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Showing posts with the label Halloween

Scary Flying Shark

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My youngest boy is obsessed with Sharks. And dinosaurs. But, for a loooong  time, it was Sharks and only Sharks. It didn't matter if they were real-life Sharks or Cartoon Sharks. Baby Shark's Big Adventure played on repeat for much of 2021. And then, one day, a video made its way into the "Recommended for You" list on YouTube. It was a short, catchy toon and there were dozens of animated videos to accompany the song. That song was "Scary Flying Shark" by Boom Buddies. It told the story of the eponymous shark, its death, and its subsequent hunt of children. He loved it. More recently, he has discovered (i.e. rifled through the DVDs upstairs) the 1980s Dungeons and Dragons cartoon and realized that the show was based on the shelves of game books that take up much of the wall in the living room (beholders are his current favorite). This has led to me needing to provide stats for the previously mentioned "Scary Flying Shark". This is basically...

This is Halloween!

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Not counting Groundhog's Day , Halloween is my favorite holiday. I have made quite a few Halloween-themed posts over the years and thought I would compile them in one place for DMs who might want to mine ideas for a Halloween-inspired session. • Bessie the Hellcow   •  Brain-Eating Geese • Breath-Stealing Cat • Bloody Mary  • Carrion Pigeon   • Curse of the Pumpkin People   • Dr. Strange and the Ghostbusters   • Ghostbusters Equipment   • The Great Pumpkin   • Head in a Freezer   • Jack-O-Lanterns • King Diamond's Abigail •  The Thing That Lives Under the Stairs and Eats Children 

Carrion Pigeon

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What do you get if you cross a pigeon with a zombie? A Carrion Pigeon! Carrion Pigeon (3.5e) CR: ¼     Tiny Undead     HD: ½d12 (3 hp) Spd: 10', fly 40' (clumsy) AC: 13 (+2 size, +1 Dex), t: 13, ff: 12 Attacks : (BAB+0, Grap -12) ; +3 Claws: 1d2-4 or +3 Slam: 1d3-4 SA: Disease SQ: Darkvision 60', DR5/Slashing, Low-Light Vision, Single Action Only,  Undead Traits Align: NE     Saves: Fort +0, Ref +1, Will +2 Str: 3, Dex: 13, Con: - -, Int: - -, Wis: 10, Cha: 1 Skills: - - Feats: Weapon Finesse (b) Environment: Any land (especially cities) Organization: Pair, Flight (2d4), Flock (5d10) • Disease (Ex): The rotting bodies of Carrion Pigeons are infested with a wide-range of bacteria that can cause diseases in the living. Any creature that comes into contact with a Carrion Pigeon must make a Fortitude save (DC11) to avoid contracting an illness of the DM's choice. - OR - Zombie Virus (Ex): A target injured by a Carrion Pi...

The Thing That Lives Under the Stairs and Eats Children

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The Thing That Lives Under the Stairs and Eats Children CR: 2     Small Outsider (Evil) HD: 3d8     Hp: 16 Init: -1     Spd: 30' AC: 12 (+1 size, -1 Dex, +2 Natural), t: 10, ff: 12 Attacks: (BAB +3; Grap -1) ; +4 2 Claws: 1d3 and +2 Bite: 1d4 SA: Improved Grab, Swallow Whole SQ: Darkvision 60'; Fear Aura; Light Vulnerability; Subjective Appearance Align: NE     Saves: Fort +3, Ref +2, Will +2 Str: 10, Dex: 9, Con: 10, Int: 8, Wis: 7, Cha: 6 Skills: Bluff +4, Diplomacy +0, Disguise -2 (+0 act in character), Hide +5, Intimidate +4, Listen +5, Move Silently +6, Sense Motive +5, Sleight of Hand +2, Spot +5 Feats: Ability Focus (Fear Aura), Multiattack Things That Live Under the Stairs and Eat Children, also known as "Dwellers in Closets" or "The Monster Under the Bed", are fiendish spirits drawn to places where children have suffered. They frequently haunt children's hospitals, orphanages, and sc...

