Sunday, April 21, 2019

Random Sorcerer-King Generator

I've made several attempts to do this and they all sucked.  Thus, I went back to drawing board and finally came up with this. Behold, my Sorcerer-King generator.  If you need an ultra powerful, semi-mortal magic user to be the villain of a campaign, to rule a city in the middle of an arid waste, to be the eccentric host hosting an auction in some desolate region where only the wealthiest and most influential people in the world or for any other reason, use the tables below.

Also, if you want to create a unique retinue for the Sorcerer-King, try this post here.

                                                                     by Yesh10x

What is the Sorcerer-King's sex?

The Sorcerer-King is...

1d4

1- Male
2- Female
3- The Sorcerer-King is a functional hermaphrodite, with the best features of both sexes.  When you first see him/her, save.  On a failure, you are disgusted by the Sorcerer-King.  On a success, you find the Sorcerer-King oddly attractive.
4- Whatever you rolled is actually just a disguise, roll again to see what the Sorcerer-King really is.  If you roll this result again, continue rerolling.  Each of this result is another disguise layered one on top of each other.

What is striking about the Sorcerer-King's appearance?

1d20

1- The Sorcerer-King has strange hair, it is a rare, beautiful or impossible color (equal chance of each).  You can decide for yourself, or roll 1d6: [1= Bright, blood red; 2= Snow white; 3= Electric Blue; 4= The Sorcerer-King's hair is actually living plants growing from their scalp; 5= As '4', but instead of plants, its bare copper wires; 6= Tentacles, covered in suction cups.]
2- The Sorcerer-King has exotic eyes, they are a color and shade rarely, or never seen in humans.  You can decide for yourself, or roll 1d6: [1= Purple; 2= Gold; 3= Blood Red; 4= Pure white- Ocular albinism; 5= Solid black, with no iris or slcera; 6= Color-changing with their mood.]
3- The Sorcerer-King looks like they are 12 or 13 years old.  They are actually much older, but will only transform into their adult form when things get serious.
4- The Sorcerer-King is covered in dozens of scars, with seemingly every inch of flesh covered in healed wounds.
5- The Sorcerer-King never wears clothing.  He or she is always naked.
6- The Sorcerer-King dresses in archaic clothing.  Whatever his or her wardrobe consists of, it is widely out of place.  He could be wearing a business suit in ancient times and homemade buckskins with a cookskin cap in modern day New York City.
7- The Sorcerer-King is suffering from some kind of serious wound, but it never seems to bother him.
8- The Sorcerer-King is constantly shrouded head-to-toe in black and covers his or her face with a headscarf and sunglasses.  No one knows what he or she actually looks like.
9- The Sorcerer-King is constantly wearing winter clothes and covered in snow, as if he or just exited a blizzard.   
10- The Sorcerer-King is surrounded by dozens of strange animals that he or she doesn't seem to notice.  You can decide for yourself, or roll 1d4: [1= Spiders that weave webs in their hair and rest in the King's pockets; Mosquitos the size of your finger that drink blood from their exposed skin; 3= Tiny, naked women with gold skin and no eyes that dance and pose like Victoria's Secret Models on their body; 4= Frogs that constantly swim around in the Sorcerer-King's drinks or soups.]
11- The Sorcerer-King is covered in strange, magical tattoos that glow and flare as the King works magic, and shift around when the King is agitated or emotional.
12- The Sorcerer-King has horns.
13- The Sorcerer-King has an unusual skin color.  You can decide for yourself, or roll 1d6: [1= Hot pink; 2= Moss Green; 3= Navy blue; 4= Silver; 5= The King seems ultra-pale in daylight, but he or she actually glows green in the dark; 6= The King is very pale in the middle of their body, with his or her skin darkening as it nears the extremities, from palest cream to teak wood.]
14- The Sorcerer-King constantly wears make-up of a specific type.  You can decide for yourself, or roll 1d6: 1= Clown Make-Up; 2= Mime Make-up; 3= Face is painted like a tiger; 4= Have dotted lines on his face like he is about to have plastic surgery; 5= Goth make-up; 6= She is wearing special effects make-up to make it look she was hurt.] 
15- The Sorcerer-King is constantly cosplaying as a fictional character he or she is very fond of.  It's a very good cosplay. 16- The Sorcerer-King is laden down with talismans, fetishes, charms and amulets.
17- The Sorcerer-King looks exactly like someone you knew in the past.
18- The Sorcerer-King has a crown of fire that levitates over his or her head.
19- The Sorcerer-King is 1d6+4 feet tall.
20- The Sorcerer-King has some deformity or mutation that he or she openly displays.  You can decide for yourself, or roll 1d6: 1= ; 2= ; 3= ; 4= ; 5= ; 6= .]

How strong is this Sorcerer-King?

1d4

1- Weak.  1d6 HD.  Starts with [1d6+HD] spells.  Can cast 1 spell at-will as a level 1 spell, the rest require spellcasting dice.  The King has spellcasting dice equal to their HD.  
2- Strong.  1d8 HD.  Starts with [1d6+HD] spells.  Can cast 1d3 spells at-will as level 1 spells, while the rest require spellcasting dice.  The King has spellcasting dice equal to their HD.  
3- Terrifyingly Strong.  1d6+2 HD.  Starts with [1d6+HD] spells.  Can cast 2 spells at-will as a level 1 spell, while the rest require spellcasting dice.  The King has spellcasting dice equal to their HD.  
4- Godlike.  1d8+4 HD.  Start with [HD] spells.  Can cast 1d3+1 spells at-will as a level 1 spell, but the rest require spellcasting dice.  The King has spellcasting dice equal to their HD. 

The Sorcerer-King is surrounded by an aura of...

1d6

1- Anonymity.  Unless the Sorcerer-King is doing something obvious, cool or dangerous, you must successfully save to notice their presence.  Otherwise, you just ignore them.
2- Fear.  Strikes fears into the hearts of his enemies.  If the Sorcerer-King attacks you, save or take 1d6 WIL damage.  If the amount of WIL damage taken ever equals or exceeds your total WIL score, you must flee.  You also gain the Conviction, "I will never fight that Sorcerer-King again."
3- Fire.  Once per round, as a free action, the Sorcerer-King may cause one person within 100' to take 1d6 fire damage and burst into flames. That person continues taking fire damage until that person takes an action to stomp out the fire, soak themselves, stop, drop and roll, etc.
4- Life.  Once per round, as a free action, the Sorcerer-King may cause one person of his choice to regain 1d8 HP.
5- Death.  Anyone within 100' of the Sorcerer-King cannot benefit from healing spells, potions or magic.  Additionally, any person who is not at full HP automatically loses 1 HP a round.  If you are already bleeding out or suffering from a Horrible Wound, this aura worsens it by 1 degree.  
6- Love.  Charms people into following them.  If the Sorcerer-King is nice to you, save or take 1d6 WIS damage.  If the amount of WIL damage taken ever equals or exceeds your total WIS score, you become Charmed by the Sorcerer-King.  You also gain the Conviction, "I do not want to do anything that will hurt the Sorcerer-King, and will strongly consider any requests they might make of me."  

But if the Sorcerer-King gets into a really tough spot, he can just...

1d20

1- Use his powerful telekinesis (as a Mind Flayer) to start flinging people around, stealing weapons out of people's hands, etc, etc
2- Bring something dangerous looking to life and bring it into the fight, under her control.  The object animated has 1d6 HD, an AC of 10, and can make two attacks doing 1d8/1d8 damage.
3- Flood the air with some kind of hyper-lethal poison.  The Sorcerer-King can create a cloud of toxic gas for 30' that does 1d20 damage to everyone within in, with no save permitted to evade this damage.
4- Inflict a terrible disease on his or her attackers.  All within 100' must save.  On a failure, those who failed their save begin developing symptoms for some terrible disease.
5- Light EVERYTHING on fire.  The Sorcerer-King immediately flings a 5d6 fireball at one target within 100', doing damage to everything within 30' of the fireball, save for half.
6- Make something important explode.  One object within 100' is targeted.  If it is a creature, it may save.  If it is an object, no save is permitted.  After 1 round, or when the Sorcerer-King desires it, that creature or object explodes, dealing 2d20 damage to everything within 50', save for half. 
7- The Sorcerer-King calls down a 4d6 lightning bolt to strike one target.  Save for half.
8- One creature must save.  If the creature fails, he or she is turned into an ordinary, 1 HP Frog with no class abilities or higher cognitive functions, though their personality remains the same.
9- The Sorcerer-King fires a pair of lasers from his or her eyes.  Anyone struck by these lasers takes 3d6 CHA damage.  If the CHA damage taken equals or exceeds their CHA score, that creature is teleported to an unknown location.  
10- Summon an army of the Dead to do their bidding.  Immediately, 1d20+10 2 HD Undead loyal to the Sorcerer-King appear out of closets, from under the floorboards, crash through the windows and etc.
11- Take over someone's mind.  One creature within 100' of the Sorcerer-King must save.  On a failure, that creature falls under the mental domination of the Sorcerer-King for 1 hour or until the Sorcerer-King is dead. 
12- Teleport to some other location.  The Sorcerer-King, along with anyone touching them, disappears to some unknown location.
13- Disable their opponent's weapons.  Every person holding a weapon within 100' must save.  If they fail their save, their weapons stop working.
14- Create an amazing, astonishing illusion.  Every person within 100' sees an illusion depicting some kind of insane attack, reinforcements, or etc.  It is only when it touches them that they realize it was just an illusion. 
15- Flash-clone their opponents and sick their clones on them.  1d6 of the Sorcerer-King's opponents are suddenly copied, and clones of them wielding organic equipment are grown on the battlefield.  These clones are absolutely fearless and obedient to the Sorcerer-King.  
16- Create a bunch of acid and start melting stuff.  The Sorcerer-King can either make an attack and create a bubble of acid that they throw at someone, doing 3d6 acid damage on a hit, or cover a section of floor up to 30' long and 30' wide in strong acid that will dissolve anything that is not stone, glass, ceramic or plastic.
17- Suck the life out of you.  The Sorcerer-King, as an action, can force one person within 30' to save.  On a failure, that person takes 1d8 damage and the Sorcerer-King regains an equivalent amount of HP.
18- Summon some really strong back-up.  The Sorcerer-King summons an Outsider, who will try to possess someone within 100' of the Sorcerer-King.  Use the usual rules for Outsiders, as found here.
19- Transform themselves.  The Sorcerer-King transforms themselves into a giant monster that has a Damage Threshold of 10, an AC of 12, and makes 3 attacks, two for 1d8 and 1 for 1d12.
20- Unleash a psychic pressure wave.  Everyone within 100' must save.  On a failure, they take 1d6 Psychic damage and get -1d6 to do anything complicated or delicate as the Sorcerer-King's will crashes into their minds, flattening their personalities, shoving them back down into their Lizard brains.  Those affected by the psychic pressure continue taking 1d6 damage as long as they are within 100' of the Sorcerer-King and are not running away.   

