Thursday, August 22, 2019

10 Blog Spells

These spells are based on posts I've made on this blog. Every spell contains links to various other tables, spell lists, generators, or monster stats.

10 Blog Spells
[1] Marvelous Marble - 3rd level
This spell creates a statue- generate a statue when you cast this spell. The statue is conjured from the earth or air and pantomimes the caster in slow, jerky movements. Every round, the statue either does exactly what the caster commands, but the caster must give up their action, OR the statue follows a set of instructions given to it. You can give any number of commands to the golem in a single round, and it will follow the instructions without fail, but slowly and one at a time. Because of this, it is very possible for the moves to become ineffective over time, or even accidentally strike allies.

The Golem can be made to do one of the following every round- the caster can use basic words or phrases to give these orders, but this is the limit of the statue's ability. The only other thing the golem can be made to do is follow the caster's walk if led around by the iron chain stuck into its throat. If the statue is struck by a wild magic pulse or if the caster is gutted and screams unintelligible; then the golem will do something random instead.

Golem Orders – 1d8
  1. Strike a pose. Does nothing, but effectively passes a round.
  2. Strike the nearest target with a stone fist. -2 to hit and 1d10 damage.
  3. Strike a specific area by throwing something. Will pick up and throw people if it runs out of heavy inanimate objects to throw.
  4. Grab the nearest target. Hard save to wriggle free.
  5. Crush anything the Golem has grabbed. This is a save vs death. If nothing is grabbed, the golem will crush its own rocky hands and fingers.
  6. Defend. Curls its arms around the nearest person in front of the golem or between its legs. The person cannot move from its grasp, but treats their AC as 18.
  7. Slam. Either slamming its entire body into the ground to knock all adjacent targets prone if they fail a save, OR slamming its body weight into wall or object. The Golem will always run in a straight line to perform the slam, meaning if something gets in the way it will hit that instead.
  8. Self Destruct. The Golem tears off chunks of itself and flick its material as shrapnel. It takes 1d6 damage, deals 1d6 damage to everyone hit by the shower, and loses -2 AC.

The Golem has a base AC of 16, 4 HD, and takes no damage from piercing or sharp weapons. The material the statue is made out of, as well as its subject influence its abilites. Golems made of magic wax can be cut with sharp weapons, where as if the statue was made of gold it gains a 1 in 3 chance to bounce off any spell cast on it, and so on. The Statue-Golem lasts a maximum of one hour.

[2] Crystal Centurion - 4th level
From a pulse of energy from a small focusing crystal; the caster is instantly clad in a suit of armor made from magical crystals. The “caster” for this spell can also instead be anyone who is holding the magic focusing crystal when this spell is cast, letting warriors or rogues hold it before the wizard activates the enchantment. They treat their AC as 18 for the entire duration of this spell. They are also equipped with a large, heavy crystal bludgeon. The bludgeon deals 1d6+2 damage, counts as magic, and grants the holder a random power pulled from the Azurite power table. They also have a crystal shield which grants +2 to all saves and has a 1 in 3 chance to deflect spells of lesser level then this one; this deflection also applies to dragon breath and can be bounced back at the dragon. This spell lasts long enough to fit an entire battle within; up to a maximum of one hour.

Additionally; the wave of energy generated by this spell causes magic crystals to grow in the area. The crystals grow into a specific formation and type, which is generated using the Mana Crystal generator. These crystals can explode when touched, using an X in 6 chance, where X is the stability of the crystal rolled on the Mana Crystal generator. If these crystals are touched by magic crystals as well, they don't explode, meaning the caster is safe from the detonations.

Finally, this spell is very powerful and taxing, and has a price. Every time you are the subject of this spell, draw a crystal on your character sheet. Once you have three crystals drawn, you must make a save each time you use this spell or touch a mana/magic crystal; on a failure, draw yet another crystal AND roll on the crystal mutation table to see how you change. If you ever get 10 or more Crystals on your character sheet, your character is frozen in place by enigmatic paradox crystals, with no guarantee that they'll ever be able to escape.

[3] Maw of the Mound - 4th level
After the incantation of this spell, the caster's body falls apart into dark black soil. The ground shakes and their face appears etched into the dirt itself. They can move as a tidal wave of dirt, which requires a save to avoid getting knocked over when it goes under you. The maw can charge into barricades, knock up tiles, uproot trees, and anything else a huge mobile earthquake like this could do. This is a powerful spell, and requires a handful of salt distilled from the ocean beneath the soil and rock of the world as one of its major casting ingredients.

Every round, the caster can either attack with a bite attack that has a +4 to hit and deals 2d10 damage OR open their mouth and use their tongue as a ramp to allow forces of the underworld to charge out. These monsters are not capable of distinction for surface dwellers nor would they follow the caster's orders anyway, and as such charge onto the battlefield attacking anything in their path. The spell only lasts for 3 rounds.

The biting attack doesn't kill its target if they reach 0 hit points or less. Instead, they are swallowed by the maw and fall into a pit of blackness. There, they come to an uncomfortable realization and are trapped in a temporary prison outside of time. They will return in 1d50x50 years, but are dead for the purposes of this campaign.

The tongue bridges allows monsters to come out. Only one monster can be released by the maw- the monster that is released is random. If an extra round is used to open the tongue bridge- more of the same monster is released. Roll a 1d3 then roll on the table.
  1. The Monster is accompanied by a black cloud that blots out sunlight in a 100 ft area. It is a strange beast from another realm shourded in Midnight.
  2. The Monster comes from deep within the Earth. Roll on the Wandering Monster Table from the Dead Underground City
  3. It is a detachment of the Slaugh; the dark elves, who will use it as a staging attempt to invade the surface world. After this battle, they will attempt to capture the spellcaster of this spell to use them to create another strategic Maw.

[4] The Faithful Two - 1st level
This spell is low level despite its effects, but requires two similar characters, both already sworn to service to the spell caster. This spell merges the two together in spirits, and they can an emphatic link that connects them across as many miles as they have HD collectively. The two become more intertwined in combat as well, roll on the Super Combat Bros. Generator to see what gimmicks and uniforms are drawn to the collective group. This spell can only be cast by any individual magic user once; it creates their faithful bodyguards, but no more. Though often these Fighters come from specific Warrior Cults, or from a very specific Mercenary Group.

[5] Drake-Twist - 2nd level
Both of the casters arms twist together and transform into a small but fearsome dragon head. It takes one round for the twist to happen, you may perform one action with your dragon head in the second, and in the third the arms decouple. You cannot block, attack, or cast spells or do anything requiring your hands in the first and third rounds of this spell. If the caster is killed during this, or if the arms are both severed while the dragon head is mostly formed; it may crawl off on its own to become a stunted regular dragon in the wild. This dragon will be very desperate to rejoin all dragon kind.

Once the head appears the caster may either bite at the nearest enemy, dealing 1d12+1 damage with a +2 to hit, speak or stare in the manner of dragons through this head (save vs stuns all kobolds nearby, opens dragon lair secret walls, etc.), or use a powerful breath weapon or spell. The color and type of dragon is randomly selected when you first learn this spell, and is always the same. The dragon that this spell treats itself as a caster level = HD, with that amount of power in its breath. The dragon head can cast magic that isn't just a breath weapon; the powers of dragons are numerous when tied to their elemental affinity and color.

