Tuesday, July 31, 2018

Manse Stats + Play what you Rolled Races

Manse Stats
To generate your characters stats, roll 3d6 down the line. The stats are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Your numbers in your stats generate your stat modifiers, according to the table below. If your stat modifier total when added together is -1 or lower, you can reroll the character.

-2 on 3-4
-1 on 5-8
+0 on 9-12
+1 on 13-16
+2 on 17-18

Using this method; characters only rarely have exceptional modifiers or exceptional faults, but it is easier to roll characters with good/bad qualities then some other games. Additionally, it is easier to keep track of stat modifiers as they aren't going up or down quiet as often and you can take more stat damage without being crippled.

Play what you Rolled
After a player rolls a character; you get to decide your race. In this case, races do not have mechanical influences unless you're playing a special race as class or something. Instead; you get to pick a race based on what you rolled. Consider your stats and choose your class to fit what you are. You could always play a human, or any race of your choosing, but some may be more fitting then others.

Races can be anything but must fit within the confines of the game's basic limits. You cannot have a special ability that would give you a mechanical advantage, and your race must possess all the basic “human weaknesses” such as hunger, not being able to see in darkness, sleep, not being able to breath underwater, disease, and being susceptible to poison and level drain/negative energy. All of the “special powers” of your race come from your stats, or are implied to be constant throughout them instead of needing to have them be a separate thing that interferes with game balance.

Here is a list of races you could play based on your two highest stats + lowest stats and a character motivation for each one.

10 Example Play-Your-Stats Races
[1] Temple Snake
Highest- Str, Dex
Lowest- Con

You are a giant, albino snake man. Your skin constantly sheds and your body's naturally scales are falling out with age; your race has been inbred and diseased from ancient curses and the reserved royal bloodline. Despite being sleek and all muscle, you lack a lot of toughness the younger races possess. You quest to find an egg-mate who can breed life into your dying bloodline.

[2] Familial Beast
Highest- Str, Con
Lowest- Int

You are a wolf-bear man. Despite your fitness; you are easily distracted and lack focus, as well as having none of the sharp senses of your 4 legged kind. Your ancestors were once the primordial spirits of the mother bear and the father wolf; family is the most important thing for you and you will die to defend them.

[3] Elephant Man
Highest- Str, Int
Lowest- Dex

You're an elephant man. You're big, you're smart, but you're clumsy. Your sack feet and broad, wide animalistic fingers make you very poor at fine manipulation, but you're got great mental and magical power to go with your huge bulk and crushing momentum. You fan your ears out constantly to help regulate your body temperature and soak in the water and shade whenever you can.

[4] Hue'er
Highest- Int, Cha
Lowest- Str

You appear as a strange, painted, idealized form of being. Abstract and with few defining features, you are attractive and mystical, but lack much physical structure. You bleed ink. Despite being innately magical, you are still a mortal race, and are said to have been born when a Wizard fell in love with the surrealist painted figures he would draw when not practicing magic.

[5] Cnidis
Highest- Int, Dex
Lowest- Cha

As a jellyfish person; you are surprisingly strong and fast for what you are, even out of water. But you have no face and have a sort of disturbing, alien aura to you, making you hard for people to empathize with or put their trust into. Instead of punching people, you shock them with your wispy poison stingers, which have the same effect and damage as normal unarmed damage. Anyone knocked out with non-lethal unarmed damage by you is still conscious, but paralyzed.

[6] Ring Tail
Highest- Dex, Wis
Lowest- Int

You look like a lemur mixed with a raccoon. You have very flexible hands and fingers, and are very agile as well as perceptive; your sharp senses and whiskers help you avoid danger even in dark places. However, your people are very common among the poorest classes so you have a reputation for being untrustworthy and bad with money and planning.

[7] Noideous
Highest- Cha, Str
Lowest- Wis

You're a big fluffy dragon person. Your race appears similar to a bipedal dragon or dragon-born, but you do not have a breath weapon or scales. Your entire body is covered in luxurious, colorful fur and you are known for your huge personality. As with being quite tall and large, you are also known for being very strong and powerful in combat. However, your lack of worldliness and sensitivity to others means you tend to have low Wisdom and empathy.

[8] Black Rinser
Highest- Con, Wis
Lowest- Str

You're a black skinned, semi-gelatinous creature. Your people were once made in arcane laboratories, but slowly became more adapted to the rest of the world and became more accepted as a race other then as slaves to magic users. You don't have a face besides a small, always open breathing and speaking hole. You can absorb nutrients from food by merely touching it, and the food crumbles into dehydrated gray dust in your hands before being blow away by the wind. Your physical form is very tough when it comes to resisting damage and disease, and your sensory abilities are tied into your entire body, but your physical form is not as strong as creatures of flesh and bone.