What is the Sorcerer-King's weakness?

1d12

1- If his hair is ever cut, he loses his powers.
2- She cannot use or touch iron, and iron weapons hurt her more than other types.
3- Anything holy or blessed will do extra damage to him.  He also cannot harm holy individuals or step onto holy ground.
4- She can only maintain her powers as long as she does not commit any serious sin or act of virtue.
5- He cannot eat certain things, such as the meat of certain animals.  If he did, this would weaken him.
6- She fears mirrors for some reason.  If she sees a mirror, she will flee.
7- He has unmet obligations to a powerful creature from beyond the world.  This creature could probably offer you some advice, if you help it to collect on its debts.
8- She cannot disobey the order or harm a certain type of person, such as civil magistrate of a nation whose jurisdiction she falls under, one of the Folk, a virgin, etc.  However, the order of another creature or person of the same type can override the first order.
9- He is damaged by sunlight.
10- She must regularly make sacrifices to a cabal of spirits, which grant them the majority of her powers.  If this sacrifice network were to be totally disrupted, she would lose all her powers.  If it was partially interrupted, then she would be weakened.  If left untouched, she is basically invincible.
11- He requires an item on their person.  If this item is not in his possession, he is severely weakened.  If it was destroyed, he would permanently lose his powers.
12- She is being pursued by Hungry Ghosts, who wish to kill her and drag her soul to Hell for her crimes.  These Hungry Ghosts are kept away by frequent sacrifices, magic or some other mechanism.  If this mechanism could be broken, the Hungry Ghosts could freely enter and attack the Sorcerer-King.  The Hungry Ghosts could tell you this.  However, you must be careful.  The Hungry Ghosts are are single-minded and consumed by vengeance.  They will do anything to make the Sorcerer-King pay.

But even if you kill them, if they manage to get you with their Death Curse, then you're screwed.  What did they curse you with?

"I curse you with..."
1d20

1- "Madness."  You develop some kind of delusion that steadily gets worse until it consumes your whole life.  This curse is broken by becoming a servant of chaos and freeing yourself from any self-imposed restraints, such as your family, job, citizenship, or etc.
2- "Falling into an endless sleep."  You fall asleep and don't wake up.  This curse is broken by true love's kiss. 
3- "An incurable disease."  You develop a disease that will eventually kill you, but not before it destroys your life.  This curse is broken by mortifying your flesh in fire from a living source.  You will need a powerful Wizard, a Dragon or a Fire Elemental.
4- "Turning into an animal."  You turn into an animal, preferrably something small and cute.  You lose all class abilities in this form and higher cognitive functions.  Your personality remains the same though.  This curse is broken by contacting a Deity or someone in charge of governing the physical laws of the universe and reporting the discrepancy to the appropriate department.   
5- "Being shrunk [to 6 inches tall]."  Welcome to the microverse, bucko.  This curse is broken by making a pact with one of the Sovereigns of the Folk.
6- "Tragic, unavoidable Death."  You're going to die and soon.  It's probably going to be ironic or violent, possibly both.  This curse is broken by successfully making a save vs death or by having a close shave (Referee's Discretion) with death.
7- "Rotten Love."  You fall in love with someone who is an absolutely awful person.  You will realize this, as well as the fact that your love is generated by this curse, but you won't be to help yourself.  This curse is broken by getting your awful partner to break your heart and leave you.
8- "Wicked desires."  You develop dark appetites.  Roll 1d6 to see what it is for:  [1- You love killing people.  Whenever you get the chance, you will act according to your Conviction.  You must successfully save to resist; 2- You have a perverted and unnatural sexuality.  One really weird thing gets you aroused, which is: 1d6 [1= Cannibalism; 2= Being hurt; 3= Hurting people; 4= Being treated like furniture; 5= Being raped; 6= (Almost) drowning yourself.]  Whenever you get the chance, you will act according to your Conviction; 3- You are a kleptomaniac.  You love stealing stuff.  Small stuff, valuable stuff, useless stuff, it's all the same.  Whenever you get the chance, you will act according to your Conviction; 4- You love breaking stuff and destroying things.  Whenever you get the chance, you will act according to your Conviction; 5- You are seriously aroused by being ordered to do things.  You will want to seek out someone who will abuse and treat you like their slave.  Whenever you get the chance, you will act according to your Conviction; 6- You become obsessed with a random person and start following them around.  Whenever you get the chance, you will act according to your Conviction.]  This curse is broken by performing an act of supreme virtue that does not benefit you in any way (Referee's Discretion).
9- "Truth."  You are unable to lie.  This curse is broken by deceiving someone of something important while being unable to lie.
10- "Being unable to heal."  You may not regain any HP or FS for any reason.  This curse is broken by sacrificing yourself and taking a metaphorical bullet for someone else.   
11- "Infamy."  You are suddenly an infamous outlaw, known far and wide for committing some grisly crime.  There is a bounty on your head and bounty-hunters on your tail, along with the conventional authorities.  This curse is broken by pleading your case before a legal court.
12- "Slavery."  You no longer have any will of your own and must obey the orders other people give you.  Treat all people around you as "equal rank", so you must obey any order anyone gives you, with newer orders overriding old ones.  This curse is broken by willingly submitting to one master and serving them for a year. 
13- "Confinement."  You are teleported to some kind of cell, prison, or containment facility.  If you ever leave it of your own will, you instantly die, with no save permitted.  You know this fact.  This curse is broken by having someone break you out.
14- "Hell."  One object on your person is cursed.  You will be tormented by visions, foul omens and harassed by an invisible spirit that only you can see.  Then, after three days, this spirit will attack and drag you down to hell.  This curse is broken by finding the cursed object and giving it to someone else, who is then dragged to Hell.
15- "A Deadly Enemy."  The next powerful person you meet develops an immediate dislike of you, and begins plotting your downfall.  This curse is broken by developing a strong relationship with the family, friends or kinsmen of your enemy.
16- "An Entrance to the Void."  A portal to the Darkness Beyond the Stars opens near you and begins following you.  The portal will suck up nothing but you and what you throw into it.  It pursues at a slow, but inexorable pace until it swallows you.  This curse is broken by throwing someone you love into the portal.
17- "A poisoned gift."  You receive a gift, whether it be a magic item, a piece of property, a bride, or a big bucket of money. However, there is some hidden flaw in this gift that destroys anyone who receives it, whether it be haunted, cursed, or etc.
18- "Good taste."  You become absolutely irresistible to creatures who eat your species and cannibals, who will pursue you. This curse is broken by becoming a vegetarian for at least a year.
19- "Grief."  Over a short period of time, those you rely on most in your life, whether that be your family, friends or brothers-in-arms will begin dying off in accidents or simply for being in the wrong place at the wrong time.  This will continue until everyone shuns you for being bad luck.  This curse is broken by throwing a lavish funeral for the first person who died.
20- "Petrification."  You begin slowly turning to stone over a period of days.  Soon you will be a statue.  This curse is broken by filing the appropriate paperwork with a representative for the Elemental Court of Earth.

What is the the Sorcerer-King's long-term goal?

1d20

1- To punish a troublesome polity (city, province, or small nation).
2- To punish a particular person and his or her family, or the descendants of that person.
3- To become immortal.
4- To trick or manipulate a person into fulfilling an ancient prophecy.
5- To awaken an Elder God from their hibernation beneath the waves.
6- To destroy an institution or an organization that the Wizard finds offensive (CERN, Walmart, National Geographic magazine).
7- To attempt or investigate time travel, with the intention of using it.
8- To create life (the more dangerous and uncontrollable, the better).
9- To create a terribly dangerous magical weapon, capable of untold destruction if completed.
10- To reshape the geography of an area in a drastic and permanent sense.
11- To make a fictional character(s) real.
12- To clone/resurrect/revive someone they love.
13- To get into space in a rocket made of garbage and spells.
14- To build a tower or structure that can reach Heaven so they can speak to God.
15- To build a portal to Hell.
16- To rip a star out of the heavens and bring it down to earth.
17- To learn his or her fate and the fate of everyone in the world.
18- To gain access to another, parallel universe.
19- To gain control of the vast majority of a valuable resources.
20- To ensure the survival and success of a people group/nation/bloodline.

What is the Sorcerer-King's current goal?

