Monday, January 14, 2019

The Sovereign's Sacred Treasures

These are the Sovereign's Sacred Treasures, six treasures created for a long-dead King called Hashezzar,  the Overlord of Solar Radiance.  This man was a real, if obscure historical figure, though whatever setting you're in, he's been dead for a long time.  Further research will reveal that Hashezzar supposedly had six sacred treasures, each one incredibly valuable, and supposedly, possessing strange, mystical properties.  These sources are right.  Each the Sacred Treasures a powerful magical item.

These magical items are among the most dangerous tools that someone could acquire, right up there with a suitcase nuke and a vial of highly contagious, weaponized influenza.  The Sovereign's Sacred Treasures are the magical equivalent of raw plutonium, dangerous by themselves, but if combined properly (or improperly) they could unleash a catastrophic amount of death and destruction. 

Base Powers:

Stat Increase: All Sovereign Magic Item boost their associated Stat to 16, unless you had one that was already higher, in which case the Stat will instead be boosted to 18.

Sensing: As long as they are within the same universe, the owner of a Sovereign Magic item can sense the presence of the other items, unless they are outside this universe or besides a ludicrous amount of radiation shielding.

The Amulet of Allspeech

A King's Authority.

Appearance- A steel Aquila necklace, heavy and ornate, the eagle's feathers each tipped with a small gemstone, everything from a tiny ruby to a clear diamond to a moonstone and a pearl and everything in between.  It feels warm to the touch, and radiates magical power.

Power- Allows you to speak any language.  You may also give an order X times per day, where X is the number of the Sovereign's Sacred Treasures you possess, and all who hear it must save or obey, if they have less than or an equal number of HD when compared to the wearer's level.  Those with higher HD may simply pass.

Stat Increased- EGO (or INT, if you still use it).

Curse- Those who wear the Amulet of All-Speech who are not of royal blood, whether through birth, marriage or adoption will quickly suffer the Amulet's curse, and that is promotion.  The Amulet's wearer will quickly find that authority figures trust them and turn over power to them much easier.  They will suffer a meteoric rise, then usually fall just as quickly.  Those of royal blood do not suffer this curse.    

The Crown of Courage


A King's Leadership.

Appearance- A circlet of silver and white gold wire, heavy with geodes and gemstones.  These gems seem to subtly glow when the crown is being worn. 

Power- As an action, X/Day, the wearer may select any number of people that they can see.  Those people must then save, if they wish to.  Those who fail their save will then become either immune to fear for as long as they are within 100' of the wearer or able to see him, or they must immediately check morale or flee.  Even if they pass their morale check, they take 1d6 Fear (CHA for player characters) damage a round.  If the Amount of Fear damage they've taken equals or exceeds their morale (or total CHA score), they flee, no matter what.

The wielder may activate this ability X times per day, where X is the number of the Sovereign's Sacred Treasures that they hold. 

Stat Increased- DEX.        

Curse- The wearer becomes unable to know how much HP they have left.  They do not track their HP, the Referee should do it for them.  This curse does not apply if the wearer finds a courageous person and kills them, then eats their heart.


The Helm of Health

A King's Blessing.

Appearance- A Corinthian helmet made of gilded steel and studded with pearls and moonstones around the eyes.  Has a sideways crest of royal purple and tassels of white that dangle down from it.  It smells of good soil and ripe wheat, and makes you remember a home that never was.  It radiates magical power.       

Power- Allows you to instantly heal anyone up to full health if you touch them.  Can also banish diseases and flush poisons with a word. 

Stat Increased- CON.

Curse- The wearer may not heal use the Helm's power to heal themselves.  This curse does not apply if the wearer has cast aside their old name and identity, as well as renouncing all previous obligations to their name.  Referee's discretion on what "Casting aside" means.

                                                               from Goblin Slayer

 The Plate of Protection

A King's Mandate.

Appearance- A suit of white plate armor straight from the High Middle Ages.  Warm to the touch and fantastically detailed with all sorts of symbols, both familiar and alien.  Radiates magical power. 

Power: As an action, the wearer can make him or herself invincible for X rounds.  During this time they cannot be hurt by anything.  Bullets bounce off them, fire tickles and poison gas tastes as sweet as fresh spring air.  This invulnerability only lasts for X rounds, after which the Plate of Protection is only a strong suit of armor, and the ability cannot be used until the next day/after the next long rest. 

The number of rounds this ability can activate for, X, is equal to the number of the Sovereign's Sacred Treasures the wearer possesses.


Stat Increased- STR.

Curse- The Plate of Protection fuses to anyone who wears it.  It is effortlessly comfortable, weighing less than air and filling the wearer with power.  But each day they wear it without taking it off for an equal amount of time that they have worn it, they take 1d4 WIS damage.  As this damage accumulates, the wearer becomes more and more paranoid of the dangers they might face.  If this WIS damage ever equals or exceeds the wearer's WIS score, then the wearer will refuse to take the plate off.  At this point, the plate fuses to their body, and it cannot be taken off without killing them.  They treat the plate as their own body, and the plate responds, bleeding when cut and moving as they breathe.  It loses some of its metallic sheen and begins to resemble bone.  This curse does not apply if the wearer captures one of his or her enemies and convinces them to join the wearer of their own free will.  For this choice, the arm-twisting and rough treatment is permitted, but if the Choice is made while the enemy is under the effects of sorcery, such as Charm Person, for instance, it does not count. 

                                                     from Kill Six Billion Demons

The Sword of the Satan

A King's Responsibility.

Appearance- A broken hilt with a gilded, hand-carved handle of dense wood, wrapped in sharkskin.

Power- As a full action, a phantom blade of pure spirit will emerge from the hilt.  This sword can cut through anything, and hurt anything.  It does not do damage by rolling dice, but instead it deals damage equal to the wielder's CHA score + his or her STR modifier.

Stat Increased- WIS.

Curse- Every time the Sword is used to make a successful attack, it reduces the wielder's CHA by 1.  These CHA points will naturally restore themselves at a point of 1 a week, or 1d6 if the wielder murders someone and claims their soul.  This curse does not apply if the wielder has betrayed and murdered a member of their family or a blood-brother.  

                                                from Homestuck

The Ring of Resurrection

A King's Duty.

Appearance- A ring of gold, with an inscription on the inside.  "Be raised Imperishable, oh Son of the Morning."

Power- As long as the wearer is wearing this ring, they cannot die.  They will still be damaged, but their soul will leave their body.

Stat Increased- CHA.

Curse- Every time the wearer would die, someone nearby suffers their fate.  For example, if they were shot and would have been killed by the bullet, a stray bullet randomly blows a hole in someone's head.  No save.  This curse does not apply if the wearer sacrifices a child in a dark ritual, under the full moon.

Saturday, January 12, 2019

Dragon Generator 2: Electric Boogaloo

I made a Dragon generator a long time ago.  It was alright.  But now I'm back, this time with my definitive take on Dragons.  Hopefully.  Credit to these people for inspiring me, and for further reading, check out Dragons as "radioactive moon aliens", Dragons as pinatas, and Dragons as people (part 1, part 2).

                                                               by gerezon
   
"Dragons are dragons because humans can't beat 'em."

- Godo, Berserk

Dragons are superior beings.  On the Great Chain of Being that rises from Stones to Gods, Dragons sit much higher than mortals.  They are divine sparks, pieces of eternal flame, wrapped in meat and magic, given power beyond your ken.  They are unbreaking and plastic, mad and inspired, crippled and divine.

As Dragons are all "servants" of Chaos, they are all unique.  Roll on the tables below to see what this particular specimen is like.


How large is it?


Size is determined by strength.  Roll on the "how strong are they?" below.

What color is it?

1d20

1- Red
2- Blue
3- Green
4- White
5- Black
6- Purple
7- Pink
8- Grey
9- Yellow
10- Gold
11- Silver
12- Bronze
13- Brass
14- Copper
15- Tin
16- Lead
17- Opal
18- Diamond
19- Fractal-patterned
20- The Dragon's scales mimic the Heavens above.  During the day it shines golden, and at night it is black and covered in swirling constellations and shining stars.

What is this Dragon's name?

