Wednesday, August 14, 2024

OSR: Liches like Voldemort + Revised Lich Generator

I read Cacklecharm's post on this subject a while ago and it inspired me.  This is a new take on Liches, which deliberately makes them weaker and more grounded.  I am fond of Arnold K. and Skerples' take on Liches, so if you prefer the latter kind, you can use my older generator.

by AbelVera

The Problem of Immortality:

Magi seeking immortality is as common an element in tales as Dragons, valiant heroes and beautiful maidens and it is very justified.  Many famous Magi throughout history have wasted decades and vast amounts of resources, from gold to rare magical herbs, in an attempt to live forever.  Most have failed, but some have succeeded.  Sort of.  The most commonly known method is the path of Lichdom.  

How Lichdom is supposed to work:

First, you anchor your soul to the Material World through a device known as a phylactery.  This prevents your soul from being dragged into the Spirit World upon your death.  The more sophisticated Liches will also include enchantments to their phylactery that will shield their soul from the eyes of the Gods and Psychopomps, so they won't come to try and arrest the Lich for breaking the Laws of Death.  

Secondly, you must set up some method of restoring your body and fixing any damage that is done over the eons.  Your body will naturally degrade just through the passing of time, never mind disease, accidents or violence.  So you will need some way to fix that.  The methods of how to do this vary, with differing results.  As such, while some Liches will try to copy other more successful Liches, it is extremely rare for Liches to know another of their kind and it is even less likely that they would be willing to share secrets.  Liches trust each other like a cat made of straw trusts a fire elemental.

And this is an absolutely essential step.  You don't want to be stuck as an Undead, do you?  That would be closer to a living hell than a success; most Undead can't stand being Undead for more than minute, which is why they try to murder every living thing in sight, existence itself is suffering to those poor wretches.  

So what's your plan?

1d4
1- Reincarnate yourself into a new body upon death.
2- Enchant and scatter pieces of your body in hidden locations.  When your body parts are reunited, they will fuse together and you will be restored to life.  
3- Create/groom a suitable vessel to inherit your soul.  When your first body dies, slide inside your vessel and continue on as normal.
4- Have someone create a new body for you.  

Problems with Approach #1:
- You will need to steal a body from a soul that is weak, the younger the better.  A baby is good, a fetus is ideal.
- You will likely have to spend some time in an underaged, undersized body.  
- You might get to experience the trauma of birth all over again.  
- You will either need to be close to a woman with a baby when you die for maximum efficiency, or you will need someone to conceive as soon as possible after your death.

Problems with Approach #2:
- You will need your body parts to be as close as possible to each other without being right next to each other.
- You will need to hide your body parts so that only someone (hopefully) loyal to you can find all of them.
- Your body parts need to be hard enough to destroy that it is either impossible to get rid of them or simply more trouble than it's worth.
  
Problems with Approach #3:
- You will need to possess someone and the stronger they are, the harder this will be.  
- You will need to keep a close eye on your vessel and give them no reason to try and work against your preparation.  

Problems with Approach #4:
- Creating a body is (relatively) easy, but if you are anything beyond a common mortal, it will require rare herbs, specific cosmic alignments or other finicky variables.  
Also, there is another issue that most Liches are unaware of until the first time they properly die.  This is...

by MarquisAmonArt


The Trauma of Death:

Mortal beings are meant to function as a Soul-Body complex.  The state of irrevocable separation of these two elements is called "Death".  And mortals function best in this state.  This is why Undead suffer.  But most Liches underestimate the complexity of this interrelationship- a body grows around a soul, developing as it does.  There are countless interlocking nodes within the Body-Soul complex that most Liches are utterly unaware of.  When the Soul separates from the Body, this rips this delicate interwoven mesh that allows life to function and exist. 
 
Furthermore, when a mortal dies, they leave parts of their soul behind.  The parts of the soul that govern the flesh and the unconscious laboring of the body are abandoned as the consciousness ascends to a higher realm, leaving it's ever-diligent companions behind.  This means that while a Soul may sound and look and act like a whole person, he is fundamentally missing parts of himself, parts he may not even realize he had.

This is why most Liches fail in their quests to become immortal.  Resurrecting oneself via magic is comparable to attempting to perform brain surgery in the back of pick-up going down a bumpy road while visibility is extremely poor and no one brought any light.  Also, you may or may not have accurate information of how the brain functions.  You are going to do damage, the difference between a successful Lich and an unsuccessful one is the amount of damage done.

Failed Liches:

1d6
1- The Lich died.  His servants have yet to realize this fact and are waiting for their master to return, unaware that he never will.  
2- The Lich died and his body did as well, but his soul endures as a tortured and vengeful Wraith.  
3- The Lich bound his soul to his body but killed the body in the process.  No he can see and feel everything happening to his body, but he cannot move or do anything.  He is screaming into the void, begging for death.  
4- The Lich destroyed his body in the ritual process and is now stuck as an Undead.  He is furious at this fact.
5- The Lich accidentally bound his soul too tightly to his phylactery and now is trapped inside of it.  He (maybe) can communicate with those who directly touch or interact with the phylactery, but he can do little else.  
6- The Lich destroyed his connection to his body, so it is now being controlled by 1dX [1= The Lich's instincts.  When it's hungry, it eats.  When it's tired, it sleeps.  This applies to all instincts, the Lich basically acts like a feral beast; 2= A simulacra of the Lich's consciousness imprinted on the body.  The Body is a philosophical Zombie acting out what the Lich would have done based on it's imperfect recollection of what the Lich might have done.  The Lich's soul can speak to the body, but it only has limited influence; 3= The body is possessed by someone or something else- the Lich is trying, without much success, to keep other spirits out; 4= The Lich's body is under the control of his servants, who can control it like a remote-control toy.  Depending on their feelings towards the Lich, this could be disastrous or a massive boon.]  
A successful Lich manages to restore his body without too many Errors.  To see what Errors he did make, roll on the table below.

Errors in the resurrection process:

1d8
1- The Lich has some subtle sign that betrays his presence, no matter his appearance.  The Lich 1d4 [1= Stinks of death; 2= Has a shadow that is bloated and misshapen, resembling a hideous monster; 3= Has no reflection in mirrors or reflective surfaces; 4= Causes artwork near him to subtly change to be more grotesque, ugly and violent for as long as he is near, when he leaves, it returns to normal.]
2- The Lich just feels off.  He has an aura that is disquieting to living creatures- animals will avoid him if possible and be unsettled in his presence.  Intelligent creatures will just get the sense that he is something unpleasant and ugly, best avoided. 
3- The Lich doesn't seem fully alive.  He is 1d4 [1= Unnaturally pale; 2= Gaunt and skeletal in appearance; 3= His eyes are cold and lifeless, like that of a corpse; 4= His wounds are slow to heal, leaving behind terrible scars that take ages to fade.] 
4- The Lich has a strong need for fresh 1d6 [1= Blood; 2= Living fluids; 3= Organs; 4= Bone dust; 5= Skin; 6= Spinal fluid] from mortals at regular intervals.  If he cannot acquire these, he will start to weaken and eventually die.   
5- The Lich has, every so subtly, gone insane.  Roll on your favorite madness table or use the one found here.    
6- The Lich has experienced a personality shift.  The shift is 1d6 [1-4= Subtle; 5-6= Extreme.]  If subtle, one trait the Lich has is exaggerated far beyond what it was.  If extreme, the Lich acts like a totally different person.  Subtle example: The Lich, who hated gods and religion, now wants to organize a religious war against those who believe in what he calls The 'Godless Crusade'.  Extreme example: The Lich, who was previously endlessly patient and meticulous, demands that his plans be accelerated so he may see results as soon as possible and he cares not for the details of how it is done.      
7- The Lich has gained a chronic physical ailment.  He now 1d4 [1= Is covered in weeping sores and boils; 2= Has lost full functionality of one of his limbs; 3= His skin burns and blisters in the sunlight; 4= He has a perpetual hacking cough.]  These conditions can be treated, but only with herculean effort could they be cured. 
8- The Lich has gained a new weakness.  He cannot 1d6 [1= Stand the touch of silver, it burns him like fire; 2= Look into a mirror, it could suck him inside and trap him; 3= Certain types of music can cause him to fall into 1d3 (1= A trance; 2= Blind Fury; 3= Inconsolable weeping).  This lasts for as long as the music plays or until something sufficiently dangerous or notable distracts the Lich; 4= He cannot cross running water; 5= Direct sunlight causes him to become lethargic and slow; 6= He cannot walk on holy ground.]

The Acolytes of the Unending Man:

Liches are almost always important in life and this continues in death.  All Liches build power-bases around themselves to help them accomplish their schemes.  While still mortal, these groups are there to help them accomplish the goal of Lichdom.  But once that has been achieved, the Lich will turn this group, often referred to as a Lich's Coterie, into a tool for greater things.  

A Lich's Coterie is his most prized followers, his lieutenants, assistants and closest advisors.  They are the debauched Court for the Lich's Sorcerer-King.  When a Lich needs something important, he will send a member of his Coterie to retrieve it.  When he needs a project overseen, he sends one of the Coterie to supervise it.  When he marches to war, his Coterie stand alongside him, armed with the most powerful weapons their Lord has deemed them worthy of possessing.  

This Coterie is primarily composed of...

1d6
1- Cultists, who revere the Lich as a God, Demigod or Saint.  
2- Wizards, who serve the Lich in exchange for a share of the Lich's knowledge.
3- Civilized Mortals, who serve the Lich in exchange for promises of power, wealth or status.
4- Bestial humanoids, who serve the Lich in exchange for booty, plunder and the chance for a good scrap.
5- Undead, who serve because they have no choice.  
6- Ghouls, who serve because they are hungry and bored.  

