Monday, October 21, 2019

Dirt-Simple Item Sockets

Items can have sockets. Whenever you find a hoard of weapons or armor, they have a 1 in 6 chance to have one socketed item among them. Socketed items are usually of the highest level of craftsmanship; masterwork items that were intended to be treasured. Due to how good dwarves are at crafting, assume that every dwarf treasure trove or tomb is filled with masterworks; increase socket chance to 2 in 6.

If an item has sockets, treat the 1 in 6 chance rolls as exploding. So if they have sockets, they have one socket. If you roll another 1 in 6, then they have two sockets. If you roll a third 1 in 6 in a row; then they have three sockets. At this point, stop rolling, as only legendary or special items have more then three sockets. Items also have a maximum number of sockets based on their size. For weapons, it's the damage die; 1d4 = 1 max socket like a dagger with a jeweled hilt. For 1d6 weapons like swords and axes its 2 sockets, and finally greatswords and polearms can have up to 3 sockets; embedded along the hilt, or inside the meaty head of the great war mallet.

Finally, sockets are always found empty unless the item was already owned; most socketed weapons found in ancient tombs had their gems pulled out and the item left to collect dust.. You can insert a socket with a gem whenever you wish as long as you're in town. Dwarves in the party have the innate crafting skill so they can socket a gem with a single turn of downtime and a small repair hammer. You can attempt to remove a gem from a socket, but it will have a 1 in 4 chance to chip the gem and lower its quality by one degree (Dwarves only have a 1 in 6 chance instead). High quality gems become standard, and standard gems become dust and are destroyed. Some gems are inherently more powerful then others; Diamonds, Rubies, Sapphires, Topaz and Emeralds are considered the most valuable and grant the most powerful bonuses.

Gems Powers
Every gem has a specific effect based on what it is socketed in and the type of gem. Consult the tables below for each gem type and what they do. Many socketed gems will add a small amount of damage to weapons on a successful hit, or increase resistances when placed in armor, and so on. These gems are elemental in focus, but other types of gemstones may not be; special rune stones, magic crystals, or jewels may have totally unique effects. Regular gems have a basic effect, with high quality gems which are larger or more brilliant have a more powerful, advanced effect.

Ruby gems have power over fire and are associated with strength.
Weapons- Deals 1 Fire Damage on a hit. Quality Rubies deal 1d4 Fire Damage on a hit.
Armors- Reduce Incoming Fire Damage by -1, Quality Rubies make the user immune to desert heat, and reduce all incoming Fire Damage by -2
Accessories- Wearer gains +1 to their Strength stat. Quality Rubies grant +2 to their Strength stat.

Sapphires have power over cold and are associated with intelligence.
Weapons- Deals 1 Cold Damage on a hit. Quality Gems deal 1d4 Cold Damage on a hit.
Armors- Reduce Incoming Cold Damage by -1, Quality Sapphires make the user immune to tundra cold, and reduce all incoming Cold Damage by -2
Accessories- Wearer gains +1 to their Intelligence stat. Quality Gems grant +2 to their Int stat.

Topaz have power over lightning and are associated with dexterity.
Weapons- Deals 1 Shock Damage on a hit. Quality Gems deal 1d4 Shock Damage on a hit.
Armors- Reduce Incoming Shock Damage by -1, Quality Topazes make the user immune to high altitude sickness, and reduce all incoming Shock Damage by -2
Accessories- Wearer gains +1 to their Dexterity stat. Quality Gems grant +2 to their Dexterity stat.

Emeralds are poisonous and are associated with nature and poison.
Weapons- Save vs poison on hit, take 1d6 damage on a failed save. This save triggers again every turn, with a successful save ending the poison. Quality gems have -2 for enemy saves against this.
Armors- While equipped, you +1 to poison saves. Quality increases this to +2
Accessories- Wearer restores +1 hit points if you sleep or camp in a natural place each night. Quality grants the regular bonus, plus you can go one more day without food or water.

Diamonds are powerful and are associated with purity.
Weapons- Makes the weapon +1. Quality makes it +2. Does not stack with other diamonds.
Armors- Makes the armor +1. Quality makes it +2. Does not stack with other diamonds.
Accessories- Wearer gets +1 to all saves. Quality grants +2 to all saves.

Amethyst are magical and associated with the arcane.
Weapons- Makes the weapon count as a wand or staff for the purposes of needing a spell focus. Quality gems make the weapon's attack ignore magic shields, blocks, or other spells such as Windwall as long as the bow is embedded with an Amethyst.
Armors- Grants +1 to spell saves and grants +1 AC vs summoned creatures. Quality increases the normal bonus to +2 each and makes all defensive spells last a turn longer if they last at least a turn.
Accessories- Grants an additional 1st level spell slot, once per day. Quality increases this to a 2nd OR 1st level spell slot, decided each morning when you prepare spells.

Citrine is associated with wealth and health.
Weapons- Grant nothing.
Armors- While wearing this armor, you gain +2 Maximum Hit-Points. Quality gems increase this to +4 Maximum Hit-Points.
Accessories- Grant protection over enterprises or households. 1 in 6 chance to avoid any disasters or economic failures that would harm your holdings. This only works if you're wearing the accessory for the entire time you are out questing, it's like a homeward charm of protection. Quality gems make this protection grow to 2 in 6, and grain a +5% bonus to income from your holding.

Amber is associated with toughness and rural life.
Weapons- Deals +1 damage to wild animals. Quality deals +1d4 damage to wild animals.
Armors- Grants +1 AC vs wild animals. Quality grants +2 AC vs wild animals.
Accessories- Wearer gains +1 to their Constitution stat. Quality grants +2.

Aquamarine is associated with the scholars and healers.
Weapons- Grant nothing.
Armors- Grant nothing.
Accessories- Wearer gains +1 to their Wisdom stat. Quality grants +2.

Jet is associated with luxury and the old world.
Weapons- Deals +1 damage. Quality deals +2 damage. Attacks with this weapon harmlessly pass through 'pure' beings. Such as virgin maidens, unicorns, monks, all-white lambs, etc.
Armors- Grant nothing.
Accessories- Wearer gains +1 to their Charisma stat. Quality grants +2. This charm works on most lower class people, but nobles see the wearer's charm as superficial.

