Wednesday, October 23, 2024

OSR: Alchemy: The Great Work

I've written about Alchemy previous here and here.  This is an unofficial "part 3" to those.

by BryanSyme

There is a formula, a substance, a creation known by many names.  It is called the Antimonium, Ignis Filius, or the Divine Quintessence.  This is the crown jewel of alchemy, the Philosopher's Stone, the Great Work.  It is the mark of a true genius, the barrier that separates the talented from the truly Great.

The Philosopher's Stone is often misunderstood as an item that can transform base metals into gold.  This is not it's true purpose, this is the public facing reason for creating one, but this is an illusion designed to ward off the unworthy.  No, the Philosopher's Stone has a far greater purpose- to transform pale, feeble, mortal flesh into shining, incorruptible, immortal gold.  Those who consume the Philosopher's Stone become the gold they desired- they are destroyed and arise purified, demigods in a world of flesh.

The Creation of the Stone:

The process of creating a Philosopher's Stone is the most highly guarded secret in all of Alchemy, so while there is much speculation on how to do it and even many recipes, formulas or methods of how to do it, most do not produce the genuine article.

Stage 1: Nigrado

The first step in the manufacturing of the Philosopher's Stone is purification of the proper mixture through the Black Sun.  This process is called Nigrado, meaning "black" or "blackening". This creates a Nefera Stone.  

Nefera Stones are dissolution and anti-creation made physical.  They have the power to unmake objects or creatures.

Abilities:
- Each Nefera Stone starts with a number of Stone Points (SP) equal to 1d20+10.  
- By holding a Nefera Stone, a creature can invoke it's powers and fire a ray of energy from the stone.  The user must spend SP to achieve this result.  For each SP spent, the object acts as if it aged one year and takes 1d4+SP damage.  If the passage of time would cause the item to break down or degrade, it may take more damage or be more damaged, as per the Referee's Discretion.
- If a creature is targeted, the user must make a successful attack to attack a non-helpless creature.  Any creature hit must save.  The creature who fails the save takes 1d4+SP damage and ages X years, where X is equal to SP.  On a successful save, the creature takes half damage and does not age.   
- Each SP spent is expended and cannot be recovered.

What happens if you consume it?

You either die in agony, age till you become an old man and then die or dissolve into muck.  There is no good outcome here.  

Stage 2: Albedo

If the proper process is continued and no errors are made, the black Nefera stone will be fully purified and become an Albedo, or an Abal Stone.  Unlike the previous stone, this is a fountain of restoration.  Albedos are often misidentified by the uneducated or the ignorant as "panaceas", magical stones which if swallowed, can cure any disease.  This is not technically wrong, but it is a waste of an incredible tool on a basic problem.    

Abilities:

- Each Albedo Stone starts with a number of Stone Points (SP) equal to 1d12+10.
- By holding an Albedo, a creature can heal wounds, cure diseases and remove corruption.
- For each SP spent, the stone restores 1d4 HP.  A Horrible Wound can be removed by spending 1d4 SP.  A non-magical disease can be cured by spending 1d3+1 SP.  A magical disease can be cured by spending 4 SP.  A damaged body part or corruption of the flesh can be purged by spending a number of SP as determined by the Referee.
- Each SP spent is expended and cannot be recovered.

What happens if you consume it?

You are instantly restored to full HP.  All corruptions within your flesh are banished, all diseases cured, all ailments obliterated.  Any missing appendages regrow as if they were never lost and any prosthetics or transplanted organs are changed into your own flesh, identical to what you had before they were put in.  

Stage 3: Citrinitas

Further continuing the process of the Great Work, one will find that the Albedo gradually changes to a clear, yellowish color like that of jasper.  This is the next stage, referred to obliquely as "yellow".  These stones are often referred to as Citrite or Alchemical Gold.  These stones possess the "supreme" power of alchemy, the transmutation of lead into gold.  

