Saturday, 30 July 2022

Peripheral beasts

A bestiary of creatures only visible out of the corner of your eye.

Just like you need water, these creatures need attention. But too much will drown them just like too much water will drown you. They generally live in abandoned places where unwise magic was practised in the past. They're used to surviving on very little attention.

But when unwary adventurers visit... it's like rain after drought.

Peripheral beasts are immune to all weapons. They wither if looked at directly. In battle with a peripheral beast, Wisdom bonus replaces Attack bonus. All attacks do 1d6 damage. They carry no treasure and have no other special qualities.

Eyer rose

Beautiful flowers with vicious thorns. They can grow up in seconds and entangle an adventurer completely. They vanish instantly if looked at directly. But try looking at the back of your own head where they're tangled in your hair. 1d4 damage minus AC from armour.

Squiggel

Flying things. They bounce, jump and glide at the edges of an adventurer's vision. Often mistaken for birds or bats. Numbers build up quickly, because they breed and grow to independence near-instantly. Basically harmless, except as a distraction or making you complacent about things you half-see while you're busy.

AC 9 [10], HD 1 (4 HP) Att -, THAC0 -, MV 120' (40"), SV 12 13 14 15 16 (F1), ML -, AL Neutral, XP 0, NA 0 (10d10), TT -

Bogle

Bogles will poke you in your unconscious mind. They make vague threatening shapes. When a character swings their head to look, they swing too. So they're always behind you. Their method is to make a character believe there's a threat, when it's only the bogle soaking in their attention.

AC 6 [13], HD 1 (4 HP) Att -, THAC0 -, MV 120' (40"), SV 12 13 14 15 16 (F1), ML -, AL Neutral, XP 0, NA 0 (2d4), TT -

Hungry wisp

The predator of the group. The other beasts are satisfied with attention. This one wants a bite of you as well. They often resemble wolves, bears or apes. They favour hit-and-run tactics, rushing a character to deliver a bite or slash, then darting away out of view.

AC 3 [16], HD 4 (18 HP) Att 1 x claws (1d6) or bite (1d6), THAC0 15 (+4), MV 120' (40"), SV 10 11 12 13 14 (F4), ML 8, AL Neutral, XP 350, NA 0 (1), TT -

Saturday, 23 July 2022

The Why of Wizards

Tables for generating NPC wizards.

It's a hazardous occupation, wizarding. Searching the constellations for meaning, summoning and binding hostile spirits, effing with the ineffable. You wouldn't expect a wizard to be average.

This wizard is a(n) (3d6):

  1. Irritable
  2. Morose
  3. Excitable
  4. Cryptic
  5. Arrogant
  6. Forgetful

    1. Young
    2. Old
    3. Ancient
    4. Ageless
    5. Mutated
    6. Hidden
  1. Summoner
  2. Enchanter
  3. Alchemist
  4. Elementalist
  5. Necromancer
  6. Diviner

Their laboratory is in/on a (1d6):

  1. Tower
  2. Castle
  3. Manor house
  4. Hut
  5. Ship
  6. Cart

Their magic is tinged with (1d6):

  1. Fire
  2. Darkness
  3. Motion
  4. Colour
  5. Music 
  6. Crystals

Locals treat them with (1d6):

  1. Fear
  2. Reverence
  3. Amused contempt
  4. Resentment
  5. Indifference
  6. Bemusement

Rumour says they (1d6):

  1. Have a pact with demons
  2. Won a game with a god
  3. Advised a ruler
  4. Travel by night in owl form
  5. Turned a bandit gang into pigs
  6. Eat and drink only poison

And want to (1d6):

  1. Conquer the kingdom
  2. Return a loved one to life
  3. Understand the gods' true nature
  4. Answer an ancient riddle
  5. Usurp a demon lord
  6. Dispel a curse that affects them

Their actual goal is (1d6)

  1. Personal spiritual development
  2. Unlimited knowledge
  3. A rival's destruction
  4. Immortality
  5. Protect a political ally
  6. Fulfil a supernatural bargain and be free 

Click here to randomly generate:


(Thanks to Spwack of the Slight Adjustments blog for the generator code.)

Saturday, 16 July 2022

The Why of Bandit Chiefs

Tables for generating an NPC bandit chief.

