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.

Saturday, March 17, 2018

Procedure for Wandering Encounter checks + Identifying Monsters

Once every exploration turn, or 10 in game minutes, the dungeon master will make a d20 roll.

The roll has two ranges; the Encounter Range and the Scout Range. Any result outside of these two ranges is considered a miss and play is resumed.

Encounter Range
The default Encounter range is 1-3. On a roll of 1, 2, or 3, a random encounter is rolled. For every point of encumbrance the party has over maximum, for every loud pack animal, and for having many or multiple sources of light the encounter range is boosted by +1 per. This means a party with a small mule with full packs along with each party member carrying huge, encumbering bags of coins would get +2, or would roll a random encounter on a roll of 1-5.

Scout Range
The default Scout range is 19-20. On a roll of 19 or 20, the party will come across monster tracks, dung, or bones of its victims. Examining these will give a clue of what kind of monsters are located in this area; the referee should roll on the random encounter list and prepare a sign of that monsters passing, such as burnt corpses for dragons or a strangely polished and slippery floor for oozes. For non-corporeal monsters like ghosts, the track could instead be a far off wailing or the ghosts open and desecrated tomb. Each Rogue/Thief in the party increases the Scout range by +1, so with two thieves in tow the party gets a Scout result on a roll of 17-20, and so on.
Note: This idea is stolen and modified from here.



Identifying Monsters
Whenever you find a track, someone can attempt to identify what kind of monster it belongs to. They roll once on the below list, and find out that clue. If you ever roll the same category of the same monster a second time; you fully identify the monster.

Monster Clues - 1d6
[1] Armor Class & HD- You find spent scales or skin, or the footprints; and from their size you can estimate the creature's size and weight. This is approximate.
[2] Attacks & Damage Type- Based on the corpses of its victims, you can tell this creature bisects them with a huge sword, or break their skulls in with its hooves, or burns people alive.
[3] Elemental Weakness- The monster seems to wallow in this mud to protect itself from heat, or builds a nest filled with warm plumage to protect from cold.
[4] Morale- This area is marked by the creature's scent, showing it is territorial. Or there are several burrows nearby, showing it darts into them to hide if it can. Goblin warbanners dropped in a retreat.
[5] Number Appearing- Aprox. size of the common scouting or hunting party. You can count the number of individual footprints, or by listening to the far off howling chorus.
[6] Magical Abilities- This creature has an aura, or leaves behind arcane symbols on its territory. The gnolls plucked out the eyes of their victims, a sign of a paranoid shaman. Oddly twisted greenery, or objects still enchanted and floating with unseen sorcery.

Wednesday, March 14, 2018

Monster Family- The (P)Orcs

Squealer, Orc, and Great Sow
Squealer (1 HD, +1 AC, 1d4 bone darts and knives)
Morale- 7, if lead by orcs 9
Numbers- 1d6 as scouts, 1d4 as lookouts, 2d10 in camp

Squealers appear as small, pink skinned bipedal piglets. They never grow taller then 3 feet in height, and are named due to their high pitched squealing. While much weaker then an Orc, they are considered useful to orc raiding parties and camps due to not being hurt by the sun like an orc and for the fact they are not nearsighted like orcs are. They are primarily used as scouting parties and lookouts, and are not given good weapons or armor.

Squealers are born from female orcs in great squealing liters. Actual orcs are born almost as large as adult Squealers, and appear similar despite their red eyes and pale skin. They almost immediately start bullying the Squealers and put them in their place at the bottom of the orc hierarchy. As such, some Squealers either stolen away or captured have managed to integrate into the society of the mortal races, usually as assistants and messengers. Some orc tribes treat their squealers better then others, but a lost squealer isn't worth much consideration.

Whenever a Squealer or group of squealers is encountered, they will emit a loud squealing that will attract any nearby orcish raiding parties on a 1 in 6 chance. Even if no orcs are present, the loud squealing may attract the attention of a wandering monster at the same chance. By killing all the Squealers on a surprise round, or by casting a magic spell of silencing, you can avoid this noise.

Orc (2-4 HD, 1d6 rusted weapons)
Morale- 11
Numbers- 2d6 raiding party, 1d8+1 as guards, 2d20 in a camp. >100 in the underhalls.

