Friday, September 30, 2011

Spell: Processions of the Damned [Labyrinth Lord]

“The aggregate appearance is of dignity and dissoluteness: the aggregate voice is a defiant prayer: but the spirit of the whole is processional.”


Processions of the Damned
Level: 6
Duration: 1 turn per level of caster
Range: 240'

This is a very rare, old spell. Few know it. Fewer know of it. It is not to be cast lightly, for the caster must make a save versus spells each turn the spell is in effect, or else they themselves will join the Procession and never be seen again.

Each Procession appears from out of nowhere and whether it returns from whence it came or goes on to some other destination is known only to those who are caught-up within its ranks. A Procession cannot be crossed; anyone trying to do so is randomly teleported 1d100 feet backwards. Anyone lost to a Procession is unrecoverable without resorting to some rather extreme efforts--Wish spells could work, possibly, but it is unclear how the use of such a spell might affect the Procession and could cause more trouble than it's worth. Deities will usually decline to have any dealings with the Processions. These are old, eldritch things that they are loath to even talk about because the Processions are outside the power of most deities. They are truly damned.


A Random Selection of Damned Processions
  1. The Battalions of the Accursed. Hundreds of soldiers, all of them wounded, their uniforms torn, their armor in tatters, some have lost limbs, or faces, or their heads. Wreathed in unsettling copper-colored flames, they march onwards, ever onwards to the beat of drums and the call of jaunty fifes. Any Fighter watching this procession needs to make a Save versus spells or have 1d6 of the livid, fiery and rotten members of this procession attempt to recruit them into the ranks of the marching damned. (Treat each of the Accursed as a zombie with HD equal to the Player Character affected. Destroying, defeating or turning these Accursed undead will release the victims from joining the Procession, but they are then cursed to rise up after their own death to join the Battalions of the Accursed, making it impossible to resurrect or otherwise recover them. This curse can be lifted by a suitably high-level Cleric.)
  2. Twitching corpses, every one of them someone the characters have killed either directly or indirectly, parade before the party. Each corpse stares at those whom it holds responsible for its terrible fate. They are all now the possessions of a terrible otherplanar being that has taken a decidedly unhealthy and clearly malevolent interest in the party...
  3. Thousands of tottering skeletons caper and prance across the space like mad mimes who make no noise whatsoever as they mock those who observe them. Any one watching this procession must make a save versus spells or have their own skeleton rip itself free of their flesh so that it can run off and join this necromantic procession. The skeleton takes as many turns to tear itself free as the affected character has hit dice/levels. If the Procession disappears before the skeleton can free itself, the character suffers 1d8 damage for each turn their bones tried to get free, but they won't be joining the Procession. This time. If a character's skeleton does manage to free itself, the character is dead, but recoverable. Their bones now belong to the Procession and might never be seen again.
  4. Hundreds of mummies in full regalia strut serenely before the observers, haughty and arrogant in their power and knowledge. Any spell-caster observing this procession must make a save versus spells or find themselves caught-up in the Procession. If they are forcibly restrained from joining the Procession, they need to make a second Save versus Death Magic or suffer the effects of a Trap the Soul spell--their soul now residing in a gem worn by one of the mummies...and their former body now serving as the host for some alien undead sorcerer.
  5. A horde of distracting freaks pass by, observers must make Save versus Spells or suffer effects of Confusion.
  6. Observers lose 1d6 hours and have no recollection of what happened during that period of time.
  7. A cadre of sleepwalking giants strides overhead. Observers will need to dodge or avoid being crushed by their heavy boots. (Save versus Petrification or suffer 3d4 hit points from being stepped on.)
  8. Highly respected, yet none the less condemned clowns cavort and sport about. If anyone laughs at their antics, they must make a Save versus Spells or suffer the effects of Horrifying Rictus.
  9. Dozens of glimmering, flickering Mere Shadows dance past, each one quietly, softly trying to drain some small bit of essential identity from each observer. For every turn this Procession continues, all observers must make a Save versus Spells or suffer the temporary loss of 1 point of Wisdom. (Effect lasts 1d4 hours).
  10. Gaunt Pedants draped in charms, tokens, talismans and amulets sidle past the party along a zig-zag path. Each one leers provocatively at those whom they meet along the way, but none of them will speak first nor move to interact with any observer until someone else acts first. Then 3d4 of the tall, nearly-dessicated beings will attempt to sell their questionable wares to the gullible for exorbitant prices. The Pedants will only walk more slowly in the course of their negotiations, never fully stopping, and anyone too caught-up in their deal-making runs the very real risk of being carried off with the Procession.
  11. A handsome coterie of fine young cannibals will saunter past making cat-calls and offers to purchase fresh meat from the observers.
  12. Dozens of capering little harlots will dance, prance and slink past anyone who will look upon them, each one offers incredible, fantastic, impossible even unspeakable things to those who will meet their price.

Cave and Tunnel Hazards I (Random Table)

