Thursday, October 29, 2015

The City of a thousand bath houses

There is a labyrinthine city build around a thousand bath houses and a magical source of water.

Roll on those tables to generate the bath houses and to link them together.

TABLE 1: Bath house foundations
  1. Natural flooded caves. 
  2. Ancient constructions, vestiges of a older city. 
  3. Newly converted building (roll on table 1a).
  4. New construction build by a avant-garde architect.
TABLE 1a: converted building
  1. Temple or noble house (forgotten religion or noble house) 
  2. Bridge or tower or fortifications (defended against forgotten dangers) 
  3. Theater or arena (decorated with forgotten plays or champions) 
  4. Market or guild house (forgotten trade or craft)  
TABLE 2: administration
  1. Private (often noble) 
  2. Cooperative (run by citizens) 
  3. City official ( can be the city guard) 
  4. Guild (choose a trade or craft) 
  5. Temple (lawful, neutral or chaotic) 
  6. Mysterious (supernatural) 

TABLE 3: staff
  1. Youth / old people
  2. Blinds / mutes / disabled 
  3. Males / Females
  4. Single / Betrothed 
  5. Free artisans / Slaves 
  6. Nude / Wear special clothes 
  7. Well trained to protect the bath house
  8. Roll twice on this table or roll on table 3a
TABLE 3a: special staff
  1. Blessed
  2. Cursed
  3. Charmed
  4. Possessed 
  5. Invisible / never seen 
  6. Non humans
  7. Animated statues 
  8. A single creature  

TABLE 4: one of the bath grant a magical boon... (until next bathing, falling in water & rain count as a bathing) 
  1. blessing (as level d6 cleric or a special blessing linked to a divinity) 
  2. remove curses & cure diseases (permanent effect)
  3. heal wounds & damaged attributes (permanent effect)
  4. boost one attribute by one bonus step (randomly determined) 
  5. boost hit points by one hit die 
  6. boost one type of saving throw by 4 points 
  7. boost armor class by 1 point 
  8. grant useful visions near water 
  9. cast a spell on someone or something (determine one random spell of level d4 or d6)  
  10. Roll two time on this table but also roll on table 4b
TABLE 4a: if you... 
  1. bath during the rising or setting of the sun or moon or a star 
  2. mix blood in the bath (at least a total of d6 dmg) 
  3. chant a secret a difficult chant 
  4. bath with poisonous jellyfishes 
  5. bath with a special magical fish or water bird 
  6. use a special and rare perfume 
  7. have sex in the bath
  8. drink moon milk that affect your personality 
  9. consume a dangerous drug 
  10. roll twice on this table 
TABLE 4b: but you... (until next magical bathing) 
  1. are cursed (as level d6 cleric or a special curse linked to a divinity) 
  2. risk drowning or poisoning 
  3. loose a bonus step in one attribute
  4. loose one hit die (minimum 1 hp) 
  5. get a penalty of 3 in one type of saving throw
  6. get a penalty of 1 AC point 
  7. get nightmarish visions near water  
  8. attract a type of supernatural creatures 
  9. Switch gender
  10. Gain a obvious physical marking or non human trait 

TABLE 5: the bath house is linked by labyrinthine passages to a... 
  1. bath house build on natural caves foundations
  2. bath house build on ancient constructions
  3. bath house build in a newly converted building 
  4. bath house of avant-garde architecture 
  5. noble or private house  
  6. guild house or market 
  7. place of entertainement
  8. place of knowledge
  9. sacred or public place
  10. natural cave or forgotten ancient city vestiges
  11. architectural cistern or water conduit or source  
  12. To d3+1 places (roll d10 on this table to determine their natures)
TABLE 5a: random encounters while travelling between two linked places
d12 (going to bath or looking for something or someone) 
  1. strangers or adventurers 
  2. city guards 
  3. guild members 
  4. nobles 
  5. priest(ess) or religious devots 
  6. kids or very old person 
  7. shady people or criminals 
  8. outcasts
  9. bath house staff 
  10. members of a non human race 
  11. someone needing help (roll a d10 on this table)
  12. creatures or monster that haunt the dark (or work at a bath house) 