[9] Pokal
Highest- Con, Cha
Lowest- Dex

Said to be the spirits of the wasteland sands and tales of traveling merchants brought to life. Pokal's ride the sands on huge metal fans and appear as people made of cloth, wrapped and bundled over and over and over. Underneath the cloth, they appear as yellow-ish stick figure people that wither away and die within a few hours if deprived of their clothing. Their hands are very mitten-like after being wrapped so much, so fine manipulation is difficult. Despite this, their race makes a living by traveling these harsh places and trading goods, and are known for being good hosts and guests and having a million fine greetings.

[10] Power Shroom
Highest- Int, Wis
Lowest- Con

Type of magic mushroom that absorbs ambient mana in forests and swamps. Occasionally, these mushrooms become so enriched by magical energy that they gain a spirit all their own, and become wandering magicians and mana-junkies. You have great magical potential in you, both for healing and destruction, but are physically vulnerable due to both your small size and material.

Sunday, July 29, 2018

[Class] Witch-Goat

Witch-Goat
HD- d8; Witch as MU
AC- Base 12 from shaggy hide, max 14, witch max 12

You are not a witch. You are the Witch's goat. Or, you are her “familiar”. If your game uses alignment, you and your witch are always Chaotic. The Witch-Goat seduces young human and halfling women to the side of chaos and teaches them dark magic, and acts as their guide as well as master. Your witch advances exactly as an MU and has all the same spells, saves, equipment, and combat abilities of a generic MU. Your generated stats apply to you, the goat, and not to your witch. You can however substitute your Intelligence for hers when it comes to spellcraft. You grant magic to your witch, she does not need to truly understand or be capable of it without you.

Without a Witch, you cannot cast spells. You are physically a goat and cannot use weapons or put on armor on your own, even if you could acquire some that could fit you- You'd need someone else to put it on you. You start with the thief skill Climb Sheer Surfaces at 100% from your natural goat climbing ability. You can also gore people with your horns at 1d6 damage. You cannot speak. You can however perform several minor supernatural feats, usually used to demonstrate your power or to frighten the superstitious. These include being able to speak as a faint whisper within someone's ear, which is exclusive to your Witch or the girl you are grooming to become your witch. You can also rear up on two legs, make a scream that sounds like a man, or infect other animals you spend at least a day with diseases or cause them to exhibit supernatural events; like bloody milk or sudden panic. You can also cause nightmares in humans by staring at them as they sleep; or the window of the room they are sleeping in.

Your witch must commune with you to cast spells for the rest of the day; but you do not need to be present to her when casting. While she explores dungeons, you merely eat grass back on the farm. If your witch is killed or converted away from you; you can start grooming a new Witch who begins at 1st level. You level up as normal; any Witch you groom can advance twice as quickly if you are a higher level, and you can also perform a sacrilegious, depraved ritual once per lunar cycle in the deepest woods with your Witch to advance her up a level immediately, as long as that is still equal or below your Witch-Goat level. In order for any girl to become your Witch, you have to convert her from her normal alignment step by step into Chaos, and get her to surrender herself to you. Some scholars believe that the demand of the Witch-Goat for young witches to give themselves to Satan is a universal concept; it simply requires giving total control to the familiar spirit, and any culturally offensive or chaotic being or figure can be stood in by the goat.

At 10th level, you have become a Goat of the Sabbath and attract a coven of witches. The coven of 13 witches is made up of 10 level 1 witches, 2 medium level witch hirelings, and your primary witch as the leader. It is trivially easy to get them to do something you want, and they spread the message of Chaos into both their communities and the surrounding woods, attracting allied creatures and monsters of chaos. The other witches in the coven only occasionally cast spells or request your dark presence to aid them in their trivial lives, or are ex-witches who have become old and you have discarded for more attractive, younger witches. The lesser Witches in your coven do not need to commune with you every day to use spells; and instead carry your magic inside them until they cast an enchantment.

Also, you can transform into a man-shaped goat; a huge bipedal unnatural goat man capable of using tools and casting your own dark magic during the right night in the lunar cycle. In this form you count as having maximum HP, deal 1d12 damage with your cloven hooves, and your witches can freely fly through the air, dancing around your horns and screaming in the night. You also permanently grow a second penis, vertical to the first.

Friday, July 27, 2018

6 Lesser Fae

Sprite vs nameless fighter
[1] Fairy (1 hit point, -1 AC, flight, easy to trap, revive on lethal, minor spells)
Morale- 4; 16 if companion
Number- 1d4 around magic shrine

Correlate around magic fountains and shrines; fairies are the most magical of the lesser fae. They are highly prized among adventurers for their useful quality of being forced to revive whoever has captured them, which then sets them free. Upon lethal blow, restore 1d6 hit points and the fairy flies away free. Fairies who are not captives can do this up to 3 times in one day, and do not automatically flee upon healing a companion. Fairies enjoy living around Elves; who have ambient magic and treat them with much more respect then humans.