Cave and Tunnel Hazards: Table I (D20)
  1. Mud covers the floor of this tunnel section to a depth of (1d12) feet. It is slippery and nearly impossible to avoid, but could possibly be bridged or climbed around by a sneaky barbarian or thief-type. Base 30% chance that some thing lives within that mud.
  2. Sand covers the sloping floor which tapers to a funnel-like cavity that feeds into a larger chamber below. The loose, sugary sand doesn't really start to slide until someone passes the midle point of the room, at which point it drains out from under trespassers at a very fast rate. Save/Dex Check at -2 penalty or get dragged down into lower chamber (d20x100) feet below. Base 40% chance that the lower chamber is occupied (random encounter).
  3. Poison gas fills the passage for 4d100 feet.
  4. This section of cave/tunnel contains a trapped pocket of flammable gas. Any open flame or firesource will ignite the gas, filling a 4d6 foot area with a burst of pungent green flames that will inflict 2d6 damage to all within range. The sudden burst of light will also disrupt nightvision for 2d10 turns. Roll for Wandering Monster.
  5. The floor suddenly tilts 2d10 degrees in a random direction.
  6. A swarm of tiny translucent-yellow ants that cast a peculiar double shadow in torchlight have riddled the surrounding rock and stonework with a maze of miniscule tunnels to a depth of 1d4 feet in an area roughly 4d10 feet in any given direction, causing the floor, walls and/or celing to all be extremely fragile and prone to collapse if disturbed by loud noise, walking over it, etc. Anyone triggering the collapse will suffer 2d4 damage and be buried under a powdery mass of very splintered and sharp stone while they roll for a Wandering Monster.
  7. A series of sharpened wooden stakes have been set beneath a loose layer of dust, making the floor into a sort of raised spike-trap.
  8. The floor suddenly subsides by 1d10 inches. Make a Dex check or loose balance.
  9. A swarm of up to a thousand little brown bats comes shrieking down the hallway--their usual means of accessing the natural chimney they lair within has been blocked by a small rockslide.
  10. The curious gray mold all over the walls and ceiling of this section give off a noxious poisonous gas if exposed to torchlight, inflicting 1d4 per turn of exposure. Dousing the flames or the lamps/torches will cause the mold to stop exuding toxins.
  11. The floor is damp, but not with water. A dilute form of acid has slowly been accumulating in this area. It is slow acting, but persistent and will slowly dissolve leather footwear, and corrode metals that are dragged along through it. The nuisance acidic residue will persist for 5D10 feet and will wash off easily with water, oil or wine.
  12. Tiny, glistening worms dangle from the ceiling, each one suspended on a wet thread of luminous mucous that is both adhesive and narcotic in composition. Contact with the worm's threads will cause affected surfaces to adhere powerfully to any other surface for 1d4 hours and force a Will Save or suffer hallucinations for the duration. Wine might dissolve the adhesive, but it could possibly make it worse (50% chance of dissolving it or causing double duration).
  13. The floor is covered with a 1d4 inche deep pool of stagnant water that carries a base 40% chance of transmitting some sort of infection or disease. Possibly some form of Dungeon Funk?
  14. One of the walls begins to crumble and collapses into a mound of rock and dirt. Luckily no one was hurt. 30% chance that this uncovers a perviously unknown or unmapped tunnel or passage either above the ceiling or below the floor and leading to some mysterious Sub-Level.
  15. The surfaces of this passage are heavily encrusted with sulfurous compounds, making it look all yellowish and rounded and slightly melted. This location is extremely flammable and will produce terrible, brimstone-like smoke that will suffocate anyone trapped within the passage for more than 4 turns. It is otherwise benign and doesn't even smell very much unless scratched, chipped or ignited by an open flame.
  16. Base 30% chance for every person who passes by this section of wall for it to finally give way and flood the passage with hot, stinking mud for 4d20 feet. It will require 1d4 days for this mud to finally cool down enough to attempt passing through it, but it is sticky and slippery at the same time, making any attempt to traverse it difficult and awkward.
  17. Cracks in the floor are natural vents for a boiling mineral spring below. 40% chance of steam erupting form the cracks when stepped on. There might also be a weak point in the floor that collapses like a pit trap, depositing those caught by it into the mineral springs below.
  18. Ceiling partly collapses for 1d10 feet in a random direction causing 1d4 damage to all caught in the collapse. Some of this debris might need to be shifted or dug out a bit to get past it.
  19. Poison gas fills the passageways in a 4d20 foot radius.
  20. Rickety boards and broken weapon-hafts have been assembled into a make-shift bridge over a sinkhole that extends under each wall and runs to a depth of over 100 feet where it drops into some sort of massive, open space that might or might not have water flowing through it. There is a 10% chance per increment of 100 pounds lugged across the bridge tha tit will finally fail, dumping everything and everyone into the sinkhole to slide down its sides until reaching the yawning gap at the bottom. Perhaps one might make a Dex Check to stop from falling through. but what of everyone else behind them? If the party was smart and had each person go over one at a time, then the sinkhole has a 40% chance to collapse a bit more around the edges, sending anyone within 2d10 feet of the sinkhole tumbling downwards to the gap and what awaits below...hello sub-level!

Monday, September 26, 2011

Eight Magical Weapons


September Short Adventure 26: Let's Make a Deal featured a mysterious Magical Weapon. Just in case you're too busy or a bit stumped on what the Magical Weapon might be, here are a few to choose from. Feel free to modify or adapt these to best suit your campaign's needs or your own sensibilities. Also, do keep in mind that what we're detailing here are just the obvious or openly revealed aspects of these weapons, they could all be hiding their own secrets...and they definitely have minds and personalities of their own...

Eight Magical Weapons
  1. A massive two-handed sword hammered out of a still smoldering shard of meteoric black metal.
  2. An incredibly delicate-looking translucent battle-axe.
  3. A pair of mother-of-pearl inlaid flintlock revolvers from an ancient brothel.
  4. The last five-and-three-quarters foot-long section of a slender, blackened and rune-inscribed spear that is now effectively a staff.
  5. A grotesque, almost fluid-looking hammer of some disgustingly green-tinged alloy.
  6. A composite short bow assembled from overlapping layers of dragon scales, monstrous chitin, and what appear to be bones.
  7. A triple-headed mace sculpted in the form of a Cerberus-like canine monster.
  8. A sleek and shimmery longsword with a blade forged from a shaft of moonlight.
Details are as Follows:
  1. Signurtifhardrume; +2 to hit/+2 damage (Double damage against all hybrids on a natural roll of 18 or better); INT 12; speaks to wielder only via telepathy; Casts Detect Hybrid twice a day and Cause/Cure Light Wounds three times a day (wielder's choice). This blade requires blood every 1d4 days or it becomes discontent and will actively sabotage the current wielder's next combat by with-holding curative spells or holding back on either the to hit bonus or the damage bonus. This blade is very likely hiding any number of other possible powers, abilities or bad habits from its current wielder...and it is a pathological liar.
  2. Shimradrikath; +2 to hit/+2 to damage; INT 5; Grants one bonus attack every day; Casts Knock on a successful hit; Able to cast Dispel Magic once per week on a successful hit; On any natural '20' the wielder must roll a Save or go berserk for 1d4 turns, during which time they get double attacks, double damage, and can continue fighting even if they are at negative hit points; This weapon will not tolerate any armor better than a bronze breastplate and will never serve anyone who can cast spells of their own; once per day this weapon can attempt to break any other magic weapon—wielder just needs to roll two 20s in a row is all.
  3. Armistice & Easykill; +2 to hit/+2damage; Any natural roll of a 17 or 18 results in target needing to make a Save or be stunned for 1d4 turns, a roll of 19 equals double damage, a roll of 20 is triple damage; Wielder gains +1 to DEX and has the ability to wield both guns at one time; Wielding only one gun at a time penalizes wielder by loss of -2 to DEX and -2 to hit; INT14 (each); Opponents get to make a CHAR reaction roll to determine if the guns decide that they like the target, in which case they will not fire upon them.
  4. Udramakkim; +2 to hit/Target must Save or be stunned for 1d4 turns (no damage); INT 16; Casts spells as a 5th level Magic User (4,2,1); Will absorb 1d4 spells from any spell book or scroll it is allowed to destroy; Confers 1d4 bonus hit points to wielder (permanently) for every 1,000 gp of loot or treasure it is allowed to destroy; Will never back down from a confrontation with its 'lessers.'
  5. Gronditing; +3 to hit/+1 damage; Grants wielder one additional attack on every roll of 19 or better; Affects target as though Green Slime on any natural roll of '20' to hit; Wielder is immune to effects of Green Slime while weapon is in use, upon losing or surrendering the hammer the former wielder must make a Save or have all of their armor transmogrify into Green Slime.
  6. Zalalaftrium; +2 to hit/+1 damage; INT17 (CHAR 12); Casts Cause Light Wounds on any three arrows used in an attack per day; Any arrow fired from this bow can affect target as though it were a +2 weapon; All arrows fired from this bow are treated as if they were silver-headed despite their actual make-up; This weapon is a relic of an ancient empire of serpentine warrior-wizards and will compel the wielder to seek out serpent-descended beings so that it can be returned to those unto which it belongs.
  7. Barog'Garmigon; +2 to hit/+2 damage against anyone wearing magic armor; INT 4; on command of the wielder this mace can attempt to bite any target already hit for an additional 1d6 damage (but only three times in a given day); Once it bites successfully, the mace will hold on and continue fighting/inflicting normal damage all on its own; If this mace is taken more than 60' away from the wielder, it goes inactive for 1d20 turns and can be claimed by anyone else that then picks it up.
  8. Xuchichatlikol; +2 to hit/+2 damage; INT 15; Inflicts double-damage on all shape-shifters; Hits all gaseous, out-of-phase or shadow-form monsters as though normal; Wielder always has initiative; Blade cannot function in sunlight.