All Dragons name themselves after the greatest item they own.  For example, Brightsoul the Dragon named himself after the ring of the same name after he stole it from the Emperor of Merciful Light.  Similarly, a Dragon's titles are self-adopted, and they don't always make sense.  Mostly, Dragons choose what they think sounds cool at the time.  Brightsoul's title is the Dragon of Stars and Rings, so his full name is Brightsoul, the Dragon of Stars and Rings.


What is this Dragon's Title?

  
Is there anything odd about this Dragon?

1d20

1- It is Mutated.  Roll here, or on your favorite table.
2- It has 1d4 extra limbs.
3- It has a second sets of Wings
4- It is more Humanoid, and can stand on two legs like a person.
5- It has eyes of two different colors.
6- It is covered in scars.
7- It has 1d6 extra eyes.
8- It's tail is tipped in a wicked spike, barbs, stinger, etc.
9- It has a crown of fire, stars or light constantly floating over its head.
10- This Dragon has a magic sword embedded in its flesh.
11- This Dragon is visibly sickened/poisoned by some hideous disease or poison.  It might die, it might not, either way, it is sick and miserable.
12- This Dragon's roar is something unusual.  Instead of a terrifying, screeching reptile roar, it is 1d6 [1= A choir of voices; 2= The sound of an air-raid siren; 3= The screaming of the damned in Hell; 4= The shattering of a million windows;  5= The cry of a thousand eagles; 6= The howl of a massive wolf-pack]
13- This Dragon's eyes have permanent Dragon vision.
14- This Dragon is constantly as hot as an oven, touching it burns you.
15- This Dragon is armed to the teeth, constantly carrying weapons of a sort.
16- This Dragon is blind, 80% chance it has a method to compensate for this that could be disabled, 20% that it just as dangerous now as it was when it could see.
17- This Dragon cannot fly
18- This Dragon can tunnel through the earth.
19- This Dragon can breathe underwater.
20- This Dragon is addicted to Dagra Wood.

What Madness afflicts this Dragon?

This Dragon, like all Dragons, is mad.  Roll on the table below to see what demented chain of logic it has bound itself up with.


1d20
1- One piece of its hoard is actually a forgery, and the Dragon is desperately searching for it
2- That it knows you, and you were hired to a job for it.  The Dragon will mis-remember the job every few minutes.  It expects results.
3- That their are rats in the walls, who are spying on it.  It wants you to find the one controlling the rats, and kill them.
4- That it is actually a human, hiding in a cave from a Dragon.  It will ignore the fact that it is actually a massive lizard.
5- That it is being hunted by the Shadow of a Tiger it once killed.  The Shadow is stalking the Dragon, waiting for it to weaken.  The Dragon is hallucinating, and sees the Tiger's Shadow everywhere.
6- That the Sun is actually a great, glowing jewel.  The Dragon desires to possess the Sun, and is currently using its Drakencult to build some sort of fantastically elaborate and doomed device to reach the Sun, so it might claim the treasure for itself. 
7- That the Stars are spying on the Dragon.  It refuses to fly at night, except for in the most desperate circumstances, and tries to only go out during the day.
8- That its minions are incompetent.  It will demand your help, then when you fail to meet its high and ever-changing standards, it will turn on you
9- It is having strange, prophetic dreams.  Interpret them for the Dragon, and you will receive a boon.  But if you interpret them in some way that the Dragon does not like, the Dragon will eat you.
10- The Dragon believes it is actually a destined child of prophecy, and one day it will receive the summons that demand it to come forth and fulfill its' destiny.
11- The Dragon believes and acts like it fills some important position of power, such as a King, Chancellor, etc.  It issues useless decrees and has decorated its lair like a Palace worthy of the position it believes it fills.  If the Dragon was ever sufficiently motivated to go actually check, it would find an usurper in its place, and that its totally sensible and useful declarations were not being followed.  This would make it quite mad.
12- The Dragon believes that you are here to kill it.  It will plead with you and make a few requests of you, and try and talk you out of fighting it.  It doesn't expect you to accept though.  Any attempts to deny that you are here to kill them will be met with arguments and suspicion.    
13- The Dragon believes everyone is out to steal their hoard.  If you deny this fact, then you are really out to get them, as why would a person without malicious intentions lie?
14- The Dragon has recently heard of morality, and now feels incredibly guilty for the things it has done.  It considers itself evil.  Refusing to acknowledge how evil the Dragon is will force the Dragon to "prove" how evil it is by roasting you alive.
15- The Dragon has more names and identities than you can imagine.  It shifts personalities from scene to scene, and seems to possess at least 1d8+2 different personalities.
16- The Dragon believes its' lair is haunted, and is currently engaged in a fruitless ghost hunt, tearing the place apart in search of any sign of a haunting
17- The Dragon is cursed.  They're sure of what.  Any evidence at all is evidence of a curse.  The Dragon will claim it is cursed with different things, but it knows it is cursed.
18- The Dragon believes it is surrounded by madmen who need soothing and comfort.  It will attempt to pacify you, and treat you like a feral beast.  Attempting to resist or insist you are not a madmen will only be met by patronizing affection from the Dragon, and an insistence that you comply.
19- The Dragon believes it is blind.  It can clearly see, but it is "pretending" not to be able to.  It registers what it sees on a subconscious level, but there is no conscious recognition of what it sees
20- The Dragon is a fanatical convert to a pre-existing religion, and will attempt to convince everyone who comes upon the Dragon of the truth of the Dragon's scriptures.

Who serves this Dragon?

All Dragons are Kings and Princes, and thus, have servants.  These servants are known as a Drakencult, a bunch of religious zealots who revere the Dragon as a deific figure.  They vary in form and function, some merely servants and valets, while others fight, spy or do anything else the Dragon requires.

1d20
1- Horrible old men.  Lead either by a Warlock or a Manticore.
2- Beautiful women in sparkly dresses.  Lead by the most beautiful one of them all.
3- Identical Twins.  They all dress like their twin, and have a lot of fun messing with people.  Lead by a trio of identical triplets that no one, not even the Dragon, can tell apart, except by what they talk about.
4- Dozens of clones of the same person.  They go by numbers and scar each other, to differentiate themselves.  They are lead by #0, the first clone, a deformed freak who guard's the original's body, who is in stasis in a concealed pod.
5- Wives.  50% of being the Dragon's wives, and a 50% that they are someone else's wives, that the Dragon stole.  Led by the First Wife, who is never seen but often spoken about, usually with great trepidation.
6- Folk.  They are bound to the Dragon through long chains of debt, obligation, and oaths of servitude.  The Dragon is an excellent negotiator.  Led by a Faerie.
7- Amazons.  Led by a Matriarch who idolizes the Dragon.
8- Royalty.  The descents of a kidnapped prince or princess.  They act like nobles, with the Dragon as their immortal King.  They may have plans to retake "their" kingdom one day, for their beloved Sovereign.  Led by the eldest male descendant of the original royal figure.
9- Tough street urchins who regard the Dragon as a sort of parental figure.  Led by One-Eye Nick, a tiny, twelve year old kid whose tougher than most men twice his age.
10- Warriors, berserkers, former knights, ronin or dudes with tattoos and axes.  Lead by an insane warrior-priest whose tattooed from head to toe with scenes of slaughter, and enjoys quoting scripture as he kills people.
11- Actors.  They wear masks and wander around, putting on plays and performing improv with anyone nearby.  Lead by a man called the Director, who seems to have mysterious powers.  
12- Musicians.  They play music.  Some of them may be able to weave magic into their songs.  Lead by Frankonin, a sexually deviant bard hopelessly in love with the Dragon, though he conceals this fact.
13- Thieves and Spies.  They will pretend to be normal servants, but expect to be missing your pocketbook and most of your jewelry by the time you leave.  They fight like Scoundrels, but they prefer not to.  Led by Black Hat McCoy, a master of assassination and stealth, a man who serves the Dragon with superstitious respect and awe. 
14- Ancient people displaced from their time of origin.  They could be cavemen or squatting primitives, or people from long-fallen empires, kept in the dark about how much time has passed.  They are led by Galwan, the Uncrowned, their former King who refuses to wear a Crown or sit upon a Throne until his people's lands are restored to them.
15- Undead.  They are bound to the Dragon with magic.  They know no pain, fear, or hesitation.  They burn in the sunlight, and flee from holy symbols.  The Undead have no real need for a leader, but the smartest among them is an Undead who has descended into feral madness yet named Butcher.  
16- Lepers or those with the plague.  Or perhaps, the Plague.  They are led by a Toxic named Gilheart, a semi-dead knight with the Velox Vector.
17- Troglodytes, or Starving Men.  They speak no language and have no real culture.  They are deformed and dangerous.  They are vicious and cut-throat to the extreme, possessing only bone thomahawks and stone knives, but these are more than sufficient to kill you with.  They are led by Chief Rockrib, an unlettered savage that stands a head taller than all the others.
18- Vampire Cultists.  They need blood, but have few Vampiric powers.  They are lead by Scaleson, the boldest of their number, who drank the Dragon's blood and was changed. 
19- Philosophers.  Ever loyal, every mad.  Non-violent.  They will challenge you to rhetorical debates and entrap you in chains of logic.  You can just kill them, but if you do, aren't you proving them right?  They are lead by a madman named Prince Sulvaine, who rules nothing but the shrubs outside the Drakencult's compounds. 
20- Magic-Users.  A bunch of level 1 Magic-Users, lead by a level 1d3+1 Wizard named Ulric Northwind, a Calcomancer of some skill, who is fond of freezing people to death.

