Showing posts with label Fantasy - Rules and Material. Show all posts
Showing posts with label Fantasy - Rules and Material. Show all posts

Friday, April 19, 2013

Things happen when they sleep

http://www.myfreewallpapers.net/fantasy/wallpapers/camping.jpg
d20 chart what happens when characters sleep:

1: One of the character feels stinging pain in his back. Closer inspection reveals a treasure map tattooed on his back.

2: Some fae are tricky pranksters. Characters overslept in the fae magic. They wake up 6d6 decades later.

3: When they wake up for an unknown reason they have swapped bodies. So now that perky little Elven archer lady has to live in his fellow barbarian's body until they find a way to get things back as they were.

4: An owl accompanies the party after the night. It doesn't seem to be bothered by daylight hours at all and will follow the party in distance. This owl is actually super intelligent. He might be their guardian, just making sure they don't mess up anything the owl is guarding or it might be a spy.

5: All the magic-users spells are switched in his spell book. Randomly determine the new spells he has now. If there is no magic-user in party, all items of a random character are switched to something else. Dagger to spoon, backpack to foundation cream, rope to warhammer...

6: All characters recall horrible nightmares. Their hair's turned white.

7: Little zombie baby has crawled to sleep with them. They woke up in its horrible demanding scream. Instead of BRAAAAIIINS the zombie baby yells MOOOMMMAAAAA.

8: The rainstorm is horrible and everything is flooding. Now they aren't resting on solid ground but in a fast-flowing and dangerous river. Loosing equipment and staying unharmed is hard.

9: Panty-bandits raid the party. Instead of being interested in valuables they are after the panties. They are extremely nifty in stealing panties without alerting the victim. But someone might wake up his pants down...

10: Earth trembles but it is not an earthquake. It's actually the pack of vegetarian dinosaurs running for their lives not to be eaten by [T-Rex, pack of velociraptors, or similar carnivorous predator]. And characters' camp is on their path. Grab what you can and take cover or be mushed.

11: Characters are dreaming of an unicorn. What a nice dream. Except it ends as goblins slaughter it and bathe in its blood, cook its meat and make a relic of its horn. When characters wake up they hear a magical horsey shreak in distance.

12: Horrible insects have laid their eggs on characters' skins. Itching, papules, rash, fever ensured. Most horrible thing is when the eggs hatch and under your skin hundreds of maggots crawl eating their way out.

13: A shooting star so bright that characters even if eyes closed are blinded. Those who sleep for 1d4 days. Those who are eyes open (guarding the camp for example) 3d6 days.

14: What ever was surrounding the characters (woods, rocks, barn) has moved 1000ft. away when they slept. It's actually intelligent lifeform(s) what didn't like characters in/near it.

15: Where they sleep it's an old cemetery buried in soil, moss, undergrowth, built over... Try to sleep in ghost activity!

16: When they wake up there's duplicates of the party. Same equipment, same face, same personality. Who's who when both know they are originals!

17: One of the party members has died in unknown reasons. Now he's a ghost following his living fellow members. Does he enjoy his new ghastly benefices or are they trying to find out a way to get him back into the books of the living?

18: Drank or not all feel hungover. 3 penalty for rolls for next 1d8 hours. The reason is unknown, maybe they just didn't sleep well.

19: The moss grows really fast. So fast it has covered the characters and their equipment. It is extremely painful to take the moss off by ripping it* so there has to be another solution. But it might get some reactions walking around as a mossy figure.
*As much moss must be ripped off as character has CON. 2d8 damage per equivalent of one CON point moss ripped away.

20: What a pleasant night. You had dreams of all the adventures in the past and adventures to become. Gain enough experience points for your next level!

__________________________________________

Original post by +Venger Satanis at http://vengersatanis.blogspot.fi/2013/04/things-happen-while-they-sleep.html

He wrote this in his blog so I contributed:
Tobie Abad was inspired to create his own "why they sleep" table.  Check his out because he came up with some awesome stuff!  If we had a couple more gamers in on this, we could forge a collaborative d100 "why they sleep" random table.  Who's in?

Thursday, February 28, 2013

Random dungeon content generator

So, you have a map? Let's make stuff in there! (There are many of these in basic sets of rules in different games, but this is for fun).

Roll d10

1. It's empty. Or is it? Roll again. If the result is "1" again, it really is empty! If the result is something else, the room looks like empty, but there's [the result] hidden from sight.

2-5. Some wandering monsters. Roll d6:  "1" those are weaker than normal (-1d4 HD).  "2-5" they are as written.  "6" they are stronger (+1d4) HD.

6-7. Trap or traps! 15 (1-3 on d20)% (one of the) trap(s) is save versus death or die. There is 1 trap 75% or 1d4 traps 25%.

8. Treasure! Roll treasure table or decide. There's 10% change that the treasure or part of it is magical (25% change it is bad) item, scrolls, whatnot.

9. Special! This room is somehow special. How it is special is up to you. Kitchen, guard barracks, treasury room are not special. Teleport to Mars, altered gravity, weird science are special. In special room roll again to see what else is in there. If the roll result is "9" special again, the room is DOUBLE-SPECIAL (or infinitely frikkin' special if you roll 10 and keep rolling special rooms). DOUBLE+ SPECIAL room might be a WEIRD SCIENCE ROOM IN MARS (no explanation needed, it's that special).

10. Roll twice and combine (if you roll lots of "10"s you get a room with lots of stuff in).

Tuesday, February 26, 2013

Creating settlements

This is a simple tool and not a complete set to create a settlement from a scratch to ready-to-play. I suggest you use Vornheim to flesh out the settlement. It's also cheap at LotFP store.

Decide How Big The Settlement Is

This is simple and basically based on population. You should already have an idea how populated the area is, how big the biggest cities are and how many smaller settlements are around. You are working with a fantasy setting, so don't think logically. In some areas there might be tens of huge cities but some outbacks are more rural than conquered.

Remember also, that the settlements are not there to serve characters. They have a purpose of their own.

System To Create Settlements

These are example settlements. The bigger the settlement is more there are important services. Roll dice based on settlements to see how many important services and noteworthy factions there are. You might want to use Vornheim for details, but can also decide these details yourself.

For example a village has 1d4 important services and 1d2 noteworthy factions. 1d4 result of 2 and I decide there's a hunter who only doesn't sell some meat and fur (at high price, +25% normal) and arrows (+50% price). Also a small and lousy inn is present, but at least it's affortable. 1d2 noteworthy factions result 1 tells, that there's a priest (Cleric lvl 1).

For services, npc's and quick city layouts (and much more) there are easy tools in Vornheim Kit. You can also use your fantasy city generation of choice here if you don't want to decide everything by yourself.