Tuesday, September 20, 2011

An Adventure in Unspeakable Old School Randomness

Revised: 11/22/2011
Our Adventure won the contest!
Chris at Hill Cantons recently announced another one of his famous contests. It was about cobbling together a random adventure, and it sounded like fun, so we entered the contest.

First we rolled on the cliche-driven Old School Module-Naming Tables at Hill Cantons and came up with the result: 'Tomb of the Forgotten Toad-People.'

Not too shabby. Nothing to necessarily get too excited about, but a nice start.

So then we rolled on Raggi's Weird Fantasy Module-Naming Table and produced the following result: 'Planet of the Nameless Grimoire.'

Mashing those two titles together we have 'The Tomb of the Forgotten Toad-People from the Planet of the Nameless Grimoire.'

According to the rules set forth at the Hill Cantons blog (see THIS post), we kept things to one page and we decided to use the free Swords & Wizardry (White Box) set of retro-clone rules for this particular experiment.
  • Just to keep it interesting, we incorporated a random sentence from the Random Sentence Generator that Porky mentioned in THIS post.
  • Since this adventure called for a Nameless Grimoire we incorporated the Nameless Tome from Old School Heretic as both an encounter and a possible treasure.
  • Since we rolled the 'Toad' result the first time out, we took it as a favorable omen and incorporated a faded-out version of our own little Toader-dude illustration into the background of the One Page Adventure.
And now, without any further to-do, our little Award-Winning adventure into unspeakable old school randomness is now available at DrivethruRPG and/or RPGNow.


Friday, September 16, 2011

Harpy Talonists Race Class [Labyrinth Lord]

Harpy Talonists
Requirements: STR 9+, DEX 9+
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 8
Special: Innate Magic Resistance (+2 on all Saves), Magical Songs

Attacks: Talonists get up to 3 attacks when using their talons followed up by a scream, or once a day the Talonist may make an all-out combined attack on one target using just their talons, doing double damage and using the third attack to re-roll any misses.

Harpy Talonists are notably brutal, bloodthirsty and crude, even among other harpies. They will sometimes wear armor looted from past victims, especially if they realize that it is magic, but they prefer to rely upon their wicked scimitar-like talons as their primary weapons which inflict 1d6+1 damage each. Unlike their sisters, these harpies do not rely overly much on their song-spells, but rather prefer to use their primary wounding scream attack in combination with their filthy talons.

Harpy Talonists gain 1 Magical Song every other level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence only block their use of the magical song-spells.

Song-Spells of theTalonists
  1. As Curse (LL p. 20)
  2. Cause Fear (LL p. 25)
  3. Confusion (LL p.28)
  4. Bleeder-chant; causes all open wounds to profusely bleed for double damage.

RPG Toolset: 12 Word Trick from Ars Ludi

Thanks to Risus Monkey for posting about Microscope (and Corkboard, which looks like another really cool resource!) and thus facilitating our clicking over to the Ars Ludi site and discovering a rather ingenius approach to encapsulating some Mythic Flavor for a setting by boiling it all down to ten or twelve evocative words, weeding-out anything lame or weak, and really getting down to the essence of the setting in a nutshell. What an excellent technique for really, truly getting to the heart and soul of a particular setting. This is a great way to really get things sorted out and to further refine the identity and focus of the campaign, game or setting.

Here's what we came up with for a few of our campaign/setting projects so far:
Ain 4 (Humanspace Empires)
Abandoned, Forgotten, Decayed, Fallow, Horrific, Implications, Consequences, Toxic, Wasteland, Barren, Post-Industrial, Polluted

Riskail
Surreal, Art, Infrastructure, Humanity, Renaissance, Rebirth, Autonomy, Adulthood, Inheritance, Expression, Exploration, Development, Civilization, Networks, Differentiation...

Worldboat at Life's End
Exploration, Mysterious, Collaborative, Technology, Evolving, Independent/Autonomy, Ecology, Vast, Macroscale, Adaptation, Transformation, Survival, (Post Extinction Event)

Bujilli's Sojourn (Zalchis/Labyrinth Lord)
Adventure, Investigation, Experimentation, Sorcery, Journey, Knowledge, Transition, Growing, Experience, Monsters, Exploration, Worlds/Locales (Weird)

Zalchis (Labyrinth Lord/Mutants & Mazes/Mutant Future)
Weird, Post-Cataclysmic, Sorcery, Science, Loss, Entropy, Finality, Endings, Scale, Darkness, Broken/Fragmentary, Challenging, (Transitions)

Tsan Yian (Terminal Space/Swords & Wizardry[White Box]/OD&D)
Degeneration, Corruption, Infection, Mutation, Transformation, Mythos, Hybridization, Rampant, Hubris, Beyond, Outgrowth, Acceleropalypse (Less Tentacles, More Archaia...)
Wermspittle (Labyrinth Lord/*/possibly Savage Worlds)
Exploration, Knowledge, Adventure, Pulp, Crossroads, Bastide, Wilderness, Monsters, Plague, Turmoil, Opportunity, Discovery...Alternate Histories...
Interesting method. We'll try this out with the rest of our efforts and see where it leads.
We've purposefully left-out a few other projects because they're still in the works and need more time to fully ripen before we spring them on anyone outside of our play-testers.

This 12-word method looks like it will be a very useful tool for further refining and developing our various  projects like the Adventure Modules we're building for Zalchis and Wermspittle -- or the Planes of the Paraverse -- or even the Archipelago we've been developing for the Sea of O'sr (Maybe we'll just use 6 or 9 words or less for each island...) -- and this scheme fits nicely into Lester Dent's Master Fiction Plot Formula that he used in developing over a hundred Doc Savage adventures.

Thanks Risus Monkey!

Harpy Screechers Race Class [Labyrinth Lord]


Harpy Screechers
Requirements: WIS 10+
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 10
Special: Innate Magic Resistance (+1 onall Saves), Magical Songs

Wing Buffet Attack: Screechers get a wing-buffet attack that can strike up to two adjacent targets for 1d4/level of the Screecher in place of the usual claw attacks.

Screech Attack: 1d4 damage/level of Screecher, 1 designated target must make Save or be deafened for 3d4 turns. They may use this attack only if they are not already casting a song-spell.

Vicious and spiteful winged hags, the Screechers concoct foul potions and worse poisons from the remains of their victims, as well as crafting bone-marionettes and scalp-dolls that they use as tiny minions. A Screecher rarely engages in melee combat, preferring instead to fly off a short distance and cast spells or shoot poisoned arrows at their enemies. If they cannot withdraw and attack from a distance, Screechers will spastically flutter about the place making wing buffets, slashing away at random with a dagger and making full use of their screech attack.

Harpy Screechers gain 1 Magical Song every level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence cause 2d4 damage to the Screechers, in addition to preventing their use of the magical song-spells.

