Monday, 25 May 2015

It came out of the sky! d20 What's in the smoking crater

“Oh, it came out of the sky, landed just a little south of Moline.
Jody fell out of his tractor, couldn't believe what he seen.
Laid on the ground and shook, fearin' for his life.
Then he ran all the way to town screamin' "it came out of the sky!"
CCR





1)      Starchild: A small crystalline structure containing a crying baby. The baby is not the prize here, the crystal container is. It will grow exponentially over the next 2d6 days reaching a height of approximately 12ft. Eight limbed and gifted in psionic warfare, the Star Child harnesses the power of the stars and worships a Black Hole Sun called, Void. Star Child is immune to non-magical weapons, electrical, fire or charm offensives. Star Child’s powers are stronger at night than during the day. Star Child can cast shield to a range of 20ft around him, all party members inside the radius gain the protective capabilities. It disperses large amounts of static and white noise as its primary weapons, dealing 1d12 and deafening anyone caught in the blast range. If an enemy is hit, and the DM rolls a natural 12 for damage, the enemy target rolls a Save vs. Spells at a -3, if failed, the enemy is rooted to the spot while their mind melts and pours out their ears.
2)      Egg:  A large egg appears from out of the smoke. The egg will need to be kept warm if they want it to hatch. Wrapping the egg up in blankets and cloaks will help, but they will need to hold it, hug it, or sleep with it in their bedroll as body heat is the best for it. If done successfully, the egg will hatch in one week. The first person to touch the little one when it hatches gets imprinted on, and becomes the creature’s protector. Roll d6 to determine what it is. 1-drake 2-flame crocodile 3-giant rooster 4-flying turtle 5-necro-ostrich 6- terrible lizard. 7-roc 8-Grieffon
3)      Mood Slime: A large ungues pool of shiny, silken slime, which ripples and flows and changes colours every few seconds. The colours projected will mimic the mood of the party. Purple- A sense of drive and clarity. Dark Blue-Romance. Blue-Happy and fun-filled. Green- Someone in the party hates your guts and wants to eat your face, or, it means you are remarkably calm. Yellow- Someone wants to poison you and watch you die in convulsions at their feet, or, you are feeling creative. Green-Blue- Alert but relaxed, or, one of you are possessed by a 10 000 year old demon who is just waiting for the right time to show itself. Red- Anger and frustration, or, one of you are about to spontaneously combust. Black- Sad. White- Bored. Brown-Nervousness and uncertainty. Pink- Arousal. You may decant the slime into bottles.
4)      Heil stone: A large stone of red, white, and black that radiates pure evil. You are overcome by a sense of foreboding. You taste copper pennies in your mouth, and a feeling like chewing tin-foil. The rock must be destroyed before it is allowed to spread its malignancy in your realm. You feel drawn to salute it and call it honorific names. It may be turned by a cleric, treat as a Wight, and must be turned every hour, on the hour, to keep the aura at bay. A large silver pick-axe must be used to break it up if you want to destroy it. Use whatever is nearby to crush it into powder, then discard powder in open water. If none of this is done, the players will start the gradual decline into madness and chaos, even though they might not be anywhere near the Heil Stone.
5)      Fell Book: An iron-bound book, wrapped in bronze chains and covered in glowing sigils of demonspeak that is glowing and impossible to touch. When it is finally cooled (1d4 days) you may attempt to open it. If Detect Magic is cast, the book will open and the pages will flick back and forth stopping at one particular page. A low moan will emanate from the book, as well as the faint screams of the dammed. The vellum will bend and stretch and pull, as something tries to escape from beneath the page.  If anyone is fool enough to read what is written there, they will be banished to inside the book, a sort of planar hell; and as well know, one day in hell is an eternity… What was trapped inside the book will now be free, and will attack on site. It is for all intents and purposes a Bone Demon. If they want to free their friend, then someone else must read the page for them to be released.
6)      Orb: The Orb of Impending Doom. It looks like any type of Orb used for Divination. It can only be used by a Mage. If they sit in complete silence for an hour every morning, they might see what may befall them that day (Save vs. Magic). If they pass their roll, then let the player handle exactly half of all the wandering monster rolls you the DM would make for the day, then let them roll to see what type of monster it is, if the dice are rolled successfully. They will see the party engaged in fighting the creatures but not know when or where, only that sometime in the next 24 hours they will be a fighting something they have rolled for. The Mage will not be able to see what you have rolled for the remainder of the wandering monsters; that still remains a mystery.
7)      Debris: Silvery material scattered around the crater. It is not metallic as such, but of a metallic nature. Almost like a weather balloon… When gathered together it weighs about 4 pounds all-in-all. It could be sold to a tinkerer or an alchemist for roughly 3000 gp. If used to bind wounds however, it will add an additional 1d4 hp to the wounded player, but not take them over their hp limit.
8)      Helmet: The Helmet of the U.S.S.R. A strange looking helmet made from a hard substance with a see-through visor in front. Written on the side of the helmet are the letters U.S.S.R, beneath a Hammer and Sickle symbol. If anyone puts this helmet on, they will age prematurely by 2d20 years. If the helmet is kept on at all times then the curse is held at bay. If not, considered the player aged and reduce player’s stats accordingly. However, it does allow the wearer to negate all gas attacks if the visor is down. The Curse can only be broken by the Bishop of Barton Wells, who charges at least 15000 gp to do so. The helmet cannot be destroyed by any means known to those of the realm.
9)      Hammer: Maxwell’s Silver Hammer. When wielded (for the first two months) it works as a normal +2 weapon. However, after that, it will begin to leech all enchantments from the entire group, little by little. So someone’s sword of +2 will suddenly become +1, then zero. Maxwell’s Silver Hammer will drain only one item at a time so as not to draw suspicion to itself. Once it has depleted everything in the entire party, it will disappear. The enchantments will not return once the hammer has gone.