It's very easy to trap a fairy. Roll d20 + dexterity vs fairy AC to trap it in your hand, a bottle, bag, or other simply storage item. Releasing the fairy early gets you noting, unless you command it to cast a spell on you. Fairies can cast 1d4 randomly assigned Cleric spells of 1st or 2nd level, or can have some other useful effect, such as fixing equipment or planting a magic toadstool.

[2] Pixie (1 hit point, AC = 21, flight, annoying, cast hexes)
Morale- 13, flee when one dies
Number- 2d6 Group, 3d10 Swarm

Appear as glowing figures of youthful girls or boys dressed in leaves or gossemer. Pixies move extremely fast and have mischievous personalities; they may steal individual coins, unbuckle your belt or shoes, blow out your torch, tie your hair into knots, or may even start a tiny fire on your cloak. Pixies are almost impossible to strike, having AC 21, meaning an average, untrained person could never hit one. If you DO manage to strike a pixie in flight, it will instantly die and the other pixies will flee in panic. Hexes can do a maximum of 1 damage.

Pixies live in woodland and natural areas, and tend to enjoy playing with people. Children are treated more gently, and may be led back home if they are lost in the woods. Pixies will attempt to make adults lose a path or trail however, and have been known to act as or cast ghost lights to lead people far and deep into the woods. Trapping a pixie gets you nothing but a pissed off Pixie. Pixies also are too wild and disruptive to live in an Elf's hollow, but they often trespass to make a nuisance of themselves.

[3] Brownies (2 HD, +1 to hit & AC, 1d4 magic bite, stealthy, animal empathy)
Morale- 8; bite once then run
Number- Usually 1; Groups of 2d6 burrow together

Brownies appear as little boys in full body animal costumes; they also appear as bipedal animals to younger people or anyone with an Int or Wis modifier of -2 or lower. The race of the Brownie appears as the viewer's own race, or sometimes as the most common race of the group that encounters them. Brownies are skittish creatures that live in the woods and eat nuts, seeds, insects, and scavenge and store food for the winter.

Brownies are mostly solitary, but groups of them live together in a single home, usually carved into a hillside or in a huge fallen tree, spending all day sleeping, singing songs, and playing games instead of being outside in the cold. Brownies love to help Elves and magicians they find trustworthy. Brownies are very closely tied to the will and health of the wild where they live, and are adept at finding things. To an Elf craftsman; the first green tree of spring and a leaf from a tree where a man was hanged are about as different as iron and copper to a human smith; Brownies collect minor magical plants and other materials in the woods like this and bring them to their friends.

[4] Knocker (1 HD, +2 AC, 1d4 knobbly stick, invisible)
Morale- 10; doesn't fight besides smacking your shins
Number- Usually 1

Knockers are hobbled, stick-carrying spirits that look like really old elves, but are almost always invisible. They carry around a stick which they knock against windows, floor boards, and trees to create noise to scare humans who encroach on them or disturb places they like. Knockers are normally helpful spirits; and often a family will hear a knocking on a specific floorboard until they check and find buried treasure underneath. The Knockers also help dwarf and human miners by knocking along rocks that have gems or hidden veins of ore within. For this; mortal races often leave out sugary treats, especially things one doesn't need to chew since Knockers are so old they lost their teeth.

Knockers don't fight, expect to smack the shins of people who swear nearby, or those who are trying to actually find the reclusive fae. This damage is nonlethal, but still causes injury and often limping. People with an unexplained limp will often be accused of angering a knocker. The Knocker's stick loses its invisibility if it is left alone for a period of time; sometimes sticks propped up against trees or stones in the wood are thought of as Knocker sticks that they forgot or put aside while bathing. Beyond their usefulness in making magic wands; most advise against taking them as this will bring the Knocker's wrath upon you.

[5] Sprite (3 HD, +1 to hit, +3 AC, 1d6 magic blast, Flight, Casts Spells)
Morale- 13
Number- 1d4

Somewhat similar to a fairy or pixie, but much more “grown up” and more powerful. Sprites appear as small humanoids but can also grow to human size. While in their small form they retain their HP but have an AC of 20 like a Pixie and can cast spells in either form. Damaging and healing spells in their small form only do a maximum of 1 damage; Fireball could roast a few rats but not people for example. Spells that do not do direct damage or healing can be cast at full strength, simply requiring multiple casts or the range of the spell is decreased proportionally to the size of the Sprite.

Sprites are though to be the handmaidens and servants of the royalty of the fae realms; the True Fae. Sprites have more human and understandable motives and sensibilities then other fairies do, but are easily bound by contract and tradition. More then once has a young woman with partially royal blood has had Sprite attendants aid her in taking a throne or simply improving her life due to ancient treaties between the fairies and the humans. Beyond casting spells; Sprites can also simply wave their wand to produce a magic blast that deals 1d6 damage but cannot kill. The final blow simply knocks the target out or transforms them into something harmless for an exploration turn.

