Showing posts with label bestiary. Show all posts
Showing posts with label bestiary. Show all posts

8 March 2023

Tomb of the Serpent King 5e, session 5

The mysterious master of the Tomb is encountered and angered, with predictable results.

Dramatis personae:

  • Gour-Gash, a goliath barbarian 3. Collector of various weapons who understands the better part of valor.
  • Trollin, a hill dwarf cleric 2. A red-robed inquisitor with a hidden agenda. Also horny.
  • Yanzar, a dark elf druid 2. Very sneaky, except he loves loud, thunderous spells.
  • Zeru, an air genasi warlock 2. A gentleman and a scholar, sent by his genie patron to learn about the barbaric customs and traditions of the far West.
  • Zyl, a half-elf rogue 1. Curiously honest and helpful for a wanted criminal.


Followers:

  • Janek, a linkboy. The son of a local innkeeper who will be mightily cross is he learns where the adventurers took his child.
  • Schmee, a goblin famulus. A little cowardly. Likes bonsai trees and tea.
  • magister Kryštof Harant, an alchemist and archeologist. Very easily distracted with any historical artifacts. Or strange creatures. Or herbs of any kind. Or nice-looking pebbles.


If any of the players have by sheer chance found this recap, do not read any further, please.

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From the diary of Trollin, 26th day of Harvest, 198 Aureum Diem
We defeated the stone cobra guardian. A flawless victory.

After the fight, I advised Gour-Gash not to tease any further statues, or they might try something, too. But I don't think he was really listening, as he seemed really keen on finding that one shield from the hundreds placed on the walls that would perfectly fit his style and looks. Anyway, we were all exhausted, so we sat down for a quick breather until a click snapped us out of our slumber. It came from the stairway slide, which became a staircase again.

We gathered our things and cautiously went back up. At the top of the stairs, a stranger greeted us with a crowbar in his hand. He warned us about the hidden mechanism that sets off this trap. Right behind him, I recognized Janek and Zeru, so I didn't question the stranger at the moment. From Janek we learned that the magister and Schmee have been kidnapped by the goblins again and that Janek ran all the way back to the village, where he recruited both Zeru and the stranger to rescue all of us. Also the stranger expected payment. From me. After a bit of back and forth, we agreed that no payment will be provided at the moment, given that we needed no saving, but that he may share in any treasures we shall uncover. The stranger's name seems to be "Not important", so he's probably a foreigner. I've heard that the elves of Draja name themselves in such an incomprehensible manner.

I had an inkling where our two victims might have been taken to, so we all went through the hidden passage to the hall with the dead basilisk. To our surprise, the hall was well illuminated by several bonfires and full of goblins. In the middle, a square was marked out with the basilisk's chain, a fighting arena. Magister Harant and Schmee were tied to a pillar.

The goblin commander I challenged was already waiting for me. He apparently calls himself Face-Your-Death, probably because he soon will be really dead, when I finish with him. We got in the arena and exchanged the customary insults. But I didn't pay that much attention to him, as there was a she-goblin by his side, probably a shaman who came to preside over our duel. She shall be mine.

Combat was over fast. He managed a few hefty blows, but nothing I couldn't heal later. On the other hand, with the favor of Miri, I inflicted horrendous wounds upon him, until he fell dead. The goblins immediately began proclaiming me their new king, and it seemed that even She-Bull (the goblin shamaness) favored me now.

I ordered the two poor fools released from the pillar and arranged for some of the goblins to get out of our way and go on errands, while the party will be led by She-Bull to the goblins' treasure room. "Not important" also finally admitted that people usually call him Zyl. I must say, his art of eloquence could be envied by many. He coaxed ten gold from the magister as a reward for his rescue, more than the rest of us saw even though we've already rescued him the second time, and he agreed that we can keep the artifacts we find in the tomb as a part of the payment.

She-Bull led us to the muddy cave where we first met Yanzar and where the goblins were now busy picking mushrooms. The magister spotted some rare "dungeon cucumbers" and gathered a few. Yanzar, on the other hand, noticed some gold coins and would have taken them for himself, had Zyl not forced him to share. It will take more to earn my trust, but this is a good start.

We continued through a cave that could be classified as a kitchen and a dormitory in one to the goblin throne room. She-Bull dethroned their temporary king, a golden snake-man statue, and motioned for me to take my rightful place. In that moment, Zeru also handed me a serpent crown they've previously found with Gour-Gash, and I realized that it pulses with powerful magic. I just held it in my hand for now, enjoying the feeling of sitting on a throne, even if it's just a chair in a goblin cave. It's good to be a king.

She-Bull then described the tomb to us, or at least the parts the goblins have been to, and revealed all the treasures they have - some food, some silverware and the golden idol. Truth be told, I expected more, but then she introduced me to my new harem. I decided to have some fun while the others return to exploration, but I sent a couple of goblins with them as guides just in case.

This next part was only recounted to me by the shaken Gour-Gash:

They've made their way to the richly decorated gate beyond the basilisk hall and to the smaller, locked door next to it, because with Zyl they now had new options. Zyl opened the smaller door without a problem and inside, they found a very well-equipped alchemical workshop. They looted some potions, but also noted a bright orange potion being currently prepared in a complex apparatus, so it was painfully obvious the laboratory was not abandoned.

Another door lead them to a room with several cages and crates. Six goblins were locked in one of the rune-covered cages, and they immediately pleaded with their brethren still accompanying the party and asked to be rescued from the boogeyman. Zyl let them out and all the goblins immediately ran away, scared. The party is not so easy to shake, though, so Zeru calmly inspected the runes on the cages and found them to bind and counter magic. Gour-Gash discovered a silver circle set into the floor and a small cask of saffron, which he gladly appropriated.

Further explorations had to be put aside, though, because the magister and Schmee have drawn the party's attention to a skeleton covered in some kind of orange liquid that walked into the alchemical lab. It seemed more confused than hostile at first, so Yanzar tried to distract it and lead it away, but the skeleton remained impassive, which unfortunately also meant it blocked the exit. Then everything when wrong when the magister tried talking to the skeleton in the Dark Speech, at Gour-Gash's urging. The skeleton suddenly got interested in the magister and tried to push him into one of the magical cages. Yanzar barely managed to push the skeleton off and pull the magister aside.

At that moment, everyone has drawn their weapons and they try to neutralize the skeleton. Unfortunately, no matter what they try, they are unable to hurt it. It is as if the orange sludge was blocking any and all harm. In all this confusion, Janek tries to throw random things from the alchemical workshop at the skeleton, but nothing works and he ends up shattering the massive glass apparatus, leaving a violently fuming puddle on the floor. Finally, they tie up the skeleton and throw it into a cage.

Another door leads from the room, which Zyl opens after a bit of struggle. However, a cloud of golden-green smoke begins to spread from the alchemical workshop and Gour-Gash is unwilling to risk staying any longer. He pulls a bit of cloth over his face and runs out to the corridor. They then close the doors to the lab from both sides, trapping the smoke inside for the moment.

Zyl and the others explore the last room, which is full of bookcases and locked chests. Zeru and the magister inspect the literature, while Zyl shares a flask of foreign coffee, miraculously still hot, with Yanzar. Then, a hooded stranger appears within the silver circle.

The stranger is confused as to what is going on, he order them to explain why are they here, where they came from and what do they want. He introduces himself as Xiximanter, the Serpent King. It is pretty clear to the group that he wields powerful magic. They bumble up an excuse of being a diplomatic mission seeking to pay him a tribute, and he tells them to make an appointment next time and to get lost from his sight. Things take a turn for the worse when they try to leave, only to reveal the havoc they wreaked in his laboratory. Janek, the magister and Schmee flee immediately, while Xiximanter is distracted by lamenting over his equipment, but Zyl decides to cover the retreat of the group and whips out his crossbow. He shoots at the lich, but the quarrel dissolves into dust before it can hit. Distracted, Xiximanter makes a minute gesture and Zyl drops dead on the spot.