Song-Spells of the Screechers
  1. Animate Objects (LL p. 20); limited to bones, rags and offal strung together with bits of cast-off wire, cordage or their own hair and excrement.
  2. Conjure Animals (LL p. 20); limited to Giant Owls only.
  3. As Curse (LL p. 20)
  4. Cause Light Wounds (LL p. 21); inflicts 1d6 damage, +1 point/level of Screecher.
  5. Curdle Potions; Save or all potions within 20' radius are ruined.
  6. Horrid Revulsion; Save or flee in terror, as Feeblemind (LL p. 31)
  7. Charm Monster (LL p. 27)
  8. Charm Person (LL p. 28)
  9. Corrosive Calumnifying Chant; Save or lose 1 point of WIS (base 30% chance of being permanent).
  10. Blood-Curdling Scream; Save or take 3d4 as your blood literally curdles in your veins.

Harpy Tormenters Race Class [Labyrinth Lord]

Harpy Tormentors
Requirements: INT 10+, DEX 9+
Prime Requisite: INT and DEX
Hit Dice: 1d6
Maximum Level: 12
Special: Innate Magic Resistance (+1 on all Saves), Magical Songs

Harpy Tormentors delight in rigging-up traps and fiendishly clever ambushes for their prey. Cruel and devious slave-masters, the Tormentors delight in the misery and suffering of others. They gain spells as though they were a magic user of the same level but must cast all their spells as chants, dirges and recitations. They learn their spells from grizzled and wizened elder-crone harpies who recite each spell as part of a foul and twisted oral tradition that only a harpy may hear without suffering from Confusion effects (Save -1).

Tormentors rig-up traps as a Thief of the same level.

Harpy Tormenters gain 1 Magical Song every level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence cause 2d4 damage to the Tormentors, in addition to preventing their use of the magical song-spells.

The Songs of theTormentors
  1. Putrify Food and Drink [Reverse form of Purify Food and Water] (LL p. 24)
  2. Cause Fear (LL p. 25)
  3. Song of Pain; All creatures within 30' radius suffer -4 penalty on all attacks and -2 penalty to DEX for 1d8 turns.
  4. Chant of Hopelessness; Make Save or surrender for 2d4 turns.
  5. Charm Monster (LL p. 27)
  6. Charm Person (LL p. 28)
  7. Confusion (LL p.28)
  8. Dispel Magic (LL p.30)
  9. Song of Withering; Harpy needs to score a hit, then victim rolls a Save or their extremities begin to shrivel and rot, causing 1d6 damage/turn for 2d4 turns. The damage is permanent unless healed by magic.
  10. Chant of Hallucinations; as Hallucinatory Terrain (LL p. 31)

Thursday, September 15, 2011

Necropixies [Swords and Wizardry (Whitebox)]

Necropixies
No. App.: 1d6
Hit Dice: 2
Armor Class: 5 [14]
Attack: 1 scythe 1d4+1
Move: 6 (Fly 15)
Save: 18
HDE/XP: 5/240
Special: Spell-like abilities.

Necropixies can turn invisible and cast Dancing Lights at will, they can also cast Dispel Magic once a day. On any natural roll of '20' on any of their attacks a Necropixie does no physical damage, but instead inflicts permanent Confusion (victim still gets to Save: successful Save leaves them Confused for 1d6 turns). They are immune to polymorph and highly susceptible to Charms...(read: prone to fall for...)

Spell: Zymurgic Disgestion

Zymurgic Disgestion
Level: 3
Duration: 3d4 Turns
Range: 5' per level

With a hearty belch the caster spews a noxious gout of disgusting fumes at the target who then must make a Save or have their digestive system thrown into turmoil as it begins to self-ferment, producing painful amounts of excess gas, intense heat, and thoroughly unpleasant and disorienting amount of pain that will quickly incapacitate them as they fall to the ground writhing in agony, ejecting copious amounts of horrid smelling gas and other effluvia from every orifice of their bodies. The spell inflicts one additional 1d6 accumulating damage every turn the spell is in effect (first 1d6, followed by 2d6, then 3d6, and so on until the spell ends or the victim expires messily...).


Certain groups of humanoids enjoy using this spell as a form of execution as they then slash open the grossly distended guts of the victim and imbibe the freshly brewed stomach-liquor...an experience definitely not for the faint of heart...

Spell: Zaftigery

Zaftigery
Level: 2
Duration: Permanent
Range: Touch

The caster causes the recipient of this spell to quickly plump-up and become well-rounded, even pulchritudinous. This may, or may not confer a -1/+1 modifier to the recipient's CHAR depending on cultural norms and expectations. It will, however serve as a quick and effective visual disguise.

Quintapoidal Fungi

Quintapoidal Fungi


No. Enc.: 1d4 (1d8)
Alignment: Neutral
Movement: 180' (60')
Armor Class: 4
Hit Dice: 6
Attacks: 1
Damage: 3d4 +Spores
Save: F8
Morale: 12


Glossy, toxic toadstool-tanks left-over from some ancient, forgotten Devic war fought with flora mutated into malign biomachines of mayhem and destruction. Quintapoidal Fungi are fearsome predators that prowl malignant sterile-wastes and hyper-fecund jungles alike, avoiding only the worst extremes of the polar regions.

Spore Effects
  1. Target is blinded for 1d4 turns and must make a second Save or be permanently blinded from fungal growths sprouting out of their schlera.
  2. Victim is coated in a fine, yellowish powder that is extremely sticky and terribly poisonous, inflicting 2d6 damage each turn until removed or neutralized (water won't work, wine will take 4 or more turns, urine will dissolve the spores in 1 turn). If not removed within 4 hours, the spores will extend mycelial filaments into the host's body. The infiltration will be so severe that they are impossible to remove without Cure Disease. After 3 days the spores have so taken-over the host's body that even Cure Disease will no longer work and they become a fungal creature.
  3. Everyone within a 30' radius must make a Save or be incapacitated due to constant sneezing, itching, watery eyes and bloat-like swelling in the extremities for 2d4 turns.
  4. As Harm spell (LL p. 23); removes all but 1d4 hit points and causes magical disease that causes a terrible withering that will lead to death in 1d12 days unless cured by a Cure Disease spell. Affects all in 20' radius.
  5. Necrosis (Reverse of Regenerate, LL p. 25).
  6. Cause Fear (LL p. 25).

Wednesday, September 14, 2011

Plodder-Shell

Plodder-Shell
No. Enc.: 1d4 (2d4)
Alignment: Neutral
Movement: 30' (30')
Armor Class: 4
Hit Dice: 3
Attacks: 1 (Stomp)
Damage: 2d4
Save: F4
Morale: 12

Slow but steady, the powerfully built Plodder-Shell keeps walking at the exact same pace no matter what obstacles it must push through or climb over. They are physically incapable of backing-up, so they will sometimes have to loop around if they miss a ramp or bridge or entrance.

No one need ever tell a Plodder-Shell where to go, they always know where they are headed and do not stop, even when being loaded or unloaded by sling-cranes or rolling freight-derricks. Even when they are asleep, the Plodder-Shell continues to walk onward, ever onward. They never stop. Those who herd Plodder-Shells in order to use them as cargo transports and the like build special circular tracks where the creatures can continue their ceaseless perambulations and still be at-hand for when there is work to be done or a load to carry along.