10)   Ball: A red ball about the same size and heft as a cricket ball. When thrown, it has a range of 80ft, and will return to the owners hand as a boomerang does. Treat the ball as +1 to hit and +1 to wound (same base damage as a sling stone). If the ball hits a creature for the first time, the creature must roll 1d6. A roll of one indicates surprise, even if the creature is not. There is then a 25% chance said creature may drop their weapon. This special ‘surprise’ ability can only be used for one over, per day (an over is six throws).
11)   Question mark: A large stone question mark that will answer one question per day. You must be touching the stone to get your answer and it will drain exactly one level from your character. So, as the adage goes, “do you really want to know the answer?”
12)   Crash Site:  A huge debris field. Strange bits of metal and glowing lights. There are several dead bi-pedal life forms with enormous smooth heads and gigantic eyes. Their skin is grey, smooth, and wet to the touch. If the creatures are cut open, you will find their blood is green and acidic and will do 1d6 dmg to whomever is doing the cutting (if they fail to take precaution). The organs contained within are similar to what may be found in any bovine creature. Any of the characters who have an agrarian/abattoir/butchery background will recognise this as such. The exception is the two hearts and the stomach contents.  The hearts are unusually large and have an extra set of valves attached. The multiple stomachs are filled with several stages of decomposing worm. In the first stomach, the worms are blue in colour and surprisingly undamaged as if they had been swallowed whole.  They become more broken down as the stomachs go on. Finally, in the last stomach, they are just blue mush. If any stage of the worm is eaten, Save vs. Poison. If failed, they will take 2d6 damage and spend 1d4 days vomiting. If passed they will suffer from a mutated form of lycanthropy, whereby once a month they will morph into one of the dead creatures. While in that state, they forgo all clothing, weaponry, and sustenance. Instead, they will roam the countryside experimenting on human or animal life, (by cutting them open with their elongated fingernails and examining the entrails) and taking copious amounts of notes and sketches of the night sky.
13)   Trojan elephant: A cracked wooden elephant, broken open and in pieces. The crater is littered with the bodies of dead clowns. If anyone disturbs the bodies, they will animate. Treat them as Zombies but not as slow. They cannot be turned. Roll 2d20 for number appearing. They do 1d6 bite damage, Save vs. Poison or collapse into paroxysm of mirth for 1d4 rounds. During this time you will not be able to do anything except shield yourself or try and block any attacks. If the clowns get close enough, they will spray jets of corrosive acid on you from the flowers on their lapels. Range is 8ft and the acid does 1d6 and will destroy metal. They can be killed normally but what drops them instantly is if you tweak their red noses.
14)   Lightning in a bottle: A small lead-lined bottle. Touching it causes the hair on your body to stand up straight. If the bottle is opened, a fork of lightning will blast forth. It will be a ½ ft in width and stretch up to 30ft. It will do 1d8 damage per level of the wielder. Anyone can use this bottle. It has enough power stored for 6 uses then it is drained completely. To fill it again, it must be left out during a storm and hit by a bolt from above. Treat the periphery damage of the lightning as you would a lightning bolt spell. I.e. melting base metals etc. 
15)   Fish: Hundreds of tiny, wriggling, silver fish, about the size of a fully grown sardine. However, several are of a different colour. If swallowed whole they will have the following effect on you: Red-Fire Resistance. White-Invisibility. Blue-Water Breathing. Green-Plant Control. Yellow- Polymorph (self). Black-Healing. Indigo-Growth. Violet-Poison (save or die). Treat duration as per applicable potions. Fish can be eaten at a later date, but after two weeks they become ineffective and will give the character a serious case of the goblins.
16)   A large block of blue ice: The longer it is left there the smellier the crater becomes, eventually summoning flies etc. However, it appears as if there may be small bags/pellets trapped in the ice. You can wait for it thaw and retrieve them from what is evidently excrement. There are 2d6 pellets, each one about the size of a small stone. When opened there is a white powder inside. If examined by any apothecary they will identify it immediately as a powerful stimulant that if used, should be used with great caution. If one entire pellet is ingested, -5 from every stat and increase HP by 1d8. If another is ingested, death will follow. Worth 850gp per pellet.
17)    Small Pyramid: Wooden, about 3ft high. Food stored beneath the pyramid will stay fresher and last longer. Also, if you place a dagger under it for one month it will gain a +1 to damage only. The powering of the dagger will deplete the pyramid until its power can be restored. To bring it back to its full potential, place a severed mummy’s hands, head and feet beneath it and leave for 21 days. This Pyramid can only enchant a non-magical weapon to +1, if you place a +1 it will not become a +2.
18)   Silver Surfboard:  The power-word needed to use this board is up to the DM. But if learned, the board will rise to meet the new owner, and when the individual gets on it, they will be able to fly at approximately 55mph. It can climb, and dive, to an angle of 45%. The board will be able to fly once per day for a duration of one hour. It can carry a collective weight of 250 pounds, but only one person may be on it.
19)   Anchor: A huge metal anchor, fully 8ft across and 18ft high. The metal is dull and scratched like lead. There are no signs of rust or crustacean life on its surface. A gently swaying chain rises all the way from the anchor up into the sky. The sky is cloudy and hides whatever is attached to the anchor. The only evidence that something is there, is the movement of the chain, as well as powerful blasts of coloured light- and sound- that come from above the glowing clouds. The lights are primary in colour, and change every four to five seconds, accompanied by deep growling baritones, or high pitched arpeggios. A thief may climb the chain with relative ease, anyone else will have to roll for success.