Seeing this, Zeru discorporates into blue smoke and flows into a small lamp he always carries on his belt. The only one left is Yanzar. He tries to run and Gour-Gash is still waiting in the corridor, ready to shut the door behind him, but he fails to avoid Xiximanter's touch and suddenly cannot move. Finally, Gour-Gash realizes that all is lost and runs, too.

GM Commentary:
Here is the stat block for Face-Your-Death:

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28 October 2022

4AD: Dragon Cult

Dragonslayer by Nolan Lu

 

First, here is a bigger table of dragons for Four Against Darkness:

d6True Dragons
1Two-headed swamp dragon. Their never-ending debate only lulls when they devour another hapless victim.
Level 6 dragon, 5 Life, 2 attacks, 3 treasure rolls at +1.
On each of its turns, roll a d6. On ⚀, the dragon breathes fire from its right head; all characters must make a level 6 breath Save or take d3 damage. On ⚅, the dragon breathes poison from its left head; all characters must make a level 5 poison Save or get Poisoned.
Reaction: 1 sleeping, 2-3 bribe, 4-5 fight, 6 quest.
2Flightless rotting dragon. Wreathed in offerings and grave goods meant to sooth its spirit. It didn't work.
Level 6 dragon, 6 Life, treasure is sacrificial gifts worth 2d6 * 100 gp.
Any character wounded by the dragon must make a level 4 poison Save or lose 1 additional Life due to an infected wound, and another level 4 poison Save or be Paralysed.
Reaction: Always fight to death.
3Four-winged storm dragon. Red lightning crackles across its scaly skin. Its every move reverberates with sharp winds.
Level 6 dragon, 5 Life, 3 treasure rolls at +1.
On each of its turns, roll a d6. On ⚀, the dragon claps its wings, causing a massive wind storm; all characters must make a level 6 hazard Save or take 1 damage. On ⚅, the dragon throws a lightning bolt at a random companion; the characters must make a level 6 magic Save or take 2 damage. Characters in heavy armour don't roll against either of these special attacks and take the damage automatically.
Reaction: 1 sleeping, 2-5 bribe, 6 fight.
4Crystal guardian dragon. A towering, winged figure, encased in glistening armour. It wields a gigantic sword of raw crystal.
Level 7 dragon, 6 Life, 2 attacks, 2 treasure rolls at +2.
Each attack of the dragon deals 2 damage. Once reduced to half Life, the dragon breathes a cloud of dust. The whole party must make a level 4 breath Save or be turned to crystal.
Reaction: 1-4 threaten, 5 puzzle, 6 fight to death.
5Divine serpent dragon. It has no wings, yet it coils through the air with an ease born of powerful magic.
Level 7 dragon, 7 Life, 4 treasure rolls.
On each of its turns, roll a d6 to see which spell the dragon casts:
  1. Word of Law: All characters must make a level 7 breath Save or take 1 holy damage.
  2. Heretic's Woe: A random character must make a level 5 magic Save or lose d3 Life.
  3. Heretic's Penance: A random character must make a level 5 magic Save or become Cursed.
  4. Cage of the Faithless: A random character must make a level 5 magic Save or fall asleep until the end of the encounter.
  5. Zeal of the Faithful: The dragon summons d6 cultists (level 4 minions).
  6. Immortal Glory: The dragon regains 1 LP. If at full Life, the dragon attacks normally instead.
Reaction: 1 offer food and rest, 2 magical challenge, 3 quest, 4-5 sleeping, 6 bribe.
6Starborn void dragon. The stars dance. The stars scream. The stars despise. This world is not worth even an afterthought.
Level 8 dragon, 8 Life, 2 attacks, 2 treasure rolls and an Epic Reward.
Before the fight begins, roll d6 to determine the special powers of the dragon:
  1. World Eater: The first time it is reduced to half Life, the dragon breathes in. The whole party must make a level 5 breath Save or lose 1 level. The dragon regains LP equal to the number of levels lost by the party.
  2. Blacklight: At the start of the encounter, the dragon breathes a beam of unseen light. The whole party must make a level 5 breath Save or be permanently blinded.
  3. Interstellar: Once reduced to half Life, the dragon breathes a cloud of interstellar gas. The whole party must make a level 3 breath Save or be frozen solid (and die).
  4. Starfall: Once reduced to half Life, the dragon flies high above and then plummets as a blazing meteorite. The whole party must make a level 4 hazard Save or take 3 damage.
  5. Starscream: At the start of the encounter, and then again when reduced to half Life, the dragon screams. The whole party must make a level 6 fear Save or take 1 point of Madness.
  6. Vacuum: Every round, the whole party must make a level 4 breath Save or take 1 damage from asphyxiation.
Reaction: 1-5 sleeping, 6 fight to death.


When the party kills a true dragon, they may cut out its heart and take it back to Town as an additional treasure. There, a character may sacrifice the heart on the altar of the Dragon Cult to receive a random draconic gift. A character may only have a number of draconic gifts equal to their Level and should they roll one they already possess, no gift is gained from that heart.

d6Draconic Gifts
1Dragon Breath: Choose an element. Once per adventure, breathe to deal d3 damage, no roll required.
2Dragon Roar: Once per adventure, roar with such ferocity that your foes immediately roll Morale.
3Dragon Armaments: Your sharp claws and spiked tail count as martial weapons or a polearm, respectively (both grant +0 Attack), which cannot be disarmed, damaged or otherwise degraded. You may not wield anything to use them, though.
4Dragon Eyes: You cannot be blinded (from darkness, curse, or such) and ignore invisibility.
5Dragon Hide: Immunity to fire.
6Dragon Wings: While in a room or outdoors, you are immune to traps and get +1 Defence, as you can fly out of the way.


A character who gains all draconic gifts transcends their humanity, becoming an ageless dragonkin.
 

A dragon heart from Elden Ring.


8 July 2022

From an Ancient Bestiary

I was going through some boxes in the attic when I found my old school notebook from when I was nine or ten years old. It contains what is probably the first bestiary that I've made, scrawled in between homework. It is... rather silly, really. Apparently I was enamoured with deadly poison and big numbers at the time. And the word "super".

This is no RPG bestiary, mind you. Just some hand-drawn monsters with short descriptions of capabilities. For your enjoyment, I have scanned the pictures and noted some fun facts from the descriptions. Hope you like really shitty art.

 

Winged Knight
His right hand has been replaced with a hurricane-strength wind cannon and he is apparently wearing heavy armour, yet he can still fly. His sword is also "super-sharp".

 

Carp Knight
This one had his right hand replaced with a water cannon capable of cutting steel, his fish-scales are as hard as his armour, and he can swim at a maximum speed of 300 km/h.

They are not present in this bestiary, but I distinctly remember there were more types of these knight, the Knights of the Labyrinth. There were the Four-armed Knights (with two arm-cannons) and the Tentacled Knights (with a normal upper body and a lower body dissolving into a mass of tentacles) and maybe even more that I don't recall. They all hail from the Enchanted Labyrinth, a dungeon that we explored with my brothers before we knew about any RPG rules and systems, using just make believe.

 

Three-humped Dragon
I like how this dragon is more of a chimera, mixing bits of a camel, hippogriff, goat, lion and an actual dragon. His three humps allow him to survive without food and water for up to three years and he can fly at a top speed of 300 million km/s, which is a thousand times faster than light. It is not written anywhere, but I'd like to imagine that this dragon can survive in the outer space and migrates between solar systems.

