The Black Hand
Beyond the goblin wastes, in his stronghold The Tower of Zards, the foul necromancer known only as The Black Hand uses his evil magic to terrorize and enslave the people of Mystra. Bands of walking dead attack wayfarers, armies of corpses clash with forces of the living, and when The Black Hand visits a battlefield even greater horrors arise.
It is said that only heroes who have been granted the boon of the gods at the Temple of Kings will be able to pass the mystical wards and defeat the demon that guards the tower.
Medium undead, lawful evil
Armor Class 16 (natural armor)
Hit Points 49 (9d8)
Speed 30 ft.
Proficiency +4
STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 11 (+0)
Saving Throws Int +7, Wis +4
Skills Arcana +7, History +7
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 14
Languages Common, Dwarven, Giant, Draconic, Infernal
Challenge 9 (5,000 XP)
Spellcasting. The Black Hand is a 9th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Black Hand has the following spells prepared:
Cantrips (at will): chill touch, ray of frost, true strike, minor illusion
1st level (4 slots): shield, magic missile, thunderwave
2st level (3 slots): misty step, ray of enfeeblement, hold person, mirror image
3st level (3 slots): fireball, counter spell, vampiric touch
4th level (3 slots): fire shield, ice storm
5th level (1 slot): cone of cold
Actions
Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6 cold damage). The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Posted in 5th edition Dungeons & Dragons, Character, Creature and tagged Prophecy of the Summer Frost, Tower of Zards by Adam A. Thompson with no comments yet.
Hyperspace Horrors, FTL Fiends, and Warp Devils
Called space demons by some, these horrifying creatures are believed to originate from outside the known universe. Scientists posit that they are a psionic phenomena, manifesting in our perceived reality through unknown processes. Experiments with psionics or jump space technology that manipulate the fundamental laws of physics have sometimes been known to manifest these types of creatures.
Varied in appearance, these creatures display anatomies and abilities with little resemblance to most life-forms of known space. Some seem to have intellects and psychic powers, while others seem to simply be ravenous beasts. Many have horrible or impossible-seeming physiology, such as the lack of an apparent skin, multiple heads, or protruding bones.
The following creatures are just a few examples of the types of creatures that sometimes come to the Travellers’ universe from outside normal space.
Imposter
First encountered during the Second Imperium when a rogue scientist used surgery and mutagens to stimulate psionic abilities in test subjects. Investigators believe some type of alien entity or psionic parasite merged with one of the test subjects and gained control of the host. The resulting hybrid creature then propagated its kind among the other test subjects. After contact was lost with the base one of the first squads of Imperial anti-psyker Inquisitor-Marines was sent to cleanse the research station. Cleansing the station resulted in significant casualties, including incurable insanity in the lead Inquisitor.
These creatures have strong psionic powers and are able to command sentient creatures and project a false appearance into other’s minds. They will endeavor to separate a group and use a false appearance to ambush lone members when their guard is down. Fairly intelligent, they will often retain many of the skills of their host. Some will eat the brains and bodies of their victims, though they will instead infect psionic creatures with the psychic parasite. Groups of them coordinate using telepathy.
Appearance – Horribly disfigured humanoid creatures with gaping maws of razor-sharp teeth.
size 6 (50 kg)
Strength 2d6 (7), Dexterity 2d6 (7), Endurance 2d6 (7), Intelligence 8, Instinct 8, Pack 2, Psionic 12
Skills – athletics 0, melee 0, recon 0, survival 0, (any other from host – often includes gun combat 0), psionics (telepathy) 3
Weapons – teeth 1d6 damage (or by weapon)
Armor – 2 (or humanoid armor as available)
Ravager
An incident on the research station at a Lagrange point of Zaftel IV resulted in the death of the entire science staff. Video footage recovered from the station shows the staff being torn to pieces by a large creature that appeared during tests of the short-distance teleportation experiment being conducted there. Although quarantine procedures were properly followed, the creature somehow managed to get on board the first rescue ship and kill several of their crewmembers before it was destroyed.
Appearance – A hulking brute with claws, teeth, chitinous plates, spikes and horns, resembling a huge demonic dog.
size 9 (450 kg)
Strength 4d6 (14), Dexterity 2d6 (7), Endurance 4d6 (14), Intelligence 4, Instinct 8, Pack 3
Skills – athletics 2, melee (claws and teeth) 2, recon 1, survival 0, psionics (teleportation) 1
Weapons – claws and teeth 2d6+2 damage
Armor 6
Impregnator
These small parasites were discovered when they overwhelmed a colony ship following a misjump. They have a hypnotic psi power, which they use to pacify a target and implant their spawn. Within a few days the host dies as the parasites consume their internal organs, all the while using their growing psychic powers to kept the victim insensitive to the pain.