20)   Giant Droid: Bits of metallic body and limbs are strewn around the hole. There is a maker’s mark on the trunk of the body with the number ‘068’ stamped on it. There is also a keypad on the side of the detached head. If the number is entered on the keypad, a loud whirring noise is heard followed by a grating noise that will increase in pitch until it explodes sending shrapnel spraying for 20ft in all directions. If hit, it does 3d20 damage. If a player gets too close to the arms of the droids, the limbs will try and grab them. If successful, they will inflict 1d8+2 crushing damage to the trapped limb per round until destroyed. Among the droid bits-and-bobs, the springs and the gyros, is the crumpled body of the pilot. The crash/fall has mangled the body beyond recognition. However, there is a chained briefcase attached to the right wrist of the pilot. The briefcase is trapped with a toxic nerve-gas that will kill anyone unluckily enough to fail their save. The case is locked and can only be picked by a 10th level thief or higher. No amount of blunt force / arcane trauma will open the case. If the case is eventually opened, a series of curious maps and scrolls are found within. A successful read language spell will allow the caster to read what is written there. 1- Secret plans for an alien invasion (proposed landing sites, strength of army, and tactics) 2- Location of another Giant Droid they were sent to reclaim. 3- The location of a high-grade diamond funnel 4- Secret correspondence between two people of obvious importance and a King of the realm in which you are playing. As soon as the case is opened, it sends a distress signal back to the mother ship that will infiltrate low-key resources to retrieve the case, and the contents.

