Thursday, February 28, 2013

Outland Map Update

Outland Campaign Map

I redrew my Outland map today. 5 miles to the hex as God and Gary intended. Just needs a bit of tweaking and some color. You know, from time to time, inaccuracies are discovered in maps, and it's the DM's prerogative to "correct" them. :) Actually, I've just been wanting to practice making some hand-drawn hex maps that look somewhat better than that which a preschooler might create. I think I'm starting to find my way.

It's pretty amazing to me how much adventure I've gotten out of this area that is so tiny compared to a lot of those super-gigantic campaign maps you see from time to time. I've been running adventures here for a year or two, and there is still plenty of stuff to explore and plunder.

Here are some of the highlights:

0107: White Plume Mountain. I ran this under DCC last year for Free RPG Day. Only the east branch was explored, so I integrated it into Outland with the east branch stripped of its loot. The game store group spent a session in there and made it out with a few nice things. One of the party's wizards is currently wielding the unholy artifact Ebontide, the trident of Dagon.

0309: Castle Blackmeyer. Some crazy dude named Stephen Blackmeyer used to own this lovely place in some long-forgotten age. This of course is a nod to Blackmoor, and was set to potentially be the central "tent pole" megadungeon of the setting, but it hasn't been visited in a long time, and is currently languishing in the form of three sparsely keyed levels.

0407: Blackmire Village. Once populated with Carcosa-style brown men, the village has since been completely overrun by beast-men.

0602: Dungheath (not shown). The secondary crapsack starting location. Brilliant name courtesy of +Evan Elkins.

0605: The Mud Hills. Some adventure was had here in the form of Geoffrey McKinney's Fungoid Gardens of the Bone Sorcerer.

0702: Tower of the Stargazer (not shown). TPK happened here. It was awesome.

0708: Chaotic Caves. My reworking of B2's Caves of Chaos.

0805: Tegel Manor lies on the outer edge of the forest. Many fun excursions into this place. Still nowhere even remotely close to being cleared.

0807: The Outpost. Sort of like the keep from B2, only made of wood and way crappier and dirtier. This is where it all started. In the beginning, it was just this and the Chaotic Caves.

0906: That sinkhole you see there is for Raid on Black Goat Wood by Shane Mangus. A sweet little adventure that we had a great time with.

0907: Durza's Castle. This castle was won by a player via the Deck of Fickle Fortune. We rolled randomly to see what hex it would be in, and strangely enough it came up adjacent to the outpost. The last several sessions at the game store have been spent clearing out the three-level (~60 rooms) dungeon beneath, and now all the brown man refugees from Blackmire Village have come seeking the aid of Baron-Mage Durza, thanks to a failed carousing save.

1007: This area hasn't been explored yet, but there has been some gossip in the multiversal rumor mill that The Last Dragon of Dundagel has been spotted in the area.

1302: This is a new city that I just decided to add today. All I can say is that I have GURPS Goblins on it's way to me, so that might have some influence on what this city becomes.

1308: I figured Outland could use a terrible desert with a wicked space pyramid in it, so I tossed that in as well. This will probably be a high-level thing.

So anyways, the moral of the story is this: I started with just two hexes - one with the starting "village" (the outpost), and an adjacent one with a series of small dungeons. Once I had those things we started playing and things sort of took on a life of their own. I'm always adding stuff little by little, but between the deck of many things and Jeff's carousing tables, the campaign(s) have more or less written themselves. That, my friends, is an awesome thing.

Wednesday, February 27, 2013

Demonlord Hex Map

So I think Jamesnardia talked about this a long-ass time ago, but I was doing some searching looking for some cool hex maps that belong to other games. The Outdoor Survival map is sort of bland. The Divine Right map is really fantastic, but the hexes go the wrong way and they aren't numbered. I stumbled across this old rpg.net post, which pointed me to this page of old war games that you can download for free. There are a couple of nice hex maps in there. The Barbarian Prince one is very good, but I think the DEMONLORD one is my favorite, mainly because someone took the time to clean it up so nicely. It prints out beautifully on portrait-oriented 11x17 paper. I printed up two copies and will be keeping them in my back pocket for a bit. If I can manage to find a way to shoehorn already-explored Outland locations into a suitable spot, I may even decide to use it as my new campaign map. Only a few hexes have been traversed in Outland, so it is likely within the realm of possibility. I also sent a copy to a buddy who is decent with photoshop to see if he would be able to remove the place names to allow for further customization. Anyways, I thought it was neat and worth sharing.


