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Showing posts from June, 2022

Day Five/Six of the Odinsleep (Kiss of the Valkyrie)

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Day Five/Six of the Odinsleep (7:06 pm - Midnight) The afternoon's summer fades quickly into autumn as the sun slips beneath horizon. A chill breeze that carries the crisp bite of oncoming winter blows through the city, gusting ever so often as a light drizzle falls off and on throughout the evening. The trees that line the city's streets turn brilliant shades of gold, red, and russet-brown before dropping to the ground to be carried away on the wind. Idunn's Grove ignores the passage of time, its trees remaining vibrant and green. Woodsmoke from chimneys mixes with the aromas of the feasts. The cawing of ravens and the howling of wolves feeding on the corpses of the fallen enemies outside of the city provide a somber counterpoint to the revels of the mead hall. Ra’ziir enjoys the food and drink, making the most of the feast. Cedron sits with Ra’ziir and the others to partake of the feast. His empty stomach aches as he consumes his first few bites of food and drink. “We p...

The Five-Fingered Foot Clan

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🥷  Symbol       A chimpanzee footprint inside of a white diamond on a red and orange striped background 🥷  Background, Goals, and Dreams  The Five-Fingered Foot is one of several Clans operating a Ninja Burger franchise. Originally a band of spies and assassins, the group had nearly been driven into extinction through a series of conflicts with various superhumans in the late '80s and early 90's (Batman, Daredevil, Wolverine, etc).  After a catastrophic battle against a pair of Australian policemen at the Sydney Harbour Bridge, one of the few survivors declared that drastic action must be taken if the Clan was going to survive into the next millennium. Taking the last of the operating capital that the Clan had available, Chishikiarichikatu “Katu” Meikitaaimoto traveled to San Francisco to purchase exclusive rights to service the Greater Seattle area as a Ninja Burger franchisee. In the last 20 years, the Clan has prospered, earning a great deal of ...

Day Five of the Odinsleep (Shaundukal's Offer)

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 Day Five of the Odinsleep (7:06 pm) The party has made its way back to the mead hall of Valhalla. Raucous music plays loudly enough to shake the heavy timbers that hold up the roof but is drowned out by the sounds of overlapping, shouted boasts of the Einherjar as they trade tales of their exploits during the last five days of battles with Loki's Army of darkness.  Wounds have been treated and healed so all injuries suffered by the party have been fully mended. The group is gathered at a heavy oaken table, overflowing with roasts, fruits, mutton, fowl, and most importantly, mead. They are joined by Abacus and Foil Hat who stare in open-mouthed awe at the wild revels taking place all around them. Raven has excused himself, turning the ponies over to Grotto with a reminder to look out for them. The elf spoke briefly with Ivaldi before retiring for the evening. Hildr sits on one of the heavy benches, her booted feet propped on a nearby chair and tankard in her hand. She smile...

Plutonic Capybara

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The Plutonic Capybara is a salvage ship that operates in the Kepler system. It is 1500' long and is capable of carrying a ship up to 600' long on its external cargo deck. The rounded bow is designed for pushing large debris away from damaged ships while its six drones assist in recovery operations. Two-thirds of the Capybara's crew have been replaced by robots who perform repair work outside on the cargo deck. The ship also engages in limited mining by grappling entire asteroids and bringing them aboard as it would a client vessel. Type: Heavy          Size: Colossal Subtype: Salvage Ship Tactical Speed: 3000' Length:  1,500' Weight:  150,000 tons HD:  300d20 (6000 hp) Defense: 7 Flat-footed: 5 Autopilot Def: 5 Initiative Modifier:  +2 Targeting System  Bonus: +3 Hardness: 20          Crew: 15 (plus 30 robots) Passenger Capacity: 200 Cargo Capacity: 80,000 ton...

The Atomic Rodent

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Rattus : male Rat Kaiju CR: 16   Colossal Magical Beast HD: 40d10+520     Hp: 725 Init: -2      Spd: 20', climb 20', swim 20' AC: 19 (-2 Dex, -8 Size, +19 Natural); t: 0, ff: 19 Attacks: (BAB +30/Grap +52) ; +45 Bite: 3d8+22  plus additional 1d6 damage on critical hit plus Fort save (DC52) or die (19-20/x2) or  +20 (ranged touch) Ray Attack: 15d6 Radiation (300' range, 1/1d4 rounds) SA: Ray Attack, Trample  SQ: Darkvision 120', DR25/epic, Fast Healing 20, Fire Resistance 50, Immune to mind-influencing effects, Low-Light Vision, Radioactive*, Scent, SR15 Align: Neutral     Saves: Fort +35, Ref +20, Will +17 Str: 55, Dex: 7, Con: 36, Int: 2, Wis: 12, Cha: 22 Skills: Balance +15, Climb +41, Hide -9, Listen +3, Move Silently +5, Spot +3, Swim +32 (additional +8 to avoid hazards/perform special maneuvers) Feats: Alertness, Athletic, Cleave, Devastating Critical (Bite),Diehard, Endurance, Great Cleave, Improved Bull ...