Wednesday, October 21, 2015

Steam Beast

Steam Beast
















No. Enc: 1 (2d4)
Alignment: Chaos
Movement: 120' (40')
Armor Class: 6
Hit Dice: 7
Attack: 2 (2 Claws)
Damage: 1d6/1d6
Save: F7
Morale: 10
Hoard Class: VII
XP: 1490



     Steam Beast are an amalgam of two minor elementals fused together in a reinforced glass apparatus originating from the Inner Planes. At the heart of this beast are a minor water and fire elemental who has merged into one being with conflicting stability. Steam Beast are rumored to have been created by the Efreet in the City of Brass to be used as guardians but quickly fell out of favor since they have a tendency to attack their owners when combat ensues. The are typically found guarding important places or roaming the Inner Planes in packs.

Combat

  • Steam Beast attack with 2 claws that do 1d6 damage. If both claw attacks hit they rend for additional 1d6 damage.  
  • Once every 1d4 rounds the Steam Beast can let loose a concentrated blast of boiling steam in a direct line. The blast damage is equal to the Steam Beast current hit points. A save vs. breath weapon will reduced damage by half. The blast has a range of 60'
  • When slain the Steam Beast will burst into hundreds of shards of heated glass doing 2d6 points of damage in a 30' radius. 
  • Each round there is a chance that a Steam Beast will lose control of itself and randomly attack anyone within range. At the end of each round total up all damage dealt to the Steam Beast. Roll a percentile dice based on total damage. If rolled under the damage total the Steam Beast enters into a rage and randomly attacks anyone within range including other Steam Beast or allies. 
  • Steam Beast are immune to fire damage.
Adventure Seeds

1. The group needs to acquire a ring of fire resistance. They have a trip to a fiery place up coming. Rumor has it that the creator of the Steam Beast left a ring inside the creature glass chassis. 

2. A Clan of Fire Giants unleashed a pack of Steam Beat on local town to cause havoc and panic before their main assault.

3. In the Fire Marshes of Abu-tar lies a barrow mound that houses the tomb of a great Efreeti lord. Rumors of great treasures have surfaced. The tomb is currently guarded by 4 Steam Beast who are sworn to protect their master final resting place.


For more monsters check out my new monster index. It has new monsters and variants created with OSR D&D in mind. I am hoping that I am able to create a hundred or so new monsters/variants over the course of the next couple of years. Then I plan to go back and edit them. The eventually goal is to compile them into a pdf and hardcover book. If you enjoy my work please consider joining my blog!

New Monster Index


artwork by Joanna Ballendorf
owned by Steven Marella

Tuesday, October 13, 2015

50 Random Mundane Items VI


50 Random Mundane Items VI

From useless junk to items of immense value. Mundane objects to replace your typical treasure find of simple coins and gems.

1. Polished Ram Horn
2. Ornately Carved Hat Stand
3. Brass Tea Kettle
4. Torn Sun Hat
5. Steel Flagon with a Floral Design
6. Wicker Elephant Barding
7. White Aba trimmed with Gold
8. Hairpin Dart
9. Fake Emerald Brooch
10. Vial of Arsenic
11. Knuckle-Bone Bracelet
12. Velvet-Lined Jade Box
13. Cask of Rum
14. Gold Totem Mask
15. Red Coral Necklace
16. Folding Paper Fan
17. Miniature Silver Gong
18. Bronze Chain Belt
19. Cotton Kimono with Spider Embroidery
20. Strip of Parchment with a Fable written on it.
21. Tapestry of a Renowned Saint
22. 25 Glass Beads
23. Letter of Credit to a General Store (100gp credit)
24. Thick Fur Corset
25. Silver Belt Bucket in the shape of a Goldfish
26. Bamboo Umbrella
27. Troll Skull Helm
28. Black Silk Pouch with Crushed Pearls
29. Cloak Pin made of Amber
30. Jade Statuette of a Tiger
31. Golden Disc studded with Tiny Diamonds
32. Sand-filled Lizardskin Sack
33. Multi-Colored Glass Heart
34. Bagpipe with Intricate Snake Figures
35. Platinum and Ebony Flute
36. Alligator Skin Valise
37. Jug of Sour Wine
38. Stone Bottle with Lavender Oil
39. Blank Papyrus Scroll
40. Ceramic Mask with Golden Circles
41. Bolt of Purple Silk
42. Coiled Aluminum Tubing
43. Broken Chastity Belt
44. Sheep Hide Pillow
45. Porcelain Chamber Pot
46. Bag of Dried Humanoid Tongues
47. Emerald Encrusted Holy Symbol
48. Tarnished Mithril Crown
49. Case of Needles and Syringes
50. Painting of a Sphinx smoking a Pipe