Tuesday, February 26, 2013

Bad File Links


I've had this crappy little godaddy website for years, and I've used it to host a number of the files that I link to from this blog. The domain name renewal came up, and I think I'm just going to let it lapse and use google docs or whatever. However, I can't really be arsed to go back and find all that stuff, so if you come across something with a bad link, just let me know about it and I'll be happy to correct it.

Thanks!

Saturday, February 23, 2013

Mighty Deeds™ for Everyone!


I've found DCC's “mighty deeds” mechanic to be a very satisfying way to adjudicate called shots and the like. My only problem with it as written is that it's limited to warriors and dwarves. If someone else wants to attempt a called shot (and they always do, eventually!), you are pretty much put in a position where you have to say “no” (this is a bad thing), or you have to invent a whole new way to deal with it for these other character types. Instead, I propose to replace everyone's flat attack bonuses with (nearly) equivalent attack dice. This way everyone can perform crazy stunts – or at least try to. Note that warriors and dwarves are still the only classes that get to add their deed die rolls to damage. Everyone else applies it only to the to-hit roll. I've also excluded the use of the d5 and the d7 out of a simple personal distaste for those dice being used in anything that is rolled so often as an attack roll.

ALTERNATE CHARACTER ATTACK TABLE FOR DCC RPG AND OTHER FANTASY VIOLENCE SIMULATORS

Level
Warriors & Dwarves
Clerics & Thieves
Wizards
Elves
Halflings
1
d4
d3
d3
d3
d3
2
d4
d3
d3
d3
d4
3
d6
d4
d3
d4
d4
4
d6
d4
d4
d4
d6
5
d8
d6
d4
d6
d6
6
d8
d6
d4
d6
d8
7
d10+1
d8
d6
d6
d8
8
d10+2
d8
d6
d8
d10
9
d10+3
d10
d6
d8
d10+1
10
d10+4
d10+1
d8
d8+1
d10+2

Thursday, February 21, 2013

Wandering Monsters for Bestiary 1


PDF version available HERE

I've been using the Pathfinder Bestiary in my DCC games lately. I'm pretty comfortable with the PF stat blocks, and tweaking on the fly, so it works well for me. I made some wandering monster tables for it, and decided to post them for grins. The number encountered is in brackets, and it should be readily apparent that the page number is in parentheses

If you want to get really fancy, you can use the following method for the dungeon tables:
Roll a d6 along with the d12. If the d6 comes up 1 or 6, look the monster up one table lower or higher, respectively.

Dungeon Level 1-3
1. Monitor Lizards [1-4] (p.194)
2. Giant Centipedes [3-6] (p.43)
3. Fire Beetles [7-12] (p.33)
4. Ghouls [2-5] (p.146)
5. Vargouille [1] (p.272)
6. Skeletal Champion [1] (p.252)
7. Cloaker [1] (p.47)
8. Darkmantle [1-6] (p.55)
9. Wight [1-2] (p.276)
10. Bat Swarm [1] (p.30)
11. Dretches [1-2] (p.60)
12. Goblin Dogs [1-8] (p.157)

Dungeon Level 4-6
1. Gibbering Mouther [1] (p.153)
2. Centipede Swarm [1-2] (p.43)
3. Ghost [1] (p.144)
4. Yeth Hounds [2-7] (p.286)
5. Troll [1] (p.268)
6. Greater Barghest [1] (p.27)
7. Vampire [1] (p.270)
8. Chokers [1-8] (p.45)
9. Black Pudding [1] (p.35)
10. Gorgon [1] (p.165)
11. Gray Ooze [1] (p.166)
12. Rust Monsters [2-5] (p.238)

Dungeon Level 7-9
1. Girallons [5-8] (p.154)
2. Iron Golem [1] (p.162)
3. Half-Fiend Minotaurs [3-6] (p.171)
4. Hell Hounds [3-12] or Nessian Hell Hound [1] (p.173)
5. Intellect Devourers [1-6] (p.180)
6. Kytons [3-6] (p.185)
7. Driders [1-6] (p.113)
8. Elder Earth Elemental [1] (p.123)
9. Bebilith [1] (p.32)
10. Rakshasa [1] (p.231)
11. Shadow Demons [1-2] (p.67)
12. Night Hag [1] (p.215)

