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Wednesday, October 24, 2012

New Monster: Time Goblins

While talking with my wife, I made a common lament. "Where does the time go in a day?" Her glib reply, "Time Goblins. They eat it." That stuck in my head, and here is the result.

urp!

Time Goblins

No. Appearing: 1 (1d6)
AL: C
HD: 1d4 hp
AC: 7 (1 when invisible)
Move: 30', special
Attacks: 1
Damage: 1d4, special
Save As: F1
Morale: 8
Treasure: see below

Time goblins look like small (≈1' tall), pale goblins when they can be seen at all. They have the innate ability to turn invisible at will and are quite adept at sneaking around.

Time goblins do not typically attack with force. They prefer to stealthily rob those who pass too close to their lairs. They do not steal trinkets or coins, though. What they take is time.

Once per day, a time goblin can "steal" an hour from a group of up to ten people. There is no saving throw. The party is simply an hour further along in time than they thought. The day is simply that much closer to over. Any wandering monster rolls or replenishing of things like torches that should have occurred in that time happen at the end of the missing hour. If the party was moving when the hour was taken, a rest break is needed as well. 

No one knows what happens to the time, but it is believed that it somehow lengthens the time goblin's lifespan, often making them nigh-immortal.

Time goblins usually live alone, but sometimes small warrens of them can be found beneath fairy rings or in tunnels and caves. There is a 10% chance that, hidden in the warren, is a small crystal bottle of wine. Drinking the contents acts as a single dose of a Time Stop potion (2 round duration). 

Tuesday, October 23, 2012

RSA: Insect Plague



Maybe it's the fact that it's a higher level spell, but I don't think I've seen this one used too often. 5th level clerical spells include such standbys as Raise Dead and Dispel Evil, so – unsurprisingly– I.P. often gets left on the back burner.

That said, since clerics can pray for whatever spells they want from their list, I can think of cases where it could come in darned handy.

Insect Plague (from Cook)

Cleric: 5th Level
Range: 480'
Duration: 1 day

HOW long??! It can last the WHOLE FREAKING DAY! Of course, the cleric has to concentrate on it. The range is pretty impressive too. Don't forget that changes to 480 yards when you're outside.

Now let's look at what the spell actually does once it's cast. It creates a "vast swarm" of bugs (60' diameter) they "obscure vision" - meaning you can't see to target the cleric bringing the bug cloud down on you. It also "drives off" creatures of < 3HD. No limit on number, no save, just area of effect. So that horde of 1HD mooks you brought to mess with Father Locust? Off they run.

I mentioned the spell requires concentration, but the caster can also move the cloud around. I can imagine priests casting this and really messing with enemy troops on the battlefield.

Back to the grindstone. Ep33

Here's a new "normal" vlog entry. This time about horror and scary gaming:


Friday, October 5, 2012

Final 40K video

Part 6 is a short "slideshow" video with some general advice to my potential DH players.