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
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Gang
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HD
|
Forces
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Abilities
|
Details
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1
|
Black Dragons
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1-2
|
X Whelps (1HD)
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Resistance
|
Whelps cover themselves in layers of energy-resistant scrap to protect them from the elements.
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3-5
|
X Whelps (1HD)
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6-8
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3 Acid-Flingers (2HD) +
X Whelps (1HD)
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Acid Spit, Resistance
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Veterans of the organization have learned how to spit acid without damaging themselves, permeating a dissolving aura to which they are immune.
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9-11
|
4 Acid-Flingers (2HD) +
X Whelps (1HD)
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12
|
Black Dragon (8HD) +
2 Dragon Handlers (2HD)
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Acid Breath, Flight, Acid Spit
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A Black Dragon is a fearsome sight. Its handlers toss jugs of acid in fly-by bombing runs.
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2
|
Black Magic Fraternity
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1-2
|
X Initiate Brothers (1HD)
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-
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Pledging freshmen have no special combat skills.
|
3-5
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One Dark Brother (2HD) +
X Initiate Brothers (1HD)
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Curse
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Classic Curses encompass everything from spontaneous dizziness to bleeding to itchiness.
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6-8
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Three Dark Brothers (2HD) +
X Initiate Brothers (1HD)
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9-11
|
One Ghost (3HD) +
Two Seniors (3HD) +
X Initiate Brothers (1HD)
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Ethereal, Aging Curse
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“Hazing Party” - The ghost of a Brother who failed Initiation will wither opponents and pledging freshmen quickly.
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12
|
Two Cloaked Alumni (5HD) +
One Dark Brother (2HD)
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Shadowmeld, Curse
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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.
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3
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Dead Janes
|
1-2
|
X Skeletons (1HD)
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Undead
|
Skeletons are fast and fearless - throwing themselves into conflict with a morbid abandon.
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3-5
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One Necromancer (2HD) +
X Skeletons (1HD)
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Animate Dead
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One Necromancer can quickly create 1 HD of undead per turn out of fresh corpses, up to their HD.
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6-8
|
Two Necromancers (2HD) +
X Skeletons (1HD)
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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.
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12
|
One Man-O’-War (6HD) +
Three Necromancers (2HD) +
Two Skeletons (1HD)
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Electroshock, Animate Dead
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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.
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4
|
Dirty Rascals
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1-2
|
X Rascals (1HD)
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Evasion
|
Good at bunkering down when the heat comes, having Advantage against all Area-of-Effect attacks.
|
3-5
|
X Rascals (1HD)
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6-8
|
X Rascals (1HD)
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9-11
|
X Rascals (1HD)
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12
|
Basilisk (4HD) +
8 Rascals (1HD)
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Petrifying Gaze
|
Holy shit where did the Rascals get a live basilisk?!
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5
|
Fire Brigade
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1-2
|
X Firemen (1HD)
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Fire Axes
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Firemen carry hefty axes capable of quickly tearing through doors, windows, and flimsy walls.
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3-5
|
X Firemen (1HD)
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6-8
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One Sergeant (3HD) +
X Firemen (1HD)
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Flaming Hands, Fire Axes
|
Flaming Hands is a classic spell that creates a flamethrower effect.
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9-11
|
One Fire Truck (6HD) +
One Sergeant (3HD) +
X Firemen (1HD)
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Tank!, Flaming Hands
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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.
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12
|
Two Fire Trucks (6HD)
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Tank!
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6
|
Fourteen and Five-Eights Street
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1-2
|
X Gangsters (1HD)
|
Hidden Weapons
|
Now watch as I pull from this hat a SPIKY-NAIL-BAT!
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3-5
|
One Zookeeper (2+1HD) +
X Gangsters (1HD)
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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.
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6-8
|
Two Zookeepers (2+1HD) +
X Gangsters (1HD)
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9-11
|
Tall Man (3+1d4HD) +
One Zookeeper (2+1HD) +
X Gangsters (1HD)
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Clown Coat
|
Tall Men wear trench coats capable of summoning 1d4 ready-to-rumble 1HD gangsters from underneath the fabric.
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12
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Two Tall Men (3+1d4HD) +
Two Gangsters (1HD)
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Clown Coat
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7
|
Nightmares Steed Club
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1-2
|
X Street Racers (1HD)
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Flaming Steeds
|
The nightmares of the Club are without fear of death and pain, unlike normal horses.
|
3-5
|
X Street Racers (1HD)
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6-8
|
One Chariot (3HD) +
X Street Racers (1HD)
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Flaming Steeds, Trample
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Chariots are ideal for crushing and burning under hoof. Their movement past characters causes damage.
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9-11
|
Stampede (XHD)
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Stampede
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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.
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12
|
Doom Chariot (6HD) +
Two Chariots (3HD)
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Flaming Steeds, Trample, Fear Aura
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The Doom Chariot is a beacon of supernatural fear, casting dread upon all within its presence.
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8
|
Sons of the Serpent
|
1-2
|
X Secret Snake People (???HD)
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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)
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6-8
|
X Secret Snake People (???HD)
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9-11
|
X Secret Snake People (???HD)
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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.
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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.
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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.
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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.
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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)
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6-8
|
X Steeves (1HD)
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9-11
|
X Steeves (1HD)
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12
|
X Steeves (1HD)
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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.
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6-8
|
One Ironbody (4HD) +
X Apprentices (1HD)
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Iron Skin, Improvised Healing Potion
|
Skin of iron makes one durable but quite slow.
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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)
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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.
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This double down nicely as "rapid response team" for enemy gangs that want to fuck with the PCs
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