Showing posts with label Pirates. Show all posts
Showing posts with label Pirates. Show all posts

Friday, August 4, 2023

10 Fantasy Sharks

[1] Hater Shark
Kinda small for a shark, big attitude. It's hate you and everything you stand for. It's a ball of rage. If a fishermen snags a fish it was hunting; the shark will ram his boat over and over until it sinks. This shark has a magic resistance value of 50%, meaning it avoids, ignores, or straight up refuses to acknowledge half the spells you might throw at it. Its leather is highly valued for thieves and assassins, as not only does it make some cool red leather, but because the gloves carry on some of the shark's antimagic properties- meaning your hands are less likely to trigger volatile wards or magical traps. Also if you use speak to animals on this shark and try to talk or barter with it, it will call you a racial slur and attack you anyway.

[2] Lemon Shark
Piss yellow medium sized shark. Stats as shark. Not too scary, but social and tends to come in packs or in a feeding freenzy. The first time it is struck in combat or hits someone else; all of the water in 40 feet in all directions turns bright yellow with a strong fresh smell. The lemon-juice is mildly acidic, stinging your eyes and causing disadvantage on all checks to see or attack underwater if you don't have acidic resistance. On the up side, any wooden boots that pass through this cloud will have a beautiful citrus finish.

[3] Oblivion Shark
Dark black, big, but lazy and kinda slow. This shark is said to have an orb of annihilation in place of where its stomach should be; notable as it can eat anything that fits down its throat- including fully armored submersible warriors. If pierced, the shark bleeds black nothing. This shark is most infamous for the fact that any being with a soul consumed by it seemingly does not appear in any afterlife nor can be raised from the dead- giving the theory that this shark also digests and consumes souls. For this reason, a great bounty and project of eradication has been begun by religious orders to end this threat to the immortal souls; while others protect these sharks in an attempt to give those most damned a chance to escape their punishment.

[4] Gentleshark
Looks like a Great White, except with even bigger teeth. Happens to actually be sentient. While not capable of speech; is extremely empathetic towards other intelligent beings, and is commonly found rescuing or helping lost marooned sailors or shipwrecked humanoids. Most commonly known for its bow- which it will close its eyes and nod its head downwards in a show of respect. Most people are still scared of them and will attack them on sight before knowing their true, helpful intentions; and as such these sharks have learned to help people sight unseen. The Merpeople ride these into battle.

[5] Backwards Shark
It's a shark that swims backwards. It kills its prey by slapping them with its tail until they die, then opens its mouth and sucks in the pulp and bloody water left behind. Chainmail or other forms of armor don't do anything- as this shark deals blunt damage. Con artists often sell its teeth as a "warrior's charm"- if you wear a necklace made of this shark's teeth you get -1 to attack rolls. Wearing its tail, however, will give you a bonus of +1 damage with any blunt weapon. The tail will unfortunately rot away after about a month, losing any magical properties.

[6] Pirate Shark
This shark likes to attack boats to steal its treasure and hoard it in the shallows. Its incredible sense of smell is tuned in to gold and silver; can even smell it through the hull of ships. Coordinates with other sharks to attack boats to get at the treasure- sinking the vessel isn't its main goal. Will ignore anyone in the water unless if they have gold in their pockets or pouches- then it will attack them to get at it. God help you if you have a golden tooth. Not actually intelligent- its more like an oceanic lesser-dragon fish. Inexplicably prone to losing one eye in battle.

[7] Finger-Biter Shark
Incredible small shark; only about the size of a housecat. Looks cute with a big eye and small mouth. Tends to "hunt" by lunging at incredible speeds at larger creatures and biting off small parts of them; the tips of fins, fingers dipped in the water, octopus tentacles, and so on and then dashing away to eat it in peace half a mile away in open water. Can reach absolutely ludicrous speeds with enough space to build up momentum; this is a common sight in aquariums or private collections- a small glass tank or bowl makes this fish absolutely harmless and it will simply nibble on your fingers cutely after rocketing off from the far corner of the tank.

