Sunday, June 23, 2019

OSR: Incubi

Like their sisters, the Incubi are seducers and stealers of souls.  However, because of their male nature, the Incubus proceeds in a radically different way than the Succubusses.


"I'm You, but stronger."

First, the Incubus will select a target.  It will observe the target from afar for a while, learning about them.  This is when the Incubus is at its weakest.  Then, once its reconnaissance is done, the Incubus will transform itself into a near-exact replica of the target.

Except, not quite.  The Incubus' form will always be mostly identical, with one or two key differences.  Namely, the Incubus will be the target but better.  If the target has a High STR but a low DEX, the Incubus has a DEX to match his high STR.  If the target is ugly as sin, the Incubus is a more handsome version of them.

The Incubus will then approach the target and infiltrate any group the target is a part of, always with some plausible explanation for why they exist.  He will claim to be that person from another world, or the future, or a clone that was generated magically.  He will then begin befriending the target's friends and stealing the target's thunder at every opportunity, while always trying to appear to be a good-hearted individual who is not trying to do that.

The Incubus' goal is to get others to prefer him over the original and to make the original jealous.

                                                     by SkadefroDane

The Pitch

A Succubus steals your soul once you've done three evil acts at her behest.

For an Incubus, the goal is slightly different.  At the right time, the Incubus will approach the target and tell him that the Incubus cannot do this anymore.  The Incubus will then agree to transfer all of his powers to the target, to transform you permanently into the ideal version of you that he currently is.  All you have to do is pay his price.  I'll give yuou three guesses what he wants and the first two don't count.  If the target accepts, the Incubus disappears in a flash of smoke and light, laughing all the way down to Sheol, with the target left with a lingering emptiness in their breast and a Soul Contract.

<Referee's Note>

Soul Contracts are enchanted pieces of paper that link to a living person's soul.  Anything done to that piece of paper will also be done to the person.  For example, if the Contract is ripped in half, the person will shortly thereafter be cut in half, either in battle or through some kind of freak "accident".  The Contract will also repair itself over time, as long as it is not utterly destroyed.  After the person dies, his soul is dragged into the Contract and the creature he sold it to him come to collect.

</Referee's Note> 

Alternatively, the Incubus may make a different pitch to the target's friend, framing the original target as evil or insane and trying to get the target's friends to kill the target.  If their friends do so, the Incubus receives their souls instead, and leaves as per above.

If anyone refuses his offers, the Incubus will always try to kill him, usually through manipulation of the target or others, or through other covert means.     

                                                     by bluewickedbehemoth

Incubus Base Form
HD 3   AC 14  Atk (+1) Stinger - see below
Mor 8  Saves 7 or less is a success

Stinger: As a full action, The Incubus can attempt to sting someone.  Anyone stung takes 3d6 poison damage, save for half. 

Superior Shapeshifting: The Incubus can shapeshift into anything he desires.  However, if he wishes too, his stats can change to whatever he transformed into.  However, to transform into something stronger than himself and to replicate its abilities, he must absorb some of its mana each day.  He can do this through touching them or making contact with hot blood freshly spilled from the person he has transformed into.

Invisibility: As a full action, the Incubus can turn invisible.  This gives him +4 to AC and +4 to hit.  He turns visible as soon as he does something strenuous or makes an attack.

Flyer: The Incubus can use his 'Superior Shapeshifting' ability to grow wings and fly.  If he already has his wings out, he gets +4 to initiative.

Tactics:
- Stalk someone once you've selected a target
- Then transform into him
- Replace your target, steal his place in the group
- Bargain for his soul
- If he refuses, kill him and flee

                                                   by KishiShiotani

Saturday, June 15, 2019

OSR: Lich Generator

<author's note>
A quick update.  I'm very busy with work so don't expect as much content as usual for the immediate future.  Rest assured, I will get you guys as much as I can manage, but I'm rather busy these days.  So don't worry if I drop off the face of the Earth and stop updating for a few weeks.
</author's note

I don't really know why, but I have been thinking about Liches.  Despite the fact that I've never even used one in a game, I kind of want to now.  So I decided to write up a generator for quickly customizing a Lich for your game.  Not that you should be using a Lich quickly and off the fly, but I digress.

Further reading on Liches can be found here and here.

                                                 by Adrian Dadich

The Lich appears to be...

1d10

1- A child.  The Lich appears to be a small child.  The Lich has a 2-in-6 chance of being able to act like a real child and a 4-in-6 chance of not being able to quite pull it off, leaving its impression of a child lacking, like any creepy child in a horror movie.
2- A maiden.  The Lich appears to be a defenseless young woman (or a handsome young lad, if you prefer).  The Lich has a 4-in-6 chance of being able to appear like a normal person, and a 2-in-6 chance of appearing to be some kind of monster.
3- A young man, in the prime of his youth.  The Lich resembles itself as it was when it was young.  This will be an idealized version of the form the Lich once took. 
4- A Ghost.  The Lich appears to be a ghost.
5- A dream.  The Lich does not appear before you physically, but instead walks invisibly through the world, only stopping by those it wishes to manipulate.  When it reaches those people, it sticks its intangible fingers into their minds and sends them dreams of whatever the Lich wishes.
6- A skeleton.  The Lich may appear as a moving skeleton with glowing eyes and tattered robes, or it may play dead as an unimportant skeleton lying in the corner, surrounded by rusting armor and a rotting shield.
7- A passing fancy.  The Lich wanders the Dreamlands, sending arrows of thought out into the waking minds of those it wishes to influence.  Those struck by these arrows of thought suddenly have brilliant, odd ideas leap into their heads like a bolt from the blue. 
8- An Angel or A Demon.  The Lich disguises itself as an Angel to encourage and as a Devil to frighten, as well as to ensure that no matter what side wins, the Lich will benefit.
9- You.  The Lich pretends to be an alternate version of one person the players will know intimately, one of them!  The Lich will have some plausible story, such as that it is from the past or future, or from an alternate universe or something like that.
10- A God.  The Lich is pretending to be some minor God you've never heard of.  Still, the Lich seems to have most of the traits a God would possess.     

This Lich's real body is...

1d12

1- A skull.  The skull has a 50% chance of being adorned with gold and jewels and a 50% of being nothing odd.  The skull can levitate, shoot blasts of fire out of its mouth and speak telepathically to anyone within 100'.  The Lich may pretend to be an ordinary skull, however.   
2- A skeleton.  Can't beat the classics.  The Lich is a skeleton, but decked out in fashionable duds and jewelry.
3- A great, corpulent mass of dead tissue.  The Lich was a Ghoul before they became the Lich.  They have the best of both world's, the Ghoul's lethal touch with the Undead mastery of all impulses, including the Ghoul's hunger.
4- A tall, inhuman thing covered in dead, white flesh.  Frankenstein wishes he could make something this lethal.
5- A greatly modified corpse.  Skeletons are so three centuries ago.  This Lich has a skeletal body, but one modified with extra arms, heads or legs.
6- A perfectly preserved corpse surrounded by an aura of perpetual, sub-zero chill.  Cold prevents decomposition, so what better way to keep yourself together for the rest of eternity.  This Lich can cause ice to form over objects it touches and its' blood super-chills anything it touches like liquid nitrogen
7- A skeleton with metal reinforced bones with an immensely hot fire burning inside its chest.  This Lich stole fire from Heaven to fuel their immortality.  It almost worked.  This Lich's body is immensely hot and can burn through or melt most things.
8- 1d6+1 undead bodies.  Each of the bodies is one of the Lich's real bodies, as while the Lich has many bodies, it has only 1 mind.  The Lich controls all these bodies simultaneously and they all don't have to be in the same area.   
9- A small, animal looking thing that is actually small and pathetic.  For example, a skeletal snake made out of a human spinal cord and a skull, . 
10- A brain in a jar.  Need I say more?  The brain in the jar can't actually do anything, unlike the skull, but destroying it will only allow the Lich to return to its full, normal body.     
11- A semi-living body, operating on manual control.  The Lich hasn't killed itself yet.
12- A living body.  The Lich Who Yet Lives.  You should probably start running.  

The Lich's phylactory is...

1d8

1- A rare treasure hidden in a dungeon somewhere.  The treasure has some other magical ability so no one would think it was also a phylactory.
2- A baby.  A baby, escorcelled to age normally, but once it takes lethal damage or 50 years old, to transform back into a baby.   
3- A sacred treasure belonging to a world famous religion.  The Lich probably planned this, somehow.
4- A town or city important to the Lich when it was alive.  The town or city need not be totally destroyed, enslaving the inhabitants and burning it to the ground would probably do it.
5- The Phylactory is attached to a bloodline, remaining with one member of the bloodline and passing down the line of succession matriolinearly.  It is currently attached to the soul of a maiden who is about to be married.
6- A magic sword being held by someone else.  As "1".
7- The Phylactory is secretly hidden inside someone else's body, perhaps unwillingly.  Removing the phylactory would probably require killing the person it is currently inside.      
8- The Phylactory is a small, seemingly unimportant trinket that the Lich always carries with them, such as an ancient arrowhead, a smooth stone, a petrified piece of bread, etc. 

The Lich's phylactory works by...

1d4

1- Regenerating its body after it is destroyed.  This takes 1d4 hours.
2- Pulling its soul out of a damaged body and placing it into the next available one.  The Lich has a resourvir of bodies concealed somewhere in the world.
3- Healing the body that the Lich is in.  The Lich will pretend to "die", then once the danger has passed, the phylactory will heal the "dead" body. 
4- Enabling the Lich to try and possess one of the other bodies near him, even if it is occupied.  The Lich will then modify a body to suit its needs. 

The Lich fights with...

1d8

1- A ranged weapon.  The Lich fights with: 1d4 [1= A magazine fed, fully automatic crossbow, 2= a longbow that fires magic arrows, 3= The Lich has 1d8 metal spheres orbiting it at all times as per Meteor Guard; 4= A gun.]
2- A melee weapon.  The Lich fights with: 1d4 [1= One of the Nine Angel Blades, Scorch; 2= A buzzblade (2d8 damage on a hit); 3= Electrified Gauntlet 1d6 blunt + 1d6 lightning + save vs paralyzation;4=  Greenglow Sword 1d6+STR damage on a hit, plus any living creature within 50' of the blade when it is unsheathed take 1d6 damage as invisible radiation grows cancers in their bodies.]
3- Bare hands: The Lich is a master of one of the Fist Arts.  Which one?  1d4  [1= Demon Flips the Cart; 2= Pattram Swordhand; 3= 49 Empty Palms; 4= Leisure Kicks.]
4- Bare hands: The Lich is strong and fast enough that it needs no arms.  The Lich acts twice, once at the start of initiative order and once wherever it rolled.  Additionally, the Lich's bare hands do 1d6+3 blunt damage on a hit.
5- Bare hands: The Lich's touch is dangerous enough.  It: 1d4 [1= Does 1d6 HP damage as it drains life energy, healing the Lich for the same; 2= All the Lich's bodily fluids are ludicrously toxic, if exposed, you take 3d6 poison damage, save for half; 3= The Lich has a neuro-electric charge flowing through its body, anyone who touches it must save or be paralyzed, as well as take 1d6 lightning damage a round; 4= The Lich The Lich can superchill its body by vaporizing all the water in certain parts, causing anyone who it touches with those body parts to take 2d6 ice damage and have that part of the body be covered in ice.]
6- Spells.  All Liches are spellcasters, but some revel in that fact more than others.
7- Rays of energy.  The Lich can fire blasts of energy that: 1dX [1= transform into chains, tying any person struck to the nearest solid object or person; 2= melt holes in objects, doing 2d6 fire damage; 3= Do 1d6 WIL damage.  If this damage ever exceeds your WIL score, you turn into a vermin animal.  A frog, perhaps; 4= Do 1d6 DEX damage.  If this damage ever exceeds your DEX score, you turn to stone; 5= Anyone struck must save or lose one of their senses, starting with sight, then hearing, touch, smell then taste; 6= Anyone struck must save or get -1 to all rolls for the next 1d10 minutes.  This stacks.  Additionally, if anyone under the effect of these rays rolls a Natural "1", they suffer a critical failure.]
8- It doesn't.  The Lich has a powerful, passive ability that protects it from almost all harm.  It: 1d4 [1= The Lich has tendrils growing out of its head which strike with the force of a bullwhip and will automatically attack anyone who comes close to the Lich; 2= Any living creature who walks within 10' of the Lich without the Lich's permission takes 2d6 damage from the Anti-Life shell the Lich constantly exudes; 3= The Lich is constantly thronged by 1d8 semi-real mirages who will become real creatures and attack anyone who threatens it; 4= The Lich is enscorcelled so that any attack targeting it will always miss.  On an attack targeting the area the Lich inhabits or one unaimed and striking it purely by accident can harm it.]

