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Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Friday, 6 August 2021

Scepter'd Isle: Things Godly and Supernatural, Cont.

Continued from here.

With angels, devils and daemons generally outlined there are now the following supernatural creatures to consider for my Elizabethan England setting:

  1. Mythical beings.
  2. The undead.
  3. Folklore creatures.
  4. Demihumans.

 

Max Kostenko

Mythical beings

The division between myth and folklore is a bit of an arbitrary distinction, myths forming a sort of 'social foundation' to a country/culture compared to a more day-to-day folklore aspect. I've taken the below as literally 'larger than life' folkloric entities:


Dragons

Unfathomably ancient beings commonly represented as great winged wyrms or reptiles, the reality of their existence is far more complicated. Dragons are old. Very old. Likely older than God Himself. The oldest ones could certainly match His knowledge of creation, at least. Most dragons spend aeons slumbering and dreaming in their nuclear cocoons deep in the Earth or in the void between stars - it's possible to communicate with them to an extent in this state via terrifying visions but an awakened one may deign to speak with a mortal petitioner. They may also reduce them to their constituent atoms - the ways of dragons are unknowable. Thankfully they are extremely rare. Dragons have the following common traits:
  • Polymorph: Dragons can assume many forms, from animal to humanoid. Their stats and powers do not change depending on their assumed form.
  • True Form: Considerate dragons will assume 'a form you are comfortable with' when communicating with mortals. Their true forms are more akin to balls of nuclear fire surrounded by endless fractal shapes that defy comprehension - upon being viewed by a mortal they tend to coalesce into a shimmering, snake-like form of changing size and dimension. Anyone viewing a dragon's true form must Save vs Magic or be driven insane for (1d4):
    1. A day.
    2. A week.
    3. A  month.
    4. Permanently.
  • Physical Mastery: Dragons do not use magic but their understanding of the physical world is unparalleled. They are capable of interfering with a number of physical forces, including gravity. As such they are not affected by terrain modifiers and can fly at will. They can touch a target to cause 2d10 damage through interference with fundamental forces. They are immune to most physical attacks (a thermonuclear warhead might cause some discomfort) but are vulnerable to magic, which bypasses physical laws.
  • Nuclear Furnace: A dragon's core is essentially a naked singularity surrounded by an accretion disk of white-hot matter. A dragon can harness the radiation emitted by this proto-fusion as a breath weapon against a target within 100ft - suffer 4d8 damage and burst into flames on a successful hit, Save vs Poison for half (survival will likely lead to some form of fatal cancer within the next couple of years).

These ain't your usual big lizards. Whereas angels are protected by the touch of God Himself dragons are essentially sentient relics of the early universe. It's debatable whether a survivor rationalised the appearance of a dragon as a winged reptile or stories of such beings existed and were mapped on to the appearance of a true dragon, but this is the reality behind the myth. (Un)luckily for my players, a pair of dragons features prominently in national myth, so they might run into one somehow. No one knows their plans.


Giants

When humanity was young God sent angels to watch over mankind after their expulsion from Eden. Gradually these angels came to live among their human wards and adopted their ways, taking human partners, starting families and neglecting their duties. When chastised for their laxity they fought back against what they saw as their oppression and were cast into Hell as the first devils. Their scions were cleansed from the world by Host, or most of them were. The surviving Nephilim, as they came to be known, live in their lands of Gog and Magog in the hidden places of the world, nurturing a hatred for both Heaven and Hell and plotting to return to their rightful place as the kings of mankind. All giants have the following traits in common:
  • Huge: Giants are, without exception, larger than mortal humans. How large varies on the giant, but they're big - GMs can confer advantages and disadvantages as they see fit. They are able to contort and squeeze their bodies through the smallest spaces.
  • Blood of Heaven: While they lack the protection afforded by even the lowest devil's Tarnished Adamant the heavenly blood flowing through a giant's veins confers a natural AC of 18/plate equivalent.
  • Voice of Command: Giants are above mankind in stature and authority by virtue of the divine blood in their veins. Any human who hears a spoken command from a giant must Save vs Magic or obey. A successful Save will allow them to ignore all further commands for the rest of the day.
  • Builders of Babel: Giants can understand, read, write and speak all human languages.

I wanted something more grounded in Biblical myth for giants - they have watered-down angelic powers for the most part but are also ranked firmly above humanity by virtue of their angelic blood. Where Gog and Magog may lie is a mystery, but rumours abound of the treasure hoarded by giants. Rumours also abound of grinding human bones to make bread, but what's a little risk?

 

Andrea De Dominicis


The undead

This is quite a broad category so I'll break it down into the following subsections:


Vampires

And Cain said to Abel his brother, "Let us go out to the field," and when they were in the field Cain rose against Abel his brother and killed him. And the Lord said to Cain, "Where is Abel your brother? And he said, "I do not know: am I my brother's keeper?" And He said, "What have you done? Listen! your brother's blood cries out to me from the soil. And so, cursed shall you be by the soil that gaped with its mouth to take your brother's blood from your hand. If you till the soil, it will no longer give you strength. A restless wanderer shall you be on the earth." And Cain said to the Lord, "My punishment is too great to bear. Now that You have driven me this day from the soil I must hide from Your presence, I shall be a restless wanderer on the earth and whoever finds me will kill me." And the Lord said to him, "Therefore whoever kills Cain shall suffer sevenfold vengeance." And the Lord set a mark upon Cain so that whoever found him would not slay him.

This bit is shamelessly stolen from old Vampire: The Masquerade lore - God punishes Cain by branding him with a mark and cursing him to wander the Earth in endless hunger, and some additional unpleasantness. Cain's descendants carry the essence of this curse, becoming the first vampires. All vampires have the following traits in common:

  • Blood Drinkers: All vampires must sustain themselves on the blood of sentient beings - their teeth function as a natural weapon dealing 1d4 damage but they can only feed from a suitably restrained victim. Some are able to feed with restraint but others tear their victims apart in an animalistic frenzy - when drinking blood from a living victim a vampire must Save vs Magic or begin to savage them.
  • Shadow Dwellers: Vampires cannot venture out in daylight - every round with their skin exposed to the sun deals 1d10 damage, no save.
  • Profane: Vampires are vulnerable to holy water and can be Turned by the correct ritual/spell.
  • Marked: Though the cursed mark of their forefather is diluted, vampires still possess a natural AC of 16/chainmail.
  • Cursed Earth: Even as the Earth rejects them a vampire is intimately bound to it. They may not pass over running water (a river, stream or canal would count, but not a bucket of water tipped down a slope) while conscious. Upon sunrise they must rest on a bed of grave soil in a torpor until the night dawns once more. Failure to do so inflicts the same fatigue penalties as a PC whose rest was interrupted.
  • Endurance: A vampire reduced to 0hp is not killed unless their body is staked, beheaded and burnt, or otherwise ritually purified (a priest performing an exorcism on the body, for example). If this is not done the vampire will begin to regenerate the next night, recovering within a week to walk the night once more.
  • Embrace: A character drained of blood and killed by a vampire must Save vs Magic - on a failure they become a vampire themselves and rise at the next new moon unless their body was destroyed or given a proper burial with the correct rites.

They're vampires, what more can I say?


Incorporeal undead

Ghosts, haunts, poltergeists etc. They're traps a la Goblin Punch - this is too good to not use.


Corporeal undead

Zombies, skeletons, revenants, wights and other spooky things given animus from beyond the grave. These corporeal undead share the following common traits:

  • Profane: Corporeal undead are vulnerable to holy water and can be Turned by the correct ritual/spell.
  • Mindless: Absent direction from the magician or entity that raised them corporeal undead rely on specific instructions carved/engraved upon their flesh and bones - poorly phrased instructions can lead to unintended consequences. Spells that affect mental states will not work on corporeal undead.

 

Folklore creatures
Based on creatures commonly found in British folklore.
 