                                                                   by gerezon

What does this Dragon hoard?

All Dragons hoard things.  It is how they determine their self-worth, and how they build their massive egos.  All Dragons hoard different things, as they all assume that all objects of that type belong to them.  This doesn't necessarily mean they want them, but if you walk into a Dragon's lair with a fancy sword and that Dragon collects swords, the Dragon might want that sword.  But it wouldn't necessarily want your swords if they were notched or well-used, though the Dragon might prefer such seasoned pieces over display quality toys.

This Dragon's Hoard consists of?

1d20

1- Gold
2- Jewels and/or Jewelry
3- Art of some variety.  Roll on sub-table A to see what this Dragon prefers.
4- Clocks and time-keeping devices.
5- Books
6- Religious Relics
7- Figurines or statues
8- Clothing
9- Armor
10- Weapons
11- Skulls and/or Bones
12- Animals of some variety.  Roll on sub-table B to see what this Dragon prefers.
13- People of some variety.  Roll on the Drakencult table to see what this Dragon prefers.
14- Secrets
15- Prophecies
16- Toys
17- Historical artifacts from a time period the Dragon is obsessed with
18- Dreams
19- Taxidermied Animals
20- Broken things.  Snapped swords, unsteady chairs, cracked pottery, three-legged cats, cripples and mutants.

sub-table A:

1d8

1- Portraits, busts, and other works focusing on realistic faces
2- Paintings, any
3- Statues
4- Frescoes
5- Murals
6- Reliefs
7- Jewelry and worked, jeweled things
8- Modern art.  Whatever the cutting edge is, the Dragon favors that.  The latest pieces are clearly displayed, while the rest are stowed in back rooms.

sub-table B:

1d10

1- Cats
2- Crows
3- Ravens
4- Big Cats
5- Wolves
6- Guinea Pigs
7- Boars
8- Crocodiles
9- Bears
10- Bees

This Dragon's treasure is cursed.  Anyone who steals it will suffer...

1d20
1- "A terrible, debilitating fear of the dark."  The Cursed will be terrified of the Dark, and will avoid all Dark places, such as outside at night, caves, etc.  This curse is broken by descending into the Veins of the Earth and returning alive.
2- "A ravenous desire to consume human flesh."  The Cursed will develop a compulsion to eat human flesh.  Eventually, they will dine exclusively on it.  They will then eventually become a Wendigo or some other sort of once-human supernatural cannibal.  This curse is broken by cutting off a limb and feeding it to someone else.
3- "An early, hideous death."  The Cursed will die soon, and automatically fails all saves against death.  Additionally, if they are reduced to zero HP for any reason, they die, no save.  This curse is broken by someone sacrificing themselves for the cursed. 
4- "By having the ghosts of those they kill haunt them."  Anyone the Cursed kills now will pursue them as a Hungry Ghost, seeking to slay them and drag them down to Hell.
5- "By being pursued by a shadowy, implacable predator."  The Cursed is now being relentlessly pursued by a cold, invisible intelligence that only they can see.  The Predator cannot use tools or vehicles, but it never, ever stops.  This curse is broken by passing the Predator off on someone else, by getting someone to steal one of your possessions. 
6- "By being fated to perish in flames."  You take double damage from fire.  This curse is broken by killing a Dragon, or serving one for a year.
7- "By being rejected by their friends."  All friends of the Cursed now begin to subtly resent them, and after some time, will cast them out and reject them.  People who do not know the Cursed are not affected by this, but as soon as they start to know the Cursed, they will become affected by this.  This curse is broken by performing a selfless act toward someone you don't know. 
8- "For they will never be seen again."  The Cursed's body becomes invisible.  None of their equipment does.  They also become blind, because sunlight passes right through their retinas.  This curse is broken by giving away all your possessions, and not retrieving any of them.
9- "For they will lanquish in darkness, forever."  The Cursed becomes unable to see natural light.  To them, the sun and stars vanish, leaving the world lit only be fires and other, artificial lights.  This curse is broken by speaking to a powerful Fire Elemental, and making a pact with them.
10- "For they will burn in the sunshine, as it reveals their sin."  The Cursed takes damage from sunlight, as if they were a Vampire.  This curse is broken by being set on fire.
11- "By being forever aware that I am in pursuit, and will never allow them to escape."  The Cursed comes under the Delusion that the Dragon is right behind them.  They will see signs of the Dragon's pursuit, hear its servants spying on them, see its shadow in the night, etc.  They will develop an incurable and crippling paranoia.  And the Dragon is pursuing them, but now they develop a nervous compulsion and paranoid delusions.  This curse is broken by the Cursed changing their name and identity.
12- "By being unable to control to control their rage."  The Cursed now cannot control their wrath, and flies into a rage whenever appropriate.  I would recommend using something like this.  This curse is broken by forgiving someone who doesn't deserve it that has wronged the Cursed, and giving them a chance at redemption.
13- "For their sword will fail them when they need it most."  The Cursed, when they most need to strike a fatal blow (Referee's discretion) will miss.  This curse is broken by sparing the next person the Cursed would have killed.
14- "By being transformed into a deformed freak."  The Cursed is transformed into a piteous caricature of themselves, with a CHA/EGO of 3.  They are pitiful, ugly, and strange, like the Hunchback of Notre Dame.  This curse is broken by cutting off your face and having a new one attached.  
15- "For under the light of [A celestial body significant to the Dragon], they will transform into a monster and rampage through the town, hunting their own kinsmen for food."  As it says on the tin.  The monster will have a malevolent intellect and personality separate from the Cursed, but will be as strong as them, and have their abilities.  This curse is broken by being annointed by a Priest, Angel or Spirit.
16- "For they will forget everything, except for their crime."  The Cursed immediately suffers total amnesia, with the exception of the fact that they stole Dragon treasure. 
17- "By being branded with my seal."  Any who bring their bones to me will be rewarded handsomely.  The Cursed is branded with the Dragon's seal.  Evil beings near them will know they can kill the Cursed and deliver their bones to the Dragon for a reward.  This curse is broken by selling yourself into slavery. 
18- By becoming immortal.  This based on Death becomes Her logic.  The Cursed is immortal as long any part of their body remains intact, and their soul cannot depart from it until not a scrap of them remains.  Their body cannot heal except based on its usual properties, and the curse does nothing to dull pain or fear.
19- "By transforming into a child once more."  The Cursed is de-aged until they are a child again.  Their mind will follow the body, and within a few months, they will have forgotten everything about their life from before they returned to their youth.  This curse is broken by getting married.
20- "By being pursued by storms."  The Cursed is pursued by storms wherever they go.  These storms bring constant rain, hail, lightning, and other terrible weather phenomena.  This curse is broken by making a pact with a Lord of the Earth.

                                                                by creativetemplate

base Dragon statblock
SHP X  AC (see below)  Atk (see below)
Mor 11  Saves 7+X or less is a success

Damage Threshold X: All Dragons have a Damage Threshold.  They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage.  To determine the Dragon's Damage Threshold, consult the table labeled "How strong are they?" below.