Wednesday, October 7, 2015

Random Urban Encounters

Random Urban Encounters

D6 Urban Encounters
  1. City Trouble (Potential Combat Encounters)
  2. Street People (Various NPCs)
  3. Building Scenery 
  4. Marketplace Finds
  5. Event
  6. Adventure Seed


D12 City Trouble

  1. Escaped zoo animal
  2. Rat Infestation 
  3. Mongrelmen from the sewers
  4. Corrupt guards demanding a payment. 
  5. Colony of zombie cats
  6. Pack of feral dogs
  7. Gang of juvenile pick pockets 
  8. Cultist abducting new recruits
  9. Murder with a pattern. Serial killer on the prowl
  10. Otyugh in a refuse pile
  11. Escaped Lepers who were under quarantine.
  12. Band of goblins disguised as beggars

D12 Street People

  1. Street Performer
  2. Knight & Squire
  3. Noble & Entourage
  4. Guard Patrol (1d4 +1)
  5. Con Artist
  6. Street Gang (2d4 +1)
  7. Merchant
  8. City Crier
  9. Priest on a Soap Box Preaching
  10. Jester and Mimes
  11. Tax Collector
  12. Intoxicated Civilian


D12 Building Scenery

  1. Lucky Lou's Brothel
  2. Tiny Tim Watering Hole
  3. Museum of Curiosities 
  4. Orphanage of Lost Souls
  5. Blue Balls Inn & Tavern
  6. Mineral Spring Bathhouse
  7. Statue of the Matron of Charity
  8. Opium Den
  9. Zazzles Exotic Animal Market
  10. Polluted Koi Pond
  11. Boarded Up House
  12. Wishing Fountain


D12 Marketplace Finds


  1. Human Sized Terracotta Soldier
  2. Three-Headed Cat who speaks Infernal
  3. Clockwork Pigeon 
  4. Gem with a Trapped Soul
  5. Lich Phylactery
  6. Red Dragon Egg
  7. Laser Rifle with No Battery Cell 
  8. Farmers Almanac from Five Years in the Future
  9. Deed to a Haunted Mansion
  10. Treasure Map to an Ancient Tomb
  11. Book on Demon True Names
  12. Mystery Chest that no one can open but is actually a mimic.


D12 Events
  1. Tavern Brawl spills onto the streets.
  2. Merchant cries. "Help! Thief!"
  3. Smoke rises. Building is on fire
  4. Wine festival at the park
  5. Excitement. Gladiator bout tonight.
  6. From up above, the contents of a chamber pot spills on you.
  7. Two Swordsmen attract a crowd as they duel to the death.
  8. A Magic-Users summon spell has gone wild and a random creature from another dimension has emerged. 
  9. Dock workers are rioting for better wages.
  10. Crowd gathers for a public execution.
  11. Midnight market begins to be setup
  12. Caravan of slave traders have arrived


D12 Adventure Seeds

  1. A corrupt politician hires the group to bribe four members of the council. He wishes to sway a key vote in his favor. Some of these bribes require more then a monetary solution.
  2. The thieves guild has released dozens of wild animals from the city zoo to create a distraction for a grand heist.
  3. Prominent member of a noble house was caught in a humiliating situation last night. You are hired to eliminate all witnesses and evidence.
  4. An animal hoarder is paying 1gp to 15gp to collect exotic species of rats. His wishlist includes shadow rats, dire rats, cranium rats, purple whisker rats, venom rats, etc
  5. The most prominent religious figure in the region is visiting. You are hired to escort and protect his holiness.
  6. A Gladiator has been rumored to be throwing his bouts. A bookie wants him eliminated after some major financial losses. 
  7. Refugees from a distant war have begun to flood the city.
  8. City is under a severe drought. Water has become a precious commodity.
  9. The public park has become home to hundreds of homeless. They have setup a slum village of tents. Recently a caretaker has gone missing while tending to the less well off.
  10. The City Bank has been committing usury. Charging enormous interest rates on money with the intent to confiscate property and homes. A quarter of the city has come under control of the bank and citizens are being forced into poverty.
  11. A gang of ghast has taken over the city tannery. The stench of the place hides their odor and provides them the perfect location for apprehensions.
  12. A merchant ship has recently docked with no crew. 

If you like these simple encounters tables, check out...

