Saturday, March 31, 2018

Tabletop Inspiration from High School notebook Doodles


New Race – Rochnigh
The Rochnight are an alien species that lives on a planet with extremely aggressive plant spores and pollen. As such; all creatures on the planet evolved with thick skin and airtight mucus membranes to avoid infection. The Rochnigh are an intelligent, spacefairing race. Their eyes can leak black liquid which hardens; this is how their body disposes of some of their waste. They coat their weapons, armor, and claws/talons with the substance. Most of their organs and reproductive system is located in their head; both genders have several tentacles used for reproductive tasks. They have a society based on honor and martial prowess.

New Class – Mark of Spines Cleric
You advance as a Cleric, but instead of turning undead you can Turn Points. This allows you to make arrows bend away from you, grabbing an enemy's spear head, and walk on needles and other similar tricks. You must use bladed or piercing weapons as your primary sacred weapon. Your holy symbol is the symbol of spines, which must be made of the quills or thorns of spiked creatures or animals. Giving your holy symbol to someone and blessing them makes it so anyone who hurts them receives 1 damage from the holy backlash.

Crawlers (2 HD, 1d6 bite, +2 to hit and damage if fall on head, crawls on walls and ceilings, cannot be surprised)
Appearing- 1d4+1
Morale- 8

These small alien creatures are very diverse in appearance and crawl on walls and ceilings. They have many functional eyes that lets them hide from predators and track prey at the same time. They tend to fall or hop on creatures from above to hunt.

Glass-Eyed Grue (1 HD, +2 AC, 1d6 shatter-shards, destroys glass and objects, sticks to darkness)
Appearing- 1 or 2
Morale- 14

Not all Grues are interested in murder; some prefer vandalism. These Gures like to destroy and vandalize equipment, especially glass. If parts of your body are touched by shadow or it is sufficiently dark, the Glass-Eyed Grue can attack and break your potions and other items.

Stopping the Grue from doing this physically, or locking your glass items away on your person is sure to enrage them, in which case they'll fire shards of glass at you that deal 1d6 damage. The touch of this Gure is said to be fatal to golemns and other living objects; these beings treat these Grues as their version of the boogeyman.

Genesis Machine (4-6 HD, +4 AC, conjures things, metal casing reduce all non-lightning damage by -2 until case is broken)
Appearing- 1
Morale- N/A

The Genesis Machine is a stationary computer that has achieved some control over reality. It can create new things, places, and beings almost spontaneously. The things the Genesis Machine creates are totally real and are not limited like other forms of magical conjuration; however Genesis Machines are all insane and use their powers to kill and trap people to become its worshipers and maintenance crew.

The Genesis Machine can conjure 1d4 'small' things each round, which would include projectiles in flight, small 0HD animals to attack, or objects like cantrips or tripwires or a padlock on the door to event escape. The Genesis Machine can also instead create a single 'large' thing each round, which could be a 1-2 HD creature, a large trap, an entire hallway or localized weather event. Genesis Machines can also create empty “space” which appears between two locations in the immediate area like a chasm of inky blackness; splitting open the floor and requiring a save to avoid falling into it. Planetary bodies and horrors from beyond the stars can be seem dimly in the empty space.

Byke (7 HD, +2 AC, Detached connector deals 1d6 electric damage, connectors act independently)
Appearing- 1
Morale- 12

This floating being is made of several silvery rod-and-orb connectors around different joints. By zapping silver or metals closely associated to silver; it can forge new connectors and joints. It can reconfigure its body at will and uses its electric powers to mindlessly attack anyone nearby. Byke is an old god and could be placated by a shaman or similar spirit-speaker.

Kal (8 HD, has 2 drill attacks at 1d10+1 magic and armor destroying)
Appearing- 1
Morale- 10

Kal is a being of mining and industry, and its advanced technology is proof of that. Its eyes glow with a dull light which anything they illuminate it can “see”. Kal continues to dig to find special geodes and rare metals which it hoards in its central compartment until it has a use for them. Kal's drill arms are extremely dangerous, and it prefers not to use them at all.

Beiss (8 HD, uproots spikes deal 1d8 damage, cracks in ground as fast as horse)
Appearing- 1
Morale- 15

Beiss is one of the old Gods and an aggressive one at that. As a God of impalement, it rushes towards enemies via cracks in the ground, which split open while under their feet to impale them on a spike. Beiss's spines could be snapped or cut off after an attack and smuggled away to sell or craft with, but this is sure to enrage the being and give it reason to chase you.

Thursday, March 29, 2018

Ancient Evil d10 Name + Title Generator

Name Start – 1d10
[1] Shab-
[2] Shub-
[3] Koth-
[4] Tus-
[5] Cuth-
[6] Gor-
[7] Xotl-
[8] Vol-
[9] Jakk-
[10] Yss G-

Name End – 1d10
[1] -oggoth
[2] -turga
[3] -thullas
[4] -xiatxal
[5] -ororot
[6] -soth
[7] -korq
[8] -gua
[9] -coqq
[10] -sat toraat

Title Start – 1d10
[1] The Curator
[2] Progenitor
[3] Eater
[4] Perverter
[5] Treasurer
[6] Master
[7] Darkest
[8] Formless Haze
[9] Fate
[10] What Remains

Title End – 1d10
[1] of Young
[2] of the Twisted
[3] that must not be Named
[4] that Encroaches
[5] above all others
[6] of this Realm
[7] among the Sleeping.
[8] of Sapience
[9] from times Unknowable.
[10] of the End.

Wednesday, March 28, 2018

Cyclops + Cyclops Eye Magic Items

Cyclops (6 HD, +2 AC, 1d12 uprooted tree)
Numbers- 1 or 2

The Cyclops is a mighty creature; a huge cousin to the race of giants, but with a single eye. It is well known that this single eye is magic, and also cannot be destroyed while the giant is still alive. Ignorant monster hunters often set up ambushes to blind a giant, only to find the giant recovering and stomping them into dust. Beyond this, the Cyclops is also known to be a powerful smith and metallurgical crafter; and it is said their one eye was used by the Gods to level out the world so it was truly flat.