TABLE 6: special details or events
  1. one bath is polluted or corrupted and need to be cleansed or blessed 
  2. one bath is being redecorated by a strange artist 
  3. one bath is dedicated to a special event or ceremony 
  4. one of the baths is forbidden to some type of people 
  5. someone was murdered in one bath 
  6. a miracle happened in one bath
  7. one of the staff of the bath house know one of the PC
  8. one of the people bathing know one of the PC 
  9. one of the bath house staff is missing (or sick)
  10. someone seem strangely out of place or forgot something odd or strange. 
  11. the bath granting boons is hidden behind a secret or locked door
  12. the bath granting boons is protected by a secret trap
  13. guards (or a single creature) are protecting the bath granting boons
  14. the bath house administration is changing for a new one 
  15. the bath house also offer exotic products or services 
  16. the staff change at night (roll on table 3)
  17. strange or occult paintings or ceramics in some of the rooms 
  18. a map or a message have been carved in one the rooms 
  19. exotic decorations with special effects (lights, illusions, perfumes) 
  20. A supernatural creature haunt this place 

Monday, October 12, 2015

A gang of bandits for Gangs & Bullshit!

I drew this randomly generated gang of bandits for the Gangs & Bullshit work in progress project.

(Drawing random characters is quite fun)

Sunday, October 11, 2015

Fighter-Mage and Cataboon companion


a companion character class for B/X and similar D&Dalikes
text by Benjamin Baugh

The world is full of strange creatures, but few stranger than humanity and their comrade peoples of Dwarfish, Elvish, and Halflish extraction.  These peoples all seem as one to you, and from your perspective, the differences they claim to one another are far less significant than the differences between each individual.  They’re such a varied lot of fascinating strangers!  Among your own kind, minds are shared easily, thoughts sliding from one head to another, identities drifting, personalities changed with the fashion of the season.  Who are you?  It’s hard to say, or at least it was until you met your companion, and joined with them.  

You are sometimes called a cat-baboon, a treecat, or a ghost howler.  The human peoples tell stories about your kind, and some think you are spirits, others demons.  But you’re just another kind of thinking animal, only perhaps a bit better at the thinking.  Fascinatingly individual though they are, human people exchange their thoughts imperfectly, and only through the crudest methods - modulated sounds, gestures, and arcane marks made on surfaces.  It sounds bizarre, but rather than trade thoughts directly, a human will take the thoughts out of their mind, turn them into specially coded symbols, mark those symbols on an object, and then leave the object for another human to find, interpret, and - possibly, if the magic was made with skill - take the thoughts into their own head.  It really is terribly terribly inefficient.  

But who are you to judge strangeness?  Are you not yourself one of the oddities of your own people?  Fascinated with the mind-islands of humanity, so fascinated that you’d journey there and live almost alone with them, sharing thoughts almost exclusively with one other being, and not one of your own kind at that.  Rare among the tribe-minds of the skirted plain, you seek out the relative privacy of a human companion, and follow them on their endlessly amusing adventures.  

In appearance, you understand that you resemble something between a panther and a baboon, a long-limbed body, able to slink, climb, and pounce with ease.  Strong and quick, keen of sense.  You have clever paws, but they are not hands.  But what need you of hands, when your companion is so well endowed with manual manipulatory apparatus?  When your speed fails, you can fight with fang and claw, but most often resort to the howl that your kind is famous for - the crooning rolling scream that crawls down the ear canal into the spine, and claws at nerve and wit.  Many threats can be induced to simply run run away.  

The prime requisite for a cataboon is Charisma.  A Cataboon with a Charisma of 13 or greater gets a 10% bonus on earned experience and grants their companion a 5% bonus on earned experience.  

RESTRICTIONS.  Cataboons use 6-sided dice (d6) to determine hit points.  They may advance to a level equal to that of their companion.  Cataboons can not speak humanoid languages, and must rely on their companion to speak for them. They make saving throws and attack as their companion does.  They may not use any weapons and armor, and have poor manual dexterity making most tasks involving tools difficult.  Cataboons can never have ordinary retainers or followers.  Cataboons use the same XP progression table as their companion.  

SPECIAL ABILITIES.   Each cataboon character must be bonded to another player character, with whom it may freely share thoughts and feelings over shouting distances, and each may sense the location of the other over any distance.  Cataboons do not speak, but they do understand the intent of spoken language and so are able to translate any spoken language they can hear for their companion by listening to the thoughts of the speaker.  

Cataboons can make 2 claw attacks for d3 damage each, and if both hit may make a raking attack for d4 additional damage, or they may bite for a d6 damage.  

