Showing posts with label Loot. Show all posts
Showing posts with label Loot. Show all posts

Tuesday, February 24, 2026

10 Vampire Adventurer Items

Vampires are incredibly powerful magical creatures; however they have several unique traits that sets them apart from other fantastical beasts like dragons, ogres, beholders, and so on. That being that they are intelligent, humanoid and/or ex-human, capable of using tools, similar in size to a standard adventurer, and have a limited ability to blend in with normal humans. Depending on the exact mythos they may also be able to control themselves when it comes to feasting on blood; either as a rule or as long as they are kept well fed. For these unique traits vampires are among the most common types of monsters that might actually become adventurers, and may even be driven to do so given the more inclusive nature your average band of misfits instead of superstitious townsfolk or for those unfortunate vampires not rich enough to impersonate a long line of (strangely similar looking) landed nobility throughout the generations.

Consider adding this loot table for vampire player characters to find which help mitigate some of their vampiric weaknesses. Alternatively, if you end up slaying a traveling vampire, they'll likely have at least one of these along with them as a bit of worldbuilding and a fun item you yourself may find a use for.

10 Vampire Adventurer Items
[1]
 Unrequited Invitation
Gold trimmed silk envelope containing a very fancy looking piece of perfumed paper within. Upon opening the letter and reading it it will be a very clear invitation to whatever event or household the person receiving this letter is a representative of; addressed to the owner of the invitation. This does not allow the vampire to enter the premises freely, as they have not been invited, but can trick a door guard to silently open it or call for a servant to take your coat which then count as having been invited. Even to non-vampires, this can make it much easier to enter a party uninvited or with lax security.

The ink is enchanted and takes about an hour to "defrost" and disappear. If accidentally handed to the wrong person can also reveal its a trick. For example, if a lowly stable boy handles the letter first it may instead read "COUNT SO AN SO IS FORMERLY INVITED TO THE SHIT SMELLING HORSE STABLES ON THE DUKE'S LAND!" because the stable boy isn't really considered a resident or having access to the party himself. Because the paper within and the envelope are enchanted together; after using this item you will need to recover the invitation and preferably before the ink disappears revealing your scam.

[2] Telescopic Parasol
Dark gray and black umbrella with red highlights on its bottom side. Styled to look like a vampire squid. Designed to slide open as a modern umbrella and protects the user from the sun. Any vampire standing under this parasol while its open during even the brightest day takes, at maximum, one Hit-Point worth of damage per hour of being awake in the day. Arrows or attacks that cut holes in the parasol can negate this protection and naturally getting pushed out from under it will cause the unfortunate vampire to take full damage from the sun when their protection is gone.

By pressing the buttons along the handle you can expand the parasol up to 9 squares/size of a small campsite. At this size it's very unwieldy and requires both hands and can get blown away by the wind; but can be planted in the ground with an optional soil spike at the far end of the handle which can also be used as a d4 hidden weapon. Close inspection of the parasol does not reveal any enchantment or magical effects; it is simple a work of very high quality and mechanical complexity. Any repairs or modifications would require the greatest of skilled craftsmen.

[3] Heartfelt Stakeguard
Small piece of dull gray metal fastened with a long black satin strap. Shaped into a stereotypical Valentine heart. Designed to be worn around the chest underneath other clothing or armor. It never comes loose, slips, or chaffs and isn't apparent the wearer is wearing it unless you touch their chest directly and feel the hard spot where it is fixed. Provides +1 AC in combat and protects you from being staked in the heart; crucial for vampires but also effective for mortals as they usually don't enjoy getting stabbed in the heart either. "Heartseeker" arrows, vampire slayer stakes, or similar instant death attacks prioritizing the heart instead are either deflected, do maximum damage but are not lethal, or grant an additional save vs death bonus; whichever is most fitting to the attack.

The reverse side of the Stakeguard (the side you're supposed to have pressed against your chest) is scratched with the names of a hundred vampire lovers; either their human lovers or ones found after death. The oldest scratching are written in hieroglyphs that slowly progress to the modern language. Despite how many cold hands this object has passed through, there is always just enough room to scratch one more name on the back of the metal plate.

[4] Bloodstow Ring
Golden ring with a large brilliant blood red ruby inlaid within. Very close inspection while swirling the ring around reveals it is actually liquid; the gem is actually a very cleverly designed glass vial set in the ring with a tiny needle that can pressed to rapidly inject its blood into the finger of the wearer (if full) or drain some of their blood to fill the ring's vial (if empty). The ring is enchanted and can store a bit more blood then it appears, and the blood within never goes bad and is perfectly preserved, but it's still only a ring. In gameplay terms, activating the ring will cause the vampire wearing it to receive a blood injection equal to about as much blood they could feed from a human in a single combat round with a successful bite attack; restoring that amount of HP, stamina, vampire power points, granting the benefits of a fresh feed, etc. The benefit of the ring is you can feed your vampire nature in secret and it count as a bonus or free action; not requiring the danger of trying to grapple and bite an enemy.

Secondly, as a store of blood, it can also be very useful for keeping a piece of a party member even if they would otherwise be totally devoured or eradicated for a revival; or even as a way to keep an elder vampire's blood stored safely to turn yourself into a vampire without needing to submit to a vampiric sire and so on.

[5] Sanguine Scrying Dish
Deep bowl made of a dark, stained silver with bat motifs. Regular scrying bowls can be used by Wizards to spy on distant places or people, usually requiring something of personal importance to the person or a pinch of something natural from the location and filling the bowl with clear water. The level of the practitioner is used to scry more details more clearly and to see things that are attempting to be "hidden", such as individuals who change their names or move to a big city to go unnoticed.

The Sanguine Scrying Dish allows vampires to exercise the same power as diviners; except using blood instead of water and substituting their vampiric status and age instead of MU level. It is especially good at finding victims or people of special bloodlines, though it would require a drop of blood of someone related to them to show the image correctly. Using this, you can locate with great certainty any living, mortal individual.

[6] Dawnstone
Wrapped in black silk; this white stone looks as though it came from a holy place. One side of the stone is flatter then the other and has natural veins of golden ore within it that exactly match the symbol of a rising sun. This artistic symbol naturally occurring is clearly the sign of a divine miracle; and this stone is consecrated with holy power meant to prolong the day and ward against the coming night. However, it was stolen from priests or paladins of a holy order, and is being used for its opposite intended purpose. It is wrapped in many layers and handled carefully as it is still holy and deals 1d6 damage to vampires when touched; but it must be carried to have any effect.

Whenever sunlight is created from the result of a magic spell, released from a vial or jar, or created by "upgrading" another light source (like a torch), it is instead drawn into the Dawnstone, safely containing it. The Dawnstone can also prevent sunlight from entering a small room through windows or a crack in a cavern wall for one turn; safely absorbing the rays into itself until reaching maximum capacity. This would give a vampire time to find a dark place to hide before the morning comes and slays them. It cannot do anything about the sunrise itself, as it is simply too much light for it to handle, so being caught out in an open place as a vampire grants no protection. Every night at Dusk, the Dawnstone releases all of its stored up light around itself becoming a true sunlight lantern for 1d6 turns. By placing it in a sealed box or behind several closed doors by a trusted servant the Dawnstone can be safely discharged each dusk while carried around at night to offer some small protection against sunlight magic.