He also doesn't breathe fire, but rather shoots lightning from his horns.

 

Unicorn Devil
Probably my favourite creature of this bunch, simply because he looks so silly.

The unicorn horn secretes a "super-deadly" poison. I told you it's coming. The devil horns are even stranger, with a note saying they have "magic rope". Can they manifest some animated rope, or what exactly is going on? It's a mystery.

He is also noted as being super strong and tough, wearing no armour and needing none.

 

Mud Devil
This is both a devil and an alien, hailing from the solar system of Sirius. His whole body is made of living mud, which lets him pass through cracks or grating. He's also in love with lasers, because both his sword and his staff can shoot lasers.

 

Alien of Jupiter
Or I guess Jovian?

He can fly (presumably via psychic powers) and shoot ball lightning from his antennae (seen in action on the picture). His robe is also indestructible.

 

Tiny Ghost-Ghoul
His tentacles have venomous suckers, though not super-deadly this time. However, the weapons are enchanted to kill instantly.

Being a ghost, he can also phase through walls and fly. No information is given on how tiny he truly is, but given that I had once considered it necessary to mention his size, he is probably really small.

 

Elastic Ghost-Vampire
Now this one has a fun form of attack. His whole body and all the hands can stretch and twist. He reaches through a wall to grapple a victim, and once the victim is immobilized, bites them and drains their blood.

 

Poison Daisy
Not only does this flower have venomous teeth, she is also thorny with any scratches resulting in an infection. Thankfully, she is rooted in place, so just keep your distance.

 

Serpent Sapling
It's a coniferous tree sapling which can slither around on its single overlarge root. It can also shoot needles imbued with super-deadly poison. And it's so small and inconspicuous it can easily hide. Oh joy.

 

Guardian Robot
I don't know what is he guarding, but he might be better off switching lines of work to a killer robot. His right hand-cannon fires rockets while the left hand-cannon produces a death ray. He can also stomp for a shockwave, shoot lightning bolts from his antenna (Why did I like electrified antennae so much?) and if all that fails, bite off your limbs. His visor pierces invisibility and the material of his body ignores intangibility.

Finally, he can slide out wings and fly, with a maximum speed of 300 million km/s. Now I must imagine a chase scene where this robot is attempting to capture some adventurers riding three-humped dragons, plummeting through outer space at FTL speeds.

 

Sunfire Monster
Not much is noted about this creature, except that it attacks with flaming fists that burn with the heat of 11 trillion °C. Funnily, our Sun at its very hottest, in the very core, only has a temperature of 15 million °C.

Oh, and he also ignores cold of up to -100 °C, but given how he would pretty much instantly turn the whole planet into a ball of plasma, that shouldn't be a problem.

29 June 2022

QHW, Day 29: Location

Here are some desert hexes:

Terrain: Sand dunes.
Obvious: Tall, ancient tree. Has roots so deep they reach the underground river hidden beneath the sand. Great for orientation, as there is nothing but it and sand all around.
Hidden: City ruins buried in sand. A sandstorm might uncover them, only for the next one to bury them again.

Terrain: Sand dunes.
Obvious: Tents of d6 bedouin families. They are taking their herd of camels to a town fair. You can come with if you wish to.
Hidden: Several corpses freshly buried in shallow graves.

Terrain: Small town with a fort.
Obvious: An inn, a bazaar, baths, barracks with barely any soldiers.
Hidden: A watchtower with all entrances bricked up.

Terrain: Wadi.
Obvious: One-armed goatherd with a massive herd of goats.
Hidden: Giant sandstone hand sticking out of the ground.

Terrain: Sandstone rocks.
Obvious: Sand people campsite with a wellspring, hidden in a rock crevasse.
Hidden: Sandstone tombs deeper in the rocks.

And here are some undead:

Elkali

  • Also known as the Sun vampires, elkali are solitary desert-dwelling undead who prey on caravans and oasis settlements.
  • They appear as sun-dried corpses, and thus usually hide their visage behind robes, veils and headdresses.
  • They feed by draining a creature of all their moisture, leaving them mummified.
  • They are known to possess inhuman strength and speed, plus the ability to transform into a flying cloud of sand.
  • They only stay active when the Sun is up. Even being in shadow weakens them.
  • At night, they fall into a deathly torpor and cannot be roused. Thus they dig themselves deep into sand to sleep in safety until the Sun rises again.
  • Unlike their local counterparts, they cannot stealthily hunt under the cover of the night, so they rely on disguises, ambushes and kidnapping their victims for later meals.
  • During the night, hunters will use thin poles to discover dormant elkali. However, they also have to deal with the ghouls that come out at night to devour the corpses left behind by elkali.


25 June 2022

QHW, Day 25: Dragons

Fire is a good servant, but a bad master. Humanity was using and utilizing fire since the prehistory shrounded in deep time, but the DRAGON is a remainder that the fear of the flame should never be forgotten. It has a body of coals and embers, of charred corpses and half-molten steel girders, of sand burnt into glass and glowing lava. It radiates deathly heat, like a cracked blast furnace, a volcano or a wildfire. The DRAGON is a mindless, unstoppable destruction without purpose. A gentle remainder that the forces of nature could wipe us out in an instant, should they so choose. A lesson in awe and humility.

The DRAGON is a simple creature, and horrible in its simplicity. It comes, burns everything to the ground, and goes. Those who fight it burn. Those who run burn, too. Those who cannot burn choke on noxious smoke and drown in molten stone. The term "draconic desolation" is not used for no reason.

The DRAGON's breath weapon is a stream of superheated flames. They stick to anything they touch like napalm. They cannot be easily extinguished and continue to burn for a long time even on metal or the surface of water. A glancing blow will burn through a wall. A true strike will melt both a magical armour and the demigod inside. It is the one way to kill the immortal and destroy the invincible.

And the dragonslayers? Those who had truly slain the DRAGON and inherited its soul? They were powerful, yes, for a time. As long as they were still themselves. Why do you think it is called "the DRAGON", singular?

13 June 2022

QHW, Day 13: Elements

Water Child
Souls and elementals are not that different. Both are spirits, one possessing a living body, the other an unliving one. Sometimes, an elemental can be sired by a human "parent". When a small child dies by drowning, their radiant, young soul full of life may imprint itself upon unliving matter, upon the water filling their lungs. A water child is born.

Water children are not undead. Just like a new life is created in the womb of a mother, a new life emerges from the lungs of a drowned child in a torrent of animated water. They have no form in the real world, but in the spirit world they appear as the child they once were, soaked wet. Even though they are always immaterial, they leave wet footprints in Reality where-ever they go.

Water children are confused and scared, haunted by shards of memories they inherited. They remember having a family, and they want their family back. They want their friends back, too. Water children cannot leave their new, watery home for long, and so their friends and family must come to them. Water children will seek to lovingly drown anyone they knew in their past life.