Random Wilderness Encounters
Random Sewer Encounters

If you enjoy random encounters, monsters, variants, etc. please consider joining my blog for the latest post.


Tuesday, October 6, 2015

12 Strange Occurrences


12 Strange Occurrences 

1. As your delving into the dungeon you enter a room. The room is a newly decorated infants room.

2. As your walking down the wilderness path your feet start to hurt. As you explore the area you notice your previous footprints have nails hammered in them.

3. The local lake water has turned black. Thousands of dead fish float on the surface. Hundreds of dead fish litter the shore.

4. You meet a man who believes he has already died and the world around him is Hell.

5. A woman claims her husband and family are imposters. They were replaced by Dopplegangers and she fears for her life.

6. A man came to town claiming he is the Holy Shepherd. The apocalypse draws near and he is to lead the town to a sacred site beyond the mountains. His charisma has enticed the local population.

7. You come across a village where the entire population is north of 50 years old. They claim they have been sterile for quite awhile.

8. Every time you pass a child they stare at you intently. If questioned they don't know why.

9. A recent newborn came out of the womb with adult intelligence and speaks three languages fluently.

10. In the local forest a blue orb floats in the middle of a secluded glade. All those who look upon it become fascinated. They stay there for days mesmerized by its sight. Some have even died from dehydration for staring too long.

11. In the cellars of a local town resident a brick wall recently crumbled. Behind the brick wall is a red door. No one know how or why it is there but all attempts to open it have failed.

12. While camping you hear the sounds of crickets. As you listen closely it sounds as if they are staying your name.


Wednesday, September 23, 2015

6 Random Dungeon Rooms IV



1. You enter a large cavernous room. In the center of the room you find a recently slain saber-tooth tiger. As you glance around the room you notice dozens of cave paintings. Each one depicts wild animals hunting or vermin scuttering. Interacting with any of the cave paintings has a 50% chance of the painting fading away and that animal appearing in the center of the room ready to attack.

                                                         d6 Random Cave Paintings
                                                         1. Giant Spider
                                                         2. Boar
                                                         3. Black Bear
                                                         4. Wolf
                                                         5. Giant Scorpion
                                                         6. Mountain Lion

2. In the center of this cave is a large black obelisk with dozens of pieces of metal clinging to it. The obelisk is the center of a strong magnetic field. As one approaches the obelisk they feel the magnetic pull growing stronger. First unattended objects are slung towards the obelisk, then weapons are torn from your grasp, and finally large pieces of metal like armor are pulled towards the obelisk.

  • Within 50' of the Obelisk small metal objects like coins, necklaces, buckles, etc are flung towards the Obelisk. Unattended object receive no save. If an object is attended then the user can make a strength attribute check to retain possession each round.
  • Within 25' of the Obelisk all metal objects weighing under 10lbs are pulled towards the structure. A strength attribute check at -2 is needed to retain possession each round.
  • Within 10' the pull becomes the strongest. Any metal object under 50lbs is pulled towards it. All strength attribute checks to maintain possession is done at a -6. Adventurers wearing metal armor might be flung onto the obelisk while still in their armor. 
  • Removing an object or yourself from the Obelisk requires a strength roll at -8.

3. This room appears to have been an infirmary. Rotted beds, stands, and medical tools lies in disrepair. There are eighteen beds with nine to each side of the room. Fours of the beds still have moldering linens. As you examine the bedding you notice they appear to cover up a humanoid body with a bloated stomach. Once one of the linens has been removed from the body you discover a dead human female who was pregnant. Immediately the stomach burst open and an undead stillborn fetus lunges out. Once one fetus has been disturb the remaining three burst forward. Treat these fetus as ghouls with 1/2 the HD.

4. In this dungeon room is a sarcophagus and a summoning circle. Anyone who breaks the plane of the circle must save vs spell. Failure has the victim swap places with the Mummy that is inside the sarcophagus. The Mummy immediately attacks and all damage dealt to it is transferred to the victim inside the sarcophagus until that person is dead or escapes. The sarcophagus is sealed tight; a remove trap or open door check at -2 is required to pry it open.

5. At the end of this corridor is a circular vault door. The door is crafted to appear as a demons face. As you investigate the door you find a dial lock with the infernal alphabet instead of numbers. To gain entrance beyond this door one must spell out the name of a specific demon lord associated with this dungeon.