[7] Tickwand
Magic wand shaped like a pair of spiraling eels with several fattened ticks and maggots carved into its handle. While held, the user may convert any prepared spells/one mana point/one daily use power slot/etc. into a casting of Magic Missile which appear as little red hardened blood crystals which fly out to damage your foes. Despite shooting hardened blood crystals the projectiles created by this wand "taste stale" and have no nutritional value for vampires.

Alternate ability; fires actual magic ticks that seek the target, latch on for one turn before dealing damage, then return to the caster in another turn (floating slowly enough to get knocked out of the air since they're fat with blood). I kinda like the idea of this being a way to steal blood in combat at a distance but I also think an edgy vampire wizard would just outfit their magic wands and staves with bats, leeches, mosquitos, and other cool blood-sucking animals because they think it's cool. Maybe they got turned as a teenager so they stay in that mindset for all eternity. Maybe you could rework this into a cool "raid boss" mechanic where the ticks heal the vampire lord for 1d4 hp so if you swat them out of the air before they reach her you can prevent her healing during this phase or whatever.

[8] Nosering Ward
Magical nosering. It's a septum piercing that installs itself; dealing 1d2 damage the first time you bring it within a hand's distance of your face. After that, it deals no damage and can be removed or placed in your nose whenever you want. When worn, the Nosering Ward provides the user an additional saving throw against toxic or poison gas, miasma, stench of decay and so on by dulling the sensation of smell and protection the nose from foul magics.

Vampires are already mostly immune to those things and just use it to prevent smelling garlic.

[9] Portable Bridge
Appears as a small golden stick. If you place one end of it sticking out over a chasm, it will slowly grow out and become larger and larger until it touches the other size; at which point it will thicken up and become a bridge. Slowly it grows from a simple fallen log style bridge, to a basic wooden bridge with even footing, to something with extra supports and a wider path and parapets on the sides; until it eventually gains lanterns that glow and a wide, strong path that can support heavier and heavier weights. Placing this over a river is an easy way to cross one.

Each transformation roughly takes one exploration turn and increases the carrying capacity of the bridge by one person or general size/weight class. So one turn one person can cross unsafely. At two turns multiple people can cross unsafely or a heavily armored fighter can cross the rotten beams unsafely; but one person can cross safely. At three turns it has guardrails so multiple people can cross safely and can support the weight of a horse & rider. At four times, you can move a company across it. At five turns, you can move elephants across it, etc.

[10] Riding Mosquito
Exactly what it says on the tin. Flying mount, fragile, and lacks affection towards its rider. Required to drain the blood of a large animal, like a horse or cow (or a few people) to sustain carrying a rider any significant distance; the creature will end up as a shriveled husk and the bug will be gone by morning. If you try to ride this creature two nights in a row or a very long distance without accounting for its source of blood it will turn its proboscis on you instead. Wears a harness of black leather and red heraldry belonging to some far off vampire clan. 

Matching heraldry can be found on a little bone whistle shaped into a skull. Sounds like an Aztec Death Whistle or makes a high pitched sound too high for humans to hear which makes dogs go crazy and horses stampede; whichever you think sounds cooler. Blowing this calls the beast to you, but it can only come to open outdoor areas and only at night. This is what you actually find on the adventurer, with a little note that reads "his name is Eustace and his favorite food are elephants".

Monday, January 30, 2023

[ToM] Gnoll Camp

The Gnolls have set up a camp high above a desert ridge. This gives them a view over all of this part of the valley; everything from the desert to the savannah and as far to the perching stone. They are gnolls and make their living on both robbing as well as eating travelers. These gnolls are a lot more lean and well prepared then gnolls most people in the civilized places are used to- most of the people that end up in this valley are tougher then the normal stock- given they probably crossed through a desert to get here.

There are about eighty gnolls that live at this camp. Twenty are noncombatants (children, elder males). Of the rest, about half will be out hunting or patrolling at any given time, but they are notably less active in the day and more will be at camp (they are mostly nocturnal). The camp is visible from a good distance from both the fires, the smell of cooking flesh, and the tents made of skinned humanoids. You can roll a reaction check if you approach with your weapons sheathed, but it will probably end badly. Their only useful things to trade are information, gnome leather, or a four man guard that will follow you into the temple and help you fight monsters (the four gnolls they'll give you are the dumbest and smallest runts). Witchfinger will absolutely give you the gnolls as permanent henchment if you bring him the head of the leader of the Orcs, who disappeared into the temple just a few weeks ago.

The Gnolls are ruled by a shaman, who is a superstitious magic user skilled in necromancy and basic elemental magicks. His name is Witchfinger (most Gnolls name themselves after the most interesting thing they've eaten) He knows healing spells; but only uses them sparingly even on his most loyal warriors- those who succumb to their wounds are too weak to survive in his tribe and are of better use dead.

Witchfinger (3+3 HD) has also stolen some magical power from a nearby site- the Overlook Mesa. This place has connection to the harsh desert wind- and is the source of power for his Whirlwind spell. If you desecrate this site, Witchfinger will lose this spell permanently, and will likely seek out the one who did it to extract terrible vengeance upon them.

Whirlwind
This spell create a whipping wind about twice as big as a man. It goes as the caster directs it- they must channel and chant to move the wind about as it goes. Anyone struck by the wind will find their skin ripped by sand and harsh hot gusts, dealing 1d4 damage, and they must save or be knocked to the ground. Anyone laying flat on the ground is immune to this spell's damaging effect, but they cannot get back up if they failed their save until the wind passes over them or someone comes to help them. The whirlwind can be parked directly on someone if Witchfinger really doesn't like them. The wind moves as fast as a man can run and can go as far as the caster can see- but will break apart if moved through rocky terrain or vegetation- as it will break up the mini-storm.

Monday, March 15, 2021

Garden- Strange Object Generator

These objects are the most mysterious and secret treasures of Garden. Often hoarded by the rich, these incredible objects are only found within the lockers that line the walls in Garden's secret underground service tunnels, which no one truly owns or has fully mapped. The mysterious tunnels are dangerous and finding a locker with anything in it is rare, but whenever they are found, they can fetch a high price- if you can get it out of there in one piece.


Roll once for each table.

Physical Form – 1d20
[1] Guitar OR Saxophone
[2] Toaster
[3] Film Reel. Don't try to watch it.
[4] Unopened glass bottle of Coca Cola
[5] Martini Glass
[6] Origami folded from newspaper. The shape is a random animal.
[7] Really big book. It's an almanac for a city you've never heard of.
[8] Penny OR Single Bullet
[9] Steering Wheel.
[10] Pinstripe Suit. One size off.
[11] Fuzzy Dice. Like the kind you hang from your rear view mirror.
[12] Milk man's cap.
[13] Typewriter.
[14] Powder case. Mirror in the lid.
[15] Ceramic Lamp. Pink, with white lampshade.
[16] Rotary Phone. If you plug it in and try to use it, you just hear ominous whispers.
[17] Teddy Bear
[18] The object is something from the past of whoever opened the locker.
[19] The object is a bit old fashioned. Roll on the Random Item Table.
[20] Roll on this table again, but roll once on the Unusual Form table below.