The colors and types of dragons are randomly determined by using this dragon table. If the character is more Lawful, replace number 8 with the Holy dragon. If the character is more Chaotic or if magic is more dark and sinister in your setting, keep number 8 as the Blood dragon.

[6] Coffin of Chaos - 3rd level
This spell requires a large wooden coffin to be carved and used as the focus for this spell. When cast, the spell creates a massive amount of energy within the coffin. Every round, the coffin's door slams open and something flies out. Roll each round on the table below. The creature or thing is always aimed at the direction the coffin's opening is, so the spell can be “aimed”, but is chaotic and could easily be deadly even to those who cast it. This coffin lasts for 6 rounds, or until it rolls two 8s on the table.

Coffin of Chaos Effects – 1d8
  1. The Coffin spits out 1d8 Weird Skeletons. They are lifeless, but a necromantic pulse from the coffin could animated them into lifeless undead. Painted skeletons become helpful instead.
  2. Swarm of buzzards fly from the coffin. Many of the buzzards know that this coffin produces food for them, and so some will reenter the magical portal inside after they have eaten. The buzzards don't do anything except circle ahead, but act as a shield against arrows and will attack undead dealing 1d6 damage as a swarm per round, picking off dead flesh for consumption.
  3. The Coffin releases a cyclone of Death Energy, which circles around. The first round it travels in a straight line from the coffin as fast as a man can run. If you are struck by the tornado you take 1d6 damage and must save vs death or lose a level from level drain. Every round after the first, it travels in a random direction using a 1d8. 1 in True North, 3 is True East, 8 is North-West, etc. There is also a 1 in 3 chance that whenever something dies near the cyclone, it travels towards that being instead, with a higher chance if a more powerful high level or HD creature was slain; it is attracted to the deathly energy.
  4. Necromantic Pulse. Pale green light illuminates everything within a 20ft cone of the coffin. If it hits any dead bodies, they rise as mindless undead.
  5. 2d6 Undead Creatures come out of the coffin. The creatures are all of the same specific type of undead, who are weak to a specific element. The very next round, instead of rolling on the table, the coffin shoots out the element that destroys these creatures. For instance, if the coffin spewed out some Dry-Vine Skeletons, the next round it shoots out of a gout of flame. If the coffin released Clay Mask Mummies, then the next round it fires out a sandstorm with rocks and flung stones which deal physical damage, etc. The undead will all attack once and then be destroyed by the elemental discharge unless if the coffin is rotated to no longer aim at them. These elementally challenged undead are not under anyone's control when summoned.
  6. Massive skeleton hand appears through the coffin, and throws a fistful of Magic Arrows. The arrows have 1d2 kinds of magic arrows, and the number of arrows fired is 1d6 per type. They seek or are thrown at random targets, though usually it will be someone near front facing to the coffin, as they are spotted first.
  7. The Coffin emits a loud shriek. This attracts nearby attention, and lowers the AC of everyone by -2, which stacks any number of times this is rolled. Additionally, someone in the party has feverish dreams that night about an Ancient Evil, scrawling their name onto their own chest; scratched on by their blood nails.
  8. The coffins hums ominously, but does nothing. Mark a checkmark on the coffin for this combat. If this is rolled again; Random Strange Item drops from the coffin; roll once on the list. The lid slams shut, and is found to be nailed shut with tin nails that can only be removed with a +1 claw hammer or equivalent. Many prefer to burn this one and get a new coffin.
[7] Hand of Punishment & Prudence - 3rd level
This spell creates a giant glowing hand that flies forward from the caster's position towards a target. Whoever gets in the way of the hand will take the blow instead, so it can be blocked. Once it hits someone, the hand does a martial art moves that deals 1d6 damage. On a failed save, it also deals 1d2 debilitating special techniques to the person, which take a round each to clear up. The hand also performs its techniques in a specific martial arts style, which can be countered by someone who knows a superior style, giving them advantage on the saving throw.

[8] VampNight - 4th level
Whenever this spell is cast, it must be cast at dusk just as the sun is going down. An eerie feeling extends over the surronding area; this spell can easily cover an entire town and the surrounding farms. After the first hour of quiet, vampires begin to appear. The vampires are not “true” vampiric beings by any means, they don't have much detail to their minds or bodies, appearing only with the most basic of physical traits. These false creatures however still thirst for human flesh, and attack anyone they can find; draining their blood for their eternal hunger.

Every exploration turn, or every 10 minutes, you must roll a 1 in 6 chance to have an encounter. The encounter will always be a group of vampires. If you are being very quiet (no spells, no animals, no children), make it a 1 in 8 chance. If you are hiding somewhere and being quiet, increase to a 1 in 10 chance. Every time you encounter vampires all the vampires you encounter will be of the same type. You encounter 1d6 Vampires at a time, attacking barricades to taste hot blood.

Every hour, the spell changes. Each hour, a randomly determined vampire bloodline is what people will encounter whenever they roll an encounter with vampires. The vampires will attack any living being with blood, and have a higher 1 in 4 or even 1 in 2 chance to be encountered for those trying to escape the radius of the spell. This spell lasts until dawn.

[9] Esoteric Polymorph - 4th level
The caster is transformed into a Weird Monster form. You new body is very random, having many disparate elements, and you must roll a new body plan and all the appropriate limbs. You also must make two saving throws vs spells. On one success, you regain some of your mental ability while in this new form, and gain a random power on the Weird Monster Generator table. On two successes, you become an Elite version of the creature, gaining yet another ability. This spell lasts for up to an entire day, but can be ended early by resting in a calm place.

The Esoteric Polymorph changes people into weird monsters. You will be mentally forever changed by the experience. Shift the characters alignment one step towards Chaotic if appropriate, and/or permanently reduce their Wisdom by -1d4 points. This is only done the first time they use this spell, but continued use of the spell is like a drug, picking up more mannerisms and a calling to explore otherworldly places and speak to unnatural beings. If the number of times you've used this spell exceeds your Wisdom modifier, each season you have a 1 in 6 chance to disappear and return as an Other, you've lost your magic but have gained something far worse.

[10] Eaann's Magic Wand - 2nd level
This spell conjures a silver magic wand. It has a random appearance, but is always made of or painted silver. This wand has the magic powers of a single type of Magic Rod in addition to the Magus Rod, rolled randomly when this wand is conjured. If you roll a 12, double the number of charges instead, and the wand is topped or hilted with a purple crystal. If this crystal is removed, the wand vanishes and the shard can be kept as a minor mana crystal of the weakest power level.

If your character masters this spell, you can shrink the size of the die with your favorite type of Rod taking up the spot of 1 on the table- roll a 1d8 or a 1d6 to get a better chance of your favorite, etc. Eaann's Wand disappears when lost or when all its charges are expended. It has 2d6+2 charges.

Monday, August 19, 2019

12 Debilitating Moves

Every since reading this post about GLOG style Monks, it mentions how stuns are boring compared to more interesting turn-wasting effects that could be powered through. Really fits the concept of Monks being less directly powerful then fighters but better at battlefield control; strike the enemy's hidden pressure points and defeat them by using their own body against them.

As such, here are some more special moves, with a training cost equal to their difficulty level as per the rules. If you are using a martial arts style that is countered by the enemy that you use these moves on, they clear them at the start of the next turn for free; no need to sacrifice a whole round.