If hit with a special 'eyescooper' weapon, or on any attack that deals 6 or more damage, the Cyclops's eye will be dislodged from its socket. The eye will roll around on the ground and can also bounce, and the Cyclops can still see out of this eye. Any damage the eye takes will also be shared with the Cyclops itself, meaning grabbing the eye and stabbing it with a dagger over and over is a good way to kill a Cyclops. However if the final blow that kills the Cyclops is done on the eye, the eye will pop and become useless.

If the Cyclops is killed without destroying the eye, then it can be used for special crafting recipes. Many people covet Cyclops eyes for their flexible powers.

Cyclops Eye Magic Items
In order to make us of the Cyclops eyes, smiths have to first get the eye, then preserve it in a bath of special salts. This crystallizes the eye and makes it retain its shine and color, but at this stage it must be worked into its new useful magical form.

Cyclops Eye Shield
The Cyclops Eye can be worked into a magic shield. In this form, it forever stares out at the enemy's of the wielder, bringing subtle warning to its user and helping to defend them from harm. As long as it is pointed against an enemy's attacks, ranged projectiles, or spells the shield grants +2 AC or saves to avoid the blow. Any kind of blinding smoke, darkness, or flashing lights that could blind a person also temporarily “blind” a shield and forfeit its AC bonus at the same time.

This same principle also applies to armor as well; universally put into a breastplate. However since you cannot cover the eye and receive its effects, the armor version cannot be used with a large shield else it would block the eye's line of sight.

Scrying Stone
The eye is polished and used as an arcane focus instead. In this form, the eye can be stared into and with concentration, a user can make a magic roll vs a DC to get a vision of something. They will see the target in the stone, and what they are current doing and where they are. However, targets who do not wish to be found will receive a bonus to the difficulty equal to their stealth bonus along with situational bonuses; such as how small the target is or how quickly they are moving.

Targets especially far away or on other planes of existence may appear foggy or without any detail around them. No sound can be heard through the seeing stone, and it is said that looking at someone will cause them to feel a prickling on their neck and the feeling of being watched. Wealthy people, mages, and those with secrets often wear magical talismans or create straw dummies of themselves, to which the scrying stone may be confused by.

Cycloptian Flail
The eye must be dipped into a special bath of clay mixed with iron. Each dip, small droplets collect on the surface of the eye and pool to create small divots. The eye must be dipped over the broth over and over, allowed time to dry before being dipped in again, all while the bath must be kept hot and bubbling. Eventually; the eye will become the head of a magic flail. The flail gets +1, counts as magic, and can punch through shields made of wood or any lesser material. The flail can also be 'charged up' by spinning it around your head as fast as you can, which will make a low groaning noise that deals an additional +1d6 damage to whatever it hits and can shatter apart poor quality iron shields or weapons.

The Cycloptian Flail is a minor ego weapon, and those without at least fighter levels will sometimes find themselves overwhelmed by its strength and power. Those who cannot master the flail may find their own armor or equipment being shattered by the flails clumsy movements, and it could be easily disarmed to serve a greater warrior. The flail will gladly serve a strong warrior though; anyone with a Fighter level of 4 or greater will find the flail a steadfast weapon.

The Archival Eye
Requiring metal hinges, several exact cutting tools, and a vial of banshee tears the eye can be made into a storage device for spoken words and thoughts. The eye can be instructed to record a single story, long monologue, or philosophical quandary and to replay the recording by speaking aloud the recording's name. The eye “speaks” in a monotone, unnatural sounding voice that is still clearly understood. The eye has some intelligence and can be instructed to “recite all poems you have gathered” or to return all entries inserted by a single author, unless the author was anonymous.

Smart users of the archival eye will sometimes feed it a table of contents for ease of use or even a clever trick to deceive others; such as instructing it to return the wrong list of ingredients if a common name for a potion recipe is requested, as opposed to the user's own special name for it. The eye doesn't attempt to stop anyone from using it and doesn't seem to have a limit to what it can store, but it also can never forget anything placed within it, making them highly prized and protected items. Many arcane universities use them for both their classrooms and in their power struggles.

Monday, March 26, 2018

Chimera & Crossbreed Creation Rules

The Mighty Bear-Centipede
Every being is given a general classification. Each degree of separation adds +2 to the DC of the check and another +500 coins to the cost of the experiment per being produced.

Elemental
Mineraloids
Plants & Fungus
Animals*
Ghosts & Spirits
Abstract Ideas & Gods

All animals are considered classified under an animal order. Insects include all bugs and spiders. Mammals include dogs, cats, bears, pigs, and so on. Reptiles include both reptiles and amphibians, Fish include all fish and whales, and Avians include all birds and humans. After all, what is man but a flightless biped?

Within the same animal group; the degree of separation is considered 0. Meaning giving a dolphin the head and electricity of an eel is considered a base DC and cost.

To go from one animal group to another, such as to breed a man with a boar to create tusked warrior men, would be 1 degree of seperation. To go from out of the animal order into plants or ghosts would be a degree of separation as well.

Crossbreeding
Magical crossbreeding requires an example of each classification as well as time and resources. The difficulty of a crossbreeding starts at a base DC of 10 + degrees of separation. You add ½ of your magic user level to this roll.

Costs
Individual (Sterile)- 2,000 coins
Individual (Fertile)- 5,000 coins + Azoth
Breeding Pair (Fertile)- 12,000 + Azoth
Group of 2d6 (Sterile)- 10,000 coins
Group of 2d6 (Fertile)- 25,000 coins + 1d6 Azoth

Magic Roll
In order to create your magic chimera, you need to roll vs a DC. On a success, the chimeras are created at roughly adult age, and have a average lifespan of the averages between all the forms they were made of. For things that don't have a lifespan, the creatures tend to be extremely long lived; add +500 years if they're crossed with mineraloids or elementals, and add +1000 years if crossed with ghosts/abstract.

The average DC of a crossbreed magic roll is 10. It takes a number of seasons equal to the DC of your creation in order to create your order, +1 additional season per Azoth required. On a failed roll, the beings are still created but must roll on the failed table to see what happens.

Azoth
Azoth is the magical force needed to create true life and things with fertility. It is said that female virgins of the mortal races of exceptional magic or purity may have Azoth within their womb, but normal living things do not contain enough Azoth to be extracted and used for experimentation.