[8] Gringori Shark
White shark with black highlights around its eyes and face. This shark emits a constant low hum- comparable to a church hymn or sacred mantra. The "ohm" is both a threat that this shark is coming, but also a sound of healing that revitalizes the shark after battles with its rivals. As long as you aren't bleeding, you can swim right besides this shark and enjoy its healing noise vibrating through the water without fear of being attacked. If you spend an afternoon swimming around with this shark in peaceful waters- either restore 1 extra Hit-Point OR get an extra saving throw on a disease you are suffering from, whichever the swimmer wants to recover from more.

[9] Bespoke Shark
These sharks aren't natural and are instead made. In order to make them, you have to find a leathery shark egg while its still in development and bring it to your own body of water with a pinch of magic dust. If you put it in a castle's moat, the shark will become long and grayscale like a knight. If you put it in a koi pond, it gains splotchy colors like a koi and stays at a small size. If you put it in a cauldron, it grows hair and becomes a witch shark. You can customize the colors by spilling ink into the water, and the shark will prefer prey with the same kind of blood as any you pour into the water which it now lives in. These sharks are fashionable pets- but they are all still wild animals. They don't view their "owners" any different then they'd view some other random creature in the water.

[10] Apple Shark
The worlds only vegetarian shark. It exclusively feeds on fruit carried away by ocean currents and can survive for several days in brackish waters- often swimming upriver to gather food for its young. It's not named for its color in any way; the shark has mouth-pouches used to carry food over long ocean voyages. As such, the first time one of these was speared and caught, it had a mouth full of apples. It's teeth is specially designed to cut through vegetation; attack with advantage against defenders with wooden shields. Also deals double damage against treants, dryads, woodwives, and all other manner of plant-based creatures. It's just unfortunate they aren't exactly very common in the ocean.

Saturday, February 26, 2022

8 Magic Pirate Items


[1]
Lobster Plate - +1 Magic Armor
Bright red and orange, knobby, worn over the torso. This offers exceptional protection the back especially; sneak attacks can only deal normal damage against whoever wears this armor- no critical strikes can hit them. Also, magic or skill-based powers that can remove this armor don't work, unless the wearer is at least halfway submerged in water. This armor is as protective as plate armor, with +1 AC.

Once worn by a paranoid captain who feared a mutiny.

[2] Ivory Putty Jar
Carved from the base of a great whale's tusk- this smooth container has a well fitting cap to keep out air. Inside, it contains a great few fistfulls of wood colored putty which can be smeared onto wood and breaks in a ship's hull. The putty merges with the boards there, gaining their woodgrain and becoming indistinguishable from the natural wood that once made up whatever it is repairing.

The jar magically regrows the putty inside over time; it only greats a spoonful or so every turn, meaning it will take a long time to recharge. But with this jar, a ship can be repaired much easier and with needing less stops. If a full jar is used during a ship to ship chase or combat, you can recover a ship's hull by 1d6 hit points over an exploration turn of patching the worst leaks and breaks.

[3] Green Gel Lantern
Silver framed glass egg filled with green goop. The goop is inert unless heated by a flame- the tiny fixture for placing a small candle underneath must be lit for the lantern to function. The lantern is always carried with a thick wool bag that can be thrown over it to cover up its light.

The goop emits a massive amount of ghostly green light- the gel lantern essentially multiples the amount of light given off by a flame by a hundred times over. The green light is enough to act as a beacon to other ships, or to illuminate the entire deck from the poop- use a baseline of 80 feet of bright light. The lantern also grants magical protection- anyone carrying it gains +2 to spell saves against any spell cast on them within the green light.

The gel inside the green gel lantern has a secondary power. If heated, the glowing goop can be consumed by a creature to make them shed light of 10 feet and become immune to all magical spells and take half damage from magical blasts, damage from weapons, and dragon breathe for the next six combat rounds. Every time some of this gel is consumed in this way; reduce its bright-light radius by -5 feet permanently.