Abilities:
- Each Citrite Stone starts with a number of Stone Points (SP) equal to 1d8+10.
- By holding a Citrite Stone, a creature can transmute one substance directly into another.  
- To do so, the creature must make a d20 roll based on a DC assigned by the Referee.  They must spend at least 1 SP to trigger this transmutation.
- For each SP spent, the user may add +X to his d20 roll.
- Each SP spent is expended and cannot be recovered.  

Guidelines for Transmutation:
- It is much easier to transmute a material into one that similar to itself, whether conceptually or literally.  For example, transmuting lead into gold is easier than turning water into glass.
- Transmuting a material into one of the 10 Essences is easier, especially if that Essence is related to that material.  
- Transmuting one of the 10 Essences into another of the Essences is extremely simple.
- The 10 Essences cannot be reduced further or broken down.  They are the basis of all Alchemy.

What happens if you consume it?

You will be transmuted into something random, probably something relating to humanity's alchemical nature, such as water or fire.  Either way, you die.

Stage 4: Rubedo

If you have reached this stage, you have achieved the culmination, the final climax.  As the colors change, the Black of Night is banished, the Wane light of the Moon is surrendered, the Golden Dawn bows down, for the Crimson Sun has risen.  The power of transcendence has been embodied in physical form.  The Great Work has been accomplished.

Abilities:
- Each Philosopher's Stone starts with a number of Stone Points (SP) equal to 1d6+10.
- It can perform any task a lesser Stone can (see above).  
- Each SP spent is expended and cannot be recovered.  

What happens if you consume it?

As long as the Stone remains within your body, you will not age, nor will you be able to be aged magically.  You can draw upon the power of the stone to protect yourself from diseases and to repair your body if it is damaged.  While you have a Philosopher's Stone within you, you can also resist corrupting influences or things that would alter your flesh.  

However, utilizing the power of the Stone will drain it of power until it eventually is entirely consumed.  When this happens, all benefits it provides cease and you will become an ordinary person again.

by Rehail
Ageless Alchemists:

When Alchemists achieve immortality, they tend to either last only a few extra decades before destroying themselves through miscalculation or arrogance, or they survive for centuries.  They become adept at cloaking their identities, hiding their secrets and blending in with the rest of ordinary humanity.  Here are a few of the more famous ones that are believed to have survived for centuries, possibly even to the present day.  

