Warhammer of Concussive Force

This item is somewhat of a rough draft. Please feel free to use/modify it according to your campaign, players, and GM preferences. The lore/history may come along later. I’ve used items such as this in other campaigns. As long as everyone has something special, it works out pretty well.

A new magic item for Dungeon Crawl Classics and other D20 compatible fantasy TTRPGs.

Warhammer of Concussive Force aka Rock Crusher:
+1, (+3 vs Constructs and Earth Elementals) warhammer that inflicts 1d6 extra force damage on a successful hit.

On a Critical Hit, the hammer has a chance to rupture the target’s eardrums, DC12 Fort Save leaves the target with partial deafness lasting 1d6 hours. If the save was unsuccessful, the target is deafened for 1d12 days unless healing magic is applied. Creatures without eardrums are immune to this effect.

Adds +2 magical bonus to Mining checks if used as a tool.

Once per day (Long Rest,) the owner can command the hammer to shatter a 10′ cube of stone into rubble. This effect does 6d6 concussion damage to constructs and Earth Elementals as well.

Once per day (Long Rest,) the hammer’s owner can invoke the spirit of the hammer to issue a thunderous blast of concussive force in a 5’x15′ cone. Targets within the cone must make a DC12 Fort Save or take 6d6 damage, be knocked back 15′ from the target and deafened for 1d12 rounds. A successful save deals only 3d6 damage and partial deafness for 1d6 rounds.

Legendary Ability: The hammer can be struck upon the ground to cast Cause Earthquake as the spell. ONLY if the hammer wills it through its wielder. This effect can’t be used more than once per week.

Rock Crusher is not truly intelligent, but it does take some time to bond with its new owner before it will begin to reveal all but its most basic abilities. (The bonuses to hit and damage, Mining.) The hammer prefers to be wielded by Dwarves, Gnomes, or other earth-based species first. It also does well in the hands of righteous clerics and warriors with a kind heart who are willing to protect families and homes.

*Note: The wielder is immune to the effects it projects. Friends, pets, and party members are not immune, however.
**Note: The hammer is the opposite of stealthy. All of its abilities are accompanied by loud booms and bellowing crashes. Other creatures in the vicinity will be alerted to its use if they are able to detect any sound.

This item is somewhat of a rough draft. Please feel free to use/modify it according to your campaign, players, and GM preferences. The lore/history may come along later. I’ve used items such as this in other campaigns. As long as everyone has something special, it works out pretty well.

Thanks for stopping by. I appreciate you. Game on!

A Magic Shield For a Curious Paladin

Sometimes the face will confer added minor abilities to the shield and its owner. A demon face might come complete with horns protruding from the shield. Sometimes a face will cause thorns to protrude from the front and sides of the shield. A celestial/angel might cause the shield to cast a glaring light that repels evil if needed. The exact game mechanical effects are left up to the Judge/GM/DM/Rabble Rouser.

A magic item for Dungeon Crawl Classics.

This +1 Shield has a shiny metal of curious origins around its edges. At first it doesn’t appear to be much more than a regular shield, except the material it is made from is not of earthly origins. It is lighter than most shields, and exudes a sense of well-being when picked up.

After a few days, the owner will notice a change in the outer appearance of the shield. Some days it is white with a chrome metal edge. Some days it is almost pure black. If the owner rides through a forest, it may turn green and have an ivy pattern around its edges. In a desert, it turns a dark brown color.

It is most curious underground. The shield itself turns gray and the circle in the middle appears as a mercury pool of shiny metal. That’s when things get most interesting.

The owner can will the shield to give off light as a lantern. The shiny metal property can be used as a mirror if desired. Regardless of the appearance, the shield always confers a +1 bonus to Armor Class.

Photo by Jonathan Cooper on Pexels.com

After a time, the shield will begin to manifest faces. Each face is a different being-some human, some elf, some celestial and some demon. Each has a different personality. Each has something different to say to the owner. If the face speaks, it is unclear whether the shield is intelligent or if the phrases were somehow preprogrammed into the images. A phrase is rarely repeated unless it has some significance to the owner.

Sometimes the face will confer added minor abilities to the shield and its owner. A demon face might come complete with horns protruding from the shield. Sometimes a face will cause thorns to protrude from the front and sides of the shield. A celestial/angel might cause the shield to cast a glaring light that repels evil if needed. The exact game mechanical effects are left up to the Judge/GM/DM/Rabble Rouser.