[6] Shellycoat (2 HD, +1 AC, collects shells, drops shells instead of taking damage, goes with fog)
Morale- 7
Number- 1 or 2

Shellycoats are fae that only stalk along beaches and coasts during the foggy days and nights. They appear as short, stunted figures wearing long brown cloaks. Their face is hidden but if looked at closely they appear very gremlin or goblin like. They are cowardly creatures and do not like to fight; instead they only like to pick up sea shells. They are so named for the fact that they collect dozens, if not hundreds, of shells beneath their coats and for the great rattling sounds they make as they walk. Whenever you hit a shelly coat, it may drop a shell per point of damage to ignore that point of damage. There is a 1 in 20 chance that a given shell dropped by one is of an unusual color, somewhat rare or valuable, or an oyster with a pearl still stuck inside.

Shellycoats also seem to be able to disappear with the fog, and do not like to hang around while the fog is receding, less they be cut off from easy escape back to their fae home. While cowardly, they can speak and may be enticed to trade with humans if the human offers them a shell that is colorful, rare, or magical enough to spark their interest. Shellcoats will trade you with one of the following for a special shell;

Shellycoat Table - 1d6
[1] The location of a sunken ship just off of shore. Contains pirate gold.
[2] Magical pearl. If worn on a necklace adds +1 to Charisma modifier, but attracts thieves.
[3] Shrimp potion. Turns you into a shrimp for 1d6 hours.
[4] Slippery Shell. Can make the shell drop from you to avoid 1 point of damage, like a Shellycoat.
[5] Fog wand. Magic wand that can produce a cloud of fog big enough to hide 3 people once per day.
[6] Fairy Worrystone. Rubbing the stone in a fairy woad has 50% chance to attract a fairy to you.

Thursday, July 26, 2018

Quill Giant

Art by Eugene Korolev
Quill Giant (7 HD, +6 AC, 1d10 stomp, all melee attackers take 1d4+1 when they hit except for spears, sheds quills at range dealing 1d6+1 to all in 40ft area- bombardment save for half, ball roll)
Morale- 17; disinterested in chasing
Numbers- 1, 10% chance of a pair during summer months

This massive porcupine giant is said to be the remnants of the first animal Gods, or their first born depraved children. Quill giants travel the world looking for places to live for a few days, and then travel onwards, with no home. All the possessions they carry they carry in their sack, which includes items of value equal to a small treasure hoard. These items include old goblets, travelers coins and clothes, as well as a few skulls with quills driven through the eye sockets. Some of these items are from ages upon ages ago. 1 in 6 chance of a magic item among them.

Quills taken from the Quill giant can be used for multiple purposes and degrade very slowly; properly preserved they can last centuries. You can use a Quill as a makeshift javelin or crossbow projectile at -1 to hit and 1d6 or class damage. Quill giants may sometimes curl up into a ball, gain +2 AC, and roll across the ground against a large or superior force of attackers; this move deals 2d10 damage or death if you fail your saving throw to get the hell out of the way.

Tuesday, July 24, 2018

Overwhelm Rules

Into the Odd featured these Detachment rules that I ended up really liking. They're more character-focused then mass combat; but are instantly useful if you want to say how a character can (or more accurately, cannot) fight a massive group of soldiers.

To summarize; Detachments were groups of 50+ men or more that dealt enhanced damage to characters and couldn't be fought except with something that could actually damage a large group of men in any efficient amount of time. You could kill individuals but that wouldn't be enough to stop the main mass of the group from destroying you with sheer numbers and overwhelming force. Sooga games promised us extra rules for this; but never delivered. That bastard. Here's mine.

Overwhelm
When you are facing a force far beyond something a small rag-tag team of adventurers could reasonably fight in combat; you are being Overwhelmed. There are three types.

Numbers
An army or detachment of men of at least 50+ members is considered a detachment. Regular character attacks do not harm the detachment unless the attack is explosive or large scale. Spells that do not target multiple enemies are not effective against detachments. Detachments deal 1d12 damage to each enemy they are facing per turn; no to hit roll needed. If you consider this too powerful, instead let the Detachment make one attack with advantage per round against each enemy; using the highest to-hit modifier any of its member have.

Huge
Huge enemies include something very large; something bigger then your average big adult dragon would have to count. Massive tarrasques or boar-headedworms from beneath the earth might count. In the same way, attacks can only hurt Huge enemies if the weapon itself is huge, at least as proportionally large as a knife would be to a human or magical enough to count as huge. Area of effect spells or body-affecting spells are not effective against huge monsters. Any attacks the boss makes deals 1d12 damage again from simple stomps and great sweeping tail slams.