The Lich also has the ability to...

1d12

1- Fire a laser that can cut through almost anything.  This laser can be fired once per battle and does 1d20 (roll twice and select the higher result) fire damage.  Save to avoid being hit.
2- Command people to "Fall."  The Lich may do this once per person it encounters.  All who can hear the Lich must save.  Those who fail their saves collapse and cannot move anything more than their eyes.  Those who pass their saves make all rolls at -4 for the duration of the battle.
3- Blot out any light sources in the area.  At the Lich's roar, all light sources are extinguished, plunging the area into perfect darkness.  The Lich can see perfectly fine in this darkness, of course.  What is physical darkness to the spiritual dark of the grave?
4- Teleport.  The Lich can teleport up to 100' as an action.  It can only do this every 1d4 turns.
5- Breathe clouds of highly toxic gas.  As an action, the Lich exhales a cloud of toxic gas that does 2d6 damage a round and forces anyone inside it to save or be blinded.  The gas covers 30 square feet and is otherwise normal.  The Lich may use this ability every 1d4 turns.
6- Drain life energy with a touch.  As an action, one person the Lich touches takes 3d6 HP damage as the life is drained from their body.  The Lich is then healed the same amount.  The Lich may do this once every 1d4 turns. 
7- Create walls of fire.  As an action, the Lich may create a wall of fire.  The walls of fire are up to 20' high, 5' thick and up to 50' long.  Anyone who gets within 5' of one takes 1d6 fire damage and is set on fire.  Anyone inside one takes 2d6 fire damage and is set on fire.
8- Summon swarms of animals to fight for it.  The Lich can summon a swarm of 1d4 [1= Rats; 2= Bats; 3= Wasps; 4= Crows; 5= Snakes; 6= Spiders.] 
9- Transform into something that cannot be hurt.  The Lich can, as an action, transform into 1d4 [1= A puddle of water; 2= A cloud of smoke; 3= A pillar of fire; 4= A gust of wind.]
10- Curse people.  If you can hear the Lich's voice, you can be cursed by it.  It may only curse 1 person or group of persons per day.
11- Turn people into animals.  As an action, the Lich may cast a spell on one person.  That person must save.  On a failed save, that person is transformed into a giant, vicious animal under the Lich's control. 
12- Kill with a Word.  As an action, the Lich can speak a magical word to one person.  This person must be able to see or hear the Lich.  That person must save.  On a success, that person's health is cut in half.  On a failed save, that person dies.  The Lich may only speak the Killing Word once per battle. 

The Lich is served by...

1d6

1- Lesser Undead.  The Lich may have bound the Undead to it magically, or they may be serving it willingly.
2- Demons.  As Undead.  The Demons may be honest in their intentions or they may be acting under compulsion.
3- Degenerated Mortals.  They were once a normal band of mortals, but under the Lich's foul influence they have become wretched caricatures of what they once were.
4- A group of clueless mortals.  The Lich is pretending to be an eccentric or powerful mortal and has rather ordinary mortal servants.  The mortals might not even realize the Lich is a Lich, or even an undead. 
5- A cult that worships it as a divine being.  These cultists have never met anything that matches a description of a God other than the Lich.  When it offered to grant them their wishes, they were eager to serve.
6- The pre-Liches.  The Lich is served by thousands of versions of itself culled from alternate universes, parallel realities and dead timelines.  Time travel may be involved and shenanigans definitely are.

The Lich's goal is...

1d12

1- To exact vengeance on a grand, impossible scale.  Imagine a plague that kills 90% of mortals, plucking a star out of heaven and slamming it into the Earth or setting the whole world on fire.  That kind of revenge. 
2- To take over the world and fix it.  The Lich has big plans that it wishes to achieve with minimal bloodshed.  This will take decades of grooming, but that is perfectly acceptable.
3- To build an Empire of ageless, magical beings.  An immortal race living in paradise until the End of Time.  The only problem is getting there.
4- To kill a God.  The killing is easy.  The harder part is getting the God to stay dead. 
5- To create a utopia.  The eschaton will be immatized, one way or another.
6- To reach the (entirely theoretical) Oververse.  The Lich is the one who came up with the theory.
7- To groom a successor, lover or opponent.  As self-explanatory as it is rewarding.
8- To bring about the next apocalypse.  The Lich is tired of all the noise and would like a little peace and quiet, or at least to distract the Gods and mortals from its current activities.
9- To discover the True Nature of the Universe. 
10- To travel through Time.  The Lich may have been told to this by a future version of itself.
11- To create the perfect being.   
12- To return to life.  Being undead is no fun, even for a Lich.

The Lich's current project is...

1d12

1- Building inconceivable weapons.
2- Brewing potions of eternal youth.
3- Stealing and reading the diaries of influential people.
4- Trying to gain access to Heaven.
5- Building small-scale models of a city in the middle of a wasteland and using them for tests, before abandoning them to build a new one.
6- Crafting a working network of teleporters.
7- Growing soulless bodies in test tubes.
8- Designing a new hybrid race.
9- Keeping fastidious notes about everything that is happening at all hours of the day.
10- Attempting to cause an earthquake, tsunami or volcanic eruption.
11- Sending out loose souls and seeing if they will return to the Lich, either willingly or with "encouragement".
12- Playing chess with a being of a similar stature.

The Lich's current problem...

1d6

1- An incredibly powerful weapon has gone missing.
2- A lesser being or group of beings is interferring in their plans.
3- A very powerful being has invited the Lich over for tea and the Lich is searching for a polite reason to refuse.
4- Some of the Lich's servants have escaped, rebelled or are otherwise causing trouble.
5- A very dangerous magical power source or resource that the Lich has is distorting the environment in troublesome ways.
6- The Lich has forgotten something.  That should be is impossible.  The Lich is attempting to piece together what it did that made that possible. 

                                                 by Tania Sanchez-Fortun



Wednesday, June 5, 2019

OSR: False Magicians

Would you like to teleport, shoot fire out of your eyeballs and melt people by glaring at them?  Would you like to be a Wizard or a Magic-User?  Of course you would!  Who wouldn't want the insane powers that many Wizards have.  Most people would do anything to have even a fraction of the power many Wizards possess.  Yet for most people, this is simply impossible.

Disregarding the financial and social difficulties associated with becoming a Wizard or even an unlicensed Magic-User, there is one major problem.  Magic is a skill, with associated talent.  And most people simply don't have the talent to learn magic like Magic-Users do.  For these people, they will just have to accept the fact that they will never be as strong as even a lowly Hedge-Witch.  There are only a couple of options for these people.  They can either get some help or give up on their dreams of power.

Or, they can choose a third way.

                                                           by Abigail Larson

Artificers, Alchemists and Mountebanks

Mountebank is the general term that refers to the so-called "half-casters".  These are people with enough magical talent that they can do some tricks with magic, but not enough to cast spells.  They are the impoverished underclass of the magical world, shamans and psychics and monks, forever hobbled by their lack of potential.  Wizards and Magic-Users look down on them, either scornfully or with pity, two reactions that Mountebanks despise.

The Mountebanks often pretend to be real Wizards as long as no real Wizards are around, using sleight of hand and deception to convince ignorant onlookers that they are real Wizards.  This is not that difficult on the frontier, as long as one possesses the right tools and is dealing with some inbred, toothless peasants.  In the cities though, it can be quite hazardous, as in such places, waving around a counterfeit Wizarding certificate may not just lead to embarrassment or public shaming, it could be illegal.

In places more like the latter, Mountebanks hide their true nature, pretending to be scholars or students, which is also partially what they are.  This is not because being a Mountebank is illegal, it isn't.  But it is rather embarrassing to many of them.  For while common folk might be wowed by even their paltry magics, they know what real power looks like, and have to reckon with the fact that they will always fall short.                                                

Mountebank
Starting HP: 1/3 of Con
FS: +2 per Mountebank level
Starting Equipment: Coat with many pockets, book of JuJu Blueprints, 1d4 JuJu Blueprints, Starting JuJu (see below), Sword (1d6+STR sharp) or Staff (1d6 blunt)

Starting JuJu
1d6
1- Talking Glasses.  These glasses have a spirit bound to them and the spirit can speak to anyone who wears or is touching the glasses.  The spirit cannot leave the glasses but is highly intelligent and verbose.  Additionally, it remembers everything anyone wearing it has ever seen, heard or felt, speaks ten languages that you don't and is insufferably smug most of the time. 
2- Grenado.  See below for more details.  Just be careful with it.
3- Lollipop.  A bright, colorful lollipop that glows in the dark.  Anyone who looks at it must save or be entranced by the calming, flickering glow.  Licking it forces someone into a trance-like state where they drift in a sea of pleasant, unfeeling calm for 1d8 hours, or until jolted out of it. 
4- Puppet.  This Puppet has no special powers.  Yet is is incredibly important.  You must hold onto it, for reasons of cosmic importance.  Everyone else thinks the Puppet is creepy.  As long as you have the Puppet, you get a permanent +1 bonus to all stats and damage rolls.  However, once you lose the Puppet, this bonus vanishes. 
5- Lucky Seven Sphere.  A black sphere with a small piece of glass and strange, dark liquid floating in it.  Ask it a question and shake it.  Then the Referee should roll 1d6 to see what it answers your question with: 1d6 [1= "Outlook not so good; 2= Odds are not in your favor; 3= Do not count on it; 4= Signs point to yes; 5= Outlook Good; 6= It is certain.]  What you do not know is that these answers are entirely random and that the Lucky Seven Sphere has no real magical power.
6- Cueball.  A perfectly smooth, white sphere that is slightly smaller than a cantelope.  If you ask the Cueball a question, it will do nothing.  Then, the next night, you will have a dream where a man with white skin in a white suit with white eyes will approach you and ask if you are willing to pay his price.  If you say yes, he will answer the question.  The answers he gives are always right.  If you say no or ask what his price is, you will immediately wake up with no answer.

Abilities:     

1:

Spellcasting Dice: As a Wizard.  You have a number of Spellcasting Dice which you must roll when creating JuJus.  You can also use your Spellcasting Dice to charge JuJus.  Your dice function as a Wizard's, meaning they burn out on a 5 or 6, are recovered after a long rest and if you roll doubles or triples on them, they cause a Disaster.

JuJu Master: You have the ability to create JuJus, which are lesser magic items that need to be charged by spellcasting dice.  Creating a JuJu requires mostly mechanical and technical knowledge, so not just anyone can do it.  But JuJus cannot be created on the fly.  Building one requires time, materials and effort and takes hours, days or weeks, depending on complexity.  Additionally, most Mountebanks, including you, cannot design their own JuJus, and rely on Blueprints concocted by others of their kind.  You begin with a certain number of these.   

Not a Wizard: You aren't a Wizard.  You can't cast spells or store them in your brain.

2:

Sketch: When you come across something dangerous, you may take an action to observe it and draw a picture of it.  Then make a Check with an appropriate DC, as determined by the Referee.  If you succeed at this check, you can create a special JuJu based on what you observed.

3:

Safety Procedures: Once per day, you may substitute any result you roll on your Spellcasting dice with a 1.

4:

Quick Construction: If you have the Blueprints for a JuJu, you can build it in 10 minutes per hour it would ordinarily take, so 5 hours would equal 50 minutes of intensive labor.

5:

Manual Override: If you are touching a JuJu, as an action, you can make a Check with a DC equivalent to the JuJu's complexity.  If you succeed the Check, you can take manual control of the JuJu or destroy it.  Referee's Discretion applies on how complex a JuJu is.

6:

Innovation: You can combine two JuJus into one, to create a new JuJu with some of the properties of both.

7:

Comptroller: If you are touching one, you can divert or draw power out of a JuJu, or infuse power into it as an action.

8:

Inventor: With the Referee's permission, you may make your own JuJu.  This requires extensive amounts of time, resources and other experiments.  It is not something done over night.  Referee's Discretion applies.