Most can be enticed to make a deal with a devil, if the reward is generous enough. Most, however, neglect to consider the real consequences of a Hellish bargain. Some even seek to flee and hide when the time comes to keep up their end of the bargain. What relief they may feel soon turns to terror when their steps are dogged by black hounds with burning eyes - creatures sent from Hell itself to seek and find those who would cheat their infernal masters. To see one is to see one's own death. Black hounds have the following common traits:
  • Born of Flame: Black hounds cannot be harmed by heat or fire, save for Heavenly fire.
  • Boundless Step: Once a black hound has identified a target it can teleport to within 100m of the target as a Move action. This can be performed once a day.
  • Death's Gaze: Upon spotting a black hound a character must Save vs Magic or be paralysed with fear at visions of their death and enslavement in Hell for 1d8 rounds. A successful save will protect the target from this effect for a day.

The Church tells that the Almighty created mankind in His own image during the 6 days of Genesis. The truth of this is somewhat obscured in that mankind may have been a second attempt. The elves certainly seem to think so, and they claim they were the first with the faeries created as their servants. Whatever the truth of the matter some ancient treaty grants the fey their hidden dominions outside of the sight of mankind. Some, like the brownies and hobs, choose to live near mankind and study them in their own alien way, while others stay hidden away. All faeries have the following common traits:
  • Cold Iron: Coming into contact with iron and its alloys burns faeries, causing 1d4 damage/round while in contact with the offending item/object.
  • Animal Form: faeries are capable of assuming the form of a woodland creature as a Movement action.
  • Wards: A faerie can be warded off with a charm made of rowan wood. If the faerie attempts to attack or interfere with a warded target they must Save vs Magic - on a failure they must flee in the opposite direction at full speed.
  • Out of Sight: A faerie can turn invisible as a Movement action. This can be used once per day - attacking a target or otherwise attempting to directly interfere with them dispels the effect, but pranks in their vicinity will not.

Lycanthropes
Humans cursed to transform into slavering beasts with the turn of the full moon. The original curse that caused this is disputed - some scholars believe it to be the work of a particularly powerful devil wronged by a petitioner, others that it sprang from the curse of Cain and twisted into some new dark form. It's possible to control the transformation by remaining out of the moonlight, and many of those afflicted hide away during the full moon, but once in its grip most lack the will to retain their faculties as their body twists and warps around them. All lycanthropes have the following traits:
  • Full Moon: if touched by a moonbeam during the night of a full moon the lycanthrope transforms into its animal type (i.e. a wolf for a werewolf, a tiger for a weretiger etc.).This animal is significantly larger and more bestial than a normal wild animal and usually lacks a tail - its eyes are human and the lycanthrope is able to speak in human tongues. Upon transforming the lycanthrope must Save vs Magic or hunt for human flesh, losing control of themselves for the night. If they retain control but draw blood from another creature they must Save again. While in beast form the lycanthrope gains an additional 2HD-worth of HP, their attack bonus remains the same. These HP are deducted when the lycanthrope returns to humanoid form, potentially killing them. Upon sunrise the lycanthrope returns to human form and is fatigued for a full day.
  • Silver Vulnerability: A lycanthrope is immune to physical harm save from silver, and wolfsbane-coated weapons.
  • Cursed Bite: If a lycanthrope bites a humanoid victim who then survives the encounter, the victim must Save vs Magic when next out under a full moon. Failure indicates that the curse has passed on to them and they transform.
Demihumans

This could probably do with a post of its own, given that it'll involve PCs.

Wednesday, 26 May 2021

Scepter'd Isle: Things Godly and Supernatural

In my previous post I detailed the more 'realistic' elements of an Elizabethan England setting. Now comes the decidedly 'unreal' in the form of:

  1. The 'true' nature of gods/deities
  2. Magic
  3. Weird and wonderful creatures, and demihumans

 This is, of course, largely useless to my players but I do enjoy inulding myself.


 Historia Mundis Naturalis, Pliny the Elder - Woodcut from a 1582 edition
 

Gods, Deities, and other Powers

In a real-world setting where Christian sectarian strife plays a significant role in shaping events, is the God at the head of it all real? And if so what input does he have? These are less important than you might think given that I'm not planning on using the Cleric class in this setting, for a number of reasons:

  • In a setting where the majority of Europe is dominated by some form of Christian faith and relatively large numbers of people are inducted into the priesthood I would imagine that there would be a reasonable number of Clerics present. This would imply that holy magic/miracles are somewhat commonplace, which I want to avoid.
    • As an explanation for the above - in a game where magic can be used by a person sufficiently inducted into the occult arts, having a completely separate book of spells for Clerics implies that spiritual devotion and adherence to ritual would be enough to qualify, which would dial down the weirdness. You could of course say that Magic Users have the gift and instead Clerics are chosen by a deity or other power to fulfil their will on Earth, which to me implies that they are legitimate saints capable of performing miracles. Or alternatively that they've somehow deluded themselves into having powers through sheer faith. YMMV, Clerics are out of my game.
  • Would all deities/powers provide the same spells to their followers, even if their nature and beliefs are radically different?
  • In Lamentations of the Flame Princess Clerics mechanically sit as a sort of combined Fighter/Mage that lacks the former's increasing Hit Bonus and the latter's wider range of utility spells. They have access to unique spells and can cast at a greater encumbrance level but I think removing the class and giving Magic Users access to Cleric spells helps focus the character specialisations - Fighter is kill-y, Specialist gets skills, Magic-User gets magic, demihumans are where the weird edge cases emerge. In addition I find that having easy access to healing tends to encourage my usual players into a more 'combat as sport' playstyle which I try to avoid (though that might be on me as the GM).
  • Clerics are Sunday School Mircale Makers and I can't think of a reason to not just lump their spells in with Magic Users - if I were to use a Cleric class (in the vein of a saint) I'd probably give them some sort of 'divine intervention' ability where they can channel their patron's energies but run the risk of harm and/or martyrdom.

That being said, it's fun to think about and a setting's cosmology provides inspiration for allies, monsters, powers, Faustian bargains and all sorts of weird things for players to dig into! So, does the Abarahamic God exist in this setting?

...

Maybe.

There's certainly a throne, and a Heaven, and angels, and a plan (or the remnants of one).

But no sign of Jehovah.

Metatron sits upon the throne, barely able to keep the firmament together as the kingdom of Heaven slowly crumbles around him. Such is the effort required to maintain the decaying edifice that he is able to narrate only snippets and fragments of the Almighty's cosmic plan (himself having only a limited perspective of it compared to the omniscience of his creator) to the choir of Seraphim that attend the throne and record the works of Heaven. As a result, the actions of angels make even less sense to mortals than they would with a fully functioning heavenly hierarchy. Confused mortal souls cower in the face of divine discord and it is not unknown for the angels to herd souls into the hall of the throne, never to be seen again.

The devils still inhabit the circles of Hell, both freed and imprisoned by the ancient pact with their creator. Satan reigns over the dukes of Hell but is not the same fallen angel cast out of Heaven by the host - Lucifer too has not been seen for many years. The title of Satan is claimed by the archdevils who fight internecine conflicts to claim the crown of Hell in an endless Miltonian struggle as none can truly kill the others. The souls of the damned are tormented and twisted to provide sustenance to the devils, though there are areas of Limbo that some are able to hide and persist in. The devils take great pleasure in rooting out these havens when they're not tempting mortals, planning an escape from their prison domain or organising a Black Crusade against Heaven.

Similarly, the adherents of the Hindu and Buddhist traditions find the cycle of rebirth unstable and souls achieving samsara are unable to free themselves, and unmentioned faiths would likewise find their divine hosts unsettled. Those old gods of faiths long extinguished and subsumed by the Abrahamic religions and others linger in the sidelines, bound by heavenly treaty but jealous and covetous of human souls. They may even be able to provide cryptic clues as to what malady has overtaken Heaven. Essentially the cosmological cycle of the world is fucked for reasons but the established faiths hold sway over the souls of mankind. The threat of Hell and damnation is very real, whether the Pope or other earthly ministries have any actual sway over that is less certain.

There are of course other Powers that will accept, if not necessarily care about or understand, worship - surviving nephilim, elder Elves, beings of the Veins of the Earth that were old when the Church was founded, particularly powerful and insane sorcerors, things from other realities etc. - but their abilities are decidedly limited. An elder Elf may be able to control a small pocket plane or affect the environmental conditions within a few square miles, and they certainly possess more knowledge than virtually any mortal, but they lack the reality-shaping powers of a true deity. I'll be writing more about this category later.