Fear: Whenever you enter combat with a Dragon, a Dragon kills one of your friends, or the Dragon does something else intimidating or breath-taking, save vs fear (CHA save in my system).  If you fail your save, you take 1d6 CHA damage.  If the amount of CHA damage ever equals or exceeds your Charisma (CHA) score, then you become overcome with fear and must flee at the first opportunity.  You also gain the Conviction, "I will never fight that Dragon again, as long as I live."

Breath Weapon: All Dragon's Breath Weapons do 6d6 damage (if they do damage), permit saving throws (sometimes) and are only usable every 1d4 turns.  They strike a 60' cone, and have a 60' range.

Flight: All Dragons can fly, unless otherwise listed that they cannot.

Tactics:
- Be clever
- Never fight a battle on the opponent's turns
- Circle Strafe
- Exploit your advantages

How strong are they?

1d6

1: Child.  Damage Threshold 4, AC 16, Atk(+3) Claw 1d6/1d6 + Bite 1d8+3.  This Dragon is a child.  It is possible for a Dragon wyrmling to be abandoned, but very rarely, in the same way its odd to find a human child alone in the woods.  There is a 10% that the Wyrmling is abandoned, its parent was killed, or it is lost and cannot find its way back home for some reason. However, there is an 80% chance that an Adult Dragon is right around the metaphorical corner, and will be here either soon, or the child knows how to get to them.  There is also a 10% chance that this wyrmling's parent is not only alive, but a Great Wyrm, and very, very close.   
2: Adult.  Damage Threshold 6, AC 15, Atk(+4) Claw 1d8/1d8 + Bite 1d10.  The rank and file.  What people think of when they hear the word, "Dragon".
3: As "2", but with a Damage Threshold of 7. 
4: As "2", but with a Damage Threshold of 8.  This Dragon also has 1 Draconic Blessing.
5: As "2", but with a Damage Threshold of 9.  This Dragon also has 2 Draconic Blessings.
6: Great Wyrm.  Damage Threshold 10, AC 12, Atk(+6) Claw 1d8/1d8 + Bite 1d20.  This Dragon has 1d3 Draconic Blessing.  A Dragon that seems as large as a castle.  A Dragon that breathes fire fit to melt stone and reduce fortresses to ruin.  A Dragon that brightens the night with its glory and blocks out the sun with its wings.  A Dragon that snatches stars from the Heavens to serve as handmaids.  A Dragon that remembers the first moments of Creation, a Dragon that feels the divine spark in the center of its flesh, of fire untamed bubbling within.  A Dragon that makes Divinity tremble.  Do not fight this Dragon, for if you challenge it, you have already lost.    

What is their breath weapon?

1d20

1- Fire.  Save for half damage, or if you have a shield, save to avoid all damage.
2- Burning, sticky Tar.  As fire, but the fire sticks around.  Your shield is now covered in sticky, burning goo, and will be gone soon. 
3- Clouds of Grit.  Does slashing damage.  Reduce the damage done by your AC-10.  Ex: if you have an AC of 17, subtract 7 from the Damage the Dragon does.  Also, this permanently reduces the state of one's armor by 1 each time it is used, so after the Breath Weapon is used, the "you" I mentioned above, with an AC of 17, has their AC reduced to 16.
4- Arctic Wind.  Does Ice damage.  Reduce the damage taken if the people fighting are wearing thick winter clothing or some other gear that could protect them from cold weather.  Otherwise, they take full damage.  
5- Acid.  Does Acid Damage.  Reduce damage done by AC-10, but unless your armor is made of plastic, glass or enchanted to be nigh-indestructible, your AC is reduced by 1 each round until you take an action to wash off your armor by diving into a river or something like that.  Additionally, when your AC drops to 10 or below, your armor breaks, and you begin taking 1d6 acid damage a round, until you take an action to clean it off yourself.
6- Toxic Sludge.  Does poison damage.  Absorbed through the lungs, eyes, and skin.  If you are wearing a gas mask, respirator or some kind of hazard suit, you can avoid all damage.  Otherwise, save to take half damage.    
7- Poison Gas.  Roll on sub-table A to see what kind of poison gas it is.
8- Mushroom Dust.  This stuff is highly radioactive.  It does radiation/energy damage.  Armor made of lead, water, stone or enchanted to keep out other "energies" can reduce damage as per "3".  Otherwise, save to take half damage.  Also, save vs cancer, though it won't manifest for 1d4 years.
9- Ultra-Violet Radiation.  Invisible.  The only sign that the Dragon is even using it is the corona of light that appears around the Dragon's mouth when it uses it.
10- Swords.  Does slashing damage.  Save as per shield, but it destroys any shield that is used against it.  Also, each time this is used, the Dragon leaves 3d6+20 swords just lying around.
11- Giant spheres of stone or iron.  Instead of hitting a cone, this sphere hits one person and anyone immediately adjacent to them. 
12- Snakes.  Does no damage, but spawns 1d100*1d10 snakes.  Walking through these snakes does 1d6 (exploding) poison damage as dozens of the snakes bite you as you step on them or pass them by (unless you're wearing plate or something impossible to bite through).  Most of these snakes flee within 1 round, but 1d6+1 of them will stick around.  These will be brightly colored vipers that bite for 3d6 and are permanently under the control of the Dragon, and will follow its orders. 
13- Drakes.  Does no damage, but spawns 1d10 (exploding) Drakes.  See below for the statblock.  These Drakes are permanently under the control of the Dragon, and follow its orders faithfully, to the death.
14- Desert Wind.  Sucks the water from you.  Instead does 1d8 CON damage, save for half, minimum of 1.  If the amount of CON damage taken ever equals or exceeds your CON score, you die.  You can only reduce the damage if you've made a sacrifice to a God of the Desert and your sacrifice was accepted. 
15- Negative Energy.  Negative Energy is pure entropy.  It plucks at your genome, seeking to unwind it, breathing on your soul, seeking to snuff it out.  Hollows you out while you're still alive, then it kills you.  Anyone killed by this, or any corpses exposed to Negative Energy rise as Undead permanently under the Dragon's control.
16- Green Rays.  A cone of green light that burns and makes your muscles slither and bulge.  Instead does 1d8 EGO damage, save for half, minimum of 1.  If the amount of EGO damage you've taken ever equals or exceeds your EGO score, you transform into a giant, green monster made of rage and tumors and start rampaging around, attacking anyone in sight.
17- Wounds.  Does slashing damage as wounds from invisible weapons open all over your body.  This damage can only be reduced by wearing warded or enchanted armor.
18- Insanity.  When exposed to this Breath Weapon, you take 1d6 WIS damage, no save.  If the amount of WIS damage you've taken ever equals or exceeds your WIS score, you gain an insanity of the Referee's choice.
19- Sin.  When exposed to this Breath Weapon, you take 1d6 CHA damage, no save.  If the amount of CHA damage you've taken ever equals or exceeds your CHA score, you become infected by one of the Dragon's mortal sins.  Roll on sub-table B to see what sin it is.  You feel the need to immediately engage in a sinful act, and until you do, you get -4 to do anything.  However, if you do not indulge and fight the rest of the battle similarly impeded, you will find the temptation has passed you by.
20- Doom.  Does no damage.  Instead, when exposed, you take 1d6 STR damage, no save.  If the amount of STR damage you've taken ever equals or exceeds your STR score, you die.

sub-table A:

What gas is it?
1d6

1- Laughing Gas.  All within the gas must save or start laughing uncontrollably.
2- Tear Gas.  All within the gas must save or start weeping uncontrollably.
3- Vile Gas.  All within the gas must save or start vomiting at the incomprehensibly bad odor produced by this gas.
4- Mustard Gas.  All within this gas take 1d6 damage a round.
5- Suffocating Gas.  All within this gas start suffocating, as it is heavier than air, and pushes it all away.
6- Hallucinogenic Gas.  All within this gas have vivid hallucinations that last 1d6 hours, no save.

sub-table B:

What sin is it?
1d8

1- Lust.  If you indulge in this sin, you gain the Conviction, "I am a sex fiend, I will attempt it with anyone I find even the slightest bit attractive.  I have very low standards."
2- Wrath.  If you indulge in this sin, you gain the Conviction, "I cannot control my temper.  If insulted, [I must save] or fly into a rage."
3- Sloth.  If you indulge in this sin, you gain the Conviction, "I find it hard to do anything.  If something is not immediately important, I will ignore it, unless [I pass a save]."
4- Gluttony.  If you indulge in this sin, you gain the Conviction, "I cannot control my desires.  If allowed to indulge, I [must save] or I cannot stop myself from digging in."
5- Greed.  If you indulge in this sin, you gain the Conviction, "I love money more than anything.  If there is a chance for me to acquire some more, [I must save] or I'll take it."
6- Envy.  If you indulge in this sin, you gain the Conviction, "I am never satisfied.  What other people have, I always is better than mine.  I want it."
7- Pride.  If you indulge in this sin, you gain the Conviction, "I am glorious and magnificent.  There is no way I could lose to such lowly creatures."
8- Roll Twice, and take both outcomes.  Treat another roll of "8" as Pride.


