Saturday, January 16, 2021

OSR: Playable Races of Nukaria (part 3)

This is a post detailing the races that people the hostile, wild lands of Nukaria's frigid South. 

For the people of the humid, tropical North, look here.  For the people of the temperate Equatorial lands, here.  And if you have favor something more exotic, you can find the Spirit-Touched here and the Half-Dragons here.

Common Races in the Cold South:

Quarrians
Dwarves
Vulturemen
Batlings
Bealars and Bealettes (Beavermen)
Wolfmen
Bearmen
Caribusa

                                                           by photoman356

Quarrians

The Blue People as they are known, are a race of blue-skinned humanoids with pointed ears and raven hair.  Their eyes are pure black and they have claws instead of nails.  From their veins flows purple blood, and they blush mauve or violet.  They are a crepuscular species, sensitive to bright light and skilled at operating in the half-light of the stars and moons.  Their religion is one of Moon Worship- unlike other peoples, their homeland has four moons, each of which has a name and separate domain.  Similarly, the Sun is an evil spirit to them, a tormentor and terror of blistering light and searing flame.  They practice strange rites in the witchlight of the stars, where bald-headed priestesses sacrifice animals to their selenic Gods. They are suspicious of other races and largely keep to themselves, restricting foreigners to their borders.  This is of no great loss, say those travelers who have pierced their lands, as they live desolate and humble lives amid the rough country south of the Cold Gates. 

Reroll Stat: COG

Ability: Quarrians have amazing night vision, able to see color and as well as a human can in low-light conditions, as long as their is some light.  Additionally, it takes 10 minutes for their eyes to shift into night vision mode in low-light or 1 minute in near-perfect darkness.  However, if they see any sources of bright light while using their night vision, they must save or be blinded.

Weakness:
Quarrians are sensitive to light and heat.  They receive a -2 penalty to all checks if made when the sun is at its height (12 to 4 pm) or in bright light.  They are fine in the early morning or evening, but once it gets later than that they have trouble seeing.

                                                          by bakarov

Dwarves

The Dwarves are a populous race of infertile males ruled by a ruling class of fertile nobles and their massive, egg-laying Queens who squabble and meddle in each other's affairs, engaging in petty sectarian conflicts for honor and revenge.  Dwarves themselves are honorable, industrious and grievance-minded.  They have the memory of a Loxodon and never forget a slight, no matter how small.  They are also a proud and industrious race, their individual skills usually impressive, but even more so is the size of their population.  Because of their Queens' constant egg-laying, Dwarves almost always outnumber their neighbors, which often allows them to demographically replace the local populations without fighting.  This strategy is often effective, but it just as commonly teaches the locals to not tolerate the presence of the Dwarves, but instead to initiate pogroms against them and drive them into other lands. 

Reroll Stat: CON

Ability: Dwarves are a hardy race.  They can eat almost anything and have resistance to poison damage.  They also make all saves against non-magical poisons with advantage.

Weakness: Dwarves, due to their common origin from a single Mother tend to be extremely similar in constitution.  This makes them easy prey for diseases.  Dwarves have disadvantage on all saves against diseases and disease causing effects.    

                                                      by JazylH

Vulkari or Vulturemen

The Vulkari are an ancient race that once reigned over almost the entire Southern region, their empire stretching from the Lands of Endless Snow in the South to the ice-choked shores of the West, to the Eastern Valleys and the Cold Gates.  Their kingdom was without rival and their enemies were powerless against them.  But the great men who forge empires seldom have offspring that can match them.  And successive generations of unmatched dominance led to decadence and corruption, which brough the inevitable decline and eventually, the collapse.  That was ages past, and now the Vulkari dwell largely only in their ancient homeland, which they defend zealously, though no one has tested their armies in almost a century.  Yet despite their ancient retreat, the signs of their conquest are everywhere.  Many of the oldest buildings still standing in the South were built by them or scavenged out of pieces left behind by the Vulkari.  Similarly, many races use the Vulkari script to write their languages, though they usually have different pronounciation. 

Reroll Stat: COG

Ability: Vulkari can fly, though they are not fast or agile in flight.  Additionally, they can only fly if they jump off a high place, are thrown into the air or have an ability, spell or magic item that can help them get airborne.

Weakness: Vulkari are light-weight, with hollow bones, little meat on their bones and generally no fat.  They take +1 damage per die from blunt weapons or bludgeoning damage.  Their enemies know this, as it is common knowledge. 

                                            source unknown

Batlings

While the Batlings might appear to be a brutal race, they are actually much more genial than most people assume.  Batlings come from underground, having emerged from the enormous cave systems riddling the Spine of Tarraq many hundreds of years ago. For this reason, they cannot fly, but are excellent climbers.  They dwell in rocky places that other races cannot easily reach, scampering up and down their mountain-fortresses with bare hands.  They are known to be excellent mountain-guides, able to guide parties through the mountain passes at all times of year.  Most of them live in canyone-cities and cave-towns, sheltering from the cold in dark places lit by braziers and bonfires, most kept lit by dried dung.  They are also known for their husbandry of enormous insects, which they raise in warm caverns, far from the cold surface.  Other than those animals, they are also known to raise goats and other creatures that can climb as well as them, as well as some kinds of bird.  And while most Batlings are simply hard-working, they have a dark reputation for luring travelers down wrong paths in the mountains to kill and eat them, or to kidnap and enslave their women.  Batling women are also known to be lasvicious, which has to account for at least some of the rumors.  The rest are, debatable.

Reroll Stat: DEX         

Ability: Batlings have the ability to eat sounds, gobbling them up and preventing anyone from hearing them.  Batlings can eat a number of sounds equal to their CON modifier a day, with a minimum of 1.  If an object's sound is "eaten", that object continues to function but makes no sound.  Similarly, if the sound of a creature's voice is eaten, that creature cannot speak or cast spells for 1 hour, unless those spells do not require vocalization (Psychomancer).  Creatures who have their voices eaten may then save once each hour after the first.  On a successful save, the creature regains its' voice.     

Weakness: Batlings are covered in soft, down fur that helps keep them warm.  But this fur is also a disadvantage, as it catches fire easily.  Batlings take +1 fire damage per die.  They also are at increased risk of overheating in hot climates because of their fur.  To compensate for this, many Batlings cut their fur short in warm climates, but this means that they cannot stand the cold and must wait for it to regrow before returning South.      

                                              by Watchful Crow Arts

Bealars or Beavermen

The South is full of many mild, slow-flowing rivers and enormous, calm lakes.  The rest of the land is harsh and brutal, with craggy mountains, rock-scarred gulleys, towering fjords and treacherous passes, for every raging river there is a gentle lake.  Yet this mystery has a simple explanation, the Bealars.  A short, hairy folk with teeth of iron and wide, flat tails, the Bealars are a humble people of fisher-farmers and craftsmen.  They are most famous for their dam-cities, which they build by blocking rivers and building enormous, artificial lakes.  They then build dwellings and other structures in the dam itself and atop the lake. 

Bealars have a reputation for being hard to defeat in battle, not because of their skill, but because once a Bealar dam-city has been built, it is virtually impregnable.  These floating cities are incredibly difficult to take, and since Bealars raise schools of fish in the lakes they create, they tend to be able to hold out for years.  And sieges are even more difficult than taking their cities by force of arms, because it is impossible to surround a Bealar city.  If you do, they will just open one of the gates holding back the water in the lake and send a wall of water to sweep you away.  This impregnable defense means that Bealars are actually excellent colonizers, able to root themselves into an area and remain there for a very long time.  Despite this fact, they are often good neighbors who only want to live peacefully.  They are excellent craftsmen, especially with wood and trade carvings and fish with their neighbors.

Reroll Stat: STR       

Ability: Bealars have iron teeth and powerful jaws that can chew through anything softer than steel, if given enough time.  They are famous for being able to gnaw down trees, after all.