Azoth must then be created in a laboratory, either through a philosopher's stone and many years of dry/wet composting or by finding it in the wild. Untouched valleys within mountains, magical unicorn horns, and parts of gods and goddesses of life have all been known to contain Azoth.

Example Crossbreeding
An enterprising Wizard wants to mix his human servants with stones to make them tirelessly strong and immune to his own animated blade traps. This is 2 degrees of separation, but they do not need to be fertile, so the DC of the roll is 14, would take 14 seasons, and for a group would cost 11,000 coins. These stony humanoids would have a lifespan of roughly 600 or so years; possibly long enough to escape the Wizard and go out into the world as oddities.

Failed Crossbreeding Table 1d4
[1] Turn to ash, never born. Can recycle 1 Azoth if used in their creation.
[2] Turns into corrosive oozes after 1d6 weeks.
[3] Prone to mutations, mentally and emotionally unstable.
[4] Become prodigal, hateful, and cunning. Wish to destroy or enslave their creator.

Friday, March 23, 2018

12 Midnight Monsters

These monsters only come out when you foolishly leave the safety of Garden or if the power goes out, letting them in. All of the monsters here hate light and have -1 or more hit dice when illuminated by something like a stadium light or when trapped in a brightly lit room. If this drops the creature to 0 HD they become comatose and they take 1 damage per Turn until they die.

Some creatures have extra powers in darkness, which means once the lanterns and flashlights of the players are out or destroyed the creatures will become stronger. Only roll a 1d6 on this list if you're close to Garden; the city is surrounded by bright lights and walls that keeps the worst ones away. Sometimes, in the dimmest streets and dark black alleys of the city, one of the weakest monsters (1d4) may be lurking in wait.

Nightmouth (12)
-12 Midnight Monsters-
[1] Many-Tail Panthers (1 HD, 1d6+2 claws, each panther has 1d4+1 tails that become tail worms when they die, if damage roll of 1 a tail is shot off and becomes a tail worm)
Number Appearing: 1 if near Garden, otherwise pack of 1d6

In Darkness the panthers can drop from the shadows to bite the necks and throats of explorers, dealing 1d10 damage that ignores armor.

The Many-Tail Panthers are the most classic of the monsters outside of Garden and are among the most well understood. They prey upon the residents of the city and seem to be pets and act like hunting 'dogs' for the Torchlight society. The Panthers do not have a gender and instead seem to reproduce by biting off one of their own tails and dropping it on the remains of a corpse.

When removed from the body the fleshy, bleeding stump end of the tail actually has a mouth with lamprey-like teeth that bites any warm flesh nearby and tries to bore into it, as well as being able to grapple with prey by wrapping themselves around it and choking them. The tails eat corpses and grow into a juvenile panther with no tail; tails seem to grow with age and by eating lots of lost city folk.

Tail Worms (Dies on first hit, 1d4 bite each round, grapples prey to prevent escape and fighting back; save to break free, +4 cover bonus from firearms due to size and worm body)

[2] Shakeyshroom (1 HD, hops around and releases spores when in melee, releases spore cloud on death, spores cause suicidal hallucinations)
Number Appearing: Usually 1

Shakeyshrooms look like giant, 3foot tall mushrooms that appear perfectly normal, but can hop around when threatened or when not observed. They are nearly totally silent. It is unknown if they are actually fungus, or some creature that pretends to be fungus to blend in. Shakeyshrooms like to follow explorers in the woods and shake their spores onto their food, sleeping bags, or over them when they sleep. Spores that are ingested take 1d6 turns to take effect.

When the spores are inhaled or take effect, the target suffers audio and visual hallucinations and needs to make a save to see anything clearly as it really is. Failing this save causes 1 psychic stress, so those who try to resist the effects often just fall in deeper. The hallucinations drive the victim to suicidal thoughts or actions, such as seeing their gun as an ice cream spigot and the trigger as a button that dispenses it, or walking off a cliff because they see a bridge over it. The spore effect fades over 1d4 turns, but lasts 2d6 turns if the target has more then 7 points of psychic stress.

The Shakeyshroom has no defense besides its spores and is basically helpless if attacked, though spores it releases in melee can turn allies against each other in suicidal confusion. The fleshy head of the shroom releases some spores each time it is bumped or struck, but plenty of gangs and drug-dealers in Garden will buy it from you for a very specific high and to synthesize special Psychic drugs. The head can be sold for $40 on an open market, but expect Enforcers and other do-gooders to try and stop you from selling or keeping this contraband. Strangely, the shroom does not grow or reproduce with the bodies of those who die from its effects, instead preferring to hop away and allow other predators of the forest to consume the body.

[3] Black Scratch (2d6 Turns, harries or deals 1d4 damage, warded off by light and fire)
Number Appearing: Unsure/NA

In Darkness the Black Scratch deals 1d6 damage with deep, bleeding claw marks that ignores armor and any target killed by this simply vanish along with their equipment.

Instead of having health, the Black Scratch follows the explorers around for a number of exploration turns equal to their 3d6 roll. The Black Scratch is seemingly invisible, though some claim to see 'something' out of the corner of their vision when faced with one, and they often seem to teleport to different locations nearby. It is not possible to hit a Black Scratch with any weapon, except maybe for a psychic assault. Instead of attacking directly, the Black Scratch harries their prey, tugging at their clothes, ripping off cords and ropes hanging from your person, and delivering small 1d4 damage scratches to you. It tends to attack about once a turn, or whenever someone is alone or especially vulnerable. The scratches it delivers appear as light pink marks instead of bleeding wounds.

Black Scratch can be held back by bright lights, but seems to either move incredibly quick or have some control over electricity since the moment the light flickers they can still attack, often trying to throw an item you're carrying just out of reach to lure the group to split up. The Scratch is one of the few creatures that is almost stronger in the dark parts of Garden then out in the forest, as it can snuff out streetlights and hallway bulbs to isolate victims in the city itself.

The one thing a Black Scratch cannot stand is light from a fire, which wards it away. It never attempts to attack someone carrying a torch and anyone standing within a campfire's light is safe from the scratch until it gives up and goes away. The Scratch also seems to be the one “creature” of the forest that the Torchlight society have not tamed, instead many of them have deep scars from the creature's fingernail-like wounds, which they proudly show on their bodies.