[4] Scarf of Tailwind
It's a long waving red scarf. Whoever wears it can control which way the wind blows; the scarf's tail always majestically waving towards the wearer's new desired direction. The strength of this wind is between a cool breeze and stiff blowing- perfect for sailing, but it cannot beat a storm. It can also quell the wind, causing the scarf to hang down limply.

There is no "cooldown" or curse associated with this magic item. That's probably why some obsessed pirate captain beheads anybody who is wearing a scarf and steal them for his collection- he's trying to find the "one".

[5] Rock of Rismorses
This rock is shaped like a small step pyramid, but more smooth. It was apparently formed by natural forces, except with a few small ridges of tiny notches curved along its surface. This rock must be owned by a pirate captain who can cast spells; because this rock is actually a spellbook.

The rock has three spells etched into it, requiring a small meditation ritual of about a turn to read & prepare by tracing your finger along.

Gulp of Sand - 1st level Conjuration
Causes a mouthful of sand to "come up" from the mouth of whatever the caster points at. It can be a statue, a person (causing them to cough and wasting an action), an animal (making them spit out anyone they have caught in their jaws), and so on. The amount of sand is enough to fill the mouth of the "mouth", and as such a massive statue or huge creature could eject a massive dune of sand.

Anchor - 2nd level Transmutation
Makes anything in the water burdened as though weighed down by an "anchor". This anchor will adjust for the size and weight of the target, but will be roughly enough to keep it from being blown away by the wind, but not enough to cause it to sink. Things with little buoyancy may be dragged under instead. This anchor weight is invisible, but will always hang from the central bottom point of the floating object, and could be "cut" by a magic sword or another spell.

Any aquatic creature or vessel moves as though heavily encumbered, damaged, or having no wind in its sail. You must be within shouting distance to cast this spell on something.

Cant of Survival - 3rd level Abjuration
This spell is a hymn that effects everyone who can hear it. The caster must chant the words without stopping, and can perform no other actions but casting this spell while it is active. While listening to this song, taking damage that would kill you instead reduces you to 1 Hit Point. Every round somebody should have died, the caster must make a saving throw vs magic to continue the spell, else it stops. Every time the caster succeeds this save; make it +1 harder on the next roll until this casting of the spell ends.

These spells are mostly incidental for this stone to have- it's real value as a magical treasure is that it is a rock that floats! It isn't hollow or anything- it just floats in water, so you won't lose it when it gets thrown off the side of the ship.

[6] The Everlemon
An eternally bitter, sweet, juicy lemon. You'll find this as a half of a lemon; it never "heals" itself but it doesn't dry out or lose its flavor- it is always exactly as fresh as a ripe lemon sliced down the middle. If you suck on it, protects you from scurvy. You can also juice it once per day to create another "scurvy ration" for somebody else, or store it to make a lemonade base for potions.

The first half is owned by a pirate somewhere- somebody you rob. The second half is being ever-digested in the belly of a kraken somewhere else.

[7] Godless Finger
Finger of an renowned atheist, thief, war profiteer, and temple-sacker. It is kept in a small box and wrapped in black cloth. The finger never rots, but never bleeds either. If the finger is touched to a holy object, it sizzles and burns, letting you identify items consecrated or blessed with divine power. If the item is demonic, the finger might caress it instead.

Additionally; the finger (index finger of the left hand of a human) can be cleanly stitched to your own hand if you remove the matching finger. The moment you do this, you gain its powers and can identify holy or unholy items. You also gain all of the thief skills of a 3rd level thief, and can use their saves in any category if they are better then yours. If you are already a Rogue/Thief, you treat all of your skills and saves as though you were one level higher. However, you can no longer benefit from divine magic- you cannot be healed and conjured food or water turns to dust in your mouth.

[8] Ballast from the Bay
Not one magic item, but an uncountable many. The "ballasts" are grains of sand from a yellow beach in some part of the world, long since forgotten and unimportant. These grains of sand obey the words of the owner much like a dog. They hate to be separated and the sand will form into a cloud or slither like a large snake over land to be reunited with their "owner". The sand can rapidly duplicate itself or shrink in number; going from a small dune to a powdery handful in about one turn worth of shrinking or duplicating. 

