Tuesday, November 2, 2021

The Truth?! Can you handle The Truth?!

Here's a feat for the characters who know the truth is out there, and who can find it in the most unusual places by connecting dots and finding patterns that no one else can connect or see! (The material is released under Open Game License and may be reproduced accordingly... if They will allow it. Copyright 2021 Steve Miller.)


 
CONSPIRACY THEORIST [General]
Just because they're not out to get you, doesn't mean they want to keep you from revealing the Truth!
   Benefit: Gain +2 bonus to all Bluff skill checks and Gather Information skill checks. The bonus increases to +6 on Bluff checks made when explaining why your conspiracy theories are true... because you Want To Believe.
   Special: Suffer a -2 penalty to all Sense Motive skill checks. The penalty increases to -6 when you're dealing with another character that also possesses the Conspiracy Theory feat.


Also, while we're providing links, here's an evil for the conspiracy-busting PCs to investigate and stop: THE VEGAN DEATH CONSPIRACY!



Sunday, October 31, 2021

Who's at the door this Halloween?

Bring Halloween to your adventures set in modern times with these random tables!


WHO'S AT THE DOOR THIS HALLOWEEN?
If the player characters are at home on Halloween, either chilling or having a party, roll on DO TRICK-OR-TREATERS SHOW UP? twice per game hour between 5pm and Midnight.

DO TRICK-OR-TREATERS SHOW UP? (roll 1d12)
1-2. Yes. Roll on the table below to see who.
3-4. Yes. Roll twice on the table below, as there are two groups, one behind the other.
5-6. Yes. Roll on the table below to see who. Roll again in 5 minutes.
7-8. Yes. Roll on the table below to see who.
9-12. No. But that means more candy for you tomorrow!

WHO ARE THOSE TRICK-OR-TREATERS AT THE DOOR? (roll 1d12)
1. 1d12+1 little kids in costumes wanting candy!
2. 1-12+1 kobolds in costumes wanting candy!
3. 1d12+1 zombies sent by an enemy of the PCs, with signs around their necks reading "Happy Halloween"!
4. A vampire wanting blood!
5. A werewolf wanting flesh!
6. A demon wanting souls!
7. Death, here to collect one of the PCs (but will be happy with a couple full-sized Snickers bars)!
8. 1d12+2 robot assassins sent from the future!
9. 1d12+2 risen corpses of enemies (or grunts of enemies) the party have killed who have come seeking revenge.
10. 1d12+2 teenagers (not in costume) wanting candy!
11. 1d12+1 teenagers (in costume) wanting candy!
12. 1d12+12 little kids on costumes wanting candy!





Sunday, October 24, 2021

The Hushpuppies: Magical Shoes of Death for the d20 System!

The Hushpuppies are a pair of magical shoes of unknown origin. They seem harmless enough, but they are actually deadly weapons that are known to have been used to assassinate three heads-of-state, nine crime bosses, and five accordion players since their first known use in 1959.




The Hushpuppies
These magical, light brown and black soled Hush Puppy shoes radiate faint Transmutation magic. They resize themselves to the feet of any adult humanoid who wishes to wear them. 

After being worn for 48 hours straight and then removed, the Hushpuppies transforms into a pair of hellhounds that breathe poisonous gas. (For each additional 12 hours they are worn before removal, the gas becomes more deadly.)

The hellhounds have standard statistics, aside their gaseous breath weapons. Each hound can breath once per round, expelling a highly noxious cone of gas with a range of 10 feet that deals 2d6+2 points of damage; 1d6 is added to the damage roll for each additional 12 hours the soes are worn. Characters exposed to gas may roll Fortitude saving throws (DC13) to suffer only half damage. The hellhounds will attack and attempt to kill anyone who is within a 30-ft radius of where they appeared, when they appeared. Unless commanded to pursue a possible victim, they will ignore anyone who moves beyond the 30-foot radius before they attack him or her.

The person who wore the shoes is immune to the poisonous gas, but must roll a Will save (DC15) on the round he kicks off the shoes and they transform. If the save is successful, the wearer may command the hellhounds for ten minutes. If the saving thrown is unsuccessful, the wearer will eventually come under attack. If the hellhounds are still alive at the end of that time, they vanish in puffs of odoriferous smoke. A Hush Puppy shoe remains where a hellhound once stood.

(The text in this post is released under the Open Game License and may be reproduced in accordance with it. Click here for details. Copyright 2021 Steve Miller)