This chief hides among the (1d6):

  1. Forests
  2. Mountains
  3. Islands
  4. Friendly clans
  5. Ruins
  6. Swamps

And attacks (1d6): 

  1. Isolated farmsteads
  2. Merchant caravans
  3. Travellers in their claimed lands
  4. Rival clans 
  5. Townships of another race
  6. Temples

The chief is (1d6):

  1. An ex-soldier
  2. An exiled clan chief
  3. A city criminal
  4. A former poacher
  5. A farmer whose lands were confiscated for unpaid taxes
  6. A renegade priest

They recruit (1d6):

  1. Mercenary fighters
  2. Unemployed farm labourers
  3. Enslaved convicts
  4. Hunters
  5. Social outcasts
  6. An uneasy mix of two of the above

Their secret advantage is (1d6):

  1. A magic item
  2. A monstrous or supernatural ally
  3. A hidden route only they know about
  4. A cache of supplies
  5. An informant in a nearby settlement
  6. An elite assassin follower

Their secret danger is (1d6):

  1. A wasting illness
  2. A lover among the enemy
  3. A debt to someone powerful
  4. Blackmailed by one of their band
  5. They're not who they say they are
  6. Haunted by the ghost of their first victim

The chief has sworn not to harm (1d6):

  1. Unarmed women or children
  2. Their own extended family
  3. Followers of the same religion
  4. Anyone who swears allegiance
  5. Scholars
  6. Anyone who fought in a specific military battle

Their biggest problem is (1d6):

  1. A price on their head
  2. Disease among their followers
  3. Their  hidden camp has been burned out by soldiers
  4. A curse
  5. A brewing mutiny in their crew
  6. A rival band of thieves

But they have a plan to (1d6):

  1. Take over a township before winter comes
  2. Make a massive score and retire
  3. Send their followers into a hopeless battle and escape with all the loot
  4. Sign on with a nearby kingdom as forest rangers
  5. Bribe a local ruler for amnesty
  6. Go out in a blaze of glory

Saturday, 9 July 2022

One Page Game: Vampire Justice Friends

A free one-page game about playing superheroes who are secretly vampires.

Doing an image search for vampire thumbnails is trawling the internet's subconscious. You'll find things you didn't expect. (Vampire clown cosplay? Is this a new Tiktok trend?)

In this game you play undead fiends of the night who've decided to fight crime. Maybe you'll find a hot slayer girlfriend that way. 

Task resolution is 1d10 vs target with a d6 wild die. Combat is chaotic and includes random events. Using superpowers involves managing a shared resource (blood). Comes with a page of GM advice.

Click here to get a copy of the game.



Sunday, 3 July 2022

Library bestiary part 3 - demons and other dangers

Part 3 of the cursed library bestiary. Find part 1 here and part 2 here.

The book-creatures described in part 2 aren't much of a threat, except in large groups. The real danger of them is that they might cause noise. This attracts the attention of ghosts, demons, or worst of all - The Silence.

Ghosts

Librarians  
 
Librarians float around the shelves at random. They occupy themselves reshelving books to their personal system. Books are precious to them. When enraged, they may forget that and use one as a weapon.
 
AC 9 [10] + special, HD 3* (14 HP), ATT 1 x charge or book bludgeon (see specials), THACO 16 [+3], MV 120' (40'), SV 12 13 14 15 16 (F3), ML 10, AL Lawful, XP 80, NA 1d3 (1d3), TT None (on 1 in 6 a librarian will have a single scroll)
Specials: Mundane damage immunity
Charge - deal 1d6 cold damage and paralysis for a round by passing through a target. Save vs breath negates.
Book bludgeon - when hit, librarians become enraged on 2 in 6. In this state, they may attack by hurling a book via telekinesis. Automatically hits, 1d4 improvised weapon damage.
 
Paintings 
 
Paintings like to attack from concealment, and drag victims back into their frames. Perhaps they make interesting scenery.
 
AC 7 [12], HD 4* (18 HP), ATT 1 by weapon, THACO 15 [+4], MV 120' (40'), SV 10 11 12 13 14 (F4), ML 8, AL Lawful, XP 130, NA 1 (1d3), TT S
 
Specials: Paintings are immune to piercing or bashing damage and take double damage from fire. 
Lead white: Burning paintings emit toxic fumes. Characters within 5 feet take -2 to next turn. Save vs breath negates.
Drag: on a successful attack, a painting can choose to disarm rather than inflict damage. Disarming succeeds on a STR vs STR roll. The target is automatically grappled and may be dragged into a painting.

Poltergeists
 
Knots of emotion and psychic force which fling objects to express themselves. Poltergeists are attracted to strong emotions among characters. They sense these from several rooms away.

AC 9 [10], HD 3* (14 HP), ATT 1 x 1d4, THACO 16 [+3], MV 90' (30'), SV 12 13 14 15 16 (F3), ML 8, AL Chaotic, XP 80, NA 1 (1), TT None
 
Specials: Mundane damage immunity
Invisibility (as spell), permanent
Telekinesis (as spell), twice daily
 
Living statues
 
Slow but powerful. They carry books, and they want the characters to read them. Statues don't speak or show any emotion. Once a character passes by, it noiselessly steps down from its plinth and follows. When the character pauses, it closes the distance for a grapple attempt. If successful, they force the character to read one of the unsettling passages in their book. At 0 HP they crumble to fragments.