Unusual Form – 1d12
The strange object gets to be extra strange. This unusual form modifies the object you roll on the physical form table.
[1] It's rusted, corroded, or moth-eaten very heavily. Still works otherwise.
[2] The object is warped, as though bent through a machine. Still works otherwise.
[3] The object is covered in stickers/patches, autographs, graffiti, etc.
[4] Made of paper mache. If Origami Shape- it's made of folded sheet metal.
[5] Made of metal. It looks like a perfect cast. If it's already metal- double in size.
[6] It's not an object, just a life-sized portrait of an object instead. Artist's skill is phenomenal.
[7] Normal appearance, glows in the dark. Random color.
[8] Normal appearance, hums ominously in quiet places.
[9] Normal appearance, but sepia tone. Like it was pulled out of a movie.
[10] The object grows little green mushrooms out of its cracks. Only if kept moist.
[11] The object grows fur, which can be pulled out easily. Sheds.
[12] The object grows metal spikes, which can be clipped with some difficulty. Be careful.

Abilities
Every Strange Object has an ability. There are six kinds of strange object abilities. In order to “get” the benefit or negative of any ability, the person must be the last one to touch it or currently holding/carrying it. Objects small enough to fit in the palm of your hand or pocket must be carried to have their effects, otherwise you must touch an object once a week and be the last person to touch it to have the effects. Large objects that cannot be carried grant their effects to its "owner"- usually the person who last touched it. You must touch the object once a week to continue its ability.

Very rarely, certain Strange Objects are found with incredible abilities- even for a Strange Object. For a Major strange object; roll on the special subtable. If you roll a Major Strange object with identical abilities to another one in your campaign; reroll. These are unique.

Basic Ability Table - 1d6
[1] Lucky
[2] Cursed
[3] Bane
[4] Boon
[5] Psychic Amplifier
[6] Psychic Blocker

Strange Object Abilities
Lucky items grant luck to their owner. This translates as a +1 to any d20 roll, once per night. This effect is usually passive but can be called upon by a character by stroking the amulet, affixing their “lucky” hat, etc. This power can only work on one person once per night; if you steal a lucky item after it's been used, you'll feel like its luck has been “used up” until tomorrow.

For objects that are small, they must be carried to have the effect. For larger objects, you simply need to touch it once a week. Large objects can also grant this effect a degree of separation away; if you order someone to do something for you, the 'luck' of this item can benefit whoever you are ordering around. There are crime lords who have “antiques” in their homes that are actually lucky items from the storage lockers; things just seem to go their way and their gang prospers.

Cursed items are the opposite of lucky items. If you touch a cursed item, you automatically fail the next saving throw that comes your way. Unlike lucky items, this has no limit on how many people or times it can harm you, but only one “curse” hangs over you at a time until it strikes. Wearing thin gloves when you touch it or brushing up against it still counts as touching it- you need a more secure or thicker case to protect yourself from its effects for transport.

Cursed items work if you touch it, if it be small or big. If you can trick or force someone into touching it, it could be used as a kind of weapon, but otherwise it's just a liability. However, even Cursed items are worth a fortune, as any Strange Object is very valuable.

Banes are Strange Objects that seem to be anathema to the psychic manifestations and unnatural beings of Garden. While carrying a Bane, you have +2 to hit and deal +2 damage to all psychic beings or constructs of unknown energies. Uniquely, carrying a Bane makes damage you deal against a reality warper not be able to healed by their normal regeneration.

Banes are uncommon, highly sought after items used to hunt down and kill Slashers, Reality Warpers, and other spooky threats that lurk in Garden's shadows. Note that these hunts fail just as often as they succeed, and the Banes are constantly being lost or destroyed, even among the Strange Objects, these are a rarity.

Boons are Strange Objects that are especially stable, and spread that stability to others. The Boon item will be especially hard to damage; ceramic or glass items are weirdly shatter proof, metal items bend back into shape if twisted, cloth and wooden items seem fire retardant. If you carry or have last touched a Boon item, your maximum Hit Points increases by +2. If you go with a week without touching the item, you lose this benefit (maximum, not current).

Boons are commonly seen among the more adventurous sorts of Garden's populace. While a small benefit, the ability to better survive a gunshot or a beating is extremely valuable. The Boon also has a unique ability- if touched by a person with an incurable or terminal illness they receive a saving throw. Upon success, the Boon loses its power permanently and the person becomes healed. If the saving throw fails, the item keeps its power and the person cannot try again on this item, though could have better luck with another Boon- you can imagine how desperate a sick person may be to collect these.

Psychic Amplifiers are the most highly sought after Strange Objects. They enhance waves of psychic energy and sharpen the mind of any psychics who carry it or who have lasted touched it. The psychic in question deals +1 damage with Psychic attacks, and their Psychic powers are boosted by a magnitude of about 10%. So if they could telekinetically shove a 200 pound man, they could now shove a 220 pound man and so on.

Psychic Amplifier are sought after and collected by rich and powerful psychics to boost their powers, but many of the ones who collect them can become too powerful and begin unlocking mind-bending, reality warping abilities instead. The Psychic Amplifers also have a unique ability- if touched by someone with psychic potential, they awaken their psychic powers over the next 2d6 weeks, and the item loses its charge. For this reason, Psychics are even more defensive about these items then one might imagine, and will stop at nothing to hide or keep others away.

Psychic Blockers are Strange Objects with the ability to confound psychic energies and break them apart, similar to interference with radio waves. If you carry a Psychic Blocker, you get +1 resistance to psychic attacks (and +1 to saving throws against psychic powers). If the psychic blocker is too large to carry, then it offers no benefit for touching it but instead “blanks” out the area around out, equal to an apartment or wing of a house, which blocks all attempts at psychic scrying or sensing abilities.

Psychic Blockers are very useful Strange Objects to get a hold of, especially if you're wanted or made a powerful rival in the psychic world. The resistance is also very useful for adventuring types, as it can help protect you against both psychic attacks, psychic traps, and psychic creatures or other negative manifestations of psychic energy and unsolved pathos. In Garden, negative psychic energy can bleed from the walls in some places, and this object acts almost like an anchor to the real world.
 
Major Strange-Object Ability - 1d12
[1] Roll on the basic ability table; triple effect.
 
[2] Roll twice on the basic ability table; combine effects. If you get luck + cursed, it makes YOU lucky, but curses EVERYONE else near you.
 
[3] If you tap, open, shake, or 'use' the object in a specific way; it can release a massive cloud of purple smoke. The smoke can fill up an auditorium. Breathing the smoke for more then three rounds means you must save or be knocked unconscious for a turn.

[4] If the object is small and carried or worn with you; you cannot be harmed by bullets. (Unless if the shooter possess a Bane). The bullets just miss you or hit you but don't "do anything"- the same applies to your own bullets however, and all your guns jam or fail. If the object cannot be carried with you, then all guns and firearms jam and fail within the range of a city block around it. The object's ability is nullified as long as it is kept in a thick, opaque case or hidden in a closet somewhere.
 
[5] This object transforms once per week- roll a new Physical Form every week. If the object had an Unusual Form, it will always have that same unusual form, otherwise it never gets one (reroll 20s). You cannot observe this object in mid transformation. Carrying or owning this object stops your from aging, but you slowly change into something else.
 
[6] Within pure darkness, this object becomes a horrible monster. If any light falls on it at all, it simply remains as an object. It will try to escape, and has inscrutable goals.

[7] If you carry this object with you, you can once per week walk through a door that leads somewhere else in the city- you'll appear through a door about three blocks away. If you own this object for at least four years you can begin to decide exactly what door to appear out of that you know, but it must be within the same borough of Garden as a maximum range.
 
If the object is too large to carry; it works differently. Instead, it allows you to create a semi-permanent portal. You can select a random door, such as an antique door leaning against a wall, a manhole, closet, etc. that will become your emergency portal. You can end up walking through your emergency portal by running blindly, getting lost, or closing your eyes and counting to ten. Maximum once a week.