12 Debilitating Techniques
[1] Peaceful Turtle bites with Anger - 1st Level
You can only use this technique if the round prior you fought defensively, and made no attacks. You clutch at the enemy's finger, toe, dewclaw, nose, tail-tip, or other small and sensitive part of their body. The pain they feel forces a morale check to attack you again the next round, but only lasts for one round. If your attack bonus is higher then the monster's HD, the target must make a save or lose that body part.

[2] Prick the Eye - 1st level
Make a roll to hit against the target at disadvantage. On a successful hit, you poke the target in their eyes. You deal damage equal to the number of eyes poked, which is a maximum of 5 or however many fingers you have on your striking hand. The target is also blinded in all of those eyes at least, until they take a turn to rub them and clear their vision. You don't need to roll for disadvantage if you use a surprise attack or attack while making a reaction check, as your enemy won't be guarding their face.

[3] Goat Charges off of Cliff - 2nd level
Using this move forces the enemy to continue their momentum. Instead of attacking, you shove and direct the target's motion with your hands, of which they move at full speed uncontrollably. You can direct their motion towards a cliff or obstacle if you wish, and this deals 1d4+1 damage if they slam into a solid rock wall. Additionally, if you perform any attack on the same target next round (such as directing them in a short circle and back into your fist), they take an additional 1d4+1 damage from the impact of your attack instead. Targets can redirect their momentum on a saving throw, veering back to safety or out of the way of your attack.

[4] The Fool's Mouth Gapes Open - 2nd level
This move attacks the jaw, and doesn't work if the target is wearing a mask, full face protection, or any helmet with a leather jaw strap. The strike deals no damage, but makes the target's mouth open up and gape uncontrollably, unable to close it. This prevents the target from biting or closing their mouth, though they can still speak and cast spells through slurred yawns. You can also use this move to throw poison into their open mouth which they cannot spit back out, or shove a drug into their mouth and close it to force them to swallow, etc. This effect can be ended by the target or an ally forcibly closing their mouth with their hands.

[5] Weakening Strike - 2nd level
This extremely widespread and popular move has been adopted and renamed in many martial arts schools, but its power and prestige have not diminished. By performing a strike on the target's chest, the painful blow deals one die size less in damage. So a d6 practitioner of martial arts deals 1d4 damage instead, and so on. However, it also has the added effect of slightly paralyzing the heart and lungs, causing weakness over the target's entire body. The target receives -1 to hit and damage, without a saving throw. The martial artist can only stack this a number of times equal to their to-hit class bonus, equivalent to the maximum difficulty special move they can learn, minus 1. This means a +5 Disciple can stack this effect on one target up to 4 times, meaning a -4 to hit and damage with attacks. This effect is cleared by a deep breath and resurgence of strength, which requires a round spent. This clears all stacks of the effect, and regains the fighter to full strength.

[6] Monkey Grabs the Tiger's Tail - 3rd level
This move only works on enemy's using a weapon with a sharp pointed tip. You can either perform this move for your action to prepare for the thrust, or on the round after a miss against you. You grip the tip of their weapon, making them unable to attack unless they pull the weapon away on their round's action; even if you have greater strength then them, you are only grabbing the end and they can pull back to receive their weapon. If an enemy hits you with a maximum damage roll attack using a spear, rapier, stiletto, or other thin pointed weapon you can use this move for free. You impale yourself on their weapon, using your internal mastery to avoid the sharp edge from touching your internal organs, and can now keep their weapon from attacking anyone as well as get right up in their face for close range martial arts moves. The enemy can either let go of the weapon at this point, throw you off of it with a Strength roll, or perform their own close combat maneuvers.

[7] Dancer Spasms to the Music - 3rd level
This move strikes at the muscle-attachment points in the target's arm and legs. It is treated as a 2nd level move for training cost, but requires either a +4 to hit from your class progression OR a dexterity of +2 or better to use this move do the many accurate strikes needed. The target's arms and legs start to spasm with uncomfortable cramps. Every round they roll a save, on a failed save, there is a random chance either their arms spasm (chance to drop weapon or attack a nearby ally) or their legs (fall prone, move 5ft in a random direction). Roll a 1d2 for either category to determine which effect happens, or roll a 1d3 and insert a new negative effect depending on situation (spasm causes them to crush glass vial in their hand, for example). This move can be cleared by anyone if they take a moment to stretch out their arms and legs, a round for each.

[8] Dried Earth Crumbles to Dust - 3rd level
On a successful hit, this move deals no damage, but pats the victim's skin in a rough, abrasive way. The target suffers from internal weakness, and has -2 AC from all incoming attacks. This effect lasts for an entire day before it heals, but drinking a healing potion will cure the internal injuries. Creatures with regeneration also are cured of this effect at the end of the round.

[9] Heartstopper - 4th level
This unassuming three finger strike on the chest has a deadly power behind it. Upon a successful hit, this move deals no damage. The next round, the target must make a saving throw or else their heart stops. Each round, they get a chance to restart their heart with another save, but are helpless. If they fail three in a row, their heart will not start again without outside help, and they will quickly die. They can be shocked back to life by force with any lightning spell, though they will still take the damage. The hearts of immortal beings tend to be too strong and eternal for this move to work, and the move fails against creatures with 8 HD or more.

[10] Ravenous Blow - 4th level
You strike the base of the target's root chakra; causing an intense burst of hunger. The target feels weak, famished, and ravenous until they eat. They lose -1d6 points of Constitution and Strength temporarily, and get a -2 to saving throws vs diseases and poisons. They can only end this effect by gobbling down a ration, which takes a combat round if in combat. Against monsters, they may try a swallow attack (without chewing) instead, allowing you to enter the monster's body unharmed to strike from within. Monsters may treat their HD as lowered by -2 instead for ease of simplicity.

[11] Black Flame Torturous Palm Technique - 5th level
This move requires a hit roll on the opponent that deals no damage. Once it is successful, the foe feels an incredible sense of dread spread through their body, and every motion causes massive pain. They take 1 damage each time they make an attack, move, and every time someone misses an attack roll against them or they make a saving throw. The foe can allow themselves to be hit or automatically fail the saving throw by standing perfectly still; this prevents the damage and gives them a counter. Each round they do not move or attack, they get a counter. Being hit by a healing spell, or drinking a healing potion also grants a counter. The number of counters required is 8 to end the effect, -1 per time you've been hit by it before. Skilled warriors can build up their tolerance to this move, and have become immune to it over the years, but it is still infamous for killing warriors by a thousand cuts.

[12] Freeze-Blood Technique - 5th level
By grabbing and channeling the cold essence into a foe, you may freeze their blood in their veins. It deals 1d6 cold damage on a successful hit, and then provides the additional effect. This grants a to-hit and damage negative of -2 to the enemy due to their sudden weakness and sluggish movements, but more importantly it prevents the foe from channeling life energy through their veins. Because of this, they are unable to use any of their special moves until they can heat up and pump their blood; this deadly technique is often used by vampire martial artists to weaken their foes. Any foe can heat up their blood with two rounds of jogging in place, dodging everywhere, jumping jacks, etc.

Friday, August 16, 2019

Hireling Loyalty & Seperation Rules + Accident Tables

Hirelings have a Loyalty score in addition to their other statistics. It is still generated with a 3d6 roll, and is a hidden attribute. Loyalty disappears if the Hireling is made into a full playable character, as they no longer have need for it.