Settlement Hierarchy


  • Isolated dwellling - Only few buildings with families. Probably farmers. No resources to buy, maybe only cheap bed and meal.
  • Hamlet - Tiny population of  people around 50 to 100 and few buildings. Only very few (if any) services. Important services 1d3-1, Noteworthy faction 1d3-1.
  • Village - Villages generally don't have many services. A village has a population of 100-500. Important services 1d4, Noteworthy factions 1d2.
  • Town - Towns have better general services and population of 500-1000. Important services d4+2, Noteworthy factions 1d3.
  • Large town - Large towns have good resources and more variety in services. Also more factions are present. Population of a large town is 1000-2500. Important services 2d6+2, Noteworthy factions 2d4.
  • City - Cities are big and organized usually heavily walled and well guarded. From cities high status person(s) or factions rule the areas of before mentioned settlements. Population of a city is 2500-5000. Important services 4d6+4, Noteworthy factions 3d4.
  • Large city - Large cities are well known and big melting pots of services, cultures, passerby's, trading and also slums. Large cities are important in realms and there are not many of those, possibly only one of a kind. Population is 5000-10000. Important services 4d6+10, Noteworthy factions 2d8+4.
  • Metropolis - Only few metrololises are known to exist. Those are few and crowded and literally almost anything can be found within. Usually factions rule their own districts and districts within a metropolis feel and look like their own cities in culture, style and customs. Population is 10000+ but usually unknown. Important services 1d4 per a block, 2d6 in a neighborhood, 4d6+10 in a sub-city, Noteworthy factions 3d4 in a sub-city.


Help from Wikipedia: http://en.wikipedia.org/wiki/Settlement_hierarchy

_____________________________________________________________

Creating Examples:

Girgush's Hole (isolated settlement). Two houses next to a mountain. They have small field to feed the five workers who dig coal from the mines. Once per week they deliver coal to a trading crossroads. They are very suspicious for the strangers but warm and fun company in late evening if the trust is gained.

Three Trees (hamlet). The hamlet has its name from three big oaks in the middle of the housings. They farm their food and have few heads of livestock. There are no services available, but adventures can rest their head in barn. There is a village chief, but he is not actively trying to lead the hamlet. He just monitors that everything is all right.

Mornonger (village). Mornonger is a small fishing village with some traffic but it is not near any important trading routes or in a good place for a successful harbor activity. Most of the food they fish they eat and the rest they trade. There is a small inn with extraordinary seafood dishes, small workshop what crafts everything needed from nets to woodcrafts and a high guard tower where they keep homing pigeons. The villagers are well known fishermen among the people who are aware of them and they get better price of fish than usually.

Skalvirg (town). Isolated northern town what has grown when people from surrounding settlements have slowly moved together to form a place where survival is easier. They have inn with great variety of beers, skillful craftsmen (4 professions) and barracks with a good stock of weapons. The warriors are  well known (25% of the population) and sometimes do high quality mercenary jobs. Their leader Skalk the Bald is a retired warrior who is rumored to have killed a giant all by himself.

Anterloin (city). Anterloin is a big city in desert. It is exotic place to travel and many seek experiences there. Slavery is common and the city is well known for their high quality slaves. There are many services available (12) including a spa build over a small oasis, weaponsmith creating excelent weapons of strange minerals (+250% price, +1 weapons) dug from the stones outside the city, and a gladiator arena where all fights are performed bare handed. There are 12 factions. Slavers' guild, priests of the sun god, guild of the dead (mummifiers), Thieves of the sand guild, prince Halmahar and his court only few to mention.

Droggolyr (large city) is the capital of dwarven mountains dug deep over the aeons. Some say that it was a creation of dwarven god expanded by generations. It is also told that from Droggolyr you can enter any dwarven settlement via tunnels. Only dwarves can enter freely and others are treated suspiciously. There are several services to support the city and main factions are from the total 17: The Stonediggers, Craftsmen of the Silver, Trollslayers, Priests of the Stone, Dwarven Trader's Guild, Explorers of the Dungeon, Highbeard the King.

Metropolis? That would be its own post!

Wednesday, February 13, 2013

Hit Points explained really well (not by me)


xaxers said in comments here this:

AH! Let me explain to you what HP really represent, rather than just how many hits from a sword you can take:
Really, they're about how well you can avoid critical damage. The fighter with 200 hp? Look, that d8 damage from a sword isn't about him just being so tough and manly that he just ignores the stab wound, it's that he's so tough, manly, and good at not getting stabbed in the face that he moves out of the way of most of the blow, so that you just cut him a little bit. A peasant who has never held a sword? Yeah, you're going to stick him real good, right in his liver. Dead and gone, real quick like.
That is what having a high HP count does--you, without need for additional rolling, basically avoid most of the blow that otherwise did connect with your armor. You get a bruise or scrape instead of a broken skull or pierced lung because you moved at the last instant, or gave with the blow and reduced the impact, or whatever. The point is, your skill at combat is what saved your life from that blow.

In my opinion that explanation is one of the best for HP I've read this far. What do you think?

Friday, January 11, 2013

Cleric players can create their own religion

In many fantasy rpg settings there are religions Cleric characters can choose from, but there are also games without a setting in a core book (i.e. Lamentations of the Flame Princess, Labyrinth Lord only two to mention). If you are using your homebrew campaign or generic world where the adventures are location based (i.e. running LotFP or LL where characters operate from the village you have created to do adventure modules or your own adventures) there might be one or few religions you have created. But does that have to restrict what religion(s) the Cleric character can follow?

No.

If there are options of religions to choose from don't restrict you player creating his own order to follow.  It might not be big in your campaign setting but rather a small order/religion/cult. There already might be dozens of gods so there might very well be a lesser god to follow. It's just that there aren't too many followers but the character happens to be one of them.

The religion/cult/order should have a name and a deity naturally. Player can also describe the practices. It is good that player checks his idea of this smaller custom religion with his Referee to be sure that it fits the campaign setting.

The good part is that from the player's idea of his Cleric's religion/order/cult the Referee can add a new religion/cult/order in his campaign setting. The Cleric player's own little custom religion/cult/order might be just that; a small generally unknown and not with much influence or it might grow to be a bigger thing in the campaign setting.

There might be also other flavors to the game. The character might want to convert others in the setting towards his own little religion/cult/order and he might spend his hard earned loot to make it stronger. In a high enough level (Labyrinth Lord) the character might even build his own temple for the religion and start to be a major player in his religion/cult/order.

If the game goes that far that the character is wealthy and experienced enough to establish something for his religion and then retire his character might become a NPC in the campaign world making the religion an actual bigger thing in a game world. Wouldn't that be a great reward for a player? Starting as a 1st level Cleric worshipping this minor deity but when retiring he has achieved something bigger for his religion/cult/order?

And if the players play together well they might create something bigger! Cleric making a temple, Fighter creating a stronghold etc. This way the party might even create a micro nation!

Here's another idea. The deity character worships is a weaker god. It might be new or just awaken from a long idling. Player's Cleric would be actually only one who has a vocation for this new god. What ever the reasons are why the player's Cleric was chosen are beyond human understanding. But the character has a mission directly from his god; to make his god stronger. This way the character would be the prophet for the god and the god's power would depend on the character's actions. Building temples and shrines and proclaim places holy in addition to convert people to this god could be a mini-campaign inside of the real campaign.