The Coterie is primarily motivated by...

1d8
1- The promise of everlasting life, of being raised up to the Lich's level one day.  
2- The promise that the Lich will destroy their enemies.  
3- Magical power and knowledge.  
4- Political power and status.  
5- Money and loot.
6- Fear.  The Coterie are terrified of the Lich.
7- Religion.  The Coterie view the Lich as a God, or an avatar of the same and obey out of devotion.  
8- The Lich.  The Lich is incredibly charismatic and has turned this Coterie into a cult of personality based around himself.

How loyal is the Coterie?

1d8
1- Extremely loyal.  The Coterie are extremely devoted to the Lich.  If he gave the word to slay themselves, they would do it eagerly, with smiles on their faces.
2-5 Loyal.  The Coterie are loyal to the Lich, as long as he doesn't horribly abuse them and rewards them for good work.  
6-7- Disloyal.  The Coterie are more loyal to the potential rewards the Lich is promising, if they don't come often and fast enough, they will abandon their Lord.  
8- Very disloyal.  The Coterie are actively plotting against the Lich, while pretending to be loyal.  The Lich is almost certainly aware of this fact and is likewise planning to take action against them.

What is the status of their Lord?

1d6
1-2 Dead.  The Lich is dead and struggling to return to life.  Depending on their loyalty, the Coterie may be feverishly working at restoring their Lord or may be delaying to try and raise their Lord at a more opportune time (for them).
3-4- Alive but flawed.  The Lich was reborn, but isn't as strong as he normally is.  He needs to perfect his form before he can truly move forward with his plans.  Reduce his HD by 1d6 and halve the number of Ancient Arcana he possesses.
5-6- Gloriously Alive.  The Lich is alive and as strong as ever.  Such is his power.  You should start praying or begging now.  

The Main Man:

To generate a Lich, roll on the tables below.

How old is the Lich?

1d4
1- Young.  The Lich is a young Lich, having become immortal within the last 10 years.  He is still in touch with the present society and may even maintain a secret identity within it.      
2- Mature.  The Lich is a Mature Lich, having become immortal within the last 100 years.  The Lich has just brushed up against deep time and is reconsidering the fact that his current plans were not nearly ambitious enough.  
3- Old.  The Lich is Old, having become immortal within the last 300 years.  This Lich is likely obsessed with some cause that no one alive has considered relevant in centuries.      
4- Ancient.  The Lich is so old that entire kingdoms have fallen before his eyes.  Civilizations are creatures of the day compared to him.  His perspective is so different than yours he might as well be some sort of Aberration or Outsider.

How powerful is the Lich?

1d4
1- Very.  The Lich has 8 HD, AR 2 and an Atk bonus equal to +4.  He has MD equal to his HD.  
2- Incredibly.  The Lich has 10 HD, AR 3 and an Atk bonus equal to +5.  He has MD equal to his HD and knows 1 Ancient Arcana.      
3- Terrifyingly.  The Lich has 11 HD, AR 4 and an Atk bonus equal to +5.  He has MD equal to his HD and knows 1d3 Ancient Arcana.  
4- Inconceivably.  The Lich has 12 HD, AR 4 and an Atk bonus equal to +6.  He has MD equal to his HD and knows 1d4+1 Ancient Arcana.  

Has the Lich modified his body?

1d10
1- His new body is a perfected version of his old one, stronger, resistant to disease and more beautiful than ever.
2- He has given himself 1d4 extra arms.  
3- He has replaced his legs with the lower body of a 1d6 [1= Horse; 2= Lion; 3= Octopus; 4= Crab; 5= Spider; 6= Mermaid.]
4- He replaced his skin with living metal, making him much harder to actually harm.  
5- He gave himself wings to enable flight and allow him to look down on all those beneath him, a category which likely includes almost everyone now.
6- He has the ability to regenerate now.  
7- He installed redundant organs.  Now he has three lungs, 2 hearts, six kidneys and multiple livers.  He is much harder to kill or poison now as what should be fatal wounds are merely painful.
8- He has made himself immune to poisons and poison damage.  
9- He has given himself gills so he can breathe underwater.  
10- He replaced his blood with a magical substance that 1d4 [1= Strengthens him; 2= Helps him heal better and faster; 3= Enhances his magic; 4= Makes him harder to affect with magic.]

What is the Lich's personality like?

1d8
1- Cruel.  
2- Vengeful.  
3- Petty.  
4- Jaded.  
5- Coldhearted.
6- Greedy.
7- Arrogant.  
8- Ambitious.  

What is the Lich's Phylactery?

1d6
1- A town or village that the Lich once lived in and still loves.  
2- A small piece of seemingly useless garbage that the Lich carries on his person, such as a stone arrowhead or a piece of petrified bread.  
3- A rare magical item that is 1d4 [1= Revered as a sacred relic by a powerful religion; 2= Owned by a wealthy family; 3= Lost in a horrible dungeon; 4= In the possession of some random adventurer or wandering monster somewhere out there.]
4- A baby.  When the baby grows up and would die of old age, it instead reverts to the age of a baby and has all of it's memories erased.  
5- It is a bloodline, passed down from mother to daughter.  Currently, it attached to a maiden on the eve of a joyous wedding.
6- A single trinket, hoarded by a Dragon who collects trinkets like that.  Ex: If it is a book, it is in the hoard of a Dragon that collects books.  

What type of magic does the Lich specialize in?

1d20
1- Elemental Magic.  This Lich is an expert at manipulating one particular element through the use of magic.  That element is 1d8 [1= Fire; 2= Water; 3= Earth/Stone; 4= Air; 5= Smoke; 6= Ice; 7= Metal; 8= Lightning.]
2- Necromancy.  The Lich is an expert at summoning, controlling and binding the spirits of the dead.  
3- Biomancy.  The Lich works flesh and bone like clay in a potter's hands.  
4- Divination.  The Lich is easily able to see and predict the future, though his predictions are not always accurate.  
5- Transmutation.  The Lich is a master of transforming substances into others, changing the form of creatures and manipulating matter.  
6- Conjuration.  The Lich is easily able to summon all sorts of things, from servants to powerful weapons.  
7- Life.  The Lich is a master of life, healing injuries with a touch and inflicting disease with a word.  
8- Light.  The Lich wields the power of light, blinding and firing burning rays with a flick of his finger.  
9- Shadow.  The Lich controls the shadows, watching from them, using them to hide and vanishing into them with a whisper.  
10- Mind.  The Lich can read and manipulate minds.  You could have fought the Lich before and you'd never know.  
11- Chance.  The Lich can manipulate probability, causing attacks to miss him, misfortune to strike his foes and fortune to come to his aid.  
12- Words.  The Lich manipulates the words you speak, the ones the Wizard uses to cast spells and the ones that you speak to yourself inside your mind.  
13- Sound.  The Lich can deafen you a roar or manipulate you with the voice of a friend.  
14- Alchemy.  The Lich is an expert at manipulating and creating new substances, as well as mixing up the nastiest potions you can imagine.  
15- Runesmithing.  The Lich works with the runic tongue, creating terrifying weapons of war, autonomous servants and ingenious devices to protect himself.  
16- Powder.  The Lich works magic on dragon dust, that explosive powder that powers dragon-staves, bell-thumpers and Earthshakers.   
17- Muscle.  The Lich works magic through his muscles, giving him the power to punch you into next week, or perhaps a bright, bloody smear across the walls.  
18- Sword.  The Lich uses magic that transforms him from a blademaster into the King of Swords.  
19- Space.  The Lich uses magic to manipulate space, folding, bending or twisting it at his will.  
20- Time.  The Lich commands power over time.

What Ancient Arcana does the Lich know?