Whenever you tell a hireling to do anything monotonous, dangerous, or work perceived to be below them; roll under their Loyalty with a d20. If you tell them to do something really dangerous or suicidal, roll with disadvantage. If your group is attacked, then your Hireling will fight in your defense without needing a roll, but picking a fight or making the hireling go above and beyond will require a roll. Whenever you fail the roll, the hireling either refuses or stews on it and loses -1 Loyalty permanently. You might be able to increase loyalty by bribes or if they grow in power.

These rules aren't exactly new. If you want to make them less swingy; calculate the “Loyalty Modifier” of the Hireling instead using your favorite stat array and roll a 2d6 + Loyalty Mod + Commanding Character's Cha Modifier and get a 7 or better to do anything dangerous. Maybe snake eyes on this roll loses -1 Loyalty score permanently.

Separation Rules
Whenever you are separated from your Hirelings, or if the Hirelings are instructed to stay behind or guard a location; the Hireling with the highest Charisma has their Loyalty score used for the group; They act as the ringleader. If you seek a more random method to determine the Ringleader; instead have each major Hireling character roll a 1d10 + their Charisma mod and add a bonus +1 or +2 if they are higher level then the other characters. Hirelings who act as Ringleader will command other Hirelings and retainers to perform whatever task was given, or to follow their own path.

If the Hireling was instructed to be left alone to guard something or stay behind, successful Loyalty check means they carried out what they were told to do. Failure means rolling on the relevant table, or simply having the Hirelings make a fatal mistake. Save vs death.

If the Hireling was accidentally separated, such as by a shifting wall or monster ambush, successful Loyalty check means they will attempt to reconnect at the earliest possible opportunity. Failure will mean they assume their leader is dead or lost control of the mission, and the ringleader will take command of their own squad of people to fulfill their own goals. Next time they meet, roll a reaction check using the Hireling's Loyalty roll to see if they seek to return to your group or have permanently decided to leave. Each Hireling gets a Loyalty check to the original party to see if they also abscond, but will get a negative to this roll equal to the Ringleader's Charisma mod.

Accident Tables
Roll on the most relevant table. If there is no relevant table, or to roll for a totally random result of Hireling incompetence, roll 1d6 to determine the table and 1d6 again on the table for the result. Low rolls are generally worse results then higher rolls. Exceptionally trustworthy or competent Hirelings may prompt a 1d6+1 roll and ignoring the accident on a roll of 7.

  1. Guard Duty / Military Force
  2. Menial Labor
  3. Holding Captured Prisoners or Monsters
  4. Ferrying Things to Camp / Carrying Supplies
  5. Preparing Potions or Spells / Working in the MU's Magical Laboratory
  6. General Mischief
-Guard Duty- For when Hirelings stay up late to watch camp, watch the dungeon entrance, or otherwise perform any duty relying on watching and fighting off any intruders.

[1] The Ringleader is dead. All of the Hirelings get a save vs death modified by Con to see which ones are badly injured but still alive; if they fail the roll, they're dead too. Roll a wandering monster for this area; this is the thing that killed them all. The monster is long since fled, but leaves tracks or clues.

[2] The Ringleader accepted a bribe from a rival adventuring group or intelligent monsters. These beings entered the area or were given information. They deny seeing anyone but have found a fat sack of silver that they refuse to share or talk about.

[3] Asleep. The Ringleader was on the last shift, and is now fast asleep. They'll claim the enchantment was a magical one wrought by a spell. Roll on the monster table for this dungeon and only if that monster can cast Sleep is their story true. In the meantime, at least one group moved through the weakness to steal something or enter the restricted area.

[4] Drunk. The Ringleader either broke into your wine stash or brought along ale secretly. They and several other Hirelings and retainers are getting drunk and being useless. 2 in 6 chance something sneaked past them, 1 in 6 chance they lose something important to the expedition.

[5] Noise. They are sharpening weapons; the loud droning noise of working iron and steel draws nearby enemies. Or they are partying and laughing, or doing anything that makes too much noise and attracts attention. roll a wandering monster check. These are encountered when the party returns.

[6] When you return, they demand higher pay for long hours of boredom. You can also shut them up with a hearty meal and ale, or a simple magical trinket.

-Menial Labor- For when Hirelings are digging through rubble or building bridges and barricades.

[1] They've unleashed something. The Ringleader ordered the group to disturb a burial site, the sound attracted a monster, etc. The monster is busy killing the Hirelings and retainers when you encounter them all again. Roll initiative.

[2] Workplace injury! Hireling with the lowest Strength score is impaled on a piece of wood or trapped under a pile of rubble. The Ringleader is responsible for it. The injured character requires immediate medical attention or they die.

[3] All their tools are broken. They've hit a rough patch of dirt, or the sarcophagus lid was much more stuck then anticipated. You'll need to replace them, which will be expensive. Ringleader either egged on the other Hirelings or is the one responsible for breaking it for singular important tools.

[4] Fatal flaw. Something about their work or effort has a glaring flaw, the Ringleader let them use a shortcut. It can be used but has a saving throw associated with it. The barricade can be climbed over by an agile opponent, the trench will flood if a rainstorm comes, the rocks can landslide unsafely, etc.

[5] Grumbling. The Hirelings and retainers lose -1 point of morale for the rest of this trip, spurred on by the Ringleader's complaints. They joined the party for easy loot and big payouts, not “honest” work, if they wanted that they would have stayed home!

[6] Ragged and exhausted; the job is done by the Hirelings are overly tired out. They have disadvantage on rolls and other negatives, they need a day's rest for their fatigue.

-Holding Prisoners- For Hirelings watching over your captured humanoids or if you're punishing another Hireling for whatever reason. Also includes non intelligent monsters held down by chains or in cages, ready to be shipped back to civilization for sale.

[1] Escaped. Corpses nearby the busted cage; 1d4 of the lower paid retainers or camp followers are dead. Ringleader returns from some 'me' time in the bushes, not having any idea what happened.

[2] Freed. Someone has freed the beast- the Ringleader is the one with the most knowledge on what has happened and who it was. They let it go while nobody was looking, and it killed or destroyed nobody, but is now gone and left few traces.

[3] Property damage. The beast didn't escape, but the prisoners took their time to ruin something in the camp. Maybe they managed to reach their hand through the bars to grab a key and sit on it, or during a failed escape attempt the monster trampled a bunch of tents and suits of armor. Roll X in 6 to see if you lose anything actually important; X is the value of the prisoner's HD.

[4] The arm or leg of the Ringleader is caught in the beast's jaw! When you return, you'll have one action to try and prevent the Hireling from losing their limb. You could try to avoid this by offering food, or freeing the beast. For intelligent creatures in your captivity, it may just be a shiv to the back or throat instead, demanding freedom.

[5] Poor Morale. The beast is whining or the prisoner is begging for freedom. Even if it's a manipulative trick, your Hirelings and the Ringleader are considering letting it go. They will take a hit of -1 morale unless you can prove the prisoner's spitefulness or they are released.

[6] Feeding time. The imprisoned beast or prisoner has been eating an absolute ton of food. The Ringleader is responsible, perhaps trying to keep the beast tame. You lose 2d6 rations or drinks of alcohol for a intelligent prisoner. The prisoner is sleeping off their food or drunken stupor peacefully.