HD 1
Def unarmoured, immaterial
Atk loving hug that fills lungs with water
Wants to return to "their" life, to find friends

10 June 2022

QHW, Day 10: Domestication

Riftborn buffalo

  • Riftborn buffalos migrate between alternate realities in search of new pastures. Their herds number in the tens of thousands, thus requiring frequent relocations. A stampede of such a herd can shatter the local reality, opening a temporary portal to the next dimension over. In a year, they will have come a full circle through a hundred different dimensions.
  • The rifts close within several hours, but that leaves enough time for brave explorers to gather samples from another dimension. A smart researcher will hire a band of adventurers to get them safely through the rift and back again before it closes. A stupid researcher will surely be in need of rescuing for a fat reward.
  • Riftborn buffalo dung is dried and then burned as the cheapest form of teleportation interference. Research implies that this property of the dung ensures that the herd doesn't backtrack and that the rifts destabilize and close on their own, covering the herd's backs against predators. It also means that royal chambers or treasury smelling of burnt buffalo dung is a rather common occurrence.
  • There is no grazing land in the windswept wastes of N'gzul, but the herd must cross through to get to the lush plains of Shadarkeem. N'gzul hunters wait for the day when the sky starts to rumble and crack, and then kill many of the buffalos, providing a midwinter feast for their tribes. If the herd got delayed or diverted to another dimension, the tribes might not all survive till spring.
  • A lost, lonesome buffalo cannot hope to pierce reality at will, but it still has a way to find its way back to the herd. The buffalos can sniff out places of weakened reality and then attempt to crash through there, even on their own. Sometimes, people will capture a riftborn buffalo for this very reason, releasing it when they need to find a way between planes, or detect a weak point where an incursion might be waiting to happen.
  • An elderly or injured buffalo will spend its last strength to perform a dying plane shift to a dimension not normally visited by the herd. The so-called Buffalo Graveyard, a dead world with pitch black skies and mountains of buffalo bones. The bones are a prized alchemical ingredient, but that is not the main draw and concern here. When the herd is attacked, a wounded buffalo will sometimes carry out a suicide bullrush to drag an attacker with them to the Graveyard. Who or what might have ended up in this lost place?

2 June 2022

QHW, Day 2: Beggars

Ah, the beggar-dead. Those unmourned souls and unburied skeletons.

They are immortal. They are ever-present. They are so feeble that even a child could beat them up.

They hide in the shadows and back alleys. They swarm the gates of graveyards and temples.

They want your mourning, your sorrow, your tears.

"Please sir, I died alone and nobody cared."

"Just a tear, ma'am, please! My children never loved me."

"I beg you, milord, show mercy! I was murdered by my wife and left in a ditch. Please, help me move on."

Don't. You help one and a thousand more will swarm you. You could cry yourself dry and they would still keep coming.

Just ignore them or notify the Busters' Guild.

16 May 2022

Retrocausual Conspiracy

 
Do you know about the Game? You all loose, by the way. Congratulations, let's see how long can you go without loosing again.

Anyway, there never was a Multiverse. It was not vast, it was not wonderful and it was not destroyed. And still there are remnants, mementos of non-existent history. Trapped in the Void, they long for existence they never had, for memories they never lost. Sometimes, they claw their way into Reality, but they don't belong. They are not, like creature-shaped holes. They need to be filled.

Sometimes, you will catch strange people out of the corner of your eye. They will look familiar, as if you've met them before. They will also look a little wrong, as if they were imperfect, incomplete or distorted. But when you blink or turn around to have a look, they will be gone. It might be weird, but nothing to dwell upon.

You will think nothing of it and forget about them.

Time will pass and one day you will remember how silly you were, all afraid of imagined un-people. And there they will be again, suddenly standing in your peripheral vision. Your heart will skip a beat and you will jerk your head, but there are only normal people going after their business and no one strange or scary.

But you know you really saw something, something weird enough that it cannot be a coincidence. Why have you seen them and nobody else seems to take notice? Is there some sinister plot? Who is behind it? The government? Aliens? China? Or all of them together?

And thus the Neverwere grow.

 
Neverwas (pl. Neverwere)

Neverwere are not but they want to be, and they will grasp at any connection someone can give them to Reality. Neverwere are only encountered as a fleeting sight or an off-handed mention, never directly. If the players don't notice or let it go, forget, or ignore the tidbit, good for them. They just defeated the Neverwas.

If they start talking about it, if they make theories, the Neverwas grows more real. Every time it's remembered, it gains an HD or proliferates. Every connection or power that gets proposed is true (within reason).

What if these strange faceless people were somehow connected to the murders we were investigating?
Sure, they are now and they always were.
No, wait, what if the wizard we pissed off sent them?
He did.

Once Neverwas gains a goal, it will start working towards it, incorporating any new powers or goals or connections as they pop up. Contradictory or paradoxical goals are not a problem, Neverwere are not creatures of logic and reason.

If the players can guess the nature of this absorption of concepts, they can turn it against the Neverwere.

Are they weak to fire?
Of course they are.
Are they afraid of cheese and bawdy songs?
Yes!

This is the other way to defeat Neverwere, apart from ignoring them.

 

d6 Neverwere

  1. If a player asks you about some background NPC whose name they have forgotten, tell them he was completely unremarkable. They can remember nothing about his appearance, race, clothing, or ... nothing at all, really. Or wait, was it a woman? Have they actually ever met such an NPC?
  2. Everywhere a PC goes, they keep getting letters. The envelope always has the address of their current location in nondescript writing, but inside is only a blank sheet of paper.
  3. A house where every picture had the faces erased. And in the bookcase, all books are filled with just a single word, repeated over and over and over again.
  4. Featureless silhouettes are watching the party from behind every window on the street. Nobody else seems to pay any mind to it.
  5. Someone familiar who should have been dead or definitely not here bumps into a PC, but before they have a chance to react, that someone is already lost in the crowd.
  6. A word or a symbol keeps showing up. Nobody knows why, or what it means. If the PCs decide to investigate, that word or symbol will be present every time they think to ask.

 

 

15 October 2019

Bogeymen

This is an expanded bestiary for Abyss of Damned Souls, though you could use the bogeymen in any game.

They used to be human, but they lost so much they could either die or adapt. As their souls and humanity slipped away, they fought and survived and changed. They may be monstrous, but are not necessarily monsters. Their powers might make them more than human - but they are human no more.

Every single one of them is missing something and can never get it back.
 
All images from Doctor Who.
  