Weakness: Bealars are rather slow and clumsy on land.  They take a -2 penalty to all initiative rolls.  This penalty does not apply in the water, however.  Bealars are excellent swimmers.    

                                             source unknown

Wolfmen

The Wolfmen of the Frozen South are well known for their fierce and warlike culture, impeccable honor and iron-clad family structure.  These wild barbarians dwell in the vales and high vallies of the Cold Gates, spilling down the slopes in the long and brutal winters to ravage the hillsides and carry away booty.  They are a menace to the more civilized of the Southern races, poorly understood and regarded as an almost irrational force, practicing strange customs and doing things no other race follows.  They are often flattened into caricatures in the stories of the other tribes, but Wolfmen are just another people.  They practice fierce monogamy, raise their children communally and shun many of the accountrements of civilization, which they regard as a corrupting, weakening influence.  They are not aligned with Chaos, however, but with their own iron traditions, which they guard zealously and practice with dutiful reverence. 

Reroll Stat: CON

Ability: Wolfmen can howl, and this sound can carry over vast distances.  To another Wolfman, or one who has been trained to understand a particular clan or tribe's howl, or moon-song as they are sometimes called, these howls can carry a large amount of information.  A Howl can carry a message of up to 20 words, that only someone who knows your tribe or clan's howl pattern can interpret correctly. 

Weakness: Wolfmen are strongly disliked by many in the South, and even in other lands, their fearsome reputation precedes them.  People will scorn you and some towns will bar you from entering or staying over night.  In other places, you may endure mockery, insults or subtle sabotage.     

                                                 from here

Ursai or Bearmen

The Ursai are a race of solitary paragons and sage warriors.  They are a small people, large in individual stature but slow to breed.  They have few children, but raise them well, instructing them in firmness, gentleness and honor.  Ursai do not have a homeland of their own, instead their people are scattered throughout the lands of other peoples, with Ursai rarely gathering together except for on the days of great religious significance.  Ursai are not Moon-worshipers, but they do avidly track the movement of the heavenly bodies for signs, to tell the date so they know when to gather, to attempt to predict the future and to know the will of their ancestors.  They do not worship any Gods of their own, and their religion is syncretistic, mixing traditional beliefs with the worship of whatever spirits or Gods reign over the area the Ursai lives. 

Ursai are often sought out for their wise council on such matters, as well as for their skill in diplomacy.  This is one thing that is not well known, but Ursai are actually excellent negotiators, as they consistently have to deal with those smaller and weaker than them, but also more numerous than them.  So they tend to develop easy-going personalities who will compromise on most, but not all things.  But no matter how gentle they are, never forget that everyone has a limit past which they will not go.  And when you find such a line, it is best avoided, especially if your opponent is ten feet of fatty armor and rock-hard muscle. 

Reroll Stat: STR

Ability: Bearman have natural armor.  When not wearing any other armor, Bearman have Armor equal to 5+(CON modifier).

Weakness: Bearman are huge, giving them a large reach.  However, this can be a disadvantage.  If a creature smaller than them (Bearmen are large creatures) gets within 5 or fewer feet to them, they get a penalty to hit that creature.  If the creature is Medium, that penalty is -2 to attack and defense rolls if the Bearman is using any weapon other than bare hands, or -1 if the Bearman is.  If the creature is Small, the penalty rises to -4 or -2.    

                                                      source unknown

Caribusa

A race of herbivore warriors and nomadic foragers, the Caribusa are known for their hardiness and determination.  As one of the most numerous of the Southern races, they compete fiercely with the Dwarves and the Bealars for control of the peatlands.  Unlike many herbivore races, Caribusa are fierce and warlike, raiding each other and their neighbors during the summer and autumn months.  Their warriors cut off one antler and hang bells from the other, fighting with a spear and a long knife called a Kimpaki.  And while the Dwarves can match them in population, they are omnivorous.  Dwarves can eat almost anything, but even they can only eat some plants.  Caribusa, by contrast, can eat moss, mature pine needles and even lichen. This enables them to range further and stay longer without needing to return home or maintain supply lines.  They are one of the few races who have perfected the "hit-and-run" strategy, only be rivaled by the Equatorial humans.  The only difference is that while the humans chase their prey until exhausted, the Caribusa get their prey to chase them. 

Besides their warlike ways however, they are in many ways, not nearly as odd as warlike herbivores might seem.  Polygamy is extremely common for them, with Kings and successful warriors maintaining harems of women.  These harems, along with the women in general, handle the majority of the work in a tribe- gathering wood, maintaining supplies and helping plot the route the herd will take.  The men spend all their time fighting or protecting the herd; any man that does or cannot engage in such activities is the object of scorn.  Caribusa are also known to abandon those who cannot keep up with the herd.  In the past this would mean leaving the elders and the lame to be devoured by wild beasts or preyed upon by the herd's enemies, but these days those who cannot keep up will usually commit ritual suicide and have their body cut apart and laid out as an offering to the herd's ancestors and the evil spirits that mean to do the herd harm.  They are a people who love honor more than life, and thus gladly choose death before dishonor.  And if someone who is meant to die will not do the honorable thing, their relatives will cover their shame by doing it themselves, then lying about the courage of their fallen kinsmen.   

Reroll Stat: CHA

Ability: Caribusa have the ability to levitate.  By concentrating for at least a minute, they can float up to 10' off the ground.  They can levitate for up to 10 minutes or until they lose their concentration.  Whenever they take damage or need to focus on doing something else, they must save or lose their concentration.  When it snows, the Caribusa gain the ability to transform their levitation into flight, but must maintain concentration to stay in the air.     

Weakness: Both male and female Caribusa grow antlers.  These can be used as natural weapons (1d6) but they also function as handles through which a Caribusa can be grappled.  Whenever someone makes a grappling check against a Caribusa, that creature makes that check with advantage.  

                                                             by Reptile Cynrik

Tuesday, January 12, 2021

OSR: 1d10 Magic Rings plus some extras

 

                                                by Lucas Durham

Magic Rings:

1d10
1- Ring of Infatuation
2- Ring of Petrification
3- Ring of Rubber
4- Ring of the Spider Swarm
5- Ring of the Dancing Queen
6- Ring of Elemental Absorption
7- Ring of Reversal
8- Ring of Slavery
9- Ring of Red Miles
10- Ring of False Wishes


Ring of Infatuation

Actually composed of two rings, the Lover ring and the Beloved ring.  Both rings must be worn for the magical effect to activate.  The creature who wears the Lover ring finds himself suddenly desperately, head-over-heels in love with the wearer of the Beloved ring.  The wearer of the Lover ring will then immediately begin making plans for how to woo the wearer of the Beloved ring and begin a romantic and/or sexual relationship.

The Lover ring does not change the personality, morals or behavior of the wearer, but the wearer will likely modify his behavior to avoid offending the object of their affections.  The wearer of the Lover ring will seek to do all the things he would do with an ordinary lover with the wearer of the Beloved ring. 

The wearer of the Lover ring will not fight the object of his affections, unless there are no other options are available, but even if he does fight the wearer of the Beloved ring, he will not kill the Beloved ring's wearer.

The wearer of the Beloved ring is not placed under any enchantment and is free to reciprocate or respond as they see it.  However, even if they spurn the wearer of the Lover ring, the wearer of said ring will continue trying to enter a relationship with them, by any means.  If the relationship becomes a toxic, one-sided obsession, so be it.  The wearer of the Lover ring will not care.

The wearers of each ring can sense each other's direction and distance from each other, though not in strict terms.  "I know he is far away, to the Northeast," not, "She is 200 miles southwest, 3,000 feet above sea level." 

Finally, if the wearer of the Beloved ring is not present but someone puts on the Lover ring, if that person has heard of the person wearing the Object ring, he falls instantly in love with that person.  If the wearer of the Lover ring hasn't heard of the person wearing the opposite ring, he will instead fall in love at first sight if he sees the wearer of the Beloved ring.