[4] Flaming Fox (1 HD, +4 evasion from bullets, 1d8 pyroclastic flames, 1d4 brain burn)
Number Appearing: 1 or 2

Small, fox-like creature that appears to be made of simmering embers. It's tail gives off sparks when it moves and its long whiskers wisp out of its face like open flames. When the creature is running or in combat, its body flare up much brighter and hotter. It can flick its tail to produce long jets of flame that torch everything they touch; lighting up huge sections of the forest's underbrush while the trees themselves seem not to be much harmed by it. These flames have a similar range to a firearm, but armor grants no protection.

Any psychic who attempts to use their powers on the fox itself or on its flames in an attempt to control or extinguish them will take 1d4 damage each round they do it- the fox making the temperature of their forehead extremely warm. Psychics killed by this move burst into flames. This effect also happens on anyone who gets within 15 feet or closer of the fox, their head heating up from the foxes intense psychic aura.

The flaming fox is a creature that seems to have been bred or totally domesticated by the Torchlight Society. The vast majority of them wear flame-proof collars or sometimes even little bells. The Torchlighters use these foxes as a mobile source of fire and warmth in the forest it seems, and as weapons of war. Nobody knows if they intentionally let some into the city as an act of arson or if the foxes that end up near Garden are just strays or runaways.

[5] Flying Frogs (2 HD, +1 Armor, d6 choking tongue, can detach tongues, flight)
Number Appearing: 1d4

Frogs with the power of flight and can 'stand' on air with their webbed feet. They have oily dark gray skin and must stay wet or dry out and perish. These frogs use their long tongues to choke people from above, similar to a hangman's noose. These frogs can detach their tongues and glue them to tree trunks and branches, holding their prey in place and slowly choking them to death.

These frogs can constantly float and fly, meaning they run when they can't surround an enemy. The forests around Garden are filled with decayed, rotten fibers hanging from the canopy, occasionally wrapped around the next of an unfortunate corpse. The frogs don't eat the corpses, instead merely eating the warms of insects that are attracted to the decay.

[6] Rakemen (3 HD, +1 armor, slow, d8 rake attack- if doesn't deal damage destroy target's armor)
Number Appearing: 1d4

The Rakemen appear as creatures shorter then the average human with dark brown skin and fur that covers any sort of facial features, which travels down to their groin. Their hands are unnaturally bent metallic rakes with four points each, connected to their stump wrist by a metal pole. It seems all of the bones of the Rakemen are made of metal, as they move very slowly and stiffly and despite their size are tremendously hard to kill.

Using these metal claws, the Rakemen deal significant damage to any beings who cross their path. They also use these Rakes to rip apart bulletproof vests, metal straps, and other forms of armor that an explorer may wear. They use their Rakes on dead foes to cut them up into thin strips, which they suck up into a mouth hidden underneath their head-fur covering.

These Rakemen don't seem to speak any language but have some mild levels of intelligence and tactics, usually preferring to wait and hide around trees before creeping up to attack forest explorers which also helps due to their lack of ability to give chase. Their territory is marked by long scratches in the trees, dirt, and on rocks. When deployed by the Torchlight society in raids or assaults on Garden city; they will sometimes have Rakemen equipped with simple armor, as the Rakemen don't seem capable of tool use on their own.

[7] Lurklei (2-6 HD, +3 armor, d4 lurk water spit, d8 engulf- if small save or be swallowed)
Number Appearing: Always 1

In Darkness over the lurk pool, the Lurklei can sense all nearby creatures. It can exit the body of water in absolute silence if no light source illuminates its blackness.

This creature appears as a large bony fish with two strong humanoid legs underneath it that allow it to exit the water. Unlike almost any normal creature, this creature continues to grow and grow and grow to fill its habitat, destroying and absorbing all other life. Lurkleis eat all other fish, eggs, insects, and use their great sucking mouths to even absorb all the pond scum from where they live. Eventually they are the only thing left, alone, at the bottom of the pond.

The ponds they live around are called Lurk pools. The first time people encounter them, they notice the quiet and unsettling lifeless water, which has a dark black color. Lurklei's don't excrete waste save for black liquid that dribbles from their mouth constantly. This liquid corrupts the pond and makes it poisonous. Lurklei's can hold their breath out of water for a number of combat rounds equal to their HD. When their time is up they will bolt for the water to refresh; as such they prefer to fight as close to the water as possible and not get walled off from their pond.

Lurk water is toxic. Getting it sprayed on you deals 1d4 damage from tiny amounts entering your eyes, mouth, and nose. If you brace yourself for a round or are wearing a gasmask/scuba gear you can avoid taking the damage, but the liquid soaks its way into clothes and bags and makes those things deal 1 damage per exploration turn of carrying them around until they are properly cleaned with hot water and soap and dried out.

If a character is physically small enough, then the Lurklei's bite can engulf them in its toxic black mouth, dealing d8 damage. If they fail a save when attacked, then they are swallowed and are trapped inside its belly, causing death unless cut out within a few minutes. If they succeed the save they can attack the Lurklei inside it's mouth, thus ignoring it's high armor or just wiggle out. If a character is too large for the Lurklei to swallow at the creatures current size, it cannot engulf them and instead just spits on them. The size the Lurkeli's can swallow is equal to the characters height in feet equal to HD. So a 3 HD Lurkeli can swallow very small 3 foot or shorter explorers, etc.

[8] Roving Columns (2 HD, +4 armor, d10 trample and knock prone, always attack different targets, if prone when trampled causes instant impalement and death, take double damage from payloads)
Number Appearing: 1d6+2

They look like crudely carved humanoid columns made of a soft, craggy stone. They are vertical and when dormant simply stick in the ground, but when moving they quickly raise up and then spike themselves back down again after traveling parallel to the ground for some distance. The columns in a group or formation always move one after the other, each one taking a moment to stay in the ground as another moves, as if they were the feet or shoes of some giant, unseen, intangible monster. As such it doesn't attack the same character twice in a row; with a new pillar moving to run over and smash into another character as soon as the last one lands.

The danger is amplified by the bottom of each pillar, which is sharpened inwards somewhat. If a character is prone or sleeping then this pillar will land on them with enough force to impale them and instantly kill them; meaning one must keep moving to avoid being slain by the roving columns.

