Wednesday, August 12, 2020

(Rant) Levels of Determinism

This is a very random, off topic rant. I hate deterministic arguments against free will, but not the subject itself. I have no strong qualms one way or another, I just hate the argument because there are many potential LEVELS of determinism that is either ignored- in most arguments of determinism versus free will the concept of determinism is used broadly to apply that everything happens because of something else and as such there is no free will; my problem here isn't with that argument but because there are many potential LEVELS where the “you don't have free will because of this mechanic” could be stated to be the level or mechanic that actually stops the free will from happening. What annoys me about this is that it does matter where this breakgap happens, and nobody seems to want to talk about it.

Once again, I'm not a philosopher nor do I have any strong belief in this topic that I am trying to share, this is a very nitpicky post. I was almost going to call this a Vagueposting but it's a bit too short for that and, instead, I'll just type this up real quick.

Levels of Determinism- Roughly scaling from most absolute or wide spread to least.
Level 1- Cosmic / Physics Determinism
In this level of Determinism, everything in the physical universe has already be set in motion since the big bang and will act exactly according to how the laws of physics will interact with it in a predictable way, therefore the entire universe from birth to death is deterministic. The idea here is that everything is set in motion at the start of the universe and as such everything is already pre-determined- it's not so much that free will doesn't exist because the laws of physics work one specific way, but free will doesn't exist because everything in the universe has a set trajectory that will not change.

You could also rope in a God figure in this deterministic level, but since God would set the entire universe and everything outside the universe (such as souls and the nature of the afterlife) then God would be an even higher level of determinism, a tier 0 if you will.

Level 2- Chemical Determinism
In this possible level of determinism, the physical laws of reality may have room for random chance, but all chemical reactions and interactions of particles have a set and specific way they can and will interact. Note- this level does not discount the first level of determinism, the idea is that the fundamental particles of the universe may act with randomness or not necessarily be pre-determined, but free will still doesn't exist because the way these particles will interact and form bonds/living things is pre set and will forever be the same. The random nature of elementary particles means that the movement of the universe isn't necessarily deterministic, but chemical mechanics means things are deterministic for living things and the ability to have free will. There is a minor distinction between these two concepts, which is why they are separate levels.

Level 3- Genetic Determinism
In this level of determinism, all actions are predetermined because of the genetic code and lineage of a living thing- you will only react to things in one way given your genes. This includes nature and nurture, because the way you react to stimuli and are raised to change your behavior is already predetermined by your genes. In this hypothetical level of determinism, you don't have free will because your genes determine everything. If you had a perfect clone of yourself that had your exact same upbringing with everything being identical, they would be the exact same as you.

Level 4- Nurture Determinism
In this level of determinism, you don't have free will because your past experiences shaped the way you see the world and react to things, thus your ability to make decisions isn't truly free will but simply a logical and emotional response to the way you were molded as a thinking person. Note that this level of determinism is separate from genetic determinism, because in genetic determinism your reaction to the world is encoded in your genes and thus no free will is possible, where as in this level it is your experiences that shaped you (usually along with your genes to some extant) that make up the basis for all of your decision making. You don't have free will because of that as opposed to a purely genetic, chemical, or cosmological basis.

The reason why I made this is because I get annoyed at the lack of specificity of philosophical arguments. Any one of these could be the “block” that stops people from being able to have free will, but yet they don't seem to be discussed very much as opposed to just being swept into the grander picture of an "unbroken chain of cause and effect". Any one of them could be the argument!

Monday, August 10, 2020

Treasure Map Generator

Who's Selling the Map? - 1d6
[1] Big fat man with a purple belly-button sticking out his too-small shirt.
[2] Three goblins in a trenchcoat.
[3] Giant frog. He sits on the map, which is written on a leaf- no idea how he wrote it. Waterproof.
[4] Shady looking dude with one eye.
[5] Orc. Offers you the map in exchange for letting him go or as a reward for arm wrestling him.
[6] Strange white-haired lady with a red cloak and wearing nothing underneath. Only after you get the offer do you realize she is 100% a fairy and not a human.

What's the Cost? - 1d4
[1] Fair. Surprisingly.
[2] Nothing, but it's shady. You're probably being lead into a trap or it steals your soul or something.
[3] One quarter of the expected haul of the treasure in advance. Roll 1d6x10,000 for the price.
[4] Nothing now, but you're expected to share half the haul. 25% chance they can actually back up their threat with muscle and have a hand in the assassins guild.

What's the Quality like? - 1d4
[1] Faded, degraded, barely legible. It sucks. Hope you got a discount.
[2] Old, but mostly well maintained. One corner is torn off, half a landmark drawing is missing.
[3] It's put on cloth or leather, as its tough and mostly waterproof.
[4] Extremely well made. Has colored illustrations, or red text to indicate important bits.

How Large is the Scale or Distance? - 1d6
[1] All local landmarks, or half a village is drawn out to show what house and hut is of interest.
[2] Less then a day's travel. Mostly natural landmarks, distances aren't measured beyond hours.
[3] Somewhere in the local land. Roads and villages are named to help with navigation.
[4] On the same continent, or on a small island just off of it. Capital cities are named.
[5] In a different land, map might be written in another language. Instructions are broad.
[6] It's in another plane of reality, which is only referenced to by the border illustrations.

What's the Treasure? - 1d10
[1] Huge cache of pirate gold. Enough to fill a whole cargo hold.
[2] Fire's Eye. Giant ruby of unimaginable luster. Expect a dwarf crusade if you don't sell to them.
[3] Demigod sperm. It's in a little vial, remains fluid and potent eternally.
[4] Rain Umbrella. Magic umbrella that calls the rains when opened. Priceless in the desert.
[5] Taxidermy of a huge spirit crow. Size of an elephant.
[6] Amulet of the Jaguar. Grants incredible strength, speed, and madness of the jungle when worn.
[7] Flask of Amber Medicine. Turns water within into healing elixir over three days. Unlimited.
[8] Invisible Tablets of Wisdom. Must be washed with special inks to appear. Holds untold secrets.
[9] Silver Ring of Elvish Eternity. Anyone who presents it to the Elf Princess will be wed to here regardless of species or gender. This will make you the ruler of all Elves; first in millennia.
[10] Sixteen immortal Fishers. The animals are in cages, and horribly starved. They are feral and insane, but can talk if well fed with quality fish for a time. They can talk and are very knowledgeable about the secret ways of the forest and rivers- and their pelts sell for ten thousand gold each.

Sunday, August 9, 2020

Eat big to get big

In real life, professional athletes have to eat a LOT of calories in order to sustain their lifestyle. We also see something similar as a stereotype in a lot of Shonen anime/manga, where the heroes eat tons of food to keep up with their lifestyles.

While not necessarily realistic, I like the idea of powerful or high level characters needing to eat a lot of food, or at least food of high quality. You could easily fit this under the idea of these characters needing a ton of life energy to power their bodies; or you could argue their superhuman muscles and skill require tons of protein and vitamins to create their ultra strong bodies as well as the energy needed. This of course implies that characters can either train or gain stat improvements through level ups; otherwise the higher end of this chart would never be reachable.

Count up all your characters' hit points modifiers for their
Strength and Constitution- NOT including ones gained from magic items. If they are a Fighter of at least 5th level, add +1

Negative, 0, or +1: Normal, one ration per day.
+2 to +4: Hungry, need two rations per day.
+5 to +6: Ravenous. Need three rations per day. One must be fresh meat or a rare spice or herb.
+7 to +8: Extremely Ravenous. Need four rations per day, one must be a rich meat/rare herb
+9 or higher: Inhuman appetite. Need five rations per day, two rich meats AND a energy packed food. This is usually something minorly supernatural; Lembas bread, udon noodles mixed with rare yin energy, peanut butter, etc.

Fresh meat is just typically seen as something very healthy to eat; high amounts of protein. Your character may have to hunt for deer every once in a while on a long journey.
Rich meats are cultivated, slightly magical foodstuffs that you might see in a fantasy world. I'd say the meat of a typical monster, a prize winning domestic animal raised with love, and so on.
(Note that a really skilled chef can semi-magically make decent or standard foodstuffs into stuff that can feed the appetite. Of course flavor doesn't equal nutrition, but in fantasy it can.)

If you don't get enough to eat, your characters performance suffers. You drop down the highest possible modifier(s) you could have at the hunger level they can sustain. For example, if they can only scavenge maximum 3 rations on a desert island, but their total modifier is +7, then their Strength and Constitution are lowered until the stat total is equal to +6 until they can feed it.

Friday, August 7, 2020

10 Awful Fantasy Parasites & How to Treat them

[1] Skinflint
Little worm that burrows under your skin around your wrist and hands. Whenever you pick up or grab something interesting (1 in 3 chance for food, 1 in 6 chance for coin/small curio) the worm will strike out faster then you can see, grab the item, and pull it back under your skin. This creates horrible little discolored bumps and painful welts where objects are trapped under your skin around your wrist and upper arm. It can only drag away things very small, so it's only likely to grab food you're eating in tiny pieces or very small types of food like rice or noodles. Also, the parasite excretes an anti-bacterial oil which means you can't get infected from this either, and uses sticky saliva to meld any wounds it causes when it exists your skin shut instantly before you can grab some tweezers and pull it out.