The wearer of the Lover ring will not remove the ring willingly from his own finger and will fight any creature that attempts to take it off him by force.  Only the wearer of the Beloved ring will be permitted to removed the ring.

Ring of Petrification


Anyone who wears this ring is instantly transformed into a statue.  The creature cannot move or act, but does not age nor need anything a living thing would require.  The ring, as well as any equipment on the creature's person, is unaffected by the change and can be removed, though some things might be hard to take off the statue without damaging it.  If at any point, if the Ring of Petrification is removed, the creature that was petrified is de-petrified and returns to whatever state they were in before they were petrified.   

Ring of Rubber

Anyone who wears this ring finds his flesh takes on a rubbery quality, able to stretch and bend far past what it is normally possible.  That creature makes all DEX saves and checks with advantage.  That creature also gains immunity to blunt/bludgeoning and falling damage, unless such an impact is ruled by the Referee as too much force to be absorbed by the creature's elastic flesh.  Examples include such a thing as falling from a very high building (5 stories or more), being hit by Thor's hammer or something of a similar magnitude, etc.

Additionally, A creature wearing the ring of rubber only does half damage on successfully hitting in melee, because their rubbery flesh doesn't transfer energy efficiently.

Ring of the Spider Swarm

This ring can, 1/Day, as an action, summon a swarm of spiders to aid you.  It also gives you the ability to talk to spiders as if you shared a language.  The spiders you summon are not charmed to you, and you will have to negotiate with them if you want them to do anything strenuous.  Spiders are willing to offer their service in exchange for food, usually in the form of tasty bugs, but they'll eat just about any meat, though you'll probably have to chop it into little pieces so they'll be able to carry it away.

Alternatively, if there are any in the area, the ring will automatically summon a Giant Spider.  Giant Spiders range from the size of large dogs to the size of medium-sized vegetable gardens (20' from tip to tip).  They also range in intelligence, from about as smart as dogs to as smart as pigs.  Giant Spiders will need to be paid for their service as well, but they'll need a lot more meat.  Alternatively, a Giant Spider may request some other service, such as killing away a bunch of small animals that keep trying to eat the Spider's eggs, driving off a rival or investigating something the Spider doesn't understand. 

Ring of the Dancing Queen

This ring grants the user incredible skill at dancing, giving them +4 to any checks made to dance or perform using their dancing skills.  The ring also exerts a charm effect on those who watch the ring's wearer- those who see him (or her) dance must save.  On a failed save, if the wearer is in a space where dancing is expected or at least encouraged of the watchers, then those who fail their saves will be charmed into going out there and dancing with the ring's wearer.  If the ring's wearer is not in a situation where people are expected to dance or is performing, those who fail their save are captivated by the performance and will not divert their attention from it, unless something clearly more important presents itself to them, such as an intruder, an attack, a clear and present danger, something that could interrupt the performance, etc.   

Ring of [Elemental] Absorption

This ring can, 1/Day, absorb the energy of a specific type of elemental or magical attack or ability to heal the wearer for X, where X is the damage dealt.  This ability can be used as a reaction.  To determine what kind of elemental damage the ring can absorb, roll on the table below.

Element:

1d10

1- Fire.
2- Ice.
3- Lightning.
4- Thunder.
5- Acid.
6- Force.
7- Psychic.
8- Necrotic.
9- Radiant.
10- Poison. 

Ring of Reversal


This ring grants the user the ability to X times per day (minimum of 1), where X equals their CHA modifier, to reverse/invert the effect of a magical spell or effect.  For example, fire spells become ice, healing spells become harming spells, force fields suck people in, buffs hobble the creature they are cast on, etc.

Ring of Slavery

This ring does not grant it's power to the person who wears it, but to the person who stains the diamond on it with his blood.  When you mark the gemstone with your blood, the ring accepts you as the Master.  Whoever then puts on the ring becomes the Slave.

The Slave, once they put on the ring, cannot take it off unless the Master says, "I release you" three times in a row.  "I release you, I release you, I release you." 

The Master can, at any point, inflict pain on the Slave.  This pain can be inconveniencing to excruciating, granting a -1 to -4 penalty to whatever the slave attempts.  Creatures must check morale when pain is inflicted upon them like this, or be forced to beg for the pain to stop, or otherwise take action to make it stop. 

The Master, additionally, command the ring to detonate.  This does 3d6 damage that ignores Armor to the slave and teleports the ring.  The ring will disappear for 1d4+1 years, after which it will reappear in a random storage container somewhere in the world.

Once the Slave takes off the ring, they cannot be affected by the ring, nor can the ring be detonated unless it is being worn.  Additionally, if someone else marks the diamond on the ring with his blood, that new person becomes the master.  The Slave can also escape from the ring by cutting off their own hand or finger, assuming he or she has the stones for it.    

Ring of Red Miles     

The ring of Red Miles enables the user to create long tendrils of blistering energy that resemble the tentacles of a squid or the thin branches of a sapling.  The user can conjure up to X tendrils, where X is the user's total Constitution score.  These tendrils then spread out towards up to X creatures.  Multiple tendrils can be sent to attack the same creature as well. The tendrils do 1dX+[COG modifier] damage, where X is the lowest dice that could equal the user's HD or level.  For example, a Level 4 Fighter with a COG of 13(+1) using this ring would have his tendrils do 1d4+1 damage on a hit.

Each round, the user can have the tendrils automatically attack, forcing the creatures who have been targeted to save.  On a failed save, the targeted creature is hit.  And creatures do need to save multiple times before tendril.  While this is being done, the user cannot take an actions requiring physical effort- they can walk across a room and pour themselves a glass of tea, but cannot dodge an attack or make a saving throw.  Should they attempt a strenuous action, the tendrils disappear.

Each time the Ring of Red Miles is used, the target must save.  On a failure, the target is Fatigued until they take a short rest. 

The Ring of False Wishes

This ring is cursed.  Tell the players this.  Also tell them that it grants wishes, but that it will twist them to try and make something bad happen.  This is a lie, but make sure you tell the players this, either explicitly as the Referee or through an NPC.

The ring will grant 3 wishes to the first intelligent creature who wears it.  However, these illusions are entirely illusory. For example, if the party wishes for 1,000,000 gold pieces, the ring will cast an illusion on the stones in the stream bed, making them appear to become gold coins.  These illusions do not stand up to physical scrutiny and can be seen through by someone making and succeeding on a COG check.  However, it should be able to fool most people, at least for a while. Someone who believes the results of the wish to be fake has advantage on trying to see through them.  Someone who does not know about the cursed ring or wants to believe in the wishes has disadvantage on seeing through them. 

The ring cannot grant any more wishes until that creature is dead or the wishes have been exposed as fakes.

                                                           source unknown

Ioun Stones:

Ioun Stones are powerful magic items made from gemstones engraved with many thousands of tiny runes.  Imperceptible normally, but visible if inspected closely under bright light.  Ioun Stones orbit around the user's head, granting the user certain powers.  As long as the Stone orbits the user, he has access to that power.  A Stone can be forced to deactivate by hitting it out of the air (requiring a successful attack roll against the user) or by succeeding a DEX check, where the DC is 12 + the DEX modifier of the Stone's user. 

However, even if stolen an Ioun Stone will only function for one user- to anyone else, it is just a fancy rock.  Ioun Stones can only be taken off of the dead or willingly given from one person to another. 

The only way to destroy an Ioun Stone is to seal them in a hardened container and then sink that container in the depths of the sea, or bury it deep underground.  The Stones will lose their magic after 1d100 years of not being used, after which they will be ordinary gemstones.  Anything else will just result in you embarassing yourself.

To see what kind of gemstone the Stone is, roll on the tables below.


What kind of Stone is it?

1d20

1- Ruby.
2- Sapphire.  There is a 40% that the Sapphire is a Star Sapphire, and a 10% that it is a Golden Star Sapphire.
3- Emerald.
4- Agate.
5- Peridot.
6- Amethyst.
7- Tourmaline.
8- Bismuth.
9- Diamond.
10- Garnet.
11- Jade.
12- Topaz.
13- Opal.  There is a 50% the opal is a fire opal.
14- Citrine.
15- Rhodolite.
16- Zircon.    
17- Pearl.  There is a 50% the pearl is black.
18- Alexandrite.
19- Aquamarine.
20- Tanzanite.