Please also note that the shield is technically cursed. It will stay with the character who first wields it or with their armor if they take it off. If discarded, forgotten, or stolen it will reappear with the owner within 24 hours. The shield will even begin to taunt its owner if more than one attempt to discard it is made. Likewise, it can’t be painted or otherwise covered. It is indestructible except for powerful magic.

If the owner is rude to the shield, it may start mocking them openly, making noise when the character attempts to be stealthy, say inappropriate things during social encounters, etc. However, if the character takes care of the shield, cleaning and polishing it regularly and maybe engaging in polite conversation, the shield can become sort of an intelligent companion.

The shield can also influence the owner’s mood to a lesser extent. While the shield has no discernible agenda of its own, it may sense the mood of the group and reinforce that of its owner. Sometimes a face will appear to be happy. Sometimes if the group is quiet or sullen, the shield will exude a sense of melancholy. It is always unclear if there is an underlying intelligence or if it is simply mirroring what is around it.

Thanks for stopping by. Have fun monkeying around with this shield.

Monstober Day 30: Thief.

The Flea was a scrawny, short, underfed, homely member of the local thieves guild, barely noticed by the other members. She initially got by plotting and scheming of larger crimes. Her abilities lent themselves well to petty pickpocketing, stealing from merchant’s carts, and occasionally finding a meal in the garbage. Hunger was her primary motivation until she found the book, the ring, and the cloak.

There’s an old saying in fantasy RPGs that one of the deadliest things one can run into is another player character. (Or at least an NPC with class levels.)

The Flea was a scrawny, short, underfed, homely member of the local thieves guild, barely noticed by the other members. She initially plotted and schemed of larger crimes, dreaming of becoming guild leader. Her abilities lent themselves well to petty pickpocketing, stealing from merchant’s carts, and occasionally finding a meal in the garbage. Despite her ambition, she was a starving petty thief. Hunger was her primary motivation until she found the book, the ring, and the cloak.

The book is the Diary of the Great Thief Gerald Rother, explaining in intricate detail how he took control of the guild and maintained that control for three decades. He had a reputation for being a fair and just guild leader. He was absolutely hated by the local authorities included royalty. He was also somewhat of a fraud.

Gerald used the Ring of Domination to manipulate his own guild members. Before his death, he hid his cloak, ring, diary, and dagger in a nook that only the most desperate of street rats would think to look in. Eden, “the Flea,” was just that. Following the diary’s instructions, she started pulling the strings within the guild while maintaining her sheepish, almost unnoticed appearance.

After a few years, she managed to elevate her friend, Pete “the Weasel” into the appearance of guild leader. Eden became reclusive, operating out of a small cottage where she found Gerald’s gear. She made a rare appearance now and then when the situation warranted a hands-on approach. Most of the time she relied on messengers and Pete to tell her what was happening around the city and in the guild. She also pressed the Cloak of Invisibility into service for the purpose of spying on the guild, the City Watch, and the nobles.

Eden “the Flea”: Init +4; Atk poisoned dagger +10 (+5) melee (1d12+1 then 1d4 +1, plus poison) crossbow +4 ranged (1d6) AC 14; HD 5d6 (16 hp.); MV 30’; Act 2d20; SP poison (Fort DC 18 or death, dmg 1d12+1d4 Str on successful save),thief skills 75% (disguise, move silently, climb, pick locks, hide in shadows); SV Fort +3, Ref +8, Will +4; AL C.

+1 Cloak of Invisibility.
Ring of Domination.
+1 Dagger.
Diary of The Great Thief Gerald Rother.

Monstober Day 25: Cave.

This fierce subterranean species of giant spider stalks its prey from the shadows before pouncing on it! #Monstober #Monstober2022 @TrueFeyQueen888 @TrueFeyGaming @Mrs_MothMan_Art

Sabre tooth Cave Spider.

For Dungeon Crawl Classics and other D20 based RPGs.

This monster lurks in caves and other semi-subterranean areas, preferring mostly large game as its meal. This spider is roughly the size of a lion or similar large cat. If cornered or outnumbered, it will retreat to its lair, usually nearby.

Sabre Tooth Cave Spider: Init +3; Atk bite +6 melee (1d10 plus poison) Pounce +4 melee (1d8 plus extra attack.); AC 16; HD 4d8; MV 30’; Act 1d20; SP poison (DC 20 Fort save or lose an extra 3d4+4 hit points and 4 Agility temporarily; success results in loss of additional 1d4 hit points only), stealthy (+10 to attempts to move silently); SV Fort +2, Ref +1, Will -1; AL C.