Saturday, October 19, 2019

20 God Battles

[1] One Hundred Million Rats are throwing themselves from a great cliff into the ocean below. Within the water, which has turned a frothy red, the rats kill, eat, and fuck each other constantly. The great explosion of life makes it impossible to tell where the ocean begins and the swarm ends- it is unclear who is winning.

[2] Lightning strikes sideways at the sides of a great mountain which penetrates the clouds. The lightning is blasting off chunks of the mountain, causing rocks and debris to fall below and crush random pedestrians- the bystanders in the crossfire of most god battles are just mortals. Only occasionally do swirling clouds fly from the mountain to block a bolt of lightning- the small clouds inflate and explode into sandy glass dust. The entire mountain is moving at the rate of a burdened and strangled elephant, but the sight is still cataclysmic awesome- it cleaves through hills and shakes down empires on its slow, burdened ride to the edge of the world.

[3] The popular board game that many cultures play has a sudden problem. A certain piece is unable to take another piece- the God is unable to unwilling to allow its representative in the mortal world to be defeated by its foe. Wood refuses to move from its space on the board, glass pieces shatter instead of accept the humiliation. Knocking the piece over with the false piece sets it right back up. People have begun using stand ins or finding another game to play until this divine-level spat is over.

[4] The stream turns backwards. Rocks are shoved aside or fall into strange places, the fish swim in place, little circles as they flap going nowhere. The sandbars have created great swirling vortexes. The effect gets worse the closer to the sea you get; the water has backed up into a massive free-standing wall of liquid, refusing to mix with the salty brine water of the sea. Bears paw at the wall absentmindedly, clawing fish in half.

[5] Prey refuse to be hunted. The God of the Hunt is under attack, or at the very least, indisposed. Deer scuff up their tracks instead of being followed, or bravely rush hunters and wolves alike head on. Traps left in the forest are sprung with wooden prongs; small pits hidden with leaves have been dug by claw and hoof and left for the hunter's return. The antlers of bucks have grown long and ornate, refusing to fall each spring. Rabbits bite into the flanks of hounds or collapse their own tunnels- even farmyard animals turn up their nose at the slop they are fed. On a cosmic scale, the dominion of man over animals is put on hold.

[6] Iron goes cold, and stays cold. No amount of heat or fire can bend or sharpen a blade. The Elves have craft wooden weapons just for this occasion- they all remember the occasional time when the God of the Forge refuses to work. He must be busy somewhere else. Meanwhile, each night gremlins appear from the cracks in the walls, destroying the billows and twisting the shafts of the handles and calipers in the blacksmith's shoppe. They revel in chaos and despise this honest work- floors and anvils are made crooked and lopsided. When a bronze gong can be heard, all the weapons of the forge come alive and kill every intruder- it's a war fought in every silent worship and guild hall.

[7] The Ceremonies cannot end. The selfish Goddess cannot let the celebration pass; the festival continues long after the appointed date. Children in rotten masks play half hearted pranks, sellers in stalls have droopy, dusty candy, and the firecrackers go off like wet farts. The wind itself seems to have had enough; hijacked kites scream like banshees and tear through the market stalls, lighting themselves on fire to crash into the red and gold tents and the fire spreads down the line of decorations. The paper lanterns consume themselves greedily and try to destroy the festival; the fire has no intention to harming the people and burns paths for them to leave easily, even as the smoke billows harmlessly upwards. The smoke is white, clean, just nonsense to be over.

[8] Every person within a certain profession just goes blind. They wake up with milky eyes, unable to see. All the wetnurses, all the cobblers, all the tile setters, all the members of a specific guild; they curse and pray and beg the Gods for their sight to return. Their sight WILL return, when they switch careers. The profession is being strangled out, and people are forced to get by another way beyond the few stubborn blind old fools who refuse to change. The reason for this widespread curse? The patron of this craft had their main implement stolen, thrown into the eyeball of a great leviathan- an act of juvenile defiance and spite. The old-beast's blindness transferring to the workers. The slighted God simply sighs, calls a chariot of stars, and goes to retrieve it.

[9] The battle rages far above in a cloud; the glorious golden light and echoes of thunder are all you can see. It is a physical battle, and the force of each blow and closeness of each swipe can almost be felt by those far below. Occasionally, a divine weapon is deflected and falls to Earth, to be retrieved by angels within a few minutes. Those who are quick may be able to steal one away, but great misfortune is known to befall those found guilty of stealing from the Gods.

[10] The Moon is chasing around the stars like a hungry amoeba. They slither and dance away, winking out or flashing brighter to scare it off. It takes minutes for the bodies to change position and react to each other, hence their distance, but the sight is entrancing to mortals on the ground. Magic has gone totally haywire from the strange motions of the cosmos; spells are swapping targets and effects are doing the opposite of how they are supposed to. Spellbooks are vomiting up their text as ink all over the library floor. Many spellcasters are calling the night early, just hoping their mana doesn't decide to boil over in their throats in their sleep.

[11] The Moon is chasing the Sun. Every few seconds, the night turns to day and back again. This chaos is an upheaval for the entire world; crows are making themselves mute from their incessant cawing, flowers are bursting apart as they unsure if to bloom or retreat into their pods. The tides are sloshing and changing every few minutes, great tidal waves retreat as the water doubles back. There is a great sense of vertigo everywhere- those who think the world is a sphere tie themselves to something hard and heavy so they cannot be flung off the globe.

[12] Every trumpet sounds- the Lord has come. Nobody hears it, because every spider has been plugging up everyone's ears with web. The Lord is very annoyed by this, and seeks the arrogant godling who ruined his good entrance.

[13] Birds flock to the trees, cruelly plucking out their leaves. They've set fire to their nests and bring salt in their talons to sprinkle around the bases of the mighty old oaks. The trees move as slow as syrup, but shake and twist and occasionally slap a bird to the Earth in a crack of bone from a crackling, slow old branch. The weeds and mushrooms curl upwards curiously; knowing whoever wins, they'll be eating well shortly.

[14] The Volcano's lava flow curls into fists and giant swords, stabbing and smashing at the buildings and walls that would divert its destruction. It is fighting the civilization itself; the statues of the empire coming to life; crumbling marble bends up the Earth and carries sprays water from their pipes built to grace the public fountains. The humans who run by are being trapped by flaming nets cast from the oozing magma; pulling in their victims and cruelly burning them alive.