Friday, 15 May 2015

Healers. Curing haemorrhoids, one hot poker at a time.



"We got the kingdom, we got the key
We got the empire, now as then
We don't doubt, we don't take direction
Lucretia, my reflection, dance the ghost with me"
Leviathan: Verse VII.

Not all who are drawn to the service of the gods are blessed with the ability to cast spells. For some, all they have is their devotion when it comes to making a difference. None more so than the Sisters of Mercy.
The Sisters are a sect of cloistered healers dotted around the realm in some of the most extreme locations imaginable. The order is old, hierarchical, and completely unrecognised by the larger churches who merely pretend to do good work among the poor and the impoverished. The Sisters work tirelessly in the frontier towns and borderlands healing the sick without spells, scrolls, phylacteries, or potions. Instead, they practice the unsanctioned art of medicine.
At the head of the Order of The Sisters of Mercy is the, Lucretia.  A title awarded to only the most devout, the Lucretia oversees the day to day operations of the Sisters, traveling from province to province visiting the temples, and assisting where she can. She is accompanied by her second-in-command, the Mortal Penitent.
The Sisters specialise in mostly mundane medical procedures like fixing broken bones or curing colds and humours, but some procedures require a more modern approach.

Cataract Removal. Initially, before the Sisters of Mercy perfected this treatment, a large needle was stuck through the cornea removing the lens from the eye pushing it all the way to the bottom of the socket. One misstep, and the sufferer was apt to be blinded instead of cured. However, a Sister who had returned from the Burning Lands used a different approach. A large hypodermic needle was inserted into the eyeball and the cataract was sucked out, instead of just being moved. This proved to be almost effective every time it was done. The cataracts would then be placed in a dish of warm milk, seasoned with cat urine, and sold onto magic users for spell components.

Haemorrhoids (also colloquially known as ’the goblin who lives in my anus’).  There are many treatments for this affliction, one is as simple as paying a halfling to  pull them off, but what has become even more effective, is the hot poker. The subject must disrobe, bend over, pull their cheeks apart and try not to move (or scream) as a large, hot poker, is inserted into the afflicted area. Cauterisation begins immediately. They say you haven’t lived until you have had this treatment. I’ve spoken to someone who’s taken an axe to the head as well as the poker treatment. He said he’d gladly take the axe, every time. 

Bloodletting. If you’ve been bitten by a giant rat, or spider, or anything that causes disease, then bloodletting is generally the only cure. A more sedate way of combating any blood borne malady is by using leeches, or tiny flail-snails. The critters are placed on the afflicted area and left to suck the blood from the patient. A quicker, more sure-fire way is of course, venesection. A vein is opened up and the blood is drained into a bowl. After 18 bowls have been drained, the patient will become faint, and collapse to the floor in good health. Bed rest and light duty is required for the rest of the month. No combat.

Arrow removal. Who hasn’t been hit by an arrow? Every adventurer worth his salt has a few scars to show. But what actually happens to the arrow heads once the party cleric has cast ‘Cure Wounds’? Are they still stuck inside? Most arrows are attached to the shaft by warm bees wax. When the wax has set, the arrow can be handled as normal, but when it is inside someone, and they pull on the shaft to try and remove it, the head comes off. Again, another invention from the Burning Lands has the answers: the arrow spoon. The spoon is inserted into the wound and covers the arrowhead completely, thus allowing it to be pulled out without doing further damage.

Constipation. A common ailment among deep delvers and dungeoneers is constipation. Surviving on iron rations for weeks at a time will do that to you. A Clyster is the answer. A Clyster is a long metal tube with a cup on the end to hold the appropriate liquid medication. The thin end of the tube is inserted where the sun doesn’t shine, and several cups of tepid boar’s bile, is poured into the cup. If this doesn’t do the trick, nothing will.