Appearance – Many-legged insect-like creatures, with huge mandibles and a long egg-injecting stinger.
size 3 (6 kg)
Strength 1d6 (4), Dexterity 2d6 (7), Endurance 2, Intelligence 4, Instinct 8, Pack 5, Psionic 7
Skills – athletics 2, melee (teeth) 2, recon 1, survival 0, psionics (telepathy) 1
Weapons – teeth 1d6 damage
Armor 3
Art by Spencer Nuzum and Adam A. Thompson
Posted in Creature, Traveller by Adam A. Thompson with 2 comments.
Lost Dwarven City of Dhald’holth
I created this dungeon to use in the caverns of the classic AD&D adventure Descent into the Depths of the Earth, so credit for the inspiration goes to E.G. Gygax.
My players had fallen into an underground river and been washed down to the Sunless Sea. From there they proceeded south to one of the undefined major encounter areas. There they found Dhald’holth, long lost to the dwarves who built it, and now occupied by dark elves, who use it as a fungus and lizard plantation worked by troglodyte slaves.
I expanded upon the area that I ad-libbed at that time to submit to the 2016 One Page Dungeon Contest.
True grognards may be gratified knowing that I placed this lost city in the hex-grid spaces around P2-36 on the Large Scale Map on the inside cover of that adventure.
Licensed under the Creative Commons Share-Alike License.
Background image by Juloml – Own work, GFDL, https://commons.wikimedia.org/w/index.php?curid=9647226
Posted in Adventure, Fantasy, Location, rules agnostic by Adam A. Thompson with no comments yet.
Sector Control
The Travellers Have Turned Pirate – Can They Get Away With It?
It’s happened in my Traveller game, and it was probably inevitable given the insurrectionist campaign I’m running. The player characters are wanted by the Imperial authorities. If you’ve run a science-fiction game for long it’s probably happened to you. They’ve done something and the law noticed.
But with travel and communication times being what they are, it seems possible that the players may be able to avoid the law as they jump from sector to sector. So the million-credit question for the referee is “How likely are they to get caught?” (more…)
Posted in Traveller by Adam A. Thompson with 2 comments.
The Suitors’ Challenge
an adventure seed for fantasy role-playing games
A common theme in ancient tales involve romance preceded by obstacles. Brunhilde, Atlanta, and Penelope all provide examples of these types of stories. This scenario presents an rich adventure idea that can incorporate heroic deeds, intrigue, and plenty of opportunities for role playing.
In these tales the young prince or princess is of age to marry. However, for whatever reason, someone does not want the marriage to take place. Perhaps the young princess wishes to spend her days hunting and running in the woods. Or the prince’s mother is jealous of her son’s affections and does not wish to have a rival. Maybe the princess’s kindly father simply cannot stand the thought of an unworthy person marrying his beloved daughter. It could be that an oracle has spoken a prophecy that unless a monstrous serpent is slain the princess will die of its poison. Or the princess is next in line of the royal succession and does not want a foreign husband ruling in her stead.
For whatever reason they have set conditions upon those seeking the hand of the young bride or groom. Perhaps the suitor must defeat a nearby monster, or beat the princess herself in a foot race or a contest of feats of arms. They could be sent to a distant land to retrieve some talisman or artifact to prove their worth. There may be additional penalties imposed for those who fail – perhaps they are stripped of land and title or exiled. Some may decree that those who fail the trial be put to death, in order to further dissuade any potential suitors.
The adventures may have been enlisted by another kingdoms’ young prince or princess to aid them in gaining the hand of the potential spouse. Or perhaps one of the adventures themselves is enamored of this young person. Or a combination of the two: perhaps the adventures are enlisted to aid someone and then find that one of their number is smitten by the young prince or princess.
The challenges themselves should be arduous. A chariot race can be extremely dangerous. A contest of archery might involve treachery with poison-coated arrows. Perhaps the nearby monster has a scaly hide which cannot be cut by mortal blades. Maybe the young princess has magical aid such as a belt of giant strength or help from the gods. The bride’s unwilling parents may interfere with the adventures. Conversely if they wish the marriage to take place they may help a chosen suitor. Rival suitors may well try to trip up or even kill their opponents.
Presented below is a short adventure built on this theme. (more…)
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Adventure, Fantasy and tagged Findor by Adam A. Thompson with no comments yet.
The Mantid
Highly adaptive, fast-evolving, scavenging insectiods, the Mantid are an alien species spread through the Skein Reach. Terrans describe them as looking like a cross between a praying mantis, a wasp, or a humanoid ant.