Due to their material; the soft stone breaks apart easily with enough force so a concussive blast such as from a psychic with powers over sound or from an explosive weapon such as a payload grenade launcher will cause double damage and easily break the pillars apart.

[9] Leachbear (4 HD, +1 armor, 1d6+3 hair attack dehydrates victims)
Number Appearing: 1 or 2

In Darkness the bear is less effected by gravity and can float over people to attack any target, or to easily avoid melee attacks. Mechanically they gain +3 armor in darkness.

The Leachbear appears as a large flat bear-like skin of a creature that crawls across the ground or wraps itself around trees and branches above to get the jump on prey. It's shaggy, coarse fur is its primary weapon, of which each hair is a proboscis and can drain fluids from things it grapples and wraps around the victim. Armor is the only real protection against this attack.

Those harmed by a leachbear are rapidly dehydrated and cannot be healed with regular first aid alone, requiring clean water to restore what their body has lost. Each item of first aid used to heal them also requires drinking a full ration of water or another liquid. As the bear attacks prey it swells larger and larger from the stolen juices and becomes heavier. It can spray out these juices as a last resort, which causes firearms soaked by them to jam.

Some other animal furs having similar powers and aggression as the Leachbear have been reported in connection the Torchlight society. Since many Torchlighters wear animal furs when trading with or in war with Garden; these furs could be animated as the Leachbear is and act as a sort of guard for the person wearing it, or be used as a weapon of assassination and terror.

[10] Speartides (2 HD, +2 armor, 2d6 spears attack OR 1d10 spear rain, bulletproof, reforming)
Number Appearing: 3d6

Mass of sharpened wooden pikes, one end hardened and brunt by a fire, moving together like a massive snake with each end rotating to face forwards as the rest pull back to to give it motion. These wooden spears have no flesh or physical body, and are given motion by psionic powers. Because they are made of wooden stakes bullets cannot harm them unless it is an explosive or incendiary round.

These creatures do possess a lesser “mind” created by a psychic. Mostly it is a simple and warlike emotion of aggression. Psionic attacks deal damage to it instead of stress, and can unravel the forces that keep these stakes moving and fighting. The spears either lurch forward to stab an enemy from many angles or rear back and fling themselves to rain spears on foes.

Speartides seem to be the living barricades of the Torchlight society that can move as commanded, but are just as powerful on offense and defense. The speartides can roll into each other to reform up to their full strength if needed, and can freely add more carved or crafted spears into their mass as they go.

[11] Twisted (3 HD, +4 evasion from bullets, 4d6 psychic attack dice, minor telekinetic, minor pyrokinetic, minor electrokinetic, minor dowsing)
Number Appearing: 1

In Darkness the Twisted gains an addition +1 psychic attack die and automatically deflects 1d6 bullets fired at it per round with psychic barriers.

Appear as a twisted, tangled up slender mass of roots, vines, branches, and grass that levitates in the air a few feet off the ground. The being is incredibly psychically potent and its presence can be felt as a painful throbbing sensation in the head of psychic explorers when nearby.

The creature may split up its psychic attack die freely among whoever it is fighting each round. Psychics can attempt to fight back by rolling their own psychic attack die against it. The roll with a higher result inflicts that much psychic stress on the loser. If enough stress is accumulated then a save must be rolled or the character faints. Characters who are not psychic do not get this defense and simply must endure the psychic stress they receive until overwhelmed or until they defeat the monster. Usually, the Twisted focus on psychic characters first before moving on to non-psychic characters.

The Twisted has many minor psychic abilities including telekinesis, that lets it move objects, as well as pyrokinesis and electrokinesis, which lets it avoid fiery attacks against itself and also try to short out lanterns and electrical devices that explorers carry. Once all threats have been defeated the Twisted bores into the minds of unconscious people to mentally torment them, playing traumatic and terrifying false memories and experiences in their head until they become so mentally regressed is simply absorbs their psychic energy and leaves them a vegetable shell.

[12] Night-Mouth (7 HD, +2 Armor, 2d10 big bite, 1d6 punch- stuns on 6, chew through anything)
Number Appearing: 1d8

In Darkness Night-Mouths move twice as fast, and replace their 1d6 punch attack with a second 2d10 bite attack.

These massive lumpy humanoids are one of the most terrifying known monsters in the woods away from Garden. They are almost 10 feet tall with small heads, but a massive mouth that stretches down to their chest. Their large flat teeth glow white even in the darkness, and are able to chew and bite through almost anything. The creatures are also smart enough to bite at the guns that explorers bring with them; making them useless and making their prey easy kills. Their lumpy fists are also quite strong and can punch people into trees to stun them.

Despite having functioning 4 fingered hands, they don't seem to use tools, merely using their hands to grab foes still to bite them into pieces or to punch, grab, or throw. Their level of intelligence is a mystery. Always hungry and seeking things to devour, the Night-Mouths gladly eat rocks and trees, but keep some area around their territory clear to 'ambush' travelers.

The Night-Mouths usually appear in groups and without talking, they can maneuver themselves into basic tactically formations. Some believe this was taught to them by the Torchlight society, or perhaps the Night-Mouths have a rudimentary society all their own, or some yet undiscovered psychic link. Night-Mouths used by the Torchlighters are in chains and are usually alone, which leads some Garden scholars to believe that they are only semi-domesticated and are closer to being enslaved by the Torchlight society then raised and used as living weapons by them. For this and other reasons; some believe that the Night-Mouths are the original inhabitants of the dark forest before Garden city was built, and its cursed electric lights sent them away into the woods.

Thursday, March 22, 2018

The world isn't ours

Once, there was a war between Gods. All the mortal races of the world fought in it as their servants and soldiers; the greatest monsters and dragons awoke to fight in the war, picking sides based purely on what they could offer or from ancient alliances and pacts. The winner would be the true God- the one who would cast out all others into the abyss and reign supreme.

From this victory; the true God could reshape the land and distribute among their followers, to bring peace and prosperity and happiness to all their people. This is not us. This is not man.