-Carrying Things- When carrying back loot back to camp or town, OR when carrying supplies to a dungeon or onto the party's ship for an expedition. Ringleader is either first in line or carrying something specific, the reason or this listed below.

[1] Carrying something shiny, good smelling, or otherwise attractive to monsters. Huge flying beast swoops down or subterranean creature digs up, kidnaps Hireling and what they were carrying.

[2] Theft. Ringleader was either the theft or encouraged theft; either several worthwhile supplies like alcohol go missing, or a single valuable treasure they were entrusted with goes “missing”.

[3] Stowaways. Annoying parasite, insect, barnacle, gremlin, or other creature that has snuck into your camp or town. It will be a constant annoyance, up to destroying gear, the party being blamed for the impending infestation of the pest, or even the loss of stats or damage from diseases brought on by the vermin.

[4] Stowaways. Hiding in the cargo boxes, food bags, wagons, or other places ended up being a young urchin obsessed with adventure. The youth is bright and energetic, but very likely to get herself killed.

[5] Damage. Some of your common items were damaged. Rations accidentally went bad, bandages dropped in the mud making them dirty and useless, torches thrown on campfire by mistake, etc. These only apply to basic supply items; you lose 75% of a single category of useful tool (most of your rope, most of your light sources, etc.) or 50% of three categories. (Lose half your rations, half your repair kits, half your bedrolls).

[6] Tripped. Ringleader has fallen and sprained their ankle. They won't be able to walk for the rest of the adventure, and will be useless in combat.

-Preparing Potions/Spells- For whenever the Hirelings are working in the Wizard's laboratory, translating magic books, brewing potions, or otherwise doing mystic stuff. In this instance, use the Intelligence of a Hireling to break ties between the most Charismatic ones.

[1] Chaos. The magic energies have gone loose! Random elemental explosions scorch, freeze, or electrocute 1d6 Hirelings and camp followers to death, and 1d6 HD worth of otherworldly creatures now ravage the campsite- summoned by mistake.

[2] Dud. Too much mundanity was mixed in with the latest potion, wand, or scroll. The Ringleader covered up the failure and passed it off as a working magical item. Just when you need to sip a healing potion, it tastes like fruit juice and fails. When you flick your wand to conjure an attack, it fizzles like a sparkler; becoming useless.

[3] Possession. Somebody got possessed by a demon, ghost, or otherworldly spirit attracted by the arcane and did not follow proper preparations. This is a secret result, nobody will know at first about the possessed person. The Ringleader is possessed, and will use a combination of their standing and natural abilities to try and influence the party to give it more power and feed its unholy desires to sacrifice virgins to its master from beyond the veil.

[4] Noisy Spirits. Nearby elemental spirits have been awakened by mistake, are now being quiet noisy and arguing with each other. The rock wall you are camping under starts to grovel about the smoke from the fire you started, which is cursing at the wind for constantly trying to put it out, and so on. The spirits may come to blows on a 1 in 6 chance, causing them to act spontaneously; rocks move on their own, sand swallows the cart, etc. This will be local minor catastrophe if it happens. The noise may also attract attention even if you calm them down, forcing a reaction check roll.

[5] Wild magic. The Ringleader was unfortunate enough to be mutated by an errant surge of wild magical energies. Roll on your favorite mutation table for them- roll a save vs spells. On a failure, the mutation is permanent. Otherwise, it lasts 1d4 days.

[6] Minor Curse. One random Hireling is hit with a surge of strange magic. The first character to inspect and/or touch them is cursed with bad luck. For the rest of the adventure, treat all rolls of 20 as a 1 instead. If nobody touches the affected person, the Ringleader will contract the curse instead.

-General Mischief- Roll whenever the Hirelings are left alone for a while, giving boring work after already getting tired of it from the Labor or Guard Duty table, or are otherwise distracted and not given much supervision.

[1] Fatal Accident. Random Hireling with the lowest Con has died from a game or job taken too far. Sparring got too rough, somebody slipped off the ravine, etc. Ringleader had something to do with it, either was the guilty party or is covering for them.

[2] Idiotic Effigy. Ringleader builds a religious symbol, uses several piles of treasure they were guarding to decorate it. If they are a Cleric, it is to that God. If they are not, then it is too a random God or elder beast. The Ringleader has swayed 2d6 Camp followers to their faith, but each Hireling is a little more resistant and only joins if it makes sense for them too. They will refuse to tear down the effigy and will start to act as a leader.

[3] Gambling. Ringleader has constructed a illicit gambling operation, is almost certainly cheating. They quickly stealing money from other Hirelings and camp followers; and have gained 1d10x5% of the way to their next level in experience points in value. However, the others are beginning to demand you expel the Hireling or force them to give their money back, grumbling saps morale if not appeased at -1 Loyalty to all characters who were affected. Hirelings with an Int of at least 15 do not buy into the scheme and don't require appeasement.

[4] Fire. Cooking fire got out of hand, or an idiotic pyromaniac got let loose. Ringleader is trying to organize a defense, poorly. Property is burned; 1d8 tents destroyed and 1d4 mounts break free and ran off in fear of the blaze.

[5] Rumors. Several bad rumors have come up regarding the player characters, with the Ringleader secretly being the one to start or spread them. Unless these rumors are addressed directly, there is a chance they'll lower the level of respect. 1 in 4 chance for a serious rumor to reduce Loyalty by -1.

[6] Drama. Hirelings and camp followers are arguing with each other over petty nonsense, chores being ignored, improper split of loot and so on. The Ringleader will instigate a conflict, two random Hirelings will come to blows over it. Both characters take 1d6 damage from punches and kicks unless restrained and some bruised pride.

Wednesday, August 14, 2019

Weird d10 Spell Generator

Roll 1d10 for each category. The level of the spell is either determined by the referee or roughly approximated by an average of all the rolled results on the tables - 2; the power and complexity of each element is roughly ascending- unless it's so useless you can just make it a cantrip.

Spellcasting Requirements / Component
[1] Nothing.
[2] Your feet must be on the ground; cannot cast while flying or on a horse.
[3] Can only be cast with an animal fetish. Paw of a rabbit, raven's feather, shark tooth, etc.
[4] Wearing anything red.
[5] Common spell consumed component; pinch of sand from an hourglass, a lemon, etc.
[6] Hot wax from a green candle. Candle must have been lit for at least 1 exploration turn.
[7] Requires a battlemage staff; topped with a silver cap on at least one end.
[8] Significant spell component consumed on casting. Can't easily buy this, or requires a quest.
[9] Can only be cast on a specific day of the year. If you pretend like it's that day hard enough, it can still work. Carry a false calendar and use incorrect greetings- repeat actions you did that day.
[10] Cannot be cast by mortals. You will need divine heritage, or find a way to be reborn into a greater body. You can ignore this restriction once with a high value diamond; consumed on casting.