9:

Ubercharge: You can cause a JuJu to overcharge and become much more powerful than it is.  This makes the JuJu much more powerful for a brief time, but causes it to malfunction.  The JuJu will then need to be repaired before it can be used again.

                                                   by Vera Velichko

To the Lab!

Mountebanks generally divide themselves into two groups- the Artificers and the Alchemists, though it should be noted that these are not hard and fast distinctions, and plenty of Mountebanks dabble in both or do not favor one over the other.

Alchemists are the more common of the two groups, selling their services to many petty Kings and Merchant-Princes.  If you can't afford a Wizard, an Alchemist is often just as good.  Alchemists who are not employed by lesser nobility usually work for commission and will brew you a potion or two, for the right price.

Let's see what the Alchemists have cooked up today.

Potion of...
1d20

1- False Death.  Makes whoever drinks it fall into a coma that resembles death for [sum] hours.  Ingredients: nightshade berries, bear blood, human bone powder. 
2- Oblivion.  Makes whoever drinks it unable to be seen, heard, smelled, tasted or touched for [dice] minutes.  However, objects they touch can be seen and affected by all other people.  Additionally, if the person who drank the potion acts to directly affect a person, that person can sense the person who drank the potion.  Ingredients: corpse ash, reliquary dust, rotting plums, a piece of bone jewelry, the name of a man no one remembers. 
3- False Life.  Whoever drinks this potion gains 1d8+[dice] HP, but the person loses the HP after [dice] minutes.  Ingredients: Peacock feathers, chameleon skin, eye of newt, dandelion. 
4- Greenblood.  Whoever drinks this potion turns green and as long as he is in sunlight, he recovers [dice] HP a round.  Ingredients: flower petals, heartwood from a maple tree, pollen.
5- Become Beast.  Whoever drinks this potion is transformed into an animal as per Wild Shape for [dice] hours.  Ingredients: a hair, tooth or scrap of skin from the animal you wish to become; an abandoned cicada molt, a chrysalis.
6- Become Person.  Whoever drinks this potion is transformed to exactly resemble a specific person.  Ingredients: a hair, tooth or scrap of skin from the person you wish to become; a tiny mask; an adultress or adulterer's blood; blood money.
7- Steelskin.  Whoever drinks this potion has his skin turn hard as steel and gains a natural AC of 12+[dice] for [dice] minutes.  Ingredients: moose blood, steel or iron shavings, badger fur, cockroach shell.
8- Camouflage.  Whoever drinks this potion finds his skin will change color and texture to match whatever his environment is, giving him a +[sum] bonus to all stealth checks and saving throws for 1d6+[dice] minutes.  Ingredients: clear liquor, an owl feather, a temple mouse's tail, a token from a master thief.
9- Regeneration.  Whoever drinks this potion has his HP restored to full and regenerates any lost body parts.  Ingredients: wine, a token from childhood, honey, a troll heart or a unicorn horn.
10- Sense Soul.  Whoever drinks this potion gains the ability to sense all souls within 100' of them for [dice] minutes.  All attempts at sneaking up on them fail, unless the creature is soulless.  Ingredients: pure water, glass beads, a shiny stone, a cat's eye.
11- (Martial) Glory.  Whoever drinks this potion gains a +[dice] bonus to all damage rolls and the ability to make a number of bonus attacks equal to [dice] for [dice] rounds.  Ingredients: moose fur, sweat from a warrior, iron shavings, crushed ants or honeybees.
12- Pass Without Trace.  Whoever drinks this potion can still be seen or detected through a living creature's senses, but will leave no evidence he was ever there, except for the memories of anyone who saw him.  This effect lasts for [sum] minutes.  Ingredients: rabbit's blood, a deer tail, a snipe feather, a memory.
13- Youth.  Whoever drinks this potion is reduced in age by [dice]d20 years or back to their physical prime.  This potion cannot regrow lost limbs or other lasting damage.  Ingredients: tortoise blood, a blessed object, gold flakes, a tooth from a living creature.
14- Wisdom.  Whoever drinks this potion temporarily receives great wisdom and knowledge.  The drinker may ask the Referee [dice] questions and the Referee must answer them truthfully.  Once these questions are asked, the effects of the potion fade, but the drinker will still know the answers to the questions he asked.  Ingredients: a talking frog's guts, crocodile tears, a token from a woman, a crown of flowers. 
15- Night Eye.  Whoever drinks this potion will be able to see perfectly in the dark, no matter how dark it is for [sum] minutes.  However, any source of light brighter than a candle will dazzle him, forcing him to save or cringe away from the light.  Ingredients: black rum, a wolf's eye, cat hair, a lion's tooth or a tiger claw.
16- Sight Beyond Sight.  Whoever drinks this potion gains Sight Beyond Sight, which is vision that pierces all illusions, invisibility and reveals things as they truly are.  This lasts for [dice] minutes.  Ingredients: milk, a drop of king or dragon's blood, a small diamond, an opal.  
17- Purity.  Whoever drinks this potion has any poisons, toxins or diseases purged from his body.  Ingredients: a maiden's blood, holy water, sesame oil, sunflower petals.
18- Animal Kinship.  Whoever drinks this potion will not be attacked by animals and will gain a +[sum] bonus to interacting with animals for [dice] hours.  Ingredients: butterfly milk, a silk ribbon, honey, blackberries.
19- Water Breathing.  Whoever drinks this potion can breath water for [dice] hours.  Ingredients: sea or lake water, a dead fish, the breath of a living creature, blood or tissue from a air-breathing water dweller.
20- Cloud Walking.  Whoever drinks this potion can walk on clouds, mist or smoke as if they were solid ground for [sum] minutes.  Ingredients: sugary tea, a piece of fur from a skydweller or a bird, flesh or blood from a Water Elemental, spicy peppers.

                                                          by Andy-Butnariu

Additionally, Alchemists are also known to sell Anti-Potions, which are still technically potions, but rather then drink them yourself, you give them to your opponents through stealth or simply throw the bottle at them.   

Anti-potion of...
1d20

1- Flammability.  Whoever drinks the potion or has it poured on him begins sweating a highly flammable substance for [dice] minutes.  If he is exposed to fire, the substance will combust and he will burn for the rest of the duration.  Ingredients: water, honey, magnesium, sawdust.   
2- Animal Animosity.  Whoever drinks this potion or has it poured on him attracts animals which are automatically hostile for [dice] hours.  Ingredients: blood from a dead bear cub, honeycomb, a rotting fish, veal steak.
3- Nausea.  Whoever drinks this potion or has it poured on him is overcome with nausea and empties his stomach onto the floor.  Ingredients: sweaty, filth undergarments, ear wax, a fat man's hair, flesh of the alchemist's race.
4- Lightning Love.  Whoever drinks this potion or has it poured on him attracts lightning strikes for [dice] days.  Ingredients: molten gold, a silver ring, a piece of fulgrimite, a copper cord. 
5- Fishblood.  Whoever drinks this potion or has it poured on him can only breathe water for [dice] hours.  Ingredients: a shark's tooth, a live clam, crab guts, a fish's heart.
6- Become Other.  Whoever drinks this potion or has it poured on him becomes a hideous, alien monster for [dice] days.  He also loses the ability to speak or cast any spell that does not harm.  Ingredients: a destroyed image of a person, a broken piece of jewelry, a treat stolen from a child, a lost or abandoned toy.
7- Luminosity.  Whoever drinks this potion or has it poured on him glows in the dark.  Ingredients: a firefly, a peacock feather, a cicada shell, a butterfly.
8- Zombification.  Whoever drinks this potion or has it poured on him dies and is reanimated as a zombie.  The drinker is still conscious, but trapped inside his rotting body, feeling everything that is happening to his body until it is destroyed utterly.  Ingredients: token from a scorned woman, a necrophiliac's kiss, grave dirt, a stolen bone.
9- Skeleton Hatching.  Whoever drinks this potion has his skeleton hatch and rip its way out of his body.  This is usually, but not necessarily fatal.  Ingredients: a skull, enough blood to immerse the skull, a bandage, a vulture feather.
10- Cloudkill.  Whoever drinks this potion dies.  If the potion is instead poured out, it creates a cloud of toxic gas over 10*[dice]' that does [sum] damage, save for half, to anyone inside it.  Ingredients: poisoned well water, rotting corpse's flesh, a child's diaper, rotten eggs.    
11- Petrification.  Whoever drinks this potion or has it poured on him turns to stone.  Ingredients: lava or molten metal, scrapings from a statue, sand, a shiny pebble.
12- Disintegration.  Whoever drinks this potion has his body turn to dust, instantly killing him.  Pouring this potion on someone does not affect them in any way.  Ingredients: acid, a destroyed piece of art, sand, the scraps of a poem. 
13- Intoxication.  Whoever drinks this potion or has it poured on him becomes as drunk as if he had spent the whole night drinking.  Ingredients: liquor, wine, salt, a broken tea cup.
14- Disfigurement.  Whoever drinks this potion or has it poured on him becomes hideously ugly.  The change is permanent.  Ingredients: acid, a disfigured mask, hair or tissue from an ugly animal, spit from a bitter old man or hair from a spiteful crone.
15- Sensory Deprivation.  Whoever drinks this potion or has it poured on him loses up to [dice] of his senses for [sum] minutes.  Ingredients: liquor, a blind eye, an ear, an infirm man's spit.
16- Hunger.  Whoever drinks this potion or has it poured on him develops cravings that can only be sated by the flesh of his own race.  These cravings last for [dice] weeks, but if indulged in, self-perpetuate.  Ingredients: poison, flesh of the alchemist's kinsmen, a page from an evil book, ink or paint made from blood.
17- Plague.  Whoever drinks this potion or has it poured on him contracts a horrific disease.
18- Cryostasis.  Whoever drinks this potion or has it poured on him is frozen in ice, to be preserved for up to [dice] years, or as long as it takes for them to thaw.  Ingredients: warm milk, an Ice Queen's sweat, a flower, a rag bearing a maiden's scent.
19- Viscosity.  Whoever drinks this potion or has it poured on him has his blood start to thicken and if he does not keep doing impressive things to keep his heart pumping fast, his blood will stop flowing and he will die.  Ingredients: wine, bitumen, pitch, cypress wood shavings.
20- Detonation.  Whoever drinks this potion takes [sum] damage as the potion explodes in contact with mana.  If this damage is enough to kill him, he instead explodes, painting the walls with his blood.  Ingredients: water from a hot spring, sulfur, spicy peppers, a Fire Elemental's blood or seed. 

This is not the limit of the Alchemist's trade, of course.  Alchemists can also make things such as poisons, acids and drugs. They don't usually advertise these latter facts, as the people who buy these products tend to favor discretion.

                                                     by butterfrog

Then there are the Artificers.  Artificers are the rarer of the two groups and generally work for themselves or for a group of Artificers.  They are dungeon-crawlers and tomb-robbers, seeking out pre-Diluvian magics and JuJus long lost to the sands of time.  An Artificers creations last much longer than the Alchemist's, but they are unimaginably more expensive and more difficult to create.  For example, while most Wizards could easily learn Alchemy in a couple of weeks, being an Artificer requires much more additional education on subjects such as biology, physics and philosophy. 