They have strong senses, and have infravision of 60 feet, and are only surprised on 1 in 6.  

Cataboons can hunt and forage easily, locating enough food for d6 individuals with a turn of hunting in areas with wildlife.  Foraging in more barren regions may require more time.  

Their skin and fur is quite tough, granting them -2 to AC.

Cataboons are quick, and have a movement rating of 40, and can Climb effortlessly at a speed of 10.  

When threatened, once per encounter, a cataboon can unleash a terrible howl that induces terror in most living things.  Enemies and a party’s retainers both must make Morale checks on hearing it.  The howl is so loud, however, that it can he heard for miles - alerting anyone in hearing distance.          

Cataboons gain a further special ability based on the class of their companion.  

  • Clerics have Serene cataboons.  They are immune to all forms of fear, and their howl works on the undead which grants their cleric companion a +2 bonus on their turning.  Serene cataboons may also use their life to heal their companion, freely giving them hit points if they are injured, at the expense of the cataboon’s own life.  
  • Fighters have Fierce cataboons.  They gain a further -2 to AC and their attacks do +2 damage, and when fighting beside their companion, choosing round to round to grant them -1 to their AC or +1 to hit with coordinated action.  
  • Magic Users have Curious cataboons.  They can smell magic, recognizing the presence of magic and magical things freely, and can identify specific things about the magic on 3 in 6.  They help their companion learn magic, and allow an additional spell to be learned each level, though no additional spells may be cast in a day.  
  • Thieves have Sneaky cataboons.  They can move silently, and hide in shadows as their companion does, and climb at their normal ground movement rate.  They can make their terrifying howl into a hiss, which has the same effect without alerting everyone in hearing distance.  When one provides a distraction, the other may immediately try and hide - even if in combat.  
  • Dwarfs have Burrowing cataboons.  They lose the ability to perform a rake attack, but their claws each do d6 damage and are long and sharp, and able to easily excavate tunnels at the rate of 1 foot of earth per round, 1 foot of rubble or soft stone per turn, and 1 foot of harder materials (though not iron or most metals) per hour.  The howl of a burrowing cataboon grants their companion +1 to hit for the duration of an encounter.  
  • Elves have Fabulous cataboons.  These fine creatures are elegant and quick, gaining +10 to speed, and imposing a -1 penalty to the Morale checks of enemies afflicted by their especially ululating howl.  Fabulous cataboons aid in finding hidden passages and secrets, granting a +2 bonus on this, and allow their elvish companion to locate hidden magic, like inactive portals, magical gates, and quiescent magic traps.  
  • Halfings have Stout cataboons.  They’re stocky and well-fed, gaining +1 per hit die when hit points are rolled.  They may hide as well as their companion in natural and other surroundings, and their companion can ride upon their back if unencumbered, taking advantage of the cataboon’s greater speed.  

If a cataboon’s companion should die, the cataboon absorbs the essence of their thoughts, their soul perhaps, and keeps this within themselves, still alive and aware.  An opportunity may present itself to re-home this essence, or the companion may decide to slip away into whatever comes next, freeing their cataboon to find another companion.  If a new companion is found, and is of a different class than the first, then this changes the Cataboon’s special ability, saves, and attack bonuses and the cataboon won’t advance in level until their companion has caught up, so they can advance in step.  

Friday, September 25, 2015

Thursday, September 24, 2015

Dwarf Cubemancer

Ok I did not really take the time to figure out how it work but the idea is that the player roll 9d6 and arrange them into a square to create spells. Each round he can turn a d6 or reroll a row. 

You can programm each triple number with a different spell (111, 222, 333, etc...)
Having multiple row of similar numbers in your square boost your spell effect. 
Series of number also have different effects.

Each cube matrix is unique, when you level up you can craft new cube stones to customize your cube matrix. You can also find new cube stones as treasures.

I guess that some combinaisons or patterns can be dangerous.

Uncle Old Mountain

Strange Schools of Magic

"... some the formal Schools of the Magicae Schola, some the loose traditions of strange lands and the lost magics of ghost realms the Wizard learned during his long and storied life."  