[15] In a grand old city, blood is being collected. Instead of touching and seeping into the stones and collecting there, it slithers along about an inch above the ground, floating from open wounds and sores, from the dead bodies killed in gang fights, or from the chairs at the barber and surgeon. Anyone can contribute by slitting a wrist and letting some out. It floats towards a back alley where a lizard is drinking it, preparing to do battle with a huge black cat with glowing eyes. Each moment, the lizard grows in size and mutates, its skin sharing the color of the lifeblood.

[16] They're fighting underground, and with each blow or wrestling grab and throw, the Earth quakes. You see a building popped from its foundation to be shoved down onto another, great piles of bricks and stone rumbling to the ground as the fight rages just out of sight.

[17] Hundreds of young children are flung from their windows each night, riding on horses made of bedsheets and wearing armor made from pots and pans, fighting in a land of dreams. The most imaginative is the most powerful, they laugh and play for their “noble houses”, each headed by the child priest of a foreign god. The jousting is an illusion of play, but the falls are very real.

[18] Two huge statues rise from the rocky fields. The figures of two gods, formed from rumbling stone, weilding their magic weapons and alit with holy fire and lightning. The two gods forms are spectacular, awesome, and truly humbling to all mortals who gaze upon the slow and measured duel. The arrows are flung in slow motion, crackling lighting from their spells is slug-like in its movement through the air, though no less deadly. Nearby, a tiny mole watches the fight with an animal glee, and a single white star on its head. It is the most powerful, and most in control of this battle, of the three gods present.

[19] The squabble in the desert is titanic in scope. The sand flows from one hill to another as it feels as though the land is tilted from one side to another- huge mountains of fine grained sand and stone entombing entire cities and temples. The dust devils pick up the pieces and fling them sloppy back into place, only for this God's own avalanche to cover up their rivals the only source of water for their foe's people in a hundred miles. To the Gods, a spit in the eye. To the people, a death sentence.

[20] Every single person to ever live is having their soul taken from their resting places, counted by the gates to the great beyond, the Gods weighing each and every sin and virtue, balancing them on the golden scales of life and death. The two Gods are locked in eternal struggle- is man good, or is man evil? The only way to tell is to measure each and every one. This bet has gone on since the dawn of time, and any man who would learn the stakes to know it was naught but for a single coin.

Wednesday, October 16, 2019

Monster Family- Goblins & Trolls

From left to right- Human for scale, Goblin, Hobgoblin, Troll, Hobtroll
Behind- Gobloaf

Goblin (1 -1 HD, 1d4-1 improvised weapons)
Morale- 6
Numbers- 1d8+1 Scouts & Sentries, 2d20 in a Camp, 2d100 in a Gobtown

Goblins. Short and stunted creatures with a robust gut ecology and little else. Most are green, but different variations exist among separate social groups of goblinkind. Goblins are incredibly stupid, violent, and short sighted beings that are only threatening to adults in groups. Goblins generate their hit points as 1 HD minus 1 hit point, and as such it is perfectly reasonable to find 0 HP goblins. These goblins are the especially weak and sickly ones, and will instantly die when hit with an attack. They are so weak that even attacks that normally cannot kill instead kill them; a satchel hitting their head with enough force can pop it open like a spoiled fruit. You can also kill 0 Hit Point goblins through things like pointing an expanded wand at them, which can emit enough tiny ambient magic to be lethal to such pathetic creatures. Goblins almost always use shitty, second hand improvised weapons. Due to both how bad these weapons are and the lack of physical strength goblins have, they only deal 1d4-1 damage, and thus deal no damage on a hit when they roll a 1.

Out of all the types of “people” in a fantasy world, most will agree they are the least “people” out of all of them. They breed like rats and fill up their environment to carrying capacity in a handful of generations, seeking to consume or be consumed by anything they find. Oddly, Goblins can seemingly eat anything from filth to flesh to plant matter, and yet their small tribes and groups can easily become obsessed with a single source of food to the point of starvation- a patch of lichen on a cavern wall, or the droppings of a specific beast they follow. Goblins also fear the sun and take shelter in caves and underground places despite it causing them no harm- in many ways, it seems Goblins are a cursed parody of ultra-specific cave dwelling creatures.

Beyond living in small tribes, following and worshipping anything more powerful then them, goblins are known for being one of the most commonly 'domesticated' types of monsters. Many cities contain goblin ghettos and warrens, where they work the least popular jobs, or goblins are commonly sold into slavery. Do to fantasy morality not necessarily being equivalent to real world morality; it may also be both righteous and better for everyone to keep goblins on a short leash. Unable to harm themselves or anyone else, their energy is put to good use in service.

Hobgoblin (2 -1 HD, +2 AC from Armor, 1d6 Weapons)
Morale- 8 to 10
Numbers- 1d6 Gang, 2d6 Raiding Party, 1d10+2 in Camp, 1d50 in Gobtown

These creatures are nearly human sized in height, though tend to be thin and wiry. They have dark green skin, long noses, and are less mentally retarded then goblins by a wide margin. Almost everywhere they exist, Hobgoblins bully and lead the small tribes and bands of lesser goblins into larger groups, with the Hobs as the obvious upper class. While still violent and very hardy, they prefer actual food to filth and will force lesser goblins under their command to eat scum while they eat the table scraps. The picture of goblin nobility. In gobtowns; the massive urban centers where goblinoids live together, Hobgoblins make a significant portion of the “upper class”.

Hobgoblins show their trollish ancestry much more then their little brothers, the standard goblin. Hobgoblins are known to regrow eyes and severed limbs after several years, though these always grow back a bit stunted and weaker then what they were born with. Hobgoblins are also a bit less communal then regular goblins, scheming against each other and backstabbing each other with impunity. It should be noted that regular goblins are too stupid to coordinate massive coups; it's usually the Hobgoblins coordinating the effort and pitting the lesser goblins against each other.

When it comes to inhabited dungeons and adventurers, Hobgoblins are better off in a fight then goblins, but still somewhat cowardly. They are not as strong as the average human soldier, but are much stronger then a standard goblin. They are usually found with primitive or scavenged weapons and wearing leather or cloth armor.

