Follow up on posts I made about running a public campaign at a local brewery...
We are at least 4 sessions in and the rotating cast of PCs has managed to explore the bald mountain base of a weird alien race and has had multiple encounters with their owl bear soldiers. Next session will see them locked in combat with a host of owl bear guards on their final push to overtake the entire location and secure its treasures in the name of the Jade Prince.
Next session is this Wed.
Thoughts so far on public games:
They are necessarily lite. Without a dedicated core of players and a lot of time to play, it's very hard to develop depth. But this is D&D... and for my money I'd prefer to keep it lite. We can and do develop characterization over time. Some players come almost every game and play the same PCs, so that naturally leads to character development.
It is really cool to get to play with different people. I love the folks that always show up, of course. They are the core. But when I get a random new person I don't even know it's just a cool thing. Doing this is going to challenge my DMing skills to the fullest, I believe. At least in terms of organizing and orchestrating games in general.
So far so good.
Showing posts with label Zkoth. Show all posts
Showing posts with label Zkoth. Show all posts
Saturday, April 20, 2019
Sunday, February 3, 2019
Void Panther
I used these on the PCs in the first session of Lost Land of Zkoth. They faced 6 panthers in a foliage-dense area in daylight. One of the PCs had a magic eye that allowed him to see the creatures, so there was no surprise roll. They also had a lot of retainers and a couple of beefy NPCs, so I probably should have chucked a lot more panthers at them.
Still, one PC was voided from his left hand all the way to the neck, barely avoiding the torso and head. He yet lives, so don't get out the tissues.
I think these summoned beasts are utilized by the primary enemies of the campaign... a race of strange people from a world far away. They haven't made an appearance yet. I figure more void panthers are on the horizon.
Void Panther
Armor Class: 4
No. Enc: 2d6
Hit Dice: 2+1
Save: F2
Move: 150' (50')
Morale: 11
Attacks: 3 (2 claws/1bite)
Hoard Class: Nil
Damage: 1d4/1d4/1d6 + special
Alignment: Chaotic
Negative space, black as the cosmos, takes panther shape in these sinister summoned predators. No light plays off their form, no glittering eyes or shining teeth - only blackness. They form a pack and hunt their quarry with pack coordination, preferring open landscapes where they can surround or divide the enemy. Moving with great speed and silence, they surprise on 1-3 in 6 in daylight or 1-5 in 6 at night or in darkness. They are able to hide in shadows or darkness with perfect skill, becoming visible only when attacking.
Non-magical weapons hitting a void panther will vanish after dealing damage. A Light spell cast directly upon a panther will destroy it. If the spell is cast in the area, the creatures will suffer 1d6 points of damage, but they will not suffer damage from simply entering a lighted area.
If the creature's attack is successful, the target must save vs. Spells or else the body part that was struck takes on the blackness of the void and cannot be used. Each combat round thereafter, the PC must save vs. Spells or the void spreads to the next adjacent body part. If the chest or head are voided, the PC must save vs. Death or instantly die. Passing any of these saving throws negates the panther's magic and returns the affected body parts to normal. A voided body part is like a ghost and cannot physically interact with the world.
To determine which body part is hit, roll on the table.
Still, one PC was voided from his left hand all the way to the neck, barely avoiding the torso and head. He yet lives, so don't get out the tissues.
I think these summoned beasts are utilized by the primary enemies of the campaign... a race of strange people from a world far away. They haven't made an appearance yet. I figure more void panthers are on the horizon.
Void Panther
Armor Class: 4
No. Enc: 2d6
Hit Dice: 2+1
Save: F2
Move: 150' (50')
Morale: 11
Attacks: 3 (2 claws/1bite)
Hoard Class: Nil
Damage: 1d4/1d4/1d6 + special
Alignment: Chaotic
Negative space, black as the cosmos, takes panther shape in these sinister summoned predators. No light plays off their form, no glittering eyes or shining teeth - only blackness. They form a pack and hunt their quarry with pack coordination, preferring open landscapes where they can surround or divide the enemy. Moving with great speed and silence, they surprise on 1-3 in 6 in daylight or 1-5 in 6 at night or in darkness. They are able to hide in shadows or darkness with perfect skill, becoming visible only when attacking.
Non-magical weapons hitting a void panther will vanish after dealing damage. A Light spell cast directly upon a panther will destroy it. If the spell is cast in the area, the creatures will suffer 1d6 points of damage, but they will not suffer damage from simply entering a lighted area.
If the creature's attack is successful, the target must save vs. Spells or else the body part that was struck takes on the blackness of the void and cannot be used. Each combat round thereafter, the PC must save vs. Spells or the void spreads to the next adjacent body part. If the chest or head are voided, the PC must save vs. Death or instantly die. Passing any of these saving throws negates the panther's magic and returns the affected body parts to normal. A voided body part is like a ghost and cannot physically interact with the world.
To determine which body part is hit, roll on the table.
|
2d12 ROLL |
BODY PART AFFECTED |
SPECIAL EFFECT |
|
2 |
Torso |
Incorporeal, save or die |
|
3-4 |
Right hand |
Incorporeal |
|
5-6 |
Left hand |
Incorporeal |
|
7-9 |
Right arm (including hand) |
Incorporeal |
|
10-12 |
Left arm (including hand) |
Incorporeal |
|
13-14 |
Right foot |
Incorporeal, move slowed |
|
15-16 |
Left foot |
Incorporeal, move slowed |
|
17-19 |
Right leg (including foot) |
Incorporeal, cannot walk |
|
20-22 |
Left leg (including foot) |
Incorporeal, cannot walk |
|
23 |
Neck |
Incorporeal |
|
24 |
Head |
Incorporeal, save or die |
Subscribe to:
Posts (Atom)