1d10
1- Zosimos of Panopolis.  One of the most ancient Alchemists, believed to be one of the students of Hermes Trismegistus, who is considered little more than a legend by most Alchemists.  He is considered one of the Founding Sons, who helped to lay the foundations for modern Alchemy.  He hasn't been seen in many centuries and is widely considered to be dead, though there are rumors that someone who called himself "Mr. Z" was operating in Turkey during the War on Terror, smuggling occult texts and artifacts out of areas where Islamic militants were destroying ancient historical works and sites, however this is likely not the Alchemist in question.  
2- Nicolas Flamel.  An Alchemist made famous by popular culture, he is said to have brought his wife with him and made her immortal as well.  He is believed to be largely retired from great endeavors and has been running an absolutely fabulous pizza parlor in the Southwestern United States with his wife.  
3- Cleopatra the Alchemist.  One of the four women who could create the Philosopher's Stone in ancient times, she has no relation to the Queen of the same name.  This Cleopatra was known for her skill in purifying materials and developing potent poisons.  She is supposedly working in Egypt, working to find the Mummy of Nefertiti, as she is convinced that mummy holds some truly profound secrets.  
4- Theosebeia.  The primary student and sister of Zosimos, she went on to found her own underground order of female scholars, alchemists and astrologers.  This became her primary tool for influencing the world and accumulating more knowledge.  She was last seen in Rome in 1933, which was where her order was based at the time.  That was the last confirmed sighting of her, though a few have reported a strange woman matching her appearance seen in London, where her order has a branch office.    
5- Mary the Jewess.  A prodigy at the time, Mary was said to have unmatched knowledge and control over metals, able to manipulate them with ease.  She used this power to become fabulously wealthy and pursue her own research.  The last sighting of her was at the birthday party of a Russian Oligarch in 1995 and she seemed to be very welcome.  Whether her true status as immortal was known by him or his guests is unknown.  
6- Paphnutia the Virgin.  Railed against by Zosimos for her mingling of the supposedly corrupt practices of the Egyptian temples and alchemy, Paphnutia is a void in the historical record.  Almost nothing is known about her, though she is said to have been a priestess and perhaps a sorceress as well as an Alchemist.  She has not been seen in over a century, but few think her dead.  She has a habit of disappearing for decades or centuries before showing up again.  Her last known whereabouts were in Egypt and supposedly she was either collaborating or competing with Cleopatra for some prize.  
7- Nagarjuna Siddha.  One of the more famous Indian Alchemists, he is said to have a unique ability to commune with serpents.  He supposedly had the allegiance of the Naga, serpent-men who dwell beneath the Earth and visited the hidden city of Agartha, where he learned from the ancient masters down there.  No one has seen him since the British conquest of India and no one has any clue of his current whereabouts. 
8- Jabbar ibn Hayyan.  The first Alchemist to successfully create life, the homunculus owes it's existence to Jabbar.  This is a fact that inspires intense devotion in his supporters and the vilest curses from his critics.  Jabbar is said to be still alive and currently resides in Dubai, where he meets with Princes and CEOs.  His current goals are unknown but if it fits his usual pattern of behavior, it will likely have dramatic consequences for the world.  
9- Stephanus of Alexandria.  A soothsayer as well as an Alchemist, he was known more for his divinations and prophecies than his Alchemy, though he was accomplished at both.  He disappeared shortly before the destruction of the Library of Alexandria after being accused of stealing a number of rare volumes.  Sadly, the destruction of the library and the subsequent chaos meant that no one knows exactly what he worked to preserve.  He was last seen in New York City in 1943, shortly before the death of Nikola Tesla.  Many blame him for the death of the inventor and some even go so far as to claim that the missing files that the FBI failed to return never entered the custody of the US Government, but were instead stolen by Stephanus.  
10- Ge Hong.  One of the most ancient Chinese Alchemists, he was one of the pioneers who first explored that unknown land.  He is also considered the "inventor" of medicinal Alchemy.  The last confirmed sighting of him was in 1949 in Tibet, where he was studying with the mystics of that ancient land.  It is rumored that the invasion was partially motivated by a cabal within the PRC's government, which sought to capture Hong and force him to reveal his secrets.  If this is true, they utterly failed, which would explain the great hostility China has had since towards practitioners of the occult and Alchemists in particular.  There were also spurious reports that he was behind the 1959 Tibetan uprising and the pro-democracy protests in Hong Kong in 2019, though these are unconfirmed.  

Sunday, October 6, 2024

OSR: Walkers of the Red Road

by d1sarmon1a
The Cost of War:

Killing takes a toll on a man.  Even the most innocent and virtuous souls will find themselves stained by the filth of war and bloodshed, even if done for the most noble and enlightened of reason.  Those who fight for freedom and justice must still split men like wood.  This is why all noble warriors advocate for abstaining for violence except when necessary, for hurting others always has a price.  

There is another problem though, one rarely discussed.  Hurting people can feel good.  Very good.  The thrill of battle, the glory of testing yourself in competition against another warrior, the testing of men through the insanity of war can elevate a man to superhuman heights of bravery and virtue, but it can also poison him with hatred and give him first sip of the black wine of cruelty.  The latter type of man can very easily find that he develops a taste for the latter.

Violence is addictive and when pursued for it's own sake, it will drag you down and destroy you.  The beast of war will then spit you out, either as a corpse, a martyr, a hero, or a killer.  And the killers, they keep coming back for more.