[8] Somewhere on this object is a dial or knob. If you turn the dial, you can "adjust" how visible you are to others. All the way down makes everyone ignore you, able to walk right past armed guards. Where as all the way up makes you very popular and you can't even attempt stealth. 
 
This is a psychic or mental effect, not a physical one; you still show up on cameras and are still physical present. People who are hunting you can figure out to shoot where footprints appear as you run even if they can't actually "see" you. This object is also unique as someone can adjust the knob besides you to adjust your setting- it doesn't count as adjusting their own visibility unless they own it or carry it for at least a week.

[9] This object has a "care taker". Somewhere on the object is a name- speaking the name will cause a strange person to appear behind the nearest shadowy corner or from behind you. This person looks like a generic alien of whatever world this object came from. This person sees and hears everything the object can, and can be asked questions. They are generally helpful and know tons of secrets about the city and the previous owners, but cannot guarantee their loyalty to you (they serve whoever owns the item) and refuse to speak on anything about the underground service tunnels.

[10] This object produces money. If the object is small enough to be carried around in your pocket, then it produces a few crumbled dollar bills in it when you reach in. If the object is worn or carried around, then the money will be produced inside of the object, or spit out of a slot when turned on or shaken, etc. Objects carried in the pocket can produce a maximum of $5 per night, and are essentially there when you need them. Objects larger then that can produce a maximum of $20 per night, but don't have to be drawn out at once and can be stored up a while inside the object like a piggy bank.
 
Obviously, anyone who owns this object will gain a new source of income and be quite rich. The money is created by the object, but can't be detected as counterfit. If the Garden city council switches the currency over, the object will create strange "half dollars" or bills that look like a mix of both for up to a month until it gets it right, producing the right kind of legal tender again.
 
[11] This object acts as a bank for psychic energy. If you touch the object while you have Psychic stress, the object absorbs 1d6 points of Psychic stress. If you touch the object more then once a night, or if someone without any psychic stress touches it, they are blasted with 2d10 Psychic stress from its stored energy bank. If the object is destroyed, up to an entire city block will be overloaded with psychic energies, causing mass hysteria, unconsciousness, and psychic feedback. All psychic manifestations or creatures gain +1 HD and become more aggressive during this storm.
 
[12] Touching this object gives you 1d6 Psychic stress, but grants the user a random Psychic Power for about twelve hours. Even people with zero psychic ability can be bestowed a power. When this period ends, they take another 1d6 Psychic stress and one point of internalized stress. 
 
If a Psychic touches this, they gain a second psychic ability which combines with their first for the same period, but causes no stress. This item can create reality warpers; as few psychics can remain sane after experiencing such a rush of power. The exception are Blankers; touching this object permanently drains it of its charge and the Blanker's power remains unchanged. 

Thursday, February 25, 2021

Dimension of Distant Towers

All around you is sky. Beneath is clouds that get thicker, above is the open air. You can taste rain on the air, but it is not raining. It is gray and moody. You see no green or living things anywhere, only stone towers that have stood far before you were ever born. You are far from home.
 
This place, the Dimension of Distant Towers, may not actually be in another dimension. It may be a free-floating mass, an empty cityscape that travels with the clouds. The Nespa live in a realm of shadowy, comfortable twilight- that is within the clouds and skies of the night. Could it be so that these towers are within each and every raining cloud?

Regardless of where it truly is, the Dimension of Distant Towers is a cold, quiet place. It is filled with many mysteries, and its spires have stood without being mapped or conquered. Still, there are great rewards for those who have climbed to the top of its most distant towers.


The Fog
The Towers are seemingly erected in air. There is no ground beneath them. Some theorize those who fall fall for eternity, others think you will simply fall out of the bottom of a cloud (and then fall to earth, and then die). Still others think that there are merely more towers beneath, and more towers above, perhaps the towers are inverted at the base, or maybe they're just infinitely stacked on top of each other, like a city built on the ruins of another.

Always you can hear the trickling of water. Sometimes it is the pitter-patter of rain, other times it is more like a babbling brook or the roar of a river. They are far beneath you- this is thought to be the water held in the clouds before it is released to the land below. But many scholars believe the “Dimension” of the Distant Towers is separate, it is a plane or an otherspace. It has no physical or energetic connection with our reality except what we bring to it. While the purpose of the water is a mystery; it is common here. Despite the towers being structures of stone, they never seem to erode away with time, and even finding efflorescence from long evaporated water is a difficult challenge. It rains every day, multiple times, and the rain is always a gentle one. With a few buckets or pails out it is enough to get everything you need for drinking, cooking, and cleaning.

Besides the air and the water, the towers are the only solid ground. There is very little plants here; only a few terrace gardens which range from overrun and abandoned eons ago to dead to seemingly tended with love and care. This is the biggest hurdle to explorers in the towers; little to no access for plant life to forage or grow yourself. Hunting is an entire other matter.

Sadly, many people who have been trapped in the Dimension of Distant Towers for extended periods of time have gone mad. Many from starvation or the isolation, but some from the magic or even cruel ambiance of this place. They may babble about titans moving in the fog, as tall as the towers, with missing faces replaced with hands. Others report that the towers are like trees that grow, with legends of “lumberjacks” who may chop one down and cause it and everyone on it to fall to their death that could strike at any moment.

The Towers
Made of stone, the towers are the main feature of this odd dimension. Each tower varies in height, though all of them have many floors hidden underneath their turrets. Whenever one enters into this realm, they will appear within a runic circle painted into the floor in one of the great turret spires. From there, one can look out the windows and see distant towers in every direction, shrouded by mist and fog. Nobody knows how large this realm truly is, or if it has an end at all. It is for this view that the realm got its name. The towers themselves are of an architectural design that seems ageless; while the worn stones look old they are not all eroding or crumbling away. Their design is very well crafted, making up all use of space and the weight of the tower is supported well by its thick exterior walls- if the pressures of weight and the wind even work in this realm as they do back home.

(sidenote- No idea if it's better if all the towers have the same architectural style or different ones, I love the idea of going between gray European stone towers to Islamic minarets to Japanese style wood pagodas with paper walls, etc. But the oppressive and disorienting atmosphere of only having one tower style is nice too, makes it seem like a sort of ancient evil or the construction of something alien. You'll have to decide for yourself which one you like more.)

Within each tower are multiple floors. The floors go downwards from the turret, and descend from a spiral staircase around the edge of the tower's interior. Floors are circular and can sometimes contain multiple rooms, even having complex layouts themselves depending on the size of the tower. These floors are where the majority of the dangers lay- monsters, traps, and spells guard every place. This is also where great treasures have been found. Randomly scattered throughout the towers are doors and hallways that seemingly lead to nowhere; many doors directly lead to the outside of the tower, meaning carelessness means falling into the gray void. The turrets of towers seem to be the safer places- except for the various flying creatures which roost here. You will unfortunately not always enter a tower by its turret or spinneret.