What would be better starting point for this Cleric than to get his fellow adventurers to support his and his god's cause?

Referee can also make custom rewards. For every x people Cleric converts and for every shrine, holy place, temple etc. the Cleric makes there could be a reward from the god. And those in the party who actively help the Cleric to do his god's will will also benefit from the rewards. The rewards might be bonus XP or something supernatural like blessings or even enchantments on their equipments (Fighter who slays enemies in the name of his fellow Cleric's god's name gets his blade enchanted against undead etc.).

With a custom religion/order/cult of the party's Cleric there are unlimited possibilities and motivations for party to quest. It's simple to make party to go into that dungeon because god said they to go there. McGuffin at its best.

Friday, July 13, 2012

Monster creation made easy

Little trick to create an original monster. Roll some dice, look around, let your imagination run wild. This is easy and simple trick but it needs a little work for your imagination to do.

This is good for weird games (LotFP) where monsters are more like unique than stock. Can be used also with weird and fantasy science fiction to create unique monsters and mutants.

Step 1
Roll 2d4.

Step 2
Look around and take as many random things and items that catch your eye as d6 result was. Write down.

Step 3
Let your imagination run wild and write the monster description based on step 2.

Step 4
Stat it.
________________________________

Let's test it right now! I want to create something for Mutant Future. I got roll result 5. My random things are:
- Window
- Energy drink bottle
- Lighter
- Pen
- Ruler

Now I start writing. I just let my fingers do the job and won't spend too much time to think.

The long and thin body (pen) of the monster is transparent like a glass (window) showing its entrails. It is half alive half synthetic powered by lightning storms (energy drink) what it stores to power itself. It's movement is fast leaping (ruler). It shoots fire (lighter) from its mouth.

No. Enc.: 2d4 (4)
Alignment: Chaotic
Movement: 160 (40)
Armor Class: 7
Hit Dice: 5
Attacks: 2 (fists, fire breath)
Damage: 1d4/2d8
Save: L9
Morale: 10
Hoard Class: I







Lurker in the dark

The Sleep of Reason Produces Monsters
(Francisco de Goya, c.1797)
Lurker in the dark is a creature what plagues one village. In night time it sneaks into houses and feeds on dreamer's dreams. The next day the victim feels tired and unmotivated. Lurker visits same victim each night and each visit lowers victim's Wisdom by 1. When victim's Wisdom is lowered to 0 he becomes a lurker himself.

Lurkers are invisible beings and only can be detected by magical or other appropriate supernatural methods. Lurkers are immune to all physical attacks and magical attacks and can only be manipulated to leave the town (charm or other similar).

Even though lurkers don't have physical form for xp they are HD7 monsters. They save as lvl 7 wizards. Lurkers doesn't have physical attacks and if they are found they try to flee and hide.

Thursday, July 12, 2012

Lost and abandoned tower

Picture from fanaticus.org
Model by: Jorge Faria
Towers are easy to build in the go. One floor is one room. You can also easily randomly generate these floors! Here is one example for tower random generator:

Steps:


Record each step down on your tower notes.
1. Roll for floors and basements.
2. For each individual floor roll tables 2 and 3 to determine each floors access to another above (or below in basement levels). Also roll for uppermost floor as there might be access to the roof.
3. Roll for each floor's access if it is locked and in addition if it is trapped.
4. Fill the floors and dungeons levels with details rolling table 4.
5. Roll the size and shape of the tower from table 5 and draw it on graph paper.
6. Finally fill in details. What the tower looks like? In what condition it is? Why is it abandoned?
7. Ready to go!

1. Floors And Basement


Roll 3d6 for tower floors. 25% possibility there are also underground floors (3d6).

2. Is Access To Next Floor Visible Or Acceccible?


Roll 1d6
1 - 2 = Clearly visible and easily accessible
3 - 4 = Clearly visible but hard to access (collapsed, in poor condition*)
5 = Hidden and needs to be searched (25% collapsed or in poor condition)
6 = Behind a secret door or secret mechanism (must be searched and also figured out how it works, 15% collapsed or in poor condition)

*Collapsed or in poor condition = The access to second floor might need climbing or it might crumble and possibly harm climbers

3. Is Access To Next Floor Locked?


Roll 1d6
1 - Not locked and open
2 - Closed but not locked
3 - Locked with a simple lock
4 - Locked with a complicated lock
5 - Barred from the other side (must be forced open, or use blade to open it from the other side etc.)
6 - Magically sealed (50%) or using a mechanism needed to open (50%)

There is also 25% change that the access is trapped. Decide a trap or roll randomly if the game you use provides random trap tables.

4. What Is Inside The Floor Or Dungeon Level?


Tower Floors roll 1d10
1- Empty (10% monsters, 20% treasures x1)
2 - Library (25% monsters, 40% treasures x1d2, 2d4 random spell books)
3 - Dining and Kitchen Area (40% monsters, 5% treasures x1, 2d6 food portions)
4 - Defense Area (35% monsters, 15% treasures x1, 2d6 random weapons and 1d6 random armors)
5 - Barracks (40% monsters, 20% treasures x2, random common items)
6 - Treasury (30% monsters, 2d6x1000 GP, 5 random treasures)
7 - Alchemist's Lab (60% monsters, 1d4 spell books, 2d6 alchemy ingredients, 2d4 random potions)
8 - Master Bedroom (20% monsters, 70% treasures x1d3, one random weapon of good quality)
9 - Trophy Room (40% monsters, 2d4 treasures)
10 - Roll twice and combine

Dungeons Levels 1d10
1 - Empty (60% monsters, 30% treasures x1d3)
2 - Wine Cellar (50% monsters, 2d6 bottles of wine worth 10x normal wine price)
3 - Torture Chamber (70% monsters)
4 - Dungeon (90% monsters, 1d6 skeletons and bodies - 10% one is still alive)
5 - Treasury (60% monsters, 2d10x1000 GP, 2d6 treasures)
6 - Monster Lair (one powerful monster 5HD higher to PC levels, 2 treasures)
7 - Damp Cellar with Strange Mushrooms (2d8 mushroom type monsters, 3d6 random mushrooms*)
8 - Coffins (2d4 skeletons and 75% change of ghost or other supernatural being, 3d6x100 GP, 70% treasures x2)
9 - Portal to other Worlds (50% otherworldly monsters 1d4)
10 - Passage to other deeper dungeons (60% monsters, 15% treasures x1d3)

Traps
There is 25% change in every floor to be trapped. Decide traps or roll randomly using your game.

*http://cradleofrabies.blogspot.fi/2010/09/mushrooms-your-player-shouldnt-taste.html
For treasures and monsters decide yourself or use your game's random monster and treasure tables provided.
Fill the details yourself.

5. Size And Shape


Shape 1d6
1 - 2 = Round
3 = Square
4 = Octagon
5 = Triangle
6 = Weird

Size of floors 1d6
1 - 30 feet
2 - 50 feet
3 - 70 feet
4 - 90 feet
5 - 110 feet
6 - 110 feet + second roll

Did I Miss Something?