1d20
1- The Lich can fire a laser that can cut through almost anything.  This laser can be fired once per battle and does 1d10+10 fire damage.  Creatures get a save to avoid being hit.  
2- 1/Day, the Lich can command people to "Fall."  All who can hear the Lich must save.  Those who fail their save 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 the Light.  1/Day, the Lich can blot out any light sources within the immediate area* of the Lich.  If outside, this includes the Sun.  At the Lich's roar, all light sources are extinguished, plunging the area into perfect darkness for 1 hour.  The Lich can see perfectly fine in this darkness, of course.  What is physical darkness to the spiritual dark of the grave?
4- The Lich can teleport up to 100' as an action.  It can only do this once every 1d4 turns.
5- The Lich can exhale a cloud of highly toxic gas.  The Lich may use this ability every 1d4 turns.  The cloud takes up 30' cubed.  This gas 1d4 [1= Every round a living creature spends inside it, that creature takes 1d6 CON damage, if reduced to 0 CON, that creature dies; 2= Living creatures take 1d6 damage for every round they spend inside the cloud; 3= Living creatures take 1d6 DEX damage per round spent inside the cloud.  If reduced to 0 DEX, a creature is paralyzed for 1 hour; 4= Living creatures take double damage from all sources while inside the cloud.]  
6- Drain life energy with a touch.  As an action, one person the Lich touches takes 3d6 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 1d4 [1= Force- these walls are immune to non-magical damage but can be hurt by magical weapons and fire; 2= Fire- these walls damage anyone inside or near them, doing 1d6 damage to anyone within 5' of them and can only be damaged by things that could harm a bonfire; 3= Ice- these walls freeze anyone who touches them, doing 1d6 cold damage on contact and 1d6 STR damage on extended contact.  If reduced to 0 STR, a creature begins suffering from hypothermia and could freeze to death.  This wall can only be hurt by something that could harm a glacier; 4= Wind- creatures that try to touch the wall must succeed on a STR save or be thrown 30' back.  This wall deflects all ranged projectiles affected by wind (arrows, bullets, sling stones, etc).  This wall cannot be hurt by anything that couldn't harm a cloud or a gust of wind.]  These walls are up to 20' tall, 5' thick and 50' long.  The walls of force, fire and wind last for 10 minutes, while the ice wall lasts until it melts or is destroyed.
8- Summon swarms of animals to fight for it.  The Lich can summon a swarm of 1d6 [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.]  The Lich can remain in this form and move for up to 1 hour, though while in this form it cannot do anything that, for example, a pillar of fire could not do.  Additionally, in this form, the Lich cannot be harmed by something that could not harm, say, a pillar of fire.  
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.  Then it cannot curse another creature until that first curse is fulfilled or broken.
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 day.
13- Reverse Time.  The Lich must take an action to mark a specific time.  Then, 1/Day, as an action on his turn, the Lich can revert time to the time that was marked.  
14- Age to Dust.  1/Day, the Lich can strike a creature with the winds of time, causing them to age rapidly.  One creature must save- on a successful save, that creature ages 1d20+10 years.  On a failed save, that creature ages 1d100+10 years.  If this would make them old and infirm, give them disadvantage on all checks, Atk rolls and saves for the duration of the battle and reduce all Ability Scores by -1d4.  If they are a creature that instead gets stronger the older they are, such as an Elf or Dwarf, then instead give them advantage on checks and saves for the duration of the battle.  
15- Tear open the World.  The Lich, as an action, rips open a portal and tries to throw a creature through it.  If in danger, the Lich could dive through the portal as well.  The portal leads to 1dX [1= One of the lower planes; 2= one of the higher planes; 3= A different location in this world; 4= The future of this world; 5= A parallel world; 6= Another one of your Referee's RPG settings.]
16- 1/Day, the Lich can raise all corpses within 1000' as his Undead slaves.  These Undead cannot be unbound or dispelled for 1 day and until then, are absolutely loyal to the Lich.  The corpses of commoners rise as 1 HP zombies, while all creatures with 2 or more HD keep the HD they had while alive, though they lose any powers that would require them to have life energy, such as magic or secret techniques.  
17-1/Day, the Lich can conjure a terrifying storm that brings 1d6 of the following: 1d6 [1= Enormous hailstones; 2= Lightning that targets creatures intentionally; 3= Acid rain; 4= A rain of fire; 5= Tornadoes; 6= Blood-draining fog.]
18- Turn a creature to stone.  1/Day, the Lich can target one creature within 50'.  That creature must save.  On a failed save, that creature turns to stone and is trapped as a statue.  On a success, the creature takes 1d6 DEX damage instead.  This DEX damage comes back at a rate of 1 point per day.
19- 1/Day, the Lich can create an Anti-Magic Field in a radius of up to 50' centered on itself.  
20- 1/Day, the Lich can see the flow of time and fortune and exploit it.  For the next minute (10 rounds), the Lich gives himself advantage on all d20 rolls, checks, saves, Atk and Defense rolls included.  
    
Besides his Magic, does the Lich have any other ways of fighting?

1d8
1- The Lich is a Master of one particular weapon.  This weapon is a 1d6 [1= Sword; 2= Staff; 3= Axe; 4= Bow and Arrow; 5= Spear; 6= A Chain Weapon.]
2- The Lich is a Master of one of the Fist Arts.  He knows the School of 1d8 [1= Leisure Kicks; 2= 49 Empty Palms; 3= Orchid Dance; 4= Dead Hand; 6= Dragon Style; 7= Pattram Swordhand; 8= Demon Flips the Cart.]
3- The Lich carries a dangerous ranged weapon.  This is 1d6 [1= Fully automatic crossbow; 2= A brace of flintlock pistols and a musket; 3= A Wand; 4= The Lich has 8 Metal Spheres orbiting his head, as an action, he can fire one at his enemies like a bullet; 5= He has an Ioun Stone that will fire lasers at anyone the Lich targets on his turn; 6= The Lich has a pouch of the most horrible potions you can imagine and he throws them at people when they get too close.]
4- The Lich's touch is dangerous enough.  It does 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 super chill 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.]
5- The Lich is superhumanly strong, able to tear a man apart with his bare hands, bend steel over his knee and pulverize stone walls with his fists.  
6- The Lich carries a tremendously powerful magical weapon.  Pick one from this blog or use one of your favorites.  
7- The Lich can move things with his mind.  As an action, the Lich can move an object or creature with his mind.  The Lich makes these rolls with it's Telekinesis having a STR of 18(+3).  Creatures get a save to resist being moved.
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 ensorcelled 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.]

What Magical Treasures does the Lich have?

1d12
1- The Chalice of Black Pearls.  The Chalice produces 1 black pearl a week.  When worn by a living creature, if the wearer is targeted by a spell, the wearer can choose to destroy the Pearl.  This grants the wearer +10% Magic Resistance per Pearl burned.  The wearer can wear up to X Black Pearls, where X is their HD/Level.
2- Cuirass of the Anointed.  A set of magical medium armor that 3/Day, when attacked, the wearer can fire a magical net from the Cuirass.  This net does 2d6 damage on a hit, save for half, and restrains the target on a failed save.  The net has 8 HP and can be damaged by non-magical weapons.  
3- The Flying Sword Sakura Storm.  This sword hovers over it's user's shoulder, attacking any creature the user directs it to.  It has an Atk bonus of +4 and does 1d6+4 damage on a hit.  It can only be active for 1 hour a day.  If the user is unconscious or non-responsive, the sword will also act to defend him if necessary.
4- Purification Board.  A magical shield that, 3/Day, if a substance is placed upon it, it will chop and cut that item into small, bite-sized bits, while safely removing any poisonous or toxic elements from the substance.  If the entire substance is toxic, it will instead simply annihilate the substance and leave nothing but a faint residue behind.  
5- Recipe for Diamond Flour Loaves.  The Lich knows a recipe to create magical bread known as 'Diamond Flour Loaf Bread'.  When eaten, a Diamond Flour Loaf grants a creature a Damage Threshold equal to X, where X is the amount of mana infused into the bread when it was kneaded.  This effect lasts for [1/2*X] hours.  
6- Manual of Golem Construction.  A magical book that allows the user to create and control 1 Golem of 1d4 [1= Stone; 2= Flesh; 3= Iron; 4= Crystal.}  The user must have the manual in his possession when commanding the Golem, otherwise the sophisticated magics controlling and maintaining the Golem will begin to fail and the whole thing will be reduced to an extremely elaborate conversation piece.  
7- Opal Glass.  A Greyish Crystal ball seemingly made of a single, nearly flawless gemstone.  Can be used as a Scry-glass, but 3/Day can also be used to grant a vision of the future.  
8- Helm of Mind Evisceration.  When worn by a creature, the Helm must be worn for at least 7 days.  After this has been done, it will have copied the creature's memories perfectly.  The Helm can then be placed on another living creature and locked in place.  When this is done, the Helm will begin erasing the captured creature's mind, wiping his memories and then, once his mind is blank, replacing them with the memories that it originally copied.  
9- Diamond Sarcophagus.  A box of clear crystal that can be locked from the inside.  When placed inside, a creature recovers HP as if they were resting in luxurious conditions.  Additionally, creatures with Horrible Wounds recover twice as fast when placed inside the Sarcophagus.  The Sarcophagus only works 1/Day for the first creature to climb inside and continues to work until that creature exits it.  
10- Fountain of Blessings.  A small stone fountain that weighs about as much as a small man.  The fountain draws water from some unknown source as even when being carried, it still can produce water.  This water is always potable and refreshing.  Additionally, 2/Day, a creature that drinks from the fountain can beseech it for healing and be healed for 1d6+1 HP.  The fountain can be strengthened by feeding it magic items, magical grist or large amounts of gold or mana over time.  
11- Drakebone Furnace.  A furnace that blazes with impossible heat.  The furnace can only be fueled by fresh blood or mana.  When an object is placed inside of it, it will burn away any impurities within that object.  This can enable the production of high-quality steel and other alloys very quickly.  However, the most interesting use is when a living creature is placed inside of it.  A creature placed into this furnace will have all their impurities burned away, depending on his virtue.  The virtuous and pure of heart will be cleansed of diseases and poisons, have their deformities removed and be purified.  Those of moderate virtue will be partially burnt, reducing their beauty but covering parts of their bodies in a hard black crust.  This gives them natural armor and resistance to fire damage.  Those of moderate vice will be burnt more, making them immune to fire and giving them extensive natural armor.  And those who are wicked and defiled will experience no blessing, but instead be consumed by the flames of the furnace and burnt to ashes.  
12- Demonshard Armor.  A set of armor said to be made of demon's bones.  It grants the wearer Heavy Armor, 30% magic resistance and 1/Day, the ability to strengthen the force of your blows, increasing your Atk and damage by +1 for 1 minute.  By killing certain types of people and pouring their blood across the armor, you can strengthen it, increasing these bonuses.  But the more you do that, the more likely that the voices whispering in the corners of your mind might stop asking for things and start demanding them, or forcing you to do them instead.  

What is the Lich's Grand Design?