Superior/Divine
For demigods, avatars of gods, or spirit beings of power levels far beyond normal mortals a divine being is considered enhanced in the same was a Detachment or Huge monster is; despite being an individual. You can't hurt a divine being unless you have a supremely magic weapon, or something of sufficiently opposed energy in order to actually harm the immortal- any attack or spell you cast would brush off them without harm or be easily deflected. Divine beings deal 1d12 damage against everyone; a simple wave of their sword cuts any foe even without physical contact in a wave extending outwards from the attack; they are far above you.

If your character is at 10th level, they may be capable of facing something enhanced via Overwhelmed rules head on of ONE template. So a level 10 Fighter could fight an enemy detachment as though it was stated as a single unit, or may actually be able to injure a giant creature, or may be able to duel a demigod without immediately being defeated. Two different types of Overwhelmed types or equivalents could also face each other without issue; an army could fight a huge beast somewhat effectively from sheer numbers and so on.

Multiple stacking rules; such as a huge godling or an army of giant monsters, count as being enhanced twice as much. Their attacks count as save or die effects instead of 1d12 against anything that isn't at least level 10 or also a detachment-tier powerhouse; plus they are essentially invulnerable unless the foe they are facing is also at detachment level or "stronger". Players don't really get to this level without some serious bullshit.

Sunday, July 22, 2018

20 Fantasy Pests

[1] 'Noblin. Shittier version of a goblin; about the size and smarts of a rat, but somehow more pathetic. Steals small items, tips over small objects, spreads crumbs, peel chips of paint, and do other annoying things around the house. Some claim are the reincarnated spirits of goblins who didn't do enough evil.

[2] Pixie. Very small, agile, annoying creatures that like to prank you and cast minor hexes. Live in the forests and sometimes lure people away with ghostly lights.

[3] Astral Bunny. Very cute, glowing bunny rabbit. Well liked by Wizards and apprentices, until it tears up their reagent garden and destroy all of their mana-rich plants. Need a magic trap or dog to hunt these, or Cloudkill their whole burrow.

[4] Repeater Raven. Loud cawing raven that screams a random word or phrase. This word or phrase will repeat in your head over and over until you can find a situation to use it in conversation. Whispering it or saying it to yourself doesn't work. Deals -1d4 Charisma damage if you take more then a day to say the phrase, but is restored as soon as you say the repeated phrase.

[5] Prismatic Mantids. Tiny, tiny preying mantis creatures that live on colorful flowers. Have a million different species, each with the exact same color as the flower they live on; go extinct all the time. Annoying because you can't see them before they snip at your finger and give you a tiny little cut if you tried to grab their flower.

[6] Sky Manta-Ray. Their bottom is light blue as the sky and can simulate clouds. Bumps into wizard towers all the time and come tumbling to the ground, or accidentally fly into open windows and get stuck in rooms. Die if they touch anything.

[7] Zamberloon. One eye, one tooth, one arm, one leg; bright purple. Try to saw the limbs off newborn infants, but thankfully too weak to do that even if they manage to hop in through the window. Still injuring infants with little bites and sometimes makes them sick. Rumors of huge ones that live far away that rip and stomp apart men.

[8] Splintercat. Extremely fast cat that slams into trees headfirst, causing splints and branches to fly off everywhere, but leave the tree still standing. Said to always have a bad headache because of this. If you piss one off, it will charge at you at such speed it does 2d6 damage and ruin your armor.

[9] Shattercat. Closely related to a Splintercat; said to suddenly burst forth from a tree when a lumberjack hits it with his axe; causing splinters to rain down on him. Many believe these two to be the same species; the Shattercat merely being a nesting or nursing Splintercat.

[10] Ratlisk. Basilisk mixed with a rat; snake that slithers around with a rat's head. It's glare can kill anything with >1 HD; humans and bigger are only stunned for a round instead. Eats housecats.

[11] Shutlid. Elastic muscle-like creature mixed with a slug. Grows inside of treasure chests, drawers, and pots and sticks itself to the lid, making it nearly impossible to open. Takes 3 or 4 of the strongest men in the village with iron prybars to open up something it nests in.

[12] Chickenfox. It's a fox that is wearing a chicken's costume. Nobody knows if foxes are actually smart enough to make a costume like that, of if it's the work of some forest spirits or something else. Live among chickens, slowly dwindling their numbers as the farmer is confused as to what is killing his chickens. But sometimes it's tail pokes out and it doesn't lay eggs; so attentive farmers can figure it out.

[13] Rust Puppy. It's a cute little red doggy that likes to play with magic wands, swords, armor, scrolls, and destroy them. Can actually damage and drain these items of their enchantments. Immortal dogs that are ignored by most creatures; if fed enough magic items can actually grow into an adult Rust Dog and be trained to use its nose to sniff out magic. Popular pets among Wizards.

[14] Invisible Fleas. Fleas that cause instant itching sensation, invisible, jump from creature to creature. Not very dangerous unless quarantined on one being; itching sensation will get so intense and bites will get so common as to cause insanity and health loss. Can be killed by invisible pesticide.