This is table for really basic tower generation giving outlines. Did I miss something essential?

Wednesday, July 4, 2012

Knots of destiny

Picture from Wikipedia
In old superstitious fishing village there's an old woman who people claim to be a witch. She is told to be good at fortune telling. His method is to give 3 feet rope and ask his customer to tie knots. "One or more will do", she instructs and waits until the knots are tied. Then she reads the fortune from knots.

Ask player to describe you the knots. How many, are all the same or different kinds of and how tight the knots are. Those are the keys witch uses to see the future.













Number Of Knots
1 - Secure
2 to 3 - Insecure
4 or more - Surprising

Tightness Of The Knots
Most of them tight - Danger
Equally tight and loose - Unexpected
Most of them loose - Prosperity

Roll d10 To See What Is The Prediction About
1 - Treasure
2 - Knowledge
3 - Monstrous encounter
4 - Wilderness
5 - City
6 - Children
7 - Wizard
8 - Nobleman
9 - Animals
10 - Life threatening situation

It is up to Referee to interpret the results.

Thursday, June 28, 2012

Jugglers of apathy

http://www.urbancircus.co.uk/sitebuildercontent/sitebuilderpictures/troupeJugglers.jpg
There is a traveling group of jugglers and clowns. No one knows where they come or where they go next. They stay short to perform a night or two for free. People in poorer villages love this. Some free and possibly exotic entertainment in their dull life.

But after the group leaves people who fail save versus [insert what suits best in the system you use] are apathic for next 2d6 months. They barely take care of their basic needs. Children won't play, farmers don't work, taverns are closed and bards don't sing.

This mass apathy might have horrible consequences for villages as lords and the church don't get their share anymore. Only few produce food or take care of maintaining the village. At least two months most of the village is unfunctional mess of people who stop living. After two months some of the people will get back to tracks but many stay in their aphatic state for several months.

Thursday, June 21, 2012

Incredibly cool 2,5 dimensional fantasy paper miniatyres

I found this website, where this guy makes these paper minis from paper. They are not flat but almost 3D. Go check this site out:
http://minipapermodels.blogspot.fi/
They are amazing!

I post some highlight pictures from that site. All the pictures below are from the above website.



These pictures are picked from latest posts and I realized I could continue forever. Go check the site and be amazed. These are absolutely amazing!

Inspiration for fantasy - d100

Out of ideas? Don't worry. Roll d100 and check this table out for various inspiration for plots, adventures, campaigns, scenarios and what-not.

01 - Labyrinth. There is a labyrinth with many levels, treasures and dangers. How deep you dare to travel and can you find your way out? There is a huge strange and dangerous monster in the middle with greatest rewards known to man.

02 - Fairyfolk traders. When everyone is sleeping fairies switch items and equipment with strange little seeds. What are seeds' magical qualities and why does fairyfolk want to trade those for big people?

03 - Camp of refugees has a problem. Their only water source, the well, has gone bad. Water makes people sick and turn them into centipede each full moon.

04 - Forgotten heir. There is a man in mid 20's claiming to be the real heir but he was outcast for some reason. He has every proof needed (birthmark for example) and he wants to claim his kingdom from his evil brother to rule it wisely.

05 - Raiders trouble countryside not only robbing but pillaging everything. Everyone in the area is terrified and guards and soldiers are powerless. It is rumored that the leader of the raiders is a necromancer and raiders are undead.

06 - Mist of misplace. After characters venture away from the misty area or mist clears they are in unfamiliar location. What strange things are there and how they get back to their own world?

07 - Castle of night. The castle characters are staying is nice but every night people disappear and castle corrupts to ruins of dangers and horrors. People living in the castle don't know about this and live their everyday life perfectly normal.

08 - Genie in the bottle grants three wishes but the prices are horrible. Characters will find this out too late.

09 - Village of orcs ask help because human village's soldiers near-by are killing them just because they are green-skinned.

10 - Through his magical mirror master thief can get everywhere to commit his crimes. Characters are asked to solve the mysterious crime spree.

11 - Characters catch an illness from a plague, but the cure is not easily available.

12 - Traders want characters to guard their trip through dangerous wilderness to a remote city.

13 - Weather goes nuts killing the crops, flooding the village etc. Evil wizard is behind this.

14 - Wizard summoned elder demon and to kill the demon legendary weapon must be crafted from pieces scattered all around the realm.

15 - Orphan child with mysterious powers is found, but a cult wants him/her dead.

16 - Characters are mistaken for someone else. They are treated generously until the day they are meant to sacrifice for gods.

17 - New god is born and wants characters to be his warriors.

18 - Characters loot a statue but every time they try to sell it they find it coming back. They get lots of money but make enemies who claim them to be hustlers. Also the statue has weird unwanted power they find out later.

19 - Character's horses start to talk. It might be funny, but with new intelligence the horses are not anymore that satisfied how characters treat them.

20 - Werewolf attacks characters but manages to escape. Every character in party is now a werewolf with new powers but also with disadvantages, like mark-of-the-wolf what makes people to avoid or want to kill them.

21 - The shrine of unknown god is guarded by living statues. But there is clearly something valuable on top of it.

22 - Suddenly for some strange reason no one can understand player party anymore even though characters understand the people whose language they are familiar with. What is the cause of this?

23 - Mercenaries want help from characters to kill a monster. But the monster is way bigger than expected. As big as a mountain and in a really bad mood.

24 - Ruins of dead soldiers haunting it is a place to go fetch something (item, prisoner). The problem is, that you can't see nor harm the ghost with normal means.

25 - After a big earthquake a crack opens in the middle of town. Hell spawn and other critters come up and the source must be dealt with.

26 - Characters find cursed treasure. No one is willing to buy it and characters cannot just toss it away. It is a burden they must carry unless find a way to break the curse.

27 - Every night mysterious huge moths attack characters. Where do those come from and why are they attracted to the party?

28 - The map shows lost city of gold but it is underwater. Stock up with spells and water breathing potions.

29 - Mutants or other monsters live in the hills near where characters rest the night. Characters are snatched in and kept as prisoners until they are eaten. Unless of course they manage to escape the tunnels infested with mutants.

30 - The city characters are staying is suddenly surrounded by a force field. You can't get over, under or through it. But there must be a way to break it.

31 - Characters switch bodies (swap the character sheets between players). They have new characteristics but personality stays the same.

32 - Strange beam transports characters into a spaceship with weird technology and alien race. They are studied and kept as prisoners. Escaping is only solution, but how to get back on surface?

33 - Everywhere characters go they see this same symbol. On tiles of walls, curtains, clothing of people, tree stumps etc. What do these symbols mean?

34 - Caught in the middle of war. Escaping the scenery would be a suicide.

35 - Mad scientist hires characters to guard his journey with strange flying ship. But the emergency landing in strange jungle/desert/mountains/isle was not in the plan.

36 - City has mechanical clocwork golems for guards and to do everyday labor. But one day golems go mad for a murdering spree.