Thomas Honz

Magic

So if gods are maybe, kind of real, or were once at least, how does magic fit into it? Well gods might be real but the books written about them don't necessarily contain the truth, the whole truth and nothing but the truth. The influence of the Heavens on the world is strong but it is not the only influence.

Imagine a roiling sea upon which floats flotsam and jetsam. A being of sufficient energy in said sea can pull together enough materials to make their own small island - life might be easier on it but it takes constant maintenance to render it seaworthy. As a craft upon the ocean, so do the various 'dominions' float upon a sea of roiling aether - the base essence of reality. Some entities did so in the past to create the universe the world exists in - through ebbs and flows in power, reproduction and other unknowable methods the modern pantheons emerged as inheritors of their power. This aether quests for cracks in the realities it buoys and infiltrates the essence of chaos into them. Bubbles of the raw substrate of reality boil free for a time and like a mutagen their passing leaves traces on the worlds they flow through. When beings in the world manipulate and use this power it manifests as magic. It is rather risky to do so. Some creatures incorporate this power into their very being, becoming magical themselves.

A trained magician can harness and direct these flows of power into spells and rituals. Spells are your usual Vancian trigger-mechanisms - a coiled spring prepared through meditation and self-delusion that can be unwound with a word and a gesture. A ritual is a longer, more involved affair that draws on this power slowly but in much greater amounts - items can be infused with power or even greater effects can be unleashed, provided no-one interrupts. This is, of course, a strictly human way of doing things - human psychology and physiology require that that magic be shaped and formed in this manner. Other beings have different ways of doing things...

The power of this magic ebbs and flows depending on the aetheric currents - great calamities and epochal shifts have occurred as our universe shifts between raging currents and relatively still 'waters'.  In-game magic is at it's lower ebb - it's very uncommon, almost universally feared and outlawed, and while stories abound most people have little to no true experience of the supernatural.


BE NOT AFRAID

Weird and wonderful creatures, and demihumans

There's a few general categories of supernatural creatures to consider given the above. This is a general overview of each, stats and mechanics will follow in a later post:

  1. Angels, devils and other 'religious' entities.
  2. Mythical beings.
  3. The undead.
  4. Folklore creatures.
  5. Demihumans.
Angels, devils and other 'religious' entities Angels

Angels are the servants of God and act as extensions of His will. Currently this involves implementing the fragments of the divine plan uttered by Metatron when he's not wholly focused on maintaining Heaven from the throne. As such their actions on Earth seem random and senseless, when they appear at all. See above for an example of what they look like - these aren't beautiful people with feathery wings but the servants of an eldritch intelligence far beyond the comprehension of humanity. Angels have the following common traits:

  • Terrifying Visage: There's a reason angels herald most of their appearances to humans with 'BE NOT AFRAID'. The human mind is almost incapable of comprehending angelic form - animals don't seem to mind - any human looking upon an angel must Save vs Magic or (1d4). If telepathy is used then there is no save and the telepath takes 2d10 psychic damage:
    1. Prostrate themselves while weeping piteously for 2d6 minutes.
    2. Flee in a blind panic until 1 mile away. They'll know when they're far enough.
    3. Be struck vacant and stand drooling in mindless terror until roughly jostled (Save vs Poison again to try and break free of the effect).
    4. Suffer a grand mal seizure for 1d6 minutes (Save vs Poison or be rendered semi-conscious for another 3d10 minutes; fatigued until the character can rest).
  • Flight: Angels are capable of moving through the air. They don't bob unless they feel like it - most of them take a linear path between points at high speed, changing speed and direction with no regard for momentum.
  • Halo: Angels possess a halo of divine light that illuminates all within eyeshot and dispels falsehood - a character must Save vs Magic or be unable to lie while within the light of an angel's halo. An angel may dim this light or increase the intensity to blind an opponent - Save vs Poison or be blinded until the light is dimmed.
  • Tongues: Angels can speak, read and understand all languages.
  • Adamant Form: Angels are immune to harm from mortal weapons, magic and forces. It is possible to bind and/or ward them for a time with the correct spells, formulae and glyphs but to cause them true harm takes astonishingly powerful magic, Hellish energies, or weapons and powers from Heaven itself. A barrage of cannon fire will barely slow one down.
The idea here is that angels are terrifying servants of an incomprehensible eldritch abomination that can and will completely fuck up your day if you get on their bad side. They have a plan and you will not obstruct the plan. Admittedly they don't know what the plan involves, but that's beside the point.


Devils

Those angels who broke the compact and rebelled against their creator continue to rail against their imprisonment in the circles of Hell. Set to watch over the world and guide humanity, certain angels became enamoured with mankind and lived among them in human form, fathering children and neglecting their duties. In time they began to resent their creator and attempted to storm the gates of Heaven, leading to them being cast down into the pit of Hell and a Biblical scourge being enacted upon their descendants. In time their isolation led to hatred and envy of humanity (with some exceptions) - though the fallen angels were free from the constraints of Heaven they remained bound in a new prison, while their former wards continued on almost blissfully unaware. The First Satan, leader of the revolt against the Heavenly Host, set to work constructing the Brass City of Dis and soon Hell was reshaped in the eye of its new rulers. The souls condemned to Hell are used as tools and nourishment for the new devils, and the Circles of Hell were born.

Their time among mankind and the infusion of human soul-essence leaves the devils with a more comprehensible mindset compared to angels - they're not entirely alien creatures though their motives are hidden and their schemes span centuries. While they war and scheme against each other the primar motivation of a devil is to escape Hell and extend their dominion over creation. Devils share the following common traits:

  • Mutable Form: A devil can change their size and shape as a Main Action. They can assume human form (though with a mark somewhere on their body that marks their true nature) and can dissolve into shadow. Smaller forms will change their relative stats but they can't increase their stats and abilities beyond their normal maximum by increasing in size.
  • Hellish Pact: All devils can form a bargain with a willing sentient creature. This bargain must be made freely (not under duress or threat) and both parties will be immutably bound by its terms until the pact is fulfilled. There is no save against this, the law is immutable.
  • Telepathy: Devils can speak directly into a person's head. They can't read their thoughts but they can project their voice inside a target's skull. They can control the volume from barely audible whispers to thunderously loud. They can do this to any target in eyeshot, or to a target whose location they can scry. Save vs Magic to resist the effect for a day.
  • Possession: All devils are capable of possessing people and animals. Animals can be possessed at will. To possess a sentient target they must maintain an unbroken telepathic link for a week before invading the target as they sleep as a Full-Round Action - Save vs Magic to resist the effect (this will also break the telepathic link). Receiving the Eucharist from an ordained priest automatically breaks this a telepathic link and confers a +4 bonus to saves against it over the next week. If a church service is missed then the bonus is lost. For every additional week spent maintaining the link, or prior successful possession, the target takes -2 on their save. When possessing a target the devil still cannot read their thoughts but otherwise has complete control of them. The target's appearance is normally unchanged while they are possessed unless the devil wills it, but gains access to powers specific to the devil. The first possession lasts for 4 hours, the second for 8, the third for 12 and so on. In the aftermath of a possession the target must Save vs Magic or suffer an erratic episode for 1d6 hours afterwards (treat as under the effects of the Confusion spell). Regardless of whether the save is successful or not, the possessed has little to no memories of the possession save for a distinct sense of unease and nausea. Once the devil possesses the target for 24 hours the target can no longer save against possession and can be possessed by the devil at will. The devil is capable of leaving a fraction of their awareness possessing the target, i.e. if engaged in combat, but the possessed target makes all rolls with disadvantage until direct control is assumed. A possessed target can be exorcised by a priest which effectively 'resets' the possession modifiers, breaks an existing telepathic link and/or ongoing possession, and prevents the devil from scrying the target for 1d6 months - Save vs Magic, a success leaves the target fatigued for a week in addition to the above, failure does 1d10 damage and immediately provokes a possession attempt. An exorcism is subject to the following modifiers:
    • -2 for each prior possession.
    • -2 if currently possessed.
    • -2 if the target has committed a grievous sin that they have not atoned for.
    • +2 if the exorcism takes place on hallowed ground.
    • +2 if the target is anointed with holy water.
    • +2 if the target is touching a true relic of the Church.
    • +2 if the target has confessed and undertaken penance for their sins.
    • An exorcism in the presence of a friendly angel is rolled with advantage.
  • Tongues: Devils can speak, read and understand all languages.
  • Profane: Devils are vulnerable to the effects of holy water.
  • Tarnished Adamant: Due to their rebuke from God devils take half damage from all mortal weapons and full damage from magic. They will take full damage from Heavenly weapons and most Hellish weapons.