Artificer Creations
1d20

1- Predator Goggles.  When turned on, the goggles let you see heat signatures for up to [dice] hours.  Time to build: 3 hours.  Require goggles, snakeskin, metal wire and bio-luminescent secretions.
2- Makeshift Man.  A primitive construct with [sum] HP, AC 12+[dice] and Atk +[dice], making 1 1d6+[dice] Slam attack.  Time to build: [dice] hours.  Requires large amounts of wood, mud or clay; a metal or bone skeleton; a mask.
3- Spell Mirror.  This mirror reflects up to [dice] spells.  If you are holding this mirror up when someone casts a spell on you, the mirror reflects that spell back at whoever is reflected in the mirror.  Time to build: 10 hours.  Requires: A mirror, magic-conducting paint, silver thread.
4- Living Cord or Heartstring.  When activated, a rope that behaves as if it is alive, acting as a [dice] HD creature with AC [sum] and the ability to tie itself into knots.  Can move and act independently for up to [dice] hours.  Time to build: 1 hour.  Requires: A rope or cord, animal or human sinew, gold dust. 
5- Ghost Cage.  When activated, forms a prison that can trap a purely spiritual entity, such as a Ghost or an Outsider without a host.  Can trap a creature up to [dice] HD or Damage Threshold equal to the same, but any creature stronger then that can make a Saving Throw to try and escape.  Time to build: 10 hours.  Requires: a glass box, four small mirrors, gold wire, silver wire, copper wire, mercury, a topaz, diamond, ruby, sapphire, emerald and opal.
6- Artificial Limb.  An artificial prosthetic that works as a normal arm for [dice] hours.  Depending on the model, you may be able to perform some great feat of strength or power with your artificial arm, temporarily making STR checks with the limb with a +[dice] bonus or fire bolts of magical energy from your limb, doing 1d6+[dice] damage on a hit.  Time to build: 1d20+[dice] hours.  Requires: Metal, wood, bone, ivory base; gold wire; silver wire; a lock of hair from the person who will wear the limb; leather cord; rawhide; enough blood to immerse the whole limb in.   
7- Grenado.  A bomb.  Explodes for [sum] damage, affecting everyone within 10*[dice]' of the explosion, save for half.  Those beyond this range instead save to take half damage on a failed save or none on a successful save.  Those more than double the initial radius away automatically take no damage.  Time to build: 1d8 hours.  Requires: Charcoal; Demon shit; a drop of blood from an easily angered man, horse or child; cinnamon; juniper berries; holly leaves; acorns; sulfur; and a metal casing.
8- Tin Soldier.  A tiny, moving metal toy.  Can look like a tiny man or a tiny animal.  If built like a bird, can also fly. Can fly or move for [dice] days.  They are very fragile, however.  Time to build: 1 hour.  Requires: small metal parts, gears, wire, glass beads, human blood. 
9- Bag of Holding.  You know what a bag of holding is.  Comes in various colors, styles and sizes.  Can hold up to [sum] items, regardless of how big the bag is.  Time to build: [sum] hours.  Requires: a bag, crushed gemstone dust, bone powder, ground up stomach, hermit krab or fur from an animal with a pouch. 
10- Folding Sword.  A sword that magically collapses and re-emerges with a free action.  Does damage as a normal sword.  Doesn't necessarily need to be a sword, just an edged weapon.  Time to build: 2 hours.  Requires: A sword, a pretzel, grease, lard, oil, a book. 
11- Gliding Cloak.  A cloak that when triggered, automatically stiffens to enable the user to glide through the air.  Time to build: 6 hours.  Requires: A cloak; gold, silver and brass wire; a goose feather.
12- Buzzblade.  A terrifying instrument of pure destruction; a blade that moves and cuts by itself.  The blade does [dice]d6 damage on a hit and can be started up [dice] times before it needs recharging.  Time to build: 10 hours.  Requires: Gears; a metal chain; a custom circular blade; a wooden handle; gold, platinum and occultum; lion's blood; shark's teeth.  
13- Lucky Coin.  A coin that, when flipped, always gives you the result you desire.  The coin can also shapeshift into any type of coin or teleport back to the owner.  It can only change its shape or teleport back to you up to [dice] times before it needs to be recharged.  Time to build: 1 hour.  Requires: A coin, a four leaf clover, a rabbit's foot, sweat from the brow of a thief. 
14- Ray Gun.  A weapon that fires a blast of crackling magical energy, doing 1d6+[dice] damage to anyone it hits.  The Ray Gun can fire [dice] shots before it needs recharging.  However, this JuJu can be recharged on the fly as a full action.  Time to build: 20 hours.  Requires: a complex metal housing; some glass lenses; a piece of clear crystal; platinum and silver; a diamond; scorpion venom.
15- Shapeshifting Armor.  This is armor that can transform itself into any outfit you can imagine.  Then, as a free action, you can cause it to transform back into armor.  The armor can transform [dice] times before it needs recharging.  The armor itself has the original AC it did before you altered it.  Time to build: 5 hours.  Requires: A suit of armor, ribbons, magic-conducting paint, a small piece of jewelry, liquid hope.   
16- Skeleton Key.  This strange device can unlock any non-magical lock, within 1d6-[dice] round, though the minimum will always be one round.  Time to build: 6 hours.  Requires: A spring; some gears; tons of wire; a series of thin, metal rods; fragment of a Thief Eagle's egg.  
17- Razorang.  A razor sharp boomerang that always returns to you, no matter what.  Does 1d8+[dice] damage on a hit.  Time to build: 2 hours.  Requires: powdered bloodlust, a boomerang, a whetstone, badger teeth.
18- Moral Compass.  A compass that once calibrated can find the greatest source of Law, Chaos, Evil or Good in the nearby vicinity.  Requires an initial sample to calibrate it.  Time to build: 20 hours.  Requires: A bowl of water, a steel needle, magnetite, prayer.
19- Mana Detection Dust.  A powder that when sprinkled on something, lights up to show where mana has affected it.  Shows you where someone has used or touched something within the recent past.  Time to build: 1 hour.  Requires: gravel, sand, water, ash, flour, urine.   
20- Hoverboard.  A board that levitates up to [dice]' off the ground and can move as fast as a horse.  Works for [sum] minutes before it needs to be recharged.  Time to build: 4 hours.  Requires: A small piece of wood or metal; platinum, gold and silver; sapphires and emeralds; a tooth from a lion; a feather from an eagle; a lock of hair from a horse.

                                                        by Florian Stitz

Building JuJus and Brewing Potions

Here are the rules of building a JuJu.

1.  You must have all the materials, the blueprint of the JuJu you want to build and at least 1 spellcasting dice remaining.
2.  Roll as many spellcasting dice as you want.
3.  If you roll doubles, roll 1d6 on the Workshop Mishap table.
4.  If you roll triples, roll 1d6 on the Workshop Catastrophe table.
5.  Assuming nothing went wrong, whatever spellcasting dice you rolled are expended and infused into the JuJu. 
6.  Further assuming the JuJu is not single use, you may recharge the JuJu with your spellcasting dice at any point, as long as you have a spellcasting dice remaining.  Any dice you use to recharge a JuJu are automatically lost and infused into a JuJu.
7.  As long the [dice] you are infusing into a pre-existing JuJu are fewer in number than the amount of [dice] originally used to create that JuJu, you need not roll on the Workshop Mishap or Catastrophe table.

Workshop Mishap
1d6

1- The JuJu suddenly starts working, randomly affecting everything around it as it normally should.
2- One of the JuJu's internal compartments opens and a snake slithers out onto your work station.
3- A cloud of energy fills the nearest 30', activating any JuJus or magic items in that space.
- The JuJu absorbs any other nearby JuJus or magic items, which form into a crude imitation of a body.  The JuJu then develops a new consciousness created by the overlapping fields of magic that were used to create it.  The JuJu is also a lot like the creator of those JuJus or magic items, fused into one person.  The JuJu Monster then flees the lab to pursue its own insane agenda.  It has all the powers of the JuJus and magic items that originally created it, along with X HD, which is the number of JuJus that created it.
4- The JuJu begins constantly playing music as if there is a tiny orchestra inside it whenever it has at least 1 spellcasting dice in it.  This effect is permanent.
5- The JuJu's effect slightly and permanently changes.  For example, if it is a Grenado, instead of exploding and hurting people, it instead explodes and sets them on fire, or sprays glitter and foam everywhere.      
6- The JuJu begins glowing and making an incredible racket, the light brightening and the sound intensifying for 1 round.  Then there is a great sound like a sigh, and nothing happens.  The JuJu then returns to normal.

Workshop Catastrophe
1d6

1- The JuJu electrocutes the next person who touches it, doing 1d6+[dice] lightning damage.
2- The JuJu catches fire.  The fire is non-magical.  
3- The JuJu attaches itself to the person closest to it in the lab and starts trying to merge with his body.  If it successfully merges with the person's body, he must save.  On a failure, he dies.  On a success, he lives, but he has a JuJu permanently attached to his body.
4- The JuJu absorbs any other nearby JuJus or magic items, which form into a crude imitation of a body.  The JuJu then develops a new consciousness created by the overlapping fields of magic that were used to create it.  The JuJu is also a lot like the creator of those JuJus or magic items, fused into one person.  The JuJu Monster then flees the lab to pursue its own insane agenda.  It has all the powers of the JuJus and magic items that originally created it, along with X HD, which is the number of JuJus that created it.
5- The JuJu melts into a puddle of molten, colorful slime.  It is destroyed.
6- The JuJu explodes, dealing [sum] damage to anyone within 10*[dice]', save for half.  The JuJu is destroyed by this explosion. 

Here are the rules for brewing a potion.

1.  You must have all the materials and at least 1 spellcasting dice remaining.
2.  Roll as many spellcasting dice as you want.
3.  If you roll doubles, roll 1d6 on the Alchemical Accident table.
4.  If you roll triples, roll 1d6 on the Alchemical Disaster table.
5.  Assuming nothing went wrong, whatever spellcasting dice you rolled are expended and infused into the potion.

Alchemical Accident
1d6

1- A fire starts.  It is non-magical in nature.
2- A cloud of choking gas floods the nearest 30'.  All within the cloud must save or develop a mutation.
3- A crystal forms in your work station, consuming any ingredients you were working with.  The crystal is pretty but non-valuable.
4- A pool of acid forms in your work space.  It begins dissolving everything it touches but glass, stone, plastic and ceramics.
5- A flickering hologram appears before you, displaying a stranger.  The stranger greets you and asks about your report.  The stranger knows your name, but seems confused about who you are.  The stranger will tell you that the last report you sent is dated 1 year from today.  1d6 minutes after contact is a made, the hologram disintegrates, leaving no trace that you were ever there. 
6- 1d8 thugs appear out of nowhere and assault the building the Alchemist is in.  When killed, the thugs dissolve into purple goo.

Alchemical Disaster
1d6

1- The potion or mixture the Alchemist is working on suddenly begin smoking and sputtering, glowing and shining and threatening to explode.  Then smoke floods the lab and when it clears momentarily, it leaves behind a translucent, dark green egg.  There is something alive inside that egg and if kept warm and safe, it will hatch soon.
2- Lightning strikes the lab and something explodes, spraying one random person inside the lab with chemicals.  That person must save.  On a failure, he dies.  On a success, he becomes a proper spellcaster and gains 1 spellcasting die.
3- A hellfire blaze starts in the lab.  Hellfire consumes only mana, leaving physical objects intact.  If it touches any living creature or magical item, it sucks the life out of it and burns it until the initial mana source is gone.  The only way to extinguish this fire is to starve it.      
4- A disturbing alchemical reaction begins occuring, filling the lab with smoke and flashing lights.  Then, after a series of increasingly grotesque noises, something emerges from the smoke.  What is it?  1dX [1= You, stark naked and confused.  The naked version of you asks if this is the current year; 2= Someone you know well, wearing black leather with an eye patch and an artificial limb.  They bring grave warnings from the future; 3= An unspeakable monster that is very friendly; 4= A beautiful creature that is immediately hostile.]
5- 1d8 purple goo monsters appear outside the building the Alchemist is in and begin attacking it.  When killed, they are revealed to be humans covered in purple slime.
6- A small, orange creature covered in thick fur appears in your work space, wielding a spear and a book of spells.  This is Mago of Kulzark, a traveling adventurer, scholar and warrior from the Microverse.  He is not to be underestimated.

                                                    by hdy9108

Friday, May 31, 2019

OSR: Brotherhood of Broken Chains: Rank and File

[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. 

For further research, consult File E137-a-2  in the Imperial Archives for more information on the Brotherhood of Broken Chains' leadership and supposed history or File E137-b-56 for information on a particularly relevant group of criminals.  So says the agent of His Imperium.]

                                      photo of Frank "Paddy" Slavin

Jem, Son of Jacobi

Jem is a human male with a splendid build and manly features, including a bristling mustache.  He is a scrappy, talented fighter, though he is not nearly as strong as he thinks he is.  I sense great potential in him though.  If allowed to bloom, he will grow into a fearsome fighter.  Until then, however, I have left in the care of some stronger Brothers, in the hopes that he survives long enough to prove some use to my organization.

Jem's story is unusual, but also quite simple.  He was a rich man's son in the Young Kingdoms, being educated in music, philosophy and rhetoric.  One day after finishing his lessons, he was returning home with his fiddle when three ruffians attacked him and broke his fiddle.  He flew into a rage and counter-attacked, and to the surprise of everyone involved, the battle ended with the three ruffians sprawled across the ground.  Jem had an unbelievable talent for bare-knuckle brawling, a fact he took full advantage of.  Jem left his old life and began spending all of his time participating, training for, or recovering from fights.  He fought fellow brutes on the street for pride or reputation, he fought people who insulted his family's honor, he fought for money, it didn't matter to Jem.  As long as he got to experience the thrill of battle, he didn't care about the reason why.