1d6

1- To destroy a troublesome organization/tribe/person who is interferring in the Sorcerer-King's plans.
2- To gather rare ingredients for a magical ritual.
3- To obtain a rare and powerful magical item.
4- To speak to a particular person and pick their brain on a subject that person is knowledgeable in.
5- To find out what is causing the delays in his or her long-term project.
6- To try and tame/recruit a particular monster/person/entity to his or her cause.

What is the Sorcerer-King's current problem?

1d6

1- Her monsters keeping escaping/defecting.
2- Troublesome lesser beings keep intruding into his laboratories.
3- The power source for her current experiment is quite dangerous/unstable and is negatively affecting her, her workers, or the surrounding environment.
4- His experiment is flooding the local area with magical radiation, which is causing all sorts of irritating side-effects.
5- A local monster/person/tribe is attacking them, and the Sorcerer-King just wants to be left alone.
6- The Fuzz is coming!  API or some other law-enforcement body is coming to check out this place, and the Sorcerer-King is scrambling to get out and conceal the evidence that he was here.

What is the Sorcerer-King's current fancy?

1d6

1- To wait and see how a particular, amusing situation plays.  For example, what happens when an adventuring party accidentally activates the ancient doomsday device?  
2- The Sorcerer-King want you to come and have tea with him or her. 
3- The Sorcerer-King want you to deliver this sexually degrading letter to a powerful monster/person/entity, see that monster/person/entity's reaction and bring back a reply.
4- To throw the greatest party in the universe.  Expect Succubus dancers, drugs with names that you can only pronounce with a two foot tongue, and high-profile guests from all over the world/the cosmos to show up.
5- To wander around undercover with some local ruffians.  If a police officer starts reporting a member of the a local criminal syndicate that can suddenly fly or shoot lightning out of his eyes, it could be a Sorcerer-King in disguise.     
6- To hand over immense power to a weakling and see what happens.  Expect the bullied kid to suddenly receive the anonymous gift of a magic superweapon, the homeless man to receive an enchanted amulet that attracts money, or the local single lady to suddenly gain the ability to make men fall in love with her.  Of course, chaos and unexpected consequences follow.

                                                      from Hunter x Hunter 2011

Wednesday, April 17, 2019

OSR: The Elemental Court of Earth

I already did this once before, so let's do it again.  Find the first part of this series here.

Elementals are the spiritual aspect of whatever substance they represent- Fire Elementals are the spirit of flame personified, for example.  The same applies to all other Elementals.  Elementals also have a secondary purpose as well, which is to maintain the physical laws.  Fire Elementals, specifically through the Sultan of the Sun and his burning bureaucracy, govern all fire, along with combustion, ignition, oxygen consumption by fire and anything else relating to fire.  All fires, at least in theory, go through this system.  There are illegal fires, but generally the system is efficient and effective.

Now, let us discuss Fire's brother, Earth.

                                                                  by ChristopherOnciu

The world according to Earth

Patric Stuart thought of this first, by the way.

To Earth Elementals, The core is the center of the universe.  This is the center of everything, where all power is collected, where everyone who is anyone is.  This is the Imperial Capital, the Court of Kings, the Throne Room.  Here the Parliament of the Core meets to discuss all matters of state, from how much mountains should grow or shrink, to the strength of gravity in various regions, to the shifting of the tectonic plates, all these things are matter of debate in the Core's Parliament.  To be assigned to the Core is the most prestigious place an Earth Elemental can be assigned to, a sign of true importance and great authority.

From there, the higher up you go, the less important you are.  To be assigned to the Cauldron, the mixture of fire and earth around the Core, is still good, though not as good as working in the Core itself.  Then come the Veins of the Earth, which are a thoroughly unimportant region, a place defined by almost complete irrelevance.  The Elementals assigned to this place are generally only marginally talented, often corrupt and quite impulsive (by the standards of Earth Elementals).  The Veins is often a punishment detail, meant to keep those too wicked, foolish or ambitious away from the levers of power.  The Veins are also the primary place where Earth Elementals go to commit crimes, plot conspiracies, or to not be bothered. 

Finally, there is the surface.  Most Earth Elementals find the idea of not being surrounded by earth or fire at all times to be intensely distressing, so only the most daring or fool-hardy of their number dare to take these posts.  You would be wrong to think of a surface assignment as a punishment detail, though.  The duties on the surface are often surprisingly important for the maintenance and implementation of the Parliament's policies. 

So generally, surface assignments are reserved for the bold, the Veins for the ambitious, foolish, corrupt or punished, the Cauldron for those who are generally good enough to administrate but not to govern, and the Core is for the elite.

The Earth according to the Other Elemental Courts

The Solar Sultanate is a strong ally of the Parliament of the Core, with the two Courts having a strong, if occasionally fratricidal relationship.  This fact can be shown most strongly by the fact that you can walk on the Sun (assuming you can penetrate the Corona) and the fact that the Cauldron is as much fire as it is Earth.

Some of the Courts of Water are currently at war with the Court of Earth.  This is known as the War of Erosion, and has been going on for a long time.

Some of the Courts of Air are allied with the Court of Earth, assisting in various projects.  Other Courts of Air are at war with the Court of Earth, but in a rather uncommited way.  This doesn't say much, however, as there far too many Air Courts to count, with a number somewhere between 300 and too many on any given day.

                                                      by jbrown67

Base Earth Elemental Statblock
HD Varies  AC Varies  Atk Varies
Mor 7  Saves Varies

Elemental: Elementals are alive, but not in the way that you are.  They do have bodily needs that must be addressed, but not in the way that you are.  In this case, Earth Elementals need to stay in contact with the Earth and spend at least 8 hours a day meditating.  They usually do this burying themselves alive and then digging themselves out later.

Earth Bound: Earth Elementals are bound to the Earth.  If they stop touching the Earth for any reason, they take 1d6 damage a round until they can make contact with the Earth once more.

Stone Shift: Earth Elementals can move through unworked stone and earth as if it was air.

Tactics:
- Varies, see below

Elementals of Note:

                                                             by Dimitar Bochukov

Peak Ambassador

The Court of Earth maintains strong relations with the Courts of Air.  Or at least, they think so.  The Court of Air are fractious and impossibly numerous, with little delineation between one Court or another.  But at the same time, maintaining good relationships with the Air Spirits is deemed essential by the Parliament of the Core, so it is done.  This unenviable duty is left in the hands of the Peak Ambassadors, or as they are occasionally known, the White Caps.  These Earth Elementals can be seen standing atop mountains looking up into the sky, listening to the winds.  Peak Ambassadors also have other duties as well, such as defending their mountaintop from Water or Air Elementals who assault them.  They also help to coordinate volcanic eruptions, building vital relationships with their brothers in the Court of Fire.

Of all the Earth Elementals here, they are the ones most frequently encountered by mortals.  They can be often be seen while traveling, standing so still they might be mistaken for statues.  Peak Ambassadors are also quite social however, unlike most Earth Elementals, possessing only a small amount of the usual truculence and unfriendliness of most Earth Elementals.  They are very slow to speak though, and conversations with them are known to last all day.  Adventurers often frequent their well maintained Embassies, which are usually just caves with swept floors.  There they will implore the Peak Ambassador to speak with them and reveal some of its information, which they will usually pry from the thick skull of the White Head by bribing it by offering to do it a favor, or with some unusual mineral, or perhaps simply by pestering them until its introverted tendencies come out and it promises them that it will do whatever they ask, as long as they leave it alone.  The reason for this is simple.  Peak Ambassadors know many things, as the winds love to gossip and the White Heads have large ears.  Their powers can also make them useful to the clever adventurer.    

Statblock Changes:         

HD: 2

AC: 16

Saves: 9 or less is a success

Atk: (+1)  Slam 1d6/1d6 or Boulder Toss

Abilities:

Gravity Control: By touching something with earth particles in it, a Peak Ambassador can cause gravity to cease affecting someone or something by temporarily severing its connection to the Earth.  This person immediately begins falling toward the ceiling.  If not stopped by something, such as a ceiling, a rope, or a spell, they will continue falling upward until they fly up into the Heavens, where they are likely to be shot down by a God, if they are lucky.  If not, they will continue falling, until they pass through the Constellations and enter the Darkness Beyond the Stars.  The Peak Ambassador can also cancel this effect at will.

Boulder Toss: Peak Ambassadors can throw boulders at people by toggling their gravity control.  They then fling a boulder at one person.  This person must save or be hit.  Anyone immediately adjacent to them must save as well.  On a failed saving throw, the thrown boulder does 3d6 damage, evenly divided among everyone who failed their saving throw.  On a successful save, you take no damage.

Tactics:
- Get under open sky
- Use Gravity control on someone
- Threaten to let them float away if the people attacking you don't stop
- If they don't stop, just run away

                                                                    by Davelgo

Geyser Guard

Geyser Guards are the lowliest of the Core's civil service.  They are the rank and file of the Earth Elemental Armies, trained to fight in pairs or trios.  They are deployed to the distant corners of Parliament's jurisdiction, to the bottom of the sea, to geysers, to coastlines, or to other places where the Earth's domain directly intersects with the other Elemental Courts, usually Earth or Wind.  They also act as bodyguards for low-level civil servants, occasionally accompanying Tunnel Tyrants and Peak Ambassadors.

Geyser Guards tend to be nervous, plucky individuals who are usually out of their depth, underfunded and overworked and very often over budget.  Some of them are very competent and likely to be promoted, but most are doomed to never rise any higher.  Some of them are aware of this.  Most are not.  Still, despite this fact, most Geyser Guards tend to be outward facing, unlike most Earth Elementals, and are able of holding a conversation with those around them.  They tend to be quite twitchy and sensitive, but they are quite reasonable.  Being so far removed from the politics of the Core and the Cauldron tends to make one less interested in the intrigues back home.  So they are quite friendly, if you manage to approach one without spooking them.