Spell Action / Target
[1] The spell is always cast directly on the caster.
[2] Creates a puffball flower. Releases pollen in 1d4 rounds, or if used as an improvised weapon that deals at least 3 points of damage to burst open. Whatever breathes the pollen is affected.
[3] Requires drawing a line in the sand or with chalk. Whatever walks over that line is the target.
[4] Fires a glowing beam from the hand/spell focus. Beam can be reflected by mirrors.
[5] Seeking magical projectile. Requires a magical to-hit roll, d20 + Int + spell level vs AC.
[6] Requires touch. You also count as “touching” if in the same body of water.
[7] It's a strange glyph. It is activated when it is “read”, and as such can't work on the illiterate. If the spell only works on certain objects; then it activates when somebody reads the glyph scribed on an object with the target being that object instead.
[8] Caster breathes forth a large cloud of dark-red smoke. Spell cast on anything that stays in the smoke for more then a single round.
[9] Whoever or whatever the caster points at. You can point at yourself, if you want.
[10] The target's name is spoken aloud. Requires a true name, but will strike anywhere in the world.

Spell Effect
[1] Conjures a ribbon several feet in length on the target, wrapped up around the body or around the object. The ribbon can be used to carry things like liquids, fires, or magical essences as though they were simple physical objects. The ribbon offers no protection to those actually carrying the objects; but could be used to do things like forcibly move a formless ooze, a ghost, or a pile of sand, etc. Creatures wrapped up in this ribbon do not have their movements impeded, but cannot easily break out of the ribbon without countering the spell. The ribbon lasts for up to one turn.

[2] The target feels a rough agitation all over their body or the surface of the object. After two rounds, they will be stung by thousands of astral bees. They take 1d4 poison damage. While your physical body is barely effected, your astral body swells up to 4 times its size if you're allergic to astral bees; everyone who has ever had a dream is allergic. In practice, this means that your astral body is painfully bloated and sensitive; you will be unable to enter portals, for example, until the swelling subsides in 2d6 days.

[3] The object has its gears and parts rusted shut, but also repaired at the same time. Swarms of tiny red termites crawl all over the piece of machinery; stopping its motion but also fixing cracks and tears, replacing pullies, and crushing their own tiny bodies between gears to lubricate them. After two turns, the object can move again and is repaired to full work order. This has no effect if the target of the spell is not a machine or automaton; but if a person is targeted with a mechanical prosthetic then this spell targets all of their prostheses instead.

[4] Conjures 2d6 bright red furry bats. The tiny bats appear as a swarm around the target, and find the nearest solid object or space to land on. If they stay on a solid object for more then a single instant, they squeak in terror and burst into flame. The fires deal 1 damage, but each has a chance of lightning something on fire equal to flammability. The bats move randomly, simply created in a mass confusion and totally oblivious to their fiery demise the moment they stay flapping. The bats are more likely to nest in corners, higher up, or on people who aren't moving or swatting at them.

[5] The target's face is projected off their body. The face is transported either to the caster or to the other end of the spell. Their voice becomes booming and they can see, smell, and speak to everyone within a 30 ft radius as though face to face. Hitting this face deals no damage to the target, but poking their eye blinds them, holding their lip shut makes them unable to speak in their real body, etc. This spell lasts for up to 3 days, and the first time this is cast on someone the nausea they feel from “being” in two places at once can be overwhelming.

[6] The target has 90% of their injuries healed, which are bound up by bright yellow bandages and little white strings. Restore their health to 90% of the total amount. The remaining 10% of injuiries quickly festers, causing a save or contract a common disease. This 10% also cannot be healed by magic; the target cannot heal any more hit points until they have enough downtime rest to recover all their normal hit points naturally. If this spell is countered; the bandages pop open causing the damage to return.

[7] The target becomes slush. Their body is partially physical and partially liquid, gaining massive protection against all attacks and spells. They take -3 damage from all sources, totally ignoring damage that is reduced to 0 or less, and do not lose concentration on spells if hit by soemthing that doesn't do damage. However, their body is only loosely held together, thus meaning limbs and parts can be easily pulled or chopped off. As long as these parts are returned before the spell ends, no permanent limb loss occurs, but damage is still taken to hit points. Finally, the connective force of the target's body isn't stronger then gravity, so standing on a metal grating will cause you to fall through; you can use this to your advantage like passing through cell bars and so on. Spell lasts 2 exploration turns.

[8] The target of the spell is cursed. Flies gather around their head ominously. They are rotting on the inside, but not the outside. They take 1d6 points of Con damage per day. Drinking medicine or healing potions stops the progression of this curse for that day. This spell continues until the target dies or it is countered in some way.

[9] Creates a simulacrum of the target of the spell. The copy is gray in color and cannot move or react, it is equivalent to a ragdoll. Every 4 points of damage or healing done on the simulacrum will equal 1 point of damage or healing on the real subject, at any distance. The simulacrum lasts for 10 rounds.

[10] The target gains a powerful metamagic field. If the next spell cast on them by someone of a “like” alignment has it reject and bounce off. If it's cast by a “opposite” alignment, then the spell is attracted and any saving throws are automatically failed.

Counterspell / Methods to Reflect or Dispel
[1] Spell cannot be cast if the caster has lost their virginity.
[2] The target of the spell can stand perfectly still to nullify spell; autofail against the inanimate.
[3] Pinch of salt. This is a very common antimagical measure- many will try it first thing if cursed.
[4] As long as you know the spell, you can simply speak the incantation backwards.
[5] Can be countered by the flick of a battlemage's staff. Capped with silver on at least one end.
[6] This spell is demonic in origin. Every casting on it is assigned to a minor bureaucratic imp. Summoning one and bargaining to have it countered is easy; costs a thousand gold or a small favor.
[7] Spell can be reflected by a polished bronze mirror. If the spell could already be reflected by mirrors, instead reflecting it with this causes it to become trapped within; this permanently removes the caster's spell slot for this spell until released.
[8] The spell is countered if cut by a pair of magic silver scissors. Requires a successful attack roll against a living or animate target.
[9] The spell is countered if the target is on or travels to a specific mountain peak. If you live there for a year, you just become permanently immune to the spell instead. If you are a spellcaster, then living on this peak for a year makes it impossible to counter instead.
[10] None. No saving throw. The spell has no counter, beyond divine intervention.

Sunday, August 11, 2019

8 Ridiculously Powerful Hirelings

You already have your own tables and funnels to create new characters and fresh hirelings. You've already seen NPCs to be placed as mid level hirelings and companions. Now have some extremely high level, high powered Hirelings for parties going on ridiculous high fantasy adventures. These Hirelings can also be used for replacement PCs for high level play or even as rivals.

The level of these characters are not listed. Instead, make them the maximum or name level of their appropriate class, or one beneath if they still have training to do.

8 Ridiculously Powerful Hirelings
[1] Ragas – Fighter
Stats- +4 Str, +1 Con, +2 Wis

Ragas is a hulking, beefy man from the far North-Eastern mountains. His armor is fur lined and he carries two copper cylinders which contain many flat stone discs. The discs are engraved with lead-filled carvings depicted scenes from the past and future. The cylinders are so heavy that trying to steal one will probably crush your foot or break your back; despite how easily he slings them over his shoulders. He can use the cylinders as a 1d8+2 improvised weapon, but would only do so on a last resort as damaging the discs would be a horrendous taboo in his culture.

Ragas has gained and mastered several magical items. First is his armor, which has red-pink scales of an unknown metal along his chest and upper arms. This armor grants +6 AC and can be activated with a whispered magic incantation meaning “Togetherness'. The activated armor creates a pink aura that sucks up magic shields, curses, and auras and gets bigger each time- after absorbing two or three it can now absorb magic at the range of a spear, then after four or five it can strike at the range of a whip or thrown weapon, etc. The aura lasts 4 combat rounds- and can absorb enemy auras to make them easier to strike with his magnetic sword.

