Showing posts with label otica. Show all posts
Showing posts with label otica. Show all posts

Wednesday, 3 August 2016

Hexcrawling in Southern Otica

Players decided to planeshop AGAIN, so goodbye Otica. They spent a decent amount of time hexcrawling about, trying to fight elves and instead fucking about with dangerous dangerous things.

The way I ran it is with a THING in every hex, plus random encounters to make things messy and complicated and fun. In future I'd probably not have something in every hex? But maybe. I don't know.

d8
Weather
1-4
Scorching Heat
5-6
Rain
7-8
Heavy Storms

d6
River Encounters
1
1d4 Crocodile
2
1d2 Couatl
3
Natives on rafts
4
Drowned Jealous Dead (see below)
5
Frog Swarm
6
Roll on Jungle Encounter







d12
Jungle Encounters
1
Arboreal Vampire, displaced.
2
3
1d2 werejaguars
4
Dismounted elf patrol
5
Stranglevines
6
Podsnakes (see below)
7
World Tortoise (see below)
8
Stirge Flock
9
Vicious Monkey group
10
Hunting Wyvern
11
Su Monster
12
Basilisk
d12
Open Ground Encounters
1
2
3
Basking Lizards (see below)
4
Hunting Wyvern
5
Podsnakes (see below)
6
Word Tortoise (see below)
7
8
Running Lizards (see below) – 50% chance ridden by natives with lances.
9
Sprinting Spider – as a giant spider but REALLY fast
10
Pteranodon
11
Harpies
12
Dead Knights (see below)
Monsters new to Otica

Note on fast creatures - creatures which are notably quick make a run-by attack. They don't engage normally - to reflect them sprinting past and making an attack, players are at -2 to hit them for the brief period they are adjacent. This applies to mounted combatants too.

Drowned Jealous Dead
HD 2 - AC as Leather - 2d10 Appear - Morale 8 - Attack is to grapple and drown, +5 to grapple checks.

Podsnakes
They bundle into d8 groups of 5, which attempt to drop onto people and crush them to death.
per snake: HD 1 AC AS LEATHER MORALE 10

World Tortoise
HD 10 AC AS PLATE +2 BITE +5 2D8 MORALE 5
They have knowledge as old as the trees. Natives revere them. Elves kill them on sight, and Isp has a 2000sp bounty on them. He turns them into knowledge soup.

Basking Lizard
3d10 appearing. HD 3 - AC AS CHAIN - BITE +3 1D10+3/CLAW +2 1D8 +3 - MORALE 8
They only have the energy to attack when it's sunny.

Running Lizards
2d10 appearing. Faster than a galloping horse. HD 2 AC AS CHAIN (from speed) - CLAW +2 1D8 +2. Once a single person is killed, they will attempt to drag the corpse away rather than fight on.

Hexes

I'm using the numbers here but they're not massively important and are in the order I wrote them, so it's mostly for reference between them.

2613 Jungle
A blood crazed elf is rampaging, killing everything in the area. She touched the bloodstone in 2413. HD3/BITE 1D4/AC AS CHAIN/M12

2413 Open Ground
The stubby ruin of a wizard tower in blue bricks. It's hard to see without almost walking into it. The ground floor is empty. The first basement is trashed, filled with animal corpses. 30% chance of a pack of wild dogs brutally fighting to the death. The second basement level contained a large, red stone, set into an altar. It stinks of cooked meat. Touching the stone causes a save vs magic. If failed, the character enters into a blood frenzy for 3d4 days. The stone is worth up to 8000sp.

2213 Open Ground
A dead giant, now a hill. Spilling blood atop the hill awakens the giant. When standing, it is the size of a cathedral. HD 30. The tortoises know. Surrounding the central hill are 8 smaller hills, which are the brood of the eldest. HD 10, smash for 2d12 if not avoided.

2314 Open Ground
Six dead elves, trampled to death by their missing horses (hiding in 2215). The horses were driven mad by the Treefisher Spirit. 2HD, AC AS LEATHER, Invisible, and hides in a tree. Attacks through poison darts. Today he carries (1d6) 1. Strength Sapping 2. Madness 3. Anti-coagulant 4. Lust 5.Sleep 6. Death. All effects can be saved against.

2215 Open Ground, Riverside
Six confused, scared horses w/ 3 weeks rations between them. 50% glad to see people, otherwise they bolt.
Ruined riverhouse, containing the Eternal Witch. She reanimates if disturbed - the spirit is bound to her shawl. She demands a new body, which she possess when someone dons the shawl. She will cast summon until she gets her way. Destroying the shawl will banish her, or attacking the spirit with magic. (int 18 wis 14 cha 12). Inside the shawl are the spells summon, phantasmal psychedelia. Outside the riverhouse is her hateful tortoise familiar, who wants the witch destroyed so he can leave and seek a new master. He will help any who can kill her, and he will give the location of the spellbook he has hidden from the witch.