Adventurers often visit Geyser Guards, speaking to them and asking for their help.  Geyser Guards have extensive knowledge of cave systems and underground tunnels and can make an excellent guide.  The most common way to earn the help of a Geyser Guard is to bribe it with metal.  Geyser Guards eat metals of all kinds, from raw ore to worked stuff.  Some are very picky, but others will take whatever they can get.  These metal objects are not destroyed, however, but are actually stored inside the Geyser Guard.  This fact explains the second reason why Geyser Guards are often sought out by Adventurers.  Geyser Guards often have treasures stored inside them, and killing them is the only way to get them.  Be careful if you attempt this though, Geyser Guards tend to be quite violent, as they usually have only themselves to rely on, so if they think you're going to attack them, they will kill you without a second thought, or vanish without a trace.   

Statblock Changes:         

HD: 2

AC: 14

Saves: 8 or less is a success

Atk: (+2) Stone Sword 1d8

Abilities:

Metal Mash: Geyser Guards cannot be harmed by weapons made of metal or earth.  As an, they can cause any one weapon constructed of those materials used against them to fly out of the hands of the person who used it and attack someone else instead. 

Metal Absorb: As an action, Geyser Guards can absorb a metal object into themselves, healing themselves 1 HD.  These objects are not destroyed, merely stored inside.

Piggy Bank: When a Geyser Guard dies, they spill out 2d100 Copper coins, 1d20 Silver coins and 1d6 Gold coins.  They also have a 3-in-6 chance of containing 1d4-1 pieces of jewelry and a 2-in-6 chance of containing a minor magic item made of metal.   

Tactics:
- Let them attack you
- Steal Metal objects and eat them
- Burrow into the ground and come up behind the person you want to hit


Tunnel Tyrant
The Tunnel Tyrants are a class of civil servant responsible for maintaining the Veins of the Earth, as well as all other manmade tunnels and mines.  Their additional duties include monitoring the amount of minerals in each area, controlling nitrogen fixation, and several other duties.  If a sinkhole is needed, it must run through them.  However, they are a class of civil servants also known for being corrupt, lazy or just incompetent.  Tunnel Tyrant is a rather unimportant position, often used as punishment detail.  This is because the Veins of the Earth is considered the third world of the Earth Elemental cosmology, distant and basically ungovernable.  Nothing of real note happens there as far as the Parliament is concerned.

Thus, Tunnel Tyrants spend only about 50% of their time doing any actual work.  The rest of their time they spend smoozing with other local Elementals, accepting bribes and generally being sleazy.  Tunnel Tyrants are very often plagued with vice, making them easy to bribe.  And there are many reasons to bribe them.  If you want directions in the Veins of the Earth, ask them.  If you need a blocked tunnel opened, you know who to call.  If you need an open tunnel sealed, say no more.  But none of these things will come for free.  Tunnel Tyrants know they are in a position to make a good deal off of their under the table dealings, and most of them will utilize it.  What they want varies highly.  Some of them want rare minerals, jewels, jewelry, or worked metals.  Others want secrets, juicy rumors and vital information.  Some of them want something only a mortal can provide, such as food, religion or sex*.  Finally, some will contend with simply asking for a favor, with the expectation that you pay up in the future.  And you best- unless you want to spend the rest of your life never going underground again.            

Statblock Changes:         

HD: 2

AC: 11

Saves: 9 or less is a success

Atk: (+0) Granite Claws 1d6

Abilities:

Unseal: With a touch, Tunnel Tyrants can cause a blocked tunnel or passageway, assuming the walls, floor and ceiling of the tunnel are made of earth or stone, to unseal.

Explosion: As an action, Tunnel Tyrants can touch a rock and turn it into an explosive.  This rock detonates 1d3 turns** later, doing 3d6 damage to everyone within 30', save for half.  These explosions can also be used to blast shut cave mouths or tunnels.

Tactics:
- Use explosion to blow someone up
- Pop out of the ground and leave explosives behind, then run

*They may want to have sex with you, or they may just want to watch.  The first thing isn't impossibly, by the way, as while Earth Elementals aren't made of flesh, they're not as hard and rocky as they appear. 

**Turns, not rounds.  A round is the whole initiative ladder, where everyone gets to act at least once.  A turn is everyone's individual action.

                                                            by gerezon

Core Knight

The Parliament is currently at war, and wars do not fight themselves.  While the Parliament does have the Geyser Guards, these auxillary units are not strong enough to stand against the stronger Elementals among the enemies of Earth, namely Air and Water.  As such, the Parliament formed a new office, that of Core Knight.

The Core Knights are nigh-invulnerable Earth Elementals trained and sculpted into killing machines.  Unlike all other Earth Elementals, Core Knights will not simply sink into the Earth if they are in danger.  The idea of retreating to them is an alien concept.  They are proud and blood-thirsty, hungry for blood and battle.  For some of the Core Knights, their loyalty to Parliament is secondary to their desire to fight glorious battles.  Core Knights are most famous for fighting in the wars of Earth, but they do also perform other functions, such as leading Geyser Guards on important mission, rescuing besieged and beleaguered civil servants, or escorting the ministerial class on important forays to the surface world.

If you encounter a Core Knight, you are either an enemy of Earth or you are near her adversaries.  Utilize extreme caution around them- Core Knights are not known for their nuance or their mercy.

Statblock Changes:   
      

HD: 4

AC: 15

Saves: 10 or less is a success

Atk: (+3) Basalt Blades 1d6+1/1d6+1

Abilities:

Landslide Speed: The Earth aids Core Knights, accelerating them and helping them go faster.  As a free action, a Core Knight may call upon the Earth to accelerate them and throw them forward.  This gives them +2 to hit and damage.  However, if they miss, the person who was missed may make a free attack against them.

Metal Master: Core Knights cannot be harmed by weapons made of metal or earth.  If successfully attacked by one of these weapons, the Core Knight can absorb the weapon into themselves, healing themselves for 1 HD.  These objects are not destroyed, merely stored inside.

Tactics:
- Sprint in
- Fight with honor, like a gentleman
- Retreat at the last possible moment


Stone Minister

Stone Ministers are the bottom of the ministerial class in the Parliament, the special assistants to the second-string Representative, the chiefs of staff for Vice-undersecretaries, the second chief bureaucrat in some long neglected Parliamentary graveyard, where civil servants are sent to toil away the eons, calculating the rate of sedimentation and measuring it against byzantine guidelines.  Yet are they bitter?  Surprisingly, no.

The Stone Ministers are usually incredibly proud of their own accomplishments.  After all, if they had been just a little less lucky or a little less hard-working, no one would have know they existed.  Instead, however, they stand at the epicenter of power.  Sure their roles might be menial and tedious, but the employee who scrubs the floors in the Core's Parliament is more honored than most other civil servants.  As such, Stone Ministers revel in their own accumulated honors, immensely pleased with themselves.

Additionally, their (relatively) low status means that their is not fierce competition for their jobs.  Unlike the higher ranks of Ministers, Stone Ministers have little in the way of rivals.  They are content to do their work and while away the hours watching their betters kill each other, metaphorically and occasionally literally.

Stone Ministers will only come to the surface to negotiate some kind of serious dispute or to help finalize some preparations for a cross-Court action, such as helping the Court of Fire prepare for a volcanic eruption or work with one of the Courts of Water to organize a flood or a mudslide.  They also appear in times of drought and monsoon to see if peace can be re-established.  They are known to be cheerful and self-satisfied, and occasionally a bit smug. 

Statblock Changes:         

HD: 2

AC: 10+1d6 [Equal to the number of Guard-Stones]

Saves: 10 or less is a success

Atk: (+4) Pet Rock (Ioun Stone) 1d6

Abilities:

Crushing Cube: As an action, the Stone Minister can force one creature to save.  On a failure, a cube of stone appears around one of the creature's appendages or its whole body.  On its next turn, the Stone Minister may automatically do 1d6 damage to this creature, directly to their HP.  The cube has 2 HD and can only be damaged by things that could harm a boulder.  The Stone Minister may dismiss the Cube as an action.  

Entomb: As an action, the Stone Minister can force one creature to save.  On a failure, that person is buried up to their waist in earth.  On its next turn, if the person has not freed him or herself, the Stone Minister can bury that person underground; and on each subsequent turn, the Stone Minister can drag him or her 10' down, further into the Earth.  To free oneself, you must succeed a STR saving throw to break free.  Freeing yourself succcessfully, or even attempting it, costs an action.

Levitating Guard: The Stone Minister is surrounded by 1d6 Levitating Guard-Stones, which orbit around its body.  If attacked, the Stone Minister can sacrifice one of its Guard-Stones and take no damage.  This does not apply to Area-of-Effect abilities.  Once the Guard-Stone is sacrificed, it is gone, and the Stone Minister's AC decreases by 1 point.   

Tactics:
- Bury someone
- Trap someone else in a cube
- Use them as hostages
- If negotiation is impossible, kill those you do have hostage then escape

                                                                 by Lordigan

Under-Councilor

Among the Earth Elementals, one of their greatest prizes is a seat in the Core's Parliament.  To any Elemental who achieves the arduous task of taking ones of these seats, it will be an unimaginable boon, bringing wealth, power and status immediately.  And while having a seat is small potatoes in the grand scheme of Parliament, it is still the most vital of possessions, as it represents a stepping stone to the crown jewels, to the Executive Departments, where the true power of the Core's Parliament is concentrated.  The Elementals that fill these positions are comparable to the Pyrocrats among the Fire Elementals, making decisions and exercising powers like kings.  Elected kings, to be fair, but kings none the less.