Orcs, also called P'orcs, are the albino bipedal pig men of the cavernous underworld. Everything on the surface world has a foil beneath, and Orcs are said to be the counter to mankind. They are fearful of the sun and take 1 damage per exploration turn they are exposed to the sun. Orcs still raid towns and human villages at night, or right at dusk. They can see in the dark, and have glowing red eyes. Some Orcs are exceptional and have higher HD then your average P'orc.

Most Orcs wear medium or heavy armor, and have 14 to 16 AC. All of these types of Orcs are male; the warrior cast of their species. The smaller members may stand in the back and use crossbows or even lesser Sorcery, but it is considered to give less honor and glory to that particular Orc. The largest and fattest warriors go to the front of battle to get bloody and scarred to make themselves more attractive to the female sows of their race, but orcs aren't sucicidal and will retreat from an unwinnable battle. Orcs may ride Warboars into battle and use squads of Squealers as their backup. All Orcs are bound into the subterranean realms and serve the Great Sows without question.

Most Orc conquests are about food to feed their broods deep in the earth. An Orc will gladly capture a handful of serfs as steal all their grain, due to the omnivorous nature of their kind. Unlike many other monsterous races, orcs have some amount of honor and will respect deals; usually demanding all of the food and weapons of a group of travelers in exchange for their lives or in deciding a fight by a duel with a powerful human champion. But Orcs do also make use of slavery, and will capture defeated foes to drag back into their caves to be used as labor before being eaten.

War Boar (3-5 HD, 1d8 gore attack, tramples through enemies, ridden by orcs)
Morale- 8, if lead by orcs 12
Numbers- 1 or 2 with an orc raiding party, 1d6 in a whole tribe

Huge wiry haired boars captured and used as mounts and living siege weapons by Orcs. Unlike the other creatures related to Orcs, War Boars are simply natural giant boars that much prefer living in the forests and mountains then being ridden by Orcs and do not do well underground except in the largest tribal caverns deep below the surface.

Due to their immense size and tusks, a charging boar adds its HD to its attack and damage when it moving at full speed, in an attempt to burst through an enemy formation or to break down doors or barricades set by humans. Orc war-chiefs usually are the ones to control these fearsome beasts. War-Boar ivory is treasured by orcs, but it is not carved or decorated after the beast is dead, as such the most valuable ivory belongs to the longest lived and most useful war beasts of the orcs.

Great Sow (4-6 HD, +3 AC, +2 to hit, 1d8 iron staff, 1d6 damage strength hex, casts spells)
Morale- 14
Numbers- 1 or 2; within the deepest underhalls there may be greater congregations

Great Sows are the leaders of the P'orc race, and are massive, multi-breasted, bipedal female pigs. Most are between 8 and 10 feet tall, and wield massive crude iron staves along with their spells. Great Sows are the progenitors of the Orc race, and give birth to huge great litters of piglets which will one day grow into Squealers, Orcs, or even more Great Sows. Every female Orc becomes a Great Sow after they have sex and is inducted in the ways of black magic, and as such Great Sows are the cornerstone of orc society and are the most treasured and protected by their people.

All Great Sows can trace their lineage back to the first Great Sow; a massive female pig impregnated by the keymaster, the red & lustful God, God of hidden places & evil beings. From that brood spawned all of P'orc kind. From this direct lineage and from their fertility; Great Sows are the spiritual leaders of the orc race and are the most gifted in magic, both from spells and from dark powers granted to them by their God. Great Sows are the primary leaders of Orc society in terms of organizing campaigns and distributing resources, but allow direct leadership of raiding and war parties by the war-chiefs. Great Sows only breed with the strongest and most successful orc leaders, and as such orcs are extremely competitive and inspired to war with the races of the surface world.

Outside of combat, female P'orcs brew potions of strength and lotions that can help an orc resist the sun's harmful light, as well as providing magical training to the lesser Orc sorcerers. Some attribute great black clouds that follow orc warbands as being the work of these pig witches. They use their magic to calm the minds of both the War Boars as well as tame the great Boar Wurms beneath the earth. When forced into a fight, Great Sows use a strength draining hex that they use against rebellious and disruptive orcs as punishment which they also turn against human invaders. They also know several other spells, such as Black Step which lets them teleport to a nearby place of darkness.