37 - Characters share same dream in a twisted dream world. But they don't seem to wake up naturally to escape it.

38 - People and other intelligent races are replaced with walking and speaking animals.

39 - Mystical tattoo artist promises characters tattoos with great powers. But the powers have horrible consequences.

40 - There is new glorious tomb being built for old king's corpse. But the problem is that the undead guards don't want king to be moved.

41 - Elven see visions where every other race is destroyed. Do elven keep this as a quiet secret or do they tell about it fearing how other people will think about it. What about elven characters who "know" that their comrades will be destroyed soon?

42 - There is a magic book with really mysterious unknown spell. The spell needs components hard to find. Does character party's magic-user try to solve and cast the spell or does party sell it for someone? Was it a mistake to sell it?

43 - Every morning dead people are found in the streets. Cause of death is unclear but every body has a mark in the forehead. One morning characters wake up with this mark. How to prevent their death the next night?

44 - Every time characters camp they see a mysterious stranger staring at them from distance. When approached he gets away. What does this stranger want?

45 - Characters stumble to a lost valley and cannot be back the way they got into. People living in there are primitive and dinosaurs (or monsters if dinosaurs are normal in the setting) are a danger.

46 - Weird castle with high walls rises near characters. What is the place and where did it come from?

47 - Characters find really realistic statues (from a dungeon, castle, wilderness). They soon realize that the statues cry and are actually real people turned to stone. How to revert this condition?

48 - Characters decide to rest in a nice small village of generous and hospital halflings. But they don't know that these halflings are a tribe of cannibals (well, eating humans, orcs, elven, dwarven, what-not) and plan to eat characters later.

49 - Players are asked to kill a dragon/monster but when they get there, the dragon/monster is harmless and really friendly and generally misjudged as evil.

50 - Skillful adventurers are asked for a playful tournament. But when tournament starts they find out being trapped in a pit. Fight or die!

51 - Characters get really powerful healing potions, but the withdrawal symptoms are horrible and they get immediately addicted.

52 - Looted talking magic sword has his own personality, history and motives. Sword is actually a princess enthralled into a sword by an evil witch.

53 - In the city there is huge problem with rats and insects. They seem to be swarming from sewers in huge numbers.

54 - Characters are lost even though it seems impossible. Now it is all about survival for food and shelter to get back to track.

55 - Characters must destroy a coven of witches half woman half cocroach. But the witches are not evil at all. They are just misunderstood.

56 - In the far north - land of the giants - there is a great treasure an explorer wants to retrieve. He hires characters to accompany him assuring that giants are stupid and easy to avoid...

57 - Travelling characters stumble upon an area of spiders. They are everywhere and their queen is really, really nasty.

58 - The king is young but weak of sickness. He asks characters to find any solution to cure him. But who is behind the sickness and why does he want the young king dead?

59 - Characters are asked to rescue the princess captured in the castle of horrific creatures from other dimensions.

60 - Characters start to get hints that they aren't real but actually heroes of a story in the book a man writes.

61 - Characters find out about a great treasure in far-away land but are told that in the treasure room there is a teleport what transports those who walk through anywhere they please. Easy in and out throwing treasures through a teleport? No. The travel is hard. The guards are dust golems shrugging off most of the attacks. And the treasury is long deserted and ruined by time and teleport is in pieces.

62 - In wilderness characters find a building site but they cannot figure out what is being built. Is it just a mad scientist with his crew building a device of travelling or is it evil scientist building horrible weapon of mass destruction?

63 - One of the characters finds out he is related to a god somehow. It doesn't affect anything else, but an evil kult knows this also and wants to destroy character.

64 - In dangerous area battling monsters characters find out that every time they are wounded the wound grows tiny tentacles. If the tentacles are cut off or healed they grow twice as big back. Explain that to doctor.

65 - In nowhere there is a colossal statue of young man. But in moonlight the colossal statue is animated.

66 - In big city there starts a revolution. People in slums and poor conditions against everyone else. The city gates are sealed and characters are trapped in the dangerous situation. Will they just try to hide, find a solution to solve this politically or take a side in revolution.

67 - Big comet hits the ground blasting a wave of destruction. Everything in that big area known is now destroyed and people must start from the beginning. But from the crater extraterrestial creeps come.

68 - Only characters know that king is not really what he seems to be. Real king is dead and the fake king is a demon from another plane.

69 - When traveling in rain some diamonds fall down. They look normal valuable easy treasures, but when kept in dark (backpack, pouch), they grow into small razor sharp diamond insects multiplying fast.

70 - Death is bored and spots characters. He wants to play a game. Death versus characters in a chess (or other game). If Death wins, he claims characters' souls. If characters win, Death grants one wish possible in his power.

71 - Traveling characters find badly wounded person. This person tells a wild story of war in other planes between lesser gods. And he lost and dropped down here. Now this person who claims to be lesser god wants characters' protection for great prize until he can claim his power back.

72 - Traveling characters stumble upon a huge orc (barbarian, monster) army with at least 10.000 units. Fortunately they didn't spot characters (yet). The army is clearly traveling towards major and important city nearby.

73 - A writer wants to company characters in their adventures to write great books of wonderful stories. But the writer has other plans in mind and the writing process is just a scam to get where/what he wants.

74 - Great treasure is promised to one who will venture into the old catacombs under the city and kill the lich king planning to claim the city above as his undead city killing and necromancing everyone living there.

75 - Zombies have feelings too. In catacombs/dungeons characters encounter lots of zombies. They might not be dangerous but are attacking without hesitation characters. The problem is that the souls of zombies speak with their mouths pleading characters not to destroy their bodies. They cry, wail and scream in pain when hit.

76 - A scout returns the town yelling that huge (I mean HUGE) snake is slowly approaching the city. The snake is so huge it will crush or swallow the city whole.

77 - Characters are captured by experimental scientist who performs strange experiments on them before characters can escape and fight their ways out. Meet mutant heroes!

78 - Characters are asked to help free the real prince from castle dungeons. But there is another replacement prince already - a doppelgänger. Final fight with both real and double prince will be trouble. Which one is which?

79 - There is a prophecy telling that when stars are right [add something really terrifying] happens. And astrologists tell that the stars are about to be right.

80 - There is a legendary place with legendary weapons (one for each character what suits them well; spell book or robe for M-U, armor or weapon for warrior etc.). But to get them is a legendary adventure.

81 - With thunder there comes a horrible avatar of lightning. It teleports to new spot of lightning strike. As avatar is pure energy it is horrible opponents. If it is destroyed it returns the next thunder. And now it is a season of storms...

82 - Everywhere in the area plants are dying including those meant for food. The source is a monument that radiates old evil.

83 - Robbed and stripped. In their camp characters wake up stripped and robbed without any equipment. They were enchanted into a deep sleep. Luckily they can track their robbers but it will be hard to reclaim their possessions without anything. Stealth and cunning is the way to deal with this.

84 - Instead of bards singing about characters' great adventures they sing insulting humor songs what aren't true about characters. How to correct this because the songs are really popular and widespread.