Walking the Red Road:

There is a method of immortality, one poorly understood but often rumored called the Red Road.  It is based on the principle of acquisition.  It is known that as warriors test themselves in battle, they grow stronger.  Similarly, their weapons and armor grow more potent the more they are wielded, especially if they are used in important battles or to slay important foes.  Many of these great warriors perish eventually, whether in their beds as old men or on the mud of countless battlefields, but their arms and armor usually remain long after they pass, growing in strength.  The next generation then picks up these heirloom blades and wields them again.  Eventually, this will imbue a weapon with a spirit of it's own and make it a magical instrument of death.

The Red Road is that same principle, but taken to it's next logical step.  Why not simply transfer this accumulated glory directly into one's self, so that it might strengthen you today?  And why, instead of slowly accumulating power over time, instead why not take it from those sources that possess it?  The Walkers of the Red Road do not see any reason why they should not do this, so they do.

How do they do it?

1d4
1- Slaughter people and then while their blood is hot, drink it to gain their strength.  
2- Chop people open and eat their hearts raw.  Cannibalism may or may not be required after that, though why waste perfectly good meat?
3- Devour the person's soul and consume his essence.  
4- Split open the skull and eat the person's brain.  This will grant you his knowledge as well as his powers.  

Eventually, you will stop being just a brutal warrior.  You will become something less, and more than, human.  You have become a Red Lord, Bloodmaster, War-Father, Butcher King.  You are a Walker of the Red Road.   

by BrightStar40k
Base Walker Statblock:

SHP, Atk and Saves determined below.  A Walker's Morale is always 16 or higher.

All Walkers also possess the following abilities:

Damage Threshold: All Walkers possess a Damage Threshold.  Unless a source of damage equals or exceeds it's Damage Threshold, treat that source as if it did no damage.  

Conditional Immortality: Walkers do not age and cannot be aged magically.  They will live forever unless killed.  They automatically pass any save vs death and ignore any effects that would instantly slay them (barring Referee's Discretion).  

Specific Death Condition: Walkers have Conditional Immortality.  Unless slain in a very specific way, killing them does not destroy them, only kills them for a certain amount of time.  After a set time period relative to their strength (see below) they will return to life and continue their bloody work.  

Aura of Slaughter: Walkers are surrounded by an aura of violent intent.  All creatures within 50' of them must save.  On a failed save, creatures take 1d6 COG damage per round they are within range of the Walker's aura.  If reduced to 0 COG by this aura, affected creature will begin randomly attacking anything in sight besides the Walker.  They will temporarily become Blood-Crazed Fanatics.  Remaining in a Walker's aura for 24 hours or more will destroy your mind and transform you into a Blood-Crazed Fanatic permanently.

Soul Harvest: After killing a creature, a Walker can take an action to harvest that creature's soul.  This gives the Walker back X SHP, where X is the number of HD/Levels the slain creature had.  

Journey to the Plane of Blood: By committing an act of mass slaughter, a Walker can open a portal to the Plane of Blood.  They cannot easily open portals from the other side however, and must either be invited in by someone opening a portal to that Plane or by the veil between that Plane and our world growing thin enough for one of them to slip through.  The only time the latter occurs though is during monstrous acts of brutality, mass slaughter or truly hellish battles.  

by AlexBoca
Generate your own Walker:

How strong is the Walker?