[15] Pillow Bogey. Imp that lives in pillows and beds; comes out at night to spread rheum around your eyes, mat your hair, and give you bad breath. You get rid of them by literally beating your pillows until they run out.

[16] Iron-Dick Beetles. Beetles that hibernate every few years and, during mating season, swarm outside. Climb onto rocks, bricks, anything hard enough to slam their iron-tipped penises and create a very loud, annoying noise. They do this to attract mates. Absolutely despised for both the loud noise and because they damage and destroy ceramic tiles, masonry, and cobbelstones.

[17] Ontoppers. Invisible spirit creatures that like to stack and balance rocks on top of high places and pointy roofs when nobody is watching. Sometimes the rocks fall down and injure people or break things, so to appease the spirits people in villages that have them make small cairn stones that the Ontoppers can play with.

[18] Black Laughter. Wispy spirit that gathers to places of tragedy, funerals, and sacred places. Makes low, whispering laughter to get people to accuse each other of laughing and mocking the sacred. Wizards like to catch them for use in alchemy.

[19] Hydrelephant. Huge filter feeding 'mass' that lives in rivers and swamps. It's paper thin and transparent, so whenever living creatures get near it it swells up to a huge size and spits water at them. Despite being as big as an elephant and shooting water strong enough to knock over a fully grown man, it's not really dangerous unless it knocks you downstream.

[20] Boggarts. Creatures that live in darkness and eat dust; usually hide within closets or inside cabinets. They cannot stand light, so if someone opens their hiding place they'll take the form of a creature that scares people and jump out, so they can run away and dissipate safely. Lesser boggarts take the form of things like goblins, snakes, big spiders, imps and so on, but cannot actually hurt people. It is said there are some boggarts that can actually shapeshift into very dangerous creatures.

Friday, July 20, 2018

Monster Family- The Slaugh (Dark Elves)

From left to right: Slaugh, Spindlelimb, Boggart Box, Lumpus. White outline is human for scale.
Slaugh (1-2 HD, +2 to hit, +4 AC, 1d6+1 cruel weapons, magic armor & magic resistance, 1 in 6 chance to know a random 1st or 2nd Circle Spell- can cast once in combat)
Morale- 14
Numbers- 1d4+1 Scouts, 2d6 Tunnel Guards, 4d10 Detachment

The Slaugh are the twisted, dark spawn of Elves and the Red God, banished deep below the Earth. While physically small and weak, the Slaugh are ageless and live for centuries- and they spend much of that time perfecting the art of death and torture. Despite their weakness, they are very skilled and highly trained warriors, well drilled, and with high morale and loyalty to their companions. The Slaugh are totally blind, but make up for this with an almost 6th sense for living things and their other senses honed to perfection in the years lurking in the darkness.

As with normal Elves, Slaugh have the power to craft magic items and are skilled at artifice. They wield black iron daggers and hooks forged from metal mined in pits where no light is allowed to enter and combine them with their dark magic. The average Slaugh is armed with magic weapons, and can strike anything a normal weapon could not. Their lightweight black armor is made in the same way and has some immunities that normal armor does not, including resistance to magic. As long as their armor and masks remain intact; all Slaugh treat their HD as +2 for the purposes of resisting magic and spell saves. If you use Cleave rules for Fighters, the Slaugh are too ornery for that too, and you cannot gain the additional attacks vs 1 HD targets against Slaugh as you could against other 1 HD monsters. Their equipment is not magic in the hands of anyone but a Slaugh or Elf.

Slaugh organize themselves into clans and wear masks. Their masks have no paints or distinguishing features, beyond the unique textures, bumps, and ripples each mask have; they tell each other apart by touch. The Slaugh wear these masks as a parody of the faces of sighted beings. The smooth black metal they use is easily shaped by their hands like clay, and that is how they craft their visage. The size and shape of the mask is based on their clan, where as the texture is unique the individual. Slaugh extend their hands at different heights to invite the other to press the mask against it; outstretched for equals, lower to the ground for superiors to their inferiors. This forces the lesser Slaugh to kneel in order for his mask to be felt, and his or her place to be known.

Splindlelimb Slaugh (2-3 HD, +3 to hit, +4 AC, 1d6+1 cruel weapons, 1d8+1 cruel javelins, magic armor & magic resistance, pickpocket, climbs up walls and ceilings)
Morale- 14
Numbers- 1d6 Stalkers, +1d4 accompanying a Slaugh group

The Spindlelimb or Spindleslaugh are a Slaugh that have long, extended hands, fingers, and legs. Uncommon, but sometimes found with groups of Slaugh as fire support. Throws black metal javelins, as wood to create bows is almost unheard of in the underrealm, also fights up close with knives. Can move almost silently and their long limbs make them experts at stealing; target supply items like rations from a pack to starve you out, or better yet steal your map to keep you lost in their realm. Tiny expert knife punctures to leak out your oil or water flask is another common tactic if they don't think they can slit your throat successfully. Expert grapplers and know many holds and throws that work even on larger opponents like humans.