Boar Wurm (8-9 HD, ignores all damage below 3, 1d12 great maw, move with save or be trampled and take Xd6 damage, where X is monster HD)
Morale- 16
Numbers- Always 1

Said to be the monsterous first boars that once lived in the ancient times. As they trampled and flattened the land, the first gods removed their legs and forced them to adapt to a diet of rocks and ore as punishment. Now the boar wurms slither through the rock and deep dirt of the world, causing earthquakes and great chasms to form in their wake. Despite not being the descendants of the first Great Sow; the Great Sows use their magic to guide their path, which allows new caverns to be forms or great underground roads to be made in their conquest of the surface world.

Boar Wurms are ancient and huge, and their thick hide lets them ignore most lesser forms of damage. Their mouths are great jagged maws that snap and crush everything they gobble up, but their real strength is their simple size and weight, which can crush almost anything underneath it. Boar Wurms brought to the surface of the world flatten forests, dig canyons through mountains, and send up massive clouds of dust that darken the land for days at a time. These Boar Wurms are seemingly ageless, and each one is a unique being with inscrutable motivations.

Boar Wurms can occasionally be seen in use as a living siege engine; turning over hills worth of stone and dirt and crumbling castles by digging chambers beneath it to be undermined. Great Sows cannot control these wurms from far away, and so must accompany Orc war parties when doing sieges of such large scale. Boar Wurmss hide is especially thick and considered magical, and any shield or armor made from it would share the magical property the beast has; armor that ignores all points of damage less then 3. The mighty tusks of a Boar Wurm could also be fashioned into a huge lance or spear, which could easily knock the heaviest riders off their horses or be jammed into the ground to cause a miniature earthquake to knock enemies on their feet.

Sunday, March 11, 2018

50 Alchemical Uses for Dragons

[1] Juiced Dragon liver- increases the longevity of a potion's shelf life.

[2] Squeezed Dragon eyeball. Juices can be used to polish beakers which improve clarity, also improves potion color and taste.

[3] Webbing between the Dragon's toes. Can be boiled, pulled, and mixed with a potion to create potion gum. Potion activates over time as chewed.

[4] Few shavings of Dragon horn- when added to any potion grants an attack bonus.

[5] Dragon teeth. When melted into a stirred elixir creates a totally flame proof potion. Lasts one hour per tooth.

[6] Dragon mane. Hairs can be burnt into red hot ash, then cooled into dust. Dust can be mixed into a lotion that restores youthful appearance, or can be spread on a baby's cheeks to grow a beard. Expensive, but a favorite prank.

[7] Dragon egg yolk. Gives any potion a jelly-like consistency. Mixed with a fire or acid potion to create a terrifying throwing bomb.

[8] Dragon lymph nodes. String-bean sized, added to a salt concoction and allowed to soak for three years. Turns regular chameleon or transparency potions into true invisibility.

[9] Minced Dragon gums. When added to a potion the drinker has an increased susceptibility to hypnotic suggestions.

[10] Dragon shoulderblades. Carved into a mortar and bowl; increases purity of ingredients both when processed as well as drunk.

[11] Dragon claw tips, snipped off and swallowed with any personality or charisma boosting potion. Allows for easy deescalation of tense negotiations, or grants mental clarity for legal debate.

[12] Dragon medulla oblongata. Must be boiled, shrunk down to a much smaller size, and dipped in a special lacquer every night for a full year. Creates a necklace that grants the user incredible longevity and improved physical health when combined with dragon youth potions.

[13] Dragon testicles. In a potion; the drinker gets 1d10 years younger. Very valuable.

[14] Dragon tail rind. If stewed in a cauldron grants a saving throw against any wasting disease to those who smell its fumes.

[15] Dragon tail tip. If not sharpened into a weapon can instead be broken into shards and added to potions to grant a strong boost to agility and reflex time.

[16] Fertalized Dragon egg. Embryo inside is taken out and put into a jar and pickled in a brine solution. Froth that bubbles from the embryo can be rubbed on a pregnant woman's stomach to cure her developing child of defects. Every year the embryo produces enough froth on the top of the bottle to make one dose.

[17] Dragon muscles. Pounded to a pulp and made into a potion that grants incredible strength. Makes muscles bright red and wretch under the skin, its also mildly addictive.

[18] Dragon's nose septum. Added to a potion which grants the drinker a few inches of height permanently.

[19] Dragon scales elixir. The scales have to be melted with acid first. Grant incredibly hard skin and a resiliency to all mundane blades, but hands compulsively grip gold and precious gems.