However, to actually achieve that seat is a monumental effort, and one that Earth Elementals often fail at.  The Under-Councilor is one of those failures.  Whether this is the first or the innumerable time, they have failed again to win a seat during the last election.  They hate this, a fact made all too obvious by the simmering resentment floating off them.  By all rights, the Under-Councilors should not be so angry.  They have power and status and wealth, as well as whole cohorts of lesser Elemental servants to attend to their every need.  Yet it isn't enough for them.  They were so close to eternal glory, to immortality, and they fumbled.  They hate and blame everyone they can for this, to disguise the fact that they do the same to themselves.

Under-Councilors are very high in the Earth Elemental hierarchy, so logically, they should never have to leave the Core or the Cauldron.  However, they will, because they will stop at nothing to win.  Under-Councilors who travel to the surface or the Veins of the Earth are usually only there for unsavory reasons.  They could be either there to engage in some kind of illegal dealing or they could be there to sabotage a rival.       

Statblock Changes:         

HD: 3

AC: 10+1d8 [Equal to the number of Guard-Stones]

Saves: 11 or less is a success

Atk: Flintlock pistol 1d8  (See firearm rules here)

Abilities:

Cease and Desist: As an action, an Under-Councilor can target a creature made of Earth or containing Earth particles and force it to stop moving.  There is no save to avoid this.  However, the Under-Councilor may not move or act during this time as well, and must utilize their action each turn to keep the paralysis going.  This does not work on creatures made of things that do not contain earth, such as other Elementals not from the Court of Earth.

Writ of Dissolution: As an action, an Under-Councilor can target a creature made of Earth or containing Earth particles and force it to save.  On a failed save, that creature immediately takes 1d6 CON damage.  Each round, if the Under-Councilor can see or sense the targeted creature, it may cause the creature to take an additional 1d6 CON damage.  If the CON damage ever equals or exceeds the creature's total CON score, it dies as its body disintegrates into dust.

Levitating Guard: The Under-Councilor is surrounded by 1d6 Levitating Guard-Stones, which orbit around its body.  If attacked, the Under-Councilor can sacrifice one of its Guard-Stones and take no damage.  This does not apply to Area-of-Effect abilities.  Once the Guard-Stone is sacrificed, it is gone, and the Under-Councilor's AC decreases by 1 point.   

Tactics:
- Do not believe you can be harmed
- Fear nothing until proven otherwise
- If struck, fly into a rage

                                                           by dohonn ann


Thursday, April 11, 2019

OSR: Mind Flayer

                                                                   by markmolchan

Mind-Flayer
HD 4  AC 12  Atk Teke or Psychic Blast
Mor 7   Saves 11 or less is a success

Telepathy: Mind-Flayers can telepathically communicate with anyone it wishes to.  They can do this with anyone within 100' or those it can see.  Mind-Flayers can also sense the feelings and desires of those around them, but cannot directly read thoughts unless invited into someone's mind, or having broken in through the use of their 'Mind Control Aura'.

Telekinesis: Mind-Flayers can manipulate matter with thought alone.  Each round, as an action, the Mind-Flayer may move one object weighing less than a horse.  Treat these objects as if they are being moved by an invisible person who cannot be harmed directly with a STR of 15(+1).  If the Mind-Flayer uses Telekinesis to manipulate a weapon, treat it as if this person had an attack bonus of +4 and a damage bonus of +1.  Intelligent creatures can also be targeted, but they get a save to resist.  On a failed save, the person can be moved like an object.  A successful attempt means that the person shakes off the Mind-Flayer's telekinetic grip.  If this happens, the Mind-Flayer may attempt to move another object or person.  Additionally, if the Mind-Flayer has something in its telekinetic grip, the Mind-Flayer may cause that person to take 1d6 damage directly to their HP, with no save to resist.

Mind Control Aura: A Mind-Flayer's psychic presence is so great that it crushes the will of lesser beings around it.  As a free action, the Mind-Flayer may activate it's Mind Control Aura (it doesn't usually leave it on).  This aura extends for 100'.  Anyone within this aura must save.  On a failed save, for each round they are within range, these persons take 1d6 WIL damage.  If the WIL damage taken ever equals or exceeds a person's WIL score, they are enslaved to the Mind-Flayer, and must obey its orders.

Psychic Blast: A Mind-Flayer may assault the minds of everyone around it by unleashing a wave of telepathic power.  This wave strikes everyone within 50' of the Mind-Flayer indiscriminately, harming friend and foe alike.  Everyone hit by this wave takes 2d6 psychic damage, save for half.  They also take an equivalent amount of CHA damage, save for half.  If the amount of CHA damage taken ever equals or exceeds someone's CHA score, they gain the Conviction, "I am terrified of Mind-Flayers, and will not fight one if I have any other option."

Tactics:
- When fighting starts, activate Mind-Control Aura
- Then use Telekinesis to try and take a hostage
- If that fails, use Telekinesis to disable the strongest person while hiding behind your mind-slaves
- If you run out of mind-slaves, use your Psychic blast
- If anyone is still alive, flee

Philosopher Species

Zak Smith came up with this idea long ago about a type of creature he called the Philosopher species.  Basically, the conceit was that if you had telekinesis from birth, your thoughts would directly translate into action, so you would likely regard all non-mental things around you as your property.  It was a cool idea, but one that never really went anywhere.  I'm using that idea right now, so credit where credit is due.

However, Smith said one thing that I just can't agree on.  He said that if a Mind-Flayer found a group of adventurers in its lair, it would be like you finding a pest having invaded your space.  And frankly, that's ridiculous.  Did Smith forget that Mind-Flayers can read minds?

So no, if a Mind-Flayer found a group of adventurers invading its territory, it would not think of them as pests.  It would think of them as pets.

The Soul


First, let me clarify something.  When I use the word Mind, I use the word interchangeably with Soul.  I do not mean brain.  The brain is a lump of tissue, an organ.  It does not think or have thoughts or feelings.  Only the Mind/Soul does that.

All living creatures have a Mind.  For most creatures, their minds are small and insubstantial.  An insect's mind is tiny and primitive, a spark of spiritual energy that will not survive the death of the spirit's body.  Then, as you rise higher up the great chain of being, you eventually reach creatures whose souls are strong enough to survive outside the body, that is, mortals.  Going up the chain further, you will find creatures who are entirely Soul or those who have Souls so great that they resemble spiritual suns or stars.

Now mortals usually don't notice this fact consciously, as you don't have the ability to read minds.  Mortals just recognize that on the great chain of being, some things are stronger or weaker.  But if you could read minds, you would see things in a radically differently way.


The world according to Mind Readers

Every creature looks like a chinese lantern, a shell full of dazzling light, illumination pouring out through any gaps or flaws in their body, along with through their mouth and eyes.  By "looking" into this light, you can feel someone's true intentions, emotions and feelings.  You can't tell what they are thinking, but if they are radiating anger while speaking to you in a civil way, you can probably intuit what is going on.

In the same way, Telepathy is a truly honest way of speaking.  You can't lie when speaking telepathically.  You can send a thought you don't mean, but your dishonesty, as well as your true feelings, will be plainly visible, as clearly as a stain on a pristine white suit.

So when a Mind-Flayer sees a person, it doesn't see a pest or a food source, it sees a precious treasure, a nigh-bottomless well of potential to capture and exploit.

Hell is other people


Let's take a quick detour and talk about the phrase "Hell is other people," because it probably doesn't mean what you think it means.  You see, there are two ways to be happy in this world.  Option 1 is that you can be happy as a creature, as a created thing, and submit yourself to your Creator.  Since this phrase originates in a Christian culture, that Creator is the God of the Bible, the God of Abraham, Isaac and Jacob, the great I AM, Jehovah, etc.  The second option, however, is to be God.  If you are God, you are complete, and able to order creation as you see fit.  However, this second option is impossible.  And you will find that out when you encounter another person.  For while you can order the world to your own satisfaction when you are alone, if you encounter another person, you find yourself standing face to face with a creature with the same creative capacity as you and the will as you.  This other person before you is irrefutable proof that you aren't God.  That's why Hell is other people.

This a problem the Mind-Flayers have in spades.  A Mind-Flayer can dominate lesser lifeforms and move matter with thought alone.  This means, on some level, Mind-Flayers can fool themselves into thinking they are powerful, and maybe even all powerful.  The only thing that can disprove this fact is something stronger than them, or another Mind-Flayer.

Thus, the Mind-Flayer species is divided amongst itself.  A good chunk of them live in the Mind-Flayer homeland, engaged in an endless, fratricidal civil war where various Hive Minds, each one a collection of Mind Flayers dominated by one Paragon of their race dominates other Flayers who in turn dominate members of other species each war for supremancy, engaged in an endless fratricidal game of 3D chess, with other species representing pawns and Mind Flayers representing more valuable pieces.  This war is likely to never end, at least not until only one Mind-Flayer is left alive; for as the saying goes, the path to utopia lies across an infinite sea of blood.

The second group of Mind-Flayers are scattered throughout the world, squatting in hidden grottos and forgotten nooks, pretending to be God.


The Mind-Flayers and their living tools

Mind-Flayers in the world of Nukaria are creatures who live alone, surrounded by their treasures and their mind-slaves.  What the Mind-Flayer uses its mind-slaves to do varies greatly depending on who the Mind-Flayer is.  To determine what the Mind-Flayer's lair is and who their mind-slaves are, roll on the tables below.

