Sunday, August 23, 2020

Fireball Alley

This alley is the source of 86% of all student ghetto neighborhood-wide fires in Wizard City Hexcrawl. It is on fire, to some degree on average 2 days out of the week. This is largely due to its popularity as a location for street fights between rival wizard gangs.

But it also might be in part from leaking natural gas.

Wizard street fights are a messy affair.



Wizard Street Fight Rules


Roll 1d12 for one side and 2d6 for the other. This is how many HD each side is fielding.
Sides with fewer HD get a penalty to their Morale equal to the difference.
X Indicates that any leftover HD go into these unit types.


For 5th Edition D&D Games, double the amount of HD in all categories.


1HD Wizard Spells: 1) Burning Hands 2) Magic Missile 3) Grease 4) Hold Portal 5) Sleep 6) Shield
2HD Wizard Spells: 1) Invisibility 2) Mirror Image 3) Levitate 4) Web 5) Phantasmal Force 6) Knock


d12
Gang
HD
Forces
Abilities
Details
1
Black Dragons
1-2
X Whelps (1HD)
Resistance
Whelps cover themselves in layers of energy-resistant scrap to protect them from the elements.
3-5
X Whelps (1HD)
6-8
3 Acid-Flingers (2HD) +
X Whelps (1HD)
Acid Spit, Resistance
Veterans of the organization have learned how to spit acid without damaging themselves, permeating a dissolving aura to which they are immune.
9-11
4 Acid-Flingers (2HD) +
X Whelps (1HD)
12
Black Dragon (8HD) + 
2 Dragon Handlers (2HD)
Acid Breath, Flight,  Acid Spit
A Black Dragon is a fearsome sight. Its handlers toss jugs of acid in fly-by bombing runs.
2
Black Magic Fraternity
1-2
X Initiate Brothers (1HD)
-
Pledging freshmen have no special combat skills.
3-5
One Dark Brother (2HD) +
X  Initiate Brothers (1HD)
Curse
Classic Curses encompass everything from spontaneous dizziness to bleeding to itchiness.
6-8
Three Dark Brothers (2HD) +
X Initiate Brothers (1HD)
9-11
One Ghost (3HD) + 
Two Seniors (3HD) +
X Initiate Brothers (1HD)
Ethereal, Aging Curse
“Hazing Party” - The ghost of a Brother who failed Initiation will wither opponents and pledging freshmen quickly.
12
Two Cloaked Alumni (5HD) + 
One Dark Brother (2HD)
Shadowmeld, Curse
All fear the Dark Brother with three shadows. Alumni are living shade, capable of pulling enemies of the Fraternity down into the depths of the earth.
3
Dead Janes
1-2
X Skeletons (1HD)
Undead
Skeletons are fast and fearless - throwing themselves into conflict with a morbid abandon.
3-5
One Necromancer (2HD) +
X Skeletons (1HD)
Animate Dead
One Necromancer can quickly create 1 HD of undead per turn out of fresh corpses, up to their HD.
6-8
Two Necromancers (2HD) + 
X Skeletons (1HD)
9-11
One Full Jane (4HD) +
Two Zombies (2HD) +
X Skeletons (1HD)
Animate Dead, Flesh-Eating Bacteria
Zombies are fresh corpses seeded with a flesh-eating bacteria that quickly converts them into the shelf-stable skeleton.
12
One Man-O’-War (6HD) +
Three Necromancers (2HD) +
Two Skeletons (1HD)
Electroshock, Animate Dead
The Man-O’-War is a floating fortress of spilling tethered corpse-parts, like the horrible tendrils of a jellyfish. Merely touching these tendrils can Paralyze like a ghoul.
4
Dirty Rascals
1-2
X Rascals (1HD)