AC 3 [16], HD 6 (30 HP), ATT 1 x 1d6, THACO 16 [+3], MV 60' (20'), SV 10 11 12 13 14 (F6), ML 8, AL Chaotic, XP 275, NA 1 (1d3), TT None (1 book as cursed scroll)

Specials: Statues do not receive a bonus to attacking retreating opponents.
Harsh truth: If forced to read from a statue's book, a character develops a phobia or hindering mental condition until leaving the library. Save vs devices negates.

Demons

 

Howlers
 
Shaggy Halfling-sized creatures. They hunt alone, then howl to summon their pack when they spot prey. Howlers are lesser demons - mindless, hungry beasts. They creep in where earthly space becomes corrupt enough to permit them. Books mean nothing to them. They're often killed by other supernatural creatures for damaging them.

AC 8 [12], HD 1 (4 HP), ATT 1 x bite (1d6) or 2 x claw (1d4), THACO 18 [+1], MV 120' (40'), SV 12 13 14 15 16 (F1), ML 10, AL Chaotic, XP 80, NA 2d6 (2d6), TT None
 
Imps
 
Merry little tricksters. They think jokes that involve someone getting hurt are the funniest. They'll grease your sword hilt. They'll tie your boots together and yell to disturb a ghost. They'll stuff an angry ferret in your lunchbox.
 
AC 3 [16], HD 1 (4 HP), ATT -, THACO 18 [+1], MV 120' (40'), SV 12 13 14 15 16 (F1), ML 8, AL Chaotic, XP 10, NA 2d10 (3d12), TT P
 
Greater demons

They're here to consult a book, like you are. They don't appreciate being disturbed.
 
AC 4 [15], HD 6* (27 HP), ATT 1 by weapon or special (see list), THACO 13 [+6], MV 120' (40'), SV 10 11 12 13 14 (F6), ML 8, AL Chaotic, XP 1050, NA 1 (-), TT I
 Specials: 
Supernatural attacks: the demon will have one of the following powers.
  • Scorpion tail, 1d8 + poison
  • Acid breath, 1d6 + fills a square for 3 rounds
  • Flaming claws, 2d6
  • Insect swarm, 1d4 + -1 per round for 3 rounds
  • Tongue tentacle, 1d6 constriction damage + lost turn
  • Shriek, 1d4 + -2 from ghostly visions for 3 rounds, save vs paralysis negates
Magic: A greater demon will know 1d6 spells from Dispel Magic, Protection from Good, Invisibility, Detect Invisible, Mirror image, Hold Portal.
Retainers: The demon is accompanied by 1d4-1 retainers who will fight to the death to protect it. As Fighter 3.

The Silence

The Silence isn't a physical presence. It's a leaden tiredness that comes over you. It makes your weapons heavy and your pack uncomfortable. You feel like you've been walking for days. The room is stuffy and dim. The gloom seems to swallow up noise. Surely you can take five minutes to sit and rest, maybe read a little...

Noise attracts it, especially talking. Each turn spent in its presence, save vs magic. On success, nothing happens. On failure, lose 1d4 HP without noticing. Leaving The Silence's influence is as easy as stepping into the next room, but it follows at a rate of 1 room/turn.

Tuesday, 21 June 2022

20 Unusual potions

Getcha potions right here! Want to be thinner? Want to be stout? Want to grow hair back? Want to cure gout? Potions potions potions! I wrestled this potion off my great-grandmother. Ninety years old and she gave me a shiner that took a week to fade. This potion is how she preserved her right hook for fifty years!

Except where otherwise stated, potion effects last for 8 -  CON bonus hours.

1. Ocular vitrification tincture

This potion causes one of the user's eyes to become glassy and pop out of its socket. The owner can still see through it, no matter how far away it is. The eye will reconnect normally as long as it's back in its socket before the potion wears off. If it's not, it reverts to flesh wherever it happens to be.

2. Glossolalia dose

Anyone who drinks this potion speaks and understands a language known only to other drinkers.

3. Osteoactive jelly essence

Softens the drinker's bones. The user can't stand, but can coil around things like a constrictor snake. Or squeeze through small openings. If the opening is narrower than the drinker's head, it compresses their brain. This causes them to experience strange sights, sounds and emotions. If the opening is significantly narrower than the drinker's head, it causes damage. Make an attack with the difference in inches as a bonus and D4 damage.

4. Orchardic promoter mix 

Pour a dose on soil and it instantly grows a random fruit tree to full height and blooms with fruit. Picking the last fruit causes the tree to wither to nothing.

5. Avian transmogrification elixir

Transforms the drinker into a bird. The bird species is random, but higher HD users tend to produce birds of prey. The same elixir transforms actual birds permanently into voles.

6. Robust integument formula

Halves bludgeoning damage. Also causes the drinker to boom like a drum when struck.