Dungeon Level 10+
1. Neothelid [1] (p.214)
2. Xill [2-12] (p.283)
3. Horned Devil [1] (p.76)
4. Devourer [1] (p.82)
5. Tarrasque [1] (p.262)
6. Purple Worm [1] (p. 230)
7. Nalfeshnee [1] (p.65)
8. Greater Shadows [3-6] (p.245)
9. Medusa [1] (p.201)
10. Shoggoth [1] (p.249)
11. Elder Fire Elemental [1-3] (p.125)
12. Astral Deva [1] (p.10)

Plains
1. Giant Ants [1-10] (p.16)
2. Giant Wasps [3-6] or Wasp Swarm [1] (p.275)
3. Ankhegs [1-4] (p.15)
4. Bugbears [1-10] (p.38)
5. Cheetahs [1-4] (p.40)
6. Chimera [1] (p.44)
7. Cockatrice [1-12] (p.48)
8. Cyclops [1-6] (p.52)
9. Triceratops [1] (p.86)
10. Gnolls [1-20] (p.155)
11. Aurochs [3-30] (p.174)
12. Manticore [1] (p.199)

Hills
1. Bulette [1] (p.39)
2. Giant Ants [2-20] (p.16)
3. Giant Stag Beetle [1-6] (p.33)
4. Chimera [1] (p.44)
5. Wyvern [1-2] (p.282)
6. Ettin [1-2] (p.130)
7. Griffons [1-10] (p.168)
8. Hill Giants [2-5] (p.150)
9. Ogres [1-4] (p.220)
10. Phase Spiders [3-6] (p.226)
11. Dust Mephits [3-6] (p.202)
12. Bandits [2-20] (p.264)

Forest
1. Wolves [1-12] or Dire Wolves [3-8] (p.278)
2. Treant [1] (p.266)
3. Unicorn [1] (p.269)
4. Grizzly Bears [1-2] (p.31)
5. Boars (1:6 chance Dire) [1-8] (p.36)
6. Centaurs [3-10] (p.42)
7. Dryad [1] (p.116)
8. Ettercaps [3-8] (p.129)
9. Owlbears [1-6] (p.224)
10. Pseudodragon [1] (p.229)
11. Satyrs [3-6] (p.241)
12. Elves [3-30] (p.114)

Mountains
1. Stone Giants [1-8] (p.151)
2. Tengu [3-12] (p.263)
3. Stone Golem [1] (p.163)
4. Duergar [3-30] (p.117)
5. Huge Air Elemental [1-2] (p.120)
6. Shadow Demons [1-3] (p.67)
7. Rocs [1-2] (p.236)
8. Salamanders [2-5] (p.240)
9. Medium Earth Elementals [2-7] (p.122)
10. Wyverns [1-3] (p.282)
11. Crag Linnorm [1] (p.190)
12. Red Dragon (d6: 1-3=young, 4-5=adult, 6=ancient) [1] (p.98-99)

Swamp
1. Constrictor Snakes [1-6] (p.255)
2. Giant or Poisonous Frogs [3-12] (p.135)
3. Will-O-Wisps [1-4] (p.277)
4. Boggards [1-12] (p.37)
5. Shocker Lizards [1-12] (p.248)
6. Basilisk [1-2] (p.29)
7. Chuul [1-4] (p.46)
8. Crocodiles (2:6 chance Dire) [1-6] (p.51)
9. Dracolisks [1-2] (p.170)
10. Green Hags [3] (p.167)
11. Harpies [3-12] (p.172)
12. Froghemoth [1] (p.136)

Jungle
1. Giant Flytrap [1-2] (p.134)
2. Gorillas (3:6 chance Dire) [1-12] (p.17)
3. Army Ant Swarm [1] (p.16)
4. Boars (4:6 chance Dire) [1-8] (p.36)
5. Dire Lions [3-8] (p.193)
6. Tyrannosaurus [1] (p.86)
7. Giant Mantis [1-10] (p.200)
8. Giant Frilled Lizards [1-8] (p.194)
9. Vegepygmies [3-30 plus chieftain] (p.273)
10. Assassin Vines [3-6] (p.22)
11. Zombies [2-20] (p.288)
12. Spider Swarms [2-5] (p.258)