Drake
HD 2  AC 14  Atk(+2) Bite 1d6
Mor 7      Saves 8 or less is a success

Flyer: All Drakes fly, unless otherwise affected.

Tactics:
- Fly in fast
- Sneak attack
- Grab someone and fly up, then drop them

Do they have any Draconic Blessings?

1d20

1- Dragon is psychic- it can read minds.  For the Referee, assume the Dragon can hear the player's table-talk, though anything the players say that references out-of-game events will be translated into something the Dragon can understand, or is omitted.
2- This Dragon is a spellcaster.  The Dragon is a level 1d6+2 Magic-User.
3- This Dragon can shapeshift.  Changing shape doesn't change its stats.
4- This Dragon can see the future.  As a Prophet.
5- This Dragon can grant wishes.  It can only grant one wish a year, and will try to twist the wish, as per a malicious/mischievous Genie.
6- This Dragon can summon Elementals.  It has 1d4 of them from the Various Courts somewhere in its lair.
7- This Dragon can summon Outsiders.  It has 1d3 somewhere in its lair.
8- This Dragon is actually Undead.  Add the Undead Vulnerabilities and the Undead Powers to the Dragon's statblock.
9- This Dragon's spirit tries to possess the closest mortal possible after death, transforming them into a Dragon Saint.  Roll for the Possession as per an Outsider.  See "8" for the rules for that.
10- This Dragon can make unbreakable pacts with anyone who agrees to it.  These are exactly like Demonic Contracts, except the Dragon doesn't care about your soul.
11- This Dragon's blood, if drunk, grants the gift of madness and prophecy.  If bathed in, it makes you stronger and mutates you.
12- This Dragon has a lesser Demonic Gift.
13- This Dragon has a greater Demonic Gift (see above).
14- This Dragon is actually infected with some kind of plague (ex: the Amirani virus).  This disease isn't strong enough to kill the Dragon, but if you caught it, it certainly would kill you.
14- This Dragon can fire bolts of light from its eyes that pursue one or two target unerringly.  When they strike something, they each do 3d6 heat damage.  They can split up to follow two targets, if the Dragon wishes.  They are fast as arrows, but can be dodged, but they will loop around to try again.  You can block or stop them, but it will require cleverness.    
15- This Dragon can speak to animals.
16- This Dragon can fly through unworked stone like it is air.
17- This Dragon regenerates 1 SHP a turn.
18- This Dragon can devour magic spells by snatching them "out of the air", thus nullifying them.  It may do this once per round, immediately after a spell has been cast, as a free action.
19- This Dragon's blood, when exposed to air, does 1d4 [1= does 1d6 acid damage to anyone it splashes; 2= Anyone struck by it must save or mutate; 3= Induces incredible pleasure in anyone who absorbs it through their skin, save or become addicted; 4= It is highly explosive, save or take 1d6 damage.]
20- This Dragon's fear effect is so strong, it actually induces the opposite reaction.  Instead of fear, the effect is so strong it subconsciously encourages the affected to give it to the Dragon, and feel joy at its presence, in the same way a child feels joy after being reunited with their parents after an absence.  If the amount of CHA damage done by the Dragon's Fear Effect equals or exceeds a person's CHA score, if the Dragon has this Draconic Blessing, the person will give in and ask the Dragon if they will accept him or her as a servant.

                                                              by sandara

Friday, January 11, 2019

OSR: The Nine Angel Blades

I made some cryptic notes to myself a long time ago about wanting to make a bunch of famous magic weapons.  The thought laid dormant for quite a while, but recently, I found the inspiration to make it.

This is part 1 of an X part series, detailing some of the famous magic weapons I came up with. 

However, before I begin, let me include a notice: I chose the pictures for these posts based on what I could find.  The swords don't look exactly like anything depicted here.  For my games, I would refer to the description over what was written.

The Nine Angel Blades

Nine semi-legendary swords, from all four corners of the world.  They are powerful and dangerous and incredibly valuable.  They are the less rare counterparts to the Seven Swords of God, which are priceless and valuable beyond measure.  Still, the Angel Blades are nothing to sneeze at it.  They could easily be worth their weight in gold, and they will attract as much attention from would-be buyers as they will from thieves.  As such, most people who have them keep them concealed, in case a crafty or opportunistic thief is in the area.

                                                by Etrelley
Swift

Appearance- A kopis.  The hilt is inlaid with lapis lazuli, which shimmers brightly when the sword is activated.  The blade is warm to the touch, and seems to be wriggle in your grip.

Base Damage: 1d6+STR

Power- Gives you a +1 boost to any roll made with speed, as well as an equal bonus to AC and attack rolls.  As a free action, you can increase this bonus by +1, up to a maximum of +8.  But every time you increase the bonus past +1, you must save, with a penalty to your save equal to the bonus applied to your attack.  If you fail your save, you take 1d6+[current atk bonus] damage, with no save permitted.

                                                        by Etrelley
Sanctify

Appearance- A sword with a leaf-shaped blade, made of bronze with a hilt wrapped in stainless white fabric.  Nothing stains the blade, and when swung, distant ethereal music can be heard.

Base Damage: 1d6

Power: As an action, the wielder becomes transfigured, gaining a fly speed equal to their movement speed, the ability to levitate, and becoming shockingly beautiful.  Their skin shines like the sun, their clothing shimmering like precious jewels or distant stars.  All who look upon the wielder as they are now must succeed a saving throw to be able to harm them, and enemies must check morale to continue this battle.

                                                  by Etrelley
Sanguine

Appearance- A blade of black obsidian, inlaid with blood-red runes.  The blade is edged and impossibly sharp, its wicked edge visible from across the room.

Base Damage: 1d6 + 1d6 ichor damage

Power: Any blood that flows across Sanguine transforms into golden ichor, including the blood around where they were stabbed or slashed by Sanguine.  This golden ichor heals the virtuous for 1d6 HP if they drink it, while the wicked are damaged by it, taking 1d6 damage if more than a drop touches them.  Referee's discretion on who is virtuous and who is wicked.  If a wicked person is stabbed by Sanguine, they take an extra 1d6 damage as ichor spills from their wounds.

                                                by Mischievouslittleelf

Safeguard

Appearance- A massive sword with a cross-guard, like something from Scotland, a huge bastard sword.  Has a large metal guard around it's hilt.  At the bottom of the hilt is a massive ruby. 

Base Damage: 1d8+STR

Power: If the wielder is attacked and damaged, once per round, they may reduce the damage taken by Safeguard's damage dice.  However, if the wielder allows any of his allies to fall (to 0 HP or below) and he could have prevented it, Safeguard deals to the wielder half the damage from the attack that felled their ally (min: 1).  The wielder knows this from the moment that they first begin to use Safeguard.

                                                    by Etrelley

Seal

Appearance- a short, brutal looking short-sword, absolutely spartan in design.

Base Damage: 1d6

Power- As an action, the wielder may prevent one person or entity within their field of view from using any form of magic (Referee's discretion on what counts as magic).  While this person or entity's magic is sealed, they lose all active magical abilities, but passive ones, such as a Folk's vulnerability to iron or an Outsider's Damage Threshold will remain.

                                                   by Etrelley

Scorch

Appearance- The blade is made of gilded bronze, with a hilt adorned with red gold.  The air around the blade shimmers with heat and the blade is perpetually warm. 