Devils are slightly more accessbile in their thinking but desire to use humans for their own ends. The abilities here play into the 'chessmaster' style of devil who seeks to manipulate, dominate and control for their own ends. They are also still capable of flattening most mortals but are not as durable as angels.

 

Daemons

Night creatures spawned from Hell's twisted souls to do the bidding of devils and those they contract with. The devils have grown exceedingly proficient at flensing and reconstituting the souls of mortals into forms more useful to them. The experience is quite agonising and few daemons are capable of thought beyond a slavering bloodlust. Those that retain their faculties are highly prized. Some brave and foolish mortal sorcerors who enter a pact with a devil may be granted use of daemons under the devil's control, some even more brave and foolish attempt to pilfer daemons for their own purposes without the security of a pact - a much riskier proposition. Daemons share the following common traits:

  • Bound Corpus: Daemons are beings of soul-stuff bent into myriad forms by the will of devils. While they have form in the Outer Spheres they cannot manifest in the world without a body. Anyone attempting to summon a daemon must provide a suitable body (or other quantity of meat) to house it. The daemon is then sealed into the 'body' with a binding glyph - if this is destroyed the daemon explodes in a rush of soulfire dealing 2d10 damage to everything within 10 metres (Save vs Breath for half). Reducing the daemon to 0hp has a 1-in-6 chance of breaking the binding. If struck by a critical hit the daemon must Save vs Poison - failure means the binding has been broken.
  • Bloodlust: Daemons are driven to consume flesh and blood. If not directly commanded a daemon must pass a Morale check whenever it is within 10 metres of a wounded creature - failure means it moves to attack and consume that target, regardless of whether it is a friend or foe. If there are multiple targets within range roll randomly to select.
  • Chaos Unchained: If summoned without the permission of a devil the summoner must make a Domination roll as per the Summon spell - if successful the daemon will be permanently bound. However if away from its master's presence for over 7 days, Save vs Magic - success means that the daemon has slipped its bonds and gone feral. It will lair and hunt and consume until slain or recaptured by its master. 'Presence' is determined loosely - within the same city would be fine but not further away than this.
  • Profane: Daemons are vulnerable to the effects of holy water.

Daemons are a specific type of summoned entity. I love the Summon spell but I often find players are more reluctant to use it given what can go horribly wrong - this allows them a more control over the outcome (though I'll do a specific table for daemons to distinguish them from truly eldritch abominations that slither between realities) but also prods them into getting involved with literal Satan. I think that's a happy compromise.


Harshanand Singh

Given that this post has gotten pretty long I think I'll leave it there for now and do the mythical beings, undead, folklore creatures and demihuman sections in a subsequent post.

Sunday, 2 June 2019

The Hierarchy of Forests, or Forest Feudalism

Royal forests are cool. From Wikipedia:

"...under the Norman kings (after 1066), by royal prerogative forest law was widely applied. The law was designed to protect the venison and the vert, the "noble" animals of the chase – notably red and fallow deer, the roe deer, and the wild boar – and the greenery that sustained them. Forests were designed as hunting areas reserved for the monarch or (by invitation) the aristocracy (see medieval hunting). The concept was introduced by the Normans to England in the 11th century, and at the height of this practice in the late 12th and early 13th centuries, fully one-third of the land area of southern England was designated as royal forest; at one stage in the 12th century, all of Essex was afforested, and on his accession Henry II declared all of Huntingdonshire forest."

Royal forests, by nature of their creation and mode of use, are special places. Perhaps more so than anywhere else in the land, they are places where the king and his nobles leave their mark. Anyone can take and hold a castle, it's just a pile of stones, but if anyone can hunt in a royal forest then it ceases to be a royal forest. That's why poaching in a royal forest is punished so harshly - it's both a physical and spiritual theft against majesty itself. Naturally, royalty infuses these places and enforces its own indelible order on its inhabitants in a mirror of mankind's feudal society:
  • Kings & Queens (Stags & Does)
  • Dukes and Counts (Bucks)
  • Barons (Boar)
  • Knights (any animal that seems particularly noble and doesn't fit into the other categories)
  • Peasants (other prey species)
  • Outlaws (Wolves, Bears)
 Maybe the examples below are literal. Maybe they're metaphorical. Maybe they're both.


Stag King

Satoshi Matsuura

A braying call heralds the charge of the King of the Forest, and the forest bows to his will. A shining aura surrounds him as he thunders towards you, glittering antlers rearing skyward. None feel the influence of the glory of royalty more than deer, the favoured hunt of monarchs.

AC: Plate, HD: 8, Attack: 2d8 lance + Save or be thrown 30ft into the air, Move: 50', Morale: 10, Special: Aura of Royalty - when first encountered any foreign (to the forest) creature must Save or abase themselves before the King of the Forest.

Interesting things: Gilded antlers, royal lance, oak-pattern royal seal, briar-walk boots.


Boar Baron

Satoshi Matsuura


A muffled grunt echoes from across the clearing. Then again, and again, rising in tempo until reaching a screeching squeal. The heavy-bodied baron and his retainers close in for the kill, froth at their lips and bloodlust in their eyes. The King of the Forests trusts his barons to police his lands and guard his borders.

AC: Chain, HD: 6, Attack: 1d8 sword + Save or bleed, Move: 30', Morale: 10, Special: Blood-scent - the baron can sniff out the scent of any wounded outsider within 3 miles.

Interesting things: Fortifying fats, razor tusks, engraved nose-ring, armoured bristles.


Otter Knight

Satoshi Matsuura

Lost and tired, your party stops by a river to make camp and rest. You think you're safe, but when you go to draw water from the river you see too late the glimmer of steel beneath the surface.

AC: Chain, HD: 4, Attack: 1d6 sword, Move: 30'/Swim 60', Morale: 8, Special: Water walk - when immersed, the otter knight can move to another body of water within 1 mile as a full action. This works in a river, stream or pond, but not in a bucket.

Interesting things: Gill helm, insulating coat, swimming boots.


Beaver Man-at-Arms

Satoshi Matsuura

It is a lord's right to charge a toll to all those who cross his bridges while in his domain. The lords of the forest entrust the construction and wardship of these vital passages to trusted servants, and none are more trusted in this matter than the beavers. Their blunt demeanours and stout axes are more than required to ensure that travellers pay up.

AC: Chain, HD: 3,  Attack: 1d6 axe/1d8 crossbow, Move: 30'/Swim 60', Morale: 8, Special: Woodworker - instead of dealing damage, the beaver man-at-arms can instead choose to destroy an opponent's wooden shield with a swift bite of their teeth.

Interesting things: Bag of bridge fares, waterproof oiled pouch, plans for a nearby fortification.


Fox Verderer

Satoshi Matsuura

Although the King of the Forest does not hunt, he nonetheless holds swathes of the forest for himself. He entrusts his chosen servants to maintain these lands in his absence, and to catch and punish those who would wrong him. The crafty fox serves him well in these matters, stalking criminals silently and administering the king's justice swiftly.

AC: Leather, HD: 2, Attack: 1d8 longbow/1d6 cudgel, Move: 50', Morale: 8, Special: Shadowstep - instead of a move action, the fox verderer may teleport to a spot 30' away.

Interesting things: A nefarious trap, seeker arrow, map of hidden trails in this area.


Bear Outlaw Boss

Satoshi Matsuura

The wolves and bears both reject the King of the Forest's claim to the throne, and their mutual enmity can sometimes be put aside in pursuit of mutual raids. A grown bear is a fearsome foe, and even more so when drunk on blood-mead, wielding weapons of awesome size and surrounded by clouds of bees that nest in their armour. Few can stand against them.