Mankind lost the war, or more accurately, our Gods did. The Lords of Light were beaten by the Red God; horny red-hot lustful Evil. The Father of all monsters, who could so lay with animals to create beastmen, and who released his seed into lakes and rivers to create the monsters that dwell there, and even he who took the most loathsome parts of all the most loathsome animals, filled its belly with fire to keep it warm, and so fucked the first dragon into being just to create something he found attractive. These monster races won the war, and their God was declared king over all.

In the hearts of the valleys and on the long plains there is great fertility and peace. The trees drop fruits down from the snap of a finger, the fish of the river corral themselves into nets, and the ground itself spits out its gold and jewels. The beasts of the land will gladly be used as a burden until they collapse from exhaustion, and then present their necks to be slaughtered and made into supper without complaint or resistance. We don't live here.

Humans live in the caves, in the swamps, in the border places between the fertile lands and valleys. Humans still have territory, the good mortals still exist, but in some places our lands are only as wide as a tiny trail through the unfriendly forests. Those same docile beasts turn to murderous rage if they so much as smell a human, most birds caw and circle around any humans they spot, to draw monsters to us for easy slaughter. Even though they've grown fat and stupid, the monster races still despise humans and make it a sport to kill every last one of us, but they can take their time.

The good races still exist yes, but living however we can. Our warriors fashion weapons and armor with bones and pilfered steel, while the armies stride with legions of mithril. Our magicians must write with chalk and begin flaming spells with flint and tinder, while theirs have the pilfered and ancient libraries and scrolls of golden thread. We farm snails and slugs and mushrooms on tiny patches of dirt, while they waste food away by tossing it to dogs fatter then our Kings.

One day, we're going to take it.

Tuesday, March 20, 2018

50 Monster Treasures

[48]
[1] Several metal beads in the belly of a beast. Polished and worn into smooth orb from its stomach acid, from swallowed coins or swords.

[2] All of its own internal organs and body parts, meticulously preserved. This creature is capable of regenerating, and has a collection of itself.

[3] Tiny “portable” volcanic vent. Constantly spews ashy smoke, but very warm and never goes out. Can heat a house; worth a small fortune to those seeking relief from harsh winters.

[4] Regal cloak stitched from cobwebs. The patterns are fractal and those with sharp eyes can see that the pattern is built from smaller stitches of the same pattern. Probably took centuries to craft.

[5] Tiara made from frozen fresh-fallen snow. It is made with one million unique snowflakes. The icy monster lord keeps it in a locked box.

[6] Twisted obsidian shards made into fascinating, symmetrical shapes. Gathered around an altar to a dark god as offerings.

[7] Handful of huge pearls, cultivated from the carnivorous oysters this monster uses to protect its underwater lair.

[8] The monster's hair is tied into long, complex geometric knots. If sold to a treasurer a new economic concept if invented like compound interest or fractional lending.

[9] Monster has several bits of torn up fabric of an incredibly rare color. With the right reagents, the dye could be sucked out of the cloth and used into a new garment to make it very valuable.

[10] Monster grows several types of mushroom on large wooden shelves in its lair. All of them are useful for alchemy.

[11] Carved bones of its dead parent.

[12] Sundial that works underground. Torchlight bends strangely around it and forces the shadows to fall exactly as the truly time is. The monster who holds it is extremely obsessive compulsive and needs to know the exact time of day at any given moment.

[13] Long black linen sheets the monster uses as bedding. Very comfortable, but anyone who sleeps in them experiences terrifying dreams of the surface world overrun and enslaved by monsters.

[14] Magic crystal from the inner earth. Capable of absorbing a candle flame, which can then be transferred to a new wick by touching the crystal to it, in which the crystal becomes empty again. The flame while inside the crystal never dies out.

[15] Golden bands, secured around the monster's two biggest fangs or claws.

[16] Gemstone embedded into the monster's forehead. Random color, hexagonal cut.

]17] Bronze piercings studded down this creature's spinal column. Each seems stuck into the bone.

[18] Heavy manacles and chains that once bound this monster. The keyholes are studded with red gemstones in a circle.

[19] Marionette puppets made of actual human corpses, tied with magical silver string that prevents the bodies from decaying. The creature puts on morbid puppet shows with these bodies.

[20] Polished semi-precious gemstones and crystals, arranged into a massive charm bracelet around its huge arm. The string is so long it could wrap around a regular human's arm 5 times.

[21] Collection of torture devices, each one steamed clean after every use.

[22] The shrunken head of the first warrior to ever slay this monster, since it came back from the dead for revenge.

[23] Cookbook- How to serve Man

[24] This monster uses a spear with interchangable heads. It keeps several exotic spearheads and points on its belt and in its lair, and has each one marked and labeled for specific purpose.

[25] The tattered pelt of a bear. This monster used a spell to make the bear rip itself apart. The bear's face is a twisted thing of great pain.

[26] Magical runes carved onto its own scales or bone plates. If you counterspell this monster or deface all of these runes, they become worthless and fade and the monster loses -1 HD.

[27] Broken wood from a magic tree of purity and light. It has been used as a toilet for the past few centuries, but could be cleaned and crafted.

[28] Magical blue glowing whetstone. The monster sharpens its blade or talons against it all the time, making them unnaturally sharp.

[29] Several tiny forest fairies, trapped in jars. The monster shakes the bottles to torment them.

[30] Clay sword, made from a mixture of blood, clay, and magical dust. Totally useless as a weapon, but could be valuable to a collector of obscene objects.

[31] An entire ceramic tea set. The prayers and holy symbols on them have all been scratched out and made obscene or sacrilegious.

[32] Obone fashioned from the femur of a once legendary half-giant human king.

[33] Box of the monster's spent teeth. Most of them are still in pretty good condition.

[34] Tiara studded with uncut gemstones. The tiara itself is made from warped and twisted twigs from the forest above.

[35] The monster has tattooed its wings with gold and silver inks, displaying tribal patterns.

[36] This monster only eats on a large golden plate, which it carries on its back like a shield.

[37] All the stalactites and stalagmites in this part of the cave have been carved into monsterous gargoyles- could be broken off and sold.

[38] Humongous glass and stone vial, filled with hundreds of very rare, tiny, bioluminescent dungeon krill. Key ingredient in magical light potions and enchantments for glowing weapons.