Ragas's sword is magical too; a 1d10+2 falchion. It has four silver daggers stuck to it at all time, each dealing 1d4+1 damage, and can be flung off at the same time he makes a melee attack at a distant target, as the falchion has control over magnetism. For this reason, the sword can repel enemy arrows and weapons; making a -2 to hit but knocking all the knives off if this is activated.

Finally, his traveling supplies include a small bag of platinum coins worth a total of 12,000c and three potions of healing in emergencies.

[2] Also – Fighter
Stats- -1 Str, +3 Dex, -1 Con, +2 Cha

Also is a young daughter of a poor farmer who was beset by strange dreams up until she turned 15, and finally learned of her true nature. Also has lived before; reincarnated from a fierce and powerful warrior into the form now. She has two names; the name of the man she once was, and ALSO the name her peasant parents have given her, and as such she has taken the moniker of Also. While young and stuck in a small, underdeveloped, and weak body, she has an incredible amount of chi energy and massive untapped potential. She believes that her old self reincarnated to move into a newer, cosmically superior form, and is unsure if becoming a woman in this life was intentional or an accident; regardless she knows her untapped potential.

Also can fight well, despite being somewhat weak. She can use her feet and knees in devastating, back-breaking grapples and shin-splintering kicks; her feet deal 1d6+1 damage on successful hits or grapples, and she can run across water and other lightweight surfaces without breaking them if moving at a fast speed. She can also levitate for a few seconds if she takes a full combat round to breath in deeply; using this move to avoid attacks or spells on the ground or to jump up very high. Also has an incredible well of life energy inside of her; every exploration turn spent in meditation restores 1d6 hit points. There is no limit to this ability, as long as she is in good health.

Also's dreams and experiences from her past life are also making her more powerful. Every season, she has a 1 in 3 chance to remember a powerful combat trick or become physically tougher. Whenever this happens, roll on the following table. If you roll any category twice, roll again until she's learned everything she can from her first incarnation.

Also's Memory Table – 1d6
  1. Gain +2 To-Hit
  2. Gain +1 Damage with all weapons
  3. Gain +1 Max and Base AC
  4. Gain +3 Maximum Hit-Points
  5. Learn a Martial Arts Style; Gains advantage against opposing styles.
  6. Learn the location of her first life's secret stash; specifically prepared for his reincarnation. Contains thousands of gold and a powerful magic axe. The first time she rolls this, she learns that it exists, and the second time, she learns its exact location.

As Also was born in poverty and has little experience in this life, she has no magic items or wealth.

[3] Mauil Iz – Rogue/Fighter
Stats- +2 Dex, +2 Int, +3 Cha

This is the funniest guy you will ever met. Mauil, who also goes by Iz, has an incredible life story, which he enthusiastically tells whenever prompted. He was once a nobody, who pretended to be a knight and sneak into a princesses birthday party. All he wanted was to taste the Queen's dove pie recipe (still the best meal he ever had), and this single event catapulted his life in a crazy adventure. Whenever Iz speaks, your character must make a save or bust out laughing, which will make you lose spell concentration or reveal your position if you're sneaking. This ability is always on but he can reign it in if subtly is required for the situation.

Mauil has an AC of 40, but only wears leather armor. This is because of his mutational insect plates on his forearms and lower legs, hidden under his clothes with special holes just for them. These plates reveal long silver antennae in combat, and these metal antennae deflect and parry blows. Each time an attack would hit his normal AC, reduce it by the difference between the successful attack and his buffed mutational AC. These antennae get tired quickly, and after a few close calls his AC will be reduced to a more realistic and manageable level. Mauil's other physical oddity is his magic eye, a strange jewel dug up from some underground lost world. This eye is white, and glows in the dark, and lets him see in darkness. As long as he doesn't move; this eye can project an image on a wall similar to a shadow puppet show, with Iz able to control the shadows to trick people.

Finally, Mauil also carried around a few trinkets and magical pieces of gear. He carried a Red Switch Ring, which can be rotated mechanically to different runic settings allowing distant communication to other people with a Red Switch Ring. Currently, he has his code set to contact a wealthy merchant lord in a far away empire; who can send an entire ship full of mercenaries at a moment's notice and owes Iz a big favor. He also carries a flask of magic sword oil, which lets the sword “slip past” any armor and sliding through steel, automatically striking an enemy for one attack but causing the weapon to get stuck. Finally, his last weapon is a burning dagger, which deals 1d4 damage +1 fire damage. The dagger is always red hot to the touch and has to be put inside a special cooling sheathe.

[4] Seven Sam aka “Master of Medallions” - Rogue
Stats- +1 Str, +1 Dex, +1 Con, +1 Int

Sam was a nobody orphan. He only ever had a first name given to him, and as such his moniker is based off of his travels. He is a master of disguise and wears reversible clothing, occasional flashes of fake mud or a wig inside his hood is all you see of his second visage. Sam's main claim to fame was his infamous cons and scams in various cities, which eventually lead him to finding and stealing seven magical medallions. He has grown in power with these medallions over the years and has mastered them. Every medallion has a once a day power; but Sam can use any medallions a number of times equal to his level per day, meaning he can use one medallion multiple times and more total uses if his name level is higher then seven.

Most of the magic medallions Sam has are randomly determined, but each has a once a day ability. He wears all of them at the same time, all the medallions are fitted to one silver glint chain which prevents them from clinking in stealth. Sam is also extremely stealthy to boot, granting him a total of +4 stealth. Additionally, one of his medallions will be a Medallion of Greater Shadow-Dancing. This powerful magic item grants +2 to spell saves vs any spell or wand with “Shadow” or “Darkness” in its name, and additionally can be used to control shadows. Holding it aloft and concentrating, the user can make shadows rip from the walls and earth, dance, and obey their commands. All summoned shadows have 1 hit point, becoming 1 HD if the creature or object they are from is especially large or infused with darkness OR if the shadow is a player character's copy. The shadows can also attack with bites and punches, but only deal 1d2 damage on a successful hit. Shadows from inanimate objects only barely move; long shadows at dusk swoop to stab like spears, human shadows dance and sign and point, etc. Shadows are quite weak but any given casting can create 2d8 of them from inanimate objects in a room, plus one for each individual party member or person in the area. Shadows can mimic the moves of their original objects and beings. This item cannot be used in places of absolute brightness or total darkness, as no shadows will form. In places with weak shadows and at noon, the shadows will be weaker and the shadows will be stronger in dim but not extinguished light.

Finally, Sam has connections in cities and has set up several orphanages with urchins who spy and report back to him. He has created at least two false personas that the PCs may learn were actually him; these personas were once noticeable but background NPCs.

