Tuesday, April 30, 2013

Zsakrn!

Another Underworld Kingdom god!

Zsakrn the Double-Faced is the master of one of the domains of the dead, the Gorge of Grey Mists. Sometimes he allows the dead to communicate with living persons via dreams and omens, mostly to simply baffle and confuse mortals. Also some says that Zsakrn is associated with all bad news, sad events and minor disasters. He feeds on mischief and jealousy, so this may be the cause why he is considered as an rival of the Cockroach King.

Great Cheater is another aspect of Zsakrn, so he has believers amongst many gamblers, tricksters and deceivers. He is also sometimes worshipped by dying people, who want to seek peace in his bleak, silent domain. Priests of Zsakrn are usually very diverse, as some of them are skilled orators, politicians or even demagogues, while others are rather silent and withdrawn keepers of the morgues and burial sites.

Commandments and restrictions: varied, depending on the aspect of Zsakrn – some believers are allowed (or even encouraged) to cheat, deceive and annoy others, while others are more oriented towards matters of the dead, but even them are usually malicious and full of twisted, black humor.

Blessings and rewards: Charisma bonuses, saving throws bonuses, Gambling skill, immune to special attacks of undead.

Curses: transformation into undead after death, multiple personality, extreme malice.

Miracles and signs: grey mists, dimming of lights, strange whispers and laughs, many small and rather insignificant accidents happening at once.

Monday, April 29, 2013

Y - Yeti Staff


Six inches-long staff, made of white wood. If used in combat, it deals +1 ice damage. Also, it has 7 charges that can be used to cast a spell. Unfortunately, each time spell must be randomly determined and there's no known method to predict the spell which is being cast. Roll 1d6 to determine the effect:

  1. Summon the Yeti (monster disappears after 20 combat rounds, moreover it can be controlled only for 7 rounds);
  2. Ice Ball (similar to Fireball, level d4+1)
  3. Like the Coldest Winter Chill
  4. Wintery Floor
  5. Summon Dire Wolves (2d4 wolves appears, must be charmed / controlled with some other method)
  6. Touch of Winter
Yeti Staff can be recharged by putting it into solid block of ice. During each week in the ice it regains 1d3 charges.

Saturday, April 27, 2013

X-names!

To be honest, I have no idea what I can write for the letter X. Yet Another Useless Names List seems to be the only way to complete the challenge :D
  1. Xss'lnyy
  2. Xavlan Xenren
  3. Xuluo
  4. Xandria
  5. Xanlariel
  6. Xornox
  7. Xuluoth
  8. Xiom Xin
  9. Xu-lia
  10. Xsylien
  11. Xylval
  12. Xertenna
  13. X'phl
  14. Xweirli
  15. Xuir-nanth
  16. Xij-xuu
  17. Xopro'y
  18. XBN-66
  19. Xdetne
  20. Xi-ji
As you can see, creating a names beginning with letter X is really simple and funny task. Also you may try to X-ize your own name :D Xalbert sounds as powerful but slightly pathetic sorcerer, isn't it? :D

Also, some time ago I received some negative comments about my lists of unpronounceable names. Well, I can't deny it BUT I don't view it as a negative feature. In example, weird and hard-to-spell name can be used as a password, which must be correctly spoken to open the door / chest / whatever. What do you think about it?

Friday, April 26, 2013

W - Words of Disgust

New spell, available only to the followers of the Cockroach King. This spell, along with many others, will be published in the Underworld Kingdom Volume Two: Dark Gods, Dark Magic.

WORDS OF DISGUST (Mystic, Level Four) – allows priest to channel powers of the Cockroach King through his / her speech. When this spell is cast, priest starts to babble cryptic words. Everyone hearing his / her voice (including friends and companions of the caster) must save versus magic or their AC is increased by 2, movement is halved and chances to-hit reduced by two. Effects of the spell lasts as long as priest is gibbering the words of his / her god. If caster is attacked, must perform successful WIS check to keep talking.

Thursday, April 25, 2013

V - venomous bite


Not every poisonous bite / kiss must be lethal. This little random table may help you when PC / NPC becomes poisoned. Roll 1d12:

  1. Paralysis for 1d4 rounds (1d4 days if '20' is rolled);
  2. Acute hallucinations, lasting 1d10 minutes;
  3. Dizziness for 1d6 hours (-2 to-hit, +1 AC);
  4. Paralysis of one limb (determine randomly), lasting 2d12 hours;
  5. Blindness for 1d4x5 minutes;
  6. Disease, not poison (determine randomly or just pick one);
  7. Lucky seven! Save or die;
  8. Effect similar to alcohol intoxication, lasting 1d6 hours;
  9. Stat drain (1d4 pick randomly). One point regained per one day of rest;
  10. Permanent 1 HP drain (can be regained during level-up);
  11. Murderous rage, lasting 3d6 rounds;
  12. Seemingly nothing, in fact, allergy to gold, lasting 2d4 days. Each time victim touches gold, he / she / it must save vs. poison or receive 1-2 damage.

