Friday, June 29, 2012

Bottle Ship

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that.  This item recovered from Sea Hag's treasure hoard in my Temple of Elemental Evil campaign.]

The HMS Resource

Is a 28 gun frigate of the Royal Navy.  Orded in response to the American Situation.  She was completed in 1778 at Deptford Dockyard.  Armed with 24 × 9-pounder guns amidships and 4 x 3 pounders on the quaterdeck.  Her compliment of 200 includes 9 officers and 24 Royal Marines.

In April 1781, subsequent to several hours of exchanging cannon fire, HMS Resource recaptured the 20-gun post ship Unicorn off Cape Blaise.  Completing transfer of the prize crew, HMS Resource continued south.  Five days later encountering a bizarre tropical storm.  In reality she had sailed (or been lured?) into a bottle.  Trapped within the bottle, ship, and crew traversed space and time.  Ending up as part of a Sea Hag's treasure hoard and from there into the hands of a somewhat bumbling party of adventurers.
Art by balint4 
Peering into the bottle ship the party could see miniature sailors manning a strange looking miniature ship.  They immediately shook the bottle causing a week long, raging storm for the hapless souls on HMS Resource.  Stymied by the unremoveable cork they argued for hours.  Finally with much DM prodding, a frustrated Paladin of Bahamut smashed it against some rocks.  Luckily this occurred near a large water feature for in less than a minute the miniature ship grew into 120' of Royal Frigate.  

The magic of bottle ships is such that whoever releases its ship has influence over captain and crew. Similar to Charm or Suggestion spells.  In this case, the captain is a commissioned officer of the Royal Navy and acts accordingly.  But, is happy to help out.  For instance ferrying the boatless (theirs having suddenly sunk) party and their Soggy Sea Chest ;) up river to Nulb.

Shortly thereafter HMS Resource's first action on Oearth was bombarding Sithogy's Mound NE of Nulb. Due to ever worsening leaks (the acid spewing dragon might have been also been an influence) she withdrew down the Imeryds Run. Making it as far as the great Velverdyva before the flooding forced Captain Fotheringham to order her run-aground. Officers, crew, and contingent of musket armed royal marines have found work in the City State of Dyvers while searching for a way back to King and Country.

Thursday, June 28, 2012

Wednesday, June 27, 2012

Tuesday, June 26, 2012

Soggy Sea Chest

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. Item recovered from Sea Hag's treasure hoard in the Temple of Elemental Evil campaign I run ever other week. It led to the sinking of a comical amount of ships. Also, I found this very cool chest while looking for pics.]

Cursed Sea Chest of Sinking

This small chest has obviously spent many years underwater. Remains of barnacles and bits of seaweed dot it's aged and waterlogged wood. The metal straps and fittings are corroded but intact. No matter the environment the chest never dries out and drips a small puddle wherever it rests.

Opening the simple clasp reveals a blue velvet lined interior. Perfectly dry and in like new condition. As much as the exterior remains ever soggy the interior is kept magically dry. Even if the chest is submerged or liquids splash into interior.  Wet things placed within will rapidly dry out. Note: liquids in bottles or other containers are safe.

Surely a useful item to have onboard!  Except any boat, ship, or other water craft on which the Soggy Sea Chest spends more then a few minutes will sink. The sinking occurs slowly, starting with a few leaks, which gradually grow more frequent and larger. Depending on efforts to of crew it may take up to a week for a large ship. Once sunk the ships wood, rigging, sails will rapidly rot and it's metal fittings will quickly corrode.  This process is inexorable, continuing even if the chest is removed. If vessel is beached, dry-docked, or similar the materials will still slowly decrode until there is nothing left.
Fun to fill with cheap treasure and give to your least favorite local pirate.

Monday, June 25, 2012

Game Master Inspiration

Johnn Fourr of Roleplaying Tips fame created Pinterest (pics) for Game Master Inspiration.


Yo dawg, I heard you like skull. So I put a skull in your skull so you can ...


Sunday, June 24, 2012

Texicon July 2012


Texicon July 20-22, 2012
Fortworth Texas

"... focus for this year on Board Games. Never fear, we will still have plenty for the Miniature and Role-Play enthusiast too."