Typically, Skinflit is cured by basic surgery and some strong alcohol or painkiller for the victim. It's a simple process, just painful and looks disgusting. Healers will sometimes intentionally allow themselves to be infected by the skinflint, or pay students to do it, that way the worms can be extracted and their healing enzymes can be used for themselves.

[2] Bender Gnome
Tiny, parasitic relative of the gnome, though perhaps more similar to a gremlin. They can change their appearance (thought tend to look like old, red-hat wearing garden gnomes to disarm people) and live inside people's bones. Unlike most parasites they also cannot enter your body without permission; typically they seek people who are lonely and want a “friend”, and they'll tell people that they'll “always be with them” if they let them inside. They enter the body by just opening up a “door” on your skin, which swings open and causes no blood or injury once it shuts. However, as long as they live inside people's bones they'll slowly warp their skeletal structure to better suite the gnomes as they reproduce and become more and more prolific throughout the victim's body.

Bender Gnomes are best treated through amputation of the offending limb before infection spreads through the rest of the body; but only if the victim is unknowing (and perhaps unwilling) for the treatment. It can also be treated by ingestion or injection of a specific acid (based on Gnomeblight), though this will cause significant pain and 1d6 damage to the subject as it flows through them. Bender gnome cases in the advanced stage are especially dangerous as the gnomes can pilot the person's body through jerky puppet movements (though only when they are asleep) and can rapidly flee the victim by opening up tons of magical doors and windows to jump out of all over their bodies if threatened with extermination, and they seem to know whatever the victim knows in regards to their treatment plans, hence any treatment must be both fast and unknown to the subject.

[3] Giant Hole Disease
This parasite appears more like a virus or infection, and is intentionally vague and hard to notice to avoid detection and treatment. Anyone infected with this parasite starts to see a giant “hole” following them around, or suddenly appearing in various walls or the ground. It will start as a small hole at first, looking more like a trick of the light or a minor bad spot in their vision, but will spread and look like a real, genuine giant hole that suddenly appears right in front of them. This hallucination is so convincing that anyone who “falls” into the hole in the view of the victim becomes invisible and inaudible to the infected person, and likewise objects which just shatter against the wall convincing disappear inside of the black yawning holes depths. The ultimate goal of the disease is to make people despair and, eventually, “jump into” the giant hole where they feel a constant sensation of falling and darkness all around. Eventually they will die in this comatose state and can spread the actual parasite, a nearly transparent spider which lays its eggs in their body, from their corpse.

The Giant Hole Disease is difficult to diagnose from regular insanity, but once it is discovered it can be cured through a simple surgery on the back of the ear (which is where the spider burrows to mess with the inner ear to create the sensation of following and dizziness). The spider can also be forced out by those with heavy amounts of willpower- if someone is convinced that the hole is not real and their senses are fooling them (such as proof somebody they thought fell in is actually still right here next to them) then they can make a saving throw to disbelieve. After three or four days of disbelieving, the spider will starve and fall out of their body dead.

[4] Flying Hex-Newts
These newts are very fat, slow, and easy to see. As such, they only try to infect their prey at night with sleeping targets. Usually only people who are camping or sleeping nearby stagnant water or a swamp. The newt will crawl down their throats and hook themselves in- the subject will awaken with a scratchy sore throat and significantly deeper voice. The newt eats a small amount of whatever the person eats until it is ready to reproduce. It will lay sticky eggs down the person's throat which stick to the sides of their esophagus, and then try to get them to cough. Usually it can do this just by wiggling around, but the newt also has the power to control luck. Strangely, it can enchant a person with bad luck, usually in the effort to have them spill or hit something dusty to trigger a coughing fit, or to have them choke on something they're eating to cough. They will also only ever make a person cough when they're in a group- the newt flies from the person's mouth with a projectile force from their cough and attempts to angle inside the mouth of anyone else and wriggle down their throat to begin the process. Eventually, the first subject will have their eggs hatch into a new newt, which will then trigger them to cough to spread the adult newt into a new host, and so on.

Flying Hex-Newts can be treated in three ways. The first is the easiest, and that is to simple scrap out the eggs after the adult newt has left the patient's throat- this doesn't stop new infections from happening, just cures a subject from their old infection. Unfortunately, if the adult newt is still within their throat, it will puff up angrily and eject any tools placed inside, as well as choking the poor subject. The second method is to force the patient to chug as much cold ice water as they can; this will cause minor hypothermia and stomach bloating, dealing 1d4 damage to their Constitution stat. If done enough, the cold-blooded newt will lose its grip and fall into the patient's stomach to be digested. The third and final method involves trapping the adult newt as it is fired from the subject into another subject's mouth; creating lifelike traps in the shape of a person's head or catching it mid air with various nets are all valid methods, but unfortunately due to the newts ability to manipulate luck these plans almost always seem to fail and its nigh-impossible to catch the newt mid flight.

Finally, the newt itself is highly prized among witches and sorcerers; a dried newt hung on a string is a powerful talisman to hang over a person's bed or door to hex them- or can be used in potion brewing to grant improved magical energy to any concoction.

[5] Picker String
This parasite is a mimic. It conveniently disguises itself as the string on a lute or a bowstring after eating the original strings. Some musicians swear on metal cords for this reason; dead Pickers can be found around their instruments in storage since they broke their teeth trying to replace the string. If the Picker is in place and the string is pulled, it suddenly snaps and wraps around the offending person's finger multiple times, causing the finger to be constricted and the flow of blood to be lessened. It will then feed off the flow of blood and cause pain for the person, becoming almost impossible to remove without cutting off the finger. This causes a great lack of manual dexterity while attached; you get -2 to hit rolls and can't use bows (since usually you used your bow-finger to pluck the string) while you are infected with the parasite.

This parasite is easily removed by cutting off the finger. Exposing the finger tip to an open flame for 1d4 exploration turns can also make the parasite loosen up from the heat, giving you a moment to pull it off with a pair of forceps.

[6] Sweaty Frog
This gross parasite prefers overweight victims, but anyone who works in manual labor is also a juicy target. The frog in its tadpole stage lives in water; people swimming or bathing are open to infection. The tadpoles crawl underneath the person's armpits and/or rolls of fat to have a good home. Then they grow to adult size, becoming small green frogs. They live by drinking the sweat of the person and eating the flies attracted by their newfound stink. The frogs cause the person's body odor to smell many times worse, similar to rotting flesh or feces, and make bathing and soap only get rid of the odor for a few minutes at most. This also means that while adventuring, you have an extra +1 in 6 chance to encounter wandering monsters, as you reek to high heaven.

This parasite is tough to remove. Whenever the armpit or roll of fat is opened up and exposed- the frogs magically disappear. They can only be seen sticking their heads out when it is closed between the folds of skin- you can ply them off one by one but they're very slippery and will regain their numbers very fast. The best way to end this infection is through allowing a specific breed of heron to peck and devour the toads as you lay still, though you will get several painful beak bites from this.

[7] Winesharks
This parasite doesn't really infect people so much as liquid- specifically wine. The sharks live and reproduce in wine, and are usually spread by wine when it is stolen and enjoyed by pirates or other thieves tied with the ocean. The further inland you go and the more and more rare these become. The winesharks look like tiny, dark red colored sharks that swim around in wine and bite the lips of anyone trying to drink it. Attempts to use a straw to drink the wine usually fail, since the sharks will just chew through the straw. For the most part, Winesharks are just vermin that destroy foodstuffs. However, the winesharks have an unusual method of transference- they can seemingly spread from sealed wine barrel to another one nearby in the same room. In the same way, it seems possible for winesharks to transfer into the belly of a person who is very, very drunk with wine- the sharks will accidentally bite and swim into the sides of their belly, causing 1 damage per exploration turn of tiny bites.

The best way to get rid of Winesharks from an infected barrel or tavern is just to destroy all their stores. Obviously this is a huge financial loss, but there's no other way to remove them from infected an entire cellar's worth of stock. If the Winesharks have infected a persons belly though, removal becomes much harder. Forcing them to vomit is very dangerous as the sharks could tear open their throat from the inside out- likewise letting them pass is also dangerous and painful for obvious reasons. The best solution to cure Winesharks is to force the patient to swallow several large, dry sponges to absorb the liquid to make vomiting them up safer. The other method is for quiet contemplation and reverence to the Gods in prayer- since alcoholism is a common sin, temperance is a virtue. Those who pray to be freed from the Winesharks inside them will have them disappear, but reappear inside them the next time they drink even a thimble of wine. Basically curing the Winesharks with religion is easy and safe, but requires lifelong abstinence from drink afterwards or else the problem returns.