Base Damage: 1d6 + 1d6 fire per round

Power- Scorch causes any blood it comes in contact with to ignite.  Anyone cut with Scorch has the blood in their veins set on fire, doing 1d6 damage to them for each round until they run out of blood or burn alive.  The last part is the more likely outcome, the flames licking up your veins until they reach your lungs, before blooming within and bursting out your mouth as you perish.  If the blood in your veins is caught on fire, immediate amputation or removal of the nearby tissue is the only way to prevent further damage.  Scorch's wielder can also cause any fires lit by Scorch to be snuffed out at a command, though the wielder is not immune to the effect of Scorch's flames. 

                                                    by unknown

Shock

Appearance- The blade is made of pure silver, the hilt carbonized steel.  Clear diamonds rest in the hilt and the cross guard.  When electricity flows through the blade, the diamonds shine like searchlights.

Base Damage: 1d6

Power- The wielder can, 3/Day, as a full action, if they have a clear sky overhead, call down a lightning bolt to strike a target of their choosing within their field of view.  The person struck takes 4d6 electrical damage, save for half.

                                                         by unknown

                                                
Solidify

Appearance- The blade is some kind of hooked saber.  It is made of translucent, mostly clear quartz.  The hilt is wrapped in soft furs, and has a large handle to make it easy to grab, even if one were wearing mittens or something like that.

Base Damage: 1d6+STR

Power- As a full action, the wielder may cover himself or another person in ice armor, giving them +6 to AC and making them take 4 less damage from sharp weapons, acid and fire.  However, unless the person is wearing protective gear under their improvised armor, they will rapidly begin to suffer hypothermia from being trapped in the ice.


                                                                            by Zipdraw

Slaughter

Appearance- A worn, notched steel dagger.  Ancient and well-used, yet it seems almost modern in style.  Radiates a fell power, making goosebumps rise along your arms as you reach out to touch it.

Base Damage: 1d8+STR

Power: 3/Day, as a free action, the wielder can force an opponent to reroll their dice when they contest* an attack roll and force them to take the worst outcomes.


*I recently updated my house rules where instead of rolling against a static AC to see if you hit, attacker and defender both roll d20s and the higher roll wins.  If you don't use this system, see below:

Power: 3/Day, as a free action, the wielder may make an attack against an opponent as if they were wearing no armor at all, and only had base AC.  This does not negate Damage Thresholds or work against natural armor (such as a Dragon's scales).  But all other armor instead becomes insubstantial to Slaughter, which passes through them like they're made of smoke.

Monday, January 7, 2019

OSR: Abberrations: Beholders

                                                                by ChristopherStevens

It always starts the same way.  A talented, yet tormented soul struggles at some endeavor.  An artist labors over a canvas or a block of marble, endlessly dissatisfied with their own work.  A dancer finds their own technique simply unacceptable, no matter how much they practice.  A writer cannot portray the true depth of his characters, no matter what words he gives them to say.  An executive is denied a spot on the board of directors for the third time.  A beautiful woman fails to satisfy her lover.  A brilliant warrior loses a match.  A murderer leaves behind a piece of evidence at the scene of the crime.  All of them proud, all of them wracked with deep shame.  It is these souls that summon the Beholder. 

It is commonly believed that Pride and Shame was opposites.  This is not true.  Pride and Shame are brothers, one standing in the spotlight, the other selflessly supporting him from behind the scenes.  Shame fuels Pride, just as wood fuels fire.  For example, a man who is humble acknowledges his own faults and limitations.  Thus, if he fails at a task, he will not be hurt like the prideful man will.  A prideful man, on the other hand, will be torn up by his failure. 

He believes himself to be better, capable of more than his failure, so when he fails to reach his own ideal, shame will overtake him.  This is when the Beholder arrives. 

They are never summoned purposefully.  They come at their own strange whim, appearin when the proud soul is alone.  They speak in a hushed, hissing voice that only the proud soul can hear.  They insist that they are here to help, to aid the proud soul in achieving the perfection they claim.  The proud soul usually accepts.

The two then begin to work together, the proud soul laboring, while the Beholder floats around them, surveying them with its many eyes.  Beholders have incredible eyes, capable of seeing 360 degrees around them, as well as having sharp enough vision to read a book from across the street.  To them, all the small errors that would otherwise mar a work and rob it of perfection are plainly visible.  They help the proud soul correct these small errors, pointing them out and offering constructive criticism.  Beholders are always highly knowledgable about the craft of the proud soul, whether their craft be sculpture, painting, theatre, dance, fencing, negotiation, writing, sexual intercourse or death.  But as the Beholder criticizes and the proud soul works, they always find more flaws.  No matter how hard they work, they keep unearthing more flaws.  Yet the one thing they will never admit is that maybe, perhaps reaching perfection is impossible.

No, to them, failure is not an option.

So they begin resorting to other methods.

So the Beholder and the proud soul scheme together, constructing elaborate and dangerous plans to finally achieve the perfection they desire.  These plans are always foolish and violent and likely to hurt a great many people.  But that's fine. For such perfection, any sacrifice is justified.

 
by CMurr

The Beholders and their Fell Powers

Beholder
HD 10  AC 14  Eye Rays(+4) 2 ray attacks + Bite(+3) 1d8 or Disintegration Ray 2d10
Mor 10        Saves 12 or less is a success

Levitation: All Beholders levitate. 

Eye Rays: Each Beholder has X number of Eye Rays, and can fire up to two a round.  To determine how many Eye Rays it has, roll on the "how old is this Beholder" table.  To determine which Rays it has, roll on the table labeled "What Eye Rays does this Beholder have?" below. 

Eye Capture: A Beholder, if it has an empty eye, can attempt to swallow a person with its eye.  This person must be within 30'.  As a full action, the Beholder points its eye toward that person.  This person must now make a STR saving throw or be dragged toward the Beholder by a phantom hurricane.  This suction affects no one but the person affected.  If the saving throw is failed, the person is dragged toward the Beholder, covering 10' per round, meaning that the person has three rounds to escape the suction by some means.  If they reach the Beholder, they are trapped in its eyeball, and that Beholder gains a new Eye Ray.  All Beholders have a number of empty eyes equal to 10-the number of Eye Rays.  They can also release anyone trapped in their eyes as a free action, though they are loathe to do so.

Eye of Destruction: All Beholders have the power to fire a blast of overpowering white light from their central eye, the Disintegration Ray.  The Disintegration Ray fires from the Central Eye, and no other Rays can continue firing while it is used.  This Ray hits everything in a 60' cone, with a 60' range.  Anything in the cone takes 2d10 damage.  Anything reduced to zero HP by this is annihilated, leaving nothing but memories and bits of ash.

Eyestalks: Each Eyestalk of the Beholder, each have 10, but not all can fire Eye-Rays, can store a person in them, as per "Eye Capture".  Each one, if they have a person in them, can fire a ray as "Eye Rays".  But if you cut an Eyestalk off from the main body, the person inside will spring forth and be free.  Each Eyestalk has an AC of 16 and 2 HD. 

Tactics:
- Use Eye Rays
- Capture Exceptional, Proud people
- Consign everything mediocre to oblivion

                                                     by Gido

To Customize your Beholder, roll on the tables below.

How old is this Beholder?

1d4

1- Young.  This Beholder is slightly smaller, with only 2 Eye Rays. 
2- Unseasoned.  This Beholder is large and vicious, totally unsympathetic to anyone who is not the Proud Soul.  It has 1d4+1 Eye Rays.
3- Experienced.  This Beholder is covered in dense scales or its flesh is lined with dozens of scars.  It is flatly unimpressed with you, ignoring you totally unless you stand in its way.  It has 1d6 Eye Rays. 
4- Old.  This Beholder is slightly shrunken, flesh dangling or scales peeling.  It is bitter and mean-spirited, mocking those weaker than it before it kills them.  It is quietly desperate.  It has 1d6+2 Eye Rays. 

What Eye Rays does this Beholder have?