Troll (4-8 HD, +4 AC, +4 to hit, two attacks at 1d6+1 claws, regeneration, weakness to fire and acid)
Morale- 12 to 14
Numbers- 1d4 Gang, 1d8+1 Family, 1d6 in Gobtown

Trolls. The classic threat when wandering the world- they seem to thrive everywhere and can eat basically anything, though they prefer to eat anyone instead. Trolls are large humanoids with bright green skin, long gangly limbs, and sunken eyes that see in darkness. They attack with both arms; their claws and murderous strength lets them deal 1d6+1 damage from their attacks.

Their most infamous ability is to regenerate. After taking damage; they heal 1d4 hit points per round. Their severed limbs can be pressed back onto the stumps and after a round will be reattached, though this won't necessarily restore all of the lost hit points from the attack. Stumps cauterized with fire or acid cannot be regenerated. Clever trolls will bite or saw off their own limbs when they are alone that have been damaged by fire or corrosion as to fully heal themselves, or have to rely on the more slow and mundane natural healing that allows normal creatures to heal injuries like burns and scorching. Trolls will regenerate from anything, even from being diced up or beheaded, from the largest piece. These monsters are famous for both how dangerous they are, but also for their weakness. It is commonly known that trolls are weak to fire and acid, which stunts their regeneration abilities for that many points of damage.

Trolls, Hobgoblins, and regular Goblins are all the same species of creature. The difference between them is the amount of time they live, the amount of food they have access too, how much magic or power they gain in their life, and the will of the dark gods they worship. Some trolls remember being goblins, some goblins were once trolls, and hobgoblins are the awkward teenage phase between both. It should also be noted that greenskin, monsterous trolls have nothing to do with Old Trolls, who are a race free from the perversion of evil, these trolls are a degenerate offshoot.

Hobtroll (9-12 +1 HD, +6 AC, +6 to hit, three attacks at 1d8+1 claws, greater regeneration, weakness to strong acids and fire)
Morale- 16
Numbers- Solitary OR 1d3 group in razed Gobtown

Hobtrolls are massive trolls. Their skin is an even brighter shade of putrid green, and they have a third arm growing from their chest. As with all trolls, they regenerate and have ravenous appetites. As the pinnacle of the troll bloodline, their psychopathy and mental state has decayed to a point where armor and weapons only exist for them in a temporary state. They will pick up and use weapons they can see, but only have a 2 in 6 chance to take weapons with them or go to a lair with weapons or armor in preparation for a fight. This chance is also used to see if the Hobtroll is smart enough to avoid an obvious trap. Despite this, they are still incredibly dangerous and will try to attack anything they see.

Their powers of regeneration are greater then normal trolls. They heal 2d6 hit points per round, and can heal damage from normal fire and acid attacks. Only the attacks of purified forms of those elements, spells that deal damage of those elements of 4th level or higher, or powerful elements channeling fire or acid can permanently damage them.

Unlike normal trolls, Hobtrolls cannot integrate into any kind of society. They are only found among other goblinoids if they're currently killing them all or eating the remains. Very rarely, Hobtrolls may join together in a loose group only in an act of endless aggression. Their mental state has decayed where they can only speak in very short, single word sentences. They only value treasure in a transparent way, but can retain sizable treasure hoards from when they were smarter, regular trolls due to their sentimental memories of it.

Gobloaf (10 +10 HD, +2 AC, +2 to hit, 6+1d4 tentacle attacks at 1d4+1, mindless, slime body, greater regeneration x2, weakness to strong acids and fire)
Morale- N/A
Numbers- Always 1

The Gobloaf is not a normal member of the troll family. These are mutants. While occasionally made from an especially tough hobgoblin or from a fetid, chopped-off troll limb, most of them come from Hobtrolls who eat several goblins, or a very pregnant goblin female who dies before giving birth to her liter. This creature is a tangle of green flesh, tangled goblin limbs, and slimy tentacles of primordial creation. It looks like an elongated cube with a thin part in the middle, like a massive amoeba stuck in mid fission, and hence has been referred to as a loaf of bread.

The gobloaf is similar to a shoggoth or other ooze-style creature. It doesn't move beyond very slow, glacial travel along its own slimy excretions. It's a totally mindless creature, using its tentacles to pull in anything nearby and try to either smear it against its skin to slowly absorb nutrients or throw it away from its random flailing. It doesn't have eyes or any kind of head or mouth. Every Gobloaf has between 7-10 tentacles, which can attack anything within melee range. As a partially slime creature, the Gobloaf is able to squeeze through loose gratings and physical objects can get stuck in it, but it is more viscous then most slimes or oozes.

The Gobloaf has all the powers of a great greenskin troll and regenerates at twice the speed of one, restoring 2d6 hit points per round. This incredible regenration can only be stopped by powerful magic fire or acid attacks, or anything that can drain enough life from this creature to weaken it. The Gobloaf is an extremely uncommon creature, but its fluid is used to create the Drought of Cancerous Regeneration and its skin can be used to create Evermeld Armour; magic self-repairing magic armor that keeps the Gobloafs healing long after it is dead. The few gobloaf's who form nearby goblin tribes are revered as living gods, thrown the corpses of intruders or dead goblins to keep the beast fed. Some have even been semi-domesticated, allowing for goblins to use them in battle while only rarely will the Gobloaf attack one of their own, hinting at a unnerving intelligence within this amorphous mass.

Friday, October 11, 2019

Game with Death Concept

In some folklore, people who are dying can play a game with "death" or the Grim Reaper to come back to life. Many deaths let the souls pick their own game, but mine doesn't. He has a very specific game in mind. It's Tic Tac Toe. If you win OR draw, you come back to life at 1 HP. If you lose, death takes you on to the afterlife and that character is lost permanently.

However, you will notice the game's board is quite different. Each square has a single aspect of the character that they won't want to lose. It could be people nearby them and their companions, or it could be the features they most value in themselves, their wealth or magic items, or even things in the campaign world they'd want to represent. You get to go first, and you play with circles to “protect” things you want. Death plays with the Xs, and whatever he crosses over you lose. Or you could let Death go first if you'd like letting him start the game off and pick what he wants to take.

To use this in your game, you could premake a few naughts and crosses boards for your various player characters. Draw pictures of their body parts to represent their stats or just write out what they'd lose if that space is taken. Obviously this game would mean characters will have to give something up, even forcing them into a draw still means they lose parts of themselves for good. This concept obviously works best for game worlds with more personal, perhaps evil incarnations of Death. You could just as easily swap this figure out for something that wants to trade your “soul” to it like a demon, or perhaps a Warlock's patron granting a favor if you win a "game".