You can also order the sand to "attack" people, which it does mostly be just rushing at them or pouring over them- it has no concept of choking people or sand-blasting their eyes. It can do a maximum of one damage per round, but it could weigh somebody down pretty heavily if it got into their bags. It is terrified of water and will never intentionally sink a ship, and cannot fly over any standing water- even a few droplets make it scared. If told to defend you, it would grant +1 AC vs melee attacks and +3 AC vs ranged attacks or magic blasts, except electricity. Any electrical blast that hits this sand causes it to fall to the ground and wiggle and dune-about in a spasm. This is apparently similar to rubbing a dog's belly, but for sand.

Due to its separation anxiety, and inability to actually help any bloodthirsty pirates who come to posses it, it is usually told to stay on the bottom of the ship and act as a ballast, hence the name. Even so, using it for this purpose is enough to grant a big advantage- any ship with a ballast like this would require no anchor, can turn on a dime, and can quickly lose weight to gain speed faster then crewmen dumping cannonballs or less important crewmen off the sides of the ship. Treat any ship related rolls or checks as +1 and the cargo space of the ship expanded by a few barrels or crew-space worth.

The ballast is animated sand but has a certain level of animal cleverness to it. It treats whoever has recently sat on it the longest as its master. Masters who mistreat it (trying to make it carry them over water, burning it and sending it at enemy ships as an attack, etc.) are likely to find it abandoning them by shoving a few of its grains into the stitching of another person's pants- so eventually they will have "sat" on it the longest.

Monday, September 14, 2020

Sea of Thieves is OSR + 12 Random Pirate Treasures

This isn't exactly a revolutionary opinion, and I'm sure other people have talked about wavecrawls before, but Sea of Thieves is like super OSR as fuck.

You have limited supplies on the open ocean, and your main goal is to get treasure. Every fight with other ships drains your supplies- wood planks for repair, food for healing, as well as your cannonballs. Treasure chests are carried aboard your ship and while having more of them doesn't slow you down as per encumbrance, it does make for more risk and more reward- as its a gamble to keep sailing when you already have a bunch of chests as you could be sunk and lose it all. Some treasure chests are also cursed and add to more resources- such as the Chest of Sorrows which cries and fills up your ship with water that you have to bail out.

While the open ocean is hostile and unforgiving with many encounters; skeleton crews, other players, sea monsters, storms and so on- islands are your sources of respite. In many ways these are like towns, but islands are even better in D&D towns because while they can be used for resupply they can ALSO be plundered for treasure, some of them being inhabited by dangerous skeletons or traps as well. Plus solving the riddles from each treasure map to find treasure is just genius. You could totally port this game right over into dungeon crawling adventures with or without the basic classes or typical rules and it would feel right at home.

12 Random Pirate Treasures – Roll to see what you find in a pirate's treasure chest!
[1] Doubloons matey!
[2] Mummified Monkey. Worth a fortune to one insane collector.
[3] Turtle Shell Hat. Makes you look like a turtle while you're swimming, +1 AC
[4] Crate of limes; protects against scurvy.
[5] Jollyjack Sword. The OG pirate's cutlass. +1 magic weapon, cuts your flag into people's skin.
[6] Mermaids comb. Valuable on its own; present to the mermaids and one will marry you.
[7] Walrus cream. Rub on skin for good ointment- makes you smell nice. If you put some on and smell like it around a walrus; it will want to marry you. Right now. On the beach.
[8] Salted Megaladon Meat. Very tasty, restores 1d6 hit points for being such a delicacy.
[9] Reed Whistle of Winds. Blow the whistle and the winds blow as long as you can hold your note.
[10] Rat stick. It's just a stick used to beat up stowaway rats. Deals 1d2 damage. Somehow every rat knows about this stick and fears it. Rats make a morale check when hit.
[11] Bastard Banana. Looks like a banana. When unpeeled, unsuspecting fruit-eater is attacked by the hundred venomous spiders just released. Pick up the peel and fold it up to reuse.
[12] Cursed Cannonball. +2 to hit. If it lands on the enemy ship, will lodge and plug it's own hole in their hull; appears ineffective. Actually curses the whole ship as long as its onboard.