From within one tower, there is no obvious way forward. With no bridges or ground between them, the towers seem eternally isolated. For many explorers, the journey ends here, but progression is possible. Within each tower will be a series of switches, rune stones that fit into mysterious wall sockets, or incantations written on scrolls which can be cast to create the bridges. Bridges between towers appear from any entrance to a tower and will then appear before your eyes, snapping together from the mist itself into shape. The bridge will curve around and lead to another tower. The pathways between the towers are set, they could be mapped, but they are invisible unless active and crumble quickly once you leave the pathway. There is also no guarantee where a bridge could take you- it could take you to the closest tower across from where you stand, or it could loop around the tower you are in to go another direction, or the bridge itself could travel straight into the fog, its destination so far away you can't even see the tower it belongs to before you start your journey. Strangely, these bridges have been enchanted to allow mostly safe passage between places- they will not fall apart while you are on them. Many explorers have set up camp multiple times along a bridge, but turning around isn't possible. Once the fog swallows up the back end of the bridge and you can't see the tower you came from, the bridge has crumbled up until that point and you must press onwards.


The Landless
These are the only race to inhabit this place. Living in scattered solitude, the Landless are gargoyles, or rather, they look like what gargoyles are carved to appear as in the real world. It seems the design of a gargoyle one may put on a cathedral was based on the Landless, or perhaps it was the other way around from some primordial dreaming. In the standard fantasy world, gargoyles are powerful creatures made of stone. Here, these gargoyles are made of flesh and blood. The Landless are travelers at heart and have the power of flight. Their bodies are medium to small in size, and are tough but not nearly as hard as stone. As creatures of the sky, they are resistant to lightning and take ½ damage from all lightning spells, attacks, and breath weapons.

The Landless have the power to fly, but with a caveat. Flying causes their wings to heat up incredibly quickly from the friction over their bumpy skin and too-small wings. Within the Realm of Distant Towers, this isn't a problem, as the air is always thick with mist and cool, and the sun is always hidden behind the clouds even on the brightest days. The Landless can fly and when they land, condensed water drips from their wings and steam rises from their backs after a long flight. If a Landless manages to emigrate to the mortal realm however, they will find flying during a hot day impossible, and difficult to fly without a thick fog to cool them down. Downgrade flight abilities to only being able to glide at night or a cloudy day without fog, or not being able to fly at all in direct sunlight. During a foggy day or night, they can fly freely, or in any place with enough moisture and coolness, such as a cave.

The Landless have their own culture. Mainly, they focus on minding their own business and introspection, which is probably why they can survive in such a strange and unfriendly place- and why that place is still so unknown. They live in tiny family bands that travel across very wide territories. Due to the scarcity of food as well as lack of socialization, almost any group of explorers here could be seen as a threat, or as prey to be hunted. The Landless' primary diet involves eating the fat tower spiders, fruit hanging from a rare terrace orchard, or plucking the pigeons out of the air since it's too hard to catch them on foot. Their level of technology is essentially savagery- using the iron tools or weapons found throughout the old tower tombs and vaults is easier then making their own, they have no writing or farming, and they don't wear clothes beyond rags. They also don't wear armor, since their skin is as tough as leather and anything heavier would just weigh them down. These primitive tribes tell stories and have long oral histories- their stories are filled with romantic tales of fallen Landless who spend years or decades flying back up to their homes to defeat a usurper, or tales of an eternal moon that will one day wrap the world in its blanket of sleep forever. Worryingly, many of the tales the Landless have for each other, their monsters and myths, mimic those stories of the insane castaways trapped in this dimension tell of their long isolation, giving credence to the unknown forces at work.

Also you can let your players play these if you want, but I don't really like PCs with flight. This is why they can only fly in fog, so it works in this Dimension really well but in the normal world it's just a useful power, not as game breaking.

Dangers & Monsters
Beyond the Landless, many dangers live in and about the towers, creating a challenge for adventurers and the natives alike. Firstly- any fall would be lethal of course. The towers are structurally sound, but old. Many weak balconies and open holes in the sides of some of the structures can lead straight out into the abyss below. The bridges between the towers are also solid, they are magically enchanted to grant safe passage, but their handrails and guards are not fullproof- it is easily possible for one to get thrown off in a melee. Many explorers also climb the outsides of the towers to reach locked rooms by going in through their windows and to get to higher floors otherwise unreachable, but the slick stone from the fog and general lack of handholds means that this too is very dangerous.

For more environmental threats, there is also the lack of food. Water is in abundance here, both the ambient fog which provides plenty of moisture and condensation (even a novice magician can condense drinking water from moisture in the air when it is this plentiful), but the numerous fountains, inner aqueducts, and various bathhouses and cisterns within each tower. But food is hard to come by. The rare living creatures in the tower are birds which are hard to catch and small, spiders which are even smaller and unappetizing, and the fruits and plants growing on the occasional tower side orchard. Taking any amount of food from this place is very likely to draw the ire of the Landless, even if you are otherwise on friendly terms with them.

Another is the weather. Usually, the air is with a chilly breeze- like a morning before the sun. The temperature here is cool but livable. Sometimes though, there is a cold snap. The temperature in a specific tower will drop rapidly- so much so that it will grow ice and the waters inside will freeze over. You can even see this from the other towers; one in the distance will randomly be white and frost covered, snow flakes dropping from its awnings. More often then not, this is the result of the Iceflies. Large beagle-sized insects that fly through the air with a heavy drone. These creatures bring ice and cold with them wherever they go; they travel in small swarms between towers from time to time, only moving in the darkest part of the night and then roosting within a tower. By the time the morning comes and the clouds of this place are lit up; your tower would become deathly cold without warning. Your potions may have been frozen solid, and some of your companions without proper sleeping equipment may have died or be seriously ill. With the lack of wood to burn for fuel except that which you brought, your only hope is to either conjure a bridge or seek the Iceflies somewhere in the tower and slay them.

On the outside of the towers and traveling between them- a few predators live. Besides the Landless, there are flying jaguars. Dark gray fur, huge claws and teeth and powerful bodies. These creatures have a skin membrane under their body to let them fly, much akin to a flying squirrel or bat. The small tower spiders are nothing compared to the huge ghost-strand spiders. They are nearly invisible, with bodies like glass, and they only string a single, unbreakable, inescapable strand of web between the towers. This magical strand of web can snap the spines of anything flying into it at full speed- and yet have the strength to hold the limp body in place for the spider to come and feed. Finally- there are the great black ouroboros- huge snakes which are too big to fit inside any of the towers. They wrap around each spire and bite their own tails, slowly rising through muscle contractions that can take years to reach the top; from a distance, they just appear as another landing. They don't seem to eat anything- as they must bite their own tail lest they fall from the tower. But those who try to use them as a circular platform around the tower be warned- the snakes can expand themselves just enough so your body slips between them and the tower, and then they will crush you against the stone harder then any mortal could withstand. No one can retrieve a body from one crushed by a black ouroboros like this- it is stuck until it falls free as the snake mysteriously ascends upwards.

Deeper within the towers is another threat- the long dead bones of ancient protectors, which rise again to guard the towers from intruders. They are known as the Tarsal Defenders. The bones of these beings are astonishingly similar to those of orcs and humans, but no living specimen has ever been seen or even depicted in those tombs that house them. They have broad, oval faces in their skulls, with spikes of bone which no doubt gave them a fearsome expression. Distinctly different from the Landless- no wings either, ruling out the most sensible options. They lay in silent tombs, many armed with gray-blue polearms of unusual shape, and a few also adorned in shiny armor of the same type. Their protective armor is as good as the finest from our realm, and seems to have the innate ability to defend against spells of ice and lightning. Nobody knows what these beings may have been- the original inhabitants of the towers? An alien race come to live here when leaving their home realm? A slave race created just to die and be animated in defense of a mad sorcerer's project? These undead beings have bones which are more similar to petrified wood and minerals formed into shape then the long dead bones of creatures; necromantic magic cannot raise them nor has any successful attempt to raise one from the dead to speak or study them ever worked either. Any bones from these beings taken from the Dimension of Distant Towers never stir again- except the tiniest, subtle vibrations whenever it rains outside.