The sabre tooth cave spider will always attempt to attack from the shadows, attempting to paralyze its prey before dragging it off to be eaten. It prefers to Pounce from a short distance to catch its prey off guard. If this attack is successful, the spider immediately gets its regular attack on the target for free. It rarely attacks more than two or three creatures, especially if man-sized or greater.

At the Judge’s discretion, there could be as many as 3-5 of these spiders operating together in a single area. They share the risks as well as the prey. If the target is large enough, two of these spiders have been known to take down the same target.

Monstober Day 24: Hag.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

The Ogre Hag for Dungeon Crawl Classics.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

Ogre Hag: Init +2; Atk staff +5 melee (1d6+6); AC 16; HD 5d8+4; MV Walk 20’ Fly 25′; Act 1d20; SP Evil Eye, Poison Brewing, Demon Servant, Cast spells as Level 3 Wizard; SV Fort +4, Ref +2, Will +1; AL C.

One of the Ogre Hag’s eyes tends to be larger than the other. This eye projects evil upon anyone who crosses the Hag’s path. When used as a free action, the Eye forces everyone looking at it to make a Will Save DC14. If the fail is saved, the character suffers a -2 penalty to all rolls for attack, damage, saves, spell fails, turn unholy, etc for the rest of the encounter.

Ogre Hags spend a great deal of time brewing poisons for other creatures or their own wicked uses. The Hag will normally have 1d4 vials of contact poison on her that can be hurled or even spat upon enemies to sicken, blind or disorient them.

The Hag may also summon a loyal Type 2 random Demon Servant at a 20% chance, 1x/day. This chance increases to 30% if the hag prepares for at least one hour. The servant lasts for one encounter or until dismissed. The death of the summoner always releases the demon.

Monstober Day 22: Forest.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

This hideous arcane/demonic abomination is one of many for a dungeon in development.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

Skullus Spider Bear: Init +3; Atk bite +7 melee (1d6+3 plus poison) Claw +7 melee (1d6+3); AC 17; HD 5d8 (32 hp); MV 40’; Act 1d20; SP poison (DC 22 Fort save or lose 1d4+4 Strength permanently; success results in temporary loss of 1 Strength), web (10’ diameter, see General description of spider web spell, DCC RPG, p. 196); SV Fort +5, Ref +3, Will +1; AL C.

My concept sketch of the bearbug in question.

5 Magical Crossbows and Their Effects

The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:

For Dungeon Crawl Classics or other OSR style games.

Regular Crossbow:* Damage: 1d6 Range: 80/160/240 Cost:30SP

1. Crossbow of the Venomous Asp

This crossbow +1 to hit/+1 damage fires a blazing bolt of green energy toward the target of the firer’s choosing. If the bolt hits, the target takes 2d6 poison damage (DC 12 Fort Save for half poison damage) in addition to the damage caused by the bolt. This effect lasts 1d3 rounds or until a second Fort save is made, healing magic or the target expires.

This effect may be used up to 3 times per day. A command word must be spoken each time the power is used.

2. Repeating Crossbow of Shards

This +1 to hit/ +1 damage crossbow comes equipped with a hopper on top and a crank that allows it to hold up to 9 quarrels. This weapon comes equipped with a curious selector switch on the side:
Single Shot, as a regular +1 Crossbow
Automatic: The Crossbow is hand cranked and shoots a single attack roll. The target is hit with 1d3 quarrels per shot with 3 quarrels always being expended.
Shard: This causes the crossbow to magically split the quarrel into a 5′ x 30′ Cone of splinters. Those caught in the cone must make a DC 12 Ref save or take 1d10 points of damage. This effect only expends one quarrel and may be used as often as the character firing it desires.

3. Screaming Skull Thrower of Death.

This crossbow has what appears to be a skull at the end of it. There are glowing red gems set in the eye sockets. The stock appears to have been carved from solid black wood of unearthly origin and the arms are engraved with demonic runes. The entire weapon has an ominous glow.
It is considered extremely dangerous, cursed, and will bond with a character that has suitable skills as a crossbow archer.