Tuesday, May 12, 2020

8 Magic Pirate-Captain Weapons

[1] Seashell Stunning Sword – Magic Sword +1
Ego- 4
Stats- 1d6+1

This is a magic sword with a seashell as a pommel. The sword is curved somewhat, making it similar to most pirate scimitars. The main power of this sword is in the pommel, with a spell that wraps around the blade. When the tip of the sword is spun around while facing the target, it glows with green energy that builds and builds. For one round of “charging” (making small circles and not attacking), the sword will have +2 to hit with its ranged attack and stun for a round. Every additional round of charging adds +2 to hit and an extra turn of stun. Finally, when the shot is released by pointing at the target, it will fire a projectile that must make a successful ranged to-hit roll with the above bonuses to hit.

The projectile fired by this weapon stuns the target for the number of rounds charged, and could be blocked by a physical object or another creature stepping in the way, etc. This weapon's ego isn't very powerful and will make the sword fly out of the user's hand from a backwards reaction to the energy blast. Also, anyone using this sword without being able to conquer its ego forgets how to swim.

[2] Marooner's Sand – Magic Bag of Sand
Ego- N/A
Stats- 1d3 Damage w/ +4 to hit

This is a bag of fine white sand. It comes from a desert island, where pirates are marooned to die a painful death. This unusual magic “weapon” is used by throwing a handful of sand at an opponent. The sand seeks gaps in armor, curves around shields, and tries to enter the lungs of the target through flying in the air and sand-blasting their skin with minor damage if it cannot find a nose or mouth. While not a powerful weapon, it is difficult to avoid and gets +4 to hit and is essentially impossible to deflect even with advanced blade arts; but could be blown away by wind.

The sand in the bag is technically limited in quantity, but those killed by the sand have their bodies degrade into sand instead of rotten flesh; pirates will sometimes sever a few fingers or toes from a corpse and leave them in the captains quarters to rot into clean, dry sand. Even if the sand is totally emptied from the magic bag, a small pinch of residue left over inside could turn a dead bodypart into a little pile of the stuff to reload it. This weapon is very simple to use and has no curse.

[3] Grand Siren's Comb – Magic Saw +2
Ego- 6
Stats- 1d8+2

This weapon looks like a huge, novelty metal comb made of a strange wavy metal. The tips are razor sharp and the whole thing is awkward to use as a weapon, it must be sliced and dragged across any victims with both hands like a giant sawblade- difficult to use but very powerful. Each slice of the “comb” not only cuts and hurts like hell but also released a small torrent of ocean water from the wound, which includes crabs and starfish the spew out like blood. Any spells or magic that can stop bleeding doesn't work on this spell; the pinkish sea water forces the blood out like a flood.

Because of the weapon's unusual shape and large size, it is considered too difficult for nonfighters to use effectively. Those who cannot suppress its Ego have disadvantage on all attack rolls. If they are dropped into water, the comb also pulls downward towards its mistress and will cause them to save or be drowned by it.

The comb was originally and item belonging to the great mother of all sirens, who has such strength in her magic and song that she attempts to woo Demigods and Immortals into her clutches. Every since this comb was stolen from her, her hair has become knotted, her face speckled with bursting pustules, and her body and appearance frightening. She cannot seduce anyone in this state, but if her comb was returning, soon no Emperor at see would be safe from her beckoning.

[4] Jollypak Kettlecap – Magic Mace +1
Ego- 2
Stats- 1d6+1

This weapon looks like a piece of junk. It's a short wooden haft with an upside down black-iron kettle on the end. The kettle is hollow inside save the wooden shaft, and as such makes a fantastic ringing when struck on a hard surface. The weapon is a blunt instrument and is used to split skulls and break bones rather then cut or pierce.