1d4
1- Strong.  The Walker is strong, but not to an insane extent.  He has a Damage Threshold and SHP equal to 7, an Atk of 1d6+5 and Saves of 14 or less.  A well-armed group of specialists, prepared for his arrival could probably defeat him.  The signs of his presence extend only over a small town to the surrounding farms, his host is small and he possesses 1d4 Massacre Arts.  If killed in a way that does not fulfill his Specific Death Condition, he returns to life in a year and a day.  
2- Terrible.  The Walker is the greatest warrior anyone in the region has ever seen.  He has a Damage Threshold and SHP equal to 8, an Atk of 1d6+6 and Saves of 15 or less.  He could still be killed, but not in anything resembling a fair fight.  The signs of his presence extend out of a whole community, his host is large, but not massive, and he possesses 1d6 Massacre Arts.  If killed in a way that does not fulfill his Specific Death Condition, he returns to life in 1d6+1 months.  
3- Great.  The Walker is a figure straight of myth, unparalleled in skill and power.  He has a Damage Threshold and SHP equal to 9, an Atk of 1d6+6 and Saves of 16 or less.  No warrior you know could stand up to him for more than a few moments.  The signs of his presence sweep over the whole region, his host is great and he possesses 1d8 Massacre Arts.  If killed in a way that does not fulfill his Specific Death Condition, he returns to life in 1d3+1 weeks.    
4- Devastating.  The Walker is a walking apocalypse.  He has a Damage Threshold and SHP equal to 10, an Atk of 1d6+7 and Saves of 17 or less.  He comes to bring doom to entire kingdoms and civilizations.  Signs of his coming sweep over the whole land, his host is massive, seemingly beyond count and he mastered 1d10 Massacre Arts.  If killed in a way that does not fulfill his Specific Death Condition, he returns to life in 1d6+1 days.     

What signs herald his arrival?

1d10
1- Disturbing dreams filled with violence.
2- Water sources turning to blood.
3- Clouds heavy with unnaturally colored lightning.
4- Unnatural weather such as 1d4 [1= A rain of fire; 2= Fog clouds full of hot smoke and cinders; 3= Foul-smelling fog that reeks of corpses; 4= A rain of blood.]
5- The dead are disturbed.  1d3 [1= Corpses rest uneasily in their graves, some are seen attempting to crawl their way out and escape "something"; 2= The Undead begin appearing in greater numbers than normal; 3= Ghosts wander the streets at night.]
6- Those more sensitive or already unbalanced start to go insane.  Random acts of violence, public nudity, general madness become common.
7- Animals fleeing in vast numbers.  You haven't seen a rat in a few days.  That's very odd.  
8- Natural disorder.  1d3 [1= A new plague strikes suddenly, without warning; 2= The crops begin to fail, either from a strange blight or sudden shift in the weather such as a drought; 3= Natural disasters begin to occur more often and are more destructive when they do.]
9- An eclipse of the sun or a bloody moon.
10- A bright star falling from the heavens

What Massacre Arts does the Walker know?

They may also know...