Tundra
1. Winter Wolves [6-11] (p.280)
2. Yeti [1-8] (p.287)
3. Dire Wolverines [1-2] (p.279)
4. Frost Giants [2-5] (p.149)
5. Ice Golems [1-4] (p.161)
6. Ice Linnorm [1] (p.191)
7. Remorhaz [1] (p.233)
8. Ice Devil [1] (p.77)
9. Ice Elves [2-200] (p.114)
10. Dire Polar Bears [1-4] (p.31)
11. Ice Mephits [3-6] (p.202)
12. White Dragon (d6: 1-3=young, 4-5=adult, 6=ancient) [1] (p.100-101)

Desert
1. Behir [1-2] (p.34)
2. Bebilith [1] (p.32)
3. Couatl [1-2] (p.49)
4. Lamias [1-8] (p.186)
5. Efreeti [1] (p.140)
6. Vrocks [1-6] (p.69)
7. Bone Devil [1] (p.74)
8. Giant Scorpions [1-10] (p.242)
9. Sphinx [1] (p.257)
10. Sand Worm [1] (p.230)
11. Phoenix [1] (p.227)
12. Blue Dragon (d6: 1-3=young, 4-5=adult, 6=ancient) [1] (p.94-95)

Underdark
1. Giant Slug [1] (p.254)
2. Violet Fungus [3-12] (p.274)
3. Xorn [1-6] (p.284)
4. Yellow Musk Creeper + 1-6 Yellow Musk Zombies (p.285)
5. Troglodytes [3-30] (p.267)
6. Basidironds [1-12] (p.28)
7. Aboleths [1-6] (p.8)
8. Cave Fishers [1-6] (p.41)
9. Derro [3-30] (p.70)
10. Mites [2-200] (p.207)
11. Ropers [1-6] (p.237)
12. Shoggoth [1] (p.249)

Some day I'd like to make versions for the Bestiaries 2 and 3 as well, but even if I do, I'm probably not going to do those links again, because man that was a pain in the buns!

Monday, February 11, 2013

Gamma-RIFT-Critical-Future Crawl Classics



There is some development of a Gamma World hack of DCC RPG going on over at the G+ community Gamma Crawl Classics. They are doing some good work over there, but with so many cooks in the kitchen, it's bound to take some time. Plus, I think they are trying to make a complete standalone thing, so there's a lot of work involved there.

Interestingly enough, the two games I'm currently running are DCC RPG, and Gamma World (first edition). In both games I borrow heavily from other game books, so I'm pretty comfortable with mashing a bunch of stuff together. I thought the project was very neat, so I decided to cobble something together real quick for anyone that might be saying to themselves, "That's awesome, but I want to play it NOW!"

Without further ado, I present you with Gamma-RIFT-Critical-Future Crawl Classics (or GRCFCC for short).

Required Materials
  • Mutant Future (get it free here)
    Use it for poison class table (p. 50), radiation class table (p. 51), monsters, equipment, artifacts.
  • Encounter Critical (get it free here)
    Use it for its many lovely charts, the warlock spells, and the monster listing.
  • DCC RPG Reference Sheets (here)
    Use it for crit tables, medieval-style equipment, adjudicating combat stunts via the mighty deeds tables, corruptions, etc.

Optional Materials
  • Gamma World. I like some of the charts from 1E Gamma World, like the esoteric weapon class vs. armor class table, and the poison and radiation tables. These are unnecessary, but nice to have.
  • Full DCC RPG Rulebook. You may want to use other stuff from DCC like spells and whathaveyou.
  • RIFTS. Great setting inspiration and lots of fun equipment, cybernetic/bionic upgrades, and so forth.
  • Carcosa. More mutations, robot generator, and a great hexcrawling resource.
  • Booty and the Beasts. An amazing one-stop shop for monsters and treasures. Most monsters have a ton of hit dice, so they work great for this sort of game.
  • TMNT and Other Strangeness. This book has some great random animal tables in case you are interested in using that sort of thing. There is also a few interesting pieces of equipment, and a nice selection of NPCs which you can use to build adventures around.

ATTRIBUTES
The seven attributes are rolled 4d6 drop lowest, in order. If you get an 18, roll percentile dice.