[5] Elarois of Moonglade – Rogue/Elf
Stats- +3 Dex, +2 Wis

She's an elf, barely in her adulthood at 120 years of age. Beyond being beautiful and skilled, she is in tune with nature and her natural origins. As with most Elves, she has trained with the bow since birth and is an incredible marksmen. Normal targets don't even phase her any more; she does not need to roll to hit with a bow against any terrestrial creature she can see within a short distance; except for those in cover, totally enclosed in armor, or with several powerful enchantments or shields. For targets she cannot automatically hit, or if attempting a complex trick shot, she still gets a +6 to hit. Along with this, Elarois has learned a second arrow-art. She can shoot arrows backwards, feathers first. Doing this means the arrows deal no damage on a hit, but cause a save or the target will fall asleep as per the Sleep spell. If she rolled a n 18 or better on her attack dice roll for her attack, target gets no save as the elf has become so good at her craft; she strikes them right in the eyes filling them with sleep.

Elarois's connection to nature manifests more clearly whenever she gets hurt. Whenever she is injured, her body begins to regenerate more quickly then normal. This is especially noticeable for lost limbs or torn out chunks of flesh; the growth is plant. Her wounds close up with supple bark and thin grass fibers. Lost limbs have gnarled branches in their place, which can begin to hold weapons or use items in only a single hour of regrowth. These wooden limbs and parts slowly shed and become normal flesh. If Elarois is killed in any way that doesn't involve fire, her body will root into the ground at the spot she is buried and begin to grow into a tree. After 2d6 decades, she will reemerge from this tree with a new, fully formed body.

Finally, the Elf wears a pair of elf shoes that give her silent footsteps, along with a glint quiver that prevents her from hitting her allies by shooting into melee. She also has a magic apple which can act as a week's rations and heals 2d10 hit points from eating it alone. It never rots and is kept in her satchel in case of emergencies.

[6] Priunt the Beast-Tamer – Rogue/Magician
Stats- +2 Str, +2 Con, +2 Cha

This human outdoorsman is well skilled both with his bow, whip, spell, and animals alike.

Every day, Priunt can grow a tail. This is an old mutation, and set in stone for him, thus meaning it is not cured by friendly spells that restore mutations. The type of tail he grows is random, and provides a specific effect. All he has to do to grow the tail is perform some morning meditations and breathing exercises. Each morning, he can repeat these exercises to get a new one, or just wake up as normal to keep his current tail. If he fails a roll vs mutation, he just grows a bonus tail that falls off at the end of the day. If his tails are chopped off take 1 damage and he can grow new ones tomorrow.

Priunt's Random Tail Table – 1d6
  1. Whip-like Tail. Long, flesh colored tail. Creepy, but increases Dex modifier by +1
  2. Fluffy cat Tail. Luxurious, gains a +1 to reaction checks to any race with tails.
  3. Armored Tail. Similar to a lobster tail, but long with an insectoid sheen. +1 AC
  4. Lump Tail. Fleshy bulb stores fat. Can go an extra day without food, +1 Con modifier.
  5. Horse Tail. Increases run speed by +5ft or increases carry capacity by +1 units.
  6. Lamprey Tail. Gray tail with a mouth on the end, grants a 1d2 damage attack.

Additionally, Priunt is a skilled beast-tamer. He has trained and commands several animals, from whelp wyverns, griffins for flying mounts, great lions, swortosies and other turtle beasts, dinosaurs, and many more. He either has a useful, unqiue monster with him at all times OR 1d6 very well trained hunting dogs. The dogs use stats as dogs or wolves but have +2 to hit and AC from combat training.

Finally, Priunt possesses a magic whip. The whip has the power to deal no damage to a target, if the victim of the strike is afraid and is cowed by the crack of the whip. This black leather magic item was used by evil dark elves and slavers, but has been turned against animals. The whip deals 1d6 damage normally, and counts as magic. He also has a single earring he wears on his left ear, which had a small hanging blue crystalline gemstone. In dark places, it lights up, and specifically wards against supernatural and hungry darkness- whoever wears the earring cannot disappear into shadow.

[7] Gress of Hollowland – Magician
Stats- +1 Con, +2 Wis, +1 Cha

Gress is a highborn magic-user. Beyond being given a noble title and keeping with him two camp follower servants, he also has to his name several rare and expensive magic books and arcane implements. His first servant is named Writ and his only job is to polish Gress's magic staff. It is silver with a red topper, and crackles with red and purple lightning bolts. Griss can invoke this staff at any time to deal 1d6+1 shock damage at range, but using this power requires him to make a save vs spells or else he loses the lowest level spell slot/prepared spell he has for that day. Any other magic user can use this staff too, but doing so will always make them lose the lowest level spell slot/prepared spell they have as they don't have the same experience in avoiding the draining effects of the magic staff.

Gress is also well spoken, well connected, and his second follower is well suited to that task. Her name is Naidene and she is a first level Rogue. She has been well trained by a secret court of shadows, and has an additional die in damage whenever she backstabs. She is instructed to protect Gress with her life and kill his enemies- either with her own hand or through assassin guild contacts. Gress is only vaguely aware of her secret, and doesn't ask her to assassinate people, but doesn't much mind when his mage-guild rivals end up dying or disappearing.

Along with the above social advantages, Gress gains +1 morale to any retainers he is put in control of and any camp followers will be very well behaved and useful, even willing to fight in small battles against weak opponents (only goblins or kobolds; they will still flee to orcs) due to his noble grace.

Finally; Gress is above all else an accomplished magician. He has an extra three first level spell slots for a MU of his level, and a single extra second level spell slot per day for his casting. As long as he carries at least two spellbooks and at least four scrolls there is a 1 in 6 chance he has a counterspell he can use against any enemy magic that isn't god-level in strength.

[8] Right Hand of June – Magician
Stats- +4 Str, +4 Con, +3 Int, -2 Wis

The Righ Hand of June is an enchanted being. They look like an androgynous, artifical human with honey-colored skin and stone-like fists. They have a sloped forehead etched with an arcane symbol, which matches the personal sigil of a famous archmage from a hundred years prior. This being is neither man nor woman, and rarely speaks. They have an incredible arcane might, along with skill in both spellcraft and combat, and their enchanted stone fists make them stronger then any normal humanoid being. The strength in their body is tied to their magic, however, and if hit with a counterspell or magic-draining effect they will also lost a number of their strength modifier equal to the spell levels lost. This can go into the negatives; and if the negative Strength reaches -3 or lower then the Right Hand of June cannot lift their stone arms at all. Add the being's Strength modifier to its melee attack damage if you haven't already.

The Right Hand can also crush potions. By crushing a potion in one of their stone hands, they gain a magical energy aura that flows along the cracks in their stone palm. This empowers their next spell with the rough effects of that potion or poison. For example, if they crush a healing potion and then cast a shielding spell on someone, then whenever that shield was struck the person would heal a single hit point per attack deflected. Or June could crush a poison vial of paralysis and cast magic missile, which has a secondary save to avoid being paralyzed and so on. On an unarmed melee kill, the Right Hand can also do the same thing to the naturally occurring monster juices or spell-like effects the monster has, absorbing into their arm and cast with their next spell. Using both arms means that June could have two effects stored or manipulated at the same time.

This being also carries with it a sack of golden coins, many years out of mint but worth far more to collectors, as well as an amulet that creates the sound of a windchime whenever ambient or naturally occurring magic is near. This makes it trivially easy for the Right Hand to find naturally occurring mana nodes or crystsals; and in fact it claims that it was separated from its creator and master by taking a stroll in the woods to find mana crystals, before getting lost and returning many centuries later in what felt like a single afternoon. Now, the being simply wishes for a purpose and a use for its great power and strength.