[8] Lanky-Sun
The name of this parasite has seemingly nothing to do with the creature itself, but is instead inspired by the random gibberish it causes infected people to say. The Lanky-Sun is a small flesh colored crab which burrows its scuttling legs and two larger claws into the tops of people's heads once it has found a suitable host. It tends to prefer hosts with lots of hair- which may act like bedding or keep it warmer once anchored, but will take any opportunity to anchor itself inside a persons skull. The Lanky-Sun is capable of sucking in large amounts of air and then rapidly firing it out which allows it the ability to jump taller then most human heights or glide around freely. Once anchored to the subject's head, it also uses this ability as a form of self defense against attempts to remove it. Once attached, the crab will suck in huge amounts of air and any puncture or crack in its shell, such as from a knife trying to cut it off or a blunt weapon used to smash it, will cause the crab to explode. This will cause the death of the host as it explodes the entire upper part of their skull open and their brain will be peppered with shrapnel, or just fly out of their skull entirely.

The constant pressure from the legs being attached to the host's head makes the victim start vocalizing and making random gibberish- at first they'll simply cycle through swear words or alternate languages, until eventually devolving into screaming. It is said the crabs do this to attract more of themselves to more hosts- they specifically prey on intelligent, social creatures and have only very rarely, if ever, seen on the heads of lesser animals and solitary beings. Eventually, when the host is isolated or has gone hoarse from too much babbling; the crab will tighten its grip to kill the host and split open the skull. It will then feed on their brain as its main source of nutrition. For this reason, many consider it more of a predator then a parasite, but these crabs are smart. They don't kill their hosts when other beings of the same species are nearby and are uninfected; the crabs will even synchronize the killing of multiple hosts if they are together in a group and there are no more uninfected beings left. The crabs seem to know that killing the host makes them lose their leverage- as such a single person stuck with a crab won't be killed as long as they aren't left alone with it- but will continue to babble and be a problem, hence why it is also viewed as a parasite.

Due to how incredibly dangerous these crabs are, the best method to curing the Lanky-Sun is to avoid infection entirely. Never pass through hot zones and if you do, wearing a sturdy metal skullcap will avoid being targeted. Leather or thick cloth caps will give you one round to make a saving throw to throw it off, otherwise the crabs are unerring in their flight and will attach to your head. When somebody inevitably gets stuck with a crab, there is a difficult procedure to remove it safely. The first step is to tie down the person with weights or stones, usually in a sitting position. The second is to then use several pry-bars, ropes, and stone or metal slats. One by one, the crab must be lifted up as hard as possible and each leg pried free from the victim's skull. Once a leg is free, a small smooth stone or bit of metal must be tied in place to prevent the leg from burrowing in that spot again. Then, the next leg and then the next leg are pried off. This procedure takes 2d6 hours and is both very painful for the victim and loud- there is a +1 in 6 chance of random encounters due to the noise of the babbling and screaming victim, unless a gag is used to keep them from crying out. Once the crab is freed, it can be smashed (causing a minor explosion, 1d4 damage for the attacker), contained, or killed by immersion in boiling water.

[9] Egg of Edgga
The “Egg” of Edgga is a sort of fleshy tumor that can move around according to its own will. The Egg is seemingly a partially astral creature, as it infects people with no physical access- it seeks prey through ideological means. People who have their minds too open; too full of day dreams and too considerate to the views and opinions of other people- even those with no redeeming qualities or any consideration for the views of others. These people are considered vulnerable, unguarded, and the parasite can find root. The egg appears as an egg-sharped tumorous skin bump which is usually located on the upper back, but can selectively move at about a snails pace- for example, it will move from the back onto the chest if the host tries to sleep on their back.

The individual infected by this egg will have their ideas “stolen”, or more accurately, they will lose focus when following a though to its conclusion. In other words, spells and magic items are used as though the person is a level lower as their focus falls off near the end of casting. Even for non-spellcasters, this egg steals away some of their mental ability and gives brain fog- reduce your Intelligence modifier by -1 for the first week of infection and then -2 for the first month of infection and beyond. The egg does get bigger as it feeds, and becomes more powerful as well as capable of moving faster on the host's body. Some scholars theorize that, if allowed to grow enough, the egg will grow to the size and shape of a second head and consume the host's own, essentially taking over their body and life of someone without the will to have a brain of their own, but this has never been proven.

The treatment for the Egg of Edgga isn't simple, and early detection is key. During the first week of infection, the Egg will be smaller then a chicken's egg, and significantly less powerful. During the first month of infection beyond the week, it will be as large as a chicken egg and will be stronger. After the first month of infection the egg will be quite formidable, and will have similar mental powers to a mind flayer- it will warp the minds of both its host and others to continue its will and avoid both detection and treatment. It is vital the egg is removed before this can happen.

In order to remove the Egg, a surgery isn't very effective. Whenever the skin is cut, the egg will simply move away from the cut location, meaning the host is harmed but the egg isn't, since it crawls under the skin. This means you cannot remove the egg both quickly and safely; instead, a strong chop with a +1 magic axe or sword by a steady hand can remove the egg, but will obviously cause significant harm to the host. There is also a complex metal brace which locks the egg in place that could be placed over it, but this will cause the egg to lash out as explained in the final paragraph. Finally, burning the Egg out by holding a searing-hot metal brand to the egg will cause it to wither and shrink in size, eventually killing it if pressure and heat is continually applied enough to permanently scar the host.

Finally- the mental powers of the Egg are the real threat. The Egg can be defeated in a contest of wills- anyone capable of initiating psychic combat or hypnotising people can stare down the egg and attempt to destroy it with a mind battle. Both the psychic and the egg roll 3d6, adding the Intelligence modifier of the psychic and the age of the Egg in weeks as its Intelligence modifier (up to a maximum of +4). Whoever loses a round must reduce the number of dice they get to roll by -1 and then another round commences. When one being has run out of dice, they have lost the battle. If the egg loses, it will die. If the egg wins the battle, the offending psychic is thrown across the room in a show of psychic force and takes 1d6 + the Egg's Intelligence modifier in damage.

[10] Slitherbaal
The Slitherbaal is a brown-and-black slug that crawls into the nose of its victims. It prefers males, intelligent humanoids, and especially those of martial cultures, but once it has hatched from its eggs it will take any host to avoid death from the sun, which kills it completely. The Slitherbaal joins with the brain of its host, and causes several significant changes over the long course of its infection. First, it stimulates parts of the victim's body tied with growth and health, making them grow a few inches of height and improving their frame- gain +1d4 maximum hit points. It also suppresses fear and increases senses of spatial awareness and aggression- the subject gains +1 To-Hit and AC leading to improved combat ability. Second, the subject will become a more magnanimous and arrogant individual, becoming more and more self centered and having a bombastic personality- the slug gets a kind of high from any euphoria the host feels, and as such it pushes the host towards a life of sex, drink, drugs, and glory in combat!

This parasite doesn't want its host to die so it can continue to leech off their emotions, but neither is it too concerned about keeping them safe or cowardly either; it moreso wants them to live fast and die young. While the benefits from having this parasite are significant, it damages the Wisdom score by 1d2 points every Season, causing more pigheadedness and lowering spirituality until it reaches the minimum possible for this species to have at character creation. (Usually 3)

Unfortunately, there is very little one can do about the Slitherbaal once it has interfaced with the host. Traditionally, these slugs are removed from the host's head by a hook through the nose after the host's death; some ancient cultures infested their rulers with these slugs intentionally to make them better warriors, but their cultures would collapse and be taken over by more practical, conniving peoples. Meditation and instilling a value in discipline and inner-peace are the only thing that can reduce the influence this slug has on its host.

Tuesday, August 4, 2020

Magic Knight Armor Generator

In my games, I like to run a more Iron-Age sort of tech level. Chainmail, scale, and lamellar armor are the most powerful types of standard armor. Anything like platemail would be an incredibly rare, very powerful type of armor only found as semi-magical items. Note: The “Cultural Origin” table can mean the smith, or whoever he was making the armor for.

Instead of granting a +X bonus to AC based on the type of armor, very high quality armor instead sets your AC to a certain level. You can't go above it unless your maximum AC can go higher, and you won't drop below it unless the armor is destroyed or magically nullified. For most of these, they will exceed even a Fighter's maximum AC at 5th level (AC 17)
Roll once for each category.

Armor Type – 1d4
[1] Brigandine (AC 17)- Heavy jacket with interior plates. Less protective then others.
[2] Piecemeal Suit (AC 18)- Cuirass, pauldrons, graves, connected by chain mail fabric.
[3] Fullplate (AC 19)- Full metal covering with joints. Tight and snug fit.
[4] Oversized (AC 20, Load +1)- Huge metal plates, sometimes fitted with geometric shapes.