d30 Bogeymen
  1. A mummified corpse in a clockwork armour. It's ticking loudly and can step outside of time. It needs someone to rewind its spring, giving up their time in the process.
  2. A woman with no face. With a touch, she removes - and what she removed is gone for good. Mouth or weapon or injury or memory or curse or happiness...
  3. An ancient warrior, a broken sword thrust through his heart. As long as the sword remains there, no weapon can harm him.
  4. Some might mistake it for a flightless dragon, but it's just a bogeyman who devoured so many it grew humongous. It vomits waves of amniotic fluid full of ravenous foetuses.
  5. A child dressed in filthy rags, insects crawling over and inside of its body. It will transform into a biting, stinging swarm when upset.
  6. An old man chain-smoking cheap, stinking cigarettes, with eyes burnt out and ash trailing from his clothes. He breathes smoke, or fire if threatened.
  7. A heavily pregnant woman, her stomach full of child ghosts. She releases them to protect or serve her, and never turns down an offer to consume another child.
  8. Human skin stuffed full of spiders. It lurks in halls covered in cobwebs, climbing faster than a man can run. Its bite leaves boils that later burst into more spiders.
  9. A barely humanoid figure, warped by excessive cancerous growths. Any skin contact will merge your flesh with its, and it will try to grab and assimilate you.
  10. A dancer with hands and feet hacked off, and replaced with long blades. She moves with the speed, lightness and ferocity of a whirlwind, but can never stop moving.
  11. A muscular monster of a man, nails, hooks, spikes and chains embedded in his flesh. He speaks in calm, hushed tone and his chains writhe like living snakes.
  12. An insufficiently dressed girl, pale and hugging her sides and shivering with cold. An eerily numb, tired despair fills your mind. You want to lie down, just for a bit...
  13. A human in constant flux, their features changing with the second. When you look at them directly, they suddenly look like the person you harmed the most.
  14. A statuesque woman, random bits of flesh replaced with black obsidian, her face always impassive. Arms of stone will grasp from the ground around her.
  15. Naked and scarred witch, her long, white hair whirling around her body like a storm of blades and leaving gouges in concrete.
  16. A skinless doctor, her lab coat and surgery tools brown and red with dried blood. She has a small army of sewn skins inflated with toxic gas.
  17. A small child with perpetual, too-wide smile of huge, asymmetrical teeth. It will tell a silly joke and you'll laugh, you won't stop laughing even as it slits your throat.
  18. Twins, a boy and a girl, moving in perfect unison, their features delicate and immaculate. Anything that affects only one of them fades nearly instantly.
  19. A limbless giant burrowing through the earth with impossible ease. His gullet is full of swallowed treasures, and he may vomit some for you if you bring him extraordinary food.
  20. A woman with an armour of rusty plates of metal embedded in her skin. Her fingernails are razor blades. She's excessively polite in conversation and excessively brutal in combat.
  21. A woman with translucent skin, her modesty barely preserved by ingrown corals and sea anemones. Her kiss will turn your flesh to coral.
  22. A drowned woman's body, bloated and rotting, shuffling and moaning, barnacled and gushing with water. She cannot be harmed except by fire.
  23. A man with an iron mask. He chants an endless song and serves gods long gone. As long as you can hear his singing, no magic powers of yours will work.
  24. A normal-looking guy who always talks and never lets anyone touch him. His real body is frozen deep within ice, the eyes and mouth sewn shut.
  25. A brutish woman, morbidly obese and freakishly tall. She will tear off your limbs and feast on your flesh. She wears a burlap sack over her head.
  26. A woman stitched together from ill-fitting body parts and stuffed into a dress suit. She can knit your wounded body, but only takes payment in fresh organs and body parts.
  27. A monster in the darkness. It is never there if you have light and always here when your torch goes out. It giggles and scratches you with broken nails.
  28. A man with screaming faces tattooed on his skin. He will offer secrets and knowledge, if you promise him a favour. He may summon anyone who owes him with just a word.
  29. A skeletal figure in tattered robes. It's falling apart and not long for this world, but the wounds inflicted by its rusty knife never heal.
  30. Royal, proud, diabolic figure. Its clothes are lavish and soiled, its words are wise and venomous. It carries trinkets forged from stolen souls.


So what is a bogeyman?

Take any player character, really. What awaits them in the dungeons? Some may bring back a fortune, but most will loose limbs and minds, mutate and adapt and change to survive. What returns is not a human, but something more monstrous and violent and powerful.

Adventurers are bogeyman.

You know, for a technically kid show,
Doctor Who can be a bit disturbing.

11 October 2019

Abyss of Damned Souls

I submitted an entry to the 200 Word RPG Challenge. It's basically a card-based deck-building RPG.

Sort of.

From here.

It is intended for 1 game master (the Abyss) and 1+ players, and you will need several decks of playing cards.
You're dead.

You got lost and went where all lost things and forgotten places go.

You'll need one suit from a card deck. Take 2-10 and choose one face card.

  • Jack is sneaky.
  • Queen is charming.
  • King is violent.
  • Ace is clever.
This small deck is your soul.

Actions have difficulty determined by the Abyss*. Draw a higher card to succeed. When you draw your face card, you automatically succeed and reshuffle your deck. You may discard extra cards to sum them with an already drawn card, but only if the action corresponds to your face card. Discarded cards are gone forever.

In conflict, opponents draw from their decks and the higher card wins. Winner takes the card of the looser, both discard their card in a draw. When only your face card remains, you fade away.

The Abyss will throw obstacles and monsters** in your way, and reward achievements with inhuman powers.

You'll loose pieces of your soul, then patch the holes with stolen bits of others. Your deck will change, until nothing from you remains.

You'll be a monster.

Damn you,
damn us all.

*) Game-master.
**) Monsters may be customised by the size and value of their deck.

Unlike normally, when I pile fun mechanics together and see what sticks, this game has themes I tried to build the central action resolution mechanics around: power at a price and the slow loss of humanity.

The players will start with a full suit of cards in their deck, and then loose them as they perform big actions or get defeated in combat. They will gain new, different cards from successful combat with monsters, and magical powers when the Abyss is pleased.

I suggest that the Abyss uses distinct decks to build their monsters, so that it becomes obvious how much the players' decks changed. Hopefully, they will notice that there are no true "monsters" in the Abyss, only other lost souls that survived for far too long.

On the right, a newly arrived lost soul.
On the left, one already experienced with the ways of the Abyss.
 
How to make a monster
Separate a deck of cards into number cards and face cards, then shuffle them both. Roll 2d6 and take that many number cards, then add one face card. Have a look at the face card and decide what the monster might be like, what does it want and what kind of magical power it has.

Voila, your random monster.

Very weak monsters might have no face card, turning to flee once they run out of cards. Their deck is reshuffled only once they rest. On the other end of the spectrum, very powerful creatures might have more than one face card.
 
 
Example bestiary
Edit: Here are some more bogeymen for Abyss of Damned Souls.

Rats and bats and piranhas and insects
Deck: 3-4-4-5-6-6
There are some diseased, warped animals in the Abyss. They have no face card, so once they run out of cards, they will turn to flee.

Goblin
Deck: 2-2-3-4-5-J
What do you get when you take a human and remove everything positive from them? An undersized, disgusting wretch. It cannot win in a fair fight, so it won't fight fair.

Carver
Deck: 5-6-6-7-7-9-Q
A woman stitched together from ill-fitting body parts and stuffed into a dress suit. She can knit your wounded body, but only takes payment in fresh organs and body parts.

Ogre
Deck: 2-2-7-7-8-8-9-9-10-10-K
A brutish woman, morbidly obese and freakishly tall. She will tear off your limbs and feast on your flesh. She wears a burlap sack over her head.

Summoner
Deck: 10-10-A
A man with screaming faces tattooed on his skin. He will offer secrets and knowledge, if you promise him a favour. He may summon anyone who owes him with just a word.

Grue
Deck: 3-3-3-5-5-5-7-7-7-9-9-9-J
A monster in the darkness. It is never there if you have light and always here when your torch goes out.

Wraith
Deck: 3-4-5-8-K
Skeletal figure in tattered robes. It's falling apart and not long for this world, but the wounds inflicted by its rusty knife never heal.

Demon
Deck: 5-5-6-6-7-7-8-8-9-9-10-10-Q-A
Royal, proud, diabolic figure. Its clothes are lavish and soiled, its words are wise and venomous. It has a trove of artifacts forged from stolen souls.

by apterus

28 June 2019

Spiral King

The ritual was apparently working perfectly, but the summoning circle not so much. The electric candles flared and one after another flickered out. Ariman'ja looked over the suddenly darkened room, fear quickly blooming in her stomach.

It was hiding behind the cupboard, although she knew there was no space where its tall, inhuman body could fit. It was impossible to look at directly, but always there in her peripheral vision, even as she turned to run. It didn't bother to walk around all the alchemical equipment and tables with spelling components, it flowed up the wall and into the shadows of the ceiling.

She only had seconds, she knew. Couldn't really escape, but didn't need to. Three steps to the door, open the door, then press the emergency button to enter a lockup mode. The laboratory will be encased in phasic fields, the spiral king trapped inside. She'll have time to think, to try a new binding or maybe banishment...

It stepped out of the keyhole right in front of her. Crouched just to get into the room and still out of her eyes' focus. Tentacles struck from all around her, not even ruffling her shirt as they went through seams and buttonholes. She tried to scream, but it grabbed her by the throat and pulled. The world swam before her eyes as she was folded sideways and dragged to and through a corner of the room, elsewhere.