1d12
1- Vengeance on all those who wronged the Lich while he still lived, or those who killed him previously.  If those people are dead, then their children.  If they have no children, their city, tribe, nation or civilization, whatever is easiest or most satisfying to harm.
2- To rule the world.  Simple in concept, very difficult in execution.
3- To fix some sort of great problem such as famine, disease, war, death, etc.  The Lich plans to "solve" this issue.  
4- To create a utopia.  
5- To create the perfect being(s).  
6- To Travel through Time.  
7- To rend the Veil at the edge of the World.  
8- To invade Heaven and negotiate with God.  
9- To spread their preferred people/nation/race to another world/universe/plane.
10- To stop the Apocalypse (coming soon to a City near You).
11- To take over and modify Hell to make it less terrible.  
12- To bring about the Apocalypse.  The Lich would like a little peace and quiet and maybe a little revenge, as a treat.

What is the Lich's current scheme?

1d12
1- Building impossibly dangerous weapons.  
2- Brewing potions of eternal life.  
3- Attempting to gain access to Heaven.
4- Building scale models of a city in a wasteland and then abandoning them when they prove unsatisfactory.  
5- Stealing the diaries and personal documents of influential people.
6- Grooming a powerful or useful individual to become part of the Lich's Coterie.
7- Trying to create a working network of teleporters.  
8- Trying to engineer a new race.  
9- Trying to create a viable super-soldier that is both superior and easily produced.  
10- Attempting to trigger a natural disaster.  
11- Growing soulless bodies in test tubes.  
12- Experimenting with cloning.   

What is the Lich's current problem?

1d6
1- One of the Lich's totally untested and highly dangerous weapons has gone missing.  This is a tad concerning.  
2- One or more members of the Lich's Coterie are plotting against it and the Lich is trying to discover what their scheme is before they try to overthrow the Lich.  This could also be an expression of the Lich's paranoia and no one is plotting against them.
3- Some meddlesome outsiders have stumbled into one of the Lich's schemes and are mucking everything up.
4- The Lich has attracted the attention of someone or something very powerful and is looking for a way to deflect attention while revealing the absolute minimum amount of information.  
5- A magical power source the Lich is attempting to utilize is distorting the environment in ways that are both unhelpful and fairly obvious to those nearby.  
6- An unrelated action by some external organization with no knowledge of the Lich or his schemes is taking actions that interfere with the Lich's schemes.  The Lich needs to find a way to redirect them without revealing his own presence.  

Some Examples: 

Alkai the Ever-Gifted:

Alkai is a young Lich, obscenely powerful and impossibly cruel.  His Coterie is mostly composed of Ghouls who are willing to indulge his tantrums and amusements as long as he keeps them well fed.  Alkai is a gifted conjurer, able to summon arms and armor as well as allies from other worlds and planes of existence.  He is also strong enough to rip men apart with his bare hands.  
Grand Design: Alkai wants to rule the world.  
Current Scheme: Alkai is building a spy-network that will allow him to gather information on what every important person in the world is doing.  
Current Problem: Alkai attempted to use a source of magical power to brain-wash his informants and make them perfectly obedient, but instead it drove most of them crazy and also gifted some of them with magical abilities which they are using to fight imaginary monsters and conspiracies.

Eridanus the Far-Sighted:

Eridanus is an old Lich, incredibly strong and arrogant beyond belief.  He is gifted in mental magics and can move objects with his mind.  His Coterie were a bunch of Cultists who revered him as a God but now have come to recognize the fact that their "God" is in fact a relentless ego-maniac who would sacrifice them all for a ham sandwich.  They are plotting to revolt at the earliest possible opportunity but are terrified that Eridanus already knows about their treachery and is merely pretending to be ignorant.
Grand Design: Eridanus wants to rend the Veil of creation, with the belief that this will grant universal knowledge and power.  None of his Coterie are sure what exactly that means, all they know is that Eridanus must not get his hands on any more power.  
Current Scheme: Eridanus is currently attempting to clone himself, so he can some decent help for once.  
Current Problem: Some moronic outsiders have stumbled into one of Eridanus' cloning labs and started stealing/smashing everything like a bunch of drunken elephants.  

Arcalis the Golden Queen:

Arcalis is a young Lich, who despite her (relative) lack of power, is arrogant beyond belief and considers herself the peak of all life-forms.  She is an expert at transmutation magic and wields a bow and arrow with frightening accuracy.  Her Coterie are mostly Undead, controlled through magic and forced to obey her.  Despite this, many of them are actually somewhat fond of her and if they were freed, might not rip her limb from limb.  Some are definitely bitter about enslaved though and would betray her in a heart-beat if they could.  
Grand Design: To invade Heaven and ask God to make her the ruler of Creation.  Arcalis is certain she could do a much better job than God and is convinced he will heed her wisdom if he only heard it face-to-face.  
Current Scheme: She is attempting to groom an influential member of the Church into joining her Coterie so that he might adore her and aid in her greater schemes.
Current Problem: The magical power source that she is using to control her Undead is poisoning the local environment and people are starting to notice.

Sunday, July 14, 2024

OSR: The Flesh Market

Warning: Some of this art is a little scary, gory, etc.  Viewer discretion advised and all that.

by METAPHOR9
There is a place where flesh is traded, where living blood is coin, where fresh organs torn from living bodies fill vaults instead of precious jewels and sacks of gold.  In some ways, this makes more sense, as rich or poor alike, we all need blood and bone to live.  This is the Flesh Market, a place where monsters, murderers, physicians, magi and countless stranger folk congregate to buy and sell living tissue.  It is a place of ill repute, only frequented by those who have great need or low scruples.  Yet despite this, it survives, for many have need of it's services, from the great and mighty to the lowly and desperate.

How secret is the Market in this place?

1d6
1- Closely Guarded.  Few know of the Market except for an exclusive clientele.  Expect pass-words, secret handshakes and meetings in abandoned warehouses and closed parlors.  
2- Secret.  The Market is concealed, but there are plenty who know about it.  They just won't tell you, unless they have to.  It's need to know and you don't need to know.      
3- Badly Kept.  It is a secret, but a fairly well known one.  A little investigation will turn up hints of such a place.
4- Worst Kept.  The Market is secret, but a tiny amount of research will easily reveal all the details.  
5- Blind Eye.  The Market exists all-but openly, but the authorities and those who disapprove turn a blind eye and pretend it doesn't.  
6- Public.  The Market is public, well-known and easily accessible.

What form does the Market take?

1d4
1- A vast street fair full of booths where vendors hawk their wares, still-beating hearts and wriggling intestines hung up on hooks or concealed in cases of glass.  Get a candy apple while you wait to be sliced open.  
2- A huge, lavish mansion with comfortable rooms to rest and recover in, beautiful gardens for physical therapy and an attentive and discreet staff.  
3- A clean, bright building with minimalist decoration.  Everything is white and bright and chrome, with soothing music and art of beautiful people enjoying their new organs and tissues.  
4- A disgusting hospital where everything is caked in filth and the air is heavy with the stink of disease.  The doctors and attendants wear flayed skin and seem to take a malicious glee in frightening their patients, though they would deny such crass allegations.  

Besides gold, what other currencies are accepted here?

1d4
1- Favors and services rendered in the future, ensured by binding magical contract through the diabolic lawyers kept on retainer.  
2- Memories, secrets and knowledge, whispered into globes of glass and forgotten by the one who traded them.  
3- Power of the magical variety.  A magical being can trade some of his strength if he can't afford to pay any other way.   
4- Works of art, rare, precious, especially beautiful or ugly, as long as the merchant will accept them.   

Basic Rules:

Rarity: Items are on a scale of Common, Uncommon, Rare, Very Rare and Legendary.  The more rare something is, the less likely the Market is to have any of that item at a time.  

Price: How much something costs.  The scale for how much something costs is Low, Moderate, Expensive, Ruinous.  

Rejection Chance: Even if you get it successfully implanted, there is a chance that your body refuses to accept the transplant and violently rejects it.  This is that chance.  Roll 1d20 and make a CON check.  If you roll under that amount, then the organ is rejected, but if you roll above it, the organ is accepted. 

by BJPentecost
Eyes:

Human
Rarity: Common
Price: Low
Rejection Chance: 2-in-20
Effect: Causes you to regain sight.  Has a 50% of giving you +1 COG from improved vision.

Lose an eye?  Going blind?  Just get a replacement for a modest fee.      

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You begin to hallucinate, seeing things that the previous owner of this eye used to see.  
5- You begin to suffer from vivid dreams, full of memories from the eye's previous owner.  You have a chance of being unable to gain any benefit from a long rest, as you spent the whole night being tormented by dreams.  
6- You begin to sleep-walk, as some of the eye's previous owner still remains within it.  Each night you have a 20% of sleep-walking and when you do, you will attempt to do something that the previous owner of the eye used to do frequently.  

Magi
Rarity: Uncommon to Very Rare
Price: Low to Expensive
Rejection Chance: 4-in-20
Effect: Has a chance of granting the one who has it implanted the ability to cast spells.  Eyes taken from weak or inexperienced Magi have a lower chance (Ex: 20%), while those taken from more powerful Magi have a greater chance (Ex: 50%).  Regardless of whether it grants the ability to cast spells, all Magi eyes give the ability to see the flows of magic and tell if something is magical as well as sense the presence of Magi and magical creatures within a close radius.  When viewed through this eye, Magi seem to have a halo of magic around them and the same applies to naturally magical creatures, even if they are disguising themselves.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- The creature, when agitated, produces one of the following 1d4 [1= A bright halo around themselves; 2= Glowing orbs of light; 3= Strong scents drawn from the creature's memories; 4= Tiny, imaginary animals such as multi-colored toads in the soup or miniscule dragons in the cupboards.] 
5- The creature begins to mutate- each day the transplant remains, the creature has a 50% of developing a new mutation.  These mutations come in slowly, developing over time.  Ex: It might start with one tentacle replacing a nipple before their entire chest is covered in a living forest of flesh.
6- The creature begins to burn from the uncontrolled mana flowing through it.  Until the transplant is removed, the creature gains +1 HP per day the transplant is in.  When the creature has gained 1/3 of his previous HP, he gains the ability to start fires the size of a lantern by staring hard and concentrating.  When the creature has gained 2/3 of his original HP, he gains the ability to levitate up to 30' off the ground and move through the air at a speed of 10' per round.  When the creature has gained double his original HP his body finally overloads and he explodes in a 6d6 explosion, save for half.  