Armor Material – 1d8
[1] Dwarf Steel (+1 AC, +1 Load) Extremely heavy, well forged, you'd better be thickly built.
[2] Meteorite (Blocks 1st level spells) Alloy of metal that falls from the sky. Shimmers oddly.
[3] Sacred Copper (Immune to Corrosion/Acid) Has a greenish tint, strong as ever.
[4] Dark Iron (No stealth penalties) Dark colored metal, forged deep within the Earth.
[5] Spunsteel (-1 Load, +1 to saving throws) Like a cross of metal and fabric, but not chainmail.
[6] Ancient's Bronze (+1 to hit and damage with your attacks) Imbued with martial might.
[7] Megalith Bones (Beasts get -2 morale) Crafted from the remains of a powerful beast.
[8] Mood Metal (Restore 1 hit point per Turn) Blobs of color float along its surface, glows and changes with the user's mood and life aura. Dull gray when not worn.

Cultural Origin – 1d8
[1] Orc (Can be used as 1d6 battering ram weapon on charge) Adorned with spikes.
[2] Dwarf (Repairs cost half) Each part is removable for easy cleaning and repairing.
[3] Lion Man (+1 initiative to wearer) Imbued with fighting courage. Fluffy mane.
[4] Satyr (-1 Load, Immune to Entangling Roots) Made for a half goat person; no greaves since they have hooves. Any ability related to the Boots or Feet is done with long spurs instead.
[5] Draconian (Immune to Fire damage) Internal bands of conductive metal, radiates heat.
[6] Triton (No swimming penalty, buoyant) Texture of scales, gill slits in neckbrace. Rustproof.
[7] Giant (Size modding, +2 to saves vs tripping) Built for giants who change size all throughout their lives. Can grow or shrink and the armor will morph with you.
[8] Human (Banner adds +1 morale to troops; Banner can only be removed on death) Has a space on the back to fit a banner or standard- flies high over the head of soldiers.

Armor Special Power – 1d12
[1] Cannot be hit by non-magical weapons.
[2] Jump 50% higher and farther.
[3] Run 50% faster.
[4] Undead who touch you must save or be Turned. Once per each creature.
[5] Once per day day can reflect one attack or spell back to an enemy.
[6] Several holsters, sheathes, and compartments. Secretly holds 4 items without encumbrance.
[7] Once per day can conjure mist cloud. Hides you from arrows, move invisibly, etc.
[8] Feet braces can lock in place. If locked down, cannot be shoved from your position.
[9] Passive Waterwalking. You sink if any part but the sabatons touch the water.
[10] Gorget has holes which release steam as an attack by pressing secret switch. Deals 1d4 in a cone. Water tank is in the back; partially refills with sweat over a long battle.
[11] Bang your fist against the chest to reveal an armor gnome. He grumbles and will fix the armor for you, as well as shine it. Extremely reluctant to do anything else for you.
[12] Standing still makes you appear as a statue or armor mannequin. Silences breathing. If you speak in this form, your voice is disembodied and sounds like its coming “from everywhere”.

Armor Design & Appearance – 1d8
[1] Extremely smooth, almost appears sculpted from liquid. Looks like alien technology in a way.
[2] Culturally ornamented. Triton armor has shells, dwarf armor has inscribed tankards, etc.
[3] Holy armor. Made fit to adorn a temple. Prayers and holy symbols all over- golden gilding.
[4] Well worn by years of use, straps replaced. Could have been made that way; as camouflage.
[5] Brutish and spartan. Riveted into shape. Might have been produced in a rush.
[6] Family heirloom. Family Crest on chest. Mask is shaped as an honored ancestor.
[7] Intensely colorful. Many-patterned cloth comprises the outside, matching cape.
[8] It's bare metal of an unusual shade from its alloy composition. Polished with spit.

(Optional) Matching Helmet & Crest Table – 1d8
Roll
Helmet
Crest
1
Mongol Hat
Feathered plume, as tall as a Halfling
2
Frogmouth
Leaf made of gold, welded on
3
Bascinet w/ Triangular Mask
Holy Symbol
4
Sallet
Tiny silver dolphin
5
Legionnaire
Lion's pelt drapped over helmet
6
Conical cap
Long tassel or turban
7
Kettle hat
Spike point
8
Barbute
Horns or Antlers

Monday, July 27, 2020

Brigand Woods Encounters

Brigand Woods Encounters
For DIY Adventurers

[1] The forgotten graveyard. Built centuries ago; its headstones are faded but the magic remains. The holy men of the past buried their faithful dead here, and it has become hallowed ground. The Undead cannot enter this place, and Clerics treat their spells as though they were two levels higher while within the graveyard.

[2] While crossing between two trees, you feel as though something is watching you. There is a Hide Behind that follows you from now until the next dawn. The Hide Behind is not aggressive and is not dangerous unless you are alone. It looks like a shaggy black dog on its hind legs that peeks out from between trees, and disappears the moment you look at it.

If the character is ever separated from their party, they take an attack that deals 1d12 damage from a bite to the back of the head. The creature will make one bite, then disappear. If the character dies, then the Hide Behind will return to haunt the second character who went through the two trees, and so on.

[3] Bandit Ambush. There are many gangs and groups of merry-men in these woods; roll on the Random Gang Table at the end of this document to determine which one attacks.

This group prefers not to fight and will shoot warning shots with a bow for intimidation only; then they will offer a chance to surrender half of your gold in exchange for being allowed to pass on. They hide in the trees just off the road on both sides. An elf can detect them on a 2 in 6 chance.

[4] The Campfire. The warm glow of this fire can be seen through the trees, nobody is around it and nobody will bother you if you rest here. The fire has a low pink flame and a small stone pillar with a golden ring stands in its center, as though the fire was built around it. The campfire is a local legend in the woods, it is the fire of life and protection. Those who rest around it will wake up healed 1d6 hit points. Every night the pillar-fire disappears and reappears at a new location, always in the path of wandering and wounded travelers.

You can also steal the golden ring, this will deal 1d6 fire damage as the hot metal burns your hand. If you steal the ring, the magical fire will never be found by you again, but the ring is worth 200c

[5] There is a man with a goat-head mask making loud chanting noises on the road. He offers pickeled goat testicles to anyone who walks by. There is only a 1 in 4 chance he's actually a cultist; he's almost certainly a bandit getting initiated or hazed in. Nearby, 1d4 bandits watch and giggle.

[6] Forest Ruins. Appears on an overgrown forest stream; looks like an old mill house. Old water wheel is busted, the trees and ivy had entangled the whole place making it almost invisible from a distance.

The old house could be used as cover, the babbling stream masks some noise, and is not visited often by bandits or wildlife due to its danger. Your chance of a wandering encounter here is lowered to 1 in 10 instead of 1 in 6.

The walls here grow a dangerous plant called Slumbering Snatchvine, which is a hearty green plant with blue flowers. If anyone remains slow or motionless for about exploration turn (such as when sleeping or receiving medical help), the vines will creep onto them and attempt to strangle.

Slumbering Snatchvine (4+4 HD, +2 to hit, -2 AC, three strangling attacks at 1d6+1 each, weak to fire)
Morale- N/A
Numbers- Just one

The Snatchvine is a carnivorous plant that kills creatures and places them around its roots for use as fertilizer. It only attacks things that it senses are incapacitated or things that move slowly, as it doesn't want to attack a fast creature that could rip out its leaves and vines. You can get a clue of what this creature is like by looking at the remains around the floor of the mill house- bones of sleeping people and empty tortoise shells, but rabbits and birds live around the house without issue.

Additionally; there is a hidden treasure just beneath the heavy millstone of the house. The heavy stone requires at least 6 men of average strength to lift it. Underneath is a bag contained two small gold bars worth 5000c each.

[7] Overturned carriage by the side of the road. Left over from a bandit ambush. No survivors, except one extremely pissed off black tortoise that is stomping into the woods. The party will see him if they make an immediate search of the surrounding area.

The carriage contains a few dead bodies with all their possessions taken, and has several holes punched through the sides and blade scratches in the wood from where the people and guards were cut down. Close examination will reveal a set of 60c worth of gold coins hidden underneath the seat cushion the woman of the cab died upon.

Anyone investigating the cart has a 1 in 6 chance to wander near the back of the carriage if no location I specified. There is a trap on the back of the carriage. Two pressurized pistons jab iron spikes out; deals 1d4 damage on a failed save. It was designed to stab and ward off wargs that would nip at the back of the vehicle to slow it down so they could raid it.

Finally; the black tortoise is an otherwise friendly reptile pet. It's a rare breed of inky tortoise. He's angry because he hasn't been fed in hours now, and his humans are all dead. His name is carved into his shell just above his neck; Francis.

[8] You hear a buzzing nearby you, but no bees. There is a lumpy, stark-white nest built onto a nearby tree. The nest is empty but you can hear the buzzing get louder the closer you get. Destroying the nest yields 1d2+1 jars worth of green jelly; and a test-tube vial full of larva. The buzzing follows you but once again there is no physical presence or creature next to you.