When this weapon strikes a foe wearing metal armor, the ringing reverberation channels through their body and the user's arm. If the target fails a save, they drop anything the wielder wants them to except what is in their hands. It can force them to drop something out of a belt loop or off their head, snap open a pack's strap and jiggle out an item, or loose a single key from its ring, but it cannot force a man to loosen his hand's grip to remove his weapon or shield.

This item has a weak ego. Anyone attempting to use this without its ego gets -2 to stealth from the kettlecap slamming into everything when they're trying to sneak. Also, the weapon's power doesn't work for them, the vibration only creates noise.

[5] Salty Spear – Magic Spear +2
Ego- 7
Stats- 1d6+2 w/ Salt Blast at 1d2

The Salty Spear is a mildly famous magical artifact. Pirate captains create long rivalries with each other, and the ownership of this spear can pass back and forth across the great pirate captains as they fight to take it from each other. It is infamous for its durability- the spear sharpens its edge, aligns its point, and smooths and bolsters the shaft if left to soak in salt water for some time. It is even more tough then most magic weapons and could be used against stone creatures with little denting.

It appears as a long metal spear, with a white encrusted tip. It has unusual grooves across the bottom of the head where it is connected to the shaft of the spear; if held upside down in water the water will drain into a magic chamber inside the head. This hollow chamber will rapidly evaporate the water over two combat rounds, mist flowing from the edges of the spear. This ability does nothing with fresh water, but for salt water it will leave behind a collection of sea salt inside the spear's head which can be blasted out. The salt blast deals 1d2 damage and blinds enemies for one round if shot in the eyes; they get a save to avoid if they know it's coming. Slugs and snail-like enemies take higher amounts of damage, as the salt burns like acid.

Additionally, if held above water while underwater, the chamber inside the speartip will fill with air instead and can be used underwater to fire a bubble. The bubble deals no damage but will knock away small foes or give a single breath to an ally.

The Salty Spear has a powerful ego that rejects weaker warriors. Those who try to claim the item will find white flecks appearing around their mouth and nose, and a great thirst for water and drink which will not be sated. After three weeks they will die unless they give up the spear and ask for redemption from the God of the Seas for their hubris. Their corpse will appear as though desiccated; as though found on a ghost ship and died on the deck many months ago.

[6] Claws of Korrat – Magic Claws +1
Ego- 3
Stats- Two attacks at 1d4+1

These claws are a pair of metal weapons designed to be held in both fists and strapped around the wrist for extra stability. They are about a foot long, and both claws contain three long prongs, with the middle claw on each hand being bent downwards slightly and made of a different metal.

These magic claws grant two attacks if held in both hands, which is their primary purpose. They are an aggressive and strong weapon, but have a short reach and give the user -2 AC for using fist-claw weapons like this. With a flick of the wrist, the downwards facing middle claw can be snapped downwards, which makes the claws into a two pronged weapon and the third claw falls down to your wrist and down your forearm, thus making a useful tool for blocking sword strikes. Remove the AC penalty while in this mode, but the claws deal -1 damage on a hit from losing a prong.

This weapon has a weak ego. If a warrior cannot conquer them, just grant disadvantage on attack rolls if they try to use both claws in the same round. Otherwise, the weapons function fine if used one at a time. You could also just use one claw and still gain a single attack and the bonus damage while using your other hand to hold a shield or torch and so on. If separated, the claws will click and “shiver” when not being watched, wishing to be rejoined.

[7] Circle of Power – Magic Circlet +2
Ego- 5
Stats- Deals 1d4 damage to attackers, grants +2 AC

This magic circlet is made of a dull red metal. It is decorated as though twisted into thirteen different knots, of which an average sailor will know 6 and a pirate will know 7. The magic in this circlet requires it to be worn on the head, in place of a hat or helmet.

As long as it is worn, this magical circlet deals 1d4 damage to anyone who attacks the wearer, even if they miss their attack roll. In response to any attack, the circlet glows and the person who made the attack feels pain in their head, as though being branded, and also feel a sense of dread and shame. This power works even if the wearer of this circle attacks the person first; counterattacks or martial arts moves that redirect the force of a blow back at the opponent
do not trigger this circle's power.