That was why he accepted an offer to fight a champion in an underground fighting ring for a substantial prize, if he won, which the recruiter assured him that he could win, even if the last dozen opponents sent against the champ were left strewn about like split firewood.  Jem either believed the recruiter's slanted words or he didn't care.  Either way, he fought the Champion.  Yet that Champion was no ordinary brawler; he was my brawler.  The Champion was so impressed by Jem's potential and obsession with battle that he recruited Jem to come join us.  Since then, Jem has been working for me, traveling wherever I need him to go, fighting my battles and striking down my foes.  Every time he is assigned a mission, I always assume that this is the last mission that he's ever going to go on.  So far, Jem has yet to prove me right.  For the sake of my organization, I hope to continue to proven me.      

Weakness:
Jem is a fighter.  He lives for battle.  If there is something an opponent could do to make himself stronger, Jem will allow them to do it.  He also has a habit of sparing people when striking ruthlessly at their weakness is the smarter decision.

Statblock:

Jem, Son of Jacobi
HD 1  AC 15  Atk(+2) Punch 1d6
Mor 11    Saves 8 or less is a success

Jab: As a free action on his turn, Jem 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 Jem makes a Jab attack on his turn, he may make 1 Jab attack on each other person's turn until his next action. 

Hard to Kill: Unless his opponents kill him in some way that leaves him totally, unequivocably dead, then Jem survives.  So unless he is decapitated or bleeds out in front of you, he's still alive.

I'm you, but stronger: Every time Jem fights someone for the second time, he's always stronger the second time.  What doesn't kill him literally makes him stronger.

Tactics:
- Throw jabs, check out how strong an opponent is
- Attack that person
- Never give up

Status: Temporarily Inactive.  Jem bit off more than he could choose last time he was out on a mission and ended up getting nearly run through by a spear.  He is currently in the infirmary, in the loving arms of the Brotherhood's physicians.  If he manages to survive that, recovering from his injuries will be a cake-walk.

                                                            by rumminov

Killane [Kill-aine]/Enallik [En-Ah-li]

Killane is a Cherub, one of the rarer races in this world.  I had personally seen and talked to a Cherub before, but only once, so it was a pleasure to meet not only one, but two.  This is a privilege I understand most will never have, so I relish it as much as I can.

An agent of mine found Killane wandering in the desolate foothills around the Gates of the South, a rootless scavenger with no companions.  When the Agent attempted to greet this skull-faced stranger, Killane fled.  The agent pursued and questioned him, and Killane revealed that whenever he went to sleep, people around him would die.  The agent wisely took Killane's advice and left him, but then reconsidered and stalked the Cherub from a distance.  Later, when the Cherub laid down to sleep, the Cherub woke up.  This was when that particular Brother learned something new about Cherubim, they are not one but two.

The other Cherub was named Enallik and she demonstrated an undeniable talent for subterfuge, deception and cold-blooded murder.  The Brother followed her, watching her ambush a passing traveler and then feast on his corpse, drinking his hot blood, staining her skull-like face bright red.  The Brother, upon seeing this horrific display, did the only logical thing: he offered her a job.

When Enallik was brought before me, I questioned her on her motives.  I wondered if she was driven by greed or revenge or hatred, but it was nothing so simple.  Enallik revealed, albeit indirectly that she had a complete disregard for the well-being of others, regarding them as nothing more than tools, and an adolescent sense of superiority, as if she knew everything.  A female after my own heart.  Her immaturity was a flaw, but I sensed a great opportunity in recruiting her.  And while training her, as well as keeping her noble "brother" under control has been difficult I am confident that if she survives, Enallik will grow into a splendid member of the Brotherhood.       

Weakness: Enallik and Killane share a weakness- the other.  Whenever Killane goes to sleep or vice versa, his or her opposite wakes up and gains control of the body until he or she goes to sleep.  This is quite the problem, because Enallik and Killane are opposites in terms of their hours as well as their ideologies.   

Statblock:

Killane the Cherub
HD 2  AC 12  Atk Dagger or Fog Burst
Mor 8    Saves 10 or less is a success

Fog Burst: As an action, Killane can create a blast of fog that hits someone in the face.  Anyone targeted by this must save. On a failure, the creature targeted can do nothing b ut cough and stagger away.  On a success, the creature gets -1d8 to his next attack roll made against Killane. 

Cloud Clone: As an action, Killane can create a clone of any other creature he can see, including himself.  This clone is under Killane's control but it can sound, look and smell like the person it is emulating.  However, the clone is insubstantial and if attacked, it dissolves into smoke.

Sight Beyond Sight: As a free action, Killane can activate his Sight Beyond Sight.  Sight Beyond Sight allows the user to see invisible creatures or objects, to see through illusions, and to see things as they truly are.   

Tactics:
- Watch from a distance
- Use Cloud Clone to distract and determine who is the strongest
- Avoid fighting good people

Enallik the Cherub
HD 2  AC 12 Atk (+1) Improvised Weapon 1d6 or (-4 unless against helpless target) Bite 1d12
Mor 11    Saves 10 or less is a success

Blood Points: Enallik has 1d6+1 Blood Points at any given time.  She uses them to power her abilities.  When she runs out of Blood points, she can no longer use her special abilities.  Biting allows her to regain a number of Blood Points equal to the amount of damage dealt.  She can also drink blood from other sources, as long as it was spilled less than a minute ago.  

Regeneration: If Enallik spends 1 Blood Point as a free action, she regains 1d8 HP.

Superhuman Strength: If Enallik spends 1 Blood Point as a free action, she can increase her melee attack bonus to +4 and her damage bonus to +4.

Sunlight Damage: Enallik takes 1 damage per round that she is exposed to sunlight.  While in direct sunlight, she also cannot use any of her powers.

Tactics:
- Separate your opponent from the group
- Pretend to be weak
- Lure your opponent close
- Rip their throat out
- Flee, then repeat as necessary

Status: On leave.  Killane and Enallik both agree that they will not return to active duty until Jem, Son of Jacobi is fully recovered.  I have agreed to this, but I have also ordered another Brother to spy on them.  Cherubs are highly intelligent creatures who seem endlessly preoccupied with constantly scheming against their counterpart, as well as against anyone else. Additionally, my Cherub expert informs me that if a Cherub agrees with their opposite, this is only because the two are trying to manipulate someone, usually each other, into doing something.  They may be able to defeat each other, but they will not beat me. 

                                           by Folda
Big Byron Illuzo

I never for a second thought my organization would play host to a Hoba, but fate has a way of making fools of us all.  Big Byron is one of the Hoba, the so called Little People, only rising to a normal sized creature's abdomen, with long, twitching ears, paws instead of feet and a long, vulpine tail.  He is rather like much of his people, clever, quiet and darkly mischevious.  How he came to work for my organization is a long story and a complex one.  Perhaps this is why I have difficulty recalling some of the details.  I must make a note to speak with Byron

Byron never distinguished himself to my organization, except in the Brightvale job.  Or was it during our operations
near the cliffs of Helia?  Regardless, he was never so great that I felt the need to promote him.  However, he was good enough that I gave him his own team.  I figured, even if he did turn out to be an incompetent, the team he was leading is so small it couldn't possibly do any harm.  And besides, I never liked Alvi of Taqib anyway.  The man was power-hungry and ambitious.

Weakness: Big Byron is actually small.  It's a joke.  If you can get your hands on him, he can be easily overpowered, as he is so much weaker than most people.

Statblock:

Big Byron Illuzo
HD 3  AC 15  Atk Cat o' Nine Tails 2d4 against armored targets, save for half (2d6 against unarmored ones)
Mor 8   Saves 11 or less is a success

Hard to See: As a free action, Byron may make himself hard to notice.  This is sort of like invisibility, but you still see him.  Instead of him being actually invisible, creatures must save when they first see him.  On a failed save, a creature will just automatically overlook him for whatever reason their subconscious can conjure up.  On a successful save, a creature notices Byron as normal.  Creatures may receive penalties to this initial save if Byron is doing something normal, inconspicuous or hard to notice; they may also receive bonuses to this save if Byron is doing something easily noticeable or immediately important, such as attempting to stab the creature in question. 

Bite Me: As an action, Byron may force one person to save.  On a failure, that person must attack him next round.

Parry: Once per round, as a free action, Byron may reduce any source of physical damage that could be parried with a whip by 2d4.  He may also choose to not reduce the damage but instead cause it to pass over him and strike whatever is behind or adjacent to him.

Tactics:
- Position yourself so you are between two opponent
- Bait an opponent into attacking you
- Use 'Parry' to make sure they hurt their own

Status: Active.  I forget what he is currently assigned to do, but that's what bureaucrats are for.  Check with them before you finish this entry.

Sunday, May 26, 2019

OSR: Adventuring in the Lands of the Handsome Men (part 2)

You can find part 1 of this series here.

Here is a short list of locations you might encounter while wandering in the lands of the Handsome Men.
                                                      by Azot2019

The Enchanted Wood

It's an enormous forest, full of giant, hundred foot trees that form a tight canopy overhead.  Sunbeams occasionally pierce the trees, but it's still quite shady underneath the canopy.  Besides these tall trees though, there is very little plant growth.  The ground underneath is empty of all undergrowth and small trees, with the exception long grass, ferns and moss.  The spaces underneath the trees resemble a vast park, an excellent place to have a picnic.

You can see colorful birds flitting through the trees and distant songs filling the air.  If you sing a tune and do it well, the birds will pause, then sing back to you.  You can also see herds of fallow deer, monkeys and brightly colored frogs if you look closely enough.

Danger Level: 1 [Daytime]

Travel Table
1d6

1- Encounter.  Roll on the Encounter sub-Table.
2- Omen.  Roll on the Encounter sub-Table.  You do not encounter the creature, but instead see a sign of that creature.
3- Difficulty.  You have some difficulty on your travels.  Someone has the chance of being bitten by a snake, for example.  Here the difficulties are 1d4 [1= Stumbling into poison ivy; 2= Getting Lost; 3= Finding a poisoned pie 'carelessly' left outside on a stump (the poison makes whoever eats it shrink to 6 inches tall); 4= Stumbling upon a Elfman, who is guarding his Handsome Man master.  The Elfman will want to prevent you from going forward, as if the Handsome Man sees something as disgusting and unwashed as you, he or she would probably either vomit or transform into his War Face and rip your heads off.]
4- Foreshadowing or Hint.  Give the players a piece of information about what they are doing in this forest, unless they're just exploring to explore.
5- Friendly NPC.  They meet Thom Hammond, a guerilla painter.  He sneaks into these woods to paint the beautiful scenery.  He knows 1d3 of the creatures on the Encounter table.  He avoids fighting them, but he has seen some of them.  He can also tell you about the rumor of the golden egg and Sir Nightingale.  He doesn't realize that these two are related.
6- Chance of Treasure.  You find a dead woman partially concealed in a patch of wild flowers.  She is wearing a crown of blue winter roses.  When you take off the crown of roses, the woman transforms back into a man.  The crown of blue roses is a magic item called Leanna's Favor.  Anyone who wears this may, as an action, transform themselves into a beautiful woman.  During this time, they have the Physical/Temporal stats of this new body, which are 10 in all categories.  You keep your own Spiritual/Mental stats.       

Roll 1d6 upon entering or traveling through this area for at least an hour.  If you roll 1 or less, you have an encounter.