Wednesday, October 9, 2019

6 First Level Summoning Spells

[1] Cappyrs Snake - 1st level
Out of the palm of the caster's hand comes a long black tube that writhes in midair. It is a Cappyrs Snake, a special type of constrictor without a head. Its long black body ungulates around as though it can fly, and constricts and attempts to crush anything it wraps around even though it cannot see or eat; it still targets living beings before attacking objects.

When summoned normally, this spell takes a full round to extend out of the caster's hand, becoming a long 3 HD snake which deals 1d8 damage each round it crushes someone. It can only be escaped on a successful save at -3, the save difficulty being increased if the snake has a higher HD. It has an AC of 14 from its scales and attacks anyone- it has no loyalty to its caster. It will attack the nearest being when summoned, but is ejected at about the range of a spear's thrust when the spell it cast. While this spell is quite powerful compared to most 1st level spells, the fact the snake is a truly neutral and aggressive creature makes this spell more powerful; normal summoning spells are restricted in power at 1st level simply due to needing the spell to be “safe” before casting. Not so for the Cappyrs Snake.

Additionally, the snake can be “cut” down to size when summoning it, by chopping at its body with a karate chop by the spell caster. You can make the snake “small” at 1 HD and d4 damage, or “medium” at 2 HD and d6 damage, or keep it as the normal large version. This requires the caster to make a saving throw vs magic to successfully do, and on a failure the snake isn't put out far enough and attacks the magic user instead. The snake lasts for 6 combat rounds.

[2] Monitor Monitor - 1st level
This spell makes a lizard. The small monitor lizard is a 1 HD creature with a 1d4+1 bite and an AC of 14 from its fast feed and scaled skin. The monitor lizard is like any other, and has a reptile brain filled with nothing but thoughts of food and fighting, and maybe fucking, though its unlikely to get a chance since this dimension doesn't have its exact species.

The monitor monitor is extremely territorial. It will attack absolutely anything that enters its “territory”, which is wherever it is summoned, usually a single room or small copse. The monitor will not attack the party as it considers them objects in its territory, unless they leave and try to reenter the area. It will attack giant monsters, armored warriors, terrifying ghouls or literally anything else that tries to come in, biting and gnashing with its claws, even breaking its teeth against foes too tough for it to bite. The monitor will always fight to the death and lasts for 6 turns until it disappears.

[3] Sunlit Marble - 1st level
Conjuring this marble requires a source of direct sunlight, though it can be sunlight produced through a magical item or spell. The spell condenses a small amount of the sunlight into a small marble which floats in mid air. If the marble is hit with an attack (AC 20 for ranged attacks since it's so small, but no need to roll for melee since it doesn't move) that deals 4 damage or more, it is shattered. Beyond this, the sunlight marble can continually produce light as a torch in its same spot for up to one full hour before fizzing out, allowing sunlight to be sustained in a small area even after night falls or if the sky is magically blocked by darkness.

The Sunlit Marble is an intelligent creature. It holds sunlight in itself and has a love and respect for all life, while it has a hatred of the undead. Every round, it casts turn Undead as a level 4 Cleric, and all Undead must flee its radius of light on a turned result. It can deal normal damage or kill vampires, if they were dumb enough to enter the field of light. 

The sunlit marble can 'speak' in slow pulses of light that let it communicate; it can report what it has seen but only knows the difference between things if they are “bad” (undead), “good” (alive), or “tickles” (plants, because they feed off its sunlight).

[4] Summon Groveling - 1st level
The Groveling are the most pathetic race to exist. This isn't an opinion, it's a fact. Grovelings occupy a cosmic position on the hierarchy of all beings, they are much lower then most pets and are certainly lower then even the most low born human; most trees are higher on the scale. They are “people” in the lowest possible state they can be. Grovelings are beings that exist to serve other beings, and are often summoned by goblin Sorcerers looking for an ego boost. They aren't native to the normal dimension, as any world that has predators would be too dangerous for Grovelings.

When a Groveling is conjured, it will instantly bow down before and furiously worship the first living being it sees. They appear as gremlin-like creatures, with patchy fur (it doesn't grow back), bright sad eyes, and a tiny frame. Most are less then 2 feet tall. They have washed out colors that prevent them from being attractive or beautiful but they are too colorful to blend into their surroundings. They are as intelligent as a kobold or goblin, and can use tools, but are simply pathetic. All Grovelings have 1d2 hit points, an AC of 5, and deal ½ a point of damage on a successful hit in combat with any weapon- this means that at least one other Groveling must hit the target for a single point of damage to be made, or the target be hit with a small nonlethal attack, be a near miss for an AoE spell, be cursed, or have some other method to make the half a point of damage tick to a full point. The exception to this rule is for swarms of tiny beings like worms or insects; Grovelings can kill a single member of the swarm per round. While a single member of the swarm is just an annoyance to you, and the swarm is the danger, to a Groveling the individual of a swarm is like a wolf it must face in deadly single combat.

While extremely weak, the Summon Groveling spell is a commonly taught first summon for many magic users. Grovelings have names and can therefore the same individual can be summoned multiple times if they don't die (unlikely). They stay within this realm for the duration of 1 day, and will obey any order given to it by an intelligent being who isn't directly trying to murder it; they are spinelessly loyal to a fault and will tolerate a large amount of abuse before thinking of escape.

[5] Spinsticks - 1st level
This spell creates a small white stick. The stick is actually a living creature from another world; a close look reveals a small bump on its body where it's primary nervous system is located, small discolorations near each end are 'eye spots' to help right itself, and several centrifugal muscles help it perform its one job. When the stick is spun standing up, it keeps spinning for two turns. After the two turns is over, it has lost its energy and falls to the ground dead. The spinstick can act as a reliable timer in a place where normal methods of keeping time do not function or are influenced by malign forces. The spinsticks can also act as a distraction or trap by spinning something on its head; a plate or flaming candle dish that falls into the oil on the floor when the stick stops spinning.