      ATTRIBUTE TABLE
 Score   Modifier   Die Type 
   3        -3         d2   
  4-5       -2         d3   
  6-8       -1         d4   
  9-12      --         d6   
 13-15      +1         d8   
 16-17      +2        d10   
18/01-50    +3        d12   
18/51-75    +4        d14   
18/76-90    +5        d16   
18/91-95    +6        d20   
18/96-99    +7        d24   
 18/00      +8        d30   

The Seven Attributes and some of their uses:
  • Strength [STR]:
    Add die type to physical damage rolls. Die type is used by itself for unarmed damage rolls.
  • Dexterity [DEX]:
    Die type is your attack bonus die in physical combat. Modifier does not affect AC. However, unarmored characters may use their DEX score as their armor class.
  • Constitution [CON]:
    Score indicates number of d6 hit dice rolled.
  • Psychic Power [PSY]:
    Add die type to mental attacks. Add modifier to PSY score to get mental defense rating (I know, it's weird).
  • Intelligence [INT]:
    Influences ability to figure out tech artifacts, and determines spell capacity for PSH wizards.
  • Charisma [CHA]:
    Modifier affects NPC Reactions and number of followers. (Base number of followers is 4.)
  • Luck [LK]:
    Die type is the "crit die" that is rolled whenever a critical hit is scored.

CHARACTER TYPES
Players may choose to play a pure strain human (warrior or wizard sub-type) or a mutant.

Pure Strain Human
Choose One:
  • Wasteland Warrior
    +3 to STR/CON/CHA and add CON score to hit point total. Score crit on 19-20.
  • Gamma Wizard
    +3 to INT/CHA, and the ability to cast one spell per point of INT above 12.
Both PSH types are immune to most mutations.

Mutant
Player may choose if the character is a humanoid (mutated human) or an animal-based mutant. Details should be worked out with the GM.
1d4 randomly-determined physical mutations
1d4 randomly-determined mental mutations
(Mutant Future mutation chart recommended, since it's both comprehensive and free.)



ADVANCEMENT
Use any XP system you like (such as the one in Mutant Future). Personally I just give a level and a roll on the table to each surviving character at the end of each session. I might be inclined to grant a bonus roll for completion of an important goal, or playing in a particularly clever and entertaining way. If an attribute score is already 18/XX, and you get a +1 to that ability, you get to reroll your percentile dice and take the new result if it is higher. If the roll is lower, just keep what you currently have.