                                            from Bioshock Infinite

Encounter sub-Table
1d4

1- Sir Nightingale.  A giant, flying bird monster covered in scales of glittering bronze, polished to a high sheen.  Sir Nightingale cannot speak but is highly intelligent and vicious.  His objective is to protect the forest and punish those who violate the law.  He is very dangerous but easy to avoid.  If he spots you though, you're unlikely to ever lose him. 
2- 1d3 Tall Striders.  Humanoids wrapped in snow white armor with ribbons fluttering off their arms.  They have long, artificial limbs made of polished wood, glass and metal that are about twenty feet tall, enabling them to walk high above the forest floor.  The Tall Striders' job is to patrol the forest and check those who are passing through.  They will confront someone and demand they identify themselves and present a reason for being in the wood.  If they don't have a valid reason, the Tall Striders will order you to leave.  If you refuse, they will pelt you with arrows.  If confronted with an opponent they cannot beat, however, they will flee and summon Sir Nightingale.   
3- 1d10 Zombie Deer.  There weren't enough deer in the woods, according to the Handsome Men.  So a group of Necromancers were hired to teach the local Handsome Wizards how to create Undead out of animal corpses.  The probject was a success, and now 50% of the deer in this wood are Undead.  These Undead deer are acting under orders to act like normal deer, but if they see anyone not sufficiently pretty or glamorous, to attack them.    
4- 1d20 Crows.  These Crows, like all of their kind, can talk.  Crows cannot speak a direct lie, but they can lie by omission and cleverly misspeak.  As long as they do not speak a direct lie, they are fine.  Since Crows love to make mischief, they will fly over to anyone they see to talk to them and beg for scraps.  The Crows do know a lot, but much of it is gossip, idle speculation, or strange things the Crows overheard from someone more sensible.  The Crows want a bribe of food.  If you do not give it to them or if you attack them, the Crows will fly away, and alert a Tall Strider of your presence.   

Sir Nightingale
SHP 7  AC 12  Atk (+0) Diving Slam 3d6 or Wing Slash 1d6/1d6 + Beak 1d8
Mor 11    Saves 11 or less is a success

Damage Threshold 7: Sir Nightingale have a Damage Threshold.  He only takes damage from sources if the amount of damage equals or exceeds his Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage.

Flyer: Sir Nightingale can fly, but if he lands, he must spend at least 1 round on the ground before he can lift off again.

Diving Slam: Sir Nightingale, if flying, can fly down and crash into someone.  If this hits someone, it does 3d6 damage to them.

Tactics:
- Fly down and ram the first person who looks dangerous
- Finish them off
- Take off and repeat
- Only break this pattern if someone manages to hurt you

Tall Strider
HD 2  AC 14 (9 if legs) Atk (+2) Arrow 1d6 or Incendiary Arrow 2d6 fire
Mor 7    Saves 7 or less is a success

Long Legs: Tall Striders are walking around on long, artificial stilts.  If you manage to get close enough to them, you could try to damage the legs.  Each leg has 1 HD, AC of 13 and can only be hurt by something that could hurt a small tree.  Daggers or arrows won't work, unless they are very special daggers or arrows.

Fast Walk: Tall Striders can walk faster than a normal man can run.  If you are not superhuman or magically enhanced, the Tall Striders will be able to run away from you.

Incendiary Arrows: Tall Striders can fire Incendiary Arrows.  These arrows explode into cones of fire, doing 2d6 damage to the person they hit and anyone immediately adjacent to them.  The Tall Strider will only resort to Incendiary Arrows if particularly threatened.  They will also shoot them up into the sky to work as flares, to signal Sir Nightingale.

Tactics:
- Ask for papers or fire a warning shot
- Incendiary Arrow
- Retreat, let them burn   

Zombie Deer
HD 1  AC 10  Atk (+0) Kick 1d6  
Mor 12  Saves 7 or less is a success

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Fake Fur: The Zombie Deer are covered in magically grown skin and fur.  As long as they are at full HP and their flesh isn't damaged, they are immune to sunlight damage.     

Tactics:
- Attack fearlessly in a swarm
- Gang up on the first opponent
- Charge to your death

                                                      by gerezon

At night, however, the Enchanted Wood becomes a much more dangerous place.  Locals and sensible people will warn you to stay out of the woods after dark.

Danger Level: 3 [Nighttime]

Travel Table
1d6

1-3: Encounter.  Roll on the Encounter sub-Table.
4: Omen.  Roll on the Encounter sub-Table.  You do not encounter the creature, but instead see a sign of that creature. 
5: Friendly NPC.  You meet 1d4 Ravens, sitting on a bush.  Ravens can speak, but are often silent, and can only speak lies.  This is common knowledge.  If you bribe the Ravens with fresh meat or an eyeball, the Ravens might be willing to tell you something useful.  Just remember, when a Raven speaks, it always means the opposite of what it says.  
6: Chance of Treasure.  The treasure is the same as the Daytime table.  However, at night, the woman's corpse (2 HD Undead) animates and walks to a nearby clearing, where 1d6 2 HD skeletons have also awakened.  The woman's corpse and the skeletons will then   begin dancing to music only they can hear and continue till predawn.  At such time, they will find places to hide and go back to sleep, reverting to dry bones until the sun has set once more.  The skeletons and the woman's corpse will continue dancing unless attacked or interrupted, in which case they will attack with suicidal courage.

Roll 1d6 upon entering or traveling through this area for at least an hour.  If you roll 3 or less, you have an encounter.

Encounter sub-Table
1d4

1- Sir Nightingale.  As on the Daytime Encounter Table.
2- 1d8 Zombie Deer and 1d6 Dead Hands.  The Dead Hands are the animated skeletons and corpses of those who dared to enter the Enchanted Wood without the permission of its masters, or those who committed a fashion faux pas.  They wander the Enchanted Wood by night, walking or riding on the backs of Zombie Deer.  They carry spades, rakes and pitchforks which they use to care for the grounds and bury unseemingly things.  They also use these to assault those they meet on the paths at night.  They might beat you to death, or they might just beat you within an inch of your life, then bury you alive.      
3- Dogboy and 1d6 1 HD Madmen (as Dead Hands, but without Undead traits).  DOG is a creation of humanity.  Some say it is a God.  Others say it is a dilution of the wild spirit of Wolves, taming and forcing the inexplicable power of the universe into something understandable and tameable.  Some say DOG is just a bunch of selectively bred wolves.  Regardless, all agree, for DOG to walk on two legs, to speak, it is an abomination.  The Handsome Men love Dogboy, but no one else does.   
4- The Verdant Strangler.  A monster that perfectly camoflagues against the long grass and sparse greenery.  Very difficult to see, especially at night.  It has long, green tendrils which it sends out to grab people and wrap around their feet or throats.  It then hauls them toward it, where it seizes them with its delicate hands and strangles them.  If it can't do that, it sprints away into the woods, dragging them behind it. 

Dead Hands
HD 2  AC 11  Atk (+1) Spade 1d6
Mor 12   Saves 8 or less is a success

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Tactics:
- Target the most vulnerable person
- Let someone else take the risks
- Retreat if someone is too strong

Dogboy
HD 5  AC 13  Atk Barbed Spear 1d6 + grapple/1d6 + grapple or Bite (-4) 1d8
Mor 11    Saves 8 or less is a success

Don't turn your back on the body: Dogboy is a hideous freak, a true monster.  The thing about monsters though is that they are not easily killed.  If you do not kill it 100%, chop off its head or burn it to ash or something like that, Dogboy lives.  If there is a chance, he will live and will return to destroy you.

Bite: Dogboy can make a Bite attack to substitute one of his spear attacks.  However, his bite attack gets -4 to hit unless it is against a helpless or restrained target.   

Barbed Spear: If you get hit by Dogboy's spear and take at least 1 point of damage, you are impaled by his spear and are grappled.  You can free yourself by taking 1d6 damage as you rip the spear out of your flesh.  If you don't choose to do this, however, you receive a -4 penalty to do anything and Dogboy can make bite attacks against you as if he had a +0 modifier.

Tactics:
- Hook someone with your spear
- Drag them away from his friends
- Rip their throat out with your teeth

Verdant Strangler
HD 4  AC 12  Atk Tentacle 1d8/1d8 or Grapple/Grapple + Bite 1d10 or Strangle
Mor 6    Saves 10 or less is a success

Camoflague: The Verdant Strangler can camoflague itself incredibly well.  When standing still in greenery, it gets +4 to any Stealth checks, and at night, against creatures without magical vision, this bonus is doubled.

Hit or Miss: The Verdant Strangler, if it attacks with its tentacles, can choose to do no damage and instead grapple someone.  Each tentacle can move up to 15' away from the body and has 1 HD and AC 16.

Strangle or Bite: The Verdant Strangler, if it has someone near its mouth, can either bite or Strangle them.  If it bites them, it must make an attack roll.  On a success, it does 1d10 damage.  If it strangles someone, this requires no attack roll, but does 1d6 CON damage.  If the amount of CON damage taken equals or exceeds someone's CON score, they die.  If they are removed from the Verdant Strangler's grip, they regain their CON at a rate of 1 point per minute, until it has reached its normal.

Tactics:
- Attack from stealth
- Use your tentacles to grab someone and move him away from his allies
- Quietly strangle him, if possible
- Only bite or attack with tentacles if escape is required


The Solar Guidestones

They are a circle of 12 standing stones, each one as thick as a steer's body and taller than two men standing on each other's shoulder.  Their inward faces are covered in the Handsome Men's Prime Cipher and have jewels set into specific locations.  In between these stones is an altar, a flat piece of freshly cleaned stone.  This whole complex constitutes a Handsome Man shrine and this one is the site of many religious ceremonies for the locals.  The whole arrangement sits on a hill and is frequented by many people.

Besides the Perfect Ones, who are the Priestly class for the Handsome Men, many people come to this site to try and commune with the All-Mind or to participate in religious festivals.  During the day time, there is a 4-in-6 chance a small gathering resembling a cross between a community picnic and an open air flea market will be found gathered around the Guidestones.  On other days, with the exception of a few mystics or Knights, you will find the Guidestones unattended to.      

Danger Level: 1 [Daytime]

Travel Table
1d6

1- Encounter.  Roll on the Encounter sub-Table.
2- Omen.  Roll on the Encounter sub-Table.  You do not encounter the creature, but instead see a sign of that creature. 
3- Difficulty.  You have some difficulty on your travels.  Someone has the chance of being bitten by a snake, for example.  Here the difficulties are 1d4: [1= Being propositioned by a Morcai woman (refuse at your peril); 2= A hawker chasing you down and asking you to purchase one of the turtledoves he brought; 3= Someone realizing how gross you are and advising you leave and take a bath; 4= Being asked by an Elfman participate in a ceremony].  
4- Foreshadowing or Hint.  Give the players a hint about what they came here for, assuming they aren't just stumbling around. If they are, give them a hint on where they could go next. 
5- Friendly NPC.  You meet Gamella, a Goatling woman who is an assistant to one of the Perfect Ones.  She is wandering around, speaking to people about their faults and assuring people that their is nothing wrong with them and that they are fine the way they are.  She will affirm your vices and flaws in a clever way.  If you seem particularly virtuous or wicked, she will ask you to come back tonight, after sunset. 
6- Chance of Treasure.  You find an expensive and enchanted steel ring that has fallen on the ground. Briefly afterward, you find an Elfman and 1d3 of his Brothers (a Frogfolk, an Oxmen and a Goatling) searching for a steel ring.  If you give it to them, they will reward you.  If you keep it, you will have to hide it or be accused of stealing.  The ring's magical power is that it can change shape into a rapier and back into a ring as a free action.   

Roll 1d6 upon entering or traveling through this area for at least an hour.  If you roll 1 or less, you have an encounter.