  1. Blood Trance Music of the Holy Mountain
  2. Black Root Witches Scatochemy
  3. Salty Dream Teasing 
  4. Reformed Devil's Bone Brutalist
  5. Needle Song Poetry
  6. Shadow Scrimshaw Whispers
  7. Self Loathing Throat Singing 
  8. Cthonic Impressionism Rune-Romping
  9. Web-weaving Psychoanalysis
  10. Red Shiver Illustration 
  11. Flaming Skullbat Regurgitation 
  12. Envious Toad Soul Licking 
  13. The Seven Daily Chores Rhymes
  14. Greater Scantron Mathematic 
  15. Unspeakable Love True Murmuration 
  16. Divine Fits Phobophagy 
  17. Forked Speech False Apologies
  18. Congress With Worms Anti-Masonry
  19. Dark Botany of Invisible Husbandry
  20. Blissful Being Not Being 
(brainstormed with: Iacopo Benigni, Mateo Diaz Torres, Ray Otus, Apocryphal Chris, Benjamin Baugh, Christian “Rorschachhamster” Sturke, Bri Anderson, Vincent Quigley, Nicolò Maioli and Richie Cyngler.)

Sunday, September 20, 2015

I need to move and I have lost my computer.

I was nearly done with assembling my next zine, The Wizard's Inheritance, but my hard drive crashed again and this time it look really dead. Since my last crash I backed up more frequently but I think that I have lost some progress (maybe a day or two).

I don't know when my computer will be repaired. But anyway I have to look for a new apartment so I don't know when I will be able to finish my zine or when I will have the time to work on creative stuff.

But I will try to drawn in my sketchbook to have drawings to scan when I will be operational again.

Monday, September 14, 2015

Tuesday, September 8, 2015

Using my zines

So how to use my zines since they are mainly composed of illustrations?

One interesting way, is to start by asking the players what they think the illustration is.
Use their answer as a hint to be on the same page, build on this or twist their answer around. 

To do this, it's important to show the illustration to the players and to let them interact directly with it.
Every details should matter (or not, some can simply be decorations). 
The players should be able to manipulate and interact with most of the details. 
Naturally you will have to improvise what their manipulation trigger but this is where the fun is. 

Some questions that details can trigger:

Thursday, September 3, 2015

Slimy Drop Dice Table

I made a blank drop dice table and Eric Nieudan filled it with oozy & slimy goodness.

Saturday, August 22, 2015

Gollums (playable character race)

I was thinking about this post: On monster species.
"So this is core to the idea of Dungeons and Dragons. A world of monsters, inspired by unique creatures in our own mythologies."
But instead of making a monster species I made a playable character race: the gollums.
Warning: gollums can be fun to play but they can slip into PvP. 

(Also this like a first draft, this really need some simplifications)

Requirements:  DEX 9, CON 9
Prime Requisite: DEX and CON
Hit Dice: 1d6
Maximum Level: 8
XP, saves and to hit: as halflings

Gollums are innocent but envious people possessed by a greedy entity. They are usually halflings or children who endured too much misery, they snapped and murdered someone to steal their Precious. Full of shame they run away and hide themselves into dark caves. Now they have their Precious, their best friend, they are never going to be alone again... While nurturing them, their Precious twist the gollums into wretched goblins. The Precious is like a hermit crab that inhabit precious and magical objects, it push it's gollum to find new treasures and magical object to inhabit. The Precious always want a new and prettier home. Now it push it's gollum out of the cave, toward a group of adventurers looking for riches. Why adventurers would put up with such a wretched creatures? Because they are good treasure hounds... 

My Precious: gollums start with a random petty & useless magic item that they totally obsess over and venerate. 

Not pretty enough: gollums don't use normal equipment, including weapons and armors, those are not pretty enough. They can use simple non-crafted tools like stone, clubs or torches but their Precious won't let them use anything else. If gollums are forced to use or wear something that their Precious don't approve, they sob and complain and suffer a penalty of 2 on all of their  d20 rolls or tests. "It burn, it bite!"  

Teeth & claws: gollums have needle like teeth and sharp claws that inflict d4 damage. 

Low light vision: gollums see well in the dark, they halve any penalty due to darkness (or have infravision like a dwarf if you use infravision in your game). 

Hide in shadows: gollums have an uncanny ability to disappear in the underdark. In caverns or other dark cover, gollums can hide on a roll of 1-5 on 1d6. They can also hide in the wilderness or behind other forms of cover on a roll of 1-2 on 1d6.

Always fiddling around: gollums are very curious and receive a bonus of 1 to find secret doors. 

Stalkers: gollums are good at surprising their preys. When they are alone and hiding in shadows they inflict a penalty of 1 on their opponent surprise rolls. 