Elf
Rarity: Uncommon to Rare
Price: Moderate to Expensive
Rejection Chance: 6-in-20
Effect: Elf eyes grant superb night vision, allowing the one who has it implanted the ability to see in low light as if it was bright light.  It also grants the ability to see invisible creatures or through some illusions, depending on the strength of the Elf it was taken from.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- The creature loses the ability to lie.  
5- The creature cannot abide the touch of iron- touching iron causes him to take 1 damage and iron weapons do +1 damage to him.  It is also extremely painful.  Even the presence of too much iron gives the creature a migraine.  
6- The creature over the next 1d20+3 days first loses the ability to lie, then touch iron without causing himself pain, then wear clothes, then make any sense at all.  Then he will reject his name and transform into one of the Folk and disappear into the wilderness, never to be seen again.  

Dwarf
Rarity: Common to Uncommon
Price: Low
Rejection Chance: 10-in-20
Effect: Dwarf eyes are not soft tissue, but instead organic crystals that naturally grow in the sockets of that elder race.  This makes them problematic to implant.  However, if the operation is success than the creature who gains one gains the ability to see metal.  Creatures will appear like ghosts full of glowing motes while solid metal or plated metal objects will glow brightly to your eyes.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- The eye's crystals continue to grow, causing spikes of crystals to grow into the creature's face.  The creature takes 1d4 damage per day and this damage cannot be healed unless the face is cut open and the crystal cut away.  
5- The creature becomes disgusted by normal food and only wishes to eat metal.  Despite this, he gains no nutritional benefit from metal, nor can he digest it like a Dwarf could.  
6- The creature begins slowly petrifying, taking 1 CON damage per day as he slowly turns to stone.  If reduced to 0 CON, the creature is turned to stone.  If the transplant is removed, the parts of the creature's body that petrified will remain stone.  

Crow
Rarity: Common
Price: Low
Rejection Chance: 4-in-20 (if of an Avian Race, 1-in-20)
Effect: Crows cannot lie, this is known, but they are often deceitful.  These eyes give the creature they are implanted in the ability to see deception.  When someone is lying, to your eyes a gauzy aura will appear around him, a halo of deceit.

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You lose your ability to lie.  
5- You attract Crows.  Crows will become fascinated and irritated by your presence and will constantly harass you for favors, gifts or entertainment.  If you refuse, they will make your life extremely annoying.  If you start killing them, they will swear eternal vengeance against you.  
6- Feathers begin erupting from your skin.  Your lips become black, then hard.  Your clothes fall apart and are replaced by a grey dress (if a girl) or a long grey tunic (if a boy).  After 1d12 days, you explode and transform into a Murder of Crows.  This may look like death, but it is not.  You are still alive, your soul has just been scattered across 1d20*10 Crows.  If all the crows could be brought back to one place, your soul could be reconstituted and you might live again.    

Raven
Rarity: Uncommon
Price: Low to Moderate
Rejection Chance: 5-in-20 (if of an Avian Race, 1-in-20)
Effect: Ravens have the ability to see the future.  These eyes will grant you the ability to see the future.  1/Day, per eye, you can peer into the future to see the outcome of an event.  You do this by asking the Referee a question and making a COG (or INT) save.  On a failed save, you receive a blurry, symbolic or unclear vision.  If you pass, you receive a clear answer to your question, though it should be noted that no vision is guaranteed to come true.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- Whenever you receive a vision from the future, you have an epileptic fit for 1 minute.  You also have a 2-in-6 chance of receiving a random vision of the future each day.  
5- You always see the future.  Always.  You cannot touch someone without knowing their entire life from that minute onwards.  You can see your own future, constantly shifting.  You have -4 to all Attack and Defense rolls, but gain advantage on any non-combat ability checks as long as you have at least 1 minute to concentrate.  
6- You receive a vision of the future, the furthest, farthest, darkest future.  You then see your choice- if you reveal this future, that will make it more likely to come true.  Or you can blind yourself to prevent that future from ever coming to pass.  However, you know that no matter what you do, that darkest future will still always be possible.  No matter what.  

Dragon
Rarity: Rare to Legendary
Price: Expensive to Ruinous
Rejection Chance: X-in-20, where X is the Dragon's HD/Level/SHP (if of a Reptilian Race, you have advantage on this roll)
Effect: You can, for 1 minute per day per eye, activate your Dragon Vision.  When Dragon Vision is active, you can see in darkness, see through illusions, see invisible creatures and if you stare at a Mammalian creature (free action on your turn, 1/Round only), that creature must save or be frozen in place until attacked, charged or otherwise threatened.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop an insatiable greed.  The referee should select one possession or type of possession that the creature possesses.  He becomes obsessed with that type of object and desires to acquire more of them, to hoard them and display them for all to see and be astounded by.    
5- A flame ignites in your blood.  Your blood is now flammable and bursts into flames when it comes into contact with air.  When you are out of FS and have taken HP damage (Grit and Flesh, basically), you take 1d4 fire damage a round.  
6- You must save.  On a failed save, you are possessed by the soul of the Dragon whose eye now rests inside your head.  Even if you pass, the Dragon's soul will still be tethered to yours and should you ever display a moment of weakness, it will try to seize your body again.

by wazabi34
Arms:

Human
Rarity: Common
Price: Low
Rejection Chance: 2-in-20
Effect: It works just like your old arm, before your old one got crippled, or broken, or ripped off.  Fabulous!

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- When not paying attention, your new arm will do things it's previous owner often did, as long as it has the tools.  Ex: If you got an artist's arm, it will attempt to sketch.  
5- You begin to suffer from vivid dreams, full of memories from the arm's previous owner.  You have a chance of being unable to gain any benefit from a long rest, as you spent the whole night being tormented by dreams.  
6- You begin to sleep-walk, as some of the arm's previous owner still remains within it.  Each night you have a 20% of sleep-walking and when you do, you will attempt to do something that the previous owner of the arm used to do frequently.  

Tentacle
Rarity: Common to Uncommon
Price: Low to Moderate
Rejection Chance: 4-in-20 (2-in-20 if your race naturally has tentacles)
Effect: Gain a new arm that has a reach of 10'.  You have advantage on grapple checks made with your tentacle arm and can do things with it that would require two ordinary hands such as opening a jar.  Also, your tentacle arm has no bones in it, so it can squeeze into spaces an ordinary hand never could.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You have a lot of difficulty controlling your new tentacle.  Your DEX is considered halved when you make checks or saved based on your tentacle arm.  This goes away after 1d6 years, as that's about as long as it will take for you to learn how to use it.  
5- You develop a hatred for crustaceans and the feeling is mutual.  If ever fighting a Crustacean (Lobster, Crab, Mimic, etc), it must make a Mor check or attack you in a blind rage.  Intelligent Crustaceans get advantage on this check.  
6- Your limbs start transforming.  Within 1d8 days, one of your limbs becomes a tentacle.  Then, after the same interval has passed, another one of your limbs transforms.  Then another.  When you lose all your limbs, you lose all your bones.  You will continue to change until you become a giant (man-sized) octopus.  You will retain your human intelligence until the transformation is complete, at which point you will gain the superior and alien intelligence of an octopus.  You will then only be concerned with octopus things- like eating shellfish, mating and escaping from the planet's gravity well.  Additionally, regardless of what "you" do next, remember that no matter how intelligent they are, octopuses cannot breathe air and will suffocate outside of water.    

Giant Crab/Lobster Claw
Rarity: Uncommon to Rare
Price: Low 
Rejection Chance: 6-in-20 (2-in-20 if you are of a Crustacean race or naturally have pincers)
Effect: You gain a giant pincher.  You can make a natural weapon attack with this hand that does 1d6+Atk damage and can automatically grapple an opponent on a hit.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- Your pincher needs to be kept wet or immersed in water for at least 1 hour a day, or it will start to die.
5- You gain the ability to breathe underwater, but your lungs are weakened.  You must spend at least 1 hour a day underwater or you will take 1 CON damage an hour until you immerse yourself in water or hit 0 CON, at which point you die.  
6- Your skin starts to transform into hard shell, forming a natural exoskeleton.  You lose the ability to wear armor, but have natural armor equal to your CON+STR modifiers.  However, you must immerse yourself in wate for at least 1 hour a day or you armor will start to degrade and fall off, exposing your innards, as you don't have skin anymore.    

Orc
Rarity: Common
Price: Low
Rejection Chance: 4-in-20 (10-in-20 if not from a Mammalian race)
Effect: You gain an arm of one of the great enemies of civilization.  You gain +1 STR and do +1 damage with one-handed weapons, using that weapon.  Your arm is also perpetually greenish and will attract strange looks at minimum.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop a taste for blood.  When attacked or in danger of being attacked, you must succeed on a COG save or immediately try to attack your enemies.
5- Whenever you are creating a work of art or civilization, or doing something to improve the world and advance Order, you must save.  On a failed save, your arm will go rogue and try to smash that work to bits or otherwise ruin it.
6- You begin to have dreams where the bloody-handed Gods of the Orc race speak to you, promising power in exchange for blood and souls.  Even if you ignore these whispers, you will never be free of them.  And their offers are legitimate- always there, always speaking to you.    