1d20

1- Bondage Ray.  Any object struck by this ray changes to gain a slight red hue.  If two objects struck by this ray within the last hour touch each other, they become stuck together, as if they were glued together.  These two objects cannot be separated without damaging each other.  The only way to undo the adhesion is to kill the Beholder or get more than a mile from it.  Then the adhesion affect will cease.  The Beholder's lair is full of people, animals and objects randomly stuck to ceilings, floors, and each other.   
2- Pain Ray.  Being hit by this is pure agony.  Does 2d6 FS damage on a hit.  If you have no FS, it does 1d6 STR damage.  If the amount of STR damage equals or exceeds your STR score, you collapse onto the ground, unable to move, so great is the pain.  This Beholder is attended to by a group of 1d20 Pain Cultists, who serve it faithfully in return for zaps from the Ray, which makes them scream with pleasure.  When they aren't attending the Beholder and the Proud Soul, they are engaging in sensual foreplay involving knives, whips, and other exotic instruments. 
3- Mute Ray.  Anyons struck by this ray cannot talk for 1 round.  If you are a spellcaster, you can still cast spell, but if you roll Chaos and Corruption, roll twice for Doom Points and take the higher number.  Extended exposure to this ray can render one permanently mute.  This Beholder is attended by 1d6+1 Mute Wizards, who can cast spells and randomly inflict Chaos on themselves as they mess up a mental incantation.
4- Negative Energy Ray.  This ray only affects the Dead.  If fired at a corpse, that corpse is raised as a 1 HD Undead Servant under the control of the Beholder.  Otherwise, it is a normal Undead.  This Beholder is attended by 1d8 Undead Servants. 
5- Petrification Ray.  Any living creature struck by this ray takes 1d6 DEX damage.  If the amount of DEX damage taken equals or exceeds your DEX score, you turn to stone.  This Beholder's lair is full of statues of people, animals and petrified objects.
6- Sleep Ray.  Any living creature struck by this ray takes 1d6 CON damage.  If the amount of CON damage taken equals or exceeds your CON score, you fall asleep.  You can be awoken by a sufficiently loud sound, being injured or being slapped in the face.  Being woken up causes you to immediately regain 1d6 CON, for the purpose of taking damage from the Sleep Ray.  This Beholder's lair is full of sleeping warriors and monsters, and it is attended to by 1d6 Sleepwalkers, axe wielding maniacs who are clearly asleep, and if woken up, would be horrified to find out what they've done.
7- Fear Ray.  Any living creature struck by this ray takes 1d6 CHA damage.  If the amount of CHA damage taken equals or exceeds your CHA score you must run away from the Beholder.  You also gain the Conviction, "So long as I live, I will never fight that Beholder again."  The Beholder's lair is empty of anything living, except for a single, fearful man hiding in the corner.  He would have to approach the Beholder to leave through the only accessible exit, and he absolutely refuses, so he is hiding in a back room, praying that it never enters this room.
8- Charm Ray.  Any living creature struck by this ray takes 1d6 WIS damage.  If the amount of WIS damage taken equals or exceeds your WIS score you become charmed by the Beholder and become unable to take actions that might harm it.  You also gain the Conviction, "I would like to serve the Beholder, if it would permit me."  This Beholder is attended by 1d20 myriad monsters, people, adventurers and some 1 HD commoners who just happened to be passing by.  They all love the Beholder, but if separated from it and taken far away, they would eventually snap out of it and realize that their love was the work of enchantment.
9- Burning Ray.  Anything struck by this ray bursts into flames, taking 1d6 fire damage.  The fire continues to burn after this, doing 1d6 damage a round until you take an action to extinguish it.  The fire is non-magical.  This Beholder is being guarded/monitored by some lesser Fire Elementals, who want to make sure that proper procedure is being followed.  They will defend themselves if attacked, but otherwise will not intervene, unless someone lights a fire without asking permission.  If you light a fire without their permission, they will hunt you down and kill you.  
10- Freezing Ray.  Anything struck by this ray is covered in a thin layer of ice and trapped in place.  The person must succeed a DC 18 STR check to break out of their frozen prison from the inside, or they can have their friends chip away at the ice from the outside.  The ice has 2 HD, takes half damage from sharp instruments that couldn't pierce ice (such as a sword), and is immune to cold and acid damage.  This Beholder's lair is full of treasure frozen in ice and people frozen solid.  If careful, you could revive them.  If not, you will likely just kill them.  There are also 1d4 Water Elementals, each one spying on each other and monitoring the Beholder.  Each Water Elemental serves a different one of the Deluvian Emperors, and each one claims to have the legal right to the ice produced by the Beholder.  They are currently at odds with each other, and violence between them might break out at any moment.  
11- Acid Ray.  Any living thing struck by this ray takes 1d6 CHA damage.  If the CHA damage taken equals or exceeds your CHA score, you collapse, turning into a puddle of green slime.  This green slime behaves normally once released.  This Beholder's lair is full of green slime, and anyone entering it who cannot levitate had best tread very carefully.
12- Madness Ray.  Any living thing struck by this ray takes 1d6 EGO damage.  If the EGO damage taken equals or exceeds your EGO score, you go mad, secretly gaining an insanity of the Referee's choice.  This Beholder is attended to by 1d6 Madmen, who serve it fearfully.  They are terrified of their Dread Master, but not especially loyal, if given the chance, they might rebel, or most likely, flee.  There are also 1d20 Lunatics back at the Beholder's lair.  The Lunatics will attack anyone they see who is not a Lunatic, except for the Beholder, who they fear.
13- Mutation Ray.  Any living thing struck by this ray must make a CHA save.  On a failure, you gain a random mutation from the Referee's favorite table.  Also, if you suffer a mutation, you heal 1d6 HP/FS.  This Beholder is attended by 1d8 Mutants, who loathe and rely on the Beholder.
14- Slow Ray.  Any living creature struck by this ray takes 1d6 DEX damage and slows down, dropping down 1 spot in the initiative order and receiving a -1 penalty to attack rolls until the effect wears off in an hour.  This Beholder's lair is full of people running in slow motion, objects falling toward the ground at the speed of a mountain rising, and objects zapped so many times they seem to be motionless.    
15- Haste Ray.  Any living creature struck by this ray takes 1d6 HP/FS damage, goes up 1 spot in the initiative order, and gains a +1 bonus to speed and AC.  This Beholder is 1d6 Speed Junkers, wasteland warriors addicted to going fast, kicking ass and dying young and gloriously.  War Boyz, basically.
16- Death Ray.  Kills people.  Any living creature struck by this ray takes 1d6 CON damage.  If the amount of CON damage ever equals or exceeds your CON score, you die.  This Beholder's lair is full of corpses, unless it has servants to remove them.
17- Telekinetic Ray.  Allows the Beholder to manipulate objects.  If it is an object without a will, no save is permitted.  But for a held/worn/attached object, or a person, a save is permitted to resist the Beholder's power.  Otherwise, the Beholder can use its power to throw you around, toss you off ledges or into spikes, or hold you perfectly still so it can shoot you with its other rays.  The Beholder's lair is full of objects placed in weird places, pastries nailed to walls, books covering furniture, furniture stacked into precarious towers and etc.
18- Anti-Magic Ray.  Any magical object struck by this ray loses its magical properties for 1 round.  Spellcasters cannot cast spells, magic items suddenly become normal, and the lingering effects of magic on that object are suppressed.  Referee's discretion on what counts as magic.  This Beholder's lair is full of corpses that are actually Undead with their magic suppressed, gaudy swords that are actually magic, and tons of pretty jewelry without a scrap of magic.  If these objects are taken far enough away and you wait for a while, the magic will return and the Undead will rise, the swords will regain their power and the jewelry will become a bunch of minor magic items.  This Beholder is also attended by 1d4 Blunts, people without a scrap of magic in their souls and 1 Anti-Mage, trained to battle against Wizards and the Mystic Arts.
19- Portal Ray.  This ray opens portals in time and space.  The Beholder can use these to travel to and from any place it has been to as a full action.  However, these portals remain open for at least 1 round, and if you wish, you could follow the Beholder.  This Beholder has a lair full of fabulous, alien treasures and is attended to by dozens of unearthly creatures. 
20- Blinding Ray.  Any living thing struck by this ray must make a CON save.  On a failure, they are blinded for 1d6 hours.  After this, they must save again.  If they fail this second save, they are permanently blinded.  If they pass it, their vision recovers.  This Beholder is attended by 1d6 Blind Void Monks, who are pretending that the Beholder is actually one of the founding members of their order.  The Beholder's lair also has 1d6 other blind people, adventurers mostly, but also a mad artist cursed to never paint again, a beautiful maid who was obsessed with her own reflection, and a priest who had never seen the Gods, until now.  Now he has, and he can't stop laughing.