The great docks that service the Plodder-Shells and their drovers are also set-up as a series of interwoven ring-shaped ramps where special hoists and massive block-and-tackle set-ups are used to load and unload the various platforms, frames, cages, packs and other cargo-carrying mechanisms slung, bolted, hooked or hung around, off of or on to the dense and nearly bronze-hard shell of the gargantuan beasts. Cable-dangling stevedores and other dock-workers like the mallet-men swing and sway overhead, each one striking loose the pins, unlatching the catches and either disconnecting or reconnecting the huge carts, wagons, travois and other load-bearing conveyances towed by the mighty Plodder-Shells as they clomp past. It is a sight to behold, but unless you are cleared by the Union, or have special permission, you're not going to get much of a chance to see this in action. It's a dangerous place to work. Only those with strong limbs, quick reflexes and a high threshold for pain are even considered for hiring. But it does pay well...

No one rides a Plodder-Shell. They don't like passengers and will sway back and forth in an extremely unsettling fashion until any would-be passenger is dislodged or gives up.

Plodder-Shells are immune to all mind-influencing magics, Sleep is meaningless to them, and even if you could Charm one, it will still just keep walking onward.

They are incredibly strong, usually docile and extremely hearty beasts who have successfully crossed vast expanses of desert simply because it was in front of them. They graze upon a form of moss that covers sections of three or six closely-adjunct planes, but how they manage to do this is not fully understood. The young budling Plodder-Shells tend to congregate in clusters around points where two or more Ley Lines intersect, leading many scholars to believe that Plodder-Shells might have some sort of affinity or ability to detect Ley Lines.

Plodder-Shells can pull or push 1d4 tons of cargo per Hit Die, the largest specimens having the capacity to move tremendous amounts of freight at a steady, regular rate of movement. For every 4 HD, the movement rate is reduced by 10', thus a 4 HD Plodder-Shell has a steady 20' movement rate, and an 8 HD Plodder-Shell moves 10' and at 12 HD the thing is just too big to move under its own power any more and so it drops dead right in its tracks.

One other very curious feature of the Plodder-Shell is that when it dies, the creature's body actually decays across more than one plane simultaneously.

Mind-Slime

Mind-Slime
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 10' (3')
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d8+Brain Drain*
Save: F2
Morale: 9

Voraciously inquisitive, yet repugnantly acquisitive, the Mind-Slime slithers and wriggles about in dark, dank, damp places searching for unwary victims to assault from ambush.

Most people mistake a Mind-Slime for a mucky stretch of floor, a malodorous bit of wall-scum, or just a patch of the ever-present slime that tends to drip and dribble across most of the less well maintained (but often highly visited) sections of the underworld.

A Mind-Slime attacks by spewing itself at its target much as if it had sneezed itself right at them. On contact the phlegmatic glob-thing will slide into position and attempt to suffocate/drown its victim by forcing itself down their throat. The digestive acids of a Mind-Slime are weak, and rarely play a role in its attacks, unless it is particularly enraged by something a potential victim has said, in which case the inner vitriol of the Mind-Slime boils to the surface in a far more caustic surge that does 3d8 damage to everyone within 10', after which it will slither off into the darkness to rest and recover for 1d4 days.

Brain Drain
If a Mind-Slime is successful in its mucousy assault upon a likely victim, it will attempt to siphon off some of their memories (including memorized spells), which the thing(s) will assimilate and use as their own for the next 1d4 hours, after such time the stolen memories will be fully digested, excreted as a tarry black sludge and are no longer usable by anyone. (Note: this sludge may cause 1d4 damage on contact for up to an hour after being deposited on hand rails, banisters, etc.)

A Mind-Slime can attempt a Brain-Drain every other attack once it has already latched onto a victim. Treat the Brain-Drain as a Feeblemind spell, but deduct one spell (selected randomly) from any spell-caster being attacked by a Mind-Slime. The creature then gets to cast that spell on its next attack, if it so chooses, especially if the spell is something like Fireball instead of Read Magic...

There are rumors of bigger, nastier, far more evilly-erudite Oozulent Geniuses that squirm about in the deeper dark regions far below the dim chambers and corridors of the known underworld...

Tuesday, September 13, 2011

Illigom

Illigom
No. Enc.: 1* (+1d4 companions)
Alignment: Chaotic
Movement: 90'
Armor Class: 6
Hit Dice: 6
Attacks: 2 (pick two: Staff, Bite, Spells or Prophecy)
Damage: 2d4+2/1d4+poison/by spell-type/special: See below
Save: F7
Morale: 10

Crafty, sly and older than worlds, the Illigom wander meaningfully across myriad planes. Some say they look for truth or work for justice. Others accuse them of fomenting rebellions and disrupting the status quo. Trouble seems to follow them wherever they go. Heroes and patriots arise at their challenge, mobs take on terrible purposes, and armies have been known to disband or fall to looting their own supply trains after crossing the path of an Illigom.

Sowers of discontent, rabble-rousers and agitators--the Illigom never leave things the way they found them, even if things were just fine. They incite mobs, spark uprisings, and set revolutions into motion with a few well-chosen words, a discrete healing of a potential leader, the not so discrete assassination of a suitable martyr--they are meddlesome and wicked and extremely disruptive.

Great heroes have been prophesied by the Illigom--heroes that they then went out and raised-up from amongst the populace. Heroes have returned from the past, even the dead, rejuvenated or resurrected and filled with a terrifying zeal and fanaticism that only one who has literally given their all for a cause can muster. Legends have a tendency to sprout in the wake of the Illigom like apple trees or plague outbreaks.


Spells
Illigoms know the following spells (and very likely a few others as well):
Level One: Cure Light Wounds, Protection, Purify Food & Drink, Remove/Cause Fear, Resist Cold.
Level Two: Bless/Curse, Hold Person, Resist Fire, Silence 15' Radius, Speak With Animals.
Level Three: Cure/Cause Disease, Locate/Hide Object, Remove/Bestow Curse, Striking.
Level Four: Create Food and Water (wine), Cure Serious Wounds, Neutralize/Enhance Poison.
Level Five: Commune, Cure Critical Wounds, Quest, Raise Dead, True Seeing.
Level Six: Find the Path, Heal, Stone Tell.
Level Seven: Regenerate, Restoration, Resurrection.

Illigom cast their spells as a 15th level cleric, but have no holy symbols, and can not cast these spells for their own benefit even if on the verge of dying. They can only use these spells to the benefit of another being.

In addition, Illigoms also have access to 1d4 of the following spells each day (received at random):
  1. Charm Person
  2. Ventriloquism
  3. ESP
  4. Invisibility
  5. Mirror Image
  6. Phantasmal Force
  7. Clairvoyance
  8. Haste
  9. Arcane Eye
  10. Charm Monster
  11. Confusion
  12. Dimension Door
  13. Massmorph
  14. Animate Dead
  15. Feeblemind
  16. Magic Jar
  17. Geas
  18. Reincarnation
  19. Simulacrum
  20. Statue
These spells can be used however they will, but they cannot teach them to anyone else, nor can they transcribe them onto a scroll or embed them in any other item.

It is rumored that the Illigom also have a few secret spells that they have developed over time, but this is probably only a rumor.
Prophecy
Illigom can enter into a trance-state and utter words of prophecy that may or may not make any sense, creating a brief 1d4 turn Feeblemind effect on anyone who actually listens to the cryptic mutterings. Whether or not the prophecy comes to pass or is fulfilled remains to be seen, as very few Illigom have ever remained in one place long enough to see whatever chain of events they set into motion actually play themselves out.