What power does it grant?

1d6

1- Attribute.  This Stone increase one of the user's ability scores by 1, up to a maximum of 18.  That ability score is 1d6 [1= Strength; 2= Dexterity; 3= Constitution; 4= Cognition; 5= Charisma; 6= Reroll.]

2- Protection.  This Stone grants the user 1d4 [1= [10 Armor] as long as it orbits the user's head.  This bonus can stack with another piece of armor; 2= The stone parries the first melee or missile attack against the user (assuming a physical missile).  The stone cannot parry non-physical attacks; 3= The stone can 3/Day do damage equal to half the damage an attack dealt by that creature did to the user.  Ex: Zulu the Orc does 6 damage to you and you activate the stone to do 3 damage back to him.  This can be used as a reaction; 4= The stone grants resistance to (halves) damage from a specific elemental type against the user.  This stone grants resistance to 1d6 (1= Fire; 2= Cold; 3= Acid; 4= Lightning; 5= Thunder; 6= Necrotic).]  

3- Regeneration.  This Stone gives the user the ability to regenerate 1d4 HP a minute or 1 HP a round.  It also immediately stabilizes the user if it is allowed to float above the user's head for more than 1 round.  However, because this magic is based on stimulating the body's natural healing abilities, the user will become much hungrier after healing and will require twice as much food as a normal creature his size.  After regenerating from serious injury, much more food may be required (Referee's Discretion).   

4- Sustenance.  This Stone sustains the user, eliminating their need for 1d4 [1= Food or water; 2= Sleep; 3= Air.  This also renders them immune to inhaled poison and dangerous inhaled gases; 4= Time.  This Stone makes the user ageless, preventing them from aging while the stone is affecting them.] 

5- Absorption.  This Stone can absorb 1d6 [1= 1d8; 2= 1d10; 3= 2d6; 4= 2d8; 5= 2d10; 6= 3d8] elemental/magical damage as a reaction.  This reduces the amount of damage you take by X, where X is the absorbed damage.  The user may then, as a full action, release the absorbed damage against a target of his choice.  The stone can only absorb and store one attack at a time, and while it is storing an attack it cannot absorb another until emptied.

6- Power.  This Stone gives the user 1d4 [1= The ability to ignite his weapons, covering them in fire which does an additional +1d6 fire damage; 2= Gives the user 1 Mana Dice which he can use to cast spells.  This MD can also be used to replace other dice, such as the Boxer's Stamina Dice; 3= The ability to 1/Day double his modifier for any check based on STR, CON or COG; 4= The ability to charm people by forcing them to make a save.  On a failed save, they will treat you like a good friend for 1 hour.  After that hour is up or on a failed save, that person will realize you used magic to influence him and will react appropriately.]   

                                                   by Dmitry Burmak

Bag of Holding:

A Bag of Holding can hold the contents of 8 normal inventory slots while only occupying one itself. 

Bags of Holding are fairly common magic items, often passed from adventurer to adventurer, either by hand or recovered from well-chewed corpses in dank dungeons.  Some however, are sold by cash-strapped adventurers.  So if you know the right places to look, you might be able to buy one for yourself.   

A Bag of Holding can hold the contents of 8 normal inventory slots while only occupying one itself.   

But you should never buy a Bag of Holding second-hand, merchants rarely bother checking their contents, as they are usually only purchased by Criminals and Adventurers, and are often used to hold things too strange or illegal to bother with.  But if you did, roll on the table below. 

Alternatively, this could be the table used when you take a Bag of Holding off another Adventurer. 

What is in this Bag of Holding?

1d20

1- 1d6 corpses in various states of decay.
2- A wheel of cheese.
3- 1d10*10 torches.
4- A ten foot pole.
5- A bed, including pillows, blankets and a stuffed mattress.
6- A magical item.  Roll on your favorite lesser magic item table.
7- 50 gallons of 1d6 [1= Lamp oil; 2= Salt water; 3= Brandy; 4= Fresh blood; 5= Green Slime; 6= Molten metal.]
8- 1d8 boles of fabric.
9- 1d20+10 pounds of salt.
10- A Mockery.  This Mockery is a 1d4 [1= Mock-Soldier fighting an imaginary war; 2= A Mock-Chef who makes edible, if largely tasteless food; 3= A Mock-Lion in a vest and bowler hat who reads to children and devours mean people; 4= A Mock-Ghost, which "haunts" people by hiding, making spooky noises and rearranging things when no one is looking.]
11- 10 candles, chalk, red string and a sacrificial dagger.
12- 1d100 pairs of women's undergarments.
13- An empty wooden barrel with a lid.
14- 1d10 polearms.
15- 1d10*10 arrows.
16- An Unbound Undead.
17- A musical instrument.  You find a 1d6 [1= Lute; 2= Shofar; 3= Flute; 4= Tambourine; 5= Drum; 6= Trumpet.]
18- A love letter addressed to someone you don't know.  No location is listed, but the letter mentions a landmark that you have heard of.
19- A treasure map along with a letter telling whoever was meant to receive it that they found some legendary destination, promising wealth beyond the dreams of avarice.
20- Cult regalia marking anyone who wore it as a 1d4 [1= Minion of the Dark Powers; 2= Chaos Cultist; 3= Member of a suppressed religion or heretical sect; 4= A Demon-Worshiper.]

Sunday, January 10, 2021

OSR: Nothing like a Home-cooked meal: Cooking Rules for the Discerning Adventurer

 

                                                 from Food Wars!

Here are some rules for cooking.  They are based heavily on these rules and inspired by Skerple's Eating the Monster Manual and Eating the Veins of the Earth, as well as this post by Cacklecharm

This post can be considered an unofficial part 2 to a series on non-magical healing.  Part 1 is here and the post that inspired both, my Death and Dismemberment tables, are here

Eating food restores Fighting Spirit (FS - ie 'Grit').  Depending on the quality of the food, ingredients and the skill of the chef, the more FS it restores. 

To prepare food, you must succeed on a Cooking Check.  The base DC of this check is 10 and varies depending on the following modifiers.

Cooking Check Modifiers:

- You have fire or a stove (-1)
- You have utensils (-1)
- You have pots and pans (-1)
- You have spices (-1)
- You have water (-1)
- You have fresh ingredients (-1)
- The person primarily preparing the dish (rolling the Check) is a skilled cook (-X, where X is the number of ranks they have in the Cooking skill)
- You are cooking with a rare, difficult to use ingredient (+1)
- You are cooking with a poisonous ingredient (+1)
- You are using ingredients preserved for travel, e.g. dried, dehydrated, pickled (+2)
- You are cooking with a magical ingredient (+2)  
- You are attempting to cook a Fine meal (+2)
- You are attempting to cook an Exquisite meal (+4)

If you fail a Cooking Check, the ingredients or food you used is wasted.  Eating it restores 1d4 FS. 

Fine Food and Excellent Service:

There are four levels of quality a Meal can fit into: Poor, Basic, Fine and Exquisite.

Poor
Meals are not true meals at all, requiring no cooking.  If you scarf down a ration while on the road or while crouched around the last few embers of your campfire, that is a Poor meal.  Poor Meals heal 1d6+[your level] FS.

Basic Meals require a minimum of 2 ingredients and cooking.  They take a minimum of 1 hour to prepare or the length of a Short Rest.  Basic Meals heal 1d8+[your level] FS.

Fine Meals require a minimum of 4 ingredients and cooking.  One of these ingredients must be rare, fresh or magical.  Fine Meals require at least 2 hours to prepare.  A Fine Meal restores 1d10+[your level].