[20] Dragon gallbladder stones. Added to medicines to destroy invisible imps.

[21] Dragon leg muscles. The grease from this can be used in slipper lubricants.

[22] Pickled Dragon toes. Used in potions that restore stats and attributes.

[23] Dragon heart. Grants the drinker incredible fire resistance, but each dose lowers Wisdom.

[24] Dragon nerves. Bundled into a potion and sifted to create an ever-counting potion. You can count as high as you want and remember all numbers without losing focus for a whole day.

[25] Dragon pancreas. If pulped and turned into a chunky mixture, makes for an unpleasant cure-all for disease and poison.

[26] Dragon intestines. If a potion mixture is passed through a cured passage of intestines, it loses its taste, thus allowing for potions and elixirs to be stealthily put into food and drink.

[27] Dragon eye; polished and sanded. Made into glass-like sphere that can hold a potion and only activates with a special key-word set by a Sorcerer at the time of the potion's creation.

[28] Dragon pre-frontal cortex. Must be simmered over a hot flame for two or more years. Draws out one third level or lower spell from what the dragon knew, if the dragon had spells.

[29] Dragon gizzard stones. If sanded down to a smaller size and swallowed; grants the user the ability to eat almost anything without problem. Very difficult to pass.

[30] Dragon egg shells, cracked into small pieces and made into a broth along with herbs and flowers. Greatly improves the taste of any meal.

[31] Dragon's voicebox. If folded inside out and a potion is allowed to soak within can substitute some moderately rare potion reagents. Only works for a few weeks before rotting away.

[32] Dragon flame sac & juices. Extremely reactive and dangerous to handle. Primary ingredient and only known source of gunpowder, dragon napalm, and ever-burning lanterns.

[33] Dragon bladder. Make into potion that allows the drinker to go without water for two weeks.

[34] Dragon blood. Can make extremely simple healing potions with them.

[35] Dragon bones. When used stirring potions and crumbled into them increases potency and shelf life of potions made with them.

[36] Dragon appendix. Must be used in combination with basic weeds and leaves to turn them into actually useful potion ingredients.

[37] Dragon wing membrane. Stretched and used as a lid for potions and lotions gives them nearly infinite shelf life. If grilled and added to a potion, causes levitation effect on concentration.

[38] Dragon lips. If mixed with lard can be made into a type of lipstick that inflicts Charm effect on anyone the wearer kisses.

[39] Dragon spines. Must be crushed by a very hard and heavy stone to be put down into size. Powder can be applied dry to an arrow to let it penetrate any armor weaker then lesser mithril.

[40] Dragon fetal scales. Formless gray circles that dissolve once the dragon is properly born, so can only be taken from a fertilized dragon egg. Potions made from this can be used to regenerate limbs, but causes mutations in the newly grown parts.

[41] Dragon lungs. Shredded and turned into a potion allows for underwater breathing.

[42] Dragon fire itself, captured in a lantern or candle. Very hot, pure burning flame that quickly melts or boils things for use in making potions.

[43] Dragon stomach acid. Important caustic agent used for polishing magic gems, as well as breaking down other tough alchemy agents like stones.

[44] Phlegm from a sick dragon. Used for several strong remedies to diseases; handling it has a 1 in 6 chance risk of catching dragon flu.

[45] Dragon dung. Useful fertilizer. One of the types of compost pure enough to grow invisibility mushrooms.

[46] Dragon joints. If made into a gel and applied to a person's feet grants bonus to stealth, if applied to hands grants bonus to lockpicking checks.

[47] Dragon horn. Mixed in with any potion that influences emotion or libido greatly boosts the effect.

[48] Dragon tongue. Pickled and fermented into a juice that grants the user incredible charisma for one hour. Byproducts of this potion can be used to make a rare and expensive wine.

[49] Dragon quills can dipped in ink and potion ingredients to create “rune” potions; activate when read on the person who read them.

[50] Dragon thyroid. If dried and used in combination with other processes can be used as a component of the philosopher's stone.

Friday, March 9, 2018

4 Sketched Monsters

[1] Featherbrain Chimera (3 HD, +3 AC, 3 bite attacks at 1d6, random actions each turn)
Morale- 15

The Featherbrain Chimera is a very unstable creature. Despite being very strong, each head controls the body equally and it constantly changes what it is doing. It cannot attack the same person twice in a row. If bodyblocked by a character, it loses -1 morale and is forced to attack them.