                                           by Taylor Stark on Deviantart

Encounter sub-Table
1d4

1- 1d3 Elfmen Monitors.  These Elfman are the servants of one of the Perfect Ones and are wandering through the crowds of worshipers, checking all to see if they match the standards of cleanliness.  If there is anyone too dirty, smelly or ugly they will be asked to leave.  If they refuse, they will be seized and dragged out of their, under the pretense that the Elfmen want to "Help you with your wardrobe".  There is a 50% of these Elfmen is a Handsome Wizard.
2- Escaped Perfect One.  The Perfect Ones are among the most beautiful and magically gifted of the Handsome Men, and thus the ones selected to try and commune with the All-Mind.  Perfect Ones take their jobs very seriously, spending all their time in meditation, practicing yoga and communing with higher spirits, in the hopes of achieving a direct connection with the All-Mind.  To help them in their quest, Perfect Ones are assigned many Elfmen handlers, who try to keep them away from anything gross, unpleasant or unpalatable.  But sometimes, they fail or make a mistake, and the Perfect Ones are accidentally allowed to roam into areas that haven't been vetted beforehand.  As such, upon seeing the real world, a Perfect One has a 50% of knowing nothing of the world outside and being immensely interested in what they see, or an equal chance of being highly cynical and ignoring all these things.  If the Perfect One sees anything ugly, violent or gross, they will respond in a similar way, with a 50% of transforming and trying to destroy the ugly thing, or fainting at the sight of it. 
3- Escaped Ascension.  She is a 1d8 (1= Elfman; 2= Goatling; Lizarian; 4= Frogfolk; 5= Oxman; 6= Morcai; 7= Crocoling; 8= Jelly-Eye) wearing a beautiful dress of silk, a headress of flowers and a veil of white over her face.  She was going to be ascend today, but she is having second doubts and is running away, albeit in a very relaxing way.  The Perfect Ones haven't noticed that she is gone, but the Elfman have, and are frantically pursuing her, albeit in a very relaxing way.  If you talk to her, you might be able to convince her to go back and ascend.  If you do, she will thank you and go back to the altar.  Then, as the ceremony is finished, one of the perfect ones will cast a spell on her and she will be disintegrated in a flash of white light.  Afterwards, everyone will cheer and sing and hope that the girl manages to join with the All-Mind, and if she cannot that her next life be enjoyable.  The Escaped Ascension is a 1 HD Commoner with no abilities.  
4- A Demon of Temperance (Angel of Self-Control) + 1d3 Penitents.  The Demon is here to tempt people to indulge in their desires, though it has one specific target in the crowd.  So far, it has escaped direct attention, but there is a sense of tension in the air as people feel it go by.  Something is about to happen, everyone can tell, though few people know exactly what it is.  The Penitents are creatures the Demon previously tempted and have cast away their old ways, now determined to walk in the ways of righteousness.  The Penitents are disguised, but not that well, and you might be able to notice a strange tattoo or piercing before everything goes down.   

Elfman Monitor
HD 2  AC 12  Atk (+2) Velvet Baton 1d6 or Sanitizing Blast
Mor 7    Saves 8 or less is a success

Sanitizing Blast: As an action, the Elfman may fire a blast of stinging white light.  This light does 2d6 damage to any living creature.  Any creature reduced to zero HP by this blast is reduced to dust.

Tactics:
- Be polite
- Fire a warning shot
- Focus your fire on one target

Escaped Perfect One
HD 2  AC 12  Atk (+1) Handsome Fist 1d6/1d6
Mor 11  Saves 10 or less is a success

Transformation: The Perfect One can transform.  The Perfect One will only transform where no one can see him or her.  If the Perfect One chooses to transform, have him or her roll as many spellcasting dice as he or she wishes, then update his or her statblock as per the example below.

Transformed Perfect One
HD 2+[sum] HP  AC 12+[dice]  Atk (+5) Natural Weapons 1d6+[dice]/1d6+[dice]
Mor 11  Saves 10 or less is a success

Spellcasting: The Perfect One has 7 spellcasting dice and 7 spells prepared.  His spellcasting dice burn out on a 5 or 6.  The spells he has prepared are Anti-Gravity, Bloody Feast, Call Previous Self, Flesh Point, Hail to the King, Pain is the Curse of Living and War Face.

Chaos: If the Perfect One casts a spell with 2 or more spellcasting dice, he has a 2-in-6 chance of invoking Chaos.  If he does invoke Chaos, roll on the table below.

Chaos of the Perfect One
1d6

1- There is an explosion of glitter emanating from the Perfect One, getting all over everything within 30'.
2- The Perfect One loses the ability to speak anything but compliments for 1d10 minutes.
3- The Perfect One starts glowing as bright as a torch for 1d10 minutes.
4- The Perfect One is surrounded by music as Orchestral Accompaniment for 1d10 minutes.
5- The clothes and armor the Perfect One is currently wearing disintegrate, vanishing in a shower of glowing sparks.
6- The Perfect One suddenly has 3d6 adorable animals, ex: kittens, appear around them.  These animals start running around, causing trouble, and generally making a nuisance of themselves.

Tactics:
- Run away
- Hide
- Transform
- Once transformed, target the most hideous creature for destruction

A Demon of Temperance

Appears as:
- Whatever your greatest desire is.  If you are consumed by the desire for sexual pleasure, the Demon looks like whatever you would find most appealing.  If you love money, the Demon looks like a weak person loaded down with treasure and coin.  This means that the Demon looks different to groups of people, though within a group, it looks the same. 

True Form:
- The Demon is made of glossy crystal of various shades of green, making it camoflague well against forests and grass.  It is humanoid with four arms and one eye.  It is bald headed and when it fights, glowing words fill the air and red flames hover over its head.

Statblock:

Demon of Temperance (Angel of Self-Control)
SHP 5  AC 13 Atk (+4) Fire Blast 1d10
Mor 10  Saves 12 or less is a success

Damage Threshold 5: All Outsiders have a Damage Threshold.  They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. 

SHP: Stands for "Super Hit Points".  All Outsiders have a number of Super Hit Points equal to their Damage Threshold.  Each time the Damage Threshold is equaled or exceeded, they lose 1 SHP.  When they lose them all, they die.

Host: All Outsiders need a host in order to enter our universe.  The host can be willing, or they can be possessed by the Outsider.  See 'Possession' below.  Any damage done to the Outsider is also done to the host.  An Outsider can leave a Host if it wishes, but if it does, it can only remain in our universe for X rounds, where X is equal to its Damage Threshold.

Possession: If an Outsider has abandoned or currently does not have a host, it can attempt to take over the body of someone nearby.  To do this, as an action, the Outsider makes a mental attack against someone.  They must make a save.  This save should only be conducted once per day, not before every attack.  If they failed their save, for the rest of the day, they take 1d6 CHA damage from the Outsider's mental attacks.  On a success, they take half damage from each mental attack.  If this CHA damage ever equals or exceeds someone's CHA score, they are possessed, and the Outsider takes control of their body.

If the person the Outsider is attacking does not possess a CHA score, instead calculate their Charisma score equal to their Morale+1 per class level they have.

Finally, if someone doesn't resist, the Outsider can possess them as a free action.

Shape-changer: When inside a Host, the Outsider can change their host's body at will.  This does not change its stats, but it can change the host's shape, appearance, scent and everything else about them.  These changes can go away when the Outsider leaves or they can be permanent, Outsider's choice.

Demonic Gifts:
As an action, the Demon of Temperance can blind someone.  This person may save on his turn.  A successful save ends the blindness.  The Demon may also make a fire attack if it chooses this option.
As an action, the Demon of Temperance can stun someone.  This person may save on his turn.  A successful save ends the stunning effect.  The Demon may also make a fire attack if it choose this option. 
As an action, the Demon of Temperance may curse someone.  This does not permit the Demon of Temperance to do anything else. If you cannot determine what the Demon of Temperance wishes to curse someone with, roll on the table below:

I curse you to...
1d6

1- "Be consumed by your lusts."  The Cursed, whenever they see someone he finds attractive, must save or take an action to begin pursuing that person.  Even if he is rejected, the Cursed will still spend every spare moment he can find moping over the object of his affection, until he finds someone else to pine over.  This cursed is broken by swearing and maintaining an oath of celibacy for at least 1 year. 
2- "Be blinded."  The Cursed is blinded.  This curse is broken by the Cursed defeating someone who can see and is stronger than her in single combat.
3- "Love money."  The Cursed becomes obsessed with money and will not part with it for anything less than an emergency.  At any other time, the Cursed must succeed a saving throw to part with any amount of money.  This curse is broken by the Cursed using his wealth to benefit someone else with no benefit to himself.
4- "Never be full."  The Cursed is never full, no matter how much food she consumes.  She will constantly think of food and be constantly weakened from her hunger.  This curse is broken by the Cursed consuming a food that will cause her to never be hungry again.
5- "Covet your neighbor's life."  The Cursed begins to covet the objects, people and status of his neighbor's life.  This does not mean that the Cursed wishes to have similar things as his neighbor- he wants the same things, to steal them from his neighbor.  If the Cursed has the chance to acquire the things in his neighbor's life, he will do so.  This curse is broken by the Cursed getting someone else to steal from him. 
6- "Despise your reflection."  The Cursed begins to hate her reflection, as it always seems prettier, more effective or just better in some unspecific way.  She will destroy anything that displays a reflection, or render it unable to do so.  Seeing her reflection or some depiction of her will fill her with anxiety, despair and soul-blackening rage.  This curse is broken by the Cursed painting a portrait of someone truly loathsome in the same style as the Cursed sees herself.

Tactics:
- Tempt those you can, get them to give in
- Render Righteous Judgement through Curses
- Do not kill if you can avoid it


                                          by Vanderkrul

If you happen upon the Guidestones at night, however, things are quite different.

Danger Level: 2 [Nighttime]

Travel Table
1d6

1-2: Encounter.  Roll on the Encounter sub-Table.
3: Omen.  Roll on the Encounter sub-Table.  You do not encounter the creature, but instead see a sign of that creature. 
4: Difficulty.  You have some difficulty on your travels.  Someone has the chance of being bitten by a snake, for example.  Here the difficulties are 1d4: [].  
5- Friendly NPC. 
6- Chance of Treasure. 

Roll 1d6 upon entering or traveling through this area for at least an hour.  If you roll 2 or less, you have an encounter.

Encounter Table
1d4

1- 1d4 Moondrop Knight.  A group of Crocolings in white and gray silks, wearing swords and hung with charms and tinkling bells.  They are Knights, looking for anyone who looks weak, strong or sufficiently impious.  If you seem to possess any of these properties, they will attack you.  They have a 50% of withdrawing after another creature dies.  They will depart amicably, if you let them.  They might fight to the death though.
2- 1 Transformed Perfect One + 1d3 Elfmen.  Not all Perfect Ones have War Faces.  Some are totally unaware of the concept.  Not this one, though.  This Perfect One has a War Face, along with the violent impulses to use it.  This Perfect One is currently (50%) looking for a sacrifice which escaped or lying in wait for someone to pass by, so the Perfect One can defeat them and offer them up as a sacrifice.
3- Escaped Sacrifice + 1d6 Elfmen.  She is a 1d8 (1= Elfman; 2= Goatling; Lizarian; 4= Frogfolk; 5= Oxman; 6= Morcai; 7= Crocoling; 8= Jelly-Eye) who is bleeding from a dozen small wounds, has damaged leather restraints around her wrists and ankles and is wearing nothing at all.  She is fleeing from the Perfect One who was going to sacrifice her, as she somehow managed to escape.  If she is caught, the Perfect One will rip her heart out with bare hands and drink her blood, before feasting on her corpse.      
4- An Angel of Need

Moondrop Knight
HD 2  AC 11  Atk (+3) Sword 1d8
Mor 9    Saves 8 or less is a success

Parry: Once per round, a Moondrop Knight may reduce any damage taken by 1d8.  This can only be against something that could be parried with a sword or defended against with conventional, physical armor. 

Quickdraw: Moondrop Knights are exceptionally fast.  They can draw their swords and act before anyone who does not possess superhuman reflexes.

Tactics:
- Face people in duels
- Pair off and fight 1 v 1
- Target those who cheat or fight dirty

Transformed Perfect One
HD 2  AC 12  Atk (+2) Bow and Arrow 1d6+2/1d6+2
Mor 11  Saves 10 or less is a success

Transformation: The Perfect One can transform.  The Perfect One will only transform where no one can see her.  If the Perfect One chooses to transform, have her roll as many spellcasting dice as she wishes, then update her statblock as per the example below.

HD 2+[sum] HP  AC 12+[dice]  Atk (+5) Natural Weapons 1d6+[dice]/1d6+[dice]
Mor 11  Saves 10 or less is a success

Spellcasting: The Perfect One has 9 spellcasting dice and 9 spells prepared.  Her spellcasting dice burn out on a 5 or 6.  The spells she has prepared are All Journies Begin and End with a Single Step, All Things Adjacent, Airy Water, Flux Shield, Light, Orchestral Accompaniment, Stone to Mud, Venomous Fluid and War Face.

Chaos: If the Perfect One casts a spell with 2 or more spellcasting dice, she has a 2-in-6 chance of invoking Chaos.  If he does invoke Chaos, roll on the table below.

Chaos of the Perfect One
1d6

1- There is an explosion of glitter emanating from the Perfect One, getting all over everything within 30'.
2- The Perfect One loses the ability to speak anything but compliments for 1d10 minutes.
3- The Perfect One starts glowing as bright as a torch for 1d10 minutes.
4- The Perfect One is surrounded by music as Orchestral Accompaniment for 1d10 minutes.
5- The clothes and armor the Perfect One is currently wearing disintegrate, vanishing in a shower of glowing sparks.
6- The Perfect One suddenly has 3d6 adorable animals, ex: kittens, appear around them.  These animals start running around, causing trouble, and generally making a nuisance of themselves.