Exquisite Meals require a minimum of 10 ingredients.  Half of these ingredients must be rare, fresh or magical.  Exquisite Meals require 1d4+2 hours to prepare.  An Exquisite Meal restores 1d12+[your level] FS. 

Note that leftovers from meals do not provide the same benefits and count as normal rations or a Poor Meal.  

Butchering:

If you kill a creature and butcher it, preparing the meat, you can divide it into a number of portions.  Each portion is equivalent to a Ration.

At minimum, a creature needs at least 1 Ration or an equivalent amount of food to maintain its' body.  If it doesn't receive this much food it starts to take STR damage as its' body starts to break down muscle to feed itself.

A butchered corpse provides a number of Rations equal to 2 + HD.  So a 1 HD Deer will give you 3 Rations, a 6 HD Buffalo will give you 8 Rations and a 8 HD Elephant will give you 10.

Does this mean that a small party of adventurers could feed themselves by exclusively killing and eating towns-people, drifters and criminals?  Yes, it does.  However, it should be noted that eating your own species will turn you into a Ghoul and eating the flesh of creatures not belonging to your own race will turn you into a Wendigo.  It's also extremely taboo, for the above reason as well as others.

                                                    from Food Wars! The Second Plate

Friday, January 8, 2021

OSR: Non-magical Healing

 

                                                   source unknown

So one of my players informed me that I might have designed a combat system that is too hardcore, mostly due to the new healing rules and the Death and Dismemberment tables.  After telling him he was a pansy, I thought about what he said and decided that he might have a point.  So I decided to include a few additional ways of getting some health back.

These are methods of restoring HP and FS (Flesh and Grit) that do not require magic or special training.  I think I might also modify some of the classes to give them abilities based around helping their allies recover HP.  Looking at you, Investigator.  But for now, here are 6.

Snacks:


Eating a ration while traveling or not taking a long or short rest restores 1d4+CON FS.  Additional bonuses may be offered if the quality of the rations are higher than normal.      

Alcohol:

Drinking a bottle restores some FS.  A beer restores 1d4, a glass of wine 1d6, a shot of liquor 1d8.  For each drink you take, you also get 1 point of drunkenness.  For each point of drunkenness, you get +1 to melee damage rolls, however, do not add this damage unless the attack hits.  It does not count for the attack roll.  Additionally, your opponents get a +1 bonus to their saves against your firearm attacks and defense rolls against other attack rolls.

Every time you gain a point of drunkenness that puts your total drunkeness over your CON modifier, you must save.  On a failed save, you take 1d6 COG damage.  If this COG damage ever reduces your COG to 0, you black out.     

Bandages:


Using bandages automatically ends the Bleeding Out condition.  If applied to someone who is not Bleeding Out, that person regains 1d4 HP and 1d6 FS.

Medkits:

Using a Medkit on someone automatically ends the Bleeding Out, Poisoned or Fatigued condition, unless that Fatigued is caused by mere exhaustion.  If used on someone who is not Bleeding Out, that creature regains 1d6 HP and 1d8 FS.

Note: I'm treating bandages and Medkits like bandages and antidotes in Darkest Dungeon.  Each one fills one inventory slot and represents less potential gold, loot or weapons.  Bandages, once they are used, are consumed.  Medkits can be refilled for a small price.    

Adrenaline shots:

Restore 2d6 FS and grant an immediate +2 bonus to initiative, potentially elevating you above others and reshuffling the initiative order.

Inspiring Speech:

If someone succeeds on a CHA check, he can give a speech that inspires and rouses his allies.  This speech restores 1d6+[CHA modifier] FS and possibly (Referee's Discretion) grants a new save to characters who are Charmed or Frightened, potentially restoring mental ability score damage (CHA and COG).  Inspiring speeches take at least 1 uninterrupted minute and each creature can only benefit from 1 per day.      

Medical Care and Hospitals:


And before I forget, let me include this little table.

How good is the medical care?


 

                                                   by Ahmed Aldoori

Wednesday, January 6, 2021

TwK: Thales and Strauss (A Contact for Lighthouse)

 

                                                               source unknown

The idea for Lighthouse originates from here.  For additional support, you can contact: the fitness blogger and professional strongwoman Jubilee and her life partner, Briggs; or David S. Terrence, professional computer programmer/crazy person.  You might also find help from Radio Live Free, the most anti-society show on the market, or from prostitute-revolutionary Evalynne Goldberg.

Ethan Thales is the most feared civilian demonhunter on the East Coast, a 50 year old man who lives across the street from his silver-haired mother and an employee at a local grocery store. 

He served Lighthouse faithfully through the 80s and 90s, before retiring after he failed to prevent 9/11.  He wasn't the only one who failed that day, of course, but he places far more blame on his shoulders than is warranted.

But back to his past- Thales was a talented demonhunter while he worked at it, his mastery of computer systems and pattern recognition enabling him to parse through large amounts of white noise to find omens of Demonic activity before the creatures could claw their way into our universe.  Unlike the demonhunters of today, who can rely on computer algorithms, satellite imagery and 24 weather forecasts, Thales had to put in the effort worthy of naming him Gumshoe.  He wasn't the best at actually fighting, but there is no shortage of fools willing to risk their lives for humanity.  But there aren't nearly as many who are willing to endure boredom or suffer pain with patience.  Yet in both of these, Thales was exemplary.  Unfortunately, even he has a breaking point.  When he finally hit his, he hung up his gunbelt and got a job piling up apples and arranging heads of cabbage, as it was the only thing he was qualified for.  Turns out "Demonhunter" and "Lighthouse Chapter Master" are not things you can put on a resume.

As such, he now works piling up apples and helping clueless middle class folks find out where the peanut butter is.  He claims to hate his job, but he's been working here for almost ten years and shows no signs of going anywhere. 

Appearance - A short white man in his 50s with a thinning brown hair and a matching mustache
Manner - Exasperated with people, short-tempered and grouchy
Wants - To stop getting involved in paracasual nonsense
Morality - To defend the innocent, to fight evil
Secret - He doesn't trust his partner, who he suspects has been compromised

                                                by Autumn Skye

Deoborah Strauss was one of the most proficient mystics in Lighthouse's long history.  She has a talent for channeling the power of Beyond and was able to use this for some truly impressive feats.  Similarly, her natural constitution and irregular mindset made her ideal for conjuring spirits and speaking with Outsiders. 

As such, she joined Thales in his demon-hunts and the two became partners, working together or with others.  They always had each other's backs, and were able to accomplish some truly spectacular things.  Once, she and Thales were able to take down a room full of armed men with two bullets and a road flare.  This was possible because Strauss was able to use her abilities to determine where the natural gas line was from three rooms over.  She then guided his shot to puncture the line and fill the kitchen with flammable, invisible gas.  Your imagination can fill in what happened next.

However, Strauss is not entirely positive.  Her extensive contact with the Beyond has cracked and distorted her perceptions of reality to the point where she is almost universally regarded as a kook, even among other Understudies.  Despite the fact that much of her odd beliefs come from sources most would consider untrustworthy, she clings to them like an article of faith. 

She is also a bit of a narcissist.  She believes herself to be smarter than most people, if not all of them.  She refuses to be questioned on the validity of her ideas and if you attempt to present arguments for the other side she will insist she doesn't have time for this and find something else to do.  But if you flatter her, you will find it very easy to convince her of things, even if they seem crazy.

Strauss ended up getting hired by the same grocery store that Thales works at, perhaps by chance, but neither of them believe in coincidence anymore.   