2015 Open Ground, Riverside
Skulljar village (see BROKEN SYSTEM 000). Contains a Pyromancy Crown - once a week, this crown can cause (2xlevel)d6 damage worth of flames to explode out from the wearer. They are dealt the lowest 3 damage dice rolled. Worth 6000sp.

1914 Open Ground
A giant reptilian creature which wanders around on it's stilt-legs, served by a nomadic native group. HD 10 - AC 12 - KICK -4 FOR 2D10+5

1815 Jungle, Riverside
A ruined, flooded riverside keep. The armoury is somewhat decayed, but still had a suit of plate, 3 suits of chain and 5 heavy crossbows with 10 bolts each. It is currently inhabited by 80 eel-men, who are a jovial, happy folk. They swam up from the underground sea, but the tunnel collapsed, stranding them above ground. They are guarded by 20 Coral Knights, who are also the leaders of the group. 3HD/AC AS PLATE/HARPOON +3 1D8+3. The armour of a coral knight is weightless in water.

2316 Open Ground
Desmodesmus, Chained Demon of Plague. The chains are enchanted, and any demon clasped by them is utterly bound to the will of the holder, and must protect them beyond death. The problem is the holder is dead, and has been for a hundred years, and Desmodesmus is terrible bored. He wants most of all to be free, but a new master is preferable to this. He will inform the characters he is still bound to protect the holder of the chain to the best of his ability. There is a useless spellbook which Desmodesmus will use to bargain with. HD 8 / AC AS CHAIN (IMMUNE TO 3 MISSILES PER ROUND) / SLAM 1D10+4+ DISEASE (1 week to fester, then -2 to con each day. Save every day, 3 saves in a row means cured). The chains are worth 5000sp.

1811 Jungle
Barrowmounds of Endilack, a foreign king. 

He bears the Eye of Beckonings, an oversized blackly jeweled eye. If used to replace a living creatures eye, that creature takes -2 to all ranged attacks, as the eye does not see this world. Instead, it sees a pocket realm containing the revenants of what was killed by the previous inhabitants of the pocket realm. The host of the eye can beckon them forth, and bid them kill an enemy, or group of enemies.. They must be released every 3 days, or they come for the host. Revenants have 1 more HD than the normal creature. If they are all destroyed, the eye becomes useless. Worth 8000sp.

Endilack also bears a Sword of Wounding, the injuries of which do not heal. The wielder develops the corresponding scar for every wound inflicted by the blade 1d8+1 damage. 3000sp.

Endilack: As wight but wielding the Sword of Wounding. Guarded by 3 elite skeleton guards. 3HD-AC AS CHAIN - OBSIDIAN SWORD 1D6+2. The swords break on a to-hit of 1-5.

Monday, 13 June 2016

The Old Serpents

Sunday Players super-mega-do-not-read.
The Old Serpents

One-eyed snakes of Law, predating Chaos, life, fire and light. They wield something like magic, but drawing on the age and solidity of the world rather than puncturing reality and channeling the Sea outside. They wish to see all life and light not of them extinguished, but they are patient.

They are immense, and coil far below the sun, under the mountains, where their servitors speak to the pathetic hominids who give them worship. A wise Old Serpent will never fight directly.

HD 18 / AC AS LEATHER / BITE D12 - also is a 12th level magic user w/ access to all spells.

Speaking Serpents

The bastard children of the Old Serpents and something long extinct, any given Old Serpent will have a brood of 1d8 of these creatures. They act as the messengers, passing on information to the People of the Serpent, and commanding the Blind Flesh when direct intervention is needed. They despise the Primordial Beetles - and the feeling is mirrored.

The Speaking Serpents can speak only in lies. The People of the Serpent simply take this as a protective measure - the words of the divine cannot be spoken directly without burning the lungs, throat and mouth gravely.

Speaking Serpents will seek to bite once and leave if attacked.

HD 4 / AC AS CHAIN / BITE D10 + SAVE OR DIE POISON.

Those surviving the bite of a Speaking Serpent gain the ability to taste lies on the air. Taking any form of antidote will remove this ability.

Primordial Beetles

These ghost-white beetles dwell in the unformed pockets of reality, and something must be tossed into their sacrifice-bits to rouse them from their burrow. They have a loose alliance to the Old Serpents, and each Old Serpent has 1d6 -2 beetles it could call upon. They gnaw upon time to extend their burrows, and can, instead of attacking, vomit forth Aging Amber, which ages any who touch it, causing the gain of d20 years.

Their chitin is covered in nearly-human faces, all of which sing the glory of the beetle continuously. This is very very loud.