Troll
Rarity: Uncommon to Rare
Price: Moderate to Expensive
Rejection Chance: 8-in-20 
Effect: You gain +1 STR and enhanced healing ability.  Every time you take a long rest and recover HP, roll twice and take the better result.   

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You become ravenously hungry.  You need double the amount of food a normal creature of your size would or you can gain no benefit from eating or resting.  
5- You become an obligate carnivore.  You can only meat.  All other food will only make you sick.  
6- Your skin starts to turn green and each day you lose 1 point of STR.  If this ever reduces you to 0 STR, you are assimilated and taken over.  The Troll who's arm you took is reborn through your flesh.  Removing the transplanted limb will end this effect.  

Skeleton
Rarity: Uncommon to Rare
Price: Moderate to Expensive
Rejection Chance: 5-in-20
Effect: Your arm is replaced by an Undead limb.  This arm does not feel pain nor get sore or tired.  Also, if people see this limb, just know they will assume the worst and call the priests or inquisitors, or simply round up an angry mob to kill the obvious cultist/necromancer.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You lose 1 point of DEX as your new limb has no skin, which makes it much harder to grab and hold things.  
5- Your limb is a vector for astral infection- you have disadvantage on saves against disease and have a vulnerability to necrotic damage.  
6- Your limb starts poisoning you.  You take 1 DEX damage per day and this damage cannot be healed or reversed until the arm is removed.  This will not kill you though- it will only reduce your DEX to 3 and then stop.

by g8x
Hands:

Claws
Rarity: Common
Price: Low
Rejection Chance: 2-in-20 (1-in-20 if your race naturally has claws)
Effect: You can make a natural weapon attack that does 1d6+Atk damage.  You also have advantage on any climb check made on a surface that your claws can pierce.  You can also get retractable claws for a bit of extra money.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop a compulsion to flex your claws.  When presented with a soft surface, such as a couch or curtain, you must resist the urge to pierce it with your claws.  
5- You develop a taste for the prey of the species that the previous owners of these claws used to eat.  Ex: If the claws came from a tiger, you develop a great love for venison.  
6- You cannot use a bow anymore, as your claws are so sharp they keep slicing through the bow-string.

Webbed Fingers
Rarity: Common
Price: Low
Rejection Chance: 2-in-20 (1-in-20 if your race naturally has webbed fingers)
Effect: You gain a swimming speed equal to your walking speed.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- Patches of scales start to form all over your body.  This will disfigure you and make you look like a weird mutant.
5- You develop an obsession with swimming and being underwater.  Whenever given the chance to swim or go underwater, you must resist the urge to fling yourself in.  
6- You can now only eat plants and animals that come from the sea or another body of water.  Food from the land causes you to become violently ill.    

Gecko Pads
Rarity: Common
Price: Low
Rejection Chance: 4-in-20 (1-in-20 if you are from an Amphibian or Reptilian race)
Effect: You gain the ability to stick to sheer surfaces with your fingers.  You have advantage on all climb checks, as long as the surface isn't wet, very slippery or potentially hazardous to climb in other ways.    

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop a long, stretchy tongue.  This makes it much harder to talk and reduces your CHA by -1d3.  
5- You develop a craving for insects.  When given the chance to eat or hunt them, you must resist the urge.  
6- Your sex will begin to change depending on your circumstances.  If surrounded by a large number of males, you will gradually transition to female over a period of 1d3 weeks.  If you are surrounded by females, you will gradually become male over the same period.  If in a relatively equal group, you will remain the same.  

Finger Stinger
Rarity: Varies, see below
Price: Varies, see below
Rejection Chance: 5-in-20
Effect: You gain a poisonous stinger either attached to your wrist or replacing one of your fingers.  The rarity and price depends on the type of venom you wish the stinger to produce, see the table below for more information.  Regardless of danger, the stinger can be used X/day, where X is your CON modifier (min 1).

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You require more food, eating double the amount of food a normal creature of your size would require.  Making venom is taxing on the body.  
5- You become cold-blooded.  Emotional appeals weigh lightly on you and find them tedious most of the time.  When you do something unpleasant, violent or distasteful, Save.  On a successful save, you feel nothing, no guilt nor shame nor distress.  
6- The venom in your glands leaks into the rest of your body.  You are immediately exposed to this new venom and are not immune.  You immediately suffer the effects.  This has a 5-in-20 chance of having every week until the stinger is removed or corrective surgery is done.    

by Blits-Koalakatto
Legs:

Giant Frog
Rarity: Uncommon
Price: Moderate
Rejection Chance: 6-in-20 (2-in-20 if from an Amphibian race) 
Effect: Grants you the ability to jump up to [10*STR modifier]' vertically or up to twice that distance horizontally.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- Your skin turns green and all your hair falls out.  You need to keep your skin moist or it will dry out and you will take 1 damage per hour until you moisten your skin.  
5- You have difficulty going to sleep.  Each night, you must save to fall asleep.  If you fail to do so, you will stay up all night instead of sleeping.  Your need for sleep remains the same.
6- You develop a secondary set of sex organs, if male, or experience some sharp pains near your genitals if female.  You now lay unfertilized eggs once a month.  This will attract Giant Frogs and other large Amphibians who will see you as a potential mate, if male, or competition, if female.    

Goat Legs
Rarity: Common
Price: Low to Moderate
Rejection Chance: 5-in-20 (2-in-20 if from a Mammalian race)
Effect: You gain the ability to climb incredibly well, your hooves able to carefully balance on all but the narrowest of ledges.  You can walk up any non-vertical cliff and have advantage on any climb check where your hooves can find a good grip.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You grow horns from your head.  You can no longer wear ordinary helmets.  
5- You become an obligate herbivore.  You can only eat plants, including grains, fruits and vegetables. And unless you eat large quantities of fresh vegetables, you will lose 1d4+1 points of STR over an equivalent number of weeks.   
6- If male, your genitals reshape themselves to become more like a goat's.  If female, you grow a male member.  Regardless of original sex, you become intensely and easily aroused.  When faced with a woman who is within her child-bearing years you must save to resist hitting on her or otherwise behaving in a highly inappropriate manner.  

Giant Snake
Rarity: Rare
Price: Moderate to Expensive
Rejection Chance: 8-in-20 (4-in-20 if from a Reptilian race)
Effect: You replace your lower limbs with a massive serpent's tail.  You can now easily climb up any surface you could wrap your coils around, gaining advantage on any such roll.  You also may make a Tail or grapple check on your turn as a bonus action.  A Tail attack does 1d8+Atk damage and grapple checks are normal.  However, you do get a -2 penalty to Defense rolls, as you aren't used to protecting such a long body.  Also, you will forever be regarded as a freak by ordinary people and will never go unnoticed again.  Also, people in more superstitious places might regard you as a demon or monster and try to kill you.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop a taste for human flesh.  When faced with the chance to eat it, you must save to resist.
5- You lose touch with your humanity.  You lose 1d4 points of CHA and must struggle to come off as personable or non-scary to ordinary folk.    
6- You hear the whispers of the ancient Gods of the Snakemen in your dreams.  They promise you great magical power, ancient technologies and lost knowledge.  All you have to do is one small favor for them.  They'll even help you, so it's that much easier.  Surely that's fine right?  Just one, little favor, how bad could it be?

by WIZARIZER
Body:

Ape-King's Heart
Rarity: Rare
Price: Expensive
Rejection Chance: 8-in-20 (4-in-20 if of a Simian race)
Effect: You gain +1 CON and X/Day, where X is your CON modifier, you can empower your body and increase your strength, adding +2 damage to your attacks on a hit for 1 minute.  You also reduce damage taken by -2 for the duration.  However, after exerting such energy you must rest for at least 10 minutes and until you have, you make all Atk and Defense rolls at disadvantage.

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]

Ghoul Guts
Rarity: Uncommon
Price: Low
Rejection Chance: 10-in-20 
Effect: You can eat carrion, rotting meat and other toxic foods without injury.  You become immune to non-magical poisons that are ingested and negative effects from eating toxic, rotten or spoiled substances.  You also gain advantage on any save against disease based on something you ate.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop a taste for human flesh (or the flesh of your own species.  When given the chance to partake of such meat, you must save to resist.  
5- You start to resemble an Undead.  Your flesh becomes cold and clammy, your skin pales till you are ghostly white and you frighten people.  No one who did not know you before will trust you, unless given very good reason to do so, and when trouble strikes, you will be assumed to be the one responsible.  The peasants will gossip that you are a cannibal, murderer, cultists, witch or some other unpleasant thing.  
6- You gain a sensitivity to sunlight.  When in sunlight, you have -2 to all Atk and Defense rolls, as well as to all ability checks.  You also have disadvantage on any roll based on sight or visual perception, as the light hurts your eyes.   

Orc Glands
Rarity: Common
Price: Low
Rejection Chance: 6-in-20
Effect: These give you the ability to engage an Orc's battle fury.  You can enter this battle fury X/Day, where X is your CON modifier.  When in battle fury, you get +2 to Atk and Defense rolls as well as +2 to damage.  However, you do not know how much damage you take- for the duration of your battle fury, the Referee tracks your HP.  You automatically end a battle fury when you defeat all available enemies.  Alternatively, you can end a state of battle fury by passing a COG save.  You automatically get to make a save if you suffer a Horrible Wound, see a friend fall or something truly terrible happens.    
Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You start to lose your tactile senses.  You derive little pleasure from touch and can no longer benefit from luxurious or comfortable living conditions for the purposes of healing and recovering HP.  
5- Whenever a combat situation occurs, you must save to resist using your battle-fury.  If you fail the save, you will immediately activate it.  
6- You feel dead and numb when not in the throes of battle-fury.  Every other feeling comes off as fake and hollow to you, play-acting instead of the real thing.  Whenever you have the chance to fight something, you must save to resist the urge to do so.  Note that this won't make you evil overnight, but you will start having the urge to escalate any conflict you can into violence, based on whatever tortured logic you can dream up.  