                                                                   by CorbinHunter

The Proud Soul and Plot Hooks

The Proud Soul is the one that the Beholder has attached itself to, the one who called it to our Universe.  Proud Souls can be strong or weak, mighty or frail.  They only have 2 thing in common.  Firstly, they are proud.  Secondly, they are just talented enough to think they can achieve perfection.  When a Beholder comes, it begins to assist the Proud Soul, becoming its partner in crime.  At first, the Beholder and the Proud Soul merely talk, but rapidly they begin to feed off each other, constructing more and more elaborate schemes.  The Proud Soul will usually be the inspiration for this wild scheme, with the Beholder lending its power to the Proud Soul, acting as a source of ideas and magical might.

However, eventually, the scheme usually fails, almost always because of the Proud Soul making some kind of mistake.  At this point, the Beholder turns to go, but not before it opens one of its eyes and attempts to imprison the Proud Soul within one of its eyestalks.  It then leaves our universe behind, until the next time it is summoned.


The table below can also function in reverse, for instance, if your players cut off one of the Beholder's eyestalks that is firing out one of its Eye Rays, whatever is trapped inside will be set free.  Simply roll below and have that creature suddenly burst out of the Beholder's severed eyestalk.

Who called the Beholder, and what do they want?

1d20
1- An artist.  Brilliant, insane, sensitive, prone to passionate rages.  Wants to create the perfect portrait/sculpture/relief of a famous general/tyrant/battle.  Will try to capture live specimens, kidnap warriors and stage re-enactments to make it look just right.  If the Beholder devours them, the Beholder gains a Madness Ray.
2- A Wizard.  Cunning, short-sighted, endlessly, pathologically curious.  Wants to create a new spell that will prove to those stuck-up jerks at his former Wizard Monastery that he truly is the most brilliant since Shadoom.  Will work with the Beholder to steal rare alchemical reagents, magic items and extract some secret information from some more powerful Wizards who live nearby.  If the Beholder devours the Wizard, the Beholder gains a Petrification Ray.
3- A Lover.  Passionate, impulsive, hot-blooded.  Wants to impress the object of their desires, who is hopelessly oblivious/of higher social rank/trapped by circumstances and will do anything to free their love/win their heart.  They will do illegal things to accumulate vast amounts of wealth to move up in the world or bribe people to achieve a higher rank, eliminate other suitors through covert means, or anything else the lover believes necessary.  If the Beholder devours the lover, it gains a Charm Ray. 
4- A Murderer.  Quiet, soft-spoken, prone to overconfidence.  Wants to commit the perfect murder.  If the Beholder devours the Murderer, it gains a Death Ray.
5- A Warrior.  Hardened, rough and tumble, noble in a crude way.  Wants to prove that he is the strongest.  Will use the Beholder to force other strong warriors in the local area into a confrontation with him, then defeat them in honorable duels. If the Beholder devours the Warrior, it gains a Wounding Ray.
6- A Hero.  Great-souled, generous, easily slighted.  Wants to prove that they are truly great.  Will use the Beholder to engineer a catastrophe then resolve it, to prove that they are the best.  Will also use this an opportunity to knock off some of the up and coming Adventurers who might surpass the Hero one day.  If the Beholder devours the Hero, it will gain a Slow Ray.
7- A Player.  Empathetic, quirky, loves attention.  Wants to put on the best theatre production possible.  Will use the Beholder to kidnap people that look the most like his characters, trap monsters and animals to use in the play, and eliminate anyone who might endanger their production.  If the Beholder devours the Player, it gains a Haste Ray.   
8- A Governor.  Ambitious, bold, has a massive inferiority complex.  Wants to successfully revolt against his overlord and not be crucified or worse.  Will use the Beholder to shore up allies, eliminate potential threats, and spy on foes.  If the Beholder devours the Governor, it will gain a Burning Ray.
9- A Royal Cousin.  Power-hungry, violent, psychopathic.  Wants to inherit the throne, despite being very far down the line of succession.  Will use the Beholder to arrange "Accidents" for all the people who might stand in the way of power.  If the Beholder devours the Royal Cousin, it will gain a Portal Ray.
10- A (soon-to-be) Suicide.  Sad, close-minded, bitter.  Wants to die in the most tragic of ways, and will use the Beholder's power to orchestrate their sad, tragic end.  Would prefer if this end causes as much suffering as possible.  If the Beholder devours the Suicide, it will gain a Sleep Ray.   
11- An Awakened spell.  Awakened, Aware, purpose-driven.  This is a spell that has achieved self-awareness through a twist of fate.  It can feel itself fading.  Soon it will be nothing more than a tool for Magic-Users or prey for an Astral Predator.  But before that, it plans on going out in a big way.  The spell wants to cast itself in a big way, in a way that no one will ever forget, to gain immortality, for a time.  What this will entail will vary from spell to spell.  For example, an Awakened Fireball may want to start a fire that burns something vital, important or famous, or merely just burn down half a city.  On the other hand, an Awakened Induce Mutation Spell might want to turn someone beautiful into a giant, hideous freak.  Either way, the Beholder will want to help it achieve this goal.  If the Beholder devours the spell, it will gain an Eye Ray that mimics the effect of the spell as if were cast at level 1.    
12- A Dead Man Walking.  Desperate, furious, filled with determination.  Wants to live.  He's barely alive- whether it be because of a wound or his condition or a curse, he doesn't have long for this Earth.  He plans to change all that.  He's going to get the Beholder to help him do whatever it takes to live.  If the Beholder devours the Dead Man, it will gain a Haste Ray.
13- A Thief.  Greedy, clever, sleazy.  Wants the big score.  He's the best around, maybe best in the world.  He could steal the knickers off a nun if he wanted to.  And this thing?  It's his ticket to the big time.  If the Beholder devours the Thief, it will gain a Telekinetic Ray.   
14- A Harlot.  Shameless, manipulative, worried.  Wants to marry someone way out of her league.  She needs a man, someone to watch out for her.  She's going to be all washed up soon.  She wants children and a man to raise them, but she's so tainted only the bottom of the barrel would be willing to look at her.  She has no intention of lowering her standards.  Instead, she is aiming high, for someone far above her station, a King, Governor, or High Priest.  Then she's going to beg, borrow and steal to trick, manipulate or strong-arm this man into marrying her.  The Beholder's going to help her, by removing other young ladies and other obstacles that present themselves.  If the Beholder devours the Harlot, it will gain a Fear Ray.
15- A Cannibal.  Charming, deceptive, hungry.  Wants to eat people and escape punishment.  He's getting worried.  One of the Elders of the City is suspicious and poking around, and the Elder's getting close to the truth.  The Beholder's going to help him go after that Elder, as well as anyone else.  If the Beholder devours the Cannibal, it will gain a Blinding Ray.    
16- An Orc.  Thoughtful, sympathetic, honorable.  Wants to hunt big game.  The Orc is pursuing its largest and most ambitious hunt yet.  But for this one, it's going to need some serious back-up.  So the Beholder's arrival must have seemed like a gift from the Gods.  If the Beholder devours the Orc, it will gain a Freezing Ray.
17- A Handsome Man, a Faerie or an Iron Fey.  Capricious, decadent, alien.  They're all Cousins, sharing similar tendencies, only differing in the specifics.  Pick whatever one most fits your setting, or the one you want the most.  They want luxury, social acceptance, and curiosities.  The Beholder's going to help them achieve it.  If the Beholder devours one of them, it will gain a Anti-Magic Ray.
18- An Outsider.  Mysterious, joyful, superior.  The Outsider has some mad scheme, the Beholder's just kerosene on an open fire.  They get along thick as thieves.  The Beholder might even feel a little bad for wanting to devour them.  If the Beholder devours the Outsider, it will gain a Mutation Ray.   
19- A Dragon.  Petulant, arrogant, totally out of touch.  Wants to increase its hoard.  The Dragon desires a specific item for its hoard, whatever that may be.  Examples include a crown, a rare set of jewels, a book, a person, or anything else.  The Beholder's going to help them with the heist.  If the Beholder devours the Dragon, it will gain a Fire Ray, or one that more closely matches the Dragon's breath weapon.   
20- A Lich.  Bored, distant, patient.  Wants something absurd (at least, it sounds that way if you can't see Deep Time).  The Beholder will support the Lich as best it can.  If the Beholder devours the Lich, it will gain a Negative Energy Ray. 

                                                                       by SamC-art