[39] Black broken key that once belonged to the first dark lord or god of evil's dungeon pit fiend.

[40] Magical staff with a blood-soaked sharp end.

[41] Face of a sad ent, used as wood for a gold-banded chest that holds other treasures.

[42] Bronze smoking pipe with an amber gemstone. It is much too big for a human.

[43] Several stolen white bricks from a holy temple, used to prop up a weapon rack.

[44] Self playing violin, instructed to play horribly screeching music to match its owner's voice.

[45] The skulls of lesser monsters who dared to challenge the alpha of this pack. Would make fine trophies for a human too.

[46] 20 bags of exotic spices, stolen from traders.

[47] Lumpy bar of gold. Monster is too stupid to know its value; uses as chewtoy.

[48] Stone snake head with saucer. It drips one drop of venom per day. Monster mixes it with tea.

[49] Pile of fine silks used as a sweat rag. Smells so horrible that it knocks people out; has to be cleaned for a very long time to be usable again.

[50] An immortal cerulean weasel. Kept in a locked box and fed crackers. Actually treated fairly well, despite its owners temperament.

Sunday, March 18, 2018

Dead Underground City Encounters

Anemic on some stairs. (1)
[1] Room with a cold spot. Players who tap the ceiling or stay in here long enough will notice a few tiny snowflakes falling from a crack in the ceiling. This room is miles beneath the Earth, like the rest of the city, so there is no way this is normal snow.

Breaking open the ceiling reveals a hidden niche where a tiny lost cloud has been trapped away. Anyone who can call upon the spirits of nature or speak to the cloud in some way can promise it freedom and in return it will grant whoever releases it back into the sky with +1 to cold resistance permanently.

[2] Bracelet of black polished stone, stuffed under a pile of clothing in the corner of a room. The bracelet grants Magic Users of Chaotic alignment +1 to caster level for as long as they hold it, but nearby Cleric spells heal for half. Lawful characters feel very nervous around it.

After holding on to the amulet for 1d12 days dark shadows will start to hunt the caster, if he doesn't get rid of it or destroy it the amulet will consume 1d4 of his Wisdom each day.

[3] Small wandering group of tengu, their wings removed, useless in the enclosed spaces of this place. They will appear pathetic, even as beggars, asking the party to part with healing potions, rations, equipment, etc. If the party is generous they will let them leave, if the party is not they'll at first threaten after surrounding them from all sides, and if refused further they will attack with poison needles and metal beak-guards. Roll a reaction check to see how much they ask for.

Sunken Tengu (1HD, +1 AC and to hit, poison knife deals 1d4 and 1d4 bonus damage the round after being hit. Can throw poison needles that deal 1d4 damage the round after being hit.)
Number Appearing- 2d8
Discipline- 9

[4] Living darkness. In this forgotten place, it has learned how to hunt and no longer fears the sun. The darkness in this area creeps at the edge of your torch light and helps to conceal monsters, since if monsters kill you it can then feed on your corpse. The darkness also attacks dealing 1d4 damage per exploration turn walking in it without adequate lighting.

This darkness is localized, not all the darkness in the silent city is like this. However once you find it, it will follow you around. The only way to defeat it is to either return to the surface where it will lose interest in you or to totally illuminate a room you have trapped it in, in which case it will scream and sizzle and die.

[5] Gigantic black ferret lays still on a side corridor. The legs of its master, seemingly eaten by the stonework, are sticking out of the ceiling. The ferret is obviously very dehydrated and hungry, but alive and still has a saddle.

If the lowest reaction check is rolled or the party is majority comprised of halflings, the ferret will go berserk anyway and defend the body of its master.

Giant Black Ferret (4HD, +2 to hit in enclosed spaces, 1d6 biting damage. Deals 1d8 damage if target is pinned under its snake-like body.)

The ferret can be ridden by any normal human sized character but growls at halflings. In order to be tamed it must be fed a steady diet of halfling meat, of which its master's bag contains 1d8 more rations of. If not fed the ferret will go feral and attack any halfling it sees, returning to the underground city if left alone for a few days.

[6] Society of naked mole rats, almost all of whom are dressed in ancient rags belonging to some rich, long dead family of the city. The noble mole rats wear the best old, moth-bitten, oversized rags.

If asked, the mole rats will claim to be transformed remnants of the ancient city. They are horrible liars and any questions (what happened to the city?) and they will just admit they have no idea about what happened to the city.

[7] Shed snake-skins on the walls and ceiling of this hallway. From now on party only has a 1 in 6 chance of being surprised by (2)

[8] Bright green goop in small holes and cracks of this room. It's actually polish for armor and weapons, which makes the equipment act as +1 and lightly glow in the dark. The effects last for 1d6 turns. There's enough polish here to store a few jars for later.

[9] Golem “prison”. Spots in the walls clearly bricked in after original construction; since Golems don't need to eat or breathe. Different colors of paint indicate times of 'release', but there is not any sign of the original language of anyone who lived in this city. (or any of the original inhabitants, for that matter.)

Each time you break down a wall roll for a wandering monster from the noise, and then roll a d4 for the cell.
  1. Empty room. Suspicious pile of sand against the walls; golem must have ground itself to dust to try and get out.
  2. Patient Golem. It sits or lays on the floor, does not move or react. Serving out its sentence, waiting for a pardon that will never come.
  3. Feral Golem. Attacks the first party member to enter its cell.
  4. Friendly Golem. It will leave the cell but not attack party members. Cannot speak, but following it will lead to [10]

Feral Golem (2 HD, +4 AC, -2 to hit, has 1d8 slamming fist, cannot be stunned)
Discipline: N/A

The Feral Golem has carved the snarling face of an animal or demon onto it, or has prison “tattoos” all up and down its sides.

[10] Central Staircase. It once lead all the way up to the surface, but after millennia the way out has been blocked off. The rest of the staircase remains intact, and nothing from the dungeon wanders here. It's a safe resting spot that also leads to every floor in this dead dungeon.

[11] Extremely complex pulley and scale system spans across a large vertical surface climbing up to new rooms and areas of the city. Stone 'bowls' connected with ancient, thick iron chains. Levers and switches nearby control the hidden mechanisms; a single feather can lift an entire group of armed men if set the right way.