Additionally, the Circlet grants protection. The aura of this Circle grants +2 AC to its wearer, making them harder to injure. This aura gives the wearer a feeling of authority and magnanimous, where as it invokes a feeling of jealousy in all who behold them. This artifact is therefore considered at least partially cursed; the wearers of this circle will often be attacked by their own crew in mutiny.

The Circle is quite powerful and has a moderate ego; those without the ego to claim this item must make a saving throw every turn they wear it. On a fail, they must take it off and cannot try to wear it again until the next day.

[8] Two-Skull Axe – Magic Hatchet +3
Ego- 8
Stats- 1d6+3

The Two-Skull Axe is made of dark iron and is ridiculously thick on the back. It is a one-blade axe similar to a hatchet, and the flat opposite the edge is huge; it has both an embedded human skull and, just beneath it, the skull of a baboon. Around both skulls is a runic script that curls around them in a figure eight pattern; if read they speak of “what is savage is made civil until it has need for savagery again” and of bestial rage and stories of murder and destruction.

The weapon is quite heavy, and even in the hands of a skill warrior it is difficult to use. You may add your Strength modifier to your Ego score when using this weapon; characters with -1 Strength or worse cannot wield it at all, it is too burdensome to swing around. As with most Axes on pirate ships, it is excellent for boarding ships. This axe is magic and can shred through standard doors, thick oak doors, doors reinforced with banded armor, and can even hack through iron doors with an exploration turn of effort. The user of this axe will sweat and their sweat will smell as the sweat of beasts.

The power of this axe is in its ferocity. Twice per day (once per skull), the user may make an automatically successful attack roll against a foe after another attack; the first attack can miss or hit and they can still make this special attack. The attack comes out of nowhere as the axe twists in the user's hands and flies at the foe with massive speed and a red glow. The two skulls on the back show the uses by having their mouths slightly open in a bestial scream, or closed when it is done. This power has given the axe a reputation for carnage.

This weapon has a powerful ego. Those who cannot handle the ego of this weapon can use it, but revert into an animalistic form; as though regressing back into a savage. Men turn into apes, lizardmen to crocodiles, elves into wolves, and so on. The relation to species does not matter; everyone knows elves are more related to spiders. This transformation is a curse that is slow; even if the axe is taken away, the cursed one will still retain the animal-like traits and lower mental ability permanently; only a remove curse spell or a miracle from the gods can stop it.

Friday, June 7, 2019

Ship Name Generator

Roll a 1d6 to find the structure of the name. Then roll on the relevant tables.

[1-3] (The) X Y
[4] Y's of the Y
[5] (The) Z
[6] Z and X
#
X
#
Y
1
Grinning
1
Lady
2
Spitting
2
Gull
3
Swooping
3
Crab
4
Terrible
4
Yeoman
5
Burning
5
Sap
6
Dancing
6
Sword
7
Blazing
7
Flagon
8
Mighty
8
Law
9
Prancing
9
Paws
10
Drooling
10
Wave
11
Old
11
Crown
12
Racing
12
Crest
13
Sweating
13
Priest
14
Singing
14
Dragon
15
Shaking
15
Wastrel
16
Polished
16
Knot
17
Wooden
17
Dagger
18
Brass
18
Kingfisher
19
Tin
19
Jewel
20
20

#
Z
1
Dauntless
2
Daring
3
Cruel
4
Defiant
5
Loyal
6
Spit
7
Battleborn
8
Fearsome
9
Unharmed
10
Prodigious
11
Keen
12
Majesty/Majestic

Monday, September 4, 2017

Ocean Fleet Generator

Boat Style – 1d10
[1] Imperial age-of-sail type sailing ships.
[2] Giant raft, mostly square, cluster of buildings on top.
[3] Half submerged submarine style ship. Constant emptying of internal leaks.
[4] Viking long-ships/canoes. Ridiculously numerous.
[5] Small mobile islands.
[6] Icebergs and ice floats.
[7] Hollowed out shells of giant crustaceans and lobsters. Controlled via clockwork innards.
[8] Vertical water-wheels that 'roll' across the surface of ocean. Crew compartment in hub.
[9] Giant glass bottles or spheres.
[10] Tadpole inspired crafts with large fiber rudders on back for propulsion.