Troll Liver
Rarity: Rare
Price: Expensive 
Rejection Chance: 10-in-20 
Effect: You gain the ability to regenerate.  Whenever you eat meat or something high in protein you regain 1d6+X HP, where X is your CON modifier.  For the purposes of this roll, negative modifiers do not apply, if you have one, just use the flat d6 roll.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You constantly regenerate, regaining 1 HP per round until at full HP.  This also means you are constantly hungry.  If you are below your maximum HP, you must save or consume food.  If you are below half HP, you have disadvantage on this save.
5- You gain the ability to regrow limbs.  However, they are distinctly greenish and full of thickly knotted muscle.  Over the next 1d3 weeks, you start to transform into a Troll.  If the transplant is not removed or some other solution not devised, you will transform into a troll and vanish in search of more food.  
6- Some part of the Troll refused to die.  It regenerates inside you.  You feel first a mild discomfort, then pain, which sharpens until it becomes excruciating.  Finally, 1d6 hours after the transplant, a fetal troll tears it's way out of your chest.  Save or die.  Also, if you succeed, you will still be missing a liver and in need of immediate medical care of the most potent variety or you will die in agony.  

Tail
Rarity: Varies, see below
Price: Varies, see below
Rejection Chance: 4-in-20
Effect: You gain a tail.  The specific effect of each tail can be found on the table below.

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You develop a craving for a kind of food that the creature who's tail you are using used to belong to.  When faced with this food, you must save or immediately try to eat it.  
5- Your tail does not obey your will entirely and betrays your emotions like a dog's, revealing your inner state to anyone watching it.  
6- You lose the ability to walk around on two legs and can only move on hands and knees.  This state remains as long as the transplant is attached or some other cure is found.  

Misc:

Gills
Rarity: Common
Price: Low
Rejection Chance: 5-in-20 (2-in-20 if of an Amphibian or Reptilian race)
Effect: You gain the ability to breathe underwater.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- When stressed, you try to breathe your gills instead of your mouth.  This causes you to begin suffocating until you can calm down.  
5- Your gills dry out when not kept damp.  If not regularly wetted down, your gills will die and then start doing damage to your body, causing you to take 1 necrotic damage per round and being unable to recover HP until they are removed.
6- You lose the ability to breathe air.  Hopefully you are near water, as you will rapidly begin to suffocate on land.  

Mammoth Hide
Rarity: Uncommon
Price: Expensive
Rejection Chance: 12-in-20 
Effect: You replace your skin with mammoth hide.  This gives you +1 CON, +1 Armor naturally and +1d4 FS at base.  This effect also stacks with any armor you wear.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- You gain a craving for grass, foliage and vegetation.  Other foods disgust you.  You must save to eat anything other than vegetables or plants, fresh ones being preferred over others.   
5- You become irritable and quick to anger.  When angered, you must save or fly into a homicidal rage and attack the source of your frustration.    
6- You begin suffering phantom skin pain.  You feel as if your skin has been cut off (true) and not been replaced (false).  You are stricken by constant pain.  You act last in initiative and have disadvantage on all ability checks outside of combat.    

Blood Replacement
Rarity: Varies, see below
Price: Varies, see below
Rejection Chance: 10-in-20
Effect: You replace your blood with a similar substance that can still perform the same effect but adds something else.  The specific effect of liquid can be found on the table below.


Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- Your body has a violent reaction to your new blood.  You must save or become violently ill.  While ill, you have disadvantage on all rolls and gain half the normal benefit from rests.  With treatment, your body may be able to adjust.  Each day, make a CON save.  If you pass three CON saves, your body adapts to the new fluid flowing through your veins.  If you fail three saves first however, your body begins to die, taking 1d6 CON damage per day.  
5- You must save.  On a failure, you are possessed by the creature who used to own this blood.  
6- Your body cannot process the excess magical energy in this new liquid and it violently erupts out of your body.  Save or die.  On a failed save, your explode in a shower of gore and bone fragments.  On a success, reduce all your stats by 2d6 and if anyone casts a spell on you, it has a 50% of having a doubled effect.  

Extra Arms
Rarity: Varies, see above
Price: Varies, see above
Rejection Chance: (6+X)-in-20 (X equals the number of arms added)
Effect: You gain a number of extra arms.  For each arm you add, increase your STR by +1.  You can also hold one additional item per arm you get.  However, for each new arm you add, you must learn to control these arms.  Each arm requires 1d20-X days to learn to control, where X is your COG modifier.  

Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- It takes longer than expected to learn how to control your new limbs.  Instead of 1d20-X days, it takes 1d3 weeks per arm.  
5- Your new limbs don't fully obey you.  When given the chance to do as their previous owner usually did, you must save to restrain them.  
6- Your new limbs realize they are attached to something that isn't their body and attempt to rip themselves off.  If they have access to sharp objects, they will attempt to cut each other off your body.  If you attempt to stop them, they will attack you.  

Quadrupedization
Rarity: Very Rare
Price: Expensive
Rejection Chance: 12-in-20
Effect: This is the transformation of a bipedal creature's lower body into a quadruped, making you a homemade centaur.  The specific effect of each lower body is listed below.


Rejection Table:

1d6
1- The new organ fails to work immediately.  
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month]. 
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed.  If reduced to 0 CON, the creature dies.]
4- Your new limbs cause you to gain a fear for a creature that once preyed upon the donor's race.  Ex: If you got horse legs, you fear Griffons and Dragons.
5- Your new limbs cause you to become connected to one of the Animal Kingdoms.  The Spirits of that Kingdom will soon start to appear and demand things of you as their subject.  Ex: If you got Lion legs, the King of Cats may appear to you and demand you help him retrieve his favorite ball of divine thread.
6- Your new limbs cause you to slowly, over a period of 1d6 days, transform into the type of animal who was the donor of the legs.  You maintain your intelligence and mental attributes, but cannot do anything your new body could not do.    

The Organ Trade:

The Organ Trade, or the Flesh-Trade, is dominated by extremely wealthy and powerful individuals known collectively as the Flesh-Traders.  They are all generally amoral and petty individuals, consumed by the twin desires for profit and power.  They are always looking for fresh organs and samples for their businesses.  And while you likely won't deal directly with one of them at first, prove yourself and you might get to meet one of the Market's most powerful movers.  

A few of this Ignominious Company:

1d6
1- Madam Murza.  A huge, four-armed woman, she is known for dressing in veils and never revealing her face.  It is said that no one has ever seen her eyes, or at least, seen them and lived to tell the tale.  Besides organ trading, she also makes custom slave-girls for the rich and powerful, carefully manufacturing and training them to be absolutely obedient.  She is also rumored to have some kind of connection to the Imperial Family, though she has never commented on this alleged fact.  Secretly, she works for the Emperor as his Mistress of Espionage and has black-mail material on half the important, wealthy and powerful in the Empire.  She knows everyone and everything.  Nothing escapes her unseen eyes.  Weakness: Murza is known for having an explosive temper.  Those who fail her can expect a brutal verbal lashing at minimum, at best.  Her servants and enemies both live in fear of her.  She is easily goaded and insulted.    
   
2- Jazor the Yellow.  A man who was mostly dissolved in an Ooze, his brain, spine and some of his nerves somehow remained.  Through the use of some ingenious magical spells and other unknown methods he was able to survive in this new state, using his mana to control the Ooze.  He is able to manipulate it to form various shapes and strike at his foes or to take on a semblance of humanity.  To better disguise his bizarre state, he often clads his slime-body in waterproof cloth and fits a mask over the face to fit in better among regular humans.  However, when in his own spaces, he prefers to flaunt his bizarre form and revel in the reactions of outsiders.  Besides organ-trading, he also traffics in potent magical drugs and rare elixirs, useful for medical treatment, body modification or magical research.  He is also known for throwing lavish and debaucherous parties.  He modified his slime body long ago so that it is not acidic, so he could still enjoy the pleasures of the flesh, though he has grown stranger and more depraved than ever thanks to the changes to his body.  Weakness: Secretly, Jazor is slowly dying.  The protections that once bound his soul to the remnant of his body are failing and no Sage or Magi that he has consulted has been able to slow the decay.  Jazor is terrified of dying and would do anything to continue existing, as long as it didn't cost him everything.

3- The Triplets of Yi Faa.  Three foreign looking men, all who look identical and dress exactly the same.  They seem to operate as if they all shared one mind and seem to be able to share thoughts without having to speak.  They only ever refer to each other as "Brother" and never use names.  When they must use a name, they prefer to be addressed as Mr. Pwong [pe-Yong].  This can be used to refer to all of them and none of them have ever expressed a desire for another name.  When questioned about this fact, they refer vaguely to "religious vows" and say nothing further.  They are rumored to be part of some sort of bizarre cult that they devote all their time and energy to, as they never spend any of their vast wealth on extravagances or luxuries.  Besides the organ-trade, they also train slaves, making even the most intractable slave perfectly obedient, if a tad dull-witted.  They also help produce large numbers of extremely obedient, if inflexible and slow-witted, slave soldiers.  Weakness: Secretly, the Triplets are the mind-slaves of a Mind-Flayer, who uses them as Agents and mouth-pieces to exact it's own sinister agenda.