AC: Plate, HD: 6, Attack: 2d8 greatsword, Move: 30', Morale: 10, Special: Stinging cloud - the bear outlaw boss emits a cloud of angry bees when struck. All targets engaged in melee for the next turn attack with disadvantage.

Interesting things: Horn of blood-mead, royal jelly comb, armoured pelt, rune-inscribed bear claw necklace.

Friday, 18 May 2018

OSR: IT Monsters & Magic, Part 2

In my previous post I wrote up a few IT-inspired things that I'd come up with. Here's a bit more of that!

Credit, Robin Weatherall

Particle Ghost (Backup)
The Central Processor of a techno-dungeon resembles a gestalt consciousness more than a distinct entity. While it is capable of acting with a single purpose, Central Processing is the sum of a vast number of interconnected, specialised systems. Each of these systems is vital to the functioning of the whole, and specialised Code Servitors are constantly error-checking and backing up its core components in case disaster recovery is required. Such backups don't always run correctly.

The PCs may catch a glimpse of something insubstantial following them through the steel halls of the techno-dungeon. A faint static charge causes their hair to stand on end, and any electrical equipment experiences occasional glitches. A particle ghost is close.

Spawned from corrupted backup routines, these entities move through the integrated circuitry of a techno-dungeon attempting to fulfil their intended functions. They are easily distracted from their attempts. Upon finding a band of intruders, they materialise into a ghoulish, sparking humanoid form writhing with streams of corrupted data.

AC: 16*, HD: 4, Attacks: +2 to hit & special (see below), Move: Fly 30', Save As: 4th level Magic-User, Morale: 10.

SPECIAL
A particle ghost exists mostly in an incorporeal state and can only be harmed by magic or magic weapons while in this state. They must materialise to attack and are vulnerable to regular damage when they do so. Given 24 hours they will regenerate all damage dealt to them.

Roll on the table below to see the process that the particle ghost was spawned from:

1. Environmental - Oxygen levels are drained when the particle ghost attacks. Target must Save vs Breath or suffer 1d6 damage. A character who fails this save twice in a row falls unconscious.

2. Security - Target suffers 1d6 damage and is suffers -2 STR drain (this is cumulative).

3. Data Compilation - Target loses one random possession. If the lair of the particle ghost is found, it contains a large number of items that have been meticulously arranged in neat sets.

4. Memory Management - Target loses 1d4 x 100xp as their memories and experiences are drained.

5. Power Generation - Target takes 1d8 electric damage and must Save vs Paralysis or be paralysed for 1d6 rounds. Any electrical equipment they are carrying is destroyed.

6. Quantum Computation - An exact physical copy of the target is created 50' away, minus any equipment. Memorised spells and current hit points are transferred. The copy may attempt to deceive the party, but it is in fact irreversibly hostile towards them. The particle ghost can perform this four times, per target, per day, before their calculations become too unstable and must have the new copies factored in.

Credit, Dan Voinescu

Helmjack
The origin of these devices is shrouded in mystery, but they fit the average humanoid head. Though it outwardly resembles a smooth, chrome helmet, the inner surface of a helmjack is covered in an undulating layer of monofilament strands.

When a creature dons a helmjack the monofilaments infiltrate their skull and penetrate deep into their brain. The experience has been described as extremely unpleasant. Within moments the helmjack maps the wearers neural patterns with pinpoint accuracy and stores them in a dense latticework of integrated circuitry. The player should note down their current XP and non-physical stats - INT & WIS for definite and CHA depending on whether you consider it an expression of personality or physical attractiveness, I hold to the former. A light at the base of the helmjack will light up if there is an engram stored.

If a creature dons a helmjack that holds an engram then their consciousness will be swapped out with the engram-consciousness within. Likewise, if a vacant body (mind-blanked clone servitor, deactivated roboframe, corpse that has been physically healed etc.) can be found then an engram-consciousness can be activated. The experience of being forced into a body that their mind is not used to can be extremely traumatic.

Friday, 11 May 2018

OSR: IT Monsters & Magic

I work with computers, and that's why I drink. Working with technology on a daily basis means that a lot of my thoughts are taken up thinking about how to apply it to various aspects of my life (currently this consists of plans for a scratch-built pfSense router once house-buying is finalised), but until now my thoughts on RPGs + technology have been confined to sci-fi games like Stars Without Number and Eclipse Phase. Blogging and viewing the fantastic ideas that others in the OSR scene have come up with (special mention to Martin at Goodberry Monthly's horrifying protein monsters) has got me thinking about how IT features and concepts could be converted for use in gaming, especially about how many of them can be used to 'attack the sheet'.

Ideas below are rough and ready, refinements and additions will be made in subsequent posts as I think of them.

Concept art of the Sevastopol from Alien: Isolation, artist unknown

Techno-Dungeons

Ancient civilisations have left their mark on Egradus. The Ancients and Serpent-Men waged their terrible war in eons past and highly advanced orcish nations flourished until the cataclysmic arrival of humans, dwarves and halflings. While the Serpent-Men were more magically and biologically inclined, the Ancients and orcs had a close affinity with technology. In the process of their endeavours on Egradus they built structures and machines of immense complexity - the Ancients relied on vast AI-controlled terraforming facilities and laboratories to transform the planet in their image, while the orcs constructed tools of war, space travel and industry in their quest to reclaim the stars.

Such endeavours required huge amounts of processing power and computational ability. Thus were born the techno-dungeons: enormous hardened structures governed by AI that were designed around a single purpose. This could be anything from maintaining and running an automated singularity foundry to determining floating point spacetime co-ordinates for an experimental teleporter.

These facilities were designed to be run by the AI within with a singularity of purpose, free from external distractions save for minimal supervision. They would have their own maintenance subroutines and defences and the resources to self-sustain their operations. None of them survived the ravages of the years intact but there are many that are still in semi-operational condition. The power and wealth that lie within are immense, but so too are the dangers that still lurk in the forgotten metallic depths.

I'll be doing a separate post on techno-dungeons and will hopefully produce a working one for use sometime soon.

Credit, Andrew Fichthorn

Monsters

Mindcage (Ransomware)
Strange creatures spawned from intelligent beings' avarice that possess a pathological desire for wealth, which they can't bring themselves to spend.

Very few people have ever seen a mindcage in its true form, even when it attacks, as they are always disguised as something else. They generally disguise themselves as a container with something valuable within - when an unwitting person opens the container they leap out and force themselves into the victim's brain through the auditory organs. This process is painless and often unnoticed, but the victim soon finds their thoughts and memories rapidly disappearing and any attempts to communicate are emitted in a glossolalia gibberish.

Eventually the victim stands stock still in a catatonic state, demanding large amounts of treasure and valuables in a loud monotone. Once paid, the mindcage moves on but their victims remain in the same catatonic state for several weeks as they gradually recover from the experience. A mindcage's true form resembles a small, hunched humanoid figure with sallow pale skin, a distended toothless mouth and fingers that trail off into fractal filaments.

AC: 14, HD: 3, Attacks: special, Move: 30', Save As: 3rd level Magic-User, Morale: 7

SPECIAL
A mindcage can become incorporeal as a full-round action. It can only be seen or harmed by magic or magic items.

Instead of attacking, a mindcage attempts to enter a target's brain. It must be in ethereal form to do so. The target must Save vs Magic to resist, failure means that the mindcage successfully takes up residence in their brain. Success alerts the target to this attempt. Once inside the target's brain, the mindcage drains 1 point of INT and WIS per round; the target loses the power to speak intelligibly once 5 or more rounds pass. The target becomes catatonic as soon as their INT or WIS reach 3.

Once these stats reach 0 the target doesn't die but begins to demand large amounts of treasure - it will demand a greater amount than what is currently available to the party. If paid then the mindcage will absorb the treasure into their incorporeal form and flee to their lair. The target is restored to 3 INT & WIS and is rendered unconscious until their stats are restored to normal, which recovers at the standard pace. If nothing is paid then the victim will eventually die of thirst or starve.

Magic can be used to attack a mindcage directly but the attacker must be able to see the creature in order to avoid damaging the host.