Spindlelimb Slaugh are only chosen from the physically largest and most imposing of the Slaugh. Beyond receiving extra food and training, they are also tortured every day by being put on the rack and have their arms, legs, spine, and fingers extended. This is a willing process, and brings great honor to the Slaugh's clan to become a Spindlelimb. Despite not being much heavier or larger then your average Slaugh, they have the general profile and reach of a human man. This leverage and special status means they are used as either specialized troops; throwing javelins or as assassins that climb and stalk the underrealm and kill its trespassers.

Due to the difficulty of climbing and squeezing through tight caverns that they frequent, Spindlelimb Slaugh are not given masks, and are not allowed to participate in communal raising of children in clans. Any genetic traits of the Spinelimbs to be larger then other Slaugh just increases the risk of death in childbirth by female Slaugh. This makes them outcasts of their own kind; their stalking and murdering of trespassers often done in small groups of their own kind or they join warbands in progress once they leave their clan's chambers. This does not mean Spindleslaugh are treated poorly or thought of as lessers, they are simply bared from the familiar aspects of their race and as such are even more cruel and driven against their adversaries.

Fetal Mandragora (1 HD, scream if light falls on them, cursed scream deals 1d4 stat damage to a random stat vs nearest party member per round)
Morale- N/A
Numbers- 1d4 Tunnel Alarms, occasionally carried by Slaugh magicians or warbands

This horrible thing is the remnants of 1d4 stillborn Slaugh infants; tied to a metal post and frame built in the shape of its clan and animated with dark magic. They are used as alarms for areas nearby where Slaugh are posted, as their screams can be heard from quite a distance. It can be hacked apart quite easily, but if your system uses sanity mechanics it reduces your sanity/conviction by -1 on kill.

Slaugh raise their children as a clan. Due to the constant darkness and difficulty to attribute identify to a non-masked individual, as well as common death in childbirth and child rearing; young Slaugh can be raised by and taught by multiple 'mother' Slaugh, and may never know the true identify of their biological mother and father. Instead, they are raised with the group and taught loyalty and arts of war and magic by all members of the clan. Status is earned by merit and age instead of bloodline. The remains of stillborn Slaugh are still given one last place among their people; as the fetal mandragora.

Sometimes, the Mandragora are carried by Slaugh magicians into combat and used as a form of staff to focus dark magic. When carried like this increases damage and saving throw difficulty of spells by +2 until the mandragora is killed or disarmed. It can also be used as a battle standard. As long as it is being carried into a battle by any Slaugh it grants them +1 morale.

Boggart Box (1 HD, +3 AC, mindless construct that stands still once opened)
Morale- N/A
Numbers- 1 to 2 with Slaugh detachment, 1d4 in Slaugh Clan Grounds

This is a simple animated construct that releases a Greater Boggart. As with pure elves, Slaugh have innate magic when it comes to craftsmenship and this spider-like contraption is created through that magic. If the Boggart Box is destroyed, any Boggarts who flee the combat or are turned via magic will flee into the dark crevices of the caverns and go deeper into the Earth instead of returning to the box.

If a Boggart is forced to flee, as it itself is a cowardly creature, it will always return to its box first unless cut off or the box is destroyed. Once returned to the box, the boggart will regain its courage in a number of rounds equal to its HD. If the Slaugh group are being lead by a powerful Slaugh sorcerer or someone wielding a Fetal Mandragora, it takes one less turn to return.

Despite being a mindless construct with a very specific purpose; the spider-like movements of the box are incredibly fluid and it can take great evasive action as long as it holds a boggart, being able to jump over small chasms and avoid weapon attacks. It can only do this as long as it holds a boggart, as the moment it is released to fight the box simply stands still, losing its dark motion until reunited.

Greater Boggart (2-4 HD, +0-2 HD for party condition, save modified by Wisdom on appearance, nightmare powers based on feared creature, add HD to damage against shaken opponent, possess and hold characters of lower level then Boggart HD)
Morale- 8; returns to box on flee, else flees permanently into caverns
Numbers- As Boggart Box

The Boggart is a fearsome and infamous creature. It's “true” form is little more then a dark mist, but the Boggart is a shapeshifter and it transforms into the creature the person facing it fears most. Normal, “lesser” Boggarts exist on the surface world in haunted houses and scary old antiques as a form of harmless house spirit, using its fear abilities to scare people when its hiding place is uncovered and giving it enough time to flee to safety- only appearing as one creature for but a moment. Greater Boggarts are much more powerful and appear as a swirling mass of many creatures, dominated by the form of the closest engaging opponent but with common phobias appearing in the fog.