Saturday, June 23, 2012

June Blog Roll Additions

Sites I've added to Blog Roll recently.  Link and (sometimes arbitrary) reason for joining the fellowship.


http://www.wizardawn.com/rpg/ Awesome Generators.

http://dougkovacs.com/dkblog/ Cause his art is high bad assery.

http://plagmada.blogspot.com/ RPG Ephemera Archive!

http://jerrysmap.blogspot.com/  because of this short documentary.

http://rathergamey.blogspot.com/  Glacia, Barbaric Ice Queen and I know this dude from past NTRPG Conventions.

http://towerofzenopus.blogspot.com/  The first D&D Next article I've liked (I avoid most without reading) and Zenopus!

http://hugeruinedpile.wordpress.com/  Dig the pics and core ideas post.  Big proponent of "essence" over mechanics or mimicry.  For instance Milius understood the essence of an REH yarn.  Hint; it's not whether Conan's hair is the right color or not.

http://propnomicon.blogspot.com/  Horror and Fantasy props.

http://flamingtales.blogspot.com/  Sucker for the name.

http://mostunreadblogever.blogspot.com/ Several interesting reviews of products I hadn't heard of.  Deadlands Noir!

http://d20pirates.blogspot.com/ Duh, pirates!

http://fromtheashesrpg.blogspot.com/ need more science / mutant / space blogs.

Friday, June 22, 2012

Dragon Swords

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. These swords come from my semi-weekly Temple of Elemental Evil OSRIC Campaign. A player rolled up a Paladin of Bahamut we decided he was searching out the fabled Dragon Swords. Tracked down party cause the Scimitar of Dragon Control was in fact one of these Holy Weapons. Another Hateful Seeker, was nearby in the black dragon, Sithogy's hoard.]

Long ago the progenitor races (human, dwarve, elf, orc) crafted holy weapons of great power to bring about the end of the Dragon Age.  The orc and elf swords have survived.

Hateful Seeker - Orc Dragon Sword

Despite lack of artistic skill I make cards for all magic items.
Large two-handed sword of supreme orcish make. Pommel is carved dragon's head, grip is wrapped in red and gold dragon skin, the cross guard is made from two actual dragon claws.

A +2 sword. In the hands of a paladin this holy sword has the following properties:
  • +5 to hit and damage
  • +5 to hit and +10 damage vs Dragons, dragon cult priests, and the like.
  • 50% Magic Resistance to dragon magic
  • Dispel magic in 5'r at will
  • Slays dragons on natural 20 to-hit roll
  • Detects gems, precious metals, and other treasure 120'

Restraint - Elf Dragon Sword

Old business cards make handy magic item cards.

Elf style mithral scimitar. A stylized coiled, dragon forms the cross guard and continues up around the blade which is etched with it's fiery breath weapon.

A +2 sword, with limited ability to "control" dragons (as Suggestion spell).  In the hands of a paladin this holy sword has the following properties:
  • +5 to hit and damage.
  • +5 to hit and +10 damage vs dragons, dragon cult priests, and the like.
  • 50% Magic Resistance to dragon magic.
  • Dispel magic in 5'r at will.
  • Subdue one dragon, save at -4 to negate.

Thursday, June 21, 2012

Sithogy the Black

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. This was an (optional) side adventure in my semi-weekly Temple of Elemental Evil OSRIC Campaign. The party raided the mound, successfully capturing Sithogy's Boa for a witch (they should not have been doing favors for). Later; (at avg 3rd level!) the party, various local personalities, most of Nulb the pirate town's residents, a couple pirate ships, and the HMS Resource returned to slay the dragon and loot its hoard. Things didn't work out exactly as planned ;)]

Sithogy

Is a very old, smallish Black Dragon 6HD, 3AC, 36HP, d4/d4/3d6, 50' acid BW, Fear < 5HD, +2 saves, speaks, breaths water, 30% detect hidden, 50% asleep, has memorized Comprehend Languages, Affect Normal Fires, Unseen Servant, Invisibility.

He spends most of the time invisible. 60% in lair, 20% lounging around his lake, 20% abroad.

His true lair is deep underwater and unlikely to be penetrated. If cornered he's not that tough on paper. Played right, he should never be cornered. Sithogy is very smart, extremely cunning, selfishly evil and cowardly. He has survived for more than 350 years. Aided by spells and allies he employs traps, deception, misdirection, hit-and-run assaults, and "let's you and him fight" tactics. He regularly trades intelligence with Air Temple Priests, Screng the Witch of Nulb, a Sea Hag (before party killed it), and various swamp creatures (via spells). He will be aware of any threats to him in the region.  And many in this evil area are very willing to get on his good side by doing him a favor such as dealing with PCs who become too interested in dragons.