Invariably, within every crowd addressed by a prophecying Illigom, there are typically 1d4 stalwart true believers and impressionable types who will adopt the prophecy as though it were the most important thing they've ever heard or experienced. They will then seek to live by these words, to implement anything hinted at in the spontaneous screed, and to fulfill the sacred prophecy to the best of their abilities...often with bizarre, unexpected, unpredictable consequences...

Companions
*Illigom are accompanied by 1d4 random companions that the Illigom is in the process of training to become an agent provocateur, a great hero, or something along those lines. See the Random Illigom Companion Table for details/ideas.

Illigom Companion (Random Table/Encounter Table)

The Illigom are strange, pseudo-reptillian demagogues who wander about randomly stirring up trouble, fomenting rebellions and sowing the seeds of revolution. These are some of the sorts of people they tend to attract as henchfolk, followers and allies...though you could run into them under other circumstances...
Random Illigom Companion Table (D20)
  1. Thief raised from the dead and given the mask of a white fox that she might rob from the oppressors and give aid and comfort to the poor.
  2. Noble Fighter who was once turned into a statue and only recently released after a thousand years of being trapped. He's not all here, but he is a formidable master of the two-handed flail.
  3. Pious cleric with the head of a wolf and a blessed arquebus that is automatically re-loaded by a group of 1d6 gun-cherubs. He hunts down abominations in the Name of his Lady, the goddess of the Winter Moon.
  4. Gigantic fighter who claims to be a sixth generation descendant of Gargantua, seeking the Brazen Tomb of his ancestor.
  5. A skeleton that is slowly crystallizing due to some weird, eldritch effect of the last plane they visited. She is searching for The Crystal Egg in the hopes that it might help her reverse the crystallization effects of her enemies' dastardly spells. It is unclear if her affliction is a disease, an environmental effect, a curse, a deliberate spell attack, or something else. Perhaps she is slightly confused by recent events or just misspoke. I'm sure it's nothing to worry about...
  6. Former Cobbler with the lower body of a large saffron worm. Triply cursed by the vampire-barons of a distant land, he now seeks to become a mighty sorcerer so that he can free his people from the sadistic rulers who made him what he is today.
  7. Slim, pale beautiful half-elf girl who moves like a deer in the moonlight. You'll never see the knife until it is too late.
  8. An idealistic young slug-wrangler from the shores of the Bitter Sea who has abandoned his family business in order to become a liberator of the oppressed.
  9. A morose, terminally-ill hunchback in studded leather with an enchanted blunderbuss and twenty-seven throwing knives looking for the one bell whose ring is the one he remembers from childhood so that he can finally find his way home to the village where he was born. He wishes to return there in order to die.
  10. A blind medusa in chainmail who requires the guidance of her telepathic sword to get around. She is hunting after the band of pig-things that blinded her. The sword has other ideas...
  11. A fine young cannibal wearing an immaculate green velveteen vest, studded leather kilt and wielding a triple-action multi-crossbow.
  12. Massive half-ogre zombie with his mouth sewn-shut. Carries a flamberge-bladed military pick that has been known to lop off limbs or heads on a roll of 19-20. His mind is inscrutable, impervious to telepathy or mind-affecting spells, thus he hunts enchanters and politicians.
  13. A well-dressed Marmot scribe with a taste for mustard who rarely looks up from his writing. This is none other than Marmotretus, the famous author of De Baboinis et cingis, cum commento Dorbellis.
  14. A bald-headed dwarf with three hand-axes and the tongue of a dragon.
  15. Winged maiden who carries a dancing misericorde and an urn that dispenses Cure Serious Wounds potions 3X a day.
  16. A suit of empty Plate Armor in search of a suitable wearer.
  17. A heavily bearded old half-minotaur in laquered lamellar armor carrying a broken arquebus (that they use as a +1 club) and damaged and thread-bare magical bag of wind that only produces stale farts.
  18. Triplet-Elves, one of whom sees, one hears, the other talks. They are of one mind on most matters...and deadly shots with their woodsman's bows.
  19. An alcoholic unicorn that can take the shape and form of the last person they killed, along with the memories, which they carry with them forever. It is obsessed with atonement, but always seems to end up in no-win situations where it needs to kill in order to carry out a noble purpose or to save the day.
  20. An expatriated, outcast Gronk who has barely escaped from the Ministry of Conformity's agent-assassins. They refuse to carry a Gronk Sword. They want to learn how to be an individual but need to find out whom to follow and what forms they need to fill out.

Jaladari

Jaladari
No. Enc.: 1d4 (2d4)
Alignment: Chaotic
Movement: 160' (Directed Levitation)
Armor Class: 5
Hit Dice: 4
Attacks: 4 (weapons, spells or special)
Damage: 1d6+1*, by spell, or special/see below
Save: F4
Morale: 8

Veiled and secretive, the Jaladari are only ever partly on any one plane at any given time. Crafty and inhumanly subtle, they cast no shadow of their own, but must instead borrow or acquire other people's shadows. Their own shadows are bound-up in their weapons. The blades of their swords are forged from their own shadows and as such have the curious and unsavory ability to drain a victim's strength and vitality (see Umbra-Blade below for details). The Jaladari lurk in the shadows and whisper sullenly of bitter things. They will sell you charms and talismans, but will not accept payment in gold or jewels. They require...other...forms of payment...

Jaladari can use Plane Shift at will, from within shadows; they are unable to use this power in bright light without incurring 4d6 damage to themselves and causing an umbral rupture that will inflict 3d4 damage to everyone within 20'. They also typically know Craft/Forge Shadow, Attack ShadowContact Other Plane, Magic Jar, and Trap the Soul in addition to 1d4 random shadow-based spells,  but never Light or Continual Light, as those spells will cause the Jaladari both pain and damage (1d4/2d4 per turn), hence they greatly wish to avoid exposure to such spells. (Reduce Jaladari Morale by -4 when they are faced by these spells.).

*Umbra-Blade: +1 sword, inflicts 1d6+1 damage. On a successful hit, the blade drains 1 point of Strength or 1 point of Constitution from victim for 8 turns. Anyone lowered to 0 or less Strength or Constitution dies horribly as their living essence is pulled out of them by the very roots of their shadow, which now merges with the Umbra-Blade granting it either +1 Intelligence point, +1 to hit, or +1 to damage. In certain instances, the slain victim might have a chance to take over or possess the Umbra-Blade, especially if the Jaladari is wounded. (Base Psyche: 8, Base Intelligence: 12, [plus bonus for +1 weapon] Thus the typical Willpower: 21. Or one could always re-roll this if they prefer...)