Flesh wounds. Axes, swords, daggers, they all leave their mark. Urine and vinegar is applied directly to the wound to clean out any bits of skin or amour before the wound is closed. If it is shallow enough, the wound can be sewn back together with catgut. If deeper however, then cauterisation is your only answer. And yes, it’s the same poker they use for combating haemorrhoids.

Head wounds. If the skull is damaged, it inevitably leads to brain swelling, and death. In order to alleviate the pressure, a hole is drilled into the skull. This was invented by sister Trepanus, hence the procedure is known as Trepanning. It is also effective in banishing demons and ending Charm spells. A tight fitting cloth cap must be worn at all times to stop birds from using the hole as a nest.

Anesthetic. A healthy dose of hemlock, mixed with arsenic and goats vomit  is  prescribed to kill the pain. If none of these are available, then consume an inordinate amount of ale, wine, or spirits. 




  
Back adjustment from years of wearing heavy armour and sleeping on the ground.

Bloodletting.

A Clyster

Hemorrhoid removal

Trepanning

  
 
Arrow spoon






Friday, 8 May 2015

Traditions. Part 1.



"It is tradition that before a warrior enters a new dungeon for the first time, that he kiss the pommel of his sword three times while reciting the Oath of Combat. Or, if the fighter uses another type of weapon, then they should kiss the head of it, thrice, while reciting the same oath.
Upon receiving a new shield, it is tradition that a fighter spend one full evening (alone) polishing it with filigree grease if it is predominately metal, or oiling it with a mixture of willow sap and linseed oil if it is wood. During this time, they must not speak to anyone in the party, or their shield may break during their first skirmish.
A new weapon traditionally requires a drop of the new owner’s blood on the blade, as well as an evening in their bed. It should also be given two names: one to be used in polite conversation, the other, when the two are alone, and the person finds they have to give it a bit of a pep talk for letting them down. The secret name is its true name and is descriptive of it inner nature. The public name is for generating interest and fear around such a weapon. Both names should be bold.
When new armour is worn for the first time, tradition dictates the person rub ashes all over it to take away some of its lustre. This does not include, leather or padded armour. Preferably the ashes should be from the forge where it was made. If this is not possible, then any ashes will do, as long as they are still slightly warm. Once the armour is completely lacking in sheen, the wearer must walk backwards through any doorway reciting the prayer of protection in reverse. Once completed the armour can be buffed back up to its original shine.
If however, the armour is primarily made of leather, the tradition is somewhat different, as well as practical. It is to be  soaked in a equal mixture of  ale and horse piss to allow it to soften and mold itself to the wearer's body. 
Traditionally, a newly forged helmet requires a good dousing in sheep’s brains to ward off unlucky head shots. The brains should be mashed into a wooden bucket, along with the eyeballs of the same sheep. A handful of its dung is next, then a flagon of its blood. Mix thoroughly and leave to stand for one full evening. In the morning, while the dew still lies on the ground, submerge the helmet into the bucket and leave until sunset of that evening. Then take it out, give it a good clean, and hey presto, off you go.
When breaking in new pair of leather boots, tradition dictates that you fill them with your own urine to soften the leather, and disguise your scent from devils and demons that seek to waylay you on the road of life. It sounds counterintuitive, masking your scent, with your scent, but I don’t make the traditions, I merely describe them.
When a fighter finds themselves in the lists for hand-to-hand melee, it is tradition that they wipe lampblack under their eyes to ward off the suns glare. Also, they should be clean shaven. This tradition goes back to the times of Xelander the Conqueror, who slew his nemesis with ease, by grabbing him by his beard and lopping off his head." 
Traditions and Trials by Arms by Arik Red-Eye

Tuesday, 5 May 2015

d6 Wandering Monster Table with added sounds. Batteries not included.