Rumors


  1. Sithogy collected most of the treasure left behind after The Battle of Emerdy Meadows and the Siege of ToEE.
  2. The Elemental Air Temple is attempting to recruit Sithogy.
  3. On the Winter Equinox Sithogy and Screng the Witch of Nulb perform vile rites atop his mound.
  4. Sithogy employs illusions and other arcane trickery to confuse those who shall soon be his supper.
  5. To safeguard their ships the Pirates of Nulb pay Sithogy tribute.
  6. Sithogy does not like the taste of Dwarve. 


Elevation and tunnel map of Mound Lair

The Mound

Sithogy's abode is a large, muddy mound of an island at the center of a mile wide lake he has dredged from the swamp far NE of Nulb. Numerous holes potmark its surface. Seventeen of which Sithogy has dug out into long twisting tunnels. These tunnels are roundish, muddy, slippery, and filled with roots, twists, and steep elevation changes. Nine of the holes lead to one of Sithogy's three pets (below). The other eight pass right through the mound. This "maze" should confuse and (ideally) provide food for his pets. Causing intruders to waste time futilely searching for the "one tunnel" leading to Sithogy's lair. Delaying them long enough for Sithogy to wake up and take notice.

Tunnel Encounters 

(roll once per tunnel or as desired)
  1. Big Boa looking for something to squeeze or G. Leeches looking for something to suck.
  2. Ceiling Snagwort 3HD, 6AC, 10' sticky tentacle, d6 strangle.
  3. Poisonous snakes or frogs, G. mosquito's, similar normal swamp creatures.
  4. Slip & fall, lost/broken item, mudslide, similar environmental damage.
  5. Swamp gas goes boom, 4d6 plus tunnel collapse.
  6. Punji sticks, ye old swinging spiked log, neck high wire, or the like. Remember Sithogy is smart, cunning and evil!

Boa's Lair

A big, 30' long, Boa Constrictor curls up here when it's not out hunting 50% of the time.

Leeches Lair

Gaggle of Giant Leeches suck it up here abouts.

Fungamoth Lair

Fun times. Fungamoth: 8HD, 7AC, only +5 to-hit, d4/d4/2d6, starts off bruise blue. In addition to tentacle touches and mouth bite it does one of the following every round:
  1. Changes Color; burnt range, lime green, radiant purple, flesh pink
  2. Static Charge, d6 to anyone who hits this round
  3. Spews spore pods, those hit save vs poison or confused d4 rnds
  4. 10'r 3d6 Lighting Ball
  5. 15' wide 30' long 3d6 Cone of Fire
  6. Hacks up ;disgusting blob of slime/mold/ooze of DM's choice
4, 5, 6 (and 2d6 bite attack) require a mouth. The Fungamoth has two of these at the ends of long "stalks". Looking very much like they can be cut off with a lucky or targeted slice.

Air Shrine

Surmounting the mound are the recently erected (by ToEE Air Temple) stone monoliths and sacrificial alter to Akadi, Air Elder Elemental Goddess. There is 1 in 6 chance of observing Air Temple Priest arriving or leaving via air elemental. If not, 1 in 6 chance of catching several Air Temple Priests performing some profane ritual under the open sky.

The Shaft

In the center of the air shrine a 10' dia shaft descends into darkness. Reminiscent of air shaft in ToEE a narrow staircase winds around its edge. The air temple is very weak and has few resources to spare for recruiting Sithogy despite it being their best gambit. Along the shaft are a few rooms containing four Air Temple Hobgoblins, Two Air Temple Priests (2nd, 3rd level) and several Steam and Smoke Mephits (likely encountered in the shaft itself). Very little treasure. It is all given to / demanded by Sithogy.

There is 2 in 6 chance of Kelno, Air EHP, being present as well. Busily attempting to bribe / convince Sithogy to commit to the Air Temple. Something Sithogy will not do for as long as he can milk Kelno. In fact, he's currently attempting to reach out to other Elemental factions (something party could help with) hoping they will ply him with bribes as well. ;Or, at least / eventually pay for Kelno's head.