HD 8 / AC AS PLATE +1 / BITE D12 + 3 OR VOMIT / FLYING

Blind Flesh

The original creations of the Old Serpents once they felt the shift from cold, sterile law to freewheeling chaos, the Blind Flesh are something like men - eight foot muscle bound creatures entirely lacking in a head, the neck-stump containing a pair of nostrils and strange, reptilian disks for hearing. Their flesh is lightly scaled. They are bound entirely to the will of their Old Serpent, and their greater servants. Time has worn down their numbers, and each Old Serpent has 2d20 of these monsters remaining. When the time comes, more will be made.

In combat they use their hideous strength to launch characters into walls, resolved as a successful grapple check, and dealing d12 +4 damage.

HD 6 / AC AS LEATHER  / MAUL FOR D8+3 OR THROW

Monday, 2 May 2016

Spell Slave Sacrifice

Sick of magic users tearing through shit? Throw some of these bastards at them. Make the most sense employed by sorcerous societies and amoral wizard-killers.

Emaciated human forms with heads of hydrocephalic proportions, the veins tangled and bulging. Their maws are toothless, and wide open, like that of a basking shark. What they seek is spells, to consume and mutate, something essential in the wizardly duels of the Illyrian courts.

They only eat spells not cast by those whose blood they have supped upon.

HD 2 AC AS NONE ATTK 1D4 PITIFUL PAWING MORALE 12 MOV AS MAN

Whenever a spell is cast within clear eyeshot of a Spell Slave, the spell fails to take effect - instead being consumed by the Spell Slave. For every spell consumed, the Spell Slave will mutate. After 1d6 mutations, the Spell Slave with explode, causing (number of mutations)d6 damage to those within 30 feet. Standard practice is to send these abominations charging forwards, to distance them from their handlers.

d8
Mutation
1
Extra Limb – Either an additional attack, or an atrophied useless limb, hanging limp (50/50)
2
Fleshy Wind Sail – Spell Slave gains ability to glide, travelling great distances on their wind-catching skinflaps.
3
Hideous Yelling – The throat swells, and their piteous moans becoming deafening – save or stunned.
4
Meat Tendrils – 1d4 tendrils sprout, each seeking to entangle an opponent as the Slave shrieks in agony from growing pains. They are easily cut, but regrow in 1d4 rounds.
5
Hideous Growth – The Slave doubles in size and HD, increasing damage by one dice size.
6
Self-Preservation – The Slave becomes aware of their purpose and fate, and attempts to flee combat before they explode from increasing mutations.
7
Slave Contagion – Their nature becomes contagious – any touched will gain the nature of a Spell Slave, without any allegiance.
8
Radical Skin Modification – The skin of the Spell Slave becomes harder, moving up their AC by 2. Skin becomes stone, stone to metal, and metal to materials unknowable.

Monday, 18 April 2016

Elves from the Old Continent

***SUNDAY PLAYERS FUCK OFF AND DIE***

Remember, always, that you are lower than them. You are filth, a dumb animal, a useful but ultimately tragic creature. And then remember the Elves are insecure, and need to be loved. This need found a valued servant in the despicable form of Man.

ELF SCOUTING PATROL
3d4 Elves, each riding a good horse and carrying -
x Lance
x Sabre
x Breastplate (AC as Chain)
x 5 Hunting-darts (1d4 damage, target takes stacking -2 to hit from awkward, heavy dart, 1d4 damage to remove in a hurry.)
(All 1HD, +2 to hit, AC 17, Morale 9)

Each Patrol has a 50% chance of 1d4 manhounds, and a 10% chance of a level 1d4 magic-using Elf.
On the Old Continent, the Elves kept Man, and bred and twisted them to new dire purpose. These humans move like hounds, and appear perpetually guilty. They track their erstwhile kin near-flawlessly (6-in-6 chance of tracking).

HD 1 / BITE FOR 1D4 / AC AS LEATHER / MOVE AS SLOW DOG /MORALE 7


Elven Armies consist mostly of human slaves, bound to the elven sorcerer-priests. They fight as normal men, and their loyalty is ensured through a network of shrines spread across the the continent. The elves are currently building a new network to allow the human slaves to operate in large numbers without the risk of a rebellion. 

Tuesday, 29 March 2016

I Walked with a Young Adult Were-Jaguar Once and it was Okay


CHAT SHIT GET BIT

If you're reduced to 25% HP without dying and got bit once, you're now a were-jaguar. If you embrace it, and go peacefully with your new sire, you'll return in d4 months with the ability to control your were-jaguar hood. The following assumes you never asked for this.

The Benefit

Every six hours, a were-jaguar regenerates 1 HP.
If they survive 6 months, they become immune to normal weapons in animal form. Exceptions are tree-sap coated weapons, chicken-feather fletched arrows and silver weapons.