These are astral bees. They are somewhat common in this area and are heavily hunted and cultivated by the bandits. Once they are born and reach adulthood, they shed their physical bodies like a skin and exist in a separate realm. Their nests and honey exists in the physical dimension. They have no sting in the physical realm, but those who are stung by the bees swell up in the “astral” dimension. After death, their souls will remain swollen for a good two or three millennia.

Astral Bee Honey is a bright green fluid that is extremely sweet, never spoils, and is mildly addictive. The bandits here use it as a makeshift currency; each jar worth can be used to pay a toll of 200c (each jar is worth 1000c) but presenting any of this honey will lead to questions and the bandits follow the party to try and locate a new nest for themselves.

[9] There's a tiny black iron fence running along the forest floor. It only goes on for about 40 feet and can easily be stepped over by anyone human sized. It doesn't appear to be protecting anything.

If you step over the fence, you are cursed with Burden for 2d6 turns, which counts as 2 load units or 200 coins worth of weight your character is burdened with.

Additionally, if you remove one of the fence posts and reforge its shape it into a weapon, it counts as a +1 magic poker (short spear- reach as shortsword) The iron is magic and could be reforged to different weapons and lengths. All weapons made with this material are 50% heavier then normal or have +1 load units. You could dig up all the fence posts and the total value sold would be worth 3500c

[10] Demon Infection man. There is a man who seems to be afflicted with an illness, who is bumbling and coughing along the road. He'll try to warn you away by coughing and telling you not to get close or else you'll get sick.

If any party member is injured or gets within 15 ft of him, he snaps and throws off his cloak and attacks.

Demon Infection Man (2+2 HD, +2 AC, +2 to hit, 1d6+1 claws, fast speed, incredible dexterity, infectious blood, demonic)
Morale- 11

The demon infection man is suffering from a disease that turns people into monsters. Has appears as a human but has bright albino-like pink and red eyes and two small horns on top of his head. He wants to eat the flesh of intelligent beings and is struggling to resist the urges.

The demon-infection man is very fast and supernaturally agile, meaning he always wins initiative unless you perform a sneak attack or someone in the party is “fast” as well. He can also use his incredible dexterity to leap from tree to tree, swing from branches, climb fast, etc.

As a partially demonic being, he can be turned. On a successful “Turn”, he is stunned for one round. On a roll of “Destroyed”, he takes 1d6 damage and then acts as Turned. An extremely holy cleric may still be able to destroy him if they are name or max level, or if their god is particularly zealous.

Finally; the demon infection man is infected with a blood borne pathogen. If a character is heavily wounded (less then half health) and commits the finishing blow against this monster, they must make a saving throw or some of the demon blood will splash into their wounds. This does not occur if they are using blunt weapons or ranged attacks. Once the blood is introduced, the character will slowly become demon-infected and will hunger to eat human flesh while becoming larger and more powerful. This can be stopped by amputating the limb, or washing the wounds with holy water.

[11] Natural cave just off the path. It's a hideout for a gang. They aren't very good at hiding their garbage or traces of them living in there. With a successful stealth roll, you can get inside without being detected. Roll on the Random Gang Table to see which gang the hideout belongs to.

In the back of the hideout is a small treasure hoard worth 1d6x500c of various stolen goods. There is a 1 in 8 chance the bandits have an Astral Bee Queen inside a jar that looks empty in their treasure trove, which is also the most securely defended item under lock and key.

[12] Small pond covered in lilies. The air here makes you uneasy. Include this pond on any nearby rumor or gossip tables.

If you come across the lake during the day, it is as the above. No random encounters.

If you come across this lake during the night, or camp next to it over the night, you will find it changed. The lilies look more like the top of a woman's head, wearing a veil, as if just beneath the water. If disturbed in any way, the spirits rise from the water with an unearthly glow.

Veiled Pond Spirits (1+1 HD, -2 to hit, 1d4 cold on touch OR drowning pull, ghosts)
Morale- N/A
Numbers- 1d6+2

These pond spirits look like women in dirty, moldy veils. They have no visible limbs, just a long body in a tattered dress that is barely visible and spotted with pond-scum from the lake. When they move through the air slowly; on a successful hit, the ghosts deal 1d4 cold damage. If you are in the water, instead you feel a powerful weight dragging you down into the depths; save or start drowning in the cold murky water.

The spirits are still ghosts. As ghosts, they can be banished by a priest as per turn undead. You can ward your campsite or the area around the pond with magic charms, though it would take a dozen of them to cover such a wide area.

[13] Trees with big scratches. The bark here has been sliced and marred, as though by a massive set of claws too big to be a bear. If the party rolls this encounter again, or follows the scratches, they come across an aggressive giant sloth sharpening its claws against the tree bark.

Giant Sloth (3HD, +2 to hit, +2 AC, two claw attacks at 1d6, slow)
Morale- 8

The sloth always loses initiative ties and goes second, because of its slowness. It's also easy to sneak up on; you can hear its claws scratching the bark from a far distance so you can get the first attack against it. The Sloth is aggressive and will attack, but is still an animal and will likely flee the first time it is injuried.

If you kill this sloth and later encounter gang #3, (Sloth-Bone Gang), they'll be pissed at you. Roll reaction checks with them at 1d6 instead of 2d6.

[14] Pitfall trap. No save- the area of the pit is fifty feet in area; uses a complex support structure to ensure you only fall in if a full group is over it. You take 1d4 damage when you fall in.

The trap falls down into a pit with a small stone castle built in the center. It has one “gate” the size of a normal door. When you fall down the pit, the sound of a flute is heard and figures emerge from the castle gate. The creatures are skeletons that wear stuffed, woven lion-head masks over their heads. They fight to defend the castle, and will not attack anyone who leaves the pit. Crawling out of the pit however takes a turn or a skilled Rogue to accomplish the feat.

The mock castle is only two rooms; a main “chamber” and a small bedroom adjoining it. The main chamber looks big enough to fit exactly the number of skeletons that were used to defend the castle, if they all stood in total stillness. The bedroom is empty, containing a book about necromancy. The book has a dark aura and anyone can tell touching it is a bad idea. The books contains 1d4 Necromancy spells but is cursed. If you pick up the book without using a glove of bound human skin; you are struck with a dark bolt that deals 2d6 damage and take a level in drain.

Under the bed in the bedroom is a keepsake box with 600c worth of gold-painted shells and conchs. The Necromancer book itself is worth 3000c

Lion-Head Skeletons (1+1 HD, +1 AC, 1d6 rusted weapons, skeletons)
Morale- N/A
Numbers- 2d8

The skeletons are immune to arrows and take ½ damage from swords and spears. If the players use the blunt ends, considering letting them do full damage or drop the weapon damage to d4. As undead, they can be Turned as normal. Treat all turning results as deanimation- falling to bones that are reanimated again if dark powers are used on them or if the fog from [18] has struck the forest; they deanimate since they cannot run.

[15] Trader's Camp. Within the wood is a small semi-permanent camp made up of several broken down carriages, carts, lean-to structures, tents, and more. Most of these were traders who ended up losing their last wheel or fur traders finding a relatively friendly place to sell their wares in this bandit infested wood.

Within this camp, you can simply set up a tent as long as you aren't notorious or aggressive and live with them, providing safety in numbers. If you're within the camp or for the first outdoors turn you take, you only have half the normal rate of random encounters, as the camp is defended against the bandit gangs.

You can also purchase things here like a normal store. Scale of orders and very specific or exotic things won't be available. Use the price percentages below to determine how much extra you pay to buy it here or how much of a profit you could make by selling it here.

Prices
Food (animal meat), furs – 90% normal price
Weapons, armor – 80% normal price
Charms, oil, magic stuff – 110% normal price
Wine, Luxuries – 120% normal price
Hirelings – 110% normal price
Retainers, Servants – 40% normal price
Astral Bee Honey – Buy 1500c, Sell 700c

The merchants here already give anyone skilled and loyal decent wages to protect them from the bandits, and many bandits moonlight as guards themselves. As such, hiring people to leave here is difficult. For untrained people, it is very dangerous to try and reach a civilized place themselves, so they're willing to leave with any kind of competent group for very low pay.

They also sell a small stash of Astral Honey here, of which several addicts are posed around the tent and begging for a taste. They sell the Honey for 1500c at a 50% markup, due to its addictive nature and limited stock. They'll buy some for you to 700c, which is a much better rate then you'll get from the bandits asking for tolls.

[16] Toll booth. Same wooden structure on the side of the road or on one end of a rickety bridge that crosses a large chasm or stream. The toll-man say he's working for the kingdom, but it's obvious he's a bandit. Charges 5c to cross per person.

Hidden in the booth is a box of coins; small treasure hoard of 2d10x10 coins. If it matters, roll on the Random Gangs Table to determine what gang this guy is giving some of his earnings to.

[17] Two bears are fighting over a berry bush. They growl and roar, making it easy to sneak up on them and wait them out, or just sneak away. If you wait for an exploration turn, one bear will eventually kill the other bear and start eating the bush's bounty.