6. You enter a subterranean garden. This roughly circular cavernous room is easily a couple hundred feet in diameter. A unique fungus growth lines the ceiling walls emitting a dim light that is able to sustain surface flora. This area of the dungeon has recently been taken over by a cave druid who has been collecting exotic species of the plants and animals. He has built a large greenhouse in the center of this garden, there he keeps his most prized possessions. Unfortunately, some flora and fauna that exist in the garden is aggressive and have been known to kill unaware trespassers .
   
     d6 Random Garden Encounters

  1. Swarm of Flies
  2. Strangle Weed
  3. Shambling Mound
  4. 20' Patch of Yellow Mold
  5. Nest of 3d12 Stirges
  6. Man-Eating Fiendish Ape stalks the group.

I have a pdf compilation of the Random Dungeon Room series on rpgnow. Link provided below
50 Random Dungeon Rooms

Sunday, September 20, 2015

10 Variant Ghouls


10 Variant Ghouls

Ghouls are former humans who have risen from the dead with the taste for flesh. This iconic undead has been the ban of adventuring parties for decades. Any encounter with a Ghoul has the potential to turn extremely deadly. Their signature paralysis attacks can have devastating consequences.

The baseline Ghoul is from Labyrinth Lord, which is a retro-clone of B/X D&D. Your typical ghoul is 2HD with three attacks(bite, claw, claw). Each successful attack requires a save vs paralysis or you become paralyzed for 2d4 turns. So essentially you are paralyzed for 20 to 80 rounds and are totally screwed if the rest of the party don't save your hide. The paralysis can be removed early if a cure light wounds spell is cast on the victim. If you are killed by a Ghoul you also rise as one 24 hours later if your corpse hasn't been blessed. If you are an elf or larger then a medium sized humanoid you are resistant to the ghoul paralysis ability.

There is already a variant of the Ghoul called the Ghast. The Ghast is a stronger version with increased HD, better AC, stronger bite/claw/claw, and can paralyze you for 2d4 turns. Also elves aren't immune to the paralysis. In addition to being superior they also have the stench special ability that requires anyone within 10' to save vs poison or become horribly sick which translates into a -2 to attack rolls.

Below are slight mechanical variations of the typical Ghoul.


Spitting: This ghoul lacks the ability to paralyze you with its melee attacks, instead it has an elongated tongue that can spit a glob of vile saliva that paralyzes on contact. The range is 30' and the saliva does no damage, but requires a save vs paralysis to avoid being paralyzed for 2d4 turns.

Pustule: This ghoul is covered in hundreds of blisters filled with pungent pus. This ghoul does not paralyze through melee attacks instead any attack against it ruptures its blisters of pus. Everyone within 5' radius must save vs paralysis or be paralyzed for 2d4 turns.

Suppressive: Instead of physically paralyzing you the touch of this ghoul suppresses segments of your brain. Save vs paralysis or forget a random class ability for 2d4 turns. Fighters forget how use a specific weapon, thieves don't remember how to backstab, casters can't recall a specific spell, etc. The DM should adjudicate how and what is suppressed.

Atrophy: Instead of paralyzing with their attacks, these ghouls reduce movement speed by 10' each successful attack without a save. Each hit causes your muscles and joints to stiffen. Once your movement is reduced to zero you are automatically paralyzed for 2d4 turns. If your typical movement is 90' then it would require 9 hits to paralyze you.

Waning: Instead of paralyzing you with its attacks this ghouls touch rapidly ages you. Each successful hit ages you 2d4 years if a save vs. death is not made. You gain all the physical aliments of aging but non of the mental benefits.

Remorseful: The human consciousness hasn't fully dissolved from this ghoul. Whenever faced with combat this ghoul must make a morale check each round. Upon success his savage side takes control and he attacks as any normal ghoul would. If this ghoul fails he questions his degenerative state and turns on his pack, attacking them while screaming for anyone to put an end to his existence. If there is no pack to be attacked this ghoul will fall to its kneels and ask for release from this cursed world.

Quick Animation: Normally someone slain by a ghoul will be reborn as one in 24 hours. This type of ghouls infectious attacks quickly animates the dead in mere minutes with random results. After their victim has been slain they quickly animate as an random corporeal undead in 2d4 rounds.

                                               d4 Random Undead
                                               1. Zombie
                                               2. Ghoul
                                               3. Ghast
                                               4. Variant Ghoul

Planar: This ghoul died where the prime material and a random outer plane bleed into each other. It is constantly shifting between planes with no control of the translocation. There is a 50% chance each round that the ghoul will shift to the outer plane. While on the outer plane there is a 50% chance each round that the ghoul will shift back to the prime material plane. Whenever it shifts back it is randomly placed within 30' of its original location.