The Rage

Whenever the were-jaguar takes damage, add 1d8 to the Rage Pool. Whenever it is their turn to act, roll the entire rage pool. If this value is greater than their current HP, they transform into a Were-jaguar. The player loses control of their character for this time, and the animal will attack and kill first those the characters were fighting, before rounding on their erstwhile allies.

For every round spent as a jaguar, reduce the Rage Pool by one dice and roll it. If this value is below the current HP, they will transform back into a human.

Transforming causes all equipment to be dropped. Any armour worn is destroyed, unless magic. Leather inflicted d2, chain d4 and plate d8 damage from this process. All other equipment is dropped as straps snap and buckles ... buckle.

Wednesday, 23 March 2016

People of the Serpent

In the Scaled Mountains, a war is being fought. The Ghoul Legions, clad in plate carried across the sea five hundred years ago, attempt to exterminate the People of the Serpent, men who turn from the grace of Isp the Deathless and attempt to find hope worshiping the Old Serpents who dwell so far below the mountains.

All tribespeople of the People bear the mark upon their arm - a scarred band around the left bicep simulating the scales of their beloved snakes. They wield spears and war-clubs with a terrible purpose, and many of their weapons bear poison, which, if not resisted, drains the strength from those wounded. (Save Vs Poison or -4 Strength for 1d4 days. Can be applied multiple times.)

A typical warband has 2d10 People of the Serpent, who are dexterous if not armoured.
HD 1 / ATTACK AS WEAPON / AC 13 / MORALE 9 / 2D10 APPEARING

The Serpent Kissed have gone through the initiation rituals to learn the way of the Striking Serpent. They are scarred from head to toe in the way of the People, bearing the marks with pride. They have learnt to bite with poison, their incisors crudely replaced with functional fangs. They lead the warbands.

HD 3 / ATTACK AS WEAPON +2  OR BITE FOR 1D6 + STR POISON (double effectiveness) / AC 15 / MORALE 10 / 1D4 APPEARING

Serpent Speakers listened to the hissed whispers of the Old Serpent's chosen representatives, and have learnt selected secrets. They are the priests and mystics for the warbands of the People.

25% CHANCE ACCOMPANYING WARBAND

TREAT AS 2ND LEVEL MAGIC USER 1 RANDOM SPELL :

1) Invisiblity to Undead
2) Cure Light Wounds (grows scaled flesh)
3) Magic Missile
4) Summon (always a snake demon)

The Resonant Serpent is an abomination gifted to the People. Each one slithered forth from the depths, and must be caged and placated with live prey to avoid a rampage. Rather than a single giant snake, the entire body of the Resonant Serpent is made up of snake-heads, each facing a different angle. It hisses continuously, the hisses running up and down the creature so that only one head is hissing at any given moment.  Their poison is perfectly suited to killing a man if the many bites do not.

8 HD / 1D(HD) BITES FOR 1D8 + POISON/ AC 16 / MORALE 12 / 1 APPEARING

Tuesday, 8 March 2016

Ghoul Class

The first – Hunger. This is what you know and what you are. The flesh of sentient beings is all you truly desire. The hunger never stops.
The second – Duty. Isp the Deathless chose you from among many to join him in his undying ways, and you should be loyal beyond death.
The last – Memory. You dimly remember what it was to be alive. The only thing you fear is losing what grip you have left, which means eating.

-

Treat as Fighter with following additions –

Claw Attack – You can choose to claw for 1d8 damage, although your hands remain functional.
Bite Attack – You can choose to bite for 1d6 damage, infecting humans with the Hunger.
Dead – You don’t sleep or drink. You are incapable of these things, but share weaknesses with the undead.
Healing – Healing magics and rest do not help you – only eating does. For each human body’s worth of meat eaten, regain 2d6 HP.
The Hunger – You are afflicted with a supernatural hunger which must be kept in check with the flesh of thinking creatures. Every 6 hours without a morsel of meat (at least a hand’s worth of meat) causes you move down a step.
1.       High Functioning – You gain an additional +1 to hit and a +1 bonus to all saves. You are fully lucid. This state only lasts 2 hours before degrading.
2.       Functioning – You are at your normal state. The hunger is present but in check. You get slightly agitated in the presence of injuries.
3.       Craving – You are reverting to a bestial state. Complex plans are difficult, although cunning comes naturally. +1 to all damage rolls. Save Vs Poison to avoid pouncing on any injured human.
4.       Rabid – You have fully submitted to hunger. Until you eat you are uncontrollable. You will gorge yourself into a functional state before returning to player control. +2 to damage rolls. It takes 12 hours to degrade from this state.

5.       Comatose – You have been paralyzed by the maddening hunger, and will remain as such until you scent meat in front of your nose, where you will gorge until High Functioning.