85 - City wants help from the character because all the children are missing.

86 - Characters get an opportunity to build a fortress/castle/tavern/what-not but there is great responsibility and lots of trouble maintaining it. But it can also be really rewarding.

87 - The inn character find is deserted. But there are marks that people have disappeared just moments ago. Plates full of warm food, wine barrel running wine on the floor, fireplace burning etc. Where did the people inside disappear?

88 - Characters run into quick sand/swamp and cannot get free! But when they are sucked in they drop into large cave and must find their way out. What dangers and rewards are there?

89 - Characters find a nice little box. When opened there is a crystal what shows light in one direction no matter which way you hold it. Where does the crystal point and why?

90 - Characters find a piece of paper but it is clearly torn apart. The message seems important/rewarding so they must collect the other parts. Behind each paper is a hint of whereabouts for the next one.

91 - Talking immortal cat accompanies characters and demands them to help him. The talking cat is a talking cat (not a transformed princess or anything) but he will lie if necessary just to get characters to help him.

92 - Everyone in the city/town/area is under a parasite of parasite god. They share mind and if one sees characters others in the area will see them also. The parasite god wants to do his [what ever] without disturbance thus wants to destroy characters. Only way to escape parasitic people is to destroy the parasite god.

93 - Someone from one character's family needs help really bad (not for characters who generally hate their family on are of "unknown past". But the actual problem family needs help to deal with is way worse than they could ever imagine.

94 - Characters find a weird storytelling game where they must create characters. Winning the game grants a prize. (Roleplaying game characters are playing a roleplaying game in a roleplaying game).

95 - One piece from king's chess set is missing and king hires characters to find it. But it is not only a missing piece because there is evil purpose why it is missing.

96 - Evil wizard shrinks characters and puts them into a maze with insects size of horse and rats size of dragons. They must clear the maze and survive. Evil wizard does this purely for entertainment but rewards surviving characters because he had so much fun.

97 - When killed the evil wizard characters had quest to kill he curses them as final words. The curse drops characters' heads off. Now the characters are headless and must carry their heads around finding a way to restore their heads back in the body.

98 - Characters encounter a moving city. City is like small island on mechanical walking feet. People there are nice and invite characters in. The moving city and people living in it are in a quest for [something] and will appreciate characters' help and experience.

99 - When traveling nice lord asks characters to take shelter in his mansion. But the lord is a vampire and either wants characters to join his undead legion by will or force. Be undead soldier for vampire lord or escape.

00 - Characters are transformed to 10-year old kids. Armors and such are too big to wear and weapons clumsy to wield and equipment possibly too heavy to carry around. No one will take characters seriously being really adults but treat them as kids.

Identity theft - How to become doppelganger

Doppelgangers are not a race. They don't born the way they are. Behind a doppelganger there is torture, cruelty and black spells.

To become a doppelganger wizard must first prepare a mask of human face. It needs ritual sacrifice to detach the face from a victim. Once the face is detached the wizard makes a mask of it. He then prepares another spell and must pass as the victim in front of people who know the victim well. Then the mask merges with wizard's face.

Wizard must repeat the above 10 times. After 10th time he has made the rituals and spells and has passed as a victim he transforms into a doppelganger.

Friday, June 8, 2012

Hag jinx

Hag picture from:
http://pjlynchgallery.blogspot.fi/2008/10/hag-from-east-of-sun-and-west-of-moon.html
Old women, hags and witches even without magical spell power can be dangerous. Don't make them mad, or you might get a spell on you.

It varies when a witch becomes so irritated he wants to harm you because every one of them is an individual. But when they get irritated and jinx you, Referee rolls the following tables to see what kind of the evil curse is and how it can be cured. It is up to Referee how character finds out the method of dispelling the curse (hag/witch tells, cleric or other tells etc.). Jinx cannot be cured with spells or clerics or other common means.

First roll table 1 to see the jinx and then roll 2 for the cure.

Table 1: Jinxed - d20
1 - Throat of confusion. Voice randomly rises or lowers in funny ways. Charisma based rolls are 5 harder.
2 - Hair growth is fast. Without shaving and maintaining body hair every day twice loose 2 points of charisma.
3 - Bad luck. 50% change once per session in Referee's decision character fails (25% critically if rules allow that).
4 - Nightmare. After sleep roll appropriate save or suffer -3 to every roll made that day.
5 - Losing items. After every scene involving action 20% change to lose random item from inventory.
6 - Gluttony. Need twice normal amount of food, water, healing potions etc. than normal.
7 - Marks of the wolf. Character is not werewolf but he has classical marks of one. Be cautious near superstitious people.
8 - Thinner. Appropriate save is needed every week or loose 1 CON. Dead when con reaches 0.
9 - Lazy feet. When running 20% change legs don't work how they should and can't run.
10 - Out of place. When action starts 20% change not able to do anything for 1d6 turns other than staring at nowhere.
11 - Rat lover. Where ever you are rats find you and want your attention. Rats don't attack you but it can be annoying in the tavern and other public places.
12 - Rot. -5 to CHA for smelly mouth, falling hair, horrible skin condition etc. Not lethal but disgusting.
13 - Lazy eye. Ranged attacks suffer -5 penalty.
14 - Gassy. Occasionally character develops blisters what burst with horrible smell. When dealing with others 20% change to get -5 to CHA.
15 - Deep sleeper. Needs 2 hours more sleep or suffers -2 to all actions the next day.
16 - Mark of evil. Animals get nervous around character. No more dog pet or riding horses.
17 - Whispering. Character hears whispering of spirits of the creatures he has killed 20% change in action. Save roll needed to focus or suffer -5 penalty the rest of the scene.
18 - Vision of death. Witch shows detailed vision how character dies (Referee's decision). Make sure character thinks it will happen soon (even though it would never happen).
19 - Allergy. Character is unable to wear, use, touch etc. item Referee chooses (leather, potions, silver).
20 - Roll twice for two curses at once!

Table 2: Dispelling
1 - Must give hag great wealth (1d1000 GP or something).
2 - Must dring a mug of king's (or other high-status-hard-to-meet person) piss.
3 - Must kill the hag that teleports away right after the curse.
4 - Must dance around trees naked for 10 days in the row (resting and eating allowed).
5 - Must marry the hag who cursed him. Officially marry.
6 - Must give the hag his first-born (time to make a baby if doesn't already have one).
7 - Must bath in holy water blessed by virgin cleric of age 13 (holy water that quantity will be tough if playing LotFP).
8 - Must tell everyone (at least 200 people) how the hag is wise and great and character stupid fool.
9 - Must travel to a distant hard-to-reach place and bury a token hag gives.
10 - Must kill the hag and eat her eyeballs (or something else cross if you aren't into cannibalism in games).
11 - Must sacrifice his own hand for potion to cure the curse.
12 - Must not see the sun for 30 days.
13 - Must tell a lie of horrible consequences.
14 - Transformed into half frog half man and must convince a princess to kiss him to turn back (yuck for princess).
15 - Must put all most important belongings (spell books and scrolls, gold, equipment and weapons) into sacks and throw in deep lake and never get them back.
16 - God who answers. Details here.
17 - Brew your own potion of really yucky and possibly rare ingredients (how horrible Referee you want to be) and drink it.
18 - Help 10 witches/hags/crazy old women in trouble.
19 - Swear loyalty to hag and be his servant for 3d6 new moons (let character be in party doing what the rest of the party is doing, but he has his own "mini quest" for witch/hag always going on).
20 - Roll twice.