The Mind-Flayer's lair is...
1d6

1- A hidden cave.  Inside the cave you will find a labrynth of tunnels leading down into the darkness, full of mind-slaves and booby traps.
2- A doorless, windowless tower with no stairs on the inside.
3- A strange ship from a distant land, wrecked on a familiar shore.
4- A hidden, subtly cultivated glade with a small, opague pond.  The lair is actually concealed beneath the pond.
5- An abandoned, crumbling manor in the midst of the wilderness.
6- A secret nook concealed inside an existing building.

All Mind-Flayer lairs are extremely defensible, built with multiple entrances, secret passageways, concealed exits and usually full of booby traps.

Where the Mind-Flayer has brought...
1d20

1- 1d20 Frogfolk bandits
2- 1d6+2 Elfmen Maids, Butlers and Valets
3- 1d4 Amazon Maidens, 1d4 Amazon Mothers, and 1d3-1 Amazon Crones
4- 1d6+1 Crocoling Warriors
5- 1d8 Orzanian (Pigman) Nobles
6- 1d3 Greys with their War Suits
7- 1d3 Lions
8- A Handsome Man and 1d3 Elfman retainers
9- A murder of Crows and a Raven Tailor
10- 1d6 Level 1 Vampires, with 1 level 1d4+1 Vampire along for the ride
11- 1d4 Ghouls
12- 1d3 Goblins
13- 1d6 Doppelgangers disguised as 1 HD commoners of whatever race is the majority around here
14- An Ogre
15- A Faerie and 1d3 lesser Folk
16- A Troll
17- A Ghost
18- A Wizard
19- An Outsider
20- A Dragon

Roll until you get a result of at least 16 on the table above, and at least, roll twice.

A Note on mind-slaves; These are creatures that have been conditioned by the Mind-Flayer over a series of days.  How it works is that the Mind-Flayer psychically sand-blasts the mind-slaves' soul, obliterating all of their memories and all but the broadest strokes of their personality.  Mind-slaves become totally dependent on the Mind-Flayer, permanently linked to it.  The Mind-Flayer can telepathically communicate with its mind-slaves at any distance and mind-slaves always obey the Mind-Flayers orders, no matter what.

To create a mind-slave, someone must be first dominated by the Mind-Flayer's "Mind Control Aura", then left in its presence for a number of days equal to their HD.  If this occurs, the person is a mind-slave, a willing and perfect tool of the Mind-Flayer.

This process is actually why they earned the name Mind-Flayer.  They probably have some other name, but nobody cares about how they feel.

Mind-Flayer Plot Hooks

1d10

1- You encounter an abandoned town.  The town looks like it was attacked by a group of people on foot.  There are animals starving or having broken free of their pens, rotting rotting on tables and destroyed stuff everywhere.  Yet all the valuables were not taken.  If the players stay to investigate, they will be attacked by a group of enslaved townsfolk who attempt to capture them and bring them to the Mind-Flayer, to have their minds flayed.
2- As you are passing through the wilderness, one person sees a small child off to the side of the path, asking for help.  No one else sees them.  This child isn't actually real, but an image the Mind-Flayer is projecting into the person's mind.
3- One person in the group starts having recurring, seemingly prophetic dreams- urging them to go somewhere and do something. For example, go kidnap the king of a nearby city-state and bring them to a specific location.  However, this is not real prophecy, but the psychic orders of a hidden Mind-Flayer.
4- The players encounter a Wizard who is hunting a rogue Magic-User, who is guilty of the crime of using magicks to bewitch people.  The Wizard needs help though, because quite a few of the local people are being surprisingly resistant, for some reason, despite the Wizard's noble intentions and credentials.
5- A stranger presents you with a valuable treasure and orders you not to give it up.  This is part of the game.  Soon after this, assassins who are actually the mind-slaves of one of several Mind-Flayers begin showing up to try and take the treasure from you.  The first to get the treasure wins.
6- Upon stopping at an inn along a desolate frontier road, one of the players is dragged from their bed and taken to a horrific dungeon beneath the inn, where the Mind-Flayer begins working on destroying their mental barriers to enslave them. In this adventure, I would cut between two plotlines, firstly, the remaining players on the outside, seeking to find their companion before it is too late and secondly, the captured player fighting off the Mind-Flayer within their own mind, with the other players playing as mental amalgams of the captured player's memories and opinions about their characters.
7- The players, while traveling, hear rumors of a dangerous dungeon filled with treasure and terrible monsters.  However, this dungeon doesn't actually exist.  The rumors were psychically planted by a Mind-Flayer in the unsuspecting minds of these rural townsfolk.  If you go the dungeon, all you will find is a trap designed to recruit more mind-slaves for the Mind-Flayer.    
8- The players stop in an isolated rural town for some reason.  However, this town just seems "off".  The people here don't seem quite right and they do odd things, as if they're all androids who can't quite mimic human behavior.  This is because the Mind-Flayer has actually enslaved the entire town.  The players will be encouraged to stay for longer and longer periods, all while the Mind-Flayer slowly chips away at their mental defenses.  If they don't escape soon, they will become willing tools of the town's true master.
9- A nearby King is dying and his courtiers are already jockeying, positioning themselves for when he dies.  However, among the courtiers and especially among king's many children, strange occurrences and accidents start occurring.  No one in the court trusts each other, but maybe a group of weird outsiders can be.  Can you find out who is secretly pulling the strings, before it's too late?
10- A Dragon is flying around, screaming about voices in its head.  The Dragon is alternating between begging passerbys for help and destroying everything in its path in a fit of petulant rage.  Calm the Dragon and try to discover the source of its madness, before it kills you and devours everything in its path.

Tuesday, April 9, 2019

OSR: Brotherhood of Broken Chains: Smash and Grab

[The following is a compilation of a series of documents transcribed by Interrogator-Lord Marwen of Soliko, agent of His Imperium, the Emperor of Joyous Exultation, Lord Unquaro's prayers be upon him.  The information contained within should be recognized as the opinions and thoughts of a law-breaker and do not in any way reflect the opinions, thoughts or desires of His Imperium or the agents of the Emperor or his loyal subjects.

All subjects detailed below are considered outlaws and law-breakers under Imperial Law.  All agents of His Imperium, if they encounter one of the individuals below should make all efforts to seize them, so that they may be brought before a Justice of His Imperium to receive due punishment.  Additionally, if any subject of His Imperium possesses the sufficient strength or skill with arms to apprehend one of the criminals, they should be awarded just compensation by an agent of His Imperium.  So says the agent of His Imperium.] 


                                Lozo is a Nekomimi, so he looks like this, but with cat ears and a tail.
                                                         by BAKIfanCLUB

Lozo Lightfoot

Lozo is a ruthless and capable warrior, as well as a loyal operative.  He is currently in charge of one of my smash and grab teams, having proved his competence and cunning to both me and his subordinates.  He is, in many ways, the pattern of conduct for the Brotherhood- efficient, obedient and utterly resilient.

Lozo was born somewhere in the distant West, in some backwater land where killing someone is such a common crime they don't bother executing you.  As such, when Lozo committed the same crime, he was exiled and sent East, into the harsh lands beyond the little bubble of civilization he called home.  He has told me of his journeys and I will not recount them all here, as the tale is as long and violent as it is senseless.  However, I will include the pressing facts.  Firstly, Lozo had to spend several years surviving on his own, fighting off attacks from wild animals and locals who disliked him robbing their vegetable gardens or chicken coop.  A lifestyle like this would have destroyed most people, but Lozo possesses an astounding drive and a seemingly bottomless well of resolve to survive.  I have never asked if this drive is merely instinct or something deeper, it matters not to me.  To continue though, all this combat and harsh living stripped away anything resembling weakness from Lozo, transforming him into the ideal physical specimen.

Still, despite his physical prowess, he might have remained nothing more than an interesting local legend, perhaps the Catman of the Bog, had he not had a chance encounter with a traveling mystic.  He attacked the mystic without thinking, hoping for an easy kill.  Unfortunately for him, or perhaps fortunately, the Mystic proved to be a practitioner of Fist Arts, and clobbered Lozo.  Then, in another stroke of luck, the Mystic didn't kill him. 

Now with a clear goal, Lozo left his territory, going on a journey to learn these mysterious arts.  And while he never succeeded in learning any of the Fist Arts to even the satisfaction of the novice, his scrappy, unformed style still had its uses.  At first, Lozo used it to return and take revenge on the people who had harassed him for years.  One of the particular tribes was so pressed by his night raids and terrible, swift attacks that they reached out for help with us.  However, when the Brothers sent to kill him encountered him, they were so impressed they captured Lozo and brought him before me, sure he would impress me.  In the final stroke of love, they were totally correct.  I saw his strength immediately, and since I despise competition, I offered him a position in my organization.  I promised him riches and power and a noble cause, but none of those proved necessary.  After I told him Brothers received free food and lodging as long as they worked for me and followed orders, he was more than willing to kneel.  He later told me this was because he hadn't slept on anything softer than packed dirt in half a decade.

Three days after his induction into the Brotherhood, Orvan went to check on Lozo.  He found Lozo sleeping outside the barracks underneath an ash tree.  When Orvan asked him why, Lozo told him that he found the softness of the straw mattress unbearable, and the roof over his head was making him claustrophobic.  Time makes fools of us all, I suppose.

Weakness: Lozo has a warrior's pride.  He refuses to attack an unaware opponent, refusing to allow them the satisfaction of  believing they were only defeated because of his surprise attack. 

Statblock:

Lozo Lightfoot
HD 6  AC 11  Atk(+5) Unarmed Strike 1d6+1/1d6+1
Mor 9    Saves 10 or less is a success

Jab: As a free action on his turn, Lozo may make a Jab attack against someone.  This attack only does 1 damage on a hit, but it automatically imposes a -1d6 penalty on anyone who attacks him back.  If Lozo makes a Jab attack on his turn, he may make 1 Jab attack on each round until his next turn. 