The Treasures
The Realm of Distant Tower is home to many treasures. As mysterious and dangerous as the land is; it is still being explored for the chance to claim some of its riches.

Firstly, the creatures and dangers of the lands themselves are valuable. While the Landless produce nothing of value themselves- some evil empires have consorted to capture them and use them as slaves. Of course, the difficulty of both capturing and keeping flying slaves makes this little more then a dream. Less amoral explorers find that the creatures of the realm are bountiful as they are dangerous- the pelts of flying jaguars, the scales of the ouroboros, ghost-strand spider silk, the chitin plates of an icefly all have high values. Even the Tarsal Defenders are of value- not for their unusual bones which are prized only by scholars, but for their armor and weapons, which fit well enough into human or orcish hands and are very strong for how common they seem to be.

Secondly, the treasure troves. In terms of raw wealth, the Dimension of Distant Towers is also bountiful. Deep within the towers, especially those infested with the Tarsal Defenders or filled to the brim with deadly mechanical and magical traps, are hoards of wealth. There is no gold native to this dimension, strangely enough, it seems their choice for wealth was silver. This rare type of silver is stunningly pure and beautiful, seemingly immune to being tarnished and is both lightweight and highly prized for artisans. Some towers have hoards of the stuff in every shape and form- brilliant chalices for unseen lips, metal mirrors, bracelets and trinkets of unparalleled shine. These treasure hoards have been seemingly left here for eons, untouched and waiting to be claimed- if only one can endure the hardships to find them and take them back.

Finally, there is magic. The Dimension of Distant Towers is an alien realm to our own, misty and peerless. Within it is the unreality of its fog and geometry- it is no wonder the place practically sings with the arcane and unknowable. The first time a magician steps through the portal, they may brush their hand across the stonework in awe at how it all feels- though with time they will acclimate to it, perhaps even finding the real world dull in comparison. This magical aura over the whole realm, plus the treasures left behind by the ancients, means that this place is teeming with magical artifacts and treasures beyond your wildest dreams.

20 Distant Towers Treasures – Roll 1d20 for what you find inside a Tower

[2] Pale Pink Juice. In the Dimension of Distant Towers, seeing anything with warm colors like red or yellow is so rare it really stands out, even if it is really a very pale pink. The Pale Pink juice is kept in a glass-and-silver pitcher, the contents of which are always cool. The Juice itself is a magic fluid and can sustain a person for a full day for both their food and water for a fully day, as well as delay any diseases or conditions they have for that day as well, but they will return once the medicinal effects have worn off. The pitcher contains 8 cups.

[3] Silvered Spectacles. Pair of fine spectacles with silver rims, bridge, and temple. The silvered body is very thin and nearly weightless, once you place it on it grants vision so clear that almost all forms of blindness are cured for as long as it is worn. Additionally, the spectacles can see shapes in fog extending outwards from where you could see the outline of a person, place, or thing without the fog, but this shape lacks detail and only grants vague information. In the Dimension of Distant Towers you can locate towers for miles around as featureless black pillars.

[4] Scale Ear. Looks like a metal dragon scale made of many layers of absolutely wafer thin silver metal. It has a band that fits around the head; acts as a prosthetic ear to those who are deaf; they can 'hear' the scales tiny vibrations and muffled clinks of the silver against each other. If someone with healthy ears wears it, they get +1 to initiative or to avoid being surprised but only from enemies approaching from that direction.

[5] Apex Redeemer. It is a small silver pyramid, flaked with snow white dust. Anyone who opens it can confess a sin, a broken promise, or a curse they are suffering from and it will be swallowed by the pyramid. The pyramid will then tarnish and turn dark, and the person will be free from the guilt. If the pyramid is opened, the curse or guilt will move to whoever opened the pyramid.

[6] Baby Square. Silver metal square frame. It is only a few square pipes of metal, the center is open to the air. Very lightweight, all sides are a cubit in length and the corners are dented. If this square is placed on the ground or thrown over a baby or child, they cannot leave the square. This ability only works on creatures small enough whose normal stance fits in the square and who are mentally similar to children. It works on human children, fairies and brownies, goblins, halflings, etc.

[7] Rod of Death & Fog. It's a magic rod, made of a greenish-blue metal this time; immune to most earthly forms of corrosion. If bent out of shape, it will reform when next exposed to moonlight. Deals 1d8 magical blast damage and once per day can cast the spell Fog, or suck up fog in the air equal to the duration or volume to the spell.

[8] Bridge Stick. This looks like a dowel of sanded wood, a rarity in the Towers. If you point this at a tower you can see in the Dimension of Distant Towers, a hastily made bridge will appear of wood. This bridge lacks guardrails and will begin to fall apart from the area it was created all the way to its destination after 1 turn. If you're still on the bridge, it falls apart at a brisk walking speed. The rod is consumed upon use. You find 1d3 dowels at once whenever you roll this result.

[9] Flash Photograph. Long metal bar filled with some strange white powder. If you hold it up and expose the small hole on one end to an open flame, or pierce with with a flaming bit of rope- the entire bar flashes brightly a piece of parchment will come up out of the bar. This parchment will have taken a photograph of whatever the length of the bar was facing. It's a medieval version of a Polaroid, but it is in black and white and grainy. Still, better then any other recording items in a generic fantasy world, so it's a magical artifact now.

[10] Octopus Shield. This shield is made of a dark gray wood with a silver “octopus” on the face. The octopus is three dimensional- jutting out from the shield with its eight long tendrils symmetrically going outwards from the center to grip the edge of the shield. It is called an octopus though resembles no earthly creature- it has no eyes carved on it and is subtly different, and may instead be an extinct or very rare creature from this realm. This is a magic shield that grants +2 AC and reflects the first Death or Disintegration spell cast on the user back to the caster, once per day. The octopus tarnishes after it has blocked the first spell, and returns its shine when it recharges.

[11] Rammer. It's a small wooden baton, made of dark gray wood. Its head has the horns and head of an unknown animal- the head feels incredibly dense. If you slam this into an something, it deals 1d8+1 damage as though you just smashed it with a sledge hammer or battering ram. Rammer can be held and used in a grapple due to its small size. It never runs out of charge but if you drop it on your foot it'll break bones.

[12] Foamer. Silver canister that, if pressed at one end, fires white foam out the other end. You can use it on yourself or on another thing in melee. At range- It is hard to aim or use as is, disadvantage on ranged attacks, but if a simple device is made during downtime it can be shaped as a crossbow and have no disadvantage. The foam from this canister seals up wounds at a range, healing 1d6 points of damage, but also slows the target the more foam is put on them. One shot = half movement speed or count encumbrance as encumbered. After two shots = move at a crawl or as heavily encumbered. Three shots = immobile. The foam bubbles away after one hour OR after one turn if washed off with water or during the rain.

[13] Silver Mushroom. Looks like a mushroom, or dick I guess, with a thick head, made of the silvered metal. It is a mechanical puzzle that is Bewilderingly difficult to solve (12), requires screwing the head, stem, and levers on the side in a specific speed and order in order to open it up. Inside the mushroom is 2d4 Instant Death Tablets. They are bright blue poison tablets that kill instantly when consumed. One to kill a man, two to kill an ogre, three for a dragon, four for anything bigger. It takes a number of seconds equal to the number of pills swallowed to kill whatever ate them.

