TREASURE TYPE: C
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Blood drain, paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI (numbers 1-2)/700 +8/hp
This cousin to the common stirge appear as multi-tentacled and headless giant bees with bat-like wings. It is assumed that they have unknown internal senses regardless of severed tentacles. With a successful hit, of the sticky tips of their six tentacles, the victim must save versus paralysis or be paralyzed for 2d6 turns. They then begin to suck all vital fluids out of the victim automatically until victim is dead. These tentacles can stretch and attack up to 5 other nearby victims at 5" range. Their tentacles have a lesser armor class than the rest of their body (7) and if lost they will retreat. Their tentacles grow back at a rate of two per month.
Note: In the campaign, these were part of the defenders of Castle Skulldon in the Battle of Skulldon along with other stirges. In the world of the city of Bravesword, the stirge family are called strigae and have a wide range of shapes, sizes, intelligence and abilities. This is the northern variety and are minions of a growing evil who sometimes use them as mounts.
Copyright Gene Weigel 2013
FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 5/7
MOVE: 24" (MC: D)
HIT DICE: 6+1
%IN LAIR: 50%
TREASURE TYPE: C
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Blood drain, paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI (numbers 1-2)/700 +8/hp
This cousin to the common stirge appear as multi-tentacled and headless giant bees with bat-like wings. It is assumed that they have unknown internal senses regardless of severed tentacles. With a successful hit, of the sticky tips of their six tentacles, the victim must save versus paralysis or be paralyzed for 2d6 turns. They then begin to suck all vital fluids out of the victim automatically until victim is dead. These tentacles can stretch and attack up to 5 other nearby victims at 5" range. Their tentacles have a lesser armor class than the rest of their body (7) and if lost they will retreat. Their tentacles grow back at a rate of two per month.
Note: In the campaign, these were part of the defenders of Castle Skulldon in the Battle of Skulldon along with other stirges. In the world of the city of Bravesword, the stirge family are called strigae and have a wide range of shapes, sizes, intelligence and abilities. This is the northern variety and are minions of a growing evil who sometimes use them as mounts.
Copyright Gene Weigel 2013
Monday, October 7, 2013
Saturday, February 9, 2013
Thursday, January 31, 2013
If This Be THE DUNGEON...
The dungeon has been out of order for a longtime. Me thinks tis time for Dol Goldur to wake up again...
Thursday, November 22, 2012
Saturday, November 10, 2012
BLACK PUDDING!!
Hey I thought they were at least 1' in diameter... These are still corrosive to wood, metal and your stomach lining!
Monday, October 29, 2012
Sunday, October 28, 2012
The Quiet Before The Superstorm
Had to rip down all the Hslloween decor but I'm going to see if Mr Meyers weathers the super storm...
Friday, October 26, 2012
Monday, October 15, 2012
Friday, October 12, 2012
Friday, March 9, 2012
Sunday, February 19, 2012
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