Appearance - A chubby white woman in her 50s or 60s with thick glasses and graying hair
Manner - Utterly self-confident
Wants - To carry out the special mission she was given by a spirit
Morality - To serve the Goddess
Secret - She (believes she) knows what form the Great Culling will take           

                                                                   by Rayinmotion, from here

Hooks:

1d6

1- The store pharmacy recently received a new shipment of experimental vaccines.  Steal them for us, and then bring them to the rendezvous point.  I want to study them myself.
2- Some Lighthouse volunteers came in need of intelligence.  Unfortunately, to do the reading they asked for, Strauss needs some rare ingredients.  Go retrieve them for us.
3- The loss prevention lady has been watching me and I saw her and the manager talking to a man in a grey suit who everyone thought was important, but cannot agree on what he was.  Find out what they were talking about and with who.
4- Recently, the store recently switched to a new delivery company.  The new drivers all seem to be weirdly similar and a lot of the food/products they deliver seem to be slightly, off.  Stow away on or follow one of the trucks to see where it goes.
5- I saw a man come to our store, helped him find something, and then he left.  That evening, I saw him on the local news in a stand-off with County police.  Then, two weeks later, another one of our customers was involved in a car chase with Highway patrol.  Find the connection before it happens again.
6- I was approached by a man who gave me a box and told me to transport it to a specific location by a specific time, not to open it and not to let anyone question me on it's contents.  I'm giving it to you.  If you hurry, you can make the deadline. My only condition is if you decide to open it, you'll invite me.    

Insight Buys:

Customer Profile (I-1).  Strauss can do a reading for you on an object or person.  She can't reveal everything about a person, but she can reveal it's original origin, purpose, major events in its history and even gain a glimpse of it's potential futures.   

Bargain Hunter Bait (G-1). Thales gives you some powder that when sprinkled on an object or creature, attracts other creatures to the thing sprinkled in powder.  When first seeing, smelling or hearing the affected object or creature, other creatures must save.  On a failed save, they will go investigate the thing that was sprinkled in the powder.  Thales will give you a bag that contains enough powder to mark 1d6+1 objects.       

You're not in Uniform (I-2). 
Thales gives you a magical outfit that when worn, can be transformed into the uniform worn by the employees of any company or organization.  If a company doesn't have a uniform but does have a dress code, the outfit transforms to be something within the code's guidelines.  Additionally, when worn, outsiders to the company or organization will believe you to be an employee of that organization, unless they are told otherwise.  However, this does not apply to those who work for that company or organization.  As such, they are not magically influenced and will react appropriately to the presence of a stranger in their workplace.     

Corporate Audio Guide (G-3). 
Strauss teaches you how to call upon a spirit of Logos and knowledge.  If you call upon such a creature, it can gain near-perfect knowledge of any location you are in, as long as that location has easily definable borders, such as a building, a dungeon, a fenced-off area.  This spirit will speak to you through some medium, such as the PA system or your phone and inform you of coming dangers and hazards, as well as answering any questions you might have.  For example, if you are sneaking down a hall and the room you are about to enter has a trio of armed guards playing blackjack in it, the spirit will tell you.  The spirit will only remain with you for 10 minutes, after which it will leave.  To summon it again, you must offer it a sacrifice of information, such as an important memory, rare books, important documents or something else.  If you succeed a CHA check as well, you can try to get the spirit to stay for an additional 10 minutes, but this will require another sacrifice.  Once the spirit leaves, it will only return once it has been compensated for the services previously rendered.  

Company Car (I-3).  Thales gives you the keys to a car.  The car is magical, able to shapeshift into any sedan or smaller four-wheeled vehicle, altering its shape, size and color.  It has the ability to come whenever you whistle for it.  The car can hear it's owner from any distance away, but it still has to drive there.  However, the car is as fussy as a prize-winning stallion.  Unless lovingly pampered every day, given daily washes, consistently tuned up, waxed every 2 months, taken for calm drives through the countryside and kept/stored with other cars (it gets lonely), when you whistle for the car or try to start it, you must roll under your CHA to get it to start/obey.      

Evacuation Plan (I-5).  Strauss is still owned a lot of favors, but she can lend you some of her personal Karma.  As an action, you can spend some of that.  When you do so, Strauss' extradimensional allies will teleport you and any of your allies out of a dangerous situation.  When you choose to use this, make a COG save with a penalty equal to the number of creatures you want to bring with you.  On a successful save, choose a destination.  That is where you arrive.  But on a failed save, you arrive at a location similar to your intended destination, but not the one you intended.  For example, if you wanted to go home, you end up at your Mother's house in Maine.  If you critically fail this save (20 in roll-under saves, 1 in roll over) you instead teleport into a location that is equally dangerous to the area you're currently in, but in a different way.  For example, teleporting from a top-secret military base to the middle of the Amazon rain forest.   

You're Fired! (I-5).  Thales gives you a mostly empty notebook full of light pink papers.  As an action, you can open the notebook and force a creature within 30' to save.  On a failed save, a storm of pink papers rip themselves free of the notebook and pour outward in a maelstrom, surrounding and plastering themselves all over the target creature.  Then, the papers fall away to reveal no one was covered in them.  The creature has been taken somewhere else and will reappear in 1d8 hours, 1d20+100 miles in a random direction.  These creatures will be found naked, covered in scars and teeth marks and must save or be rendered permanently insane.  Every time the notebook is used, the user should a CHA save.  On a failed save, 1d4 of the notebook's pages are covered in scribbled black notes, containing blasphemies, schizoid ramblings and drawings of eyeless creatures bleeding light.  On a successful save, only 1 of the pages is covered.  When all 14 pages of the notebook are covered in these drawings and scribblings, use at your own risk...   

Emancipation (I-10).  Thales and Strauss discovered an instrument of immense power, but only used it several times, because of the immense danger it posed.  The instrument is a flexible metal frame, resembling the structure of a bat's wings, covered in pale white feathers that is worn on the back and strapped to the arms.  It is a pair of artificial wings.  When worn, if the user jumps off an object high in the air or is thrown up into the air by something strong, that creature gains the ability to fly.  This flight is silent, quiet as an owl soaring through the air.  The wings also grant the user the ability to conjure a sword from the ether.  This sword, when conjured, forces all creatures who enforce laws, rules or are otherwise tied to an Organ of Power to save.  On a failed save, those creatures become frightened of the sword's wielder and get -1 to all attacks against the wielder.  They will also refuse to approach the wielder and must check morale each round they are in combat with the wielder.  On a failed morale check, they will break and flee. 

Major Goals:

Find out who the Operator is.

The local radio stations all have begun broadcasting a new DJ who never identifies him or herself by name.  The Operator, as he* has been dubbed, has been repeating cryptic messages, long strings of numerals and mad rantings over the air.  Those who hear him report headaches, strange dreams, night terrors, sleep paralysis, hallucinating strange creatures watching them.  Thales has also noticed that he is only broadcasting in a small area, and that area has seen a sharp uptick in mental illness, psychotic breaks and violent crime.  The Operator must be found and stopped, before he causes anymore harm. 

Escape the Great Cull.


The Masters of the Universe have long been known to despise their ignorant, oppressed Normal subjects, who do not know about their dealings on this, or the other side, of the Masquerade.  It has been suspected for a long time that they planned on doing something drastic to the existing human population, but this was only theoretical up until the 1970s, when Prophets and Seers first began receiving omens of a great catastrophe that would befall the Earth and scour much of the human race.  Some believe this to be a form of population control, while others say it will be something much more dramatic, perhaps a nuclear war or the "accidental" release of a bio-weapon.  Regardless of what form it will take, Strauss is convinced that the prophecies are all true and that the Cull is imminent.  She hopes to escape it.  Thales is convinced that the Masters are planning something like that, he just doesn't think it will work, or that it is going to happen soon. 

Find out who is talking to Strauss.

Thales is concerned that his partner is being misled by an entity that claims to be righteous, but may have ulterior motives. Strauss' behavior has become more erratic recently and she is extremely defensive of her new activities, refusing to justify herself.  And unlike her, Thales never trusted the spirits, always confident they had their own agenda.  He needs your help to find out who is contacting Strauss and what it wants from her.             