Roll d8 at each level gain:
  1. +1 STR
  2. +1 DEX
  3. +1 CON
  4. +1 PSY
  5. +1 INT
  6. +1 CHA
  7. +1 LK
  8. Player choice
MISCELLANEOUS RULES AND RANDOM THOUGHTS
  • Attribute Scores do not increase beyond 18. If a player already has an 18, and they get something that increases the score, they may roll percentile dice again to see if they get a higher number. If they roll lower, the score stays the same.
  • Attack Bonus Die: In most circumstances, it's the DEX die that you are rolling with your attacks. However, in some cases, the STR die might be more appropriate - especially when attempting a STR-based combat stunt like a body slam or something. Also, if you want to add another twist, use the Luck die for attacks with energy weapons. If the Luck die comes up 1, that's when you can have them run out of ammo/batteries/gun explodes/whatever.
  • Saving Throws: There are no base save bonuses by class as there are in some other games. If the referee determines a character is entitled to a saving throw, the player rolls a d20 and adds the modifier from whatever attribute is most relevant (CON for poison/radiation, PSY for mind-affecting attacks or fear, DEX for dodging, LK if it doesn't fit anything else, etc.) Generally the target number to succeed is 15+, but the referee will let you know if it's something different.
  • Combat Stunts: They work the same as DCC's "Mighty Deeds of Arms™", but a 4+ is required on the attack die rather than a 3+.
  • Crit Tables: Gamma Wizards use Crit Table I. Mutants use Crit Table II. Wasteland Warriors use Crit Table III. There should probably be a separate crit table just for energy weapons, but I don't know of any off hand. Any suggestions?
  • Burning Luck: Luck points may be permanently burned in order to add the die type (prior to burn) to any roll. All 18's become 17 when burned. Optionally, to encourage the burning of luck points, you may have everyone roll a d20 at the end of each session. If they roll over their luck score, they get to add a point to it.
  • Mental Combat: Psychic attacks are made with the attacker rolling a d20 + their PSY die type against the defender's PSY score + PSY modifier. If you don't like that, just use the mental attack chart in Mutant Future (page 55), or whatever else you may fancy.
  • Spells Known: PSH wizards know one spell per point of INT above 12. Print pages 20-21 from Encounter Critical and number the spells 1 through 16. Have the player roll a d16 as many times as they need to in order to determine the spells the wizard knows. Spells from any source may be used of course, but the EC ones are nice because they fit on one page and offer True Scientific Realism™. The player can just circle the ones they know, so it's easy as shit! Additional spells must be gained through adventuring (or cash payments to the GM).
  • Spell Casting: Spells are cast much the same as in DCC. A spell check is made (1d20 + level + INT modifier). If using DCC spells, just go by the chart. If using the Encounter Critical spells, use this as a guideline: Natural 1 is a corruption. 2-9 is failure and loss of the spell. 10-11 is failure but spell not lost. 12+ is success, and the referee may grant improved effects for a high result. A natural 20 is a crit, and the LK die type may be rolled and added to the spell check result. If a save is allowed, the DC is equal to the spell check result. If you have no idea what I'm talking about, just make up your own system, but make sure to include something where the wizard can fumble a casting and have horrible shit happen to them.
  • Tech Artifacts: If you don't have anything else, you can just use the artifact rules from Mutant Future. However, I'd recommend trying to get your hands on one of those fancy flowcharts from Gamma World or Expedition to the Barrier Peaks.
  • Armor: We are using ascending AC here (unarmored = AC 10) so make whatever conversions are necessary. I recommend capping AC at 20 to keep things sensible.
  • RIFTS Power Armors: These are cool as shit and you will eventually want them in your game. Problem is (for me at least) I have no fucking clue how to play RIFTS. No matter. Rather than introducing the complexity of mega-damage and all that other shit into your game, just assign each armor an AC bonus and some extra hit points that come off before the character's hit points. As a quick example I'd probably give Dead Boy armor like 50 hp and 18 AC, whereas Glitterboy armor would be 150 hp and 20 AC. I'm not claiming these numbers are any good. You'll just have to play it by ear and use your own good judgement.
  • RIFTS Mega-damage Weapons: Pretty much same as above. Unless you want to deal with M.D.C., you just have to convert the damage to either a handful of d6's, or perhaps a number of d6's x 10. Whatever feels right to you at the time. Just make sure to write it down somewhere. (Yeah, right!)
  • Zero-Level Play: If you want to replicate the character funnel from DCC, just have each player roll up a handful of characters. Instead of CON score x d6 for hit points, just have them use their CON score as their hp total. Give them each a knife, a bow and a few arrows, and one or two pieces of random mundane gear from the DCC equipment list. Send them off on an adventure, preferably somewhere that they can find lots of cool stuff and die trying to get it or figuring out how to use it. Survivors of the first adventure can roll hp using the normal method, and continue with further adventures.
That's really all I have for now, which should be more than enough to get started. I could expound on these ideas for days, but that goes counter to the entire point of this exercise. Enjoy!


Wednesday, February 6, 2013

Staff of the Insane Magician [DCC]

Here's a draft of an artifact item I'm working on. Enjoy!


Staff of the Insane Magician
This iron-shod black oaken staff is adorned with multi-colored ribbons and the tiny skulls of unidentifiable creatures. It deals 2d6 DARO* damage in melee combat, and can fire magical bolts of energy which automatically hit and deal 1d6+2 damage at-will. However, its true power lies in its ability to amplify the casting power of the user, and channel that power into the casting of a random magical spell. The caster first makes a spell check as normal, then rolls a die on the effect chart based on the result of the spell check (see below).
*DARO: "Doubles add and roll over" (see Tunnels & Trolls)

Spell Check Result   Die to Roll on the Effect Chart
        1            None. User suffers two greater corruptions
                     and staff loses all power except for its 
                     melee combat ability.
       2-9                   d8
      10-13                  d10
      14-17                  d12
      18-21                  d14
      22-25                  d16
      26-29                  d20
       30+                   d24