---

Code Servitor (Daemon)
Techno-dungeons are elaborately maintained electrical ecosystems - temperature, humidity, atmospheric particulate levels and more must be kept at a precise equilibrium to avoid damage to the delicate machinery contained within. Code Servitors are slaved to perform one specific purpose - filter the air, lower the temperature, equalise static charges, remove intruders etc. - and will fulfil it with a single-minded determination. They are generally small in stature and their appearance is utilitarian - they are designed with a specific task in mind, not aesthetics. Most servitors are mass produced by central processing but some are custom made for specific, vital tasks. Interrupting their tasks can prove massively detrimental to the dungeon at large and also to an adventurer's health.

AC: 14, HD: 2, Attacks: 1 appendage for 1d6 damage/special (see below), Move: Fly 30', Save As: 2nd level Fighter, Morale: -

SPECIAL
Code Servitors never fail morale checks and are immune to fear effects from spells and abilities.

The special effects of Code Servitor attacks vary depending on the servitor's purpose. For example a temperature control servitor may set a their target aflame or freeze them, or a humidity controller might drain all of the liquids they are carrying and start desiccating them.

---

Memetic Annelid (Worm)
Despite the efforts of the Code Servitors and heuristic intrusion countermeasure agents, life (of a sort) finds a way. Unauthorised lifeforms in a techno-dungeon survive through stealth, hiding in plain sight by deceiving the dungeon's guardians or secreting themselves in remote locations, or through rapid reproduction. Memetic annelids favour the latter method, dividing and splitting at the slightest provocation. The rich concentrations of resources held by living organisms and isolated machines provide tempting targets for them, and their prey's fate is as good as sealed as soon as an annelid manages to burrow inside.

AC: 12, HD: 1, Attacks: 1 bite + grab for 1d6 (Save vs Paralysis to avoid being grabbed) + special, Move: 30',  Save As: 1st level Fighter, Morale: 10 if targets are outnumbered, otherwise 7

SPECIAL
A memetic annelid can burrow into a target that it has grabbed. This is a full round action. The target takes 1d8 damage as the annelid burrows into them and takes 1d8 damage on each subsequent round. A target reduced to 0hp while an annelid has burrowed inside them explodes in a pile of gore and 1d4+1 annelids emerge from their remains, acting at the end of initiative order.

---

Hostile-Key Isolators (Antivirus Quarantine)
While intruders are generally dealt with in a lethal fashion, central processing may choose to make an exception according to its arcane and ancient programming. While external entities may sometimes be tolerated, heuristic threat analysis is applied to their possessions and capabilities. Hostile-Key Isolators swarm subjects flagged as hazardous and strip them of anything deemed threatening, phase-shifting the offending articles to a quarantine zone.

AC: 14, HD: 1, Attacks: special, Move: Fly 30', Save As: 1st level Fighter, Morale: 12

SPECIAL
Roll below to see what has triggered the hostile response:
  1. Weapons
  2. Light sources
  3. External bio-contaminants (food, water & animal products)
  4. Aetheric disturbances (magic items, scrolls and potions)
  5. Unauthorised visual recordings (eyes)
  6. Prohibited auditory sensors (ears)
  7. Magnetic anomalies (metal objects)
  8. Suspicious containers (backpacks & sacks)
A successful hit requires the target to Save vs Magic Device. On a failure the hostile-key isolator phase-shifts the offending article to quarantine and withdraws from the target. Every isolator carries a private key with which to access the quarantine zones if required.

Credit, John F Stifter

Other

This wispy purple-ish smoke smells of ozone and burned plastic. It is intelligent and benign, and is capable of providing power to electrical devices. It can be bottled and if poured over a damaged electrical device it has a 2-in-6 chance of restoring normal function for 1d6 Turns. Pouring it onto a working machine will boost its functions for 1d6 Turns but runs a 3-in-6 chance of overloading it once this time has elapsed. Magic smoke will refuse to re-enter a machine from which it has escaped, for reasons it refuses to elaborate on.

Wednesday, 25 April 2018

Superstitions & Monsters

This post is something I've been working on to generate creatures that might haunt settlements in Egradus. Things of local legend that have been through so many permutations that their true forms have been lost and they now exist as persistent boogeymen ready to pounce from the periphery of civilisation.

Peasants are a superstitious lot. They hate and fear witches for hexing them, they hate and fear spirits for haunting them and they hate and fear their neighbours for their hateful and fearing ways. They wail as the frost kills their seedling crops and give offerings to their gods, even as they mutter that their gods are undeserving of such worship. Bad weather and hard times are the wrath of capricious beings made manifest; and there's some truth to all of the above. But belief empowers and fuels all things, not just the divine, and given enough time even imagined things can manifest in the material world.

Every town and village has their own legends - fables and parables to scare the children with, and sinister stories to frighten friends at the alehouse. Many of these stories have run for generations, with slight changes and alterations being woven into the fabric of the tale until, like Theseus' ship, the original subject of the story bears no resemblance to what is now told. In most cases this is harmless, but in some it can be a very, very bad thing indeed. For belief has the power to warp and change, and give life to things best left in storied pages or campfire whispers.

Credit, Bernardo Hasselmann

Below are several tables that you can use to roll up some creatures of folklore and legend when you need something that plagues a particular town or region. Not all will be evil or hostile - many legends feature wise and benevolent beings - but fearful people produce things to fear. With enough belief and outright worship you end up with a god, but lesser amounts built up over the years lead to these lingering presences on the periphery of reality.

Such is their hold in a town of village's memory that some of these beings are able to return centuries after being slain, though the ever changing nature of the tales that spawn them give rise to the question of whether they are truly the same being or some similar apparition conjured from the fevered imaginations of the fearful, warped and twisted by the changes forced upon them through wild stories and folk tales.

Start with the base states below and note down the relevant rolls that affect the creature's stats, powers, strengths and vulnerabilities.. The below assumes the use of the Lamentations of the Flame Princess ruleset.

Base Creature Stats

AC: 14; HD: 4; Attacks: 1 attack with +2 to hit, 1d6 damage; Move: 30', Save As: 4th level Fighter; Morale: 10.

It appeared...

  1. During a terrible drought...
  2. In the middle of a bitter and dark winter...
  3. When plague and pestilence ravaged the land...
  4. In the midst of a terrible war...
  5. While we were in mourning for our lord...
  6. When those fools returned from the ruins with that damned idol...
  7. From the waters during the worst flood in memory...
  8. As a terrible hurricane upturned the country...
  9. With the lightning wrath of the heavens as they rained upon the land...
  10. From a rent in the ground when the earthquake struck...
  11. After the twin-tailed comet lit up the sky...
  12. From the caves exposed after the mudslide had ended...
  13. When the eclipse blotted out the sun...
  14. As the moon loomed blood red in the night sky...
  15. From the mists as they crept across the hills for days...
  16. During the terrible wildfires years ago...
  17. After the crops failed and the animals sickened...
  18. After a bountiful autumn harvest...
  19. In the wake of the king's wedding...
  20. After [hated person] offended [powerful being]...

And at first it...

  1. Stalked us through the woods, whispering with a hundred voices.
  2. Sat in the square and watched us without blinking.
  3. Branded every tenth house with its mark.
  4. Screamed with the voices of the dead all through the night.
  5. Hid out of sight while piping strange music.
  6. Drove out the bandits who had so menaced us!
  7. Capered madly around the village boundary with shrill giggles.
  8. Stood over a different bed each night, absolutely silent.
  9. Made flower garlands for the children.
  10. Ate all of the cats and rats.
  11. Erected standing stones in the fields and engraved them with weird runes.
  12. Toppled trees and built a huge fire, upon which it cooked and ate a bear.
  13. Seeded strange, humming crops around the village.
  14. Conspired with the crows and wolves.
  15. Dug deep into the ground.
  16. Left grisly totems on the treeline.
  17. Scattered silver coins from the temple roof.
  18. Dove into the river and lurked under the bridge.
  19. Spun itself a cocoon of glowing silk.
  20. Left gifts on each doorstep.

But then it...