1d20
1- Body of Water, Heart of Light.  The Walker possesses the ability to change his form into anything he desires, as long as it is within 1 size category of himself.  His attributes and abilities remain the same, barring things he could not do in certain forms, such as fly in a form without wings.  
2- Fortress Mind.  The Walker possesses Magic Resistance equal to 1/2*Xd10%, where X is Damage Threshold.  So if he has a Damage Threshold of 8, he has 40% Magic Resistance.
3- Wings of the Red Angel.  The Walker can fly, with a fly speed equal to double his walking speed.  
4- The Illusion of Safety.  The Walker can 1/round, as a free action, teleport up to 100'.
5- The Sword that Slays Hope.  The Walker can, 1/Day, strike at a creature with a blow.  On a hit, that creature must save vs death.  The creature gets advantage on his save if he has equal or greater HD/Level to the Walker.  If he has less than half the Walker's HD/Level, he has disadvantage.  On a successful save, the creature takes half damage as if from a normal attack.  
6- So He may not Sully His Boots.  The Walker can walk on clouds, smoke and clouds of dust as if they were solid.  He can treat them as gaseous as he wishes too.
7- Spring of Wildcat.  The Walker can jump up to 100' horizontally or 50' straight up.
8- Mirror of Lady Death.  1/Round, the Walker can deflect an attack directed against himself.  That attack is then directed back at the attacker, who must make a defense roll as if he was the one initially attacked.  
9- Blade that Parts the Rain.  1/Day, the Walker can make an attack against all creatures within melee range.
10- Call forth the Greatest Ally.  1/Day, The Walker creates multiple clones, each one possessing a portion of his strength.  If he creates 1 clone, the clone has all of his abilities but is only 50% as strong as him.  For example, if the Walker has a Damage Threshold of 8, the Clone has a Damage Threshold of 4.  If he creates 2 clones, the clones have all his abilities but are only 25% as strong as he.  If he creatures more clones, reduce their strength appropriately.  
11- Awaken the Butcher Gods.  1/Day, The Walker summons X spiritual limbs, where X is his Damage Threshold.  Each limb has 3 HD, AR 3 and has resistance to non-magical weapons.  They have half his Atk modifier and attack one creature he does not target.
12- Master of the Killing Floor.  The Walker has heightened senses and can see 360 degrees around himself.  All attempts to sneak up on him are made with disadvantage.  He cannot see invisible creatures, but he can smell them, hear their heart-beat and feel the vibrations caused by their footsteps.
13- Scourge the Brave.  1/Day, those who are not affected by the Walker's Aura of Slaughter take 1 damage a round they are within melee range of him.  This effect lasts for 10 minutes or until it kills a creature.
14- Call to Duel.  The Walker can 1/round force a creature to save.  On a failed save, that creature must attempt to make a melee attack against the Walker.  
15- Inescapable Vortex.  If you attempt to move away from the Walker, he can make a free attack against you.  
16- Clear the Threshing Floor.  1/Day, the Walker may increase the amount of attacks he makes in a round, in exchange for a -1 penalty to damage for each additional attack made.  
17- The Commandment of Cruelty.  If the Walker damages a creature, he can force that creature to save.  On a failed save, the creature must make an attack against a creature of the Walker's choice.  On a successful save, the creature is immune to the Walker's Commandment for the rest of the day.  
18- The Commandment of Hatred.  If the Walker is damaged by a creature, the Walker may immediately make an attack against that creature.   
19- The Commandment of Wrath.  If the Walker is reduced to half his HP or below, his Damage Threshold increases by 1/2 for the next (1/2*X) rounds, where X is his Damage Threshold.  He can only invoke this Commandment 1/Day.
20- The Commandment of Pride.  If the Walker kills someone who has personally offended, irritated or angered him, absorbing that creature's soul will restore it to full HP.

by Diana-Martinez
What forms his host?

All Walkers are accompanied by a Slaughter-Host of Warriors.  These Hosts are guaranteed to contain Evil Humanoids and Blood-Crazed Fanatics.

To determine what is in the Walker's Slaughter-Host, roll on the table below until the combined total of your rolls exceeds 12.  

Evil Humanoids are humanoids that are evil.  They follow the Walker because 1d6 [1= They follow strength and the Walker is the strongest thing they've ever seen; 2= They are trying to manipulate him into destroying their enemies; 3= He brings them battle and victory, which is all they want; 4= His destructive rampages are good opportunities to loot and plunder; 5= They're on a crusade and the Walker was clearly sent by their Gods to aid them, or so their Priests claim; 6= The Walker is forcing them to follow him, they would abandon him in a second if they didn't think it would be suicidal to do so.]   

Blood-Crazed Fanatics are intelligent creatures that have been driven mad by the Walker's Aura of Slaughter.  They will follow him and kill for him, but their minds are mostly gone.  Only by separating them from the Walker and purifying their minds of his malign energy could they recover.  They can't really follow any sort of commands and are only barely aware of the Walker and the other Fanatics- they will fight alongside them, but do not truly recognize them.  When not fighting, they will stumble around, trying to remember how to do basic things like talk.  They are basically incapable of taking care of themselves and usually die of thirst or infected wounds if not cared for by others.     