Effect Chart
(all effects last 6 turns/1 hour unless otherwise specified)
  1. All surface areas (floors, walls, ceilings, etc.) within 100’ of the caster become covered in a 1”-thick sheet of ice. Anyone attempting to move at greater than ¼ speed - or doing anything else that could result in a loss of balance – must roll under half their agility score or fall prone.
  2. All creatures hostile to the caster within 100’ become illuminated in faerie fire. Attacks against such creatures are made at +2 and they have no hope of hiding, etc.
  3. The entire room the caster is in becomes filled with a thick, opaque smoke. Although perfectly breathable, everyone in the room is effectively blinded. If outdoors, the smoke covers a 100’ radius area around the caster, and clears in 2-8 rounds.
  4. 1d30 kobolds are summoned from the ether (2 hp, AC 12, Spear +0(1d4), +0 all saves). Roll 1d10. If the roll is equal or under the caster’s level, then the kobolds are bound to his every command. If the roll is failed, half the kobolds attack the caster while the other half attack his friends. The kobolds remain until destroyed.
  5. A random character or monster within 50’ of the caster (but not the caster himself) is permanently polymorphed into a cute fuzzy bunny rabbit. Roll 1d10+18 to determine the power of the spell for dispelling purposes.
  6. The staff becomes charged with 10d6 damage worth of fireballs. They may be fired by the wizard as a single 10d6 blast, two 5d6 fireballs, ten 1d6 mini-fireballs, or whatever. For each fireball launched, the caster makes a spell check. Targets that make a reflex save with DC equal to the spell check only take half damage.
  7. The caster (50%) or a random ally (50%) permanently becomes a skeleton, loses any existing racial abilities, but gains the following:
  8. a. Convert hit dice to d12
    b. +2 natural armor
    c. +2 Agility
    d. 1d4 claw attack
    e. Immune to Cold
    f. DR3/bludgeon
    g. No need to eat or sleep.
    h. Can be turned by clerics
    i. Any healing done to the skeleton is reduced by half.
  9. The caster and his party are teleported to a random room in any dungeon that exists in the judge’s world. (Judge’s choice)
  10. Transmutation! All gold within 100’ of the caster is transformed. Roll 1d6: 1= lead; 2= copper; 3-4= silver; 5= electrum; 6= platinum. No experience is gained or lost due to this effect.
  11. Uber-Mensch! Caster grows to 150% size, and all abilities increase to 18 for 1d6+6 turns.
  12. Under-Mensch! Caster shrinks to 50% size, and all abilities decrease to 3 for 1d6+6 turns.
  13. Caster can fly for 6 turns.
  14. A djinni appears and offers to grant a single wish, but the wish must be made in 60 seconds real-time, or the djinni disappears. He is also a bastard and will screw over the caster in any way possible.
  15. 2d6 smiley-face cookies appear. Eating one grants a permanent +1 luck increase. They are very tasty as well.
  16. A powerful 2" thick stream of silly string spews forth from the staff for 1d6+6 rounds. The caster must spend his actions to brace the staff. If the staff is released, it will be propelled in a random direction at a speed of 60’ per round.
  17. All within 50’ of the caster must make a Will save or become confused for 1d20 rounds. Caster makes a spell check to determine save DC. Each round a PC/creature is confused, roll a d4: 1= act normally; 2= babble incoherently; 3= attack nearest living thing; 4= attack self.
  18. The staff emits strong gamma rays for a few moments. All within 50’ must make a DC 20 Fort save or suffer a random permanent mutation. Use whatever mutation chart you have handy – Mutant Future, Carcosa, Encounter Critical, or whatever.
  19. A yes-man appears, showering the caster with compliments and praise. This causes the caster’s confidence to increase and he gets +1D to all rolls while the yes-man is present. The yes-man disappears after 6 turns.
  20. A random magic item belonging to the caster (80%) or a random party member (20%) is transformed into a gigantic python that is very hungry at the present moment. Giant Python; Init +3; Spd 20’; AC 15; HD 11d8+14; hp 63; Bite +11(2d8) [swallows on 18-20]; F+8, R+10, W+4
  21. A cloned duplicate of the caster is formed, that exactly copies all of the caster’s actions and takes 50% of the hits. Lasts 1-3 turns (10-30 minutes).
  22. A familiar comes into the service of the caster. (Permanent)
  23. No effect is apparent to the caster. However, the contents of the next dungeon room entered are replaced with 1d20 rats guarding 2,000 cp.
  24. Congratulations, you’ve earned a corruption! Roll d6: 1-3= Minor; 4-5= Major; 6= Greater.
  25. Caster now has a pet luck dragon that may or may not be named Falcor. Pals 4 Lyfe!
I think I'll need to go back and re-jigger the order so that most of the bad ones are earlier on the list. I was just typing them as I went along without much regard for that.