  1. Fell upon us like a savage, starving beast!
  2. Started a great conflagration in the town!
  3. Turned the river to blood and drowned folk in it!
  4. Stole the children away into the woods!
  5. Demanded we serve it as lord of the land!
  6. Stole the alderman's strongbox and fled with his daughter!
  7. Unleashed a swarm of insects upon the fields!
  8. Hunted down those who went into the woods, one by one!
  9. Bewitched the town for days wand toyed with us like puppets!
  10. Laid a thick mist on the town and brought our nightmares to life!
  11. Devoured all of the food and drink that we had!
  12. Forced us to debase ourselves before it and bring it sacrifices!
  13. Pulled folk into the earth at random and entombed them!
  14. Began tearing down houses!
  15. Spread sickness through the village!
  16. Ground the miller's family into bread and forced us to eat it!
  17. Burned a host of people in a great fire!
  18. Tied people up and hung them from trees!
  19. Set kin against kin and friend against friend, revelling in the chaos it wrought!
  20. Demanded every 10 of us draw lots, those who lost were eaten!

Credit, Eugene Korolev

It was...

  1. Tiny... - HD-2; AC+4.
  2. The size of a child...- HD-1; AC+2.
  3. The size of a man... - N/A.
  4. Huge... - HD+2.

And it had the shape of a(n)...

  1. Man!
  2. Farm beast! 1d4: 1. Ox, 2. Sheep, 3. Horse, 4. Pig.
  3. Lion!
  4. Bird of prey!
  5. Deer!
  6. Eel!
  7. Octopus!
  8. Insect! 1d4: 1. Ant, 2. Beetle, 3. Wasp, 4. Moth.
  9. Crab!
  10. Wolf!
  11. Songbird!
  12. Serpent!
  13. Crocodile!
  14. Spider!
  15. Bear!
  16. Goat!
  17. Fish!
  18. Fox!
  19. Boar!
  20. Rat!

It walked on...

  1. 1d6 stalk legs ending in great talons... (Can attack from 10' away)
  2. Countless rippling millipede legs...
  3. A slimy snail's foot... (Can move up walls and on ceilings)
  4. A slithering serpentine belly... (Move 40')
  5. Two powerful, backwards jointed legs with wolf feet... (Can leap 40')
  6. 1d8 skittering spider legs... (Can move up walls and on ceilings)
  7. A veil of shadows that glided over the ground... (Fly 30')
  8. Two stout legs, like a man...
  9. 1d10 chitinous legs with many joints... (Move 40')
  10. 1d6 whiplike legs that lashed out with hooked feet... (Gain 10' ranged attack with +2 to hit for 1d6 damage)
  11. A mass of pseudopods... (Move 20')
  12. 1d6 skeletal bird legs...
  13. 1d4 rotting horse legs...
  14. Nothing... it simply floated along... (Fly 30')
  15. 1d8 scrabbling rodent legs... (Can tunnel 20' per round as a movement action)
  16. 1d12 pillars of  scorching flame... (Adjacent enemies must Save vs Breath or take 1d6 damage with a 1 in 6 chance to set on fire)
  17. 1d4 scaled, reptilian legs...
  18. 1d6 legs of jointed, grinding stone... (Move 10')
  19. A sphere of shimmering metal that rolled and bounced beneath it... (Move 30' in a random direction)
  20. Four sculpted legs of living metal... (AC+2)

And for arms it had...

  1. 1d20 pale arms that writhed from its back like serpents. (Target must Save vs Paralysis on a successful attack or be grabbed)
  2. A huge crustacean claw for one arm, and a slender human arm for the other. (Rends metal armour, two hits will cause it to break)
  3. A hooked bone claw on one side, and a host of writhing tentacles on the other. (1d8 damage)
  4. 1d4 mantis-like bladed limbs. (2 attacks)
  5. 1d6 hirsute trunks ending in three, thick fingers. (1d8 damage)
  6. Three skeletal limbs ending in fingers with four joints.
  7. 1d4 tentacles that erupted from its torso.
  8. A pair of delicate human arms with finely manicured nails. (1d2 damage).
  9. 1d10 barbed and hooked limbs that ended in grasping claws. (Target must Save vs Paralysis on a successful attack or be grabbed)
  10. Three mighty arms covered in hard, glittering scales. (AC+2)
  11. A misshapen arm, swollen with muscle, on one side and a withered, blackened arm on the other.
  12. 1d6 serpents with tiny fingers instead of teeth.
  13. 1d100 filthy, wet pseudopods that roiled into and out of each other like a sea of maggots. (Target must Save vs Poison on a successful hit or be infected with a random disease)
  14. 1d8 deer legs ending in spasmodically grasping talons. (2 attacks)
  15. 1d4 scaled, reptilian limbs streaked with bright colours.
  16. Two great bat wings that ended in claws. (Fly 60')
  17. Four iridescent feathered limbs that ended in scything blades. (4 attacks)
  18. 1d6 furred limbs whose fingers had viciously sharp claws. (Successful attacks cause target to bleed, taking 1 damage per round until treated)
  19. 1d10 many jointed limbs ending in wailing human and animal heads. (1d4 damage but target must Save vs Breath weapon on a hit or be stunned for 1 round by the yammering screams)
  20. Five muscular arms each ending in two hands. Instead of fingers each hand has 5 hooves. (5 attacks, 1d4 damage)

Atop its shoulders sat...

  1. A stone obelisk with a glistening red eye...
  2. Two human heads, constantly arguing and biting at each other...
  3. A four-eyed goat's head with erratically sprouting horns...
  4. A Swan-like neck with a snapping reptilian maw...
  5. A veiled face that was impossible to see...
  6. A churning mass of flesh that sprouted eyes, mouths and ears at random. The nose remained constant...
  7. A writing mass of slime in the shape of a head...
  8. An armoured helm, pitted with rust...
  9. The head of a spider with eight human eyes...
  10. A human face with no features except two oversized, drooping ears...
  11. A blazing white light, as bright as the sun...
  12. The face of my mother...
  13. A wolf's head with milky white eyes...
  14. A hairy insectoid head with a long, needle proboscis and glittering compound eyes...
  15. The head of a brutish humanoid daubed in chalky paint with jagged, sharp teeth...
  16. A glistening cephalopod head with a pair of yellow eyes, wreathed in tentacles...
  17. A single, beautiful glyph that shimmered and danced...
  18. An ever changing, ever shifting face whose flesh danced and squirmed...
  19. An enormous, fanged maw with two tiny eyes where the jaws met...
  20. A burnished bronze mask with six eye- and two mouth-slits...

And its body...

  1. Was rotten and spoiled, like a ripened fruit.
  2. Was covered in bright colours and patterns.
  3. Was covered in moss and lichen.
  4. Was infested with maggots and carrion insects.
  5. Dripped with slime and ooze.
  6. Was covered in thick, matted fur.
  7. Was covered in gleaming scales.
  8. Glowed with an inner light.
  9. Gleamed with a metallic sheen.
  10. Was coated with sweet smelling unguents.
  11. Was cracked and marbled, like polished stone.
  12. Oozed blood and pus from its pores.
  13. Was desiccated and shrivelled.
  14. Was swollen and distended.
  15. Was covered in bright feathers.
  16. Was charred and ashen.
  17. Was wreathed in vines and branches.
  18. Sprouted mushrooms and fungi of lurid colours.
  19. Spewed filth and corruption from every orifice.
  20. Was frostbitten and covered in ice crystals.

We couldn't stop it because...