Hey, what’s that noise? Upon closer inspection it’s a…

 
1)     Pitter-Patter-Pitter-Patter-Boo-Hoo
Small, defenceless urchin, with grubby hands, face and clothing, (think of any extra in an Oliver Twist pantomime) crying, wailing, sobbing, begging and pleading for help. Just one look into those big ol’ eyes, and you had better Save vs. Spells or be under the urchins sway. He will worm your way into your heart, literally. He will demand to be carried everywhere as he is supposedly to frail, or ill, to walk anywhere. Once on your back, he is impossible to get off. He is constantly hungry, and will consume quadruple what a full grown fighter would eat in a day. If he doesn’t get food with any regularity (every 1d4 turns) he will cry and scream at the most inopportune moments, like when you are sneaking past the slumbering guard, or snoozing dragon. He will also beg for coins from you, copper is not good enough, its gold or nothing. Again, if his demands are not met, the caterwauling begins again. While he is on your back, his left hand forms into a proboscis that will enter your neck and worm its way to your heart. Once there, a web of needle sharp teeth surround your most vital of organs, and will snap shut if the urchins demands are not met, killing you instantly. The urchin is actually a demonic goblin, that can only be got rid of by handing over all your loot ( a minimum of 10 000gp or it isn’t budging), death, which will of course kill the host, or convincing it that it is better off on someone else. It can also be banished/exorcised by a cleric of at least 12th level. The urchins clothing is actually a Bag of Holding with double the carrying capacity of a regular one. These urchins have been known to travel in packs of six at a time. The utmost caution should be used when dealing with these demonic waifs.
Urchins
Hit Dice: 5
Armour Class: 3
Attacks: 1 Proboscis (instant death when inside) if used externally as weapon 1d8
Special: Immune to sleep, charm, fire, and cold based spells. Can itself utilise Charm as per 5th level mage thrice per day
Move: As fast as you do, seeing as you are doing all the work
Saving Throw: As 5th level Fighter
Alignment: Chaos (Demonic)


2)      Schlooop-Schlooop
A truffle of marauding War-Shrooms, schlooping toward you. Clad in fibrous mushroom armour (treat as leather armour and shield) the protectors of the Ondergrondse Wereld (underground world) are deadly combatants despite their somewhat comedic appearance. They wield poison coated blades made from the spawning bones of the Mother-Shrooms. Every third successful hit by one of these blades and you must Save vs. Poison. If failed, then roll to see what appendage has been effected; it will go limp and useless for 1d4 turns. Upon the War-Shrooms reaching zero HP or below, they will explode, covering those close enough in mushroom goo that replicates the effects of green slime. The usual rules for dealing with this apply. If unsuccessful, the character will schloop into a War-Shroom within 24hrs. If the runny gloop of the War-Shroom is cooked however, it is a healthy and nutritious meal, leaving the characters feeling bright-eyed and bushy tailed, with a little more spring in their step. Acts as a restorative for 1d6hp. Can only be used once though, after that, the body builds up a resistance to it, and in turn does 1d6hp damage instead.
War-Shroom
Hit Dice: 3
Number Appearing: 2d6
Armour Class: 7
Attacks: Bite (1d8) + Poison
Saving Throw: Fighter 2nd Level
Special: Explode upon death
Move: 8
Alignment: Chaos in a fungoid fashion



3)      Crash-Boom-Bang
A plume (3-24) of inebriated Knights, known as The Knights of Inebriation. Cursed by the god Bacchus, after welching on a drinking game, these Plate mail wearing souses are doomed to drunkenness for all eternity. They roam the realm looking for drink of any kind and will fight for it if need be. Generally harmless, they can be gotten rid of by throwing a wineskin or two at them. However, if no booze is forthcoming, then they draw down and get violent. They are actually 8th level Fighters, but due to their sozzled state, they fight at half that. There is one special trick that they have up their sleeve. When in hand-to-hand combat, they projectile vomit all over their opponents, striking them in the face, specifically the eyes (a five or six on a d6) in an attempt to blind them. If successful, they make an extra attack that round. If not, the fight continues. If the blood of a knight is consumed, the imbiber will be completely hammered for 2d8 days, making them all but useless to the group. Once sober, they will suffer from the most indescribably painful hangover known to mortals. They will hover at death’s door at 1hp for at least a week or until healed magically by a cleric or imbibing two healing potions.
Knight of Inebriation
Hit Dice: 4 (8)
Number Appearing: 3d8
Armour Class: 2
Attacks: Bite (1d8) Weapon + Projectile Vomiting
Saving Throw: Fighter 4th Level (8)
Special: Pissed off their heads
Move: 12
Alignment: Drunk and Stupid