Inner Cavern

This large (big enough for Sithogy to fly around) cavern is two-thirds filled with a swampy lake. The other third being boot sucking mud and quicksand filled swampy land. The roof is pierced by The Shaft. ;Its stair terminating in a metal catwalk 50' above the water. Numerous casks of oil are concealed throughout the cavern. Sithogy uses these in conjunction with Unseen Servant and Affect Normal Fires to "welcome" invaders who penetrate this far.  

There is small chance of encountering guests (Air Priests, Screng, other CE personalities) awaiting an audience or being entertained by Sithogy.  No other encounters will occur. Sithogy eats or scares away everything else.

After much searching deep in the murky lake (requires water breathing) one of two tunnels may be located. One leads 100's of feet to outer lake. If discovered and every year regardless Sithogy redigs this, his main, entrance tunnel. The other tunnel leads to Sithogy's Cave. The silt filled water in these tunnels and Sithogy's Cave have but 1' visibility.

Sithogy's Cave

Deep underground past a long, dark, twisty, muddy water filled passage lies Sithogy's water filled cave. He maintains a small pocket of air for his scrolls and other treasures that would otherwise be damaged. The bulk of his hoard is sunk into and piled up on the muddy floor. He enjoys squirming and rollicking through it all.

The Hoard

Even with ability to breath water it would be difficult and very time-consuming to locate all of this.
  • Scrolls for memorized spells
  • 13 other scrolls
  • 1 scroll of explosive ruins
  • Recipe for creating slithering stalker (undead snake assassin), notable for being the same items party has delivered to Screng the Witch :) :) :)
  • Map to ToEE
  • Map of ToEE dungeon lvl 3 North
  • List of ToEE faction symbols and leader names
  • Letters from Air EHP confirming their attempts at recruiting Sithogy
  • Magical self-lighting lamps
  • Breastplate conferring immunity to wooden weapons
  • Heavy Iron Gloves, require 18+ STR, provide 95% bend bar
  • Firbolg Bag, opens into a coracal boat
  • Coffer of d6+6 feathers, each does d10 and automatically hits if thrown
  • Bag of Crushing (fun times!)
  • Necklace of Life Keeping
  • Bread of Invulnerability in wax sealed tin, think fruit bread (100% immunity to damage for d4 rounds)
  • "Hateful Seeker" two-hand Holy Dragon Slayer sword (detailed in future post)
  • "Dragon's Claw" scimitar Holy Dragon Slayer sword (detailed in future post)
  • Dwarven Hammer +2, returning
  • Elven Plate (elf multi-classed mages may wear without casting penalty)
  • +2 LE Longsword 6 ego, 17 int, speaks Angelic and Diabolic, locate object 120', detect silver, cold iron, good 20', purpose "destroy weapons of good or devil destroying"
  • Bracers of Armor
  • Book of Infinite Spells
  • Ring (roll randomly)
  • d12 potions (roll randomly)
  • 19 gems, 8750gp total
  • 7 jewelry, 17500gp total
  • 43,000sp
  • 13,000ep (elf made electrum coins)
  • 15,000gp
  • 112,000cp
  • 4 idols, 6 holy symbols 5 ornate boxes/chest, 4 statues, 1 vase, 6 sculptures, pair ivory tusks, silver tureen, antique sword, gold key

Wednesday, June 20, 2012

Roadside Encounter Contest

NOTE:  This is not my contest, I'm just "cross-posting" / spreading the word. The contest is from Roleplaying Tips, an excellent e-mail newsletter (and now website) full of game master tips and role-playing advice I have been reading for years.

Contest: 100 Road Encounters

In the spirit of 100 Waterborne Encounters and 150 Benign Urban
Encounters from past issues, RPT reader Paddy asks for help with roadside encounters:
"Hi, just wondering what literature you recommend or tips you might have that list and expand on hazards while travelling on the open road? Things like flooded bridges, brigands ambushing merchants and travellers, brushfires, landslides taking out mountain passes. Any suggestions will be greatly appreciated. Thanking you in advance, kind regards, Paddy."
It just so happens Awesome Dice offered me a pound of dice to run a short contest, and Paddy's request seems like the perfect opportunity.
How To Win A Pound Of Dice

To enter and help Paddy at the same time, send me short roadside encounter seeds. Like so: "The bridge ahead is flooded out."

I[John] will draw a winner at random July 4.
Multiple entries are encouraged!
Send your roadside encounter ideas to johnn@roleplayingtips.com

Thanks to Awesome Dice for offering a pound of dice for the prize.

All Time Most Popular Posts