Boggarts become more powerful depending on the fear and stress of the party. On the first round of combat when they appear, the engaging player must make a save modified by Wisdom modifier or feel shaken. If this is appplied to a hireling, they lose 1 loyalty permanently and must also make a morale check to avoid fleeing. Whatever creature the engaging character fears most the Boggart becomes and gains the attacks, AC, and basic abilities of. These abilities are “lesser” then the creatures true abilities or are partially illusion based. For example, a Gorgon could not truly petrify someone, but it could make them stiff and drop their Dex mod to -2 temporarily and think their skin has a stone-like texture. These types of over time effects last until the Boggart switches to a new form.

The Boggart, when injured or threatened by a character with level under its HD, will invade and 'possess' this character. They invade them through the nose or mouth, and trap them in their mind within a nightmare, and they fall to the floor. The nightmare they are trapped within deals the monster's HD in damage per round the trapped character fails a hard save modified by Wisdom, and forces them to live out their worst fears and horrible, soul crushing fantasies. While under this effect, the Boggart cannot be hurt by physical attacks without harming the person they are possessing, as they are within their body. By succeeding three hard saves in a row or receiving help from the outside they can break the Boggart's control and expel it from their body. The Boggart will retreat once forced out.

Slaugh Immortal (3-5 HD, +2 to hit, +2 AC, 1d4+1 cruel staff or Fetal Mandragora, magic armor & magic resistance, command darkness, +2 leadership, cast spells, “returns” from death)
Morale- 14, 16 when on clan grounds
Numbers- Always 1, may lead Detachment

The rulers of the Slaugh clans are the immortals. Immortals, like all Slaugh, are truly long lived and have large and ornate clan-masks. Much of their time has been dedicated to mastering dark magic instead of combat skills, but the continue the Slaugh martial traditional and wear magic armor. These Slaugh are so named immortal as they are said to return from death; as the mask they wear holds a portion of each of their line, and the next to wear it will receive some of their knowledge.

Slaugh Immortals are so closely entwined with the powers of the underrealm that they can command darkness. Around them, they can cast an inky black shell that grants +2 AC from ranged weapons and spells that require an attack roll. They can also hound a formidable, hazy darkness that can cause terror and confusion in the weak willed; making an easy save to avoid being confused for a round and making a morale check. They can also use darkness to choke out a source of light the party is using, such as supernatural light from a Sage or spell, or from torches and lanterns. Using these abilities takes up their combat round, unless if they wield a still animate Fetal Mandragora, in which case they can use them in addition to attacking or using a spell.

Slaugh Immortals are very powerful dark sorcerers. Regardless of their HD or spell progression for monsters, they are capable of casting a single 3rd Circle spell. They can also add their +2 HD bonus, while wearing their arcane version of the black armor, to magic for the purpose of determine opposing saves or counter spell viability. If you're using the one-spell-per-level method of spell slots and spell circle system; treat their HD is +2 from this bonus for their total spell slots. All Slaugh spells are focused on offensive and cursing capabilities; they do not learn defensive or healing magic. Additionally; the Immortal is a leader and adds +2 morale to all creatures it is commanding. When the Immortal is killed, this bonus is lost and creatures make a morale check.

Lumpus (6-8 HD, +1 to hit, two 1d8 flabby claw attacks, extra 1d6 “darkness” attacks AND bonus AC equal to HD-X, where as X is the number of torches party is carrying/light level)
Morale- 11
Numbers- 1 or 2

The Lumpus is a very strong creature of darkness. It is said to be closely related to the Grue, but isn't as powerful and is less negatively impacted by light. Like many creatures of the utterdarkness beneath the world, the Lumpus appears unearthly and treats surface dwelling beings with extreme prejudice, as if merely being here is violating some sort of natural law. Unlike most creatures and beings the Slaugh command; the Lumpus has eyes. Very large, bright eyes that it uses to see even in darkness. It is also strangely attached to color, and will sometimes just stare at the hair or colorful outfit of a corpse, long after it had finished tearing them to shreds.

The Lumpus gains bonus attacks and AC equal to the monster's HD-X, where as X is the number of torches or different torch-level sources of light the party has. The “darkness” attacks deal 1d6 damage, and just appear as gnawing black marks or scratches along the skin. These attacks happen against those the Lumpus is closest too, so even if the claws are blocked, the sheer malevolent darkness will hurt or kill you instead. If a Lumpus is exposed to direct sunlight, or a spell that mimics sunlight, they will fall to the ground and be stunned for 1d6 rounds.

Slaugh society has the highest and most successful clans being the most powerful, and having the best access to creatures. The Lumpus is one of the most highly prized monsters of the underdark, due to its strength and connection to elemental darkness. The Lumpus seem willing to serve the clans and patriarchs; but they are more intelligent then they seem. If one could find a way to communicate with a Lumpus, you could potentially turn them against the Slaugh or find an ally in the pitch black.