The berry bush is growing on a corpse. It appeared as though it sprouted from the corpse only shortly after death, as the body is not in an advanced state of decay and does not smell bad, in fact it smells very fresh over here, as though blooming new life overcame the scent of death.

The corpse is a (roll 1d6);
  1. Goblin
  2. Human Hunter
  3. Elderly Elf
  4. Another bear
  5. Deer head, wooden antlers
  6. Dumped load of fruit and bread, rotting

[18] Mysterious fog rolls in. The fog covers the forest like a blanket; making it harder to see things approaching. Your party has an increased chance of being surprised on a +1 in 6 chance. The fog lasts for 4 turns.

During this weather event, stealth is greatly boosted. Give all characters in the party +2 to stealth rolls, and Rogues may add this to their To-Hit and damage to their sneak attacks.

[19] Napping Treant. The Treant appears as a downed log unless looked at very closely, or spotted by an elf- elves tend to be better at telling the difference between trees and treants.

The treant has several loose cords of silver tied around the branches in his beard, used as a traveling currency, requires a successful stealth roll or the ability to move in total silence. The silver is worth 400c in scrap value.

If you wake up the treant, they will attack if you appear as woodcutters or trying to steal from it.

Treant (4+2 HD, +4 AC, +2 to hit, 1d10+1 tree club, made of wood, forest magic)
Morale- 11

The Treant is huge and powerful. It is afraid of fire and will take double damage from fire. If lit on fire, takes 1d6 damage per turn if it can't find a water source to extinguish itself with. The Treant is tied with the nature of the woods and can step through the treeline and disappear easily; traveling vast distances. You cannot catch the treant if it tries to run away.

If you wake up the Treant and offer it an astral bee queen so it can make a nest in his branches, the Treant will be very pleased and willing to give you his silver. Additionally, he will teach any Druids, Elves, or Nature Aligned MU in your party a 1st level spell that fits.

[20] Flying Sword Circle. It is a circle of red stones, stained with blood. Within the center of the stone circle is a sword, laying on the grass. If you enter the circle, the sword will animate and fly to attack you. It cannot leave the circle.

The sword automatically hits if your AC is 14 or less. It deals 1d8+2 damage on a hit. Otherwise it performs an acrobatic attack; having a +2 on its to hit roll. You only need to hit it once (treat AC as plate or 18) to knock it off course, but it will start flying again next round and cannot be “injured” except by destroying it.

This magic sword can only be claimed by a powerful warrior. First, you must capture the blade, and then hold it in your grip to surpress its ego with your own. Fighters can only claim this blade if they are level 7 or higher. Then, it belongs to them and the rocks around the circle crumble.

Flying Sword – Magic Falchion
Ego- 7
Stats- 1d8+2 Damage, Flight

This is a powerful magic sword. “Flying” Swords are swords which are animated by their own force, and can expertly follow instructions from a swordmaster who wields them. You can use this sword in addition to another blade, performing an extra attack per round using your own to-hit and class bonuses. The sword will fly around you or follow your hand movements. It can act as ranged attacks, or perform melee blade arts at a distance.

If you are level 10, have an advanced technique that lets you balance on anything, or have a Dexterity of +2 or better, you can also stand on this sword and literally ride it as a flying vehicle.


Wandering Monsters
Roll 1d6 for a Random Monster

(1) Black Bear (4+2 HD, +2 to hit, +2 AC, claws at 1d4 and bite at 1d6, bear hug)
Morale- 7
Numbers- 1 or 2

Black Bears are cowardly scavengers. They are smaller then regular brown (grizzly) bears and aren't as dangerous to fight. If you encounter a Black Bear while exploring with a noise policy (slapping pots and pans together, for example), the black bears will leave you alone.

Bear pelts are always valuable. You can sell them for 80c each. Trading them in to the camp at [15] will only result in a profit of 70c, as they have plenty of furtraders and there is little demand.

(2) Murder Stag (3 HD, +3 to hit, 1d4+1 horns, damage amplification, fast)
Morale- 11
Numbers- 1d4

The murder stag appear as dark brown or muddy red large male deer. They have large twisted antlers filed on the ends with sharp points. Every time they successfully hit, they deal +1 damage on the next round to the next person they hit. If they miss or if their antlers are broken off with a +1 magic club or better, they lose this bonus. They will also flee automatically if their antlers are shattered, as they have no other means of defense.

Unlike most herbivorous animals; these stags still do not eat flesh but still act with extreme aggression. They kill things to act as fertilizer in their territory. There is a 1 in 4 chance that any given stag will have a bit of cloth or skin still stuck in its antlers. If you return this cloth to [15] they will know where one of their missing persons went; rewarding a small bounty of 50c the first time you do this.

(3) Fogbreath Dragonoid (4 HD, +4 AC, 1d8 bite, smoke breath)
Morale- 12
Numbers- 1d6

These are long brown-green dragon like creatures. They are slender with long thin tails and vestigial wings. Dragonoids are not intelligent enough to speak, but are uncannily intelligent for “animals”.

They are also accused of creating the fog of [18] with their breath, but this is only a superstition. Their breath is always visible as thin white smoke, because instead of breathing fire they can only breathe smoke. They use their smoke breath to defend against missiles (+2 AC) if fired upon at range, or to give a cover to help them escape when their morale is broken.

(4) Chained Deaths (1+1 HD, +2 to hit, +1 AC, 1d3 chain whip, chain wrap, immobile, undead)
Morale- N/A
Numbers- 3d6+1 (Avg. 12)

These are undead hands that reach from the ground. When you encounter these, you feel a rumbling beneath the earth. If the entire party is off the ground (levitation, climbing trees, or standing on rocks) and doesn't move for a full turn, they pass by without incident.

The Chained Deaths poke out of the ground when agitated. They each hold a long red rusted chain, which is used like a whip to batter and hold down foes. If you are hit by at least two of the chains in one round, the character must make a save or be entangled, which prevents them from moving and gives the hands Advantage to hit them next round. The chains binding them do damage by squeezing instead.

These creatures are immobile once they come out of the ground, and have to sink back in to come back up, and they attack by detecting vibrations and the life force of living things. They are undead, and can therefore be turned.

(5) Cricket Head Witch (2+2 HD, +1 AC, Flame Rod at 1d6, Spells)
Morale- 10
Numbers- 1

Appears as a witch with a cricket head. Her long antennae fidget around and make circles and weird symbols whenever she casts a spell. She carries a short red walking cane that creates bolts of flame when swung; it's a magic rod that deals 1d6 fire damage. She can also cast spells. Select or roll three 1st level spells and one 2nd level spell, which can cast once per day each.

The Cricket Head Witch is searching for potion ingredients in the woods, and will find Astral Bee Honey to be her most favorable find. She will take it by force if necessary. She is always accompanied by her Stoneface Guards. Roll a reaction check if you run into her, and treat her reaction roll as a 12 if you give her a jar of the Astral Bee Honey.

If the Witch is killed or permanently driven from the forest, replace this wandering monster roll with the result of (6). Bandit activity increases.

Stoneface Guards (3 HD, +5 AC, +2 to hit, 1d8 iron screws, partially stone)
Morale- N/A
Numbers- 1d4+1

These Stoneface Guards appear as small, strongly built creatures. They are about 4 feet in height and are very thick, similar to a dwarf. They wield long iron spears with twisted heads that are twice as tall as they are. These creatures have square heads that look like carved stone tablets- no eyes or facial features are visible on them. They have an impressive grip strength from their mitten-like hands, and their skin is incredibly hard. Whenever they hit, they twist the screwspears inside the flesh of their enemy which complicates wounds; healing is half effective. They are partially made of stone and are affected by the same spells, weapons, or martial arts techniques that can affect living creatures as well as golems and artificial constructs.

These are magical creatures and are enchanted by the witch's magic. They will never flee unless their master commands them to. Within the “head” of each these creatures lays a small golden plate filled with several runes that animate it and give it life, protected by the stone cast. Each plate is 1 load unit of weight and worth 600c each.

Reaction Table- Roll 2d6

12+: The Witch is willing to trade, and sets her golems to at ease. They curl into balls of rock with the mask-like faces on the top, making them look like small round rocks with carvings. It takes one combat round for them to rouse to wakefulness in case she is attacked. She does this to let them rest. She will admit to being most interested in finding Astral Honey, and will give you a more fair rate (800c) for a jar of it.

11-9: The Witch approaches your group with some interest, especially if some of the party members are magic users and are dressed in robes. She'll tell you the location of [9] in exchange for any information on an Astral Bee Hives or bandit hideouts, such as [8] or [11]. If you tell her about these locations, she'll head to them in 1d2 days and clear them out in the search for Astral Honey.

8-6: Her bug-like eyes stare at you from a distance, her guards pounding their screw-spears against nearby rocks to make plenty of noise. She is uninterested in trading or communicating.

5-3: The Witch begins to loudly incant a spell. She is hoping it scares you all off. She will pick the most bombastic and damaging spell, while keeping her distance from the party. Superstitious hirelings or those without any experience against spellcasters may make a morale check to face the magic or run away.