Tactics:
- Hide and observe, looking for a suitable target, seek those exceptionally beautiful, talented, ugly or wretched
- Transform and hunt, pursuing them in the dark
- Attack from surprise
- Keep your retinue back, so they

Angel of Need (Demon of Desire)

Appears as:
- Whatever your greatest desire is.  If you are consumed by the desire for sexual pleasure, the Demon looks like whatever you would find most appealing.  If you love money, the Demon looks like a weak person loaded down with treasure and coin.  This means that the Demon looks different to groups of people, though within a group, it looks the same. 

True Form:
-  Is a humanoid covered in gold, iridiscent scales.  Has three arms and five eyes, along with a glittering cresh of clear bone atop its head.

Statblock:
SHP 7  AC 12 Atk (+6) Laser Vision 1d6/1d6/1d6 heat
Mor 10  Saves 14 or less is a success

Damage Threshold 7: All Outsiders have a Damage Threshold.  They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. 

SHP: Stands for "Super Hit Points".  All Outsiders have a number of Super Hit Points equal to their Damage Threshold.  Each time the Damage Threshold is equaled or exceeded, they lose 1 SHP.  When they lose them all, they die.

Host: All Outsiders need a host in order to enter our universe.  The host can be willing, or they can be possessed by the Outsider.  See 'Possession' below.  Any damage done to the Outsider is also done to the host.  An Outsider can leave a Host if it wishes, but if it does, it can only remain in our universe for X rounds, where X is equal to its Damage Threshold.

Possession: If an Outsider has abandoned or currently does not have a host, it can attempt to take over the body of someone nearby.  To do this, as an action, the Outsider makes a mental attack against someone.  They must make a save.  This save should only be conducted once per day, not before every attack.  If they failed their save, for the rest of the day, they take 1d6 CHA damage from the Outsider's mental attacks.  On a success, they take half damage from each mental attack.  If this CHA damage ever equals or exceeds someone's CHA score, they are possessed, and the Outsider takes control of their body.

If the person the Outsider is attacking does not possess a CHA score, instead calculate their Charisma score equal to their Morale+1 per class level they have.

Finally, if someone doesn't resist, the Outsider can possess them as a free action.

Shape-changer: When inside a Host, the Outsider can change their host's body at will.  This does not change its stats, but it can change the host's shape, appearance, scent and everything else about them.  These changes can go away when the Outsider leaves or they can be permanent, Outsider's choice.

Demonic Gifts:
- The Angel of Need has a CON of 19(+4) and is absurdly tough
- The Angel of Need can cause someone's desire for a specific thing to vastly increase.  As an action, the Angel of Need can force someone to save.  On a failed save, that person feels an incredible urge to indulge his desire for one particular thing.  Every round they do not indulge that desire, the person takes 1d6 WIL damage.  If the amount of WIL damage taken ever equals or exceeds the person's WIL score, the person will abandon all other things to indulge himself.  He will also gain the Conviction, "I will indulge [the increased desire] whenever I can. This increased desire will usually be something to do with the base desires a person already has; for example, someone consumed by sexual desire might be consumed by the desire to know the Angel of Need or someone else, while a person consumed by a desire for money might desire the gold ring one of their companions is wearing
- If someone has taken at least 1 point of WIL damage from the Angel of Need's ability, the Angel can cause that person, as an action to take 1d8 damage and for the Angel of Need to regain 1 SHP.

Tactics:
- Get this people to loosen up
- Spare anyone who has a little fun with you
- Kill those who think themselves too moral to engage in your game


The Roaring Falls

There is a sparkling, flowing river that passes through this area of the Handsome Men's territory.  It is very pretty, but locals will warn you not to drink from it, if the sparkles weren't enough to give that fact away.  The river is just a tiny bit poisonous, the water must be thoroughly filtered before it is safe to consume.  Luckily, the villages near it are given purification tablets by their generous Masters.  However, any person passing through without one of these should exercise caution and not drink from the water.

That being said, if you follow the sparkling river for a while, you will eventually come across the Roaring Falls.  Here water plunges from a great height to slam into the water below, throwing up clouds of mist and casting rainbows through the air.  At sunset the view is especially spectacular, as the setting sun strikes the sparkly water and makes the whole stream resemble a stream of jewels from a container being poured out onto a table.  It is a breath-taking sight.

Danger Level: 1   

Travel Table
1d6

1- Encounter.  Roll on the Encounter sub-Table.
2- Omen.  Roll on the Encounter sub-Table.  You do not encounter the creature, but instead see a sign of that creature.
3- Difficulty.  You have some difficulty on your travels.  Someone has the chance of being bitten by a snake, for example.  Here the difficulties are 1d4: []. 
4- Foreshadowing or Hint.
5- Friendly NPC.
6- Chance of Treasure. 

Roll 1d6 upon entering or traveling through this area for at least an hour.  If you roll 1 or less, you have an encounter.

Also, unlike all other places on this list, the Roaring Falls does not get any more dangerous by night.  It is in an isolated area, so the day/night cycle doesn't affect it as much.  That being said, if it is night, roll on the Night Encounter Table, and vice versa if is Day.

                                                  by Nicholas Lancret
Day Encounter Table
1d4

1- The Considerate Creature.  It resembles a great, hairy creature covered in red hair with a wide, square muzzle.  The Creature can talk though and is quite civil and well-mannered.  It will tell you that it is actually a person transformed into a loathsome beast by a Sorcerer, but a kiss from a good hearted soul will transform it back to normal.  It is actually lying about this.  If you kiss it, it will attempt to eat you.
2- 1d6 Bathing Maidens*.  A group of comely young women bathing in the water.  They are Elfmen and very attractive.  If you reveal yourself to them, they will beg you not to tell their Masters about this, as being naked where other people can see you in Handsome Men society is a crime** severe enough to merit flogging.   Note that some of these Elfmen are actually just naked girls with no combat experience, but a few of them are disturbingly talented.
3- A baited hook.  A lone 1d8 (1= Elfman; 2= Goatling; Lizarian; 4= Frogfolk; 5= Oxman; 6= Morcai; 7= Crocoling; 8= Jelly-Eye) is riding along on a beautiful horse, carrying a large idol of gold.  The idol is at least as long as a man's arm and thick around as a petite woman's waist.  The idol is undoubtably worth a huge sum.  However, the rider is not alone.  Behind him or her, there is a group of 1d8 other people of the same race, also on horseback, concealing themselves nearby.  If the first rider is attacked, this other group will emerge and join the fray.   
4- A "sleeping man".  A Handsome Man and his retinue have happened upon a corpse.  The Handsome Man is pretending not to understand why the corpse is "sleeping" here and why it is not waking up, even after being prodded with a stick.  The Handsome Man will enquire of you why this is.  If you acknowledge the terrible truth at any point, the Handsome Man will run away, assume his War Face and rip you apart.

The Considerate Creature
HD 3  AC 14  Atk (+2) Claw 1d6/1d6 or Bite 1d8 + grapple
Mor 7    Saves 9 or less is a success

Cursed: The Considerate Creature is cursed to only be able to eat those creatures who kiss it.  This curse is broken by getting the creature to fall in love with someone and kissing them. 

Bite: When the Considerate Creature bites someone, that person is caught in its mouth and can only free themselves by using their action to make a successful STR check.  Additionally, the Considerate Creature may do 1d8 damage to the person as a free action each round.

Tactics:
- Talk to people, tell them you are a human and ask them to kiss you
- Then try to eat them
- Run away with the person you are trying to eat in your mouth

Bathing Maidens
HD 1d4  AC 11  Atk (+1) Folding Swords 1d6
Mor 8   Saves 8 or less is a success

Tactics:
- If threatened, pretend to be helpless
- Lure your enemies close
- Attack from surprise  

Riders
HD 2  AC 16(13 Unhorsed)  Atk Lance 1d12 or (+2) Trample 1d8+1
Mor 8     Saves 8 or less is a success

Breakable: If a character makes a successful action to hit the lance away or the Cavalryman rolls maximum damage, he must save or break his lance.

Trample: When a successful Trample attack is made, the target must save or be knocked prone.  If someone is knocked prone, the Cavalryman can immediately make a Lance Attack as a free action against them.

Horse: The Horse has 1 HD, AC 12, and the same morale and saves as its master.

Tactics:
- Ride down the most heavily armored
- Attack the fallen
- Retreat if your horse dies or your lance is broken
Handsome Man and Retinue


Night Encounter Table
1d4

1- The Impolite Incandescent.  A beautiful, glowing creature made of blazing glass wrapped in sheets of multi-colored flame. The Incandescent is actually terribly rude though.  It also hates to be troubled by other people, so if you attempt to speak to it, it will ignore you or insult you with the foulest language imaginable.  If you can match it in perversity, it will grant you a boon, either in the form of the Compact of Combustion or a bottle of magical flame.  Of course, if you attack it, it will burn you alive.
2- 1d6 Undead Bedwarmers.  They look like beautiful women, but they are actually ravenous Undead.  They will walk down to the pool and start stripping off their clothes while doing their best to be sexy to lure you close.  Then they drag you into the water and try and drown you.
3- The Face in the Fog.  A cloud of mist will fall across the players and they might be able to glimpse a face in the distance, but it will quickly disappear from view.  Then, after letting the tension build and build, have the Fog-Breather start picking off the players one by one.
4- Red Banquet.  A transformed Handsome Man is currently eating the same corpse as [above].  His retinue are similarly altered, having changed out their cute outfits for something more appropriate.  The Handsome Man will invite you to join.  If you seem weak or refuse impolitely, the Handsome Man will try to eat you too.

The Impolite Incandescent
HD 3  AC 12  Atk (+0) Burning Fist 1d6 + 1d6 fire or Fireball 3d6
Mor 10    Saves 9 or less is a success

Immune to Heat and Fire Damage

Burning Aura: The Incandescent is surrounded by an aura of flames.  The only place not constantly wrapped in flames is her ankles and feet.  Anyone who touches her takes 1d6 fire damage and is set alight, taking a further 1d6 damage a round until they take an action to put out the flames.

Glowing: The Incandescent glows in the dark and is constantly surrounded by the sound and smell of fire.  She fails all attempts at stealth, unless her opponents are so distracted that they won't notice the light, smell and sound of an approaching walking funeral pyre.

Fireball: The Incandescent can fire off a ball of flame that explodes, striking one target and everyone within 30' for 3d6 fire damage, save for half.  She can do this every 1d4 turns.

Tactics:
- Avoid direct conflict
- If that is impossible, open with Fireball
- Run up to the ranged combat guy or the Wizard and hug them
- Use the burning corpse as a shield to avoid the melee combatants

Undead Bedwarmers
HD 2  AC 10  Atk (+2) Claws 1d6/1d6
Mor 12   Saves 8 or less is a success

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Tactics:
- Target the most vulnerable person
- Let someone else take the risks
- Retreat if someone is too strong

Fog-Breather
HD 6  AC 10  Atk (+4) Tentacles 1d4/1d4/1d4 or (+0) Bite 1d10+6 + (+4) Tentacle 1d4
Mor 8    Saves 11 or less is a success

Flyer: Fog-Breathers can fly.  They get +4 to any initiative rolls on a d20.

Tentacles: Fog-Breathers' tentacles can independently attack up to three targets.  Additionally, each target that is damaged is grappled by the tentacles, and the Fog-Breather can lift them up into the air as a free action.  Each Tentacle has 1 HD, AC 16 and can do 1d4 damage to a grappled person each round as a free action.

Fog Producer: Fog-Breathers can produce thick clouds of fogs that are virtually impenetrable. 

Tactics:
- Fly around out of range, hidden by objects or fog
- Breathe a cloud of fog
- Pick off those at the edge of the group, pulling them up to your mouth to eat

                                            by Russia Cornacchia

*Most of my groups are primarily male, so I am working off that assumption.  If you want a bunch of male swimsuit models instead, go right ahead. 

**It is often joked that Handsome Men only have sex fully clothed and blind-folded.  This is almost true, when the Handsome Men are trying to be Handsome.  When they aren't, on the other hand...