7. Essentia lunula

Causes the drinker's finger- and toe-nails to harden and flatten. Afterwards they flake off like tiny knives. They can be a vicious weapon if embedded in something.

8. Cynosural enhancement draught

Gives the drinker an absolute sense of where the compass points lie.

9. Indenomitive juice

The drinker can no longer say their own name or speak a sentence that directly refers to the self.

10. Nonpareil regurgitative tonic

The drinker vomits up a precious stone. This causes considerable intestinal distress for 10 - level minutes. Until vomiting the stone, the character is at -2 to all rolls. Once uncorked, the potion sours in minutes. Drinking it after a delay causes the same sickness, but no gem.

11. Draconasal augmentation solution

Allows the drinker to smell precious metals up to three rooms away.

12. Potion of improved visibility

The drinker becomes a light source. Halfling-size or smaller produce as much light as a torch. Larger creatures produce as much as a lantern.

13. Seismic mirth tincture

Causes the drinker to laugh with a force that shakes the ground and deafens bystanders.

14. Dreischer dose

Causes the drinker's voice and mannerisms to become increasingly annoying over time.

15. Mellification formula

Causes the drinker to sweat honey. The kind of honey depends on the kinds of plants in their diet. Triggers an encounter roll if the table has creatures attracted to honey.

16. Crimson aurochs potion

Tastes foul, but allows tired people to function without penalties. Also causes scattered feathers to sprout.

17. Caustic lachrymose tonic

Makes the drinker's eyes water. The tears will rust metal instantly. Blurs vision while in effect. Lasts HD x minutes.

18. Insulating tincture

Causes the drinker to grow a thick, warm pelt. Lasts 2 hours per dose. After that, the drinker sheds all the hair over a period of ten minutes. While in effect, drinker cannot form recognisable words.

19. Essentia fructus scientiae

Causes the drinker to temporarily grow roots and branches. Clusters of berries (up to 4d6 total) grow from the branches. Anyone eating a berry will gain one of the drinker's skills (drinker's choice) for the length of a watch. A second dose will cause the drinker to be stuck in plant form.

20. Multiplication solution

Causes the drinker to split into 5 x HD miniature copies. Each is about as smart as a bright rat. Their instinct is to scatter and rejoin at the place the drinker was thinking of when taking the potion. When they assemble, the potion wears off and they're drawn back together.

Saturday, 11 June 2022

D6 wizardly wagons

Image sourced from Rawpixel.com

Six magical vehicles for busy wizards.

When I think of a wizard, I think of someone who would spend ten years of his life researching a way to magically move to a spot only half an hour away on foot.

1. Flying boat

The flying boat is a normal three-mast sailing ship. Instead of using sails, its booms and rigging are perches for thousands of folded paper birds. They keep it aloft by flapping in unison. It travels at the speed of an unladen European swallow, about 20 mph. It has no landing gear. When setting down it sits on its keel and lists to the side. Sometimes to a dangerous degree.

2. Elephant golem

This is a wooden elephant, three times life size. Its flanks have hatches that give access to a hollow interior with shelves and cargo nets. The driver sits on the elephant's head and operates its trunk as a crane to lift bales in and out of the interior.

The golem is smart enough to pick the most level route to a destination. It's also capable of defending itself with feet, trunk and iron-tipped tusks. It can run, but the jarring damages its frame and its more delicate goods.

3. Walking mansion

A large mansion with four wings and a central annex. The wings flex like legs, stepping like a spider and carrying the annex like a body. The wings are empty of furniture, but still hold their fittings. Those are twisted and smashed from the flexing of the building's 'legs'.

The mansion's steps are equally hard on the ground it passes over. With no foundation to bear its weight, its 'feet' sink into the soft earth and yank out giant clods of it when they lift.

4. Balloon tower

This three-level tower was crudely cut free from a larger structure. It's suspended below a large canvas balloon. Inside that are fire and air elementals performing a solemn dance together. 

The tower's contents (including a full-sized alchemy bench) are secured to the walls with nets. The bench is covered with pages written by the builder. He realised too late that he hadn't given any though to coming down once he was up. Some of the scribbled notes read COLLECT RAIN WATER FOR BALLAST? UNPICK STITCHING? JUMP WHILE OVER WATER?

5. Serpent wagon

 A covered wagon that glides along supported on the head of a giant snake. The sinuous movement covers land and water equally well. It makes any so-inclined passengers thoroughly motion sick.

There's a strong reptilian smell that makes cattle and horses nervous and jumpy.

6. Completely normal horse cart

...is what it looks like, but the horse has no reins. Tell it where to take you, and it does.

It doesn't talk and it certainly doesn't offer to share the layout of a nearby wizard's tower with adventurers in exchange for a cut of the loot am I clear, Dobber?