Every 6 damage this creature takes; it loses one attack, -1 AC, and -5 morale from having one of its head disabled, but it becomes more tactically aware and seeks ways to escape combat. As long as it isn't killed it can regain its strength.

[2] Dunderhead Summoner (1 HD, summons Dunderheads)
Morale- 12

The Dunderhead summoner is a small demihuman shaman who can call upon a massive, many headed hydra from deep under the earth. It takes 1 turn after calling for a head to appear; creating a great rumbling under the area it will appear.

The dunderhead hydra is a herbivore and very stupid. Each head is strong, but not very dangerous. Each head can also easily be distracted by anything shiny or with fluttering movements. If you manage to learn the spell this creature uses, you can only use it on the same landmass as you encountered the summoner- the hydra's body is only under there.

Dunderhead (4 HD, 1d6 big bite, easily distracted)
Morale- 8

These are the heads the summoner calls from the Earth. Upon being scared off or killed, the head slips back into the earth and the soil closes the hole back up. If the summoner is killed, the head instead looks towards the nearest vegetation to greedily scoop up and then disappear back down.

[3] Pangoo Denmother (2 HD, 16 AC base, 19 AC when curled, 1d6+1 blades or 1d4 roll attack)
Morale- 10, 14 if defending nest

This creature is a mother of a liter of Pangoo- squat pangolin like demihumans. Like all Pangoo, she has extremely strong scales and can curl into a ball to increase her AC to 19 and deal a 1d4 rolling attack. If trapped in a small enough space that she can't uncurl from the ball, she will surrender, but is otherwise dedicated to defending her nest.

If the party does not appear as nest raiders; roll a reaction check. On a good result, the Pangoo Denmother will grant the party a few of her spent scales. Enough of these can be woven into a lightweight, expensive suit of armor with 16 AC and a defensive curl minus the rolling attack to bring the AC of the wearer to 19 as long as they don't attack.

[4] Zeebo's Armor (5 HD, +2 AC, 1d4+1 smash attack, mesmerizing patterns make ranged attacks miss, counts as magic attacks)
Morale- N/A

Zeebo's Armor is the upper body armor of Zeebo's leggings. While the leggings were obedient and functioned as they were told; the upper body became too powerful and proud to be worn by humans. The patterns on the armor give it a mesmerizing effect that make it impossible to hit with ranged and thrown attacks. The hollow shell punches and strikes with fury that counts as magic attacks, thus being able to hurt even ghostly or elemental creatures.

Only a handful of these pieces of armor were produced. The tribal patterns that give them their effect were always intended to be worn as fabrics and as pants; as the human form makes metal arrogant and lustful for power.

Tuesday, March 6, 2018

Hearth Minions

Hearth Minions (HD 1, +4 AC for the head, uses small weapons)
Morale- 8, defends Creator to the death

Hearth Minions are small, reddish-dirt colored creatures with an animal skull for the top of their head. All of them have short stumpy tails and bright colorful eyes; the color of the eyes depends on their creator and all minions made by the same person will have the same color eyes. Hearth minions do not have a gender, and do not reproduce naturally. They are a construct of magic and do not exist on any plane except where magicians have created them.

Hearth Minions imprint strongly on the person who created them, and bond with them instantly, not wanting to spend time apart and wanting to spend all their energy helping that person. They usually perform physical labor and act as an apprentice for the Magician who created them. They can be taught some magical powers. Some Hearth minions can also seemingly understand animals of the skull used to create them, but they cannot speak any mortal languages and must use hand motions and writing to communicate. Hearth minions will always defend their creator to the death.

If the Hearth Minion's creator dies; the minion will feel devastated, and tales of suicidal minions who defend their creator's corpse or jump off cliffs in despair are common. However, occasionally minions may be treated poorly by their masters and once they are “freed” from their influence by being killed, they can imprint on a new, kind person who takes up that role in their life. Despite their loyalty, Hearth minions still show signs of fear and pain when being abused by their masters. No Hearth Minion has ever lived in a non-submissive relationship with anyone, as they greatly prefer having a master then living on their own.