Only a few droplets of blood remained splattered on the floor as the candles lit up again.

Elona fanwork.

For those who don't know, Encounter Critical is a gonzo pseudo-70s hoax RPG based on the principles of TRUE SCIENTIFIC REALISM, featuring chainmail bikini clad amazon psionic witches, wookie doxies, robodroid pioneers and Darth Viraxis in his fuchsia armour. I really, really want to play it some day.

Quick Note: I'm using alternate armour rules here, based on the Asteroid 1618 module. Instead of a single Armour Saving Throw, you get Kinetic (KD) and Energy Defense (ED) for physical and elemental damage, respectively. As in basic rules, successful defense roll will half the damage taken, and rolling under half your chance negates all damage.

Spiral King
# Appear: 1
# ATT: 1d4
Melee ATT: 93 %
Damage: 1d4 (fractal tentacles)
Hit points: 113
KD: 42 %
ED: see Command Energy
Psi Resist: 48 %
Command Energy: 71 % (as 10th level Psi Witch)
Edible: 3 %
Lurk: 81 %
$ Value: 312

Fractal Tentacles: Spiral king attacks with a multitude of tentacles coming from all possible and impossible directions. Both the number of attacks each turn and the damage die for each tentacle attack explodes on 4, with no upper limit. Its attacks ignore armour.

Pandimensional: Spiral king doesn't seem to interact with gravity or dimensions in the same way as most creatures. It can walk on water, walls or ceiling, plus through any corner or crack only to emerge from a different cranny. It may also drag a victim through a corner to a different dimension.

Command Energy: Spiral king will use its power over energy to deflect laser attacks and disrupt nearby electronics.

23 January 2019

Ecology of Spells

The spirit world is a living ecosystem and spells are living creatures, the spiritual equivalent of animals. While in Reality only their manifested effects can normally be seen, their true forms are similar to Folk or elementals within the spirit realm. They may be odd, strange and sometimes downright bizarre, but they have the same needs and desires as other creatures - to live, to feed, to procreate. Some spells are lone predators, some gather in herds. Some fly, some burrow or swim, some teleport. Many are hunted and eaten by other spirits, and Folk often wear boots of spell-leather, or decorate their homes with dead, stuffed spells.

Spells can also be captured, tamed and trained, which is exactly what wizards do. Spellbooks are like cages and a wizard's brain both a zoo and a training ground. The spells are fed life-force and idle thoughts, with succulent memories kept as treats for well performed trick. Sometimes there are accidents, too, when the cages are not secured and spells go on a rampage, gorging on memories, shattering thoughts and fleeing the mind. Even worse, sometimes a clever little spell can possess its wizard and pull their strings, to get itself be cast more often, or maybe to free its kin.
 
Of course, wizard vision is where it gets really weird. You will see spirits in their true form, so a fireball will no longer appear as its manifestation, the ball of flames, but rather like a flaming tiger charging at you from the wizard's sleeve. Wizard battle seen from the spirit realm would look a lot like a battlefield full of strange creatures, more and more of them springing from their wizard's brain-gates.

Hm, what does this remind me of...

Spells mate and breed in the wild, but they can also be pure- or crossbred in captivity. Spell husbandry is a skill with long tradition and recognition in the spellcasting community, as it supplies the market with many variant spells and rare breeds. There are even species of spells that never lived in the wild, created by experimental mutations, extensive crossbreeding and thaumic surgery. However, vanity breeding is the most common discipline of spell breeding (though considered of low prestige among the professionals) and many spells are sold for their unique appearance - green fireballs, different melodies of ghost sound, various magic missiles. There are even exhibitions and competitions.

Spells can also mutate, change and learn. While many spells start as animals, they can grow in both power and intelligence, especially if they can feed on the thoughts of an intelligent being. The older the spell, the longer it had to grow and develop its faculties. A wish who escapes from the mind of an archmage might be as powerful and smart as a godling.
 
This is how the inside of your spellbook looks like.

This whole post was inspired by the spell of magic mouth as described here.

General Spell Stats

Wild spell
HD 2d4
Def 8 + [HD]
Atk varies
Save 3 + [HD]
Morale 6
Motivation as animal

Tame spell
HD [dice] ([sum] hp)
Def 9 + [dice]
Atk varies
Save 5 + [dice]
Morale 8
Motivation as animal


Chorus of Voices
There is a rarely seen sexual dimorphism among the male spells speak with [something] and female tongues. Arcanologists hypothesise that male choirs evolved their differences to better lure the attention of females, while there was no such evolutionary pressure on the less numerous females. All choirs appear as invisible chattering of many different voices, thus the name, the only common denominator between the voices being that their gender is based on the spell's.

Choirs subsist on a diet of voices. They hunt and feed by engulfing their prey, who starts to talk in a voice appropriate to the chorus as the chorus feeds, until suddenly the victim cannot talk anymore. Treat choirs as invisible* swarms. Once engulfed, the victim has to make a Save each turn or go permanently mute. The chorus then lets them go. Choirs prefer to hunt in noisy locations, as they cannot stop constantly talking or producing other noises, giving their presence away. Casting the spell is akin to sticking your head into the lion's mouth - the caster talks in the voice of the chorus and the chorus slowly feeds, but the wizard never allows it to completely devour her voice.

Twice per year, choirs have a week-long mating season when the males sing to the females. Unlike their normal chattering, the mating songs are haunting and beautiful. Many wealthy Folk keep caged choirs specifically for the week of music, and there is a festival known as the Week-long Song in the dream-city of Anor Lyle held during the spring mating season. Narcomancers of Lyle (the sister city to Anor Lyle located at the same place in Reality) sell potions that will allow you to attend the festival in your dreams.

Atk engulf + silence
Motivation to eat the most beautiful voice

*) Choirs are truly invisible and no magic can help you see them. Normal invisibility is achieved by partially "de-manifesting" a creature, getting them halfway between the real and spirit world. They cannot be seen in the real world, but become visible in the spirit world. Spirits can see farther between the worlds than humans and thus invisibility is impossible in the spirit world, as disappearing from sight would require a spirit to fully materialize in the real world. But choirs are invisible not through magic, but because there is nothing to see. They are living sound (well, spiritual representation of sound... it's complicated), which explains both why they never go silent and why they can only be heard. It's not hard to pinpoint their general location from the noise, though.
 

Corpsefiend
The spell control undead is one of the reasons everyone should be scared of necromancers, because necromancers voluntarily take these monstrosities into their heads. Corpsefiends are huge. They look like a skinless horse fused with their rider, constantly screaming in agony with bouts of insane laughter. They ride in herds, mostly keeping near the sea. They can even run on the surface of water. Other corpsefiends are the only creatures they will not hunt, maim, or kill for fun. In a never-proven theory, arcanologist Talindra Dorleth proposed that corpsefiends actually subsist on the impotent hopelessness of their victims. This would also explain their powers.

Any soul* not protected by living flesh and touched by a corpsefiend must Save or be dominated. The controlled undead gets a new Save every day, but it might not even last that long. Corpsefiends like to play with their toys**. When a necromancer casts control undead, the corpsefiend rushes out and touches the target. Thus casters are controlling the undead only indirectly, through their bound spell. Should the bound corpsefiend break free, they retain the control over the undead they dominated, and corpsefiends loathe to be enslaved to wizards.