[6] White-Faced Oil Monkey - 1st level
This spell conjures a White-Faced Oil Monkey. The creature is a small, long tailed monkey with a painted white face like geisha. It carries a small gourd with a stopped around its neck, which is filled with oil with a blueish tint. The power of the White-Faced Monkey is that it can communicate with any creature with hands using a type of special sign language. As such, it can communicate with lemurs and raccoon, as well as larger monkeys and apes, and then translate these to humans using a more complex form of sign language, or by writing down what was said on a piece of paper provided to it. The monkey notes that otters have a distinct “water” accent, and the monkey cannot communicate with oceanic creatures even with hands, as their accent is too foreign.

The monkey is a 1 HD creature, but has an AC of 18 as it can dodge, jump, dance, and easily avoid almost all physical attacks. It cannot attack. The monkey is not a slave but will follow and obey whoever summoned it, becoming playful and playing pranks if ignored or running away if put into a bad situation on purpose by its master.

Finally, the monkey carries oil. The oil in its flask is a blue spirit oil, which flows like water for living beings, but is as slippery as the Grease spell for any spirits, ghosts, or intangible beings. This can prevent many ghosts from materializing, as they must stay still to do so, where as this oil will make them slip away. The monkey lasts for up to 1 turn if summoned for communication, or for 1 round to pour out its oil and vanish, as it ceases to exist when its oil is removed from its gourd.

Sunday, October 6, 2019

Dark Lord Generator

Art @chasestone
Dark Lord Generator
Armor & Color - 1d6
[1] Red cape, with black plate armor.
[2] Yellow robes, flowing, no lesser metals touch his skin.
[3] Green cloak, concealing twisting hazel and bone.
[4] Blue tabard, a fake smile, splints of steel.
[5] Orange turban, scalemail built for riding and ruling.
[6] Purple Ascot, air of nobility, brigandine spotted with stains.

Dark Motif – 1d10
[1] Skulls.
[2] Swords.
[3] All Seeing Eye
[4] Hands, especially severed.
[5] Scenes of Hell; great masses thrown into pits of fire, demonic gargoyles
[6] Spiders or Snakes.
[7] Three interlocking chains.
[8] Hippogriff, Manticore, or Sphinx.
[9] Wolf or Boar.
[10] Tiger or Goat.

Quirk of Appearance - 1d8
[1] Soulless Eyes
[2] Unusual skin tone; not native to this land.
[3] Horns, tail, pig snout, or other inhuman trait.
[4] Gaunt and skeletal. No loss of might.
[5] Symmetrical scars, hauntingly beautiful.
[6] Piercings everywhere, walking art.
[7] Disfigurement. Missing 1d2 limbs, barely alive, and yet filled with unnatural vigor.
[8] Obese.

Method of Movement - 1d6
[1] Levitation, or flies on black wings.
[2] Carried on a Palanquin, by slaves.
[3] On a throne on the back of a huge beast
[4] On a great extending staff, floating disc, flying carpet, pestle, or other magical device.
[5] Horseback, on a black stallion that snorts fire.
[6] On foot, like any great conqueror should be.

Method of Killing - 1d10
[1] Great mace, each swing sends multiple men flying.
[2] Unholy life-stealing sword.
[3] Dark Sorcery; dark mists that choke, skeletal hands reaching from the nether.
[4] Arrows of death, with a great white bow which penetrates steel.
[5] Inhuman Strength. Fingers pierce helmets and brains, kicks rupture bodies from groin to neck.
[6] Elemental Magic. Great gouts of fire or spears of ice.
[7] Transforms himself into a great stomping beast, a massive snake, or a hoard of rats.
[8] Martial skill and an enchanted spear. Charges into enemy armies without fear.
[9] Great flails or burning whip.
[10] Doesn't fight and carries no weapons, except for a hidden poison blade.

His Right Hand - 1d10
[1] Great Skeletal Dragon
[2] Succubus, bound by twisted love instead of demonic contract
[3] Giant, clad in impenetrable magic armor.
[4] Huge Dire Wolf, sword in mouth optional
[5] Sexy Medusa
[6] Grim Reaper, with a giant flaming scythe. May or may not be THE grim reaper.
[7] Servile goblin, abused by his master. Will betray him for revenge at the last moment.
[8] A particularly bloodthirsty mercenary; with no moral compass.
[9] Angel; bound with black chains and stabbed with many devil swords. The blinding helmet of reverse alignment could be knocked off to free her.
[10] Honorable black knight. Still has a soul, but will not betray their master.

The Dark Army - 1d10
[1] Orcs, Goblins, Trolls, and the usual monstrous rabble.
[2] Barbarian tribes, united under a lie.
[3] Undead- Skeletons and Zombies, mindless hoards.
[4] Cultists and slave warriors- blood rituals bind and enslave the unwilling into service.
[5] Demons of every shade and rank. Infighting is only stopped through superior force.
[6] Dark Elves, corrupted and beautiful.
[7] Beastmen from the woods and swamps, wanting to take the fertile land for themselves.
[8] Army of Clockwork machines, or mass produced golems.
[9] Mercenaries, serfs, freed prisoners. Lowborns promised land and title.
[10] Insectoid people, bred and produced in great hives, the queen held hostage.

Plot for Power - 1d8
[1] Ancient Magic Ritual. Requires mass sacrifice to achieve an incredible spell.
[2] Ascension. Usurp a God, or steal one's essence to become one himself.
[3] Military. Divide and conquer, his army is more powerful then any other.
[4] Political. Spies and diplomats lower the defenses of the free people, his army at the gates.
[5] Arcane Knowledge. Searches lands for magic tomes, learning unspeakable secrets.
[6] Summoning. Call forth the Old Gods, either to serve or because they pull the strings.
[7] Obelisks. Building monuments to their evil, they can see through each, they will know all.
[8] Glory. They will be the most known and feared named in history. The reward is eternal.

The One Hope - 1d10
[1] Chosen One, who will rise to greatness.
[2] Being shown love and compassion.
[3] Being slain in their sleep or with poison.
[4] Their own hubris and overconfidence. Challenge them to a duel and be a greater warrior.
[5] Time. They are getting older and slower, one day all things die.
[6] Their heart is locked in a box, buried at sea. Find it and stab it, end their reign.
[7] They are already destined to die; at the foot of a mountain. Make the prophecy come true.
[8] The Gods, if they would see the threat coming.
[9] The People, if they would set aside their differences.
[10] The Magic Sword, if only it could be found.