Wednesday, April 24, 2013

U - Umber Tome


Big, dusty tome (it's always dusty, no matter how long you will try to clean it) bound in smelly leather. It is written in the Ho-Ru language and contains following spells:
There is also a small note on the title page, just under the drawing of the Umber Hulk. It's written in some common human language and says that there is a hidden knowledge on page 634. In fact. that page is covered by lethal Umber Mold and anyone who touches it must pass a save vs. poison or immediately loses one experience level. If save is failed, part of the mold is transferred on victim's skin and begins to grow. Each day until it's removed (with magic - traditional ways of healing are unsuccessful),  victim must perform successful save vs. poison or he / she loses a level. When his / her level is reduced to zero, victim's body explodes in the cloud of the Umber Mold.

Tuesday, April 23, 2013

T is for Torches


Small set of random magical torches. Roll 1d8:
  1. Its light deals 2 damage / turn to all undead within its light radius.
  2. Glows with sick, green light.When lit, it deals 1d6 damage to all living creatures within the light radius (including the bearer).
  3. When lit, it emits unpenetrable darkness instead of light (6-meters radius).
  4. When lit, it explodes after three rounds, dealing 1d8+2 damage to all creatures within the explosion radius (4 meters).
  5. Emits pale, cold light. Any ethereal creature within the light radius can be wounded with non-magical weapons.
  6. Emits strange, blue light. Temperature within its light radius rapidly drops (after several minutes water starts to freeze) and all cold-based attacks deals +1 damage.
  7. Emits faint, red light, its smoke stinks horribly. Effectiveness of any healing spell cast within its light radius is doubled.
  8. Can be lit only with dragon breath. As long as it is lit, its bearer cannot be harmed by any physical attacks.

Monday, April 22, 2013

S - Storm Autocannon


Huge recoilless cannon in gatling configuration. It costs 22450 Credits, takes 15 free space segments and has 400 km range. Each salvo uses six shells (eight if the weapon's motors are overheated). If the opponent is hit, roll 1d6 to determine how many projectiles he ate. Each projectile deals 1d4 damage, due to reduced projectile velocity.

It's possible to overheat weapon's subsystems. In this case, succesful Science skill check is required. Overheated Storm Autocannon uses 8 shells per salvo and eight-sided dice should be used to determine how many projectiles hit the target. However, if Science skill check is failed by 20% or more, weapon is damaged and needs to be repaired. If 96-00 is scored, Storm Autocannon explodes, dealing 3 damage to ship's structure and causes one immediate critical hit effect.

Saturday, April 20, 2013

R - the Red Vengeance


One of the most notorious pirate ships, the Red Vengeance is a Subduer-Class Battlecruiser commanded by imperial fleet deserter, former admiral Kaliss Vanth. She refused to participate in the planetary bombardment on her own homeworld and fled with her ship to become a pirate, specialized in attacking military convoys.


Hull: CR (25 structure points, -20% basic Pilot skill modifier) 
Armor: ultrasteel (130) 
Reactor: expanded 
Drive Class: B 
Maneuvering Thrusters: two additional sets (total Pilot skill modifier +0%) 
Jump Drive: yes 
Sensors: military +10% 
Jamming Systems: -20% 
Armament: three graviton cannons
Ammo: none 
Shield Generator: Omega (65%, reduced by the Ultrasteel interference)
Cargo Space: 40t 
Other: battle bridge, stasis prison cells for 24 people, 70t fuel bay, two external docking points.

Friday, April 19, 2013

Quests


Some really uncool quests that may given by evil gods. Roll 1d10:

  1. Kill three high priests of the opposite cult.
  2. Capture the Angelic Being and sacrifice it in the Black Volcano
  3. Desacrate the main temple of the opposite cult.
  4. Bring me still beating hearts of 13 demons.
  5. Bring me the Elixir of Life and Elixir of Death.
  6. Gather the Seven Runes of Power and bring them to me.
  7. Bring me one of the Obsidian Daggers.
  8. Find the mummified corpse of Xsharnath, long-dead champion of mine, and bring him back to life.
  9. Bring me five Void Swords.
  10. Find the crown of the Traitor King and bring it to me.