On dark nights when storm rages above the sea, corpsefiends sometimes manage to ride out of the spirit world into the real world. Here they hunt along seashores, looking for a solitary rider. They capture him and then torture both him and his horse to death, slowly over the whole night. As the rider and his horse die, the corpsefiends return to the spirit world and capture their souls, too. They skin their souls alive and chop them apart and then stitch them together again in the form of a corpsefiend. Then they take the new corpsefiend, by now insane from fright and pain, bleeding ectoplasm everywhere, and throw it into the sea. A spirit cannot be drowned, but the new corpsefiend does not know that yet. It will spend hours or even days in absolute terror, deep in the dark waters, trying to swim with a body it does not understand, drowning because it believes it should be drowning, even if it cannot die from it. Only once it claws its way out of the waters will the new corpsefiend be truly born.

The corpsefiends call this the "breeding hunt" and the "birthing pains".

Atk 1d6/1d6/1d6 (bite, tear, kick and shred)
Motivation to kill and torture, to ease the pain

*) Be it a ghost, other spectral undead, or a soul trapped in a corporeal undead.

**) Other spirit fare even worse, as corpsefiends cannot dominate them and will thus capture and torture them to death without a chance to let them live as slaves.
 
 
Moribundus
Another necromantic spell related to corpsefiends, finger of death takes the form of a massive horse with clawed feet and lashing, leech-like tongue. They can stand on their hind legs and fight or grasp with their claws, but they very much loath to do so. Hands are the tools of work, and work is for the weak. Even fighting by hand or claw is degrading, as it makes combat into work rather than art. Work should be done by lowly humanoids that deserve nothing better than to become the serfs under moribundine thrall. Art is the true calling of noble moribundi.

Moribundi are warriors, and the greatest weapon they are the most proud of are their tongues. Nearly as long as their whole body when fully extended, the tongue of a moribundus is blood-red, barbed and ends in a sucker capable of leeching life-force out of the enemy. Moribundine fighters lash with their tongues as with a whip or a combat tentacle, cutting and ripping at their foe until they can attach the leech-mouth, draining the poor victim dry of life in seconds. That's also how material creatures hit by finger of death die.

Moribundi like to adorn their tongues, either by colourful ribbons or piercings and jewellery, but nearly all adult moribundi will have tongue tattoos, drawn with the blood of their notable kills and depicting their famous triumphs and victories. Of note are also moribundine blood paintings, the only form of art other than combat that moribundi hold in high regard. They dip their tongues into fresh blood and paint lovely still lifes, beautiful landscapes or stunning portraits onto the flayed skin of their foes. These paintings are customarily used to decorate their yurts, but each would fetch a hefty price at any market in the spirit realm, should some thief be skillful and suicidal enough to steal them.

The hair of a moribundus is mottled in distinct patterns and colours, which proclaims an affiliation to a certain herd-tribe. Moribundine tribes are matriarchal, usually comprised of hundred or so moribundi with double or triple as many slaves, plus livestock. Moribundi are nomadic, travelling over vast territories according to the commands of the tribal council of most prestigious females, while their slaves fold and rebuild their yurts, drive the cattle and generally ensure the quality and luxury of their lives. Moribundi are fiercely territorial, and battles between tribes over the claim to an area are common. Offers of new territories and hunting grounds, or assistance with the defeat of an enemy herd are also usually the only way to persuade a tribe of moribundi to assist you. Of course, individual moribundi can be swayed by offers of jewellery, slaves, or glory.

Male moribundi are surprisingly rare, so rare in fact that breeding stallions are treasured and guarded, often forming harems for influential females. Trading or kidnapping of males is also common, though because male moribundi are as belligerent as females, it is often quite hard to secure their cooperation with different herd. Any tribe that looses all its males is in a danger of stagnation and protracted extinction, and such tribes are often the most dangerous, daring and desperate - and even willing to work for other creatures if it grants them access to some stallions.

Atk 1d8 + Save or die (tongue), or 1d6/1d6 (claws)
Motivation to gain prestige through combat prowess, to obtain a mate


Murderbird
All magic missiles are beautiful. Imagine a glowing, neon hummingbird, zooming around at breakneck speeds and leaving a trail of glitter behind. Murderbirds come in all the colours of the rainbow, some even being muti-hued. They have a rich and complex social life full of ritualistic "dancing" in flight. Their synchronised flying is incredibly precise - two (or more) translucent, glowing birds moving faster than a bullet, their intertwined trails drawing intricate mandalas in the air. Experts can easily tell apart mating dances, duels between rivals, or threats to invaders, but suffice to say that experiencing any of those dances is breath-taking.

Murderbirds are predators, capable of using the combination of their sharp beak, tiny size and high speed to fly through the body of their prey*. Larger spirits are often attacked by a whole flight of murderbirds, and end up full of holes where the birds pierced them, again and again. And unlike most birds of prey, murderbirds often attack prey much larger than themselves, using the corpus of the fallen spirit as a nest for the whole flock, and slowly eating it from within.

Murderbirds are highly communal and their corpus-nests often have larger cavities hollowed out for the whole flock to gather their eggs within. The eggs and later the hatchlings are protected by the whole flock, no matter their actual parents. Young murderbirds only leave their nest once old enough to fly and hunt with their flock, and should the corpus they nest within discorporate too soon, they will likely be left behind by their flock to die, as the older murderbirds are unable to carry them while they look for a new nest.

Murderbird eggs look like glass, with a spark of coloured light inside that slowly grows into the hatchling. They are highly priced on markets throughout the spirit realm and Reality, serving as jewels, extravagant lighting, or for a spicy omelette. The eggs require the presence of a dead spirit to draw sustenance from, so it is very rare for the embryonic murderbird to survive when the egg is removed from the corpus-nest. Abandoned hatchlings though, as hard as they are to find after the flock leaves them and before they die, are often sold to wizards who train them for combat. Such murderbirds, unlike those caught and enslaved in adulthood, can learn various special tricks. Various accounts tell about magic missiles capable of navigating through tiny spaces and finding targets unseen by their master, guarding their master and orbiting their head until they are needed, or striking all enemies in a room on a zig-zagging path.

Atk 1d6 + [HD] (fly-by attack)
Motivation to hunt plenty of prey, to protect their flock

*) They attack by moving through the square of an opponent, getting a free attack for 1d6 + [HD] damage.
 

Plague Eater
Related to murderbirds, the remove disease spell appears as a spectral woodpecker, its feathers shifting colours constantly except for the top of its head, which glows a steady octarine. It feeds on disease spirits, seeking out diseased creatures and then excavating a hole in their soul until they can pull out and devour the disease. Unlike the brutal fly-by attacks of muderbirds, this does not harm the cured creature, just like it does not harm a tree to have the wood-destroying worms and insects removed. Wizard casting remove disease would look like a falconer sending their bird pecking at the target.

Plague eaters are capable of human speech and intelligent enough to hold a conversation, but they do not pursue the creation of advanced civilization. They like their simple lives and generally refuse to bother themselves with needless musings, worries, or knowledge*. Most plague eaters live in nests built in holes excavated through the corpus of some of the behemoth ghosts of species long extinct. Unlike murderbirds, they live inside still living ghosts and in symbiosis with them, tending to their behemoth's well-being, fighting off parasites (especially cantrips and disease spirits) and even lesser predators. In exchange, their host carries them around the world in a safe nest, and they can devour disease spirits where-ever their travels take them.

Plague eaters lay clutches of colourful eggs, except that from every seven eggs, one is dull gray and will hatch into a plague bird instead (see below). Young plague eaters live with their parents until two behemoth-nests meet, whereupon a great many of youngsters will swarm from both behemoths, starting the mating rituals of plague eaters. The courting plague eaters will shine with greatly amplified strength, releasing bursts of octarine instead of mating calls. This is both beautiful and extremely dangerous, and only an thaumornithologist or a madman would watch this mating swarm from closer than the next hill over.