Ghostbusters Equipment for the d20 System

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A few years ago, I came up with an crossover involving the Ghostbusters and Doctor Strange .  I have been batting this equipment around for a couple of years now as part of the first draft for Earth-218 but haven't put it to use yet. However, the original Ghostbusters RPG had the "Ghost Die". Whenever a character performs a Ghostbuster-related task, the Ghost Die must be rolled (a d6 can be substituted with a "6" representing the ghost if necessary).  If the Ghost comes up, Something Bad Has Happened.  This can range from something mildly annoying (if the task was successful) to something really embarrassing or dangerous (if the task failed). Ghostbusters Equipment for d20 Ranged Weapon Dmg (Type) Crit ROF Mag SZ Purchase DC Rest Proton Pack (no feat needed) 3d6 electrical - - ...

Head in a Freezer

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My toddler is obsessed with "Pinkfong and Little Shark's Space Adventure". Like, seriously obsessed. We limit his screen time because we don't want him addicted to electronics but when he gets to watch something, this animated musical is his #1 go-to choice. Hands down. To avoid spoilers for those of you who may choose to watch the show on your own, I will say that a series of events leads Pinkfong and Baby Shark to a Halloween-themed world. During one of the songs, a background character is a blue refrigerator with a human head inside of it. That is the basis for this Weird NPC.  I have been internally debating whether this creature should be Undead or a Construct but given the context I discovered it in, I went with undead. Head in a Freezer CR: 4     Large Undead HD: 5d12 plus 3     Hp: 40 Init: -1     Spd: 10'     AC: 13 (-1 size, -1 Dex, +5 Natural); t: 8, ff: 13 Attacks: (BAB +2; Grap +9) ; ...

Jack-O-Lanterns for D&D

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🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃  🎃 These lanterns, made from hollowed out pumpkins (or turnips or other gourds) have long been associated with warding away evil spirits. When freshly carved (until the next sunrise) and for as long as the candle within burns, a Jack-O-Lantern radiates an effect identical to a Magic Circle Against Evil spell (with the area of effect extending to protect the entire dwelling). Incorporeal undead must make a Will save (DC10 + Wis modifier of the lantern carver) or be shaken if within line of sight.  For AD&D, make these into a Protection from Evil 10' radius , a saving throw vs Spell and Morale checks respectively. Additionally, the color of a Jack-O-Lantern's light changes to blood-red if a vampire comes within 30'*. * I found several mentions of Jack-O-Lantern lights revealing vampires but no method was revealed in any of the articles I read. ...

King Diamond's Abigail

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This morning, I was listening to Powerslave while doing my work thing and that got me to thinking about Seventh Son and THAT got me to thinking about concept albums in general and THAT led to where I am now … Abigail by King Diamond. At the risk of spoiling an album that is over 30 years old, “Abigail” tells the story of a couple who move into a mansion the husband inherited.   Seven horsemen tell the couple to flee but they do not listen.   On the first night in the house, a family ghost warns the husband that his wife is carrying the spirit of Abigail, the ghost’s stillborn bastard daughter who will be reborn if the wife is not killed.   The husband still does not listen and things go south, fast.   The wife is possessed, the husband is murdered, Abigail is re-born and the strain kills the wife.   Abigail is later found by the seven horsemen in the family crypt beneath the mansion and it is implied in the story that she is eating her own, or...