Clinch: As an action, Lozo may attack someone with a Clinch attack.  This attack does no damage.  On a hit, the person hit is grappled and cannot make attacks or cast spells.  However, Lozo cannot make attacks or use his abilities while he has a person in a Clinch.

Iron Guard: As an action, Lozo may prepare his defenses.  For the next round, until his next turn, reduce all non-magical damage against him by -4.

Straight: As a free action, instead of two Unarmed Strikes, Lozo may make 1 Straight attack that does 2d8 damage on a hit.  This attack still uses his attack bonus.

Tactics:
- Walk right up to the strongest person
- Hit them with your Straight
- Then use Jab to prevent retaliation
- Finish off the strongest person, then work your way down
- If things look bad, and you're fighting multiple opponents, use Iron Guard
- If things look bad but you're only fighting one or only one opponent is causing problems, use Clinch

Status: Active.  Lozo is not currently leading his whole team, but is on a mission with the "Wizard" Agnemeno, Son of Abradar to retrieve a dangerous magical weapon from a temple vault where it has been safely stored for a generation.  Unfortunately, I hear that this particular weapon is being guarded by a holy warrior blessed by the Gods, an Imperial Wizard and enough armed men to form half a company, which is just too bad: for them.

<Referee's note>

The following group of enemies is actually quite strong.  The whole group is easily a boss fight in and of themselves.  I recommend parceling them out into small sub-groups, then having them to come together for the explosive climax of the adventure. 

To demonstrate, I have already separated them into two groups, one made up of Lozo Lightfoot and "Wizard" Agnemeno, Son of Abradar and the other made up of Hale Cliffjumper, Catamori Magnosa and Torkin, Thirty and Two Plagueborn.

</Referee's note> 

                                                  Hale Cliffjumper is the one with the horns
                                                               by Blade-Fury

Hale Cliffjumper, Bearer of the Word "DESCEND", Prophet of the God [Omitted] and Maggot on the Corpse of Man

Hale Cliffjumper is someone who almost made me consider worshiping the Gods again.  Hale began life as a Buffaloboy, one of those unpleasant prairie dwellers who have menaced many a homestead and stolen many a head of cattle.  He was just one of the rank and file, living a simple, brutal life as a raider, until one fateful day, he stumbled upon a barrow mound.  He investigated it and found, to his surprise, that this barrow mound had not been discovered and looted.  So he carefully concealed it and did not report it.  Later on, he returned to loot the place for himself.

He got much more than he bargained for, however.  For there was a reason this barrow mound hadn't been looted yet.

Brothers all across the region bordering the Golden Grass reported disturbing rumors of a plague of demon cultists ravaging the countryside.  The cultists were all deformed, freakish creatures with acidic spittle, spines sprouting from their heads and backs, and disturbing eyes.  These cultists would appear as if by random chance and begin killing, maiming, and doing other hideous things to anyone in the vicinity, before being killed or escaping into the night.  When I received reports of this I ordered an immediate investigation.  It turns out these deformed creatures were the work of a Buffaloboy who had been drafted by a half-dead God who had been slumbering beneath the Golden Grass for centuries.

Hale had been gifted one of the Secret Names of God and the strain of it had nearly broken him.  He was in a state of delirium, a fever dream where nothing made sense to him.  Anyone who got too close or frightened him, he unleashed the power of the Secret Name on them.  This was the fate of several of the Brothers who approached him.  However, one of them eventually managed to get through to him, and he was brought back to reality.

After that, Hale negotiated with the Brothers to help him with his situation.  He wanted them to free him from his new master, which the Brothers pretended to agree to do.  Of course, they had no intention of doing anything like that.  They instead made contact with the God who had blessed Hale and got the Deity's opinion on the situation.  The God's name isn't important, and will not be printed here.  I know how powerful a God's name can be.  Even if this volume is secret, the odds of someone hearing it are far too high.  To continue, though, this God was badly injured in some ancient conflict, and would need many sacrifices and much worship to recover its strength.  The Brothers somehow managed to convince the Deity that the best one to provide this would be me, and thus returned from their mission with several mutated Brothers, a renegade God, and Hale Cliffjumper.  I welcomed them all with open arms, as I am a kind and generous soul.  A few kind words and some whispered promises later, they were all mine.

The mutated Brothers I kept as particularly brutal housepets.  The God became the divine patron of our organization, with its own private shrine deep beneath my fortress.  And Hale?  He continues to obey me, ever diligent, ever loyal.  I do not trust him, but I do not need to.  For he does not serve me out of loyalty or sentiment, but out of a desire to obey the word of God.              

Weakness:
Cliffjumper is a mocking nickname.  In truth, Hale is a bit of a coward.  He will flee from any opponent who looks too dangerous, and is easily convinced to retreat.

Statblock:


Hale Cliffjumper
HD 5  AC 13  Atk(+3) Lunar Gale (enchanted Partisan (polearm)) 1d8/1d8
Mor 6      Saves 9 or less is a success

Bearer of the Word "DESCEND": As an action, Hale can speak the Secret Name of God he was given.  He can target everyone within 30' or one person.  Each person who hears the word must save.  On a failure, they are overtaken by vile impulses and transformed into Degenerate Ones (see below).  On a success, they resist these impulses, and no effect occurs.  Those who are exceptionally virtuous may receive a bonus to this save, and those who are wicked may receive a penalty to this save, with the Referee's Discretion.  Hale may also retract this word and turn people back, if he so chooses.   

Enchanted weapon- Lunar Gale: Hale wields this enchanted partisan.  As a reaction to having a spell cast upon him, he can make a saving throw.  On a success, Lunar Gale absorbs the spell, storing it inside.  On a failure, however, the spell works as normal.  Lunar Gale can only store one spell at once.  Hale may then fling the spell back at any he chooses as an action.  From their, the spell behaves exactly as if it was originally cast on that person.

Tactics:
- Use your Divine Word on one person
- Threaten the person's friends with the fact that only you can turn them back
- Use that as leverage to force them to obey you

Degenerate Ones
HD 2  AC 14  Atk Natural Weapon(+1) 1d6/1d6 or Sludgeball
Mor 12      Saves 8 or less is a success

Sludgeball: Degenerate Ones can create balls of liquid sin and fling them at people as attacks.  These attacks do 2d6 necrotic damage against anyone even moderately virtuous, but do no damage against wicked or evil people, including fellow Degenerate Ones.

Mutation: When someone becomes a Degenerate One, they gain a mutation.  Roll on your favorite diabolic mutation table, or use the one below to see what you get.

1d6
1- You grow horns.
2- Tentacles emerge from some unsightly place, such as your chin, ears, wrists or etc.
3- Dyed some ugly color: 1d4 [1= Lurid Yellow; 2= Torrid Green; 3= Eye-rending Pink; 4= Ostentatious Red.]
4- Claws burst from your nail beds.
5- Eyes change into something gross and distressing: 1d4 [1= They fall out (you can still see); 2= They become windows into an infinite well of black; 3= They turn solid white; 4= You start constantly weeping tears of blood.]
6- Your face subtly changes, so it doesn't look quite normal.  There's just something about you that makes people uneasy, but they're unable to tell why.

Dark Conviction: When someone becomes a Degenerate One, they gain a Dark Conviction.  Roll on the table below to see what this Conviction is.  All Degenerate Ones get a -4 penalty to any save based on resisting their Convictions.

1d6
1- You love killing people.  Whenever you get the chance, you will act according to your Conviction.  You must successfully save to resist.
2- You have a perverted and unnatural sexuality.  One really weird thing gets you aroused, which is: 1d6 [1= Cannibalism; 2= Being hurt; 3= Hurting people; 4= Being treated like furniture; 5= Being raped; 6= (Almost) drowning yourself.]  Whenever you get the chance, you will act according to your Conviction.
3- You are a kleptomaniac.  You love stealing stuff.  Small stuff, valuable stuff, useless stuff, it's all the same.  Whenever you get the chance, you will act according to your Conviction.
4- You love breaking stuff and destroying things.  Whenever you get the chance, you will act according to your Conviction. 
5- You are seriously aroused by being ordered to do things.  You will want to seek out someone who will abuse and treat you like their slave.  Whenever you get the chance, you will act according to your Conviction.
6- You become obsessed with a random person and start following them around.  Whenever you get the chance, you will act according to your Conviction.

Tactics:
- Attack recklessly
- Despise anything virtuous, pretty or good
- Say and do anything to win

Status:
Active.  Despite his reluctance, his God and my, kind words, have ensured Hale has bottomless energy when it comes to following orders.  He is currently accompanying the other half of the team, namely Torkin, Thirty and Two Plagueborn and Catamori Magnosa, on a mission to find and punish a certain Wizard who thinks that his status and magical talent will protect him from me.  I have instructed Hale and his companions to teach the Wizard the error of his ways.

                                                            from Pathfinder

Catamori Magnosa

Catamori Magnosa is a Brackle, one of those peculiar Plantfolk who lives only a year.  This is not an unknown fact, but it is a disconcerting one, as that means that Catamori has severed me for over 3 years.  By all rights, he should be dead.  Yet there he is, perfectly alive.  I find this fact as interesting as I do anxiety inducing.  If Catamori's secret is discovered, he may very well end up strapped to a table in some Warlord's dungeon, being tortured for a secret he cannot explain.  This distresses me, because the only Warlord who is permitted to interrogate Catamori Magnosa is me.

Catamori didn't exactly wash up on the shores of my island, but he would have, had he not been intercepted by one of our naval patrols.  I found he was a Brackle with nothing in his head but confused, conflicting memories- with some big holes in his recollection of things as well.  So after some consideration, he was recruited, as his trainers were assured that even if he was a miserable Brother, he would be dead within the year.  He soon proved to be a capable operative, with his strange weapons and unique powers making him a menace to fight. 