Womb of the Hearth (Magic User Spell)
This is the Hearth Minion creation spell. In order to create a Hearth minion, one must dig a hole in the ground and place an animal's skull upside down at the bottom of the hole. This will become the minion's upper skull. It cannot be removed from their body without killing them, it is fused. The hole is filled with magic clay and water, a layer of dirt and leaves is spread on top, and a drum made of wormskin must be banged rhythmically for several hours to give the minion its “heartbeat”.

Then, the womb must gestate for one year, until which the Hearth Minion must be dug up to be “born”. Since the Hearth Minion cannot dig itself out of the hole, but is in a pre-birthed state, it does not need to breath or eat while waiting to be dug up. The person who dug it up will be considered the minion's master, who they will serve as long as they live. Hearth Minions will be as living creatures from then on, and require food, and sleep. Hearth minions also age, but not in the same way humans do. Their skin starts to become very old and cracked as dried up mud does, and their skull will show severe decomposition. It is said that a Hearth Minion's master can free them at any time or age by simply placing a hand on them and telling them to be freed of their service, in which case the Hearth minion and the skull used to make it will crumble to dust.

Saturday, March 3, 2018

The Kelpus

Kelpus (1 HD, +4 stealth, 1d4 bite, 1d4 Wisdom draining ankle-grab, can produce one supernatural phenomenon once per day)
Morale: 9
Number Appearing: Usually 1

The Kelpus is a common creature that lives in towns and villages. It preys on humans by grabbing them with its little yellow hands; by being touched by a Kelpus that victim takes 1d4 Wisdom damage. These points recover at the normal rate, which means that foolish people who keep running into the Kelpus will continue to feed it. Contrary to popular myth, Kelpus prefer idiots as a food source and seem to wring out their hands and look guilty and forlorn if they touch someone of high Wisdom, such as a priest or a herbalist.

If a Kelpus touches someone wearing heavy clothes like a cloak or robe, the draining only deal 1d4-1 Wisdom damage, meaning there is a chance their power can't penetrate the cloth. People wearing leather or armor reduce the drain even further. Towns with Kelpus problems often recommend their residents to wear shin guards and heavy collars in the event of a Kelpus hanging from the ceiling to grab their neck- however due to the Wisdom drain people will forget to take common sense measures against a Kelpus and the town's officials will usually have to deploy guards and hunters to go kill any Kelpus infestations if they get bad enough. If cornered, the Kelpus will bite to defend itself but prefers to run and hide.

The expression 'bit by a Kelpus' is a common, almost endearing term used for village idiots. The expression of 'Kelpus town' means the whole town is full of idiots, and could also literally be infested with the Kelpus, and is a more negative tone. The Kelpus reproduces by spreading an untrue rumor, usually by whispering it in the ear of a Wisdom-drained sleeping drunkard, and once it catches on it will spawn another Kelpus.

The final ability of a Kelpus is its supernatural phenomenon ability; in which clapping its hands or stomping its feet let it create phantom noises, cold spots, and even apparitions that make places appear haunted. This is not to keep people away, but instead to attract daredevils and foolish youths who dare each other to spend the night there, and end up getting a few of their Wisdom points drained by the Kelpus. As a Kelpus ages, the power of these effect increase. Kelpus hands worn as a talisman are said to greatly aid spellcasters when casting cantrips.

Some Kelpus are matured; which means they have 2 HD, a d6 bite and d6 drain, and more powerful supernatural phenomenons. These Kelpus also almost always have a long white beard, though any well fed Kelpus will eventually grow one regardless of age; it is based on draining Wisdom more so then any kind of biological process, since Kelpus don't normally have hair. These matured Kelpus can control animals and plants to do strange things or dance, which is usually used to distract people just long enough so the Kelpus can grab their ankle. Races with tails, such as Catfolk, can be grabbed around the tail by the Kelpus. This is why these races sometimes wear worthless but shiny beads or metal charms around their tails, to distract the Kelpus and encourage it to steal from them instead of draining some of their common sense. Because of this penchant for stealing shiny things, most Kelpus have a hidden stash containing 1d6x5 coins worth of treasure and baubles.

Very rarely, a Wizard or astute Cleric may attempt to raise a Kelpus by keeping it in captivity and feeding it their more potent Wisdom and trying to teach them religion or writing. Eventually the Kelpus may gain the ability to speak and reason, and these Kelpus can be weaned off feeding on Wisdom and instead feed on insects and baked bread. They make excellent apprentices, bank tellers, and illuminaters for religious documents, but still like to tell fibs and confounding riddles.