This weapon retains a +3 to hit/+3 damage bonus.
The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:
1. The shooter is instantly reduced to 1 hp. Must make a Fort save or be rendered unconscious.
2. (DCC Characters) Roll once on the Greater Corruption Table and apply the effects.
3. The character is haunted for one day by an antagonistic spirit. -2 to any roll involving concentration.
4. (DCC Characters) Roll once on the Major Corruption Table and apply the effects.
5. The character is deafened for 24 hours.
6. (DCC Characters) Roll once on the Minor Corruption Table and apply the effects.
7. The firer gains the amount of temporary hp equal to the total amount lost by the target from this attack.
8. The character summons an imp. It will harass and antagonize the owner of the crossbow until banished, killed, or 24 hours expire.
9. The character is struck blind when not holding the weapon. This effect lasts 1d3 days.
10. The weapon emits a Banshee scream. The ghost attacks with a bone-chilling
scream. Every living creature within 100’ automatically takes 1d4 sonic damage and is potentially deafened for 1d4 hours (DC 12 Fort save to resist). The ghost can issue this scream up to 3 times per hour. Dogs, horses, and other domesticated animals are automatically spooked by the scream.
11. The target temporarily loses an additional 1d6 Con regardless of the save as does the weapon’s firer. The firer’s hair automatically turns white permanently and the character is wracked with chills for 24 hours. -3 on all activities.
12. The firer has attracted the attention of a deity or other divine being. The final effect is left for the Judge to decide.

4. Blood Drinking Crossbow.

This cursed +1 to hit/+3 Damage crossbow drains 1d6+3 hp from a living target upon a successful hit (Fort Save DC 12 for half.) On a critical hit, the target must make a Fort Save DC14 or lose 3d6 hit points. (Half on a successful save.) However, the owner of this crossbow is a lighthouse beacon to attract any creature that feeds on blood (Vampires, Succubi, etc.) These creatures will be attracted to the crossbow and it’s owner if they are within 100 yards.

If this crossbow is abandoned or destroyed, the former owner takes 1 point of permanent Con drain until they recover the item or expire. If the weapon is stolen or misplaced and recovered by someone else, they take the same Con drain until it is returned.

5. Firecracker.

This crossbow is +1 to hit/+1 Damage, +3 Damage vs creatures vulnerable to fire. On command, the crossbow emits lights equal to a standard torch. 3/day for 6 rounds, any ammunition loaded into this weapon bursts into flame when launched. Inflicts additional 1d6 damage and ignites targets on fire (Ref save to avoid; DC 13.) On a critical miss, the firer must roll on the Major Corruption Table and be affected by the results. Also, every time a quarrel is fired and ignited, there is a 1 in 30 chance the gods themselves might take notice of this incredible weapon.

Promptober Day 22: Giant/Colossus.

This nearly 20′ tall statue made entirely of brass has the head and tail of a dragon, but the arms and legs of a humanoid. (No wings.) It was built by a wizard an indeterminable number of years in the past. From time to time it continues to lumber on, as if searching for something or someone.

The Draygolem, colossal half dragon, all golem.

DrayGolem (Brass): Init +6 (surprise); Atk Giant Fist +11 melee
(2d8 +5) Tail Strike +7 Melee (2d10), Breathe Fire 2x/day Ranged Damage 4d8 40′ Cone Fire Ref Save DC 17 for half damage, AC 16; HD 9d8; MV 25’; Act 2d20; SP Immune to normal weapons, Fire damage heals, Doesn’t need to eat, breathe and sleep, Infravision 30′ (*Immortal); SV Fort +11, Ref +3, Will +7; AL N.

This nearly 20′ tall statue made entirely of brass has the head and tail of a dragon, but the arms and legs of a humanoid. (No wings.) It was built by a wizard an indeterminable number of years in the past. From time to time it continues to lumber on, as if searching for something or someone.

It never hesitates to smash or hoot fire all over anyone foolish enough to step into its path. It is relentless, but may be slowed by cold water or even freezing temperatures. Cold attacks and large bodies of water cut its movement to 10’/round and 1 Action. It is also a bit clumsy and could be tripped or forced to stumble.

Judge’s notes: This is intended to be a challenge for the players not to kill, but to slow, incapacitate, change its course or otherwise stop it from endangering innocent lives. If stopped, it will regenerate 1 hp per day until it reaches full health again. It could potentially be destroyed? if dropped into a deep ocean or a volcano.