Deliberate: This cunning ghoul can focus on a particular weak spot. By forgoing two of its claw attacks this ghoul can attack with a precise bite. The focused bite is at +2 to attack, 2d6 damage, and the paralysis save is made with a -2.

Flickering: For some reason this ghouls paralysis is very unstable. Once a victim is paralyzed it is only paralyzed on odd rounds. On even rounds the paralysis diminishes enough for the victim to take an action.

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I hope everyone can steal an idea or two from this list. For more variant undead please check out the links below.

10 Variant Skeletons
10 Variant Wights
20 Variant Zombies

Also I have a Creature Spotlight on the Lovecraftian Ghoul from Labyrinth Lords Realms of Crawling Chaos supplement.

Lovecraftian Ghoul

If you enjoy my blog please consider joining this site. I have more articles on variants, new monsters, random encounters, creature spotlights, new items, etc on the way.


















Sunday, September 13, 2015

10 Variant Skeletons


10 Variant Skeletons

Presented below are 10 variant skeletons for OSR Dungeons & Dragons. They are based off the Labyrinth Lord version of the Skeleton. Like all undead Skeletons can be turned by clerics and are immune to mind-affecting abilities. These variants add a small mechanical component which can be a nice change of pace from your typical encounter. As with anything you should adjust the experience if needed.

If a player has access to the animate dead spell you might let them create these variants by finding an exotic component to use with that spell.

1. Brittle: Upon being hit the skeleton explodes into hundreds of pieces of bone. Everyone within 10' of the skeleton take damage equal to the hit points of the skeleton. If the skeleton had 5 hit points everyone takes that damage.

2. Savage: This skeleton has two claw attacks that does 1d6 points of damage. If both claws hits in the same round it rends for additional 1d6 damage.

3. Frenzy: Once combat begins this skeleton descends into a frenzy of brute fury. Each round the skeleton is active in combat its damage increases by 1 Die. In round 1 it does 1d6, round 2 2d6, round 3 3d6,etc. The damage resets to 1d6 if the skeleton is not engaged in combat for 1 round.

4. Armor-Plated: This skeleton has had metal plates fused onto its bony frame. For each plate fused onto the skeleton it grants  +1 to armor class and 5 hit points. Each 5 points of damage the skeleton takes one metal plate is destroyed and its armor class is reduced by -1.

5. Cackling: This skeleton emits a loud maddening cackle. Those within 30' find it hard to concentrate. All acts of concentration like spell-casting, thief skills, etc require a wisdom check to maintain your train of thought.

6. Unholy: This skeleton bones are pitch black and swirl with negative energy. This skeleton is immune to all damage except positive energy. Holy water, cure spells, potions of healing etc can be used to harm this skeleton.

7. Tar: This skeleton is covered in tar. Any hit by a melee weapon has the potential to be stuck to the skeleton. Any successful hit requires a strength attribute check or be stuck to the skeletons body.

8. Host: The rib cage of this skeleton is fused together to form an intricate prison. Small creatures can be housed inside the rib cage. If attacked in combat the rib cage has 50% chance of shattering and releasing what is inside.
                                             d4 Random Rib Cage Inhabitant
                                                1. 1d6+2 Crawling Hands
                                                2. 1d4+1 Homunculus
                                                3. 2d6 Zombie Pixies
                                                4. 1d4 Mummified Cats

9. Psychic: The cracks of this skeleton skull reveals a pulsating cranium. This skeleton has a semblance of intelligence and attacks with a psychic blast with a range of 30'. Because of its degenerative state the psychic blast is random and unpredictable.
                                             d4 Random Psychic Blast
                                              1, Save or be Confused(as per the spell) for 1d4 rounds
                                              2. 2d6 Psychic Damage
                                              3. 1d4 Wisdom Drain
                                              4. Your mental attributes switch place with your physical attributes for                                                       1 turn.

10. Candy Cane: This skeletons bony frame is coated in peppermint candy. The sweet aroma is hard to resist. All within 5' of the skeleton must save or use your action to consume pieces of this skeleton. Each bite you must save vs poison. Failure means your next 1d4+1 rounds you are nauseated and can't act. Each bite regardless of success or failure rots 1d4 teeth. They fall out 1 turn later.

If you enjoyed these variants I also have blog post on variant zombies and wights. The links are below. I hope to have a variants of all the main undead eventually. So if you like what you see please consider following my blog!

20 Variant Zombies
10 Variant Wights