                                                           by themagnusaaaaaa

Thursday, December 31, 2020

OSR: Gargoyles, Rust Monsters and the Clever Xorn

 

                                                              by peachiekeenie

Gargoyle
HD 1d4+1
AR Varies
Atk Stone Claws and Jaws (1d8+2/1d8+2)
Mor 14
Saves (7+HD) or less

Stone Skin: Gargoyles start with 2d10 Armor.  While they have this armor, they have immunity to sharp damage and resistance to bludgeoning from non-magical weapons.  They are also immune to small projectiles that aren't supersonic, such as arrows, stones hurled from a sling, etc and anything else that couldn't hurt a statue.  This includes but is not limited to fire, acid, lightning, ice and force damage.  The Gargoyle can still be injured by types of damage that attack the soul though, such as that from magical weapons, radiant, necrotic or psychic. 

Rock Eater: Gargoyles have the ability to crush up and consume stone.  If a Gargoyle takes an action to eat some rocks, this restores 1d10 Armor points to it's 'Stone Skin' ability (see above). 

Petrification Condition: Gargoyles turn to stone when this condition is met.  While Stone they retain the hardness of 'Stone Skin', except their armor cannot be damaged.  Another condition will cause the Gargoyle to return to its' animated form.

Curse of the Gargoyle: Anyone bitten by a Gargoyle or who comes into contact with it's bodily fluids, or god forbid eats it, must save or be cursed.  On a failed save, the creature becomes cursed with the 'Petrification Condition' of the Gargoyle.  Creatures only need to save once per Gargoyle.

Tactics:
- Depends on the type of Gargoyle

Types of Gargoyle:

1d4

1- Mageborn.  Some powerful Magi know the secret of creating Gargoyles.  These Gargoyles transform from stone at their Master's command, or when a specific condition is fulfilled, as long as that condition is set by the Master.  Mageborn Gargoyles are Constructs, following orders exactly and never having to check morale, as they have no fear of death, or fear of anything for that matter. 
2- Cursed.  Gargoyles created from curses come about when a statue or building is cursed.  The curse twists the fabric of reality, causing them to come to life, and indeed, having always been alive.  These Gargoyles transform under the conditions of the curse, for example, whenever the Moon is Bloody (the New Moon).  The Gargoyle then transforms back into stone once that condition is no longer being met.  Cursed Gargoyles work to ensure the curse is carried out and ensure the one who cast it has his wish fulfilled.  If the curse is broken, they will transform back into normal statues.    
3- Demonically Possessed.  Lesser spirits of wickedness can come to inhabit the statues standing atop buildings or in hidden catacombs.  This animates the statues, causing them to become Gargoyles.  Sometimes this is because of some crime that was committed within the building, giving spirits of evil permission to enter it.  Other times it is because the spirit was deliberately invited, the statue having been prepared for it.  Demonic Gargoyles animate under broad conditions, such as at night or when an act of wickedness is committed before it. 
4- Ancestral.  Ancestral Gargoyles are created when successive generations venerate a building or religious site that has statuary.  Over time, the collective spiritual energy can transform the statues into Gargoyles or cause Gargoyles to form naturally out of the stonework.  Ancestral Gargoyles usually form from the sentiments of one ethnic or religious group, so they transform whenever something that would offend that group is done in the Gargoyle's presence, or when the site is in danger.

Gargoyles, when animated, have behaviors that are based on their origin and on what kind of statue they originally animated. Gargoyles with wings can fly.  Gargoyles with genitalia seek to breed.  Gargoyles with large bellies seek to eat and feed much more frequently than normal Gargoyles.

This Gargoyle has...

1d6

1- Wings.  This Gargoyle possesses the ability to fly. 
2- Genitals.  This Gargoyle possesses the ability to charm people by producing a pheremone cloud (1/Day).  Those exposed to it's bodily fluids have disadvantage on their saves, and those who ingest those fluids automatically fail.
3- A body bloated by pregnancy.  This Gargoyle will give birth to smaller baby Gargoyles.  You also must successfully save when first attacking it or be unable to harm the Gargoyle.  If you do manage to attack, this will draw the ire of creatures friendly to the Gargoyle, who will then target you.
4- Multiple sets of arms.  This Gargoyle can grapple multiple creatures at once and gains one extra attack.
5- A second head.  This Gargoyle has advantage on all perception and Cognition checks.  It is extremely hard to sneak up.  Also, it gets a bonus bite attack (1d6).
6- A third eye.  This Gargoyle has the ability to cast spells innately.  It has a number of Mana Dice equal to its HD and can cast the spells Entomb, Repel Stone, Steel Intangibility and Stone to Dust.  These spells do not trigger Chaos or Corruption, but it's MD do burn out on a 5 or 6.

Gargoyle Plot Hooks:

1d6

1- An ancient temple was recently reclaimed from the wilderness, the insides reconsecrated, the shrine to the Green God inside smashed and offered to the Lords of Law.  But since then, each full moon, someone has gone missing.  The locals suspect a Werewolf and have hired a group of adventurers to find the beast.  Secretly, it is a Gargoyle, and not all the missing are dead, some have become new statues adorning the temple's ancient walls.
2- In ancient days, a woman was cursed (or blessed) to give birth to a savior who deliver his people from a Messiah.  To prevent this from happening, a Sorcerer-King who ruled over those people commanded one of his Gargoyles to scratch the woman, who was already pregnant with the savior.  The woman was petrified and resides in one of the vaults of the palace, now ruled by that descendants of that ancient King.  You have been enlisted for a sacred task- find a way to revive the woman long enough for her child to be born.  Unfortunately, the only way to do so would be for her to hear the Sorcerer-King's voice, which would be difficult, given how he perished generations ago.
3- There is a royal wedding being planned between the prince and princess of two feuding kingdoms.  You have been hired to provide security and otherwise keep things running.  Unfortunately for you, there is a Chaos Cult running around, with a plan of using mass human sacrifice to awaken as many of the cities' statue on the wedding day.  The plan is bone-headed and very likely to kill them all, but if not discovered in time, it would lead to untold amounts of destruction.
4- An evil Magi is terrorizing a city with a pack of Gargoyles who obey his every command.  He seems to be controlling them through a magical artifact he possesses.  Please take it from him before he destroys the city.
5- Thanks to a curse, a group of monster statues that once attended a Goddess of the Harvest have animated and become terrifying monsters.  Wielding their stone scythes, pitchforks and sickles they have gone out to reap a red harvest of blood. The curse must be broken to defeat these terrors, but the man who uttered the curse is dead and the only other person who knows what the curse was is a young female acolyte who has been in shock since she witnesses the slaughter.  Helping her might be the only chance of defeating these monsters. 
6- A series of vigilante killings have shocked a city.  Several well-known suspects who have so far escaped punishment have been found killed by an unknown person or group.  The people of the city think this is a generally positive outlook, but criminals, city authorities and corrupt officials are determined to root out the source of these killings.  Secretly, it is a Gargoyle intended to be a guardian spirit for a city, spurred on by the pious prayers of a young child.  

                                                artist unknown

Rust Monster
HD 2
AR Varies
Atk Barbed Mandibles (1d6)
Mor 15 (7)
Saves 9 or less
Vulnerable to Lightning Damage

Steel Skin: Rust Monsters are covered in a shell of metal.  This gives them 2d6+2 Armor Points.  While they have this shell up, they are vulnerable to lightning damage and immune to sharp damage from non-magical weapons, fire and ice; they also have resistance to acid damage.

Scared of Storms: Rust Monsters, upon seeing lightning or hearing thunder, must immediately check morale or flee.  When confronted by thunder or lightning, or things that sound or look just like it, use the smaller number for their Morale.

Metal Sense: Rust Monsters can detect the presence of ferrous metals within 1 mile of them and will seek it out.

Devour Metal: Rust Monsters can, as an action, attack an object made of metal.  That object takes 1d6 damage on a hit.  Weapons damaged this way do -1d4 damage.  If this reduces the amount of damage a weapon could do to 0, it breaks.  If Armor is damaged this way, it's protective ability is lowered by 1d6.  If this reduces the Armor to 0, it breaks.       