It may also be possible to stop or even command the creature if someone could learn the creature’s command words. A lot of difficult research and probably a large dungeon crawl (*To be detailed later) would be involved to learn more about the creature and how to stop it. Ultimately it is up to the Judge as to how the creature was forged and how to ultimately stop it.

Also, somewhere in the world, there are rumors that the creature’s wings were forged, but never mounted. If the Draygolem ever found the wings, what would happen? Does the creature know its wings are out there?

(Artwork to be determined at a later date.)

Monstober Day 14: Knight

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight

For use with Dungeon Crawl Classics, D20 or compatible #OSR games.

These creatures are brought forth by the most foul beings, always for nefarious purposes. They serve as bounty hunters, body guards, assassins, generals, and knights for the most terrifying of evil lords.

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight (type III demon,): Init +4; Atk +2 Flail of Doom +10 melee (1d6+6 plus 1d4 against lawful creatures) and Hellish Longsword +10 melee (1d8+3 plus 1d6 fire) or Tail +12 melee (1d16); AC 20; HD 8d12; MV 40’; Act 3d20; SP Aura of Fear, detect good (+8 spell check), demon traits; Fire Resist 5; Summon Demonic Steed, Summon Demonic Hounds; SV Fort +8, Ref +10, Will +8; AL C.

Fear Aura: All creatures must make a DC 12 Willpower save the first time they encounter a Demon Knight or flee in fear for 1d6 rounds. This check must only be made once per day for any number of Demon Knights encountered.

Summon Demonic Steed: A demon Knight has the ability to call forth their own personal Type 2 Demonic Steed, a charcoal black bat-winged warhorse with barding, fiery eyes, and flaming hooves. Its jaws more closely resemble that of a skeletal hound with long, vicious fangs. The summoning ability is at will with an unlimited number of uses.

Summon Demonic Hounds 3x/day: The Demon Knight has the ability to summon forth a Type 1 Demonic Hound once per round as one of their actions.

There is a 10% chance each the knight’s +2 Flail, Hellish Longsword, and Demonic Full Plate Armor will not vanish when the Demon Knight is destroyed. However possessing/using these items will draw a lot of attention, including that of the gods themselves. All luck penalties associated with using these items are doubled. These items almost always are detectable as evil. The Judge may wish to add additional curses or penalties as they see fit, including possibly becoming possessed by the Demon Knight.

Monstober Day 16: Whip.

This Type IV Demon stands between 4′ and 6′ tall. Typically has red or dark pink skin. Usually scantily clad in leather or chain mail. Has long hair, horns, batlike wings, a barbed tail, and hooves. Most often carries a whip and a length of chain and/or manacles. Beware, these creatures are not to be taken lightly.

Dungeon Crawl Classics has always needed a Succubus.

This one is NC=17 ish.

For Dungeon Crawl Classics, D20 compatible or #OSR games.

(Different artwork coming eventually.)

Natural form: This Type IV Demon stands between 4′ and 6′ tall. Typically has red or dark pink skin. Usually scantily clad in leather or chain mail. Has long hair, horns, batlike wings, a barbed tail, and hooves. Most often carries a whip and a length of chain and/or manacles. Beware, these creatures are not to be taken lightly.

Succubus (type IV demon): Init +6; Atk Whip +12 melee (dmg 1d6+6 or *entangle Reach 10′) or Claw +12 melee (3d8+6 damage) or bite +16 melee (1d12+4 plus Drain Blood); AC 22; HD 10d12; MV 60’ or Fly 40’; Act 2d20; SP spells (+8 spell check): detect good, Charm or scare, Shape Change, demon traits; SV Fort +12, Ref +10, Will +12; AL C.

*Instead of doing damage, the succubus may opt to entangle an opponent. On a successful hit, the Succubus may forego the damage and instead force the target to make a DC 20 Reflex Save. On a successful save, the target takes one point of damage. On a failed save, the target is entangled and unable to use the limb that was struck (Judge’s choice.)

Once entangled, the Succubus will begin to drag the target toward her at the rage of 5′ per turn. Once in range, the Succubus will attempt to charm and then bite the target and Drain Blood. If a creature breaks free, the Succubus will attempt to use her claws on the target until it is too wounded and must submit.

These creatures are extremely sadistic. They often toy with their prey, wearing them down slowly before going in for the kill. They may change shape at will to appear to be whatever race/gender is most appealing to its target. Succubi are lone hunters who prefer to seduce and drain a target rather than confront anyone directly.

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