Individuals and colonies vary considerably as the Mantid’s genomes will adapt newly laid members to their environment within a few generations. Thus it is common so see a population of Mantid that are adapted to a tiny abandoned space station, or a world with an otherwise toxic atmosphere. Their carapace can be of any color based on available minerals and their place in Mantid society. For example, warriors will often have dark stripes or patterns contrasting with grays or earth tones. The statistics presented below represent typical examples of those who are adapted to living on starships or space habitats.
The Mantid are extremely social creatures and demonstrate high degrees of cooperation and devotion to their colony. Though their language is not well understood, xenobiologists postulate that they communicate both with a spoken symbolic language and through pheromones. These chemical communications seem to generate simultaneous emotional responses through a colony – if one is attacked the fight-or-flight response rapidly spreads to all Mantids in a group. Most other sentient creatures find the Mantid’s pheromones unpleasant and describe their habitats as “smelly” or “stinky”. (more…)
Posted in Creature, Location, Race, Region, Traveller and tagged Mantid by Adam A. Thompson with no comments yet.
OPEN GAME LICENSE
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Unicorn Rampant Publishing game product (blog) are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. (more…)
Posted in legal policies and tagged OGL by Adam A. Thompson with no comments yet.
BrokerBot-73
In outer space trade is a risky proposition. Between space pirates, aliens, and the legal vagaries of different planetary governments it can be difficult to even get goods from place to place. If space merchants encounter poor prices when they try to sell their goods, all of their hard work does them no good monetarily.
For Travellers buying and selling goods in spaceports an experienced broker can be the difference between making a healthy profit and barely scraping by. In Traveller, for every transaction each point of the Broker skill results in a %5 difference in price. Yet many Traveller players will not choose careers that might give them the required skills.
For crews that find themselves slowly going bankrupt a clever solution is a droid with the broker skill. The BrokerBot-73, a common model mass produced by Vinestead-X-Interstellar (VXI), comes loaded with Broker 2, Admin 2, and Translator 1, making them capable of managing trade in multiple languages, and getting good prices. The advertisements claim that a BrokerBot-73 “can increase profits from interstellar trade by an average of %20 (profit increase not guaranteed.)”
BrokerBot-73 (TL 13)
Strength 6 (+0), Dexterity 6 (+0), Hull 2, Structure 2
Intelligence 9 (+1), Education 12 (+2), Social Standing 7 (+0)
Traits: Computer/3 (running Intellect/1 and Expert Broker/2 – BrokerBots also have Expert Admin/2 and Translator/1 available)
Weapons: Punch (Melee (unarmed), 1d6 damage)
Price: 120,000 Credits
Posted in droid, Traveller by Adam A. Thompson with no comments yet.
Blue Ooze
These mindless collections of damp goop consume whatever organic matter they come across. Their acidic nature makes them quick devourers of plants, dead matter, wood, and any animal too slow to escape them. They prefer damp, dark habitats, and do not survive long in direct sunlight or in dry conditions.
Known by sages as “The Scourge of the Lost City of the Magi”, upon first encounter blue oozes may seem to be little more than nuisances. Their contagious nature often causes this first impression to be replaced by alarm at their swift spread during rainy seasons.
Blue Ooze
Medium ooze, unaligned
Armor Class 8
Hit Points 18 (2d8 + 6) (more…)
Posted in 5th edition Dungeons & Dragons, Creature by Adam A. Thompson with no comments yet.
Banquet of Horrors
In sumptuous banquet hall in the Tower of Zards, the walls are festooned with skeletons in manacles. On a table laid with golden plates, cups, and cutlery, there lay beautiful bejeweled forks bearing a curse. Upon picking a fork up characters are compelled to begin eating themselves. Every round affected characters must succeed on a DC 13 Charisma or Strength saving throw or stab themselves with the ornate fork and eat their own flesh, dealing 1 HP of damage.
The skeletons in manacles will begin a mocking, cruel cackling if anyone picks up a fork and takes a bite of themselves.
If they are incautious, multiple player characters may end up feasting on themselves. The curse can be temporarily interrupted by intoning a solemn prayer to the gods, or through use of a cleric’s turning power. The curse can only be ended permanently by a remove curse spell, or by melting the cutlery down, destroying most of their value. Until such time, any time the cursed PCs eat something, the curse activates again, they find the evil fork inexplicably in their hand, and they must make a Charisma or Strength save every round as described above. This may lead to fatigue or inability to rest if the players don’t eat so as to avoid the curse.
Posted in 5th edition Dungeons & Dragons, Encounter, Magic Item, Trap and tagged cursed, Tower of Zards by Adam A. Thompson with no comments yet.