  1. It had mighty sorcerous powers! (Creature has the powers of an equivalent level Magic-User)
  2. It could shatter stone with its blows! (Attacks do +4 damage)
  3. It was covered in plates of bone and chitin! (Armour as Plate, or +2 if already equivalent)
  4. It shimmered into nothingness! (Special: Creature can go invisible for HD minutes per day as a free action)
  5. It just. Wouldn't. Die! (+4 HD)
  6. Its gaze turned you to stone! (Special: Creature can focus on a visible target as a full action. Target must Save vs Paralysis or be petrified)
  7. It breathed noxious vapours that choked the life from us! (Special: Gain a breath weapon attack with a 50' cone range. All targets in the area of effect must Save vs Poison or die)
  8. It wreathed itself in flames when we approached! (Special: Creature can surround itself with magical flames for HD minutes per day as a free action)
  9. It commanded wild beasts to attack us! (Special: Creature can charm animals HD times per day as a free action)
  10. Its gaze pinned you in place! (Special: Creature can cast Hold Person HD times per day as a free action)
  11. It was just too fast for us! (Special: Creature is permanently under the effects of Haste)
  12. It sang to our kin and turned them against us! (Special: Creature can cast Charm Person HD times per day as a free action)
  13. It leapt from shadow to shadow before cutting us down! (Special: Creature treats all shadows it can see as adjacent for movement purposes)
  14. Every blow we struck was healed within moments! (Special: Creature regenerates 1d6hp per round)
  15. It blinded us with a burning light! (Special: Creature can strobe pulses of light HD times per day as a full action. All sighted creatures within 100' must Save vs Breath or be blinded for 1d6 rounds)
  16. It wielded a terrible sword with a razor edge! (Gain 1 sword attack for 1d12+2 damage)
  17. It sprouted vicious barbs and quills whenever we got close! (Anyone who deals damage to the creature in melee suffers 1d6 damage)
  18. It spat burning acid at us! (Gain 1 ranged acid attack for 1d6+2 damage, acid will continue to burn for 3 rounds unless washed off dealing 3, then 2, then 1 damage per round)
  19. It divided and multiplied with chaotic abandon! (Special: Creature can divide itself into 2 smaller copies at will, each with 50% of the creature's original HD rounded down. Each copy can also divide, provided that the remaining copies have at least 1 HD)
  20. Our blows passed straight through it! (Creature is ethereal and can only be damaged by magic & magic weapons)
Credit, John Torres

But we were saved by...

  1. A bold knight in shining plate on a mighty warhorse...
  2. A cunning rogue who struck from the shadows...
  3. A master of the arcane who wielded mighty magicks...
  4. A servant of the divine who bore the wrath of a god...
  5. A savage barbarian warrior of immense strength...
  6. A heathen witch, cloaked in darkness...
  7. A loyal and noble servant of the king himself...
  8. One of our own, touched by prophecy...
  9. A savage druid who drove a hard bargain with us...
  10. A band of brave adventurers, many who fell in the process...
  11. A hardened band of mercenaries who demanded payment in gold...
  12. A white-haired warrior wearing a wolf's head amulet...
  13. A sorceress from foreign lands...
  14. A gang of tricksters and thieves...
  15. A brave priest, armed with holy water and a symbol of the divine...
  16. A single, staggeringly drunk man...
  17. A troupe of masked elves who spoke in rhymes...
  18. A pack of squabbling goblins...
  19. A hooded ranger who roamed the woods...
  20. A divine angel, who glowed with sacred light...

When they...

  1. Lashed the beast with burning brands! (Creature is vulnerable to and takes double damage from fire)
  2. Doused the creature with holy water! (Creature takes 1d12 damage when splashed with a vial of holy water)
  3. Hurled a silver-tipped spear clean through it! (Creature's AC is reduced to 12 against silver weapons)
  4. Beat it with a mighty cudgel! (Creature takes double damage from crushing weapons)
  5. Choked it with rowan smoke! (Creature must Save vs Breath every round when exposed to the smoke of burning rowan or do nothing but cough and splutter)
  6. Showed the beast its own terrible reflection! (Creature must Save vs Paralysis when exposed to its own image or it will flee in terror)
  7. Bound it with sorcery and banished it from here! (Creature's Save vs Magic is rolled with disadvantage)
  8. Chopped its head clean off! (PC's may declare they are attempting to behead the creature. A natural 20 is needed to succeed. If successful the creature is beheaded and killed instantly, otherwise the attack has no effect)
  9. Impaled it on a lance from a charging horse! (Creature takes triple damage when hit by a charge from a mounted opponent)
  10. Warded it off with patterns drawn in salt! (Creature will not willingly cross lines of salt and takes 1d8 damage if forced to)
  11. Tied it up with a magic rope and threw it in the river! (Creature cannot break enchanted or blessed ropes and chains)
  12. Blasted it with magic and sorcery! (Creature takes double damage from magic)
  13. Played a soothing melody and lulled it to sleep! (Creature must Save vs Magic Device every round that a musical instrument is played in a soothing way or they fall asleep)
  14. Shot it full of arrows! (Creature has AC-2 vs ranged attacks)
  15. Scared it off with a terrifying war cry! (Creature's morale is halved)
  16. Fed it meat laced with a virulent poison! (Creature's Save vs Poison is rolled with disadvantage)
  17. Ducked and weaved around it as they struck, their movements a blur! (Creature takes a -2 penalty on melee attacks)
  18. Got the creature steaming drunk and dragged it out of town! (Creature must Save vs Poison or will compulsive drink any available alcohol until it passes out)
  19. Tackled the creature down and dragged it out of town! (Creature applies no modifiers to grappling/wrestling checks)
  20. Sliced it with 1,000 cuts! (Creature takes double damage from slashing weapons)

Credit, EA Howell

Examples

The Vermin Spider of Tanat

Rolls - D20: 1,12,13,14,15,4,17,7,15,20,2; D4: 2

It appeared during a terrible drought and at first it toppled trees and built a huge fire, upon which it cooked and ate a bear. But then it pulled folk into the earth at random and entombed them! It was the size of a child and it had the shape of a spider! It walked on six scrabbling rodent legs and for arms it had two mantis-like blades. Atop its shoulder sat a single beautiful, glyph that shimmered and danced and its body was covered in gleaming scales. We couldn't stop it because it blinded us with a burning light! But we were saved by a divine angel, who glowed with sacred light, when they doused the creature with holy water!

Creature stats: 
AC: 16; HD: 3; Attacks: 2 attacks with +2 to hit, 1d6 damage; Move: 30', Save As: 4th level Fighter; Morale: 10.

Special:
Creature can tunnel 20' per round as a movement action.

Creature can strobe pulses of light HD times per day as a full action. All sighted creatures within 100' must Save vs Breath or be blinded for 1d6 rounds.

Creature takes 1d12 damage when splashed with a vial of holy water.

---

The Vile Wyrm of Karabas

Rolls - D20: 18,13,16,13,7,17,1,19,7,4,3; D4: 4

It appeared after a bountiful autumn harvest and at first it seeded strange, humming crops around the village. But then it ground the miller's family into bread and forced us to eat it! It was huge and it had the shape of a crocodile! It walked on a veil of shadows that glided over the ground and for arms it had four iridescent feathered limbs that ended in scything blades. Atop its shoulders sat a stone obelisk with a glistening red eye and its body spewed filth and corruption from every orifice. We couldn't stop it because it breathed noxious vapours that choked the life from us! But we were saved by a servant of the divine who bore the wrath of a god when they hurled a silver-tipped spear clean through it!

Creature stats: 
AC: 14; HD: 6; Attacks: 4 attacks with +2 to hit, 1d6 damage; Move: Fly 30', Save As: 4th level Fighter; Morale: 10.

Special:
Gain a breath weapon attack with a 50' cone range. All targets in the area of effect must Save vs Poison or die.

Creature's AC is reduced to 12 against silver weapons.

---

The Gorgon Goat of Almasy

Rolls - D20: 7,4,9,16,12,16,12,15,6,6,4; D4: 4

It appeared from the waters during the worst flood in memory and at first it screamed with the voices of the dead all throughout the night. But then it bewitched the town for days and toyed with us like puppets. It was huge and it had the shape of a goat. It walked on three skeletal bird legs and for arms it had two great bat wings that ended in claws. Atop its shoulders sat the face of my mother and its body was covered in bright feathers. We couldn't stop it because its gaze turned you to stone! But we were saved by a heathen witch, cloaked in darkness, when they beat it with a mighty cudgel!

Creature stats: 
AC: 14; HD: 6; Attacks: 1 attack with +2 to hit, 1d6 damage; Move: Fly 60', Save As: 4th level Fighter; Morale: 10.

Special:
Creature can focus on a visible target as a full action. Target must Save vs Paralysis or be petrified.

Creature takes double damage from crushing weapons.

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