Adventure Seed: Dr. Strange and the Ghostbusters

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What if... The Ghostbusters accidentally capture the astral body of Dr. Strange after mistaking it for a ghost and store it in their ecto-containment unit.   Normally the Doctor would have easily evaded their efforts but he was busy dealing with an extra-dimensional enemy and was taken unawares by their attack from the physical plane. The wizard’s physical body is in suspended animation and is in no immediate danger but the threats the wizard normally keeps at bay are free to act in his absence.   Minions of Dormammu, Shuma-Gorath, or even Mephisto begin appearing all over the city, attacking civilians and wreaking havoc. Once the Ghostbusters discover what they have done, the group must enter the containment unit, find the wizard’s spirit and free it.   Other ghosts trapped within the containment unit have objections to this line of actions and try to stop the "jailbreak" or escape from the unit themselves. Adapting this adventure t...

Curse of the Pumpkin People

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This morning, while I was working, I had to move cans of pumpkin mix in the back. It made me think of the phrase, "home before midnight or I'll turn into a pumpkin". What if that was a literal statement? Like a totally normal dude who turns into a pumpkin at midnight? Then I envisioned him (it could be a "her" but in my head it wasn't) as a high school football coach - Coach Peter Gourd. (The name "Peter" from Peter Peter Pumpkin Eater and "Coach" being a Cinderella reference). I hereby present, the Curse of The Pumpkin People. Take one average, ordinary guy or gal who, for some reason, has been cursed to turn into a pumpkin (or squash or other member of the gourd family) at a particular time every evening - most commonly midnight but sunset or another precise time could be specified.  At that time, the curse takes effect an the victim is transformed into what appears to be an average, ordinary, everyday pumpkin.  As a pumpki...

The Great Pumpkin

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Great Pumpkin Large Outsider (Extraplanar) Hit Dice: 12d8+36 (84 hp) Initiative: +1 Speed: 30’, fly 20’ (average) Armor Class: 18 (-1 size, +1 Dex, +8 natural); touch: 10, flat-footed: 17 Base Attack/Grapple: +12/+19 Attack: Claw +16 melee (1d6+5) or Tendril +12 ranged (1d6+2) Full Attack: 2 Claws +16 melee (1d6+8) and Bite +14 melee (1d8+2) or 2 Tendrils +12 ranged (1d6+2) Space/Reach: 10’/15’ Special Attacks: Constrict; Improved Grab; Fear Gaze Special Qualities: DR5/slashing; Fire Vulnerability; Flight; Low-Light Vision; Spell-like Abilities Saves: Fort +11, Ref +9. Will +10 Abilities: Str 20, Dex 12, Con 16, Int 10, Wis 14, Cha 12 Skills: Heal +12, Hide +12*; Knowledge (Nature) +15; Knowledge (Religion) +15; Search +10; Survival +17 (+19 in aboveground, natural environments or when tracking) Feats: Combat Reflexes; Dodge; Multiattack; Mobility; Track Environment: House of Nature (G...

Bessie the Hellcow

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In a continuation of yesterday's bovine-themed NPCs , I would like to present my adaptation of Bessie the Hellcow from Marvel Comics. Bessie the Hellcow Large Undead Init +0; Senses: Listen +8, Spot +7, Darkvision 60’, Low-Light Vision, Scent Languages: Understands Common AC: 21 (-1 size, +1 Dex, +12 Natural); t: 9, ff: 21 Hp: 28 (4HD) Immune: - - Fort +6, Ref +6, Will +2 Spd: 40’ (8 squares), Fly 50’ (average) w/ cape Melee +5 Gore: 1d8+6 Melee +0 Bite: 1d8+3* * A cow’s bite is treated as a secondary attack and only adds up to half of animal’s Strength bonus to the damage roll. Combat Gear: Vampire’s Cape Str 22, Dex 12, Con - -, Int 4, Wis 12, Cha 10 SA: Blood Drain, Create Spawn, Energy Drain, Stampede SQ: DR10/Silver and Magic, Fast Healing 5, Gaseous Form, Resistances, Turn Resistance +4, Low Light Vision, Scent, Undead Traits Feats: Alertness, Combat Reflexes (b), Endurance, Improved Initiative (b), Lightning Reflexes (b) Skills: Bluff +8, Hide ...