Wednesday, October 2, 2019

30 Methods of Bewitchment

30 Methods of Bewitchment
[1] Wooden Nickle. Only works on people who accept coin for goods and services. You must get them to accept a fake coin made of wood and paint, either mixed in with other coins or individually. As long as they have the coin, they are under your spell. They can only get rid of the coin by getting someone else to accept it for trade- the coin always returns if burnt or thrown away.

[2] Elf-Touched. Only works on those who have never met an Elf before, and you must be an Elf or at least Half-Elf. The first time they see you their breath is taken away, a mix of fear and delight, and you must touch them. This spell continues until they are snapped out of it by someone who has killed an Elf, or by someone who is an Elf of an older age.

[3] Razor Stones. The person must cut their feet on your stones, which you then keep. Sometimes, Witches steal their shoes and set up these rocks outside their home to go get them again, other times they are tricked into doing it for a performance. The spell lasts until they have their feet burned on hot coals or get some perfectly fit shoes. The new shoes must be able to last them the rest of their life- the magic untangles if such fine cobblery touches their soles.

[4] The Book of Names. This spell requires a conjured spirit or demon, or the illusion of such, offering the victim to sign their name in the book. If the victim does so, they are promised wealth, power, or eternal life in exchange for their soul. Witches can trick people into signing their name under their control instead of a demon, or demons sometimes loan the names of local or prominent individuals to Witches since they'll collect both souls when they die anyway. As long as you have this person's signature in the book of names they cannot be uncursed, only a powerful Priest can restore the person's soul or slaying the Witch can free them from the Book.

[5] Biting the Cord. This spell only works on babies; the Witch must bite off the umbilical cord from the baby to mother when it is born. Upon that baby's 17th Birthday, they can become entranced at the Witch's will, which lasts as long as the Witch wants. This spell is broken if the mother or anyone present at the birth tells the child that their cord was bitten by the Witch, or if the person has a child of their own.

[6] Envy. The Witch must make the person envious of them. Either through expensive clothes, a beautiful wife or husband, or some other method of creating jealously targeted at the person. Then, the Witch must make eye contact to drill the thoughts into their brain. After doing this three times, the person becomes bewitched. This method of bewitchment creates a feeling of jealousy, defeat, and anger instead of love or fascination, but the mechanical effects are the same.

[7] Sickness. The Witch must intentionally get someone sick, either by transferring a sickness they have, infecting a blanket or potion with sickness and getting the person sick through it, or by some other method that doesn't involve a magic curse. This method of Bewitchment works by the Witch tending to and caring for the person who has magically fallen ill. The fake treatments and sugar pills of the Witch don't help cure the sickness, only making it worse or making the person more bedridden. The person cannot be snapped out of it unless actually cured, or if someone proves the witch was the one who made them sick. In this situation, the Witch's magic will fade and the person will get better instantly, realizing they had been poisoned by the evil witch.

[8] The Magic Well. The Witch must force or trick someone into going down a well, and once they are down there the magic kicks in. The person relies on the Witch to bring them all food or clothing, and starts to respect and even love the Witch for it; Stockholm syndrome meaning they won't even try to escape the well. This power ends the moment the person is dragged up from the well.

[9] The Pet. This method only works for Witches who can turn into animals. If you can turn into an animal, such as a black cat or sheep, you can corrupt the mind of the owner of that animal by making them slowly obsess over and care for it. This spell only works on loners and those who do not have attachments to people as strongly as their animals, and only works as long as the victim doesn't know the Witch is actually their beloved pet.

[10] The Witch makes magic dolls, fashioned after their victims. By taking a lock of their hair, scraps of their clothes, and fashioning them into a doll and writing their name on it they can magically bind the person's will to them, Bewitching them until the doll is destroyed.

[11] The Magic Candles. This requires using the person's body parts of oils from their skin to make candles, and then burning those candles. The Bewitchment is more powerful then normal, but only works while the candle is being burned and only lasts a few hours in total time before the candle is melted away to nothing.

[12] Eye Drops. The Witch entrances a person by dripping special eye drops into their eyes, either when their sleeping or when restrained. They “see” the world as the Witch wishes, thus Bewitching them. As an additional effect, this power means the Witch can appear invisible to the person with the drops in their eyes at will. This spell ends if the person is blindfolded and relies on their other senses, or if their eyes are washed out with holy or magic spring water.

[13] The Ritual. This spell requires a powerful magical ritual, but can be done to even the most wily and resistant of foes. The person must be tied down and have their body eviscerated; their intestines are pulled out by magic tongs and replaced with slithering garden snakes. The person is then sown up and the Witch gains power over them. The only way to fix them is to have them swallow alive a snake more powerful and dangerous then the ones they were injected with (it eats them in their guts; takes a few days of painful stomach cramps), or by slaying the Witch.

[14] The Foul Gift. The Witch must not be suspected by the person who receives the gift, nor must they know the Witch has magical powers. The gift must always be a living or once living thing; such as a small pet or a vase of beautiful flowers. Over time, the person becomes more and more bewitched until fully entranced by the Witch as the gift rots and spoils. To them, the pet bird is just as pretty and sings the same, and the flowers are still fresh, but to anyone who enters their home and sees the gift it is rotten and putrid. To break the curse one can prove that the gift is spoiled, or prove that other gifts given by the Witch have also spoiled and been proven as fakes.

[15] The Hidden Idol. This spell only works if the Witch has secretly altered or helped build a house or castle. Within, the Witch must hide a Pagan idol to their forest gods- hidden in a secret room or within a loose brick in the fireplace. The people living in the home can be bewitched by the spellcaster, but the spell ends if the secret is found.

[16] Cursed Quest. This spell involves the Witch intentionally sending someone to get an item that is not useful, or is cursed to begin with. Once the person finds the item such as in a dungeon or monster lair and touches it, they get a save vs magic to realize they had been duped. If they fail the save, they claim the item and become Bewitched, no longer remembering that they had to return the item but simply keep it and obey the Witch's normal powers of Bewitchment. If the item was already cursed and known to the Witch before, then the person may also suffer the effects of the item's curse in addition to be ensorcelled. Once the item is removed or a Remove Curse spell is cast on them, they'll also be freed from the Witch's spell.