2 or less: The Witch launches a bolt of fire and commands her minions to attack. She is ready to fight and can cast a spell in the first round in addition to making this attack; her body moves with a twitch like an insect.

(6) Bandits (1 HD, +3 AC from armor, +1 to hit, 1d6 weapons, 2 in 6 surprise chance)
Morale- 10
Numbers- 2d6

These are the generic stats for the bandits. Use 1d8 to generate hit points for more tough and Rogue-like bandits. Each bandit “gang” at the end of the document has special roles and benefits and weaknesses for each bandit patrol. Whenever you encounter bandits, you must roll a reaction check. Give yourself a +1 to this reaction check if you have more members in your party then the number of bandits.

Reaction Table- Roll 2d6

12+: The bandits awkwardly hide their gang paraphernalia and tell you they are just travelers, clearly scared of being judged and attacked by your group. If you accuse them of being bandits, they'll offer the location of [20] as a “magic sword in the woods” to let them go. They'll lie about it killing people though, and won't tell you its danger. They'll fight with a morale of 8 if you try to take them in or kill them once accused.

11-9: The bandits harass you and tell you to leave their territory, but will scatter if anyone in your party appears armed with a sword and heavy armor, as they are afraid of a skilled fighter. If you give them the location of [11] that is owned by a rival bandit gang, they'll put in a good word with their bosses and no longer collect tolls from you.

8-6: If the bandits surprise you, they'll pull out several bows and aim them at you, and demand you give up all your gold and you can be on your way. They only ask for visible coin purses, and leave other traveling packs, weapons, and armor on you as they leave. If you give up 300c per person, they'll let you go.

5-3: If the bandits surprise you, they'll sink an arrow in the least armored person first. Then, the bandits will threaten to kill you all if you don't give up all your things for them.

If you actually give into the bandits demands here; they'll only leave each of you the clothes on your back and a few rations worth of food, and a single knife split among all of you. The rest of your stuff they will take, or throw to the least convenient place if it has no value; your wooden beads and other keepsakes are thrown into the center of a nettle bush just for cruelty's sake.

2 or less: The bandits attack immediately. They also fight with +1 morale and seem a bit more desperate then normal; perhaps they are trying to prove themselves to the gang or they think you're an especially juicy target.

Random Gang Table
Roll 1d8

[1] Blood Coven Bandits
Stat Changes: +1 to hit, half bandits are female (wear no armor but wield 1d8 Naginata as a “woman's weapon”), +1 morale if fighting a magic user or witch

These bandits are semi-employed as Witch Hunters, and have a slightly better reputation among the bandits as a result. They also love the feeling of rubbing magic user blood on their skin as it grants them a mild sense of euphoria and strength. These Bandits are also slightly more attuned to their mystical senses and avoid [12] as they dislike the feeling it gives off. If you capture one of these bandits you could interrogate them by dragging them here near nightfall.

In exchange for warning them of or giving them the location of (5) (Cricket Headed Witch) any patrol or toll-booth will gladly let you pass by freely. If you capture her alive and present her to the hideout of the bandits, they will be ecstatic and grant you a jar of Astral Bee Honey.

Hideout: These bandits are hid in a wooden longhouse hidden deep in the woods. It has sliding doors and the outside is covered in paper charms to ward away hostile magic. Magic Users must make a saving throw if trying to divine this location or fail the spell and suffer a 1d4 damage mental backlash headache.

The Hideout contains:
-2 jars of Astral Bee Honey (1000c each)
-2 jars of Witch Blood (120c each),
-2d4 Magic Rods as trophies (200c each, random elements as 1d6 damage)
-5 sets of scale armor (AC 14) and Naginatas (1d8 damage as polearm) with fanged helmets (AC +1) with a paper charm on top that grants protection against some minor spells. These suits of armor are used only in raids on Witch caves.
-3d6 Bandits acting as guards and residents
-Leader (stats as 4th level Fighter, white eyes, can cancel any ongoing spell effect of 2nd level or less once per day by using a round of concentration)
-6000c in gold and silver coins in a locked chest

[2] Wolf Gang
Stat Changes: +1 to hit and damage, use d8+1 to determine hit points, all members are wolves. They can track you on 4 in 6 chance if you escape from a combat encounter with them, +1 in 6 chance to surprise, and treat their morale as 16 if you're trying to sneak past (roll d20 + stealth + dex over morale for sneak)

Once, the Brigand Woods were infested with wolves who attacked travelers constantly and feasted on the flesh of men. Through many years of eating people, as well as the realization they could keep their bellies much fuller by stealing gold over just eating people, these wolves began to stand up, wear clothes, and act as brigands themselves. All of the wolves in the wood are now professional highwaymen.

Wolves are short sided and easily swayed by food. Giving up rations of meat or even your mount(s) or livestock is a way to pay a toll, usually cheaper then the cash value. These wolves also undervalue the Astral Honey, as their sense of tasting sweet things is under developed.

The leader of the wolves is a snow white wolf with a scar over his right eye. He is not always at the hideout. You have a 1 in 8 chance of encountering him at any given patrol or when you enter the Hideout. (stats as 4th level Rogue, deals +1 damage on a hit, uses two 1d4+1 razor-sharp daggers)

Hideout: The wolves live in a cave. This is a deeper cave along a steep ridge, near the edge of the territory, and they travel far and wide; sleeping in open fields in their normal clothes during the day. There is a 1 in 6 chance the Hideout is totally unoccupied beyond the nursing mothers. It is also pitch black as the wolves don't use fire and need no light sources to navigate inside.

The Hideout contains:
-Huge pile of bones. Among the bones, 2d8 are Medicinal Bones, which a Sage can identify if they are at least 3rd level. Takes an exploration turn to sort; Medicinal Bones are worth 20c each.
-1d3 deer people in a side chamber behind a messily made barricade with a lock. They are “livestock” for later consumption. If you free them, they will tell you of a wolfsbane grove, which is poisonous to the wolves.
-Emerald encrusted bracers, sized for humans to wear. +1 AC and worth 1200c
-2d2 Nursing Wolf-Mothers and their litters of young pups. These wolves would grow to become regular wolves if not taught the ways to speak and walk as men do by these wolves. You could sell them to exotic animal breeders for 40c each or to arena coordinators that will battle them when they get old enough for 65c each
-1600c in rough cut gemstones placed on a niche in a side room. Guarded only be a sheet draped over them. The leader pisses on this sheet to mark it as his territory, so none of the wolves steal it.

[3] Sloth-Bone Gang
Stat Changes: Immune to Sleep, All members armed with slings, goes last in initiative.

Drug addicts and wastrels; the Sloth-Bone gang revel in grinding up the bones of various beasts and snorting them or including them in their camp cooking. Their favorite are the giant sloths; who have bones which cause a sense of euphoria and laziness.

The Sloth-Bone gang is lazy and performs little work, but are known to “Shepard” a small herd of Ducancurs. They look like dark colored, stumpy unicorns, but with two lump horns vertical to each other on the equine's head. They are attracted to and follow the commands of sluts, the morally duplicitous, and those of little status or willpower (making the gang's job very easy) and their horns make a minor trade good. They have an inferiority complex with actual unicorns and even bicorns- you could think of them as the donkeys of the magical horse family of creatures.

Hideout: Located in a hillside covered by several large rocks and boulders. The Hideout is very primitive and not much has been cleaned or prepared. Several half made traps and barricades strewn the place; nobody in the gang has that much dedication or work ethic.

The Hideout contains:
-1d6 Uses of Sloth-Bone Drug (No value except to addicts; could probably get them to shirk duty)
-2d8 Ducancur Horns (80c each)
-Bag of Elf Bone Dust (300c, 600c if traded back to Elves) Using a pinch when casting a spell makes enemies save at -2 vs magic
-1d6 Thunder Arrows (110c) hidden under a rock. Transforms into a lightning bolt when fired, +1 to hit and 1d12 damage.
-Leader (3rd level Mage. Uses a bow at +2 to hit, will go for the Thunder Arrows if you're tough.)
-4800c in gemstones as the gang stash. Located in a disorganized pile in a tent; guard is asleep.

[4] Mothcake Gang
Stat Changes: +2 to saving throws against spells, +1 to morale, carry one Mothcake ration each.

These reclusive mystics live in the forest and engage in violent banditry less then the other gangs. They prefer to leave their victims alive, or just steal from them when they're asleep. They're mystics who worship the spiritual presence deep in the woods, and they build paper lanterns to guide the moths to their ritual circles. They follow the cycles of life and death and do not wish to kill people unnecessarily until they understand the cycle better.

There is a 1 in 12 chance each day is a ritual day. During a ritual day, the bandits you encounter will be wearing masks. There will also be four extra bandits present at their hideout, each carrying a 1d4 ritual dagger and the ability to stun a member of your party for 1 round if they slash their wrist and deal 1d4 damage to themselves.