** Typical Amulets and Charms Carried by a Jaladari
  1. Amulet versus ESP
  2. Amulet versus Crystal Balls and ESP
  3. Amulet versus Crystal Balls
  4. Bracers of Armor
  5. Brooch of Shielding
  6. Chime of Opening (as a dangling charm)
  7. Amulet of Protection against Dungeon Funk
  8. Necklace of Adaptation
  9. Scarab of Protection
  10. Medallion of Thoughts
  11. Medallion of Thoughts (90')
  12. Amulet of Comprehend Languages
  13. Talisman of Chaos (Chaotic wearer can cast Bless 2x Day. Other alignments suffer 2d6 damage if they try to handle the weirdly warped thing.)
  14. Talisman of Alignment Changing (as Helm of Alignment Change)
  15. Talisman versus Petrification (+1d4 on Save, 1d6 charges)
  16. Talisman versus Poison (+1d4 on Save, 1d6 charges)
  17. Talisman versus Death (+1d4 on Save, 1d4 charges)
  18. Talisman versus Breath weapons (+1d4 to Save, 1d4 charges)
  19. Talisman versus Spells (+1d4 to Save, 1d8 charges)
  20. Talisman versus Wands (+1d4 to Save, 1d4 charges)


Drilg

Drilg
No. Enc.: 1d6 (3d6)
Alignment: Chaotic
Movement: 70'
Armor Class: 6 (often augmented by random magic armor)
Hit Dice: 1+1
Attacks: 2 (Horn or weapon)
Damage: 1d4+1/By weapon
Save: F2
Morale: 9

Drilg are curious, inquisitive, sneaky and above all completely disrespectful of others' privacy. They are able to move silently 1d4 times in a given day, but do so at 1/2 their normal movement rate (35'), and the effect only lasts for 1d6 turns at a time. Drilg can also cast Detect Magic twice a day and have True Seeing as a constant ability. In fact they see a great deal more than they ought to, and many of them have run afoul of various petty spirits, nymphs, sylphs and the like who have had good cause to curse the Drilg who dared to sneak up on them while they were bathing or otherwise privately disposed. Any curse that does manage to latch on to a drilg will wear off or slough off within 2d4 days regardless of the source. Such things just don't stick to the drilg, as they tend to not let such things get them down. All Drilg have 1d4 random magic items or weapons. They wouldn't leave home without them.

Drilg can serve as Player Characters in the Kalaramar Drifts, Wermspittle, and possibly other places as well.

Gronk

Gronk
No. Enc.: 1d6 (4d6)
Alignment: Neutral
Movement: 40' (double if grumbling/half that if they just ate)
Armor Class: 5
Hit Dice: 4
Attacks: 1
Damage: 2d4
Save: F4 (Immune to Fear, Feeblemind, etc.)
Morale: 0*

Gronk are parthenogenic hiveborn abhumans descended from rebellious homunculi who do not have morale as others know or recognize such a state of mind. Taciturn proletarian warriors of great fortitude and dour outlooks, the Gronk literally do not have the ability to feel fear nor joy, nor any strong emotion. Instead they endure. They persevere. They survive and march ever onwards in their completely egalitarian military-industrial society. They comprise an army without officers. They insist on putting everything to a vote on a unit by unit basis, even when hired-on as mercenaries or janissaries. Everything that they wear, eat or carry comes from a central supply facility and is mass produced in the one ideal size that every Gronk is expected to aspire to--failure to conform to the standards of the collective is treasonous and can lead to summary court-martial and execution by one's comrades, even in the midst of battle.

Gronk carry no treasure as everything they own is held in common and is in fact the de facto property of the collective.

All Gronk are medium infantry and they like it that way.

The Gronk have rigorously embraced the principles of centralized authority and mass-production. Thus they have invented the ultimate melee weapon. The only slight problem is that it only comes in one size and that is usually twice the optimal size for any given Gronk. This weapon is the Gronk Sword.

Saturday, September 10, 2011

Nicheclops

Nicheclops
No. Enc.: 1d4 (2d4)
Alignment: Chaotic
Movement: 20' (10')
Armor Class: 5
Hit Dice: 6
Attacks: 1+slime
Damage: 3d4 +poison (2d6) +Secondary Effect (see table below)
Save: F3
Morale: 8

Ancient cyclopean mummies that have been infested with a strange, symbiotic form of toxic algae-like slime, the Nicheclops are dreadful but slow-moving creatures who are no longer completely living, dead, or undead, but inhabit a bizarre limnal zone in-between. Driven insane by their unnatural existence, the Nicheclops spend years at a time ensconced within their burial niches deep underground, their bodies suspended in a form of hibernation while their astrally-projected spirits wander distant planes it wouldn't be wise to mention.

All Nicheclops have an innate ability to animate and control 1d4 writhing masses of green slime, which they then use to drive off interlopers or those imprudent enough to disturb their weird trances.

If disturbed enough to be awakened from their extraplanar projection, a typical Nicheclops will slowly arise from their niche, assess the situation using whatever spells seem appropriate (ESP, Detect Alignment, Detect Lie, Clairvoyance, Clairaudience, See Invisible, Detect Magic, etc.) for a period of 1d4 turns, after which the Nicheclops will unleash an all-out assault upon the interlopers using its slime, massive bulk and whatever spells it has available. It will attack mercilessly until all the intruders are killed or driven off, or it is destroyed. The slimy remnants and remains of a destroyed Nicheclops will slowly recede back into its niche and reform over a period of several weeks in order to resume its trance, unless it is treated with lots and lots of magical fire. 

Particularly old and venerable Nicheclops are rumored to have 10 or more HD and regenerate as a Troll.

Secondary Effects of Nicheclops Slime
  1. Save at -2 penalty or your skin begins to tear itself loose and literally crawl off of your body, causing 2d4 damage/turn until either it is free at last, or the effect is dispelled by destroying the Nicheclops. (Takes 3d6 turns for the skin to tear free. The skin can move about, but has no intelligence, 1 HD and can only attempt to choke for 1d4 damage, if it can't just slither away into the unknown depths. Magical healing will cause the victim to regrow fresh skin, not restore any that has torn free.)
  2. Victim suffers a horribly disfiguring experience with necromantically-tinged digestive juices; Save or lose 1d4 CHAR,with a base 30% chance that each point affected is permanently lost.
  3. You've been engulfed by Green Slime. (LL p. 80)
  4. You've been infected with a greenish slime that has gotten under your skin and has gone dormant. Once you die, the slime will reanimate you as a zombie within 1d4 turns.
  5. Recipient of slime is now affected by Commune (LL p. 20) spell that opens a channel to some unnameable, outermost thing that heretofore was completely oblivious to their existence. You do get to ask three questions...but do you have the courage/sanity to withstand the answers?
  6. Victim has been affected by Cause Disease. (LL p. 21)
  7. Insanity. Just insanity. No physical damage from the slime during this encounter.
  8. You can never cast or use Detect Magic ever again. That part of your brain has just been destroyed by the slime. Every time someone else uses this spell within 30' of you, roll a Save or a small portion of your brain deliquesces into a rancid blob-ette of slime causing 2d6 damage and driving you insane with agony, making it impossible to cast spells or speak coherently. There is a 20% chance of the slime going dormant again, otherwise it will force its way out of your skull inflicting 2d6 damage/turn until it finally breaks free regardless of whether you're still alive or not.
  9. Necrosis (LL p. 25)
  10. Fear (LL p. 25)
  11. Feeblemind (LL p. 31)
  12. You've become the involuntary subject of a Contact Other Plane spell (LL p. 29), unfortunately you are ill-equipped to enjoy the experience and the plane in question is not one you'd normally wish to associate with, but the natives are friendly, after a fashion and will answer your questions in some peculiar alien dialect that you'll remember for the rest of your life, though you'll most likely never get it properly translated.

Macroceum (Wermspittle)

Macroceum
No. Enc.: 1d4 (2d6)
Alignment: Chaotic
Movement: 90' (via blink)
Armor Class: 6
Hit Dice: 4
Attacks: 1 (magic weapon or spell)
Damage: 1d6+1/by spell
Save: F4
Morale: 8

Horrid little parasites, the Macroceum are a larval-form of an otherwise unknown otherplanar creature whose life-cycle includes incubating within the bodies of undead. They are known to infest certain forms of mummies, liches and other cadaver-type undead that retain some form of sentience and spell-casting ability.