[17] The Plot of Land. This spell requires a severed finger from the victim, which cannot be too far decayed. While the victim has lost a finger, they can still be enamored by the Witch if she buries it in her herb garden and cares for it as a newgrown sprout. Each day it must be watered, parasites picked off, compost and fertilizer used, and so on. The finger remains sticking out of the ground in the garden, visible to anyone who is looked around for it. The person whose finger is removed in this way is bound to the Witch until the garden is destroyed or the finger uprooted. It is also said that certain powerful resurrection spells are used along with this method; those Bewitched for long enough may kill themselves in service to the Witch, and the Witch can pull on this finger to raise out the full body of the person, who comes back to life as a garden-grown servitor. It is also said this being is mostly as the original but even more deeply controlled; and will now die if the Witch is killed, but it is the only way to free them from their fate.

[18] Witch Bath. Once again, the Witch must be faking their profession as a bath maid or nurse healer. The victim must willingly lay in the bath and be cleaned by the Witch, and she will sing soothing songs even as she dumps the ice cold water on them over and over. By the time the bath is over, the victim will be chilly and clean and ensorcelled by the Witch, but always have a shiver from the cold magical bath. The way to break them free of this spell is to warm them up by a fire, even by force.

[19] Dark Nightmare. This more direct method of Bewitching someone requires a powerful dark magic spell to be cast on them multiple times so they have terrible nightmares that night. The nightmares feel as though they are being tortured, chased, and humiliated for days across the span of a single night. Each night, the victim gets a saving throw vs magic to resist. Once they failed 3 nights total of saving throws, they are ensorcelled. Those targeted by this spell can put up dream catchers, sleep with loved ones, take sedatives, and seek the aide of spirit and dream healers to avoid being taken over by the Witch even if they don't know the source of the Nightmares.

[20] The Charm. This spell requires a ring, amulet, or fanciful charm to be worn by the victim. As long as they keep wearing the charm over the course of one season, their mind slowly becomes warped to serve the Witch. This spell can be broken by stealing the charm from them, but charms gifted from Witches tend to have protective or cursed magic on them that zaps those who try to remove it.

[21] The Black Ivy. Magical ivy and weeds grown around a person's house, which must be planted by the Witch or her familiar. The weeds grow slowly but after a few days if they aren't noticed or warded against they will grow all over the house, budding flowers inside the house and releasing choking spores. As long as the people who live in the house keep breathing the spores and keep living in the ivy they will be corrupted by it, Bewitched by the Sorceress. If they are taken away from the flowers for even a few minutes the fresh air will clear their head and they'll break free of the trance.

[22] Piper's Song. The Witch lures people by the sound of the song. This Bewitchment is temporary, and only lasts for as long as the song does. If the people are lured by the music and become lost in the wilderness or a part of the city they couldn't easily find their way back from, they also gain a -2 to saves vs the Witch's next spell cast upon them.

[23] The Sweetest Ale. This magical method is quite gross, and requires the Witch to consistently pee within the well, pot, or barrels of the target. Over the next few days, the person has to brew and drink ale made with the Witch's pee, and this process is further accelerated by adding in berries or sweeteners grown from bushes that the witch fertilized with their own droppings. Despite the brewing and cooking process destroying all of the sicknesses that could be spread this way, and the feces far removed, the symbolic nature of feeding a being your waste enthralls them to the Witch's will; it places them is a cosmically lower state of being and humiliation. This spell can be countered by forcing the Witch to eat waste of the enthralled beings, which is why it is a common punishment for witchcraft.

[24] Vulture's Circle. This Bewitching method requires the Witch to already have either a functioning broomstick or the ability to fly to begin within. The Witch must spend several days at sundown flying, cackling, or otherwise making themselves noticeable over a victim's house. The victim within will slowly become Bewitched by the Witch, but everyone else who doesn't live there and sees the witch will become suspicious and obviously furious with the display of magic, especially once the victim begins to show signs of being controlled.

[25] Freed From Sin. The Witch must disguise themselves as a priest or nun. During confessional or religious rituals, the Witch pretends to offer religious guidance and spiritual succor, but must slowly corrupt and twist the mind of the person in question. Characters with a high Wisdom (+1 modifier) or who are very well versed in religion may realize that the lessons and advice being given isn't right.

[26] Witch Spit. This method requires the witch to spit in the face of the victim, after the Witch has chewed several herbs and kept them in her mouth for this moment. The victim will not seek retaliation against the spit, and will instead become bound to the Witch. This curse ends if someone else punishes the witch's rude behavior OR if the victim is slapped across the face to 'snap them out of it'.

[27] The Beautiful Dance. The Witch must be wearing an appropriate outfit, such as a veil and jewelry, and has a 1 in 6 chance to entrance anyone watching. This can increase by +1 for having a Dexterity modifier of +1 or better, as well as having a Charisma modifier of +1 or higher. This spell doesn't work if the person watching knows the witch is trying to entice them.

[28] Newly Weds. This requires the Witch to steal the wedding ring from a person, and cast spells and glamours and pretend to be the newly wed bride or husband. Then, the spouse must not be too suspicious; after the first night the married person will become convinced that their spouse is who they are, regardless of any evidence to the contrary, and will become more open to suggestion spells and aggressive if their spouse demands it. The way to break this curse is to steal the wedding ring off the affected person's finger, or rescue the real spouse. In some situations, the real spouse will be dead and replaced by the witch, and returning the remains is enough to break the curse. The person will look over the corpse or skeleton and just 'know'.

[29] The Twisted Machine. In this scenario, the Witch must be a technician or assistant to an inventor or noble who owns a machine set for a specific purpose. The Witch will slowly warp the machine, changing its function, making it all about control instead. Once the machine is on and changed, the victim will be ensorcelled by the Witch and unable to see their true colors- the machine can even be made useless but will always be twisted in some way, such as requiring human blood as lubricant or giving off a deathly shriek every night but the victim simply ignoring it and hearing it as music instead. If the machine is destroyed and dismantled, this will break the curse.

[30] The Black Spot. This is a magical spot that appears on a person's hand when they are cursed; the Witch does not have to cause the curse. Anyone with a black spot tends to seek magical aide to have it cured, as it is a serious bad omen and having a black spot often invites others to shun or violently beat anyone with the spot. Witches who take those with the black spot under their wing can find among them wealthy patrons, new apprentices, and sometimes hapless fools that are easily swayed by magic; forcing them to obey the Witch's commands in the hopes of being treated.