Flotilla Arrangement – 1d6
[1] Boats travel together in large group, but remain separated.
[2] Boats connected by lashed ropes and smaller lead boats.
[3] Boats separate into small squads, at night interlock weird wooden outcrops on their hulls.
[4] Boats arranged into separate, semi-independent tribes. Painted bright colors.
[5] Every single boat is just mashed into some huge superstructure, somehow stays afloat.
[6] Huge overseer 'tower' boat is core of fleet structure, act like a hive around it.

Government Style – 1d10
[1] Democratic, each boat captain has a vote.
[2] Oligarch. Some captains own multiple boats, all about money and power.
[3] Royalty. Royal bloodline is magical and king/queen can turn into a fish or can breath fog at will.
[4] Elders. The most experienced sailors get to lead, very senile.
[5] Parental. Impossibly lascivious pirate leader has an entire fleet of offspring.
[6] Religious. Leaders must be chosen by sea gods, can see visions of the future in clouds.
[7] Scripted. Everything the community does was written on extremely detailed and massive treasure map. Has vague answers whenever they need advice, they believe its all been planned out.
[8] Trial by ocean. Everyone interested in leading is tied to boat and tugged along for 3 days, only rarely do people survive and become leader so it keeps most of the riff raff out.
[9] Enslaved. The sea captains must serve deep ones underneath the ocean. They sneak on board every full moon to kill upstarts in their sleep and whisper demands from their sleeping gods.
[10] Corporate. Entire fleet is trading/piracy/adventuring guild. The bottom line is most important.

Method of Transport and/or Defense – 1d10
[1] Massive lashed leviathan. Could probably drag the whole fleet down into depths if it wanted.
[2] Advanced windmills instead of sails on all ships; power great rotating engines of rope and wood.
[3] Ships are animated and 'alive'. Lash enemies with rigging, fire their nails out like bullets, etc.
[4] Absolutely massive number of oar-slaves.
[5] Fleet has 1d4 storm mages who can manipulate weather. 50% chance they are the leaders.
[6] Gigantic magnetic anchors pull ships around. Ironclad vessels within a mile fuck it up.
[7] Vessels are 'solar' powered, energy letting them skim the sea fast during sunny weather. Dead in the water if its gets cloudy and at night.
[8] Wish-granting goldfish in hull of most defended ship. Cranky but begrudgingly grants weak wishes, biding its time until somebody can free it.
[9] Ships have special scuttle gates and storage tanks in its hull that let it move around water, can conjure small tidal waves behind them to ride or in front as a form of attack.
[10] Gigantic flock of tropical birds. They are magical and if many beat their wings together can create winds strong enough to push ships or cause minor storms.

Method of Sustaining Themselves – 1d12
[1] Massive hydroponic garden dragged behind them at all times, plants tied together by the root.
[2] Every ship's top deck is filled with at least a few dirt and crops.
[3] Good old fashioned whaling. Usually got a corpse or two they're dragging along.
[4] Cannibal pirates.
[5] Large herds of animals in the below decks. Animals mostly fed seaweed and chum.
[6] Mostly each the barnacles that grow on side of the ship and whine about being hungry.
[7] Huge net cannons let them catch entire flocks of seagulls.
[8] The crew are all undead. A jar of dirt can be used against them as Turn Undead.
[9]They're all termite people. Eat captured ships, sometimes cannibalize their own.
[10] They 'eat' precious metals, gemstones, and treasure. They wear it and absorb it slowly through their skin, which slowly corrodes it to ash. They must raid other ships or face starvation.
[11] The crew are magically bound to revelers back in seedy pirate haven island. The revelers screw, eat, and drink and sustain the crew's needs. If these revelers were killed, crew would starve to death.
[12] Wooden gargoyles carved into side of ship act as lookout points to stare down into ocean. Crew dive into water headfirst from ship and catch fish bare handed.