Nasty backstabbers: gollums receive +2 to hit and a damage multiplier of x2 when backstabbing. 

Ugly & pitiful: if they are not acting pitiful, gollums receive 2 points of penalty on reaction tests.

Loosing your Precious: when gollums loose their precious they gain a d4 hate die. 

Their hate die grow by one step each day they rest without their precious. (d4, d6, d8, d10 and d12)

While directly trying to find back or retrieve their Precious, they can can add their hate die to any d20 roll they make or they can switch their hate die with any other die they roll (including damages rolls). 

Each time they use their hate die, it shrink by one step. 

While not actively trying to retrieve their precious, gollums receive a penalty of 2 to any d20 roll and a penalty of 1 to any other dice roll.

While they are not looking for their Precious, gollums will sob and complain all the time. If a player character trick them into believing that they are trying to find their Precious, the gollum will loose their penalties, but his hate die will gain a step if he find out he have been tricked, which can eventually be dangerous...

Hate die maximum step by levels:
  • level 1-2: d6 
  • level 3-4: d8
  • level 5-6: d10
  • level 7-8: d12

Finding a new Precious: each time a gollum hold a treasure in his hands that is worth more than is precious in gold pieces, the treasure must make a reaction roll. On a good result, the Precious choose to move into the new treasure. On a bad reaction roll the Precious is jealous and want the item lost, abandoned or destroyed. 

The gollum can also ask his Precious if it desire a new treasure not owned or claimed by a other player character. The gollum must be able to see the treasure to do so (the treasure make a reaction test as above). If the Precious desire the new treasure, the gollum receive +1 to all d20 rolls while trying to acquire it.

But if the gollum have lost his Precious, if anyone else (PC or NPC) find or own a new treasure, this new treasure must also make a reaction test. If the Precious decide to move into the new treasure, the gollum can now use his or her hate die to acquire it...

Treasure hound: the Precious always push the gollum toward new treasures. When entering a new location or area, a gollum have a chance of 1-2 on a d6 of being guided by their Precious toward the neared treasure (or a treasure of the GM choosing). The gollum can ask the the Precious if she is getting closer by playing a game of hot and cold. The Precious (the GM) only answer if the gollum is getting warmer or colder. A gollum can only follow one treasure trail at a time. 

Holding the Precious in hostage: if someone else get hold of a gollum's Precious, he can order him or her around. The gollum will receive a hate die step for each order he choose to follow. But seeing someone else holding his Precious also cripple the gollum. to try to retrieve his or her precious by force the gollum must pass a saving throw vs paralysis (without using his hate die). If the save is failed the gollum's hate die grow by one step. The gollum must rest before mustering again the will to try to retrieve his or her Precious. 

Hoarding gold and treasures: gollums never spend gold or treasures, they accumulate and hoard them into a nice place that become their lair. They often name and talk with the items of their hoard (naturally they usually talk about their Precious... )  

Reaching level 8: when the gollum reach level 8, the Precious will lure him or her toward the lair of a other gollum. The gollum must steal the other gollum's Precious. Gollums can always use their hate die against other gollums.

If the gollum menage to hold both precious, the Precious will try to devour each other. From now on the vanquishing Precious will need a way bigger and better treasure to host it and it will push the gollum toward bigger and more dangerous hoard of treasures (Dragons, Liches, etc...). 

Or... while reaching level 8 the gollum can choose to destroy the Precious to gain redemption, while doing so the Precious can use the hate die against him or her. If the gollum manage to destroy the Precious he or she will be free but will endure nasty withdrawal symptoms. (He or she must change class). 

Dying: if the gollum die, the precious become a cursed item until it manage to tempt someone to murder for it to create a new gollum. 

Wednesday, August 19, 2015

Doodle Temple (zine)

I made a new zine: The Doodle Temple.

This one is in color, so I won't have the budget to print it, but it's ok since it was fun to work with colors. (I doodled everything with ball point color pens).

The temple is more of a illustrated tool box than a actual dungeon (there is no map).

But the way I see it, the Doodle Temple create new rooms when you are distracted, so in a sense it's a infinite random dungeon. (A nice fit with Narcosa).