[14] Spellsling Staff. This long silver staff has a larger chamber near the top, which can be opened up. Within the chamber you can put something that glows bright to use the staff as an impromptu torch OR you can prepare a spell and drain the energies into the staff's chamber. Then, you can sling the staff to cast the spell instantly, no need for incarnations. This means instead of resolving a spell at the end of the combat round or at the start of the next round; the spell activates at the moment of the MU's action that combat round. The staff can only hold one spell at a time and has a 1 in 6 chance to break if holding a spell of any greater power then 5th level or higher.

[15] Mysterious Iron Ship. This small ship looks big enough for a rat to pilot, not a man. It's clearly a toy, but if dropped will always fall to the ground gently. The ship doesn't float in water, and yet seems strangely buoyant. The ship is, of course, a magical airship- just incredibly small in size. If one could enlarge it with a proper spell or perhaps shrink down, you could use this to explore the Dimension of Distant Towers freely- or even sail the spaces between stars.

[16] Altimeter. Silver tube with an unusual rotating display. The display features characters that you can't read, it's in some ancient and alien script, but with a few months or translation you can figure out that it shows the exact height of your location. Strangely, “zero” is not at sea level, it seems to be somewhere far deeper, down below. This is totally a magic item in a medieval fantasy setting.

[17] Silver Scab. This doughy ball of white-silver metal is unlike any other in this dimension. It is partially fluid like dough, especially if warmed up in the hands. By spreading it over a body wound, the silver orb sinks into the cracks and cuts of the victim and fills them, before melding with the flesh and becoming a silvery scab. This scab heals 2d6 hit points of damage to the target's body. After 1d4 weeks, the scab can be peeled off to reveal a silver flake worth 350c in currency. The flake is pure silver but is no longer malleable and you probably shouldn't tell anyone you peeled it off your axe wound.

[18] Helmet of Death-Many. It's a metal helmet with a crescent-moon shaped black blade, going vertically along the head of the wearer. When you wear this helmet, you must overcome its insidious control; roll a saving throw to avoid being controlled. If you succeed the roll, the player-character and player are not aware this helmet is cursed at all- it is a hidden roll. If you fail the roll, the dungeon master will temporarily take control of the player character who will attempt to kill anyone else in the room until the helmet is pulled off their head or they are knocked out or killed. The helmet itself grants +2 AC and counts as a +2 Magic Helmet. It also grants whoever wears it a bonus of +1 damage on all attacks for every “person” they've killed in the past 24 hours, up to a maximum of +10. This doesn't work on animals, undead, constructs, or anything without an intelligent, emotional soul, hence it has to be a “person”.

[19] Powdered Magic. It's a fine powder that comes in different colors- blue, green, cyan, purple, and very rarely magenta. If a handful is thrown at the ground creates sparks and streams and smokes of its color- a Rogue could use this to get in an extra sneak attack or escape a combat but it only works once. However anyone of magical learning will see it is an incredible find- powdered magic! This rare resource can be used to empower spells and fuse broken magic items back together, as well as mixed with water and honey or other reagents to create magical ink. Whenever you find this in the Towers, you'll probably find it in a silent, undisturbed silver dish open to the air. Each time you roll this result you find 3d8 handfuls of the stuff.

[20] Tarsal Defender Armory. Silent armory, untouched for uncountable eons. Not a speck of dust mars these shining weapons. There's enough sets of armor and weaponry to outfit a whole company of men in the magical equipment. Armor is somewhat adjustable- fits most humans and orcs and a few large bodied elves- dwarves or anything smaller would need to modify the armor. Armor as magical plate that grants a bonus against cold and lighting spells. Weapons act as +1 magic weapons, and are also immune to being frozen in place or magnetically pulled.

Sunday, February 7, 2021

PoE- Essences

Sometimes, energies converge. These may be cosmic energies of fate or time, or they may be the result of wayward magic, or even extreme emotion. One could say that in every specific move of a dancer, there is a greater or lesser passion- in the same way, a single being at a single time may break a boundary of energetic convergence. In such circumstances, these beings have reached a certain breaking point and, for the safety of reality, they are trapped within crystal.


Beings trapped in essences are no longer normal. They may be violent monsters in the heat of a rage, or a monk in the midst of a harrowing realization. Regardless of the reason; they were trapped by the Gods for a REASON and releasing them from this prison is very dangerous.

Essences are released if you attempt to break them out, as the prison is unstable and liable to be broken. Simple pulling or cracking the crystal with a weapon is enough to free them. They can also accidentally be freed- if you are fighting in a room with monsters trapped in essences, there is a 1 in 6 chance somebody bumps into one enough to free it. If your hunting dog sniffs it, that's another 1 in 6 chance, etc.

Essence Monsters
For an essence monster(s), roll a random encounter. Then, describe the monster(s) frozen in place, either in the middle of an action or simply standing around. The players can clearly see the monsters, what they are and what they're armed with and so on. This gives the chance for the players to strategize with how they are going to fight these monsters.

When the monsters are released, they will spring to action. Once one of the essence monsters is broken free, all of them in the group will be busted out at the same moment. The essence monsters may be headed by an elite.

Roll on this table to determine what power the essence monsters have. Some essence monsters may have multiple powers for added challenge.


Essence Power Table -
Roll 1d6
[1] Potence- These monsters are surrounded by a power aura, and are modified. Roll once on the Monster Modifiers table to determine what power they have collective gained as a result of being supercharged with energies. The head monster (or only monster if there is just one) also gains +1 HD, +1 to hit and ac, and increases the damage die of its attack(s) by one size larger.

[2] Arcane- This monster knows a random spell. The maximum level of spell it can know is equal to its HD as a Magic User of the same level could know; so no Essence Goblins knowing Disintegrate or anything like that. In the event of multiple monsters, only the head monster knows the spell, but can cast the spell once per each monster that was trapped in essence alongside it.

[3] Negative Energy- Swirling energies of chaos surround these beings. The first attack roll against them automatically fails and counts as a roll of 1. If applicable, the first casting of Turn Undead against them also automatically fails, but this will consume the aura and make them vulnerable. This power is on every monster trapped in essence, but the head monster is consumed by negative energy. On an attack roll of 20, the victim must save or have one level drained vs the head monster.

[4] Combat- These monsters have a magical power they can use in combat. Each monster has one copy of the power. Roll on the Azurite Monster Powers table.

[5] Hysteria- Every round, a random character (player character or hireling) will be overcome with a sensation, emotion, or have some chaotic shit happen. No matter how many monsters are trapped in essence, there is only one of these effects per round.

Hysteria Subtable- Roll 1d6

  1. Rage. Character must save or attack the nearest living thing.
  2. Sadness. Character starts crying. Disadvantage on ranged attack rolls from their tears.
  3. Laughter. Character laughs; cannot cast spells or speak.
  4. Spasm. Save or fall to the ground. Takes one round to get back on your feet.
  5. Fear. Morale check or the character flees. If a PC, consider Charisma damage instead.
  6. Darkness. Lowers the light level by one, or extinguishes one torch.

[6] Elemental- This monster is charged with elemental power. Becomes resistant to a single element, taking half damage from that element. It also deals +1 damage of that element with all attacks. If the creature was already resistant, make it immune. If it was already immune, it now heals if it takes damage of that element, and so on. You can roll the same element on this table multiple times.