Friday, June 1, 2012

Hands Of Death - Spell

Spell for Lamentation of the Flame Princess, d20, OSR and other fantasy roleplaying games.

Overview

Hands of Death is a powerful spell where caster can literally kill by touch. There is a small change for huge advantage but similarly a small change for disadvantage.

Spell

Image by: http://www.pusfan.com/port3.htm - Pushead
LVL 8 Cleric spell
Caster must learn the spell from the Order of the Death.
When casting the spell caster must touch the target with both hands without interruption for 5 turns.
Target rolls save versus death (what saving roll is best for this) or dies immediately.
There is 5% change (20 on d20) that caster will absorb the victims soul and immediately gains new level. His experience points remain the same though.
There is also 5% change (1 on d20) that when stealing other's life is so exhausting that caster looses one level. His experience is downgraded to minimum of his new level.

The Order Of The Death

To join the order following requirements must be met:

  • Character must be of Cleric class (or similar)
  • Character must worship a god dealing with death
  • Character must be evil
  • Minimum level to join the order is 7
Before membership character must run initiative quests. The quests are related to death. There are 5 steps of quests what Referee should decide.

In babtism to The Order of the Death character makes a vow that he will only serve death and nothing else. If character breaks this vow he dies. If character violates the vow he must make a will save (or what suits best) not to be outcast by his new god.

The order worships god of death and they practice taking lives for their god and for the balance of life.

Friday, May 25, 2012

God who answers

In some devastating situations or long periods of misery one might fall apart and yell: "God, why me!" But does he know what god does that for him? The one he worships or one of the other gods? And what the God who has caused all the agony wants in exchange for things to turn change better?

This random table tells who is the god who answers.

Roll d20 For The God Who Answers

1 - Krockquar, the Frog God of gluttony and greed. Krockquar looks like a giant bloated frog with greasy foodstains all over its chin. In the other small hand he has golden trident and in the other hand a roast. It does speak with croaking voice. Krockquar wants sacrifice of 200 lbs of food of great quality (something Emperors would enjoy).

2 - Emerald King, the God of prisoners and lost hope. Emerald King is wearing ragged clothes under his many chains. His skin is pale and bald head faceless. Numerous scars cross his body. Emerald King wants ten slaves for character to enslave to his temple to serve.

3 - Lady of the Leaf, the Natural God of trees, grass and joy. She is nymph-like beautiful creature covered in green fresh leaves. Lady of the Leaf wants character to stop orcs (or orc like barbarian humans) from hacking his sacred forest.

4 - Aethateinos, the God of hidden secrets and forbidden knowledge. Aethateinos manifests as a huge silver key surrounded by a black hole. Aethateinos wants 10 unique books of knowledge to be added into his library-temple.

5 - Daron Morden, the God of forsaken Elves. Daron is twisted chaos tainted elf staning 10 feet long wearing purple rope with black laces. He holds scythe of eternal hate. Daron Morden wants character to help forsaken Elves to revenge those who forsake them.

6 - Harshow, the God of those fallen in a battle. Harshow manifests as a crow with bright red eyes. Hahrshow wants character to build a shrine to an ancient battlefield.

7 - Todd Silverstring, the God of laughs and music. Todd looks like a jester with four faces in each direction of head. Every face has it's own permanent expression of different moods. Tod Silverstring wants character to arrange a great festival in honor of him.

8 - Mara Shar, the God of sharks and mantis'. Mara Shar manifests in a dream where character feels like drowning but before death a great shark appears speaking. Mara Shar wants character to feed predators of the sea with 10 people.

9 - Duruk the Dark One, God of darkness and secrets. Duruk manifests as a darkness surrounding character. Duruk the Dark One wants one great and dangerous secrets to be revealed and a big city to be darkened for one night.

10 - Grey Hare, the God of quarry. Grey Hare looks like big grey hare with intelligent blue eyes. Grey Hare wants character to catch 10 different spieces of game and sacrifice them ritualistically in the honor of him.

11 - Elzara, the God of paintings and memories. Elzara is a beautiful lady in light blue nightgown. Elzara wants character to paint 10 paintings in honor of her.

12 - Termereas, the God of sleepless nights and sunrises. Termereas manifests as a black horse with hooves and mane in blue fire. Termereas wants character to stay awake for 7 nights in a row.

13 - Magaro, the God of worms and maggots. Magaro is humanoid shape of squirming worms and maggots. Magaro wants 10 fresh corpses for flies to lay eggs.

14 - Shilieth, the God of great sacrifices. Shilieth is old one-handed man with ragged clothes and sad looking face. Shilieth wants character to sacrifice something of his body; an eye, nose, ear, hand what ever character sacrifices.

15 - God of No Gods. The God of no Gods is God who doesn't believe in gods. He has no physical appearance and he communicates as a voice in head. Character must destroy 3 shrines, temples or other similar of three different gods.

16 - Lord Barakkus, the God of wealth and betrayal. Lord Barakkus is bearded comely man with a decorated armor and jewelry. He has dagger in his belt dripping blood eternally. Lord Barakkus wants character to gain 1000 GP by betrayal, fraud and by cheating.

17 - Tserappio, the God of traps and snares. Tserappio looks like craftman with twinkle in his eye. His fingers are like different tools. Tserappio want character to build traps where 10 different people step.

18 - Alcros, the God of bloodsuckers and parasites. Alcros is a pale gentleman with dark clothing and a marble walking cane. Alcros wants character to feed himself to near death for various bloodsuckers (vampires, vampire bats, leeches, mosquito etc.)

19 - Lay Ilsa, the God of good deeds and compassion. Lady Ilsa wears white gown and her face is friendly even though she constantly cries small tears of pearl. Lady Ilsa wants character to show ultimate compassion for 10 people.

20 - Ogrimac the Slayer, Dwarven God of giant slaying. Ogrimarc looks like dwarven warrior with silver armor and huge two-handed warhammer. Ogrimac wants character to slay a giant in his name.

Great lie - Spell

This spell is used with LotFP or other fantasy games.

The spell is a preparation for a great lie which might give huge benefices if successful or horrible outcome if failed. The spellcaster must be level 2 Magic-User and needs 10 toad tongues, tears from a nasty kid and one finger from a person in stocks or pillory. The potion is boiled from these ingredients and after drinking it the Great Lie must be told within a hour.

If the lie is successful and people believe it the caster gets all the benefices involving the lie. But if the people don't believe the lie the caster is turned into a mutated blob of flesh and tissue with his twisted face. All other Attributes except Wisdom and Intelligence are reduced to 1.

