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Malazzarr's Temple in Lankhmar

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While adventuring in Lankhmar , the party completed a job for the local Overlord and were granted possession of an abandoned temple dedicated to Tyaa , goddess of birds. Her worshipers had been driven from the city several years prior following a scandal and the building had stood vacant ever since. While most of the party was away tending to other matters, the group's primary wizard remained behind to prepare their new home for habitation. Note #1: At this point, the party's spellcasters were suffering from debilitating pain every time they tried using their magic. This was related to the creature that would serve as this portion of the campaign's Big Bad. Romulus rises early, knowing he has an important meeting to attend. He takes a carriage over to Marr’s office to review the paperwork transferring the abandoned temple of Tyaa from the City of Lankhmar to the party. With that completed, the halfling makes a trip back to the River District and then to the tem...

Mr. Peanut

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After 104 years, Planters killed off Mr Peanut.  I am more bothered by this than I probably should be.  Maybe it's a nostalgia factor.  Maybe I can't help but think it's some kind of cheap ploy. I don't know.  I have given the matter some thought and have decided to turn the sentient legume into a D&D character (3.5e in keeping with my home campaign). Bartholomew Richard “Mr Peanut” Fitzgerald-Smythe Anthropomorphic Peanut Aristocrat 12 CR: 11 Medium Plant HD: 12d8 Hp: 52 Init: +0 Spd: 30' AC: 13 (+0 Dex, +3 Natural) Attacks: (BAB +9; Grap +8); +8/+3 Cane/Walking Stick: 1d6-1 or Trip (20/x2) SA: - - SQ: Class Abilities, Plant Traits Align: NG Saves: Fort +4, Ref +4, Will +8 Str: 8, Dex: 10, Con: 12, Int: 14, Wis: 13, Cha: 15 Skills: Diplomacy +17; Drive +3; Knowledge (Current Events) +19; Knowledge (History) +19; Perform (Acting) +19; Perform (Dancing) +12; Perform (Oratory) +9; Profession (Actor/Spokesperson) +13...

Familiars

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F amiliars are spirits that assist in all forms of magery, from research to potion brewing to spellcasting and the creation of powerfully enchanted items.   A familiar most commonly takes the form of an animal although experienced wizards can acquire more powerful creatures as servitors.   But, if you look at the Player’s Handbook, this is not what familars actually do and it has bothered me for a long time.   As presented, the familiar is a poor combatant (in 3e and 3.5e with a staggering number of hip points) that provides bonuses to non-magical skills, saving throws, or maybe some bonus health for its master.   With that in mind, I sat down and began working on something that I felt was a little more in keeping with the lore associated with the mythological version of the familiar. ”Familiar” is an acquired template that can be added to any Small or smaller Animal or Vermin with 1 HD or less (hereafter referred to as the base creature).   A familiar us...

The Code of the West

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My Western campaign , despite the setting, is based on D&D.  There are fighters and clerics, rogues and wizards, druids, and so on.  Paladins, who, for the most part have no orders to swear allegiance to (currently, I only have the Ordo Malleus and the Red Reverends ) instead follow the Code of the West.  The Code of the West is a set of strict morale guidelines. This code should not be confused with the (fairly confusing) Law of the West... Those who keep to the code believe the following... A Cowboy must not take unfair advantage of an enemy A Cowboy must never go back on his word A Cowboy must always tell the truth A Cowboy must always be gentle with children, the elderly, and animals A Cowboy must not possess racially or religiously intolerant ideas A Cowboy must help people in distress A Cowboy must be a good worker A Cowboy must respect women, parents, and his nation's laws A Cowboy must neither drink or smoke A Cowboy must be a patriot No...

The Gift of the Mogwai

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Christmas will be upon us soon so I thought it would be nice to write another holiday themed post. With that in mind, I present to you the Gift of the Mogwai.... But remember, with every gift, there comes certain responsibilities. There are conflicting rumors regarding the origin of the Mogwai.  Some say that they were created on a distant planet to spread peace and happiness, as well as to stop wars and extinctions on distant planets. Another rumor claims that they are devilish spirits (as a side note, "Mogwai" is Cantonese for "devil") given bodies who enjoy wreaking havoc and spreading death and destruction. Mogwai CR: 1/2    Tiny Magical Beast HD: 1/2d10     Hp: 5 Init: +2     Spd: 10' AC: 6 (+2 size, +2 Dex), t: 8, ff: 8 Attacks: BAB/Grap: +1/-9; +5 Unarmed: 0 SA: - - SQ: Darkvision 60', Daylight Vulnerability, Low-Light Vision, Metamorphosis, Reproduction, Transformation ...

The Grinch

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The Grinch is a 53-year old Half-Ogre Bugbear that lives in the mountains just North of the town of Whoville. He is, or at until recently was, incredibly hostile toward the Who's and their Midwinter holiday festivities, going so far as to steal gifts, food, and decorations in an attempt to disrupt the celebration. The Grinch Male Half-Ogre Bugbear CR: 3     Large Humanoid (Giant, Goblinoid)       HD: 3d8+9     Hp: 25 Init: +0   Spd: 40'  AC: 16 (-1 size, +7 Natural), t: 9, ff: 16 Attacks: (BAB +2, Grap +15); +10 Unarmed: 1d4+9 SA: - - SQ: Darkvision 60', Giant Blood, Scent Align: NE (NG by end of book/movie) Saves: Fort +4, Ref +3, Will +1 Str: 27, Dex: 10, Con: 17, Int: 10*, Wis: 10, Cha: 7 Skills: Bluff +2, Craft (Sewing) +2, Disguise +2, Handle Animal +0, Listen +4, Move Silently +6, Spot +2 Feats: Alertness, Deceitful Gear: Sleigh with Dog Harness, Sewing Kit, Sacks of Assorted Sizes, "Santy Claus"...

Turbo the Racing Snail

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"Turbo" was a 2013 animated movie about a snail who gains speed powers and competes in the Indianapolis 500. I am strongly considering making this official history (with some minor changes) for Earth-218 . In a world with aliens , superhumans , robots , and the paranormal , a racing snail would not be entirely out of place so here is my take on the character. The "Mutant template" is based on d20 Paragon created by D. Jon Mattson. Theo (a.k.a. Turbo) "male" Talking Garden Snail CR: 1     Fine Animal (Mutant)     HD: 1/16d8.    Hp: 1 Energy: 16 (+1/HD or class level after 1st) Init: +6     Spd: 60' (see below), climb 60' AC: 30 (+16 size, +4 Dex), t: 30, ff: 26 Attacks: (BAB +0; Grap -21); N/A SA: Mutant Abilities SQ: Mutant Abilities A lign: N      Saves: Fort +2, Ref +7, Will +0 S tr : 1, Dex: 18, Con: 11, Int: 10, Wis: 10, Cha: 10 Skills:  Jump -2 (max distance with running jump is mu...