Elemental Subtable- Roll 1d4

  1. Fire
  2. Ice
  3. Lightning
  4. Acid

Art @SkintickeT5 (reddit- couldn't find any other sites)

Essences as Loot
Once you have defeated an essence creature, they will drop an essence. This is the solidified power they were once charged with, in a small and mostly stable form. This energy "feels" roughly as the type of power the essence creature had, so if you hold it in your hand you can feel roughly the same emotion or intense waves of energetic power that was present in the creature.

Essences can be used to magically enchant items. Living creatures are too unstable; the power within these is what got the monsters trapped within crystal in the first place. But inanimate matter can be infused with the power in these essences.

Whenever you kill a head monster infused with an essence, it drops one essence. It looks like a cool glowing symbol thing that can be used on an item to give it magical powers. Only the head monster will drop an essence, but will drop multiple essences; one for each essence power the monster possessed.

Essences are still very chaotic. Whenever you apply an essence to an item, roll on the following table to see what happens. You can also sell them quite a bit to mad scientists and arcanists alike.

Essence Crafting Table-  Roll 1d8
[1] Cursed
- The chaotic power is malign in nature. It becomes a 2 HD animated object, stats fitting the object, with the same essence-power that the monster had. Aggressive. If you want, you could make this Essence crafting roll a secret DM roll- make the item animate the moment when it is used for its intended purpose, but otherwise seems like it's magically enchanted by the essence.

[2-3] Minor Empowerment- Object is infused with magical energy and counts as a +1 magic item. Any damage or aging of the object is fixed.

[4-6] Essence Empowerment- The object gains a minor power, equivalent to the Essence. Using an elemental essence on a piece of armor will make it grant some resistance or protection from that element. If it is a Hysteria essence and it is put on a weapon, then grants a similar effect of Hysteria on a target it strikes, once per day. Etc.

[7-8] Greater Empowerment- As Essence Empowerment, but grants the full effect of the power to the wearer. The number of items you have enchanted with essences can count as the "number of monsters" for the description of essence powers above, but for your own abilities. Also, the enchanted item is counted as a +1 magic item.

Thursday, July 11, 2019

6 Reasons your Players can't just Buy Everything

[1] Adversarial. Before the characters are able to make huge or sweeping purchases, the properties or mercenaries are already sold off to someone else first. The person is either a campaign villain, a group of nobles or wealthy merchants that want to limit the player's power, or even a supernatural being such as the God of Trade or the Archdemon of Greed acting as a long term foe for the party.

[2] Cultural. Regardless of how much wealth you have, certain services and privileges are not available unless you prove yourself first. You cannot simply buy a castle, you must reach name level first. The greatest smith in the setting will not forge you a sword of heroes unless you go on a quest or slay a mighty beast, even if you were the richest man alive, and so on.

[3] Currency Tiers. For religious, cultural, or game-abstraction reasons, currency doesn't combine upwards. Paradoxically, you may be able to exchange gold for silver and silver for bronze, but you could never get a single shred of silver for all the bronze in the world and so on. Certain extremely expensive purchases such as buying land from nobility, buying armies, gaining powerful artifacts and so on the payments can only be made in incredibly rare and valuable currencies like platinum or pure gold coins, meaning massive amounts of lesser wealth won't let you buy the most valuable things- this is intentional to keep out the Nouveau riche.

[4] Feudal Obligation. Instead of keeping all the money and riches you find, most are taxed or given to the local lords and leadership, who will instead pass on some of the wealth and honor to the players. As time goes on, they may be rewarded with land or extra privileges instead of keeping the majority of the wealth themselves. In short, you're Skerples.

[5] Realistic Prices. Common in games with a silver standard; your characters may be getting wealthy through dungeons, but not obscenely wealthy. You aren't getting lifetime's of wages every time you go into a dungeon, but you are making enough fluid cash for easy money and luxuries.

[6] Market Fluctuations & Inflation. Once you start selling off manticore skin, the price goes down as supply goes up. You flooding a village with gold coins and loot will mean that everything in that place will go up in price as a result; at least until a local tax authority or traveling noble finds an issue. While this may annoy your players, it also evokes a feeling of actual market change from their actions; maybe don't offload all your wealth on a few dirt farmers next time.

Saturday, June 30, 2018

20 Non-Gold for XP Progression Systems

[1] The prince needs elephants for his army. Adult male elephants are worth 300 XP, Female adults are worth 200 XP, and babies are worth 50 XP each. Double XP for 'unusual' elephants (pregnant, covered in tattoos, double tusks, magical, etc.)

[2] The Evil King has 9 evil counts, tyrannically ruling over the Kingdom; The COUNTS OF CHAOS. Defeat one to get a level up; at level 10 you can finally fight the King. Good luck.

[3] Conquistadors. Travel a tropical island archipelago and level up for each island that has been mapped out, the natives pacified, and a fort built to trade back to the glorious empire.

[4] Survival. Gain +1 XP per pound of monster/animal meat made into food and +25 XP per handful of edible berries and leaves picked.

[5] Lighthearted Wizard school adventures. You level up after each semester, if you pass exams.

[6] All of you were touched by a extra-dimensional being and are now lost in an otherspace. Instead of leveling up, you must collect memory gems to learn the skills, spells, and knowledge of other beings that were absorbed by the being's uncaring malevolence.

[7] Monster campaign. You get 100 XP per human you brutally murder. You get 10 XP for each human family scared off by your group's raids. Once you level up you can reincarnate into a monster of 1 higher HD the next time you die.

[8] Fantasy metropolis gang warfare. Gain +100 XP per street you take for your gang, get +50 XP per member you initiate. Get +10 XP if you spend all day tagging. Normal XP per HD for kills.

[9] You're monster hunters; and you hunt something specific. Vampires, werewolves, etc. Your level is HD of your biggest kill.

[10] Everything your character can do is based on stats. You increase stats through training, drugs, and magical elixirs. Develop super Strength for multiple attacks and cleaving blows. Get really high intelligence for psychic powers, etc.

[11] All progression is based on equipment. You get gear which gets better as you add in powerful gems into sockets, find better base loot, add enchantments and sword oils, and so on.

[12] Your players are master chefs; seeking monster meat and rare ingredients for the perfect dish. Create a new recipe and wow the critics. Your level is based on your average 'star' rating; 5 stars for the greatest chefs. If you fail over and over, your rating and strength will fall.

[13] Players are clan members on the wild, untamed highlands, and have a blood feud with another clan. Get +10 XP per farm animal stolen, +25 XP for each yurt burned down, and +50 XP per their cowardly “warriors” you put down.

[14] You are deceased paladins and have become angelic guardians of the afterlife. Every 100 years you spend defending the pearly gates from the hoards of evil souls and demons grants you a level.

[15] Merchant caravan guards. Get +1 XP per camel that makes it to your destination.

[16] Defend your dirt-farm simulator. Get +50 XP for each month's worth of food you grow. You won't grow enough for the year.

[17] Dark Cultists. You have to complete an evil ritual to level up, which gets harder the higher you go. Each ritual also makes the Dark One stronger.

[18] You get gold for XP but now it's from heists. You have to steal it from the goblin banks or the great king's treasure vaults, not from dungeons.

[19] Megadungeon. Each floor = 1 level up.

[20] Find the shards of the relic; The Sacred Crown. Each shard grants +50 XP. Snort the dust for a vision of where the next shard is.