Tactics:
- Seek out metal
- Gobble it up
- Attack those who interfere

A long time ago, an unnamed Sage bred a giant insect with a Gargoyle.  The result of the copulation was a clutch of eggs that hatched into a beast called the Storza or as it is much more commonly called, the Rust Monster.  These creatures have since spread far and wide, becoming a nuisance wherever they go, annoying Adventurers, smiths and miners alike.  It is unknown whether this Sage's name was stricken from the record for his foolishness, or if he removed it himself to protect his descendants from future recriminations. 

Regardless, Rust Monsters are large, insectine creatures covered in shells of rusting iron.  They have razor sharp mandibles and long, twitching antennae, which allow it to detect the presence of ferrous metals.

Rust Monsters seek out metal to reinforce their shells, which they use to protect themselves from predators.  They do not actually eat metal, as the stories Adventurers tell about them seem to indicate.  Rather, Rust Monsters eat small animals and carrion.  They only opportunistically pursue metal when they come across it, except during mating season, when they pursue it with great intensity.  Rust Monster females usually choose the males with the thickest or largest shells, meaning the pressure to find an abundance is metal is much stronger than normal.

Rust Monsters are no smarter than an intelligent dog.  Despite their seeming malice and evil reputation, they are just beasts.

                                                             source unknown

Xorn
HD 6
AR Varies- See Below
Atk Slam (1d12/1d12)
Mor 15
Saves 13 or less

Earth Armor: Xorns have a shell of animated earth over their bodies, giving them a grotesque appearance and protecting them from danger, giving them 3d6 Armor Points.  This Armor repairs or resets itself (Referee's Choice) each time the Xorn goes into the ground.  While they have this armor, they have immunity to sharp damage and resistance to bludgeoning from non-magical weapons.  They are also immune to small projectiles that aren't supersonic, such as arrows, stones hurled from a sling, etc and anything else that couldn't hurt a boulder.  This includes but is not limited to fire, acid, lightning, ice and force damage.   

Stone Walk: Xorns can pass through unworked stone and earth like it was air.  Any creature or object they are touching also gains this property for as long as it maintains contact with the Xorn.

Treasure Sense: Xorns can sense the presence of precious metals as well as jewels within 1 mile of itself.  

Animate Earth: 1/Day, Xorn can create guardians of stone or earth to serve them.  Stone guardians are created of unworked stone and have 4 HD, 10 AR and make 1d10 Slam attacks.  Xorn can only make 1 Stone Guardian a day.  Stone Guardians also have all the resistances the Xorn's Earth Armor provides. Alternatively, a Xorn can create 1d4+1 Earth Guardians, which have 2 HD, 6 AR and make 1 1d6 slam attack.  Earth Guardians have resistance to non-magical sharp damage and are immune to fire, acid and lightning damage.   

Tactics:
- Use 'Stone Walk' to go into the ground underneath someone.  Then, grab them and start pulling them down into the earth.  Once you have pulled them under, let go and they will instantly be buried alive.
- Dive in and out of the ground, using it for hit and run tactics. 
- Pick off your foes one by one.  Use Guardians as decoys or as cover to escape. 

Xorns, sometimes called the Dao or Lesser Janeen, are a race of highly intelligent creatures with the souls of clerks and the resentfulness of weaker men.  They are the rivals of the Deep Janeen and other Genies, who they resent and envy for their innate natural abilities.  This hatred of Genies is the primary reference point in Xorn culture, whatever Genies do is bad, so the opposite is usually good.  Xorn do not keep slaves, they hire workers.  Xorn do not steal things, they only bargain and trade for them.

This is not to say that the Xorn do not copy the Genies in many ways.  Like their rivals, all Xorn aspire to wealth.  So they collect jewels and precious metals and use these to build lavish palaces beneath the earth.  The wealthiest Xorns live in luxurious halls, surrounded by sycophants and servants.  Less wealthy Xorns are often included in these groups, attending greater Xorn.  But even these lesser Xorn can still build impressive estates for themselves, using their innate magicks and masonry and mining skills to slowly carve out tunnels, link caves and expand caverns.  Xorns are also known to be some of the best farmers in the Veins, producing vast stores of fungus bread, slug butter, pale crawfish and other subterranean staples. 

Most Xorn hold the belief that all gold, gemstones and other metals belong to their race and all others are merely thieves handling Xorn property.  That said, they do not immediately jump to violence, and are more than happy to trade.  Xorn trade with other races in the Veins, exchanging food or light for gold and jewels.  They are also known to carry baubles and trinkets to trade with adventurers for their stores of jewels or packs laden with gold coins. 

 Xorn do not eat gold or jewels, as the stories say they do, but instead they hand them over to smiths to make art from them, or work them themselves.  Xorn saliva is able to polish jewels without cutting them, for instance.

Xorn are a proud race, usually possessing massive, easily bruised egos.  They hate to be compared to Earth Elementals, whom they look down upon, or Genies, whom they despise and envy.  They present themselves as reasonable, polite and professional, but when angered they easily give in to petulant rages and temper tantrums. 

What does this Xorn offer you, in exchange for your treasure?

1d4

1- Food.  The Xorn will only do this if you seem hungry.
2- Light.  The Xorn spend most of their lives in perfect darkness or surrounded by Earth, so light is not as important to them.
3- Ammunition.  Depending on your setting, the Xorn could be carrying shot and gunpowder, arrows, darts, crossbow bolts or anything else that common ranged weapons could use.
4- A magical bauble.  Roll on the table below to see what the Xorn has on them, or roll on your favorite 'Minor Magic Item' table.

The Xorn's magical treasures:

1d6

1- A wand of bone, the handle wrapped in dried skin.  The wand fires bolts of necrotic energy and heals Undead, instead of harming them.
2- A wire whip.  Anyone who is struck by this whip must save or lose his next action as he is wracked by spasms of agony.
3- A cloak of dark feathers that when activated, allows you to use telekinesis and move an object up to weight as an action. Creatures get a save to resist being moved by you.
4- A wooden good luck charm that, if you fail a save, allows you to pass the effects of the failed save onto another creature within range of the original effect.  That creature you pass the failure onto is allowed a save to try and mitigate the failure.
5- A mask of white that, when worn, makes the wearer incorporeal.  The wearer cannot use or affect purely physical objects while incorporeal, but can affect magical items or living creatures.  The wearer is also immune to damage from non-magical weapons, as well as cold, poison and necrotic damage.  If the mask is ever removed, this effect ends.
6- A magical shell that if spoken to and held up to the ear, will answer the question.  The shell does not know everything, but it does know everything the oceans, rivers, lakes, clouds and rain know.  If if the shell cannot answer a question, it will sing instead.

Xorn Plot Hooks:

1d4

1- A group of miners have been taken hostage by a tribe of monsters.  The monsters are making nonsensical demands for their safe return.  Please rescue them.  Secretly, the monsters are just stalling.  They work for a Xorn, who is attempting to enlist the miners into working for it.  The Xorn is reasonable, but not above using strong-arm tactics or threats of violence.
2- The rivals and enemies of a controversial figure, such as a governor, suspected crime boss or wealthy merchant have started disappearing, leaving no evidence behind.  You are hired by one of that figure's enemies, to protect him and to find out what happened to the other victims.  Secretly, the assassinations are the work of a Xorn, who is being paid in large quantities of rubies and other jewels.
3- The party is approached by a Xorn who wishes to hire them.  In exchange for some magical baubles, the Xorn wants them to infiltrate the palace of a Genie and steal the Eye of Zuul, a massive emerald said to be worth as much as some principalities.
4- A Dragon is on a rampage, interrogating and destroying everything it comes across.  Apparently, someone stole something from the Dragon's hoard and the Dragon is going to keep looking until it finds it.  Secretly, a Xorn is responsible for the theft, and is hiding so the Dragon doesn't find it.  If the party looks strong enough, the Xorn might even try and convince them to fight the Dragon, in exchange for reveal the hidden location of the Dragon's hoard.      

                                                      by Gurbatchoff