1d12
1- Ghouls.  They follow because the Walker is basically leaving a buffet wherever he goes.  They care only that this feast never ends.  
2- Undead.  These Undead are 1d3 [1= The mad ghosts of the slain, unable to rest; 2= The unquiet dead who were not buried; 3= The slaves of a group of necromancers, who follow the Walker for their own reasons.]
3- Evil Outsiders.  These are beings from beyond our realm that most would call Demons.  They are here to kill and spread misery for their own amusement or reasons beyond our comprehension.  
4- War-Smith Constructs.  The Walker's hosts contains constructs and autonomous war-machines.  These are maintained by a group of Rune-Smiths and artificers who seek to profit from this campaign of blood.  
5- Corrupted Beasts.  Beasts that violated Natural Law and have been cursed with greater intelligence, they now turn their powers towards wickedness.  
6- Giants.  The Giants are here for their own reasons, whether to conquer, experiment or simply to feast on the spoils.  
7- Doppelgangers.  Among the humanoids, there is a Cell of Doppelgangers.  They mainly act as spies and informants for the leaders of the Host.  The Walker is much more a figurehead, he does not lead, the Slaughter-Host merely follows.  
8- A Beholder.  It is the companion of the Walker and seeks to help him craft the perfect killing art.  
9- A Mind-Flayer and it's Puppets.  The Mind-Flayer is pursuing for it's own ineffable reason.  It's mind-slaves pursue because they have no choice.  
10- A Durama and his freaks.  The Durama is following because 1d4 [1= He likes fighting and violence; 2= The destruction and ruin left behind by the Walker's advance is just so "in", you know; 3= Because he is shopping for disgusting freaks to add to it's collection; 4= He really wants a suitably disturbing, tragic or melancholic place to read his excessively erotic, disturbing or deranged poetry.] 
11- A Hag.  Whatever her reason for being here, it probably involves accumulating power or screwing someone else over and it will definitely not benefit anyone but her.  She won't actually fight though, she's just going to creep around the edges of the battlefield to look for opportunities to exploit or people to mess with.  
12- A Dragon.  The Dragon is here to 1d6 [1= Expand his hoard; 2= Take vengeance on a thief; 3= Expand his territory; 4= Punish some interlopers; 5= Add to his own glory; 6= Look for some interesting people to add to his Drakencult.]

How does the Walker treat his Host?

1d4
1- He is barely aware of their existence and only acknowledges them if they are standing in the way of his current objective.
2- He holds them in contempt and is perfectly willing to explain to them how pathetic they are, to their faces.
3- He cruelly lords over them, letting them serve him while tormenting them for his own sadistic pleasure.  
4- He uses them as an army of conquest and gives them orders.    

What is his Specific Death Condition?

1d10
1- He can only be killed by a hero, a genuine paragon of virtue.
2- He can only be killed by wicked, wicked villain.  
3- He can only be killed by a member of his own bloodline or one of his descendants.
4- He can only be killed if a child strikes the death-blow against him.  
5- He can only be killed by one particular weapon, which is, of course, lost, stolen, missing or long forgotten.
6- He can only be killed by a traitor.  
7- He can only be killed in a specific place or environment.  
8- He can only be killed at a specific time each day, or on specific days, or in certain months.
9- He can only be killed during certain celestial events.  
10- He can only be killed by a person who fits a certain highly unlikely set of circumstances, such as "No man of woman born can kill MacBeth."   

What is the Walker's goal?

1d6
1- Take revenge on a particular mortal who killed them the last time they were in the world of flesh.  If that person is dead, their civilization, descendants or someone who looks like them will do.
2- They have received a prophecy that one particular creature will kill them.  They want to prevent this prophecy from coming true by destroying this creature.
3- As above, except the creature that will kill the Walker hasn't been born yet and the Walker is trying to wipe out his soon-to-be parents.  
4- To recover a treasure they lost on a previous campaign.  
5- To clash with an opponent worthy of their skills.  
6- To cause destruction and spill blood.  They will pick the most interesting looking direction and walk that way, destroying anything in their path.  The reason why has long ago eluded them.