4- The Princess Cult.  A group of men who revere 'The Princess', a beautiful woman with blonde hair that dwells in a coffin of clear crystal.  They all claim the Princess is still alive, but there are doubts to this fact.  They are believed to worship the Princess, who they say will one day rise from her sleep to bestow them with great rewards for their faithful service.  Opinion is divided on what is actually going on, as no one outside their cult has ever "spoken" or communicated with the Princess.  There are many unkind jokes at their expense.  Besides organs, they also trade in information, especially in magical knowledge, which they will pay highly for.  In negotiations they are represented by Elder Han, a middle-aged Magi who is believed to lead the cult.  Rumor also paints him as a power-hungry manipulator who has somehow convinced these poor saps that the Princess is something other than a beautiful corpse in a box.  Secretly, the Princess is actually a failed attempt at Lichdom, a powerful Maga who trapped herself in her own body when she snipped away too many essential things in her quest to become immortal.  Though preserved, she has been trapped in a comatose body since then, unable to move.  She can use a tiny amount of magic, which she uses to communicate with her cultists through dreams and visions.  She wishes, above all, to restore her body's function and to live again.  Weakness: They Cult will defend the Princess to the death.  No sacrifice is too great for her.   

5- Aza the Infinite.  A rumored shape-shifter, flesh-crafter, Magi or some combination of all three, Aza never looks the same.  It sheds appearances like clothing, taking on a new and radical form each time.  Aza can look like anything from a living fertility idol, massively pregnant with swollen breasts, to a small boy with cornflower blue eyes and white-blonde hair.  Aza has a great love for art and is known to collect portraits of especially beautiful, ugly or interesting people.  All of Aza's attendants are known to wear masks and shapeless robes, making them all look identical, so none of them can detract from Aza's magnificence.  Aza is also known for it's love of theatrics, both in terms of dramatic displays and the actual theatre itself.  It is fascinated by performance.  Besides organs, Aza trades in fine art, paintings, sculpture and other beautiful works, especially those that depict the human form.  Secretly, Aza is actually not one, but many.  "Aza" is a character, created by a group of Doppelgangers.  One of them will play Aza while the rest play the servants, but there is no real "Aza".  Weakness: The Doppelgangers create "Aza's" actions and motivations through the observation of others.  Generally they mix and match, but careful observation of the servants will reveal how they steal bits and pieces from those near them to create Aza's next character.        

6- Doktor Ormantu.  A Fleshcarver and worker of meat and bone, Ormantu was once known for his genius, creating beautiful living works of art.  His 'Tapestries' were awesome to see and in great demand.  However, when his beloved wife fell ill, he abandoned his art to spend all of his time trying to cure her.  The problem was that her issue was not of the flesh, but the mind.  Physically she is the healthiest woman to ever live, but mentally, her mind is trapped.  She needs constant supervision, as well as someone to feed, clothe, bathe and care for her in all ways.  Ormantu has been obsessed with trying to find a cure for her for years, though after all this time, even he is starting to lose hope.  Besides organs, he still practices Fleshcarving, though only for commission these days.  Secretly, he hates his work.  He wanted to use his gifts to heal and bring joy to others and instead he has been reduced to this cruel and barbarous life.  Weakness: Ormantu loves his wife and would do anything to cure her.  He has tried just about everything and every year, he only grows more desperate and more despondent.

Special Orders:

If you develop a good relationship with any of the Flesh-Traders, one of them might be willing to commission you to retrieve a rare organ for a pricey reward.  Custom orders are rare but they always come from those willing to pay top dollar.  

1d10
1- A Young Dragon's heart, from a specimen no older than ten years of age.  This is considered the end of childhood or the start of adolescence for Dragons- at this age they are anywhere from the size of a pony to a large bear.  And yes, they are almost always under the care and supervision of at least one parent at this age.
2- An Artist's Brain.  It must be from someone young, artistically talented and preferably famous.  
3- A Hellhound's Blood.  The client would prefer a live hellhound so he can drain the blood himself, but this works too. 
4- An Oni's skin.  The client would prefer the skin of a Blue Oni, but he might accept another kind.  
5- The arm of an Annis Hag.  Will pay double if you bring two arms.
6- The stomach of a Great Wurm, the larger the better.  
7- A Sphinx's Wings.  A more powerful Sphinx would be preferred.    
8- A Genie's Eyes.  It doesn't matter what kind of Genie.  
9- A Beholder's central eye.  
10- A pair of kidneys from a small boy, perfectly healthy and fair of form.  This order specifically requests that you bring him in alive, so extraction can be performed by the client.

Rewards:

The Flesh-Traders are generally fabulously wealthy or backed by those with more money than Gods.  As such, they can pay handsomely for anything you bring them, though they are shrewd and will not buy sub-par merchandise.  The best prices are always given to those with living subjects so the organ can be harvested at peak freshness, but if the organ is immediately harvested from the dead and preserved with magic, that is still good.  Spoiled and rotten tissues will not be purchased, though diseased and sickly ones can, for a large discount.  

However, besides money, there is much they can also offer you.  

1d6
1- Political connections.  Need to talk to the King, Archbishop or the Emperor?  The Flesh-Trader either knows them or knows someone who knows him.  You will have your invitation to the King's birthday party or an appointment to meet with the Grand Vizier within the week.  
2- Advanced Medicine.  The Flesh-Traders have access to the best doctors and fleshcarvers in the world.  They can cure or fix just about any medical issue you might have.
3- Body modification.  Want to look like someone else?  Tired of being so ugly?  Too obese?  Not obese enough?  Whatever your woes, the Flesh-Traders can arrange for it to be fixed to your heart's content.
4- Rejuvenation.  Being old sucks and while the Flesh-Traders haven't figured out how to live forever (as far as you know), they can help to restore your vitality.  Rejuvenation is a series of medical treatments that can make an eighty year old man move and feel like he did at twenty.
5- Rare services.  Need a Diviner or an Oracle?  What about a Master Wizard on a short notice?  The Flesh-Trader can help you out.  He/she/It knows a guy.  
6- Magical Items.  The Flesh-Traders have accepted plenty of these instead of money and they might be willing to part with one for a while.  

The Magical Treasures of the Flesh-Traders:      

1d6
1- The Fountain of Abroxia.  A stone fountain that spews forth crystal clear water.  When a coin is thrown into the fountain, the one who offered the coin can request one liquid.  For the rest of the day, the fountain will spill forth that liquid instead.  The fountain can produce almost any liquid, with the exception of super-powerful magical liquids, such as the breast milk of a Goddess (Referee's Discretion applies).  No liquid the fountain produces can harm it and any liquid that is taken from the fountain will remain as it is.  However, any liquid in the fountain will change back to water once the day is done.  Note that the fountain is fixed in place and cannot be moved.  

2- Pale Hope.  A set of snow-white armor, trimmed with black.  It is magical heavy armor that 3/Day, grants the user the ability to give themselves 60% magic resistance for 1 minute.  It also grants the user resistance to necrotic and radiant damage.  

3- Bonegrinder.  A massive wheel of stone that can used a shield or a weapon.  It can only be wielded by someone with a STR of 16 or greater, otherwise it is too heavy to lift.  When used as a shield it grants +2 Armor and cannot be shattered.  When used as a weapon it does 1d10+Atk damage, but the user has disadvantage on attacks against anyone with a higher DEX or speed than himself.  3/Day, the user can also force a creature within 30' to save.  On a failed save, the user may break one of the bones in that creature's body.  Failed saves do not use up charges.  

4- Piety's Crown.  A laurel wreath, made of golden leaves.  When worn, concealed thorns drive themselves into the forehead of the wearer, fixing itself in place.  The wearer gains +1 CHA and can manifest a glowing halo around himself that makes him look like an angelic being.  He can also 3/Day, heal a creature for 1d8 HP or remove 1 Horrible Wound with a touch.  Finally, he can, 3/Day, force an evil creature to save.  On a failed save, that evil creature will be frightened of the Crown's wearer.  However, Piety's Crown is an EGO weapon.  If the wearer of Piety's Crown is not a just and noble person, then the Crown will punish them by depriving them of it's powers or inflicting pain on them.  If the wearer does something truly incorrigible or irredeemable in the eyes of the Crown, it will dig it's thorns deeper into their head and pierce their brain.  This is an immediate save or die.  The Crown can also only be removed with it's consent- removing it by force prompts the wearer to make an immediate Save vs Death.   

5- Eternity's Cauldron.  A vast cauldron that, if filled with water and heated over a fire, will produce a thin, but tasty soup.  This soup is enough to nourish someone for the entire day, though they can eat more.  But the more ingredients are added to the soup the more potent it will become.  A soup with 3 ingredients will restore 1d4 HP upon consuming it, while a soup with 6 ingredients will healing 1d6 HP upon consuming it.  A soup with 9 ingredients will heal 1d8 HP and a soup with 12 ingredients will heal 1d10 HP upon consuming it.  If a magical ingredient is added to the soup, all those who consume it have an X-in-10% chance of gaining one of the item's magical properties for 1 hour, where X is the quality of the soup.  Ex: If the soup lets you roll a 1d6 than roll a d6 and use that as X.  So if you roll a "4" than it is a 4-in-10 chance.  The cauldron will only produce soup 1/Day and produces enough soup for 10 bowls at a time.  

6- Amulet of Persuasion.  An amulet that makes you look beautiful and lovely and grants the wearer the ability of 3/Day, to charm someone into being nice to the wearer and treating them like a potential object of affection.  However, the amulet also makes the wearer vulnerable to Charm magic, granting disadvantage on any roll against such abilities.