I
enjoy injecting material based on rock songs/albums into the RPGs I
run. My 13th Age campaign was largely based on Queen
II.
So
here's the band Heart looking like a group of D&D adventurers
from Little Queen.
They're
probably going to be my players rivals, as the current ones are likely dead.
Ann's
clearly the Magic-User.
Nancy
is likely a Bard or Thief.
Howard
Leese is an Elf and/or Illusionist.
Michael
DeRosier is the fighter back there tending to the horses while the
rest of the band memorizes spells. In this live footage he has some
sort of Dracula trophy hanging off his neck, so I'm not counting out
Paladin.
Steve
Fossen and Roger Fisher are likely multiclassed:
Steve's
jacket on the cover makes me think he's a Cavalier, but the strange
harness he's wearing in this clip seems like thieving gear of some
sort...
Roger
is a clearly Ranger in cover photo, but in most concert footage he
seems to be wearing some sort of halter-kimono, suggesting he
multiclassed into Monk at some point.
(This clip is a bit rough but still awesome.)
Here's a Heart-inspired malady to afflict your Magic-Users with:
St
Bebe's Palsy aka 'Magic Hands'
One
miracle performed by St Bebe was ridding the town of Whitehart of a
warlock who used his witchcraft to enthrall the young maidens of the
village. The story goes that as he attempted to coerce a maiden at
the Winter Feast, the young Bebe intervened, exhorting him to 'Make
no foolish fight!' His hands then became spasmodic, unable to form
the gestures needed to complete the enchantment. Enraged, the vile
sorcerer lunged at Bebe whereupon his hands tore themselves from his
wrists and skittered away. The warlock exsanguinated and the
community was safe from his predation.
Every
time a user of occult magicks gains a level, there is a percentage
chance equal to their new level that they aquire St Bebe's Palsy.
Once the palsy has been contracted, whenever the sufferer casts a
spell, they must save vs paralyzation or have the spell fail. If the
spell is offensive and targets another intelligent creature, the
caster must save vs death or have their hands rip off and crawl away,
each becoming their own separate creature. They are still considered
parts of the original Magic-User for the purposes of magics that
require a portion of the body.
No.
Enc.: 1d2 (1d2)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 4
Hit Dice: 2
Attacks: 1 (claw)
Damage: 1d4
Save: Hands save as a MU the same level as the original host.
Morale: 9
Hoard Class: None
XP: Based on MU's HD, divided by 2
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 4
Hit Dice: 2
Attacks: 1 (claw)
Damage: 1d4
Save: Hands save as a MU the same level as the original host.
Morale: 9
Hoard Class: None
XP: Based on MU's HD, divided by 2
For
each hand, roll 2d8 for every level of the magic-user.
Each
result allows casting the spell once per day, repeat results increase
castings per day.
2 Feeblemind
3 Arcane
Eye
4 Charm
Monster
5 Confusion
6 Arcane
Lock
7 ESP
8 Hold
Portal
9 Charm
Person
10 Sleep
11 Knock
12 Hold
Person
13 Polymorph
Other
14 Polymorph
Self
15 Remove
Curse ®
16 Hold
Monster
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