They also eat Mothcake, which rumors at [15] suggest is made of moths and/or is poisonous. Neither is true, it is simply a well made dry sugar cake which, if eaten in specific circumstances, soothes the spirit and restores 1d2 Wisdom points if your Wisdom is damaged. Mothcake can also be left as offerings to spirits.

Cult Women (1 HD, +2 to hit, 1d4 ritual hammers, immune to fear, ropes)
Morale- N/A
Numbers- 1d4

These women have been brainwashed and are tied to the ritual house with long ropes. They attack any intruder and will never rout. If the ropes are cut, they will kill themselves. They can revert from brainwashing if restrained and given psychiatric care by a 6th level Sage.

Hideout: Located at the coldest part of the woods; a higher elevation camp near the treeline. The camp is made of several semi-permanent tents and small huts. They lead moths down a small stone path along a creek to a ritual house which is a one room structure- the path takes one exploration turn to walk. The ritual house is considered a part of the Hideout, and is where the leader is least defended but only on a ritual day.

The Hideout contains:
-1d4 letters of people who want to escape the cult and return home to their families (could be used to blackmail individual bandits in this gang)
-Seven curved black blades- count as 1d4 spiritual daggers, can be used as magic weapons or holy symbol, but lose their power permanently if cutting the flesh of any living thing without its consent. Hung on hooks, unguarded, in the ritual house. (400c each- leader and ritual leaders carry one each; there will only be two left on ritual day)
-15 rations of Mothcake; either finished, stale, or as raw ingredients ready to cook
-Puzzle Box. 1 in 4 chance of containing a 1 HD ghost already inside. (50c- catches ghosts on successful turn undead roll if empty)
-2d6 Stationed Guards
-1d4 Cult Women guarding the Ritual House
-Leader (stats as 4th level Magician, has +3 to hit with weapons, casts extra spell by cutting his wrist and dealing 1d4 damage to himself)
-500c worth of personal cuts of the loot, located in the various tents of different gang individuals (will take two exploration turns to gather up)
-10,000c guild stash (two heavy wooden boxes of gold bullion & precious gemstones buried under floorboards in the leader's hut.)

[5] Stonecrack Rebels
Stat Changes: +2 Hit Points, +1 AC, all members are dwarves, use axes and crossbows

This is a gang of dwarves split off from a larger political movement from a nearby mountain home. Dwarves are extremely unlikely to split their societies due to tradition, so usually this is caused by a misunderstanding or direct decree of a Dwarvish God. This “rebellion” is very small as a result, only a few dwarves willing to split.

As Dwarves, they get -1 reaction checks to parties with Elves, +1 to parties with Dwarves, and are absolutely terrible at climbing. They wear heavier armor then most bandits and are a bit tougher.

Hideout: Underground, built under a sliding stone door hidden in a copse of trees. It's a small dungeon, built by the dwarves to act as their fortress and hideout. Only one way in and out, with multiple breathing holes and long food stores to withstand a siege for months.

The Hideout contains:
-One set of stolen Dwarf Full Plate (AC 18, can only be worn by dwarves, no stealth, requires oil for each day of use and maintenance of a trained smith to keep the joints working, worth 8,000c)
-Two traps (slamming walls deal 2d8, 1d6+1 blade trap over a treasure)
-Secret door leads to closet. Within is barrel of Dwarven Fireale (500c)
-Master Mason & Ironworking Tools (350c)
-20 Steel Ingots, 1 load each (120c)
-4d6 Dwarven Defenders (stats as bandits, no crossbows)
-Leader (stats as 5th level Dwarf or Fighter. If he knows a fight is coming, he wears the Dwarf Full Plate, else wears chain (AC 16))
-4000c coin stash (defended by trapped stone box, sprays poison gas, save or take 2d6 damage)

[6] Men of Six Irons
Stat Changes: +1 AC from heavier armor, they wear helmets with ear muffs built in (easier to surprise; add +1 to stealth rolls against them), patrols have a 50% chance to have a Cannon Crew with them.)

This gang has learned some secrets of alchemy and metalwork; and has purchased and stolen some items to create their own small arsenal of big guns. These cannons are powerful devices that deal 1d12 damage and can harm large creatures or those with magical shields; the cannon balls punch right through. They will also load the cannon with shrapnel to deal 1d6 damage to everyone in a cone in front of the cannon. Their gunsmiths and gun crews are quite accurate. They only have six cannons; if you manage to find or destroy all six, this bandit gang will disband.

Gunner (2 HD, +3 AC from armor, +1 to hit, +3 to hit with cannon, 1d12 cannon, 1d6 sword backup, reload speed)
Morale- 9 (one less then standard)
Numbers- 1 Gunner, Two Supports

The Gun Crew is made up of a Gunner, who has the majority of the stats, and two supports help load the charges and clean the barrel, as well as wheel and aim the device, where as the Gunner does the main aiming and shooting. The Gunner can only fire once every other round, but is a good shot with his gun.

Hideout: Located on a boat in a lake. The boat is hidden behind a few small islands and huge banks of reeds. The boat is about the size of a large houseboat, and is nearly impossible to assail unless you swam underwater or somehow got a boat into this land locked lake.

The Hideout contains:
-1d4 Cannons (sold for scrap at cities for 50c, sold on black market with instructions of use for 700c each.) Each Cannon has load of 5 and can only be lugged around if its wheels aren't broken.
-40 powder charges
-20 cannon balls
-Bag of Alchemical Salts (500c)
-Ivory Pirate Pipe (100c)
-1d6 crewmen Bandits
-Leader (Stats as 3rd level Fighter), aims a cannon with a +6 to hit and fires at incoming boats without warning or ceasefire.
-4500c in gold bullion, in the cargo hold under 24/7 guard supervision (stats as 2 Bandits)

[7] Rhial's Band
Stat Changes: +2 Morale, 1 in every 6 members is a horse man, horse men use lances and have 2 HD and +2 to hit and charge into battle.

This group of heavily dedicated militants and bandits have all left their old lives for the sake of honor and power. Leader is very motivated and wants to conquer the whole valley and become its new King. Promises land and riches to his followers, hence they are very dedicated.

Rhial's band are very conscious of their illegitimacy when it comes to politics. They will avoid attacking anyone who carries a mark of an empire or kingdom, and anyone who seems to be a lord will be treated with the usual custom, even by these lowly bandits.

Hideout: Ancient abandoned village by a river. Could be grown into a proper town if families moved here. They keep fires and equipment inside so it looks abandoned and unimportant from the river and approaching path.

The Hideout contains:
-Two Flasks of Liquid Silver (200c each)- Pour on a weapon to make it count as Silver to hurt werewolves. Can also place on dishes, coins, etc. to make them look silver. Lasts 3 turns.
-Medallion of Jylian (900c) This magic medallion is almost a foot across and made of a greenish metal. When it is knocked against wood, it reverberates and the medallion gives off the sound of a battle being fought. The medallion is held in a metal box on a stone floor so it doesn't accidentally touch wood and make a tremendous and annoying noise.
-2d6 Bandit Guards
-1d8 Honor Guard (all horse men, wearing barding armor acts as chain or AC 16, +1 morale from being experienced and loyal)
-Leader Rihal (Stat as 6th level Fighter, horse man with +1d6 hit points)
-Box of Spices (400c), will be used only to make dinner for noble guests to improve standing
-5000c in Heirlooms from a distant dynasty, of which Rihal is the last surviving heir. Made up of golden horse-head shaped buckles and the like.

[8] Circle of Cultivators
Stat Changes: +1 to damage, +2 to Hit Points, all users fight with staves or nunchucks (1d4), 1 in every 6 members knows a Blade Art.

The Circle is a group of athletes and holy men who have gone down a dark path. They train their bodies and value strength and bodily growth over the spiritual. They mostly fight with wooden poles and are unlikely to kill except those who are known to have killed their members in the past.

All members of the Circle are extremely talented athletes, and are considered to have a +1 in Strength, Dexterity, Constitution, or Wisdom. This is determined randomly for each user, but only applies if it matters; not for combat stats which are more determined by their powerful techniques.

Hideout: Small Dojo/Teahouse built into the side of a mountain. It has a false back wall that leads to a shallow cave system which hides their more sinister side. Within, the adherents sculpt their minds and bodies and constant training and simple diets.

The Hideout contains:
-Four silver-tipped warstaves (d4+1 damage, counts as magic for hitting ghosts, long reach)
-Bright Yellow Body Paint (50c)- Used to instill life energy within a person. They're almost out of it, and rarely train with it. Rubbing it on yourself while performing intense training grants a 1 in 6 chance to increase an ability score by +1
-Spirit Trap (Save or take 1 level of drain if you pull a sealing paper slip off a box; meant to keep out a negative spirit that stunts growth)
-5d6 Meditating Bandits (can be sneaked past easily, in various states of awareness)
-Leader (6th level Fighter/Monk, knows a powerful blade art that makes him a fearsome opponent)
-25,000c Temple Riches (The monks don't spend any more money then necessary, most of their treasure has just been piled up in a big hole)