Necromantic Parasitism
Macroceum attach to their victims by means of a combination of telekinesis and digging into the rotting flesh with their tiny claws. They then burrow into the nearest large clump of undead flesh to lay eggs and bask in the necromantic energies coursing through their host. Over time a Macroceum can gain 1 point of INT or WIS, acquire spell-casting ability, and gain spells by siphoning them away from their host. Thankfully, most Macroceum never survive long enough to gain true sentience and spell-ability as their hosts notice the tell-tale signs of an infestation and use Dispel Ectoplasm or another, similar spell to eliminate the pests.

Patient, Slow-Growing Things
Macroceum gain 1 point of INT or WIS per 1d6 months spent incubating within an undead host. They gain spell-casting ability when they would otherwise qualify as a player character, siphoning off their beginning spells directly from the mind/brain of their host. Even the most inattentive undead will likely notice the loss of spells and thus will usually take suitable counter-measures, unless prevented from doing so by sorcerous bonds, soul manacles or worse things...

Blasphemous Rumors
There are rumors that some Fantomists have taken certain mummies hostage, constrained them with ensorcelled chains or bonds or some sort, and used them to forcibly grow Macroceum into intelligence as part of some mad, unspeakable scheme...

Friday, September 9, 2011

Spell: Gloomlight (Glyph of Gloom)

Gloomlight
Level: 1
Duration: 1d6 turns (can be extended by expending hit points)
Range: 10'

Caster forms the Lurmish Glyph of Gloom and infuses it with a slight bit of their personal essence, just enough to create a dim sphere of murky radiance that does not interfere with infrared senses or night-adapted eyes.

Koponu [Labyrinth Lord]

Koponu
No. Enc.: 1d4 (2d4)
Alignment: Chaotic
Movement: 40' (120' swim)
Armor Class: 7
Hit Dice: 1
Attacks: 1+slime
Damage: 1d4+poison
Save: 0-level human
Morale: 4

Koponu are a species of small (roughly goblin-sized), hunched bipedal amphibians who glow softly in the dark. Their fish-belly pale skin is covered by a slime that forces anyone they strike to save versus poison or else have their own skin take on a softly luminous glow similar to a low-power Light spell for 4d4 hours. Troglodytes and other subterranean beings are known to hunt, trap and enslave the Koponu as living torches, or as meat.

Those Koponu that have escaped being enslaved live as subterranean scavengers who hop and flop about in the wet caverns, ancient cisterns, aqueducts and wells of ruined or forgotten estates. They are known to frequently drink to excess and are fond of newts, salamanders and frogs, often raising such creatures as beasts of burden, meat-cattle and pets. Some bands of Koponu have learned how to breed and raise warfrogs, salamander-soldiers and fighting-newts.

Lurm [Labyrinth Lord]

Lurm
No. Enc.: 1d4 (3d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 2
Attacks: 1 (magic weapon or spell)
Damage: 1d6+1/by spell
Save: F1
Morale: 5

Lurm are vile tempered abhumans from the plane of Jiloth. They are mostly hairless, for which they compensate by wearing ensorcelled vambraces made of wool and fur, most often lined with the fine felt of the Almas. They are foul-tempered creatures, given to moodiness and a stubborn resistance to any change in the status quo but their own whims or desires. 

The Lurm are notorious for provoking spell-duels in order to catch other caster's attack spells, this being the only way that they can gain new spells since they are completely unable to read or use the spell Read Magic. There is only one symbol-glyph that they can use and it only grants them access to a variant form of Light that makes everything dismal and gray like on a rainy day (Gloomlight). Some Lurm will consider trading spells, instead of fighting for them, but they place a much higher value on their own spells than those of any other practitioner, so it might prove easier and cheaper to just fight them anyhow. They are somewhat obsessed with anything having to do with the mysterious jade obelisks that have been found in certain regions of various planes coterminus with the Outer Circumferential Zones of Zalchis...

The Lurm will attempt to catch any attack spell used against them and will succeed if they make a successful Save against spells. Any spell so caught goes into their repertoire and can be re-cast at will. A typical Lurm knows 2d4 random spells, but never knows Light or Read Magic under any circumstances. All Lurm know how to cast the Glyph of Gloom / Gloomlight spell (1st level spell, 10' radius of dim luminance, as a low-powered Light spell).

Lurm will not willingly carry non-magical weapons. If they hold onto a magic scroll for more than 3 turns, it is either Erased (20%), Scrambled (30%) or Randomized (50%). If erased, the scroll is usable for transcibing spells onto it but is otherwise empty. If scrambled, the scroll is mostly useless, with a (25%) chance of causing a random spell failure effect. If the scroll is randomized, re-roll for type and number of spell(s) contained.

Molg [Labyrinth Lord]

Molg
No. Enc.: 2d4 (4d4)
Alignment: Chaotic
Movement: 120' (special)
Armor Class: 6 (+1 or better required to hit)
Hit Dice: 4
Attacks: 1
Damage: (see Eyebeam Table)
Save: F3

The Molg are a form of quasi-sentient gelatinous slugs who scavenge whatever ectoplasmic residues they can find, even if that means forcing their victims to extrude the stuff under duress. Molg can use Detect Ectoplasm automatically within a range of 1,000'. They attack using the Random Eyebeam Table, doing either raw damage, or adding a magical effect at will.

Fantomists have been known to raise and train semi-domesticated Molg as pets, guard-beasts and as disposable clean-up contingents within ectoplasmically-saturated areas such as certain off-limits cemeteries, fortified tombs, or ancient ghoul fastnesses out amid the bleak, bitter black worlds of the Third Vortex.

As ectoplasmic scavengers, the Molg are a direct competitor with the Ordrang and they will often gang-up against an Ordrang in order to drive the thing off or kill it and consume its accumulated ectoplasm.

Nerglid [Labyrinth Lord]


Nerglid
No. Enc.: 1d4
Alignment: Chaotic
Movement: 90' (140' mounted)
Armor Class: 4
Hit Dice: 3
Attacks: 1
Damage: 3d4
Save: F3
Morale: 9

...tireless, relentless and entirely too mysterious. The Nerglid hide behind solemn, polished iridium masks that give them a mockery of human facial expression. They are anything but human beneath their masks and armor...

Masked, armored and mounted upon specially-bred Pseudoblepas, the Nerglid challenge all humanoids they meet to single combat that they might prove their mettle against the most human of whomever they meet. They seem especially preoccupied with testing themselves against humans in particular, but will settle for anything or anyone upright, bipedal and mammalian, with the occasional reptile being accepted as a challenge if no one else is available that would be more suitable.


In combat, the Nerglid rear their mounts and waddle into battle using their heavy-hafted pole-arms. They cannot charge, as a Pseudoblepas is incapable of anything but hopping. But do not let the seemingly ridiculous sight of a Nerglid hopping into battle astride their Pseudoblepas fool you. They have mastered the military art of using the hopping motion of their mounts to full effect, thus the damage quoted above.

It is strange that spells affecting fungi also seem to affect the Nerglid, though perhaps on second thought, perhaps that's not quite so strange after all...

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