Things didn't get odd until a year had passed and Catamori was still alive.  That was when he drew my attention.  I have kept a close eye on him since then, having rewarded one of his comrades to spy on him and try to discover the secret of Catamori's agelessness.  I hope that this informer can discover the truth of Catamori's ability, as while I desire it, I also know Catamori's worth to the organization.  He would be a true chore to replace.  That being said, sometimes, we must make certain sacrifices for the good of the whole.       

Weakness: Catamori is in love with War.  He cannot resist the song of steel; whenever presented with an opportunity to battle someone strong, Catamori will accept, unless it is obviously suicidal.  He wouldn't accept the offer to duel from a God or a Dragon or a Master of Ki Rata, but from anyone he could beat, he would. 

Statblock:

Catamori Magnosa
HD 2  AC 15  Atk(+1) Cross the Heavens (Enchanted Spear) 1d8
Mor 10    Saves 8 or less is a success

Bite: Catamori has long fangs that he can stab someone with.  Anyone bitten by Catamori takes 1d12 damage.  However, he gets a -4 penalty to bite anyone who is not sleeping, unconscious, or helpless.  Catamori can continue automatically doing damage to someone each round until he is shaken off or the person dies.

Regeneration: If Catamori bites someone, he regenerates 1 HD. 

Enchanted weapon- Cross the Heavens: Catamori's spear is enchanted.  After wounding someone, even if it only sheds a drop of blood, the speartip always changes to what would be most damaging to that person.  For example, if he is fighting a Fire Elemental who are damaged by water, the tip of the spear would transform into water.  However, if he was intercepted by a normal person and stabbed them instead, the speartip wouldn't change back.  Or if he damaged someone else, the speartip would change to what would be most damaging to that person.

Sunlight Vulnerability: Catamori wilts in the sunlight.  If he is in direct sunlight, he gets -4 to do anything.

Tactics:
- Focus on the strongest person
- Eavde attacks from others
- Have no fear, unless its justified

Status:
Active.  Due to the sensitive nature of Catamori's condition, along with the need for secrecy, I have put him on a team known for its high workload and paired him with Torkin, Thirty and Two Plagueborn and Hale Cliffjumper, two of our organization's most passionate workaholics as an excuse to keep him constantly away from my fortress on missions.  For now, this has prevented any rumors from circulating, but I fear it will not be enough.  Secrets like these always have a way of slipping out when you least expect it.

                                                            by unknown

Torkin, Thirty and Two Plagueborn, of the Quane

Unlike many of the other Brothers, Torkin did not join my organization because of a lust for power, greed, or even belief in my rhetoric about liberating the oppressed and shattering the chains that bind us.  Now, Torkin joined my organization for one reason only- he wanted to kill Plagueborn.  I don't think you need to be told why, but I will recount the details that he has revealed to others.  Torkin is a Dwarf, obviously, but he was from the Northern fringe of Dwarven territory, belonging to a small tribe of frost-bitten farmers and fisherfolk.  Then one day, a drifting vessel was spotted by one of their ships.  The fishermen summoned their kinsmen and boarded the ship, looking for loot, supplies or survivors.  However, they found only death.  The ship was a Plagueship, with a small group of Plagueborn in hibernation and a hold bursting with their Skags.  The Skags had all frozen solid by the time the fisherfolk found them and most of the Plagueborn would never awaken, but one did.  That Plagueborn woke up and managed to carve a bloody swath through the fisherfolk, infecting dozens of others, before escaping.        

The fisherfolk returned to their homes, despairing as those wounded quickly sickened and died.  Unfortunately, they would be given no chance to mourn.  Had they not been so ignorant, they might have recognized what the Plagueborn was.  Unfortunately, they did not and did not take the appropriate precautions.  Later that night, those infected rose from their sickbeds to feast on their kinsmen.  The Plagueborn returned then, to conduct its infected army.  The entire tribe was nearly wiped out, and that particular Plagueborn ravaged the countryside for weeks, until the vast majority of the infected were swept into the sea by a coalition of tribes wielding fire and heated steel.  The Quane managed to survive the assault, with a few families escaping to distant relatives far away.

Torkin was not one of those survivors.  He had been hiding in a small crawlspace, evading Skags and Plagueborn for that whole time, watching everyone he knew be devoured or raised as a hideous parody of a person, only to then be killed again.  He managed to avoid being infected, only to fall victim to a much more dangerous disease, the all-consuming flame of hatred.

Torkin spent many years training and honing his skills, then began his one-man crusade against the Plagueborn.  He joined my organization because it afforded him the best opportunity to travel far and wide.  He will take and complete any mission that enables him to try and kill Plagueborn.  I do not trust him, because I know his crusade is far more important than any mission.  Still, until the day he disobeys, I will continue to allow him to serve me.  For while he trained to kill Plagueborn, he is undoubtably effective.               

Weakness: Torkin despises the Plagueborn on a visceral level.  He hates them so much that when choosing the second part of his name, the part that Dwarves usually use to display their proudest accomplishment, he inserted the number of Plagueborn he has killed.  If there is a chance for him to kill a Plagueborn, he will take it.

Statblock:

Torkin, Thirty and Two Plagueborn, of the Quane
HD 3  AC 14  Atk(+2) Longsword 1d8

Parry: Once per round, Torkin can reduce the damage taken from one attack by 1d8.  He can only do this to attacks he could blunt with a sword.

Bite Me: As an action, Torkin can force someone to save.  On a failure, they must attack him, if they attack anyone.  If they do not attack him, they get a -4 penalty to hit.

Tactics:
- Defend your allies
- Draw the fire of the strongest person
- Despise the Plagueborn

Status: Active.  He is currently accompanying Hale Cliffjumper and Catamori Magnosa on a mission to teach a Wizard with financial difficulties what it means to fail to pay me back.  I also instructed to his superiors to hint that the Wizard might be connected to a hospice of Plagueborn and that was enough to send Torkin back to his room to gather his weapons.

                                                             by Morgan Weistling

"The Wizard" Agnemeno, Son of Abradar

Agnemeno is an interesting man.  He is a human, one of those savages from the distant west.  When first encountered by my operatives, I found him as the petty king of a small city-state.  There he awed his superstitious subjects into obedience through use of his "magical powers".  Unfortunately, while his subjects were obedient and zealously loyal, when he attempted to expand his holdings, he also discovered they made for a poor army.  The defeat cost him many loyal servants, as well as his crown.  Luckily, before the angry mob could get him, my operatives snatched him out from under their noses and brought him to me.  After hearing who the Brothers who rescued him were and what opportunities joining my organization would present him, Agnemeno leapt at the chance to join.

Since then, Agnemeno has proved a loyalish Brother, serving as an excellent source of sound judgement and self-preservation instinct for his more fanatical teammates.  I have also employed him as a spy and an informant on several occasions.  However, I do not trust Agnemeno.  We have an understanding, him and I; I will not reveal the relatively mundane if he serves me.  At the same time though, I know Agnemeno's type.  He is the type of person who lies like he breathes and changes names and identities like other people put on clean clothes.  I also have no illusions about where his true loyalties lie- Agnemeno is going to look out for himself before anyone else.  At the same time, I hope he remains loyal, as of right now, he is too useful to kill and he has committed no crime that would merit dismissal or execution (but I repeat myself).  If Agnemeno decides not to be loyal, however, he will discover that my "magicks" are far greater than his.        

Weakness: Agnemeno is clever, but is not actually as smart as he thinks he is.  While he will not fall for obvious traps, any clever strategem is likely to succeed.  He is also highly unlikely to be able to see through any form of disguise or false identity.  After all, the easiest person to rob is a thief.

Statblock:


Agnemeno, Son of Abradar
HD 2  AC 14  Atk(+2) Poisoned Throwing Knives 1d6
Mor 5  Saves 8 or less is a success

Poisoned Blades: If anyone is injured by Agnemeno's poisoned knives, they must save.  On a failure, they take an additional 1d6 damage.  On a failed save, they take an additional 1d6 damage.  They may save each time it is their turn.  This continues for three turns, then the effect automatically ends.  On a successful save, the person wounded take no additional damage and the poisoning effect automatically ends.  

Sticky Spray: As an action, Agnemeno can spray an object or surface up to 10 square feet in a sticky, glue-like substance. The first object to touch this substance becomes stuck to it, and can only be unstuck by a STR check of DC 15.  The sticky substance is also water-soluble, but it must soak for at least 10 minutes to dissolve.  Additionally, if the substance is forcibly removed from an object and one of those objects is a creature, that creature takes 1d6 damage when the sticky substance is torn off.

Smoke Bomb: As a free action, Agnemeno can throw a small bomb that explodes, doing no damage but flooding the area with thick smoke that obscures the area for 30'.  This smoke hangs around for 1d6 turns.

Halluciogenic Powder: As an action, Agnemeno can throw powder in someone's face.  If this someone is a creature, they begin suffering intense hallucinations that last for 1d8 hours.

Tactics:
- Don't fight if you have to
- Keep your distance
- Throw poisoned knives at anyone who is far away
- Use Halluciogenic Powder on anyone who is close
- If in danger, use your Smoke Bomb to escape

Status:
Active.  Agnemeno is currently accompanying Lozo Lightfoot on a mission to retrieve a dangerous magical weapon from a temple vault where it has been safely stored for a generation.  The vault is heavily guarded by a warrior mystic, an Imperial Wizard and almost a hundred armed men.  I look forward to seeing how Agnemeno makes it out of this one alive.