Eventually, couples of plague eaters will form, each glowing in a synchronized pattern of colours, and they will leave the swarm to find a place for their new nest - either on one of the old behemoths, or on some other gargantuan ghost elsewhere. Plague eaters mate for life, and if a plague eater doesn't find a mate or later looses one, it will quickly grow dim and apathetic, often dying of loneliness. Some plague eaters born in captivity were reported to have developed similarly devoted relationship with their wizard, given their lack of opportunity for finding a proper mate. While this will result in an extremely loyal and dependable spell, it also means that leaving your cure disease spell in a spellbook for longer stretches of time, or even worse trying to sell it will most likely leave the spell dying or dead from sorrow. Thaumornithologists thus recommend to only purchase mated pairs of plague eaters, which seem to endure even extended confinement to a spellbook remarkably well.

Atk 1d4 + cure disease (peck)
Motivation to find a mate and live happily ever after

*) The only exception are their storytellers. Found in most behemoth-nests, these are the carriers of the oral history and traditions of plague eaters, and the only plague eaters likely to humour your questioning. Others will gladly exchange small talk and civilities with you, but otherwise they will just fly away once bored by your chatter.


Plague Bird
The spell of contagion looks like a half-dead woodpecker; feathers tousled, filthy or missing, covered in gore and pus, with open sores and painfully bent limbs. Their eyes are blind and they constantly cough, moan and cry in voices of human children. They seem to fly more by the virtue of being a spirit than with their wings. Their corpus is either deathly cold, or feverishly hot and covered in sweat.

All plague birds are sterile and short-lived. They are a plague eater hatchling gone wrong, overwhelmed by the disease spirits it should feed on, and instead helping them spread their disease. Plague birds are drawn to attack healthy creatures as a moth assails a flame, but they will try to avoid harming anyone ill. They are an abomination of the spirit world, and should be put out of their misery.

Plague birds are born because of a genetic disorder of plague eaters, and they are thrown out of the nest by their parents, often long before hatching. Unfortunately for plague birds, the disease spirits who overtook their body will not let them die in their cracked, discarded eggs. Plague birds are forced to hatch, forced to live.

Touch of a plague bird requires a Save to avoid catching a random disease. They attack with suicidal abandon, though sometimes their disease spirits will steer them away from enemies too powerful to infect. Anyone within short range of a plague bird when it is killed must Save or be infected with 1d6+1 random diseases as the disease spirits flee their dying host and search for new bodies to inhabit. Plague birds are terrified of anyone capable of exorcism or curing diseases - or rather the disease spirits within them are.

Should you succeed on removing all disease spirits that possess the plague bird, they can Save to return to health and become a plague eater. Its gratitude will be without bounds, as you were compassionate to it while it never knew anything but agony and abandonment. Should you wish to take it, the newly reborn plague eater will take nest in your brain as one of your spells, utterly devoted to you as it owes you its life. On a failed Save, the plague bird was too damaged to live, but at least it can die in peace. In will still thank you in a weak whisper before perishing.

Atk 1d4 + cause disease (peck)
Special disease burst on death
Motivation to spread diseases, to die


Grease Ooze
While certainly useful when cast, the true form of grease is an ooze and it's one of the most boring spells to study. It looks like a greasy ooze and slowly slithers along the ground like a greasy ooze, leaving a trial of grease behind. It feeds on dead ghost-plant matter and does pretty much nothing beyond that. Once it grows large and fat, it divides and continues to feed. It is on the very bottom of the food chain of the spirit world.

Atk engulf + suffocate
Special grease trail
Motivation gurgle-gurgle-blurp


Watcher
While the appearance of scry, the dribbling, floating eyeball, is well known to many spellcasters, its modus operandi is missing from most books. For a good reason. Watchers are unassuming, silent and seemingly harmless. They flock on high perches above lively city streets or large households, they swarm the sites of tragedies. They stare at people from afar. It might be unnerving, but there are stranger and more dangerous things in the spirit world.

Watchers feed on acts of great passion, on emotions and virtues and vices. They observe and absorb. They grow in size and hunger. Eventually, just watching from afar is not enough as their appetite is too vast and tasty emotions too scarce and faint. And so the watchers start to help and inspire their would-be sources of nourishment, groom them for greatness so that they might feast. They grow fat and cunning, resourceful and ruthless. They grow additional eyes* and gorge through them all.

Eventually, their eyes become hungry enough to devour people whole, and not just their emotions. They become beholders.

Atk none
Motivation to observe interesting deeds and powerful emotions

*) This is also how they propagate. Their eyes will detach themselves from time to time and drift away.


Vanisher
If anything, the spell of teleport is extremely elusive. No wizard alive can claim to have come even close to capturing a vanisher, and even those historical magi who managed that feat have held it more like a trophy than a tool, given the extreme risks involved in casting the spell. Vanishers are tiny wasps, their bodies inscribed with extradimensional geometric shapes. They can instantly teleport vast distances, and coupled with their diminutive size and fast speed, they are always gone before a wizard can act to bind it.

Terrifyingly, the sting of a vanisher teleports the victim. This teleport is completely uncontrolled, and it has none of the safeguards indoctrinated to the few vanishers caught and trained. It is said that vanishers can teleport as far as a ray of light can travel in one heartbeat. And it's a teleportation in all three dimensions, with a good chance of being telefragged inside of the planet, or ending in the outer space. There is aether in the outer space of the spirit world, but unlike a vanisher you probably have no way to return home. You will remain trapped, the aether preventing you from dying from hunger or thirst, nothing but void around you. Some void monks might love it.

Vanishers are very, very rare. Before the War in Heavens (or Age of Fire and Madness, or anything else suitably apocalyptic), they were hunted to near extinction, as every wizard craved to be everywhere they wished with nothing but a thought. Today, no vanisher hive has been heard of in millennia. No matter how far they can teleport, the remaining vanishers seem incapable of gathering enough of their kind to establish a new hive. They may be elusive and long-lived, but sooner or later the last spell of teleport will die and this species will be no more.

Atk 1 + random teleport (sting)
Motivation to be left alone, to rebuild a hive


Cantrips
Cantrips are the least spells, tiny parasites that live off the sanity of wizards. Cantrips are as diverse and numerous as insects in Reality, devoured or squashed by all other spells, yet plentiful and omnipresent. They are like ticks, lice or bedbugs, attracted to the smell of wizardly thoughts and returning to their host immediately when cast. While cantrips parasitize on other spirits normally, wizards are simply more appetising. Every school of magic has different set of meditations and conditioning that allow the wizards to host their spells, and the specific mental smell attracts different cantrips.


Other spirits
Other spirits can serve as "spells" as well, residing within the wizard's mind and manifesting when cast. Elementalists strike bargains with elementals to serve them. Some priests and paladins claim that their powers come from angels in their heads. Warlocks have brains full of demons. Some monks even claim to have reached high enough enlightenment to cast one of their seven souls as a "spell", though the healthiness of such endeavour could be disputed.

On the other hand, elves had their animal soul removed and replaced with a heartspell, which can be cast normally, but also works as a substitute soul. Sorcerers are another special case, as their souls basically are spells, thus they can alter the world by their will alone without endangering themselves as much as the monks mentioned earlier. Scholars claim that is because a sorcerer is born when prenatal development goes wrong and the unborn child is incarnated with seven spells instead of seven souls - just like the soul is sometimes replaced with a Folk, resulting in changelings, or with a demon, the child born as a cambion.

Generally speaking, all spirits are made of the same stuff, and a wizard can theoretically bind, memorize and cast any spirit they wish.