A way you can use the temple to generate a dungeon on the fly:

Each time the group enter a new room roll 3d6, remove the "1" and distribute the remaining results between those elements (so you get 0 to 3 elements by rooms):

  • Stair Tube: (2-3) go up, (4-5) go down, (6) go somewhere else (I did not drawn the tubes)
  • Doors & Windows: (2-3) obstructed, (4-5) locked, (6) unlocked
  • Traps: (2) victim in a trap, (3-5) one trap, (6) two traps
  • Creatures: (2-3) traces, (4-5) one type of creatures, (6) two type of creatures interacting 
  • Treasures: (2-3) leftovers from a stolen treasure, (4-5) one treasure, (6) bigger but hidden treasure
  • Altars: (2-3) cult objects linked to the altar, (4-5) one altar, (6) creatures praying at a altar
  • Specials: (2-3) it's just decoration, (4-5) magical trick or trap, (6) dangerous boon or upgrade 
Roll in the zine to generate things.

Or to go faster you can simply roll 2d6, choose two category of elements and directly read the results in the zine.

Also in each rooms, you can roll a bunch of d6 to generate some furniture.

Wednesday, July 29, 2015

Puffin's Paladin

Take the paladin class and add in some bard, trisckster and fisherman abilities.

Friday, January 9, 2015



Molosse are fighters raised and trained alongside wardogs.
  • Requirement: STR 9, CHA 9
  • Prime requisites: strength and charisma 
  • XP: as dwarf
  • Hit dice: as fighter 
  • To hit: as dwarf 
  • Saving throw: as fighter
  • Armors: restricted to leather and hard leather. 
  • Weapons: any (they can use throwing weapons, but no missile weapons)
RESTRICTIONS: Because of their special relationship with dogs, they may never have normal retainers or followers.

SPECIAL ABILITIES: Molosses have been raised with a dog since their youth age. Both are trained to fight alongside each other. A level one molosse start with a 1 hit dice bound wardog that have at minimum 5 hit points). If her bound wardog die, the molosse must level up her next level with a new dog before being able to use her special abilities with her new companion. (The wardog can wear leather armors). 

The molosse's bound wardog grow bigger as the molosse gain levels. For each level the molosse gain, their bound wardog also gain a additional HD (up to 8HD). Once the wardog reach 6HD, the molosse can use it as a mount!

While fighting alongside her bound wardog
  • Sharing the pain: if fighting the same foe, when the molosse or her wardog receive a hit, one can take a hit for the other one (choose before rolling the damages). This impose a 1 AC penalty to the defender and give +1 to hit to her partner for the next combat round. 
  • Teamwork: the molosse or her wardog may forfeit their attack to give the other one a +2 to hit against a single foe. The molosse or the wardogs can't profit from this bonus for more than one round (but they can alternate the bonus between them, every rounds). (this become a + 3 to hit at level 3 and +4 to hit at level 7)
  • Intimidation: once by fight, the molosse and her wardog can forfeit their attack to force a enemy group to make a morale test. Their enemies total their HD and receive a morale bonus of 1 for each HD above the HD total of the molosse and her wardog.
  • Best friends: when resting together, the molosse and her wardog recover their natural amount of HP plus the amount of HP their companion recover. 
  • When separated from their wardog, molosses have a 2 AC penalty (since they are used to watch each other back). (this penalty is reduced to 1 AC if a ordinary dog retainer is fighting alongside) 
When interacting with dogs
  • Molosses always receive their charisma bonus +1 when dealing with dogs. (But this can become a penalty when dealing with civilized people or with people who don't like dogs). 
  • Molosses and dogs can always understand each other (but they don't really talk). 
  • On a very good reaction, the molosse may take a natural dog as a retainer (the new dog submit to both the molosse and her bound wardog). 
  • The molosse's dogs pack follow the normal retainer rules. 
  • When fighting dog-like creatures (including humanoids canines like werewolfs) molosses have +1AC (this become +2AC at level 3 and +3AC at level 7). 
  • Molosses have +(their level) to wrestle and immobilize dog-like creatures. 
Molosse Satanique!
If her bound wardog die, instead of bounding with a new wardog, the molosse may channel her pain and rage to summon hellfire  to become a hell hound! Once she become a hell hound a molosse can never bound again with a dog, but now she can breath hellfire three time a day. The hellfire do half the molosse levels (round up) in d6 damages at melee range (d4 damages at short range).  With a successful saving throw vs breath weapon, she can even breath in the hellfire of a hell hound to receive a additional use of her breath attack. Also their charisma bonus become a penalty when dealing with ordinary dogs.