Evasion
Good at bunkering down when the heat comes, having Advantage against all Area-of-Effect attacks.
3-5
X Rascals (1HD)
6-8
X Rascals (1HD)
9-11
X Rascals (1HD)
12
Basilisk (4HD) +
8 Rascals (1HD)
Petrifying Gaze
Holy shit where did the Rascals get a live basilisk?!
5
Fire Brigade
1-2
X Firemen (1HD)
Fire Axes
Firemen carry hefty axes capable of quickly tearing through doors, windows, and flimsy walls.
3-5
X Firemen (1HD)
6-8
One Sergeant (3HD) +
X Firemen (1HD)
Flaming Hands, Fire Axes
Flaming Hands is a classic spell that creates a flamethrower effect.
9-11
One Fire Truck (6HD) +
One Sergeant (3HD) +
X Firemen (1HD)
Tank!, Flaming Hands
The Fire Truck is an armored wagon captained by a Sergeant and three Fire Men. It sports a napalm flamethrower that halves its range every use.
12
Two Fire Trucks (6HD)
Tank!
6
Fourteen and Five-Eights Street
1-2
X Gangsters (1HD)
Hidden Weapons
Now watch as I pull from this hat a SPIKY-NAIL-BAT!
3-5
One Zookeeper (2+1HD) +
X Gangsters (1HD)
Conjure Animals, Hidden Weapons
Zookeepers keep portals to extradimensional zoos in their clothes, allowing them to unleash menageries of poisonous snakes, insect swarms, small mammals, or crazy people.
6-8
Two Zookeepers (2+1HD) +
X Gangsters (1HD)
9-11
Tall Man (3+1d4HD) +
One Zookeeper (2+1HD) +
X Gangsters (1HD)
Clown Coat
Tall Men wear trench coats capable of summoning 1d4 ready-to-rumble 1HD gangsters from underneath the fabric.
12
Two Tall Men (3+1d4HD) +
Two Gangsters (1HD)
Clown Coat
7
Nightmares Steed Club
1-2
X Street Racers (1HD)
Flaming Steeds
The nightmares of the Club are without fear of death and pain, unlike normal horses.
3-5
X Street Racers (1HD)
6-8
One Chariot (3HD) +
X Street Racers (1HD)
Flaming Steeds, Trample
Chariots are ideal for crushing and burning under hoof. Their movement past characters causes damage.
9-11
Stampede (XHD)
Stampede
A dozen nightmares barreling down the alley, trampling everything in their path. Functionally a single entity, it feeds off of the fear it produces, making it stronger.
12
Doom Chariot (6HD) +
Two Chariots (3HD)
Flaming Steeds, Trample, Fear Aura
The Doom Chariot is a beacon of supernatural fear, casting dread upon all within its presence.
8
Sons of the Serpent
1-2
X Secret Snake People (???HD)
Infiltration
X HD of the opposing side are actually snake men in disguise. Their heads will pop off with a hiss, and the biting will begin.
3-5
X Secret Snake People (???HD)
6-8
X Secret Snake People (???HD)
9-11
X Secret Snake People (???HD)
12
Snake Amalgam (5HD) +
X Secret Snake People (???HD)
Horror, Infiltration
The entire conflict is simply Snake Men mistakenly attacking each other. Not that they care - they’re snakes.
9
Sorority of the Cell
1-2
X Initiate Sisters (1HD)
-
Pledging Freshmen have no special combat skills.
3-5
One Cell Sister (2HD) +
X Initiate Sisters (1HD)
Mutagenic Concoctions
The Sisters make use of mutation-inducing syringes and rays. 
6-8
Two Cells Sisters (2HD) +
Two Hybrids (0-2HD)
Mutagenic Concoctions, Hybrid
Random-cross Hybrids bring all the advantages of scary predatory animals: scent, sight, muscle.
9-11
One Senior (4HD) +
Two Cell Sisters (2HD) +
Two Hybrids (0-2HD)
M.A.D., Mutagenic Concoctions, Hybrid
If you’re taking out a Senior Sister, she’s taking you with her. On death or capture explodes in a shower of blood and guts, taking out anyone nearby.
12
Mad Doctor (6HD) +
Two Cell Sisters (2HD) +
Two Initiate Sisters (1HD)
M.D. in PAIN, Mutagenic Concoctions
This doctor didn’t go to school for two decades to be a wimp in  a street fight. Capable of sawing through limbs in six seconds flat and casting Polymorph.
10
Steeves
1-2
X Steeves (1HD)
Steeve Will Suffice
All forces are clones of Steeve, and have exactly the same stats and lack of moral compass.
3-5
X Steeves (1HD)
6-8
X Steeves (1HD)
9-11
X Steeves (1HD)
12
X Steeves (1HD)
11
Transmutation Mafia
1-2
X Apprentices (1HD)
Improvised Healing Potion
Anything can be a healing potion if you’ve got the stomach. Disadvantaged Healing Potions available to all Apprentices.
3-5
One Shapeshifter (2HD) +
X Apprentices (1HD)
Alter Self, Improvised Healing Potion
Shapeshifters are capable of disguising themselves as objects.
6-8
One Ironbody (4HD) +
X Apprentices (1HD)
Iron Skin, Improvised Healing Potion
Skin of iron makes one durable but quite slow.
9-11
Four Shapeshifters (2HD) +
X Apprentices (1HD)
Alter Self, Improvised Healing Potion
Shapeshifters are capable of disguising themselves as objects.
12
Three Ironbodies (4HD)
Iron Skin
Skin of iron makes one durable but quite slow.
12
Woodworker’s Alliance
1-2
X Workers (1HD)
Bats and Boards
Armed with wooden shields and clubs - effective when rushing weaker wizards.
3-5
One Enforcer (2HD) +
X Workers (1HD)
“Smart” Pistol, Bats and Boards
Smart Pistols are Magic Missile Wands with 1d4 Charges left.
6-8
Three Enforcers (2HD) +
X Workers (1HD)
9-11
One Scab-Scraper (3HD) +
Three Enforcers (2HD) +
X Workers (1HD)
Coordinated Fire, “Smart” Pistol, Bats and Boards
Veteran enforcers of the Alliance will coordinate their fire to quickly take out crucial targets.
12
Crane Worker (6HD) +
Two Scab-Scrapers (3HD)
Telekinetic Fist, 
Coordinated Fire, “Smart” Pistol
Crane Workers are capable of conjuring massive telekinetic fists capable of lifting and crushing shipping cargo.