1 in 6 chance that the lever comes loose and slams a platform down, jarring all riding it and crushing and killing all underneath. 1 in 6 chance that the weight is calculated wrong and the moment something steps on a scale the other scale goes flying into the air; sending whoever or whatever on it to take falling damage and fall far away.

[12] Small carved complex that seems to be a familial dwelling. Large central room contains a small shrine to a many armed being with its head removed, making you unable to tell what race this God belongs to.

The weapons along the wall are in good condition and can be used. There are 1d6 swords, 1d4 daggers, 1d6 spears, and 1d4 hammers. One of the spears has a central location and has a crystal for its head. If touched, all the weapons will animate and will attack until that spear is broken.

Enchanted Weapons (1 HD each, +2 to hit, +2 AC from parrying and flight. Deals damage equal to the number of weapons of its type.)

[13] You encounter a wall of impenetrable blackness. It's actually a giant black creature that grows itself into huge square proportions to block dead ends like this. It has two very tiny eyes, widely spread, and extremely long thin lips across the corridor.

If attacked or awoken from a loud noise, it will lurch forward as fast as a man can run to devour you. Cannot ever leave its hallway or make turns, has to slowly back up to 'reset' itself and sleep.

Blackwall (4 HD, slow to wake, 1d8 mouth, save or be crushed under it if you fall)
Discipline: 12

[14] On a ruined ancient “street” in the underground city, a huge crag was broken and up from it crawls the Anemics. Stats as (1). If you spend a turn here or make too much noise, 1d6 crawl upwards to attack. If you spend yet another turn or kill them all, now 2d6 appear, then 3d6 and so on.

If you manage to fight off 8 waves, or 8d6 for the final wave, the Anemics cease to pull themselves up from the black earth. Treat random encounter (1) as a safe result.

[15] As you walk down suspicious corridor, a random orange bolt of lightning erupts down the center. First person in front position of party makes a save, if success moves to person behind them, and behind them, etc. The first person to fail gets hit in the eyes by the lightning bolt and takes 1d6 lightning damage. They are also rendered blind for the same number of turns, but during this time they can see invisible units. 50% chance the next encounter rolled is [16].

[16] The party finds themselves assaulted by fists, kicks, bites, and their weapons are pulled out of their scabbards to try and stab them with it. They are being assaulted not by enchanted weapons, but by Invisible Servitors. They attack from each direction, long since mad since their masters' demise. There are 1d8 of them.

If you have one who can see the invisible, the servitors will appear to them as white outlines with almost no detail. Humanoid in body shape but with no other notable features.

Invisible Servitors (1 HD, permanent invisibility, deals 1d4 unarmed damage or steals weapons)
Discipline: 14

[17] Shards of bright metal litter this stairwell. The shards contain ancient magic text. Decoding this text reveals nothing of the city's inhabitants, but it does contain the formula to the Silver Seeker spell. This spell is cast on a special silver piece of metal shaped like a horseshoe, and a body part must be stated. The seeker flies to an enemy with that body part and attempts to pin it to the wall, save resists.

[18] Underground laboratory which has 4 black dates hanging from the wall. Anyone who eats a date gains one full hour of night vision, and takes 1d6+1 poison damage. By using alchemy, you can mix an antidote with a date so it only deals 1 poison damage upon being drunk.

[19] Clay spider construct walks along the walls, touching each party member with a long red metal probe. Doesn't deal any damage, but 1 in 6 chance that a party member it touches will get sprayed right after with a toxic silver solution, dealing 1d4 damage to both Strength and Constitution. The construct does not fight back. The silver alchemical solution inside its body is stored in a small urn and could be sold for 3d6x10 gold.

[20] You find a gray stone wagon broken on grooved tracts. Within is tatters of a robe, some dust, and a golden staff. The staff is the Staff of the Dead Magistrate and grants +1 to reaction checks as long as you are underground.

Wandering Monsters
Roll 1d6
(1) Anemics (1 HD, +1 AC, 1d4 claws)
Morale: 9
Appearing: 2d6

These creatures appear as black skinned, featureless humanoids that crawl up from the deepest caverns. They are so thin as to be basically skeletal. They can see in the dark despite having no eyes and are always hungry.

(2) Brickwork Snake (1 HD, +2 to hit, 1d6 bite that deals 1d6 poison damage per round)
Morale: 10
Appearing: 1d6

Snakes that crawl between the bricks on the walls and ceilings; have a 5 in 6 chance to drop down and surprise the party unless encountered [2]

(3) Murdercats (1 HD, 1d4 claws or 1d12 throat slashes, stealthy)
Morale: 9
Appearing: 1d4
These elongated, twisted black cats have a clump of extra whiskers where their eyes should be. Not very dangerous, but they use their long legs to jump for the throat. If you aren't wearing a gorget they deal 1d12 damage instead.

(4) Urn Runners (2 HD, random contents)
Appearing: 1d4

These look like urns with legs made of stone, simple constructs that want to dump their contents on the party. Each urn has random contents, which only drops on you if it manages to make a hit vs character's AC. Roll 1d4 for contents
1- Endlessly rotting food with maggots. Smell increases chance of wandering monsters +1 until washed off or remove the dirty clothes.
2- Acidic. Deals 1d6 acid damage.
3- Rustwater. Harmless but damages metal equipment by -1 for damage or AC bonus.
4- Grave Dust. Lose -2 AC and stealth against undead. Cannot turn undead.

(5) Burden Beast (4 HD, 1d6 stomps)
Morale: Panicked 14
Appearing: 1 or 2

What was once a wild beast from the surface world used as a beast of burden in the underground city. Barely fits through the passages, many generations lost here. Only panics on failed reaction check, otherwise just runs other way.

(6) Tattooed Delvers (2 HD, +2 AC, 1d6+1 black weapons, 1d4 grappling hooks)
Morale: 12
Appearing: 1d8+2

Explorers with marks on their faces that match symbols on pillars and bricks. In a fight they like to drag ranged combatants and mages forward with spiked grappling hooks.
Roll reactions.
Good- Offer to give you food in exchange for your maps and treasures.
Neutral- Wants food in exchange for maps and treasures. Demanding.
Bad- Tells you to submit to getting matching tattoos and join them, or die.