Result of failed spell.

Thursday, May 24, 2012

Fallen, Forsaken and Foul - Addition to creatures

Definitions:

Fallen: degraded or immoral
Forsaken: deserted; abandoned
Foul: grossly offensive to the senses; disgustingly loathsome


To make normal creatures more vile and dangerous, just simply add adjective fallen, forsaken or foul in it. These creatures are more dangerous than normally would. You can add some HD or other powers to this type of creatures to make them different. But remember, if every creature characters encounter are fallen, forsaken or foul they become normal. Fallen, forsaken or foul creatures should be beyond normal and really nasty. Here are few examples to use with your fantasy game. Be free to create your own fallen, forsaken and foul variations of normal monsters.

Fallen Villagers


The villagers were in desperate need in their poorness what has lasted over an decade so they decided to make a pack with a demon. Demon gave them their normal living conditions back in the exchange of worship. Human sacrifices, eldrich rites and other horrible customs are practiced in the name of the demon. Usually villagers try to use cunning to get travelers sacrificed to their demon lord.

Fallen Angel


When an angel looses his faith he is cast away from good and thus will be fallen. He might be alone, try to become a demon to be worshipped or might join legions of evil. Fallen angel replaces divine powers with evil powers equal - or worse.

Forsaken Paladin


Paladin committed a crime against his faith so bad he was cast away by his god. But he was not left again as evil god saw a possibility. Forsaken by good became cherished by evil. The paladin's armor became one with him growing chaotic forms like spikes and faces of tortured spirits on. Now the paladin is one with his armor and his quest is to do what ever his new lord needs.
HD+2, AC+5, Turn Undead replaced with similar power Turn Good. Causes fear.

Forsaken Orc Tribe Of Bloodbrothers


Bloodbrothers is a warrior tribe of orcs. They are really strict in their customs and organized fierce warriors. In their last big battle some didn't perform as expected thus were forsaken from the tribe. Worse destiny than death for Bloodbrothers. Forsaken bloodbrothers became their own pack to survive. The tribe was everything they knew so they had to learn ways to survive without their tribe. They are more aggressive, fierce and strong than other orcs.
+2 HD, +1 AB and AC. Special power: Rage of the forsaken: When rolling results 19 or 20 with d20 in to-hit gain additional attack. When HP reach 0 or below regain 2d6 HP.


Foul Skeletons Of Necromantic Death Worshippers


Necromantic Death Worhsippers are a cult who worship god of death by mass sacrifices. Their guardians are skeletons made of the remainings of their victims. There are still parts of flesh and other tissue hanging on the bones.
Cause Fear. -1 AB to attackers.

Foul Dragon


Sometimes dragons when age start to die physically and become half rotten. These dragons are insane for their physical change. But because there is so much dead tissue they are harder to wound.
All damage taken is halved. AC +4.

[OSR/D&D/Fantasy] Finder's keeper - table for chest

Sometimes when travelling roads your party might find a chest fallen from a cart. But what is inside this chest?

Locked Or Not?


Roll d6 to see if chest is locked.
1 - No lock, easy to open
2 - No lock but stuck, needs to be forced to open (25% chest will break and cannot be used any more.)
3 - Really simple lock. Easy to lockpick with some tools.
4 - Normal lock. Lockpick as normal.
5 - Hard lock. Lockpicking is 50% harder than normally.
6 - Extremely complicated to lockpick. Other means than lockpicking is needed.



What's Inside


Roll d20 to see what is inside the chest.
1 - Small random items with no value
2 - 2d10 x 10 goldpieces
3 - Mummified familiar (roll randomly). Revived if sprinked with holy water and will follow who revived
4 - 2d6 portitions of random mushrooms (roll Random mushroom table to see what kind of mushrooms)
5 - 1d6 Healing potions healing 1d6 HP per potion. 25% change when drinking potion is poisoned and deals 1d6 damage instead
6 - Treasure map for dungeon/crypt/deserted castle or other similar location
7 - Denture with nametag of eminent person in area. Reward 1d10 x 100 goldpieces
8 - Fertilizers. Growth 200% faster
9 - Portable alchemist's laboratory
10 - Valuable and really fine clothing (50% for men or women)
11 - Skeletal remainings of a halfling
12 - 2d6 fake diamonds. Roll needed to notice (by rules or for example roll under INT with d20)
13 - Secondary crown of a king. Extremely valuable (1000 GP) but also extremely hard to sell. Also if someone finds out possibility to be in danger of being accused of royal thievery
14 - 1d6 random spell scrolls
15 - 2d6 illustrated children's books (worth 1d10 GP per book)
16 - Empty but with successful appropriate roll under fake base there is map to king's treasury
17 - Smellbomb triggers when opened. Save versus or CHA -10 for 2d6 hours. Also a diamond worth of 100 GP. It is smelly and extremely hard to sell
18 - Spare parts for some mechanical thing
19 - Ghost in a bottle
20 - Roll again two times.

Thursday, April 19, 2012

E - Ethereal encounters

Ethereal [ih-theer-ee-uhl]
1. light, airy, or tenuous: an ethereal world created through the poetic imagination.
2. extremely delicate or refined: ethereal beauty.
3. heavenly or celestial: gone to his ethereal home.

When encountering something ethereal Referee should pay attention for describing it. The description should be a little eerie, mystical or even strange from normal. Ethereal is not something characters meet in everyday basis. Ethereal is something beyond that. Should ethereal always be vulnerable and delicate? Pure and good? In weird fantasy, no.

Ethereal could be a place of evil but the mood there is ethereal in description as in definition 1. Evil is not always black and bloody red and heavy metal. Evil could be something else thus surprising breaking the assumption.

Ethereal beauty is not pretty bar-maid or council's daughter. They are just beautiful. Within ethereal beauty there is something weird. Ethereal beauty is something what makes your will bend, makes you feel nervous. Even makes you feel dread. Ethereal beauty could be also something evil-doer possesses. Countess' beauty might be ethereal, beyond imagination, as a result she bathes in virgins' blood.

Ethereal being could be something out of this world. From another planes, dimensions or even Heavens. But this kind of ethereal even though is good might be devastating. The power of ethereal creature might be beyond human (demi-human) senses and even a glimpse might make one insane. Ethereal being might also radiate power from great distances with different effects. Fallen wounded angel might be in agony but nearby villages get great harvest and people never get sick. Ethereal being's suffering might be other's benefit. Demons and other evil spirits and beings might also masquerade their true nature in ethereal cloak to deceive lesser beings.

For Lamentations Of The Flame Princess don't forget the weird-fantasy with horror. There's always two sides and even though there is dark black there never should be light white. Light at most is in the shade of gray. Ethereal place might bring comfort and be magnificent beyond dreams but because of that time there travels 10 times faster. Characters are so bewitched by the ethereal surrounding they get mentally stuck in there. Ethereal beauty might make ones crazy, bend wills, or be gained by horrible actions and murderous torture. Heavenly or celestial might not be what it seems, even good could be too powerful for mortals or it might be abused for evil gains.