4)      Sniff-sniff-sniff-sniff
A canis of Blood Hounds out searching for you and your group. The ultimate tracking animal, utilised by those who can afford it. It is every Bounty Hunters go-to beast. Clearly you have pissed someone off, sometime, somewhere. The only snag, when these are on your trail, you are definitely wanted dead, and not alive. Bred in the Kingdom of Baarl, these Bloodhounds are worth their weight in gold. When they reach maturity they are weighed and sold at 8000 gp per pound. They have been given a taste of your blood and can detect that, much like a great-white shark detects blood in the water. They have been known to track prey from as far as fifty miles away. Not even invisibility can thwart these fiendish trackers. When hot-on-your-heels, they will bay until they harry you down. They do not need a handler, in fact they prefer to work on their own. Once their bounty has been apprehended and defeated, they rip off the head and return it to their waiting masters. When in combat, if the hound deals maximum damage to you, ( a roll of 8 on a d8) its jaws are considered locked, and it has no need to roll again to hit you, doing instead 1d8 damage every round until either of you are dead.
Blood Hound of Baarl
Hit Dice: 5
Number Appearing: 2d10
Armour Class: 4
Attacks: Bite (1d8) + Lockjaw
Saving Throw: Fighter 5th Level
Special: Tracking
Move: 12
Alignment: Chaos


5)      Pew-Pew-Pew
An auris of elven inclement weather troopers, clad in snow-white armour, wielding light-crossbows, that can’t shoot for shit. They couldn’t hit the broadside of a barn if they were standing right in front of it. However, they can put down massive amounts of fire-power, so you may indeed be hit by something…  The pew-pew noise you hear, is actually elven for, ‘Kill! Kill!’ They tend to get well worked up before attacking and it acts as a kind of war-cry. They are not very dextrous either, and are always banging their heads into doorways and things. They don’t utilise any melee weapons, preferring to pepper the air with crossbow bolts. They are strangely gifted in the quick-art of the reload and can send two bolts down-range in one combat round. Yes, they are that fast, but because of this, they tend to miss. A lot. There’s a 1-in-6 chance you might be hit by someone else’s bolts though, so be careful.
Elven Inclement Weather Troopers
Hit Dice: 1
Number Appearing: 3d6
Armour Class: 5
Attacks: 2 bolts (1d6) per round. If missed primary target, then nominate other player to roll a d6. On a roll of one, they are hit instead
Saving Throw: Elf 1
Special: Not much really
Move: in a gaggle
Alignment: Clone


6)      Whoooooosssshhhhh! Grrrrrrrrrrrrrr! Whoooooosssshhhhh!
You’ve been around the block, learned a thing or two, killed some baddies, looted some gold, caught the clap, grap, and stickleback, and think you’ve seen it all.   But, behold, I give you, Ignus Ursus. The Fire Bear! Like a Polar bear, only hotter, and wielding weapons, and using armour, so maybe not much like a Polar bear at all then. Said to have escaped from the forges of Asgaard, the Fire Bears are a fearsome opponent. Immune to all fire damage, these salmon munching marauders are out for blood, especially if startled in the wild. Trained to use weapons (two-handed swords) or fight with what they have (claws, bite and fire breath) they hire themselves out as mercenaries or blacksmiths to the highest bidder. They use a sort of chainmail that they make themselves.

Ignus Ursus (Fire Bear)
Hit Dice: 6+1
Armour Class: 5
Attacks: 2 Claws (1d4) or Bite (1d8) or fire breath (cannot bite and breathe fire) If not, then one attack by Weapon 1d12 AND Breathe Fire
Saving Throw: Fighter 6th
Special: Breath Fire
Move: 9
Alignment: Roaaaarrrrrrrr (just lie down and pretend you’re dead)
Ignus Ursus are flame belching bears. They can breathe fire each combat round for 1d4. They are also highly skilled blacksmiths, and warriors. They like fish and long naps in the winter.