Showing posts with label Generators. Show all posts
Showing posts with label Generators. Show all posts

Friday, April 12, 2019

OSE Weapons for Family Ties by Damage Dice for Dolmenwood

OSE Weapons for Family Ties by Damage Dice for Dolmenwood
In celebration of Necrotic Gnome’s gangbusters Old-School Essentials kickstarter, I’ve decided to put together a few listings of weapons or their equivalents from the tables found in the book. These items are spread out over damage dice, with a number of random items per category. These items can do well to compliment the results found in Wormskin 7, while also being more flavorful due to not having to worry about page space. Relatives are also important, as I’m all about that extra flavor; and a listing of which relative provided the item to you is at the bottom. Embrace the inanity of it all. This post will work best for making new characters and picking out their equipment. Also note, I do allow for a gun to be rolled up if you set your game in such a period; it is listed as a 12b, coming after a crossbow. 

Oddly enough, nothing is elfen listed below.


d4 Damage Weapons [d12]
1. Your [Relative]’s walking stick, from a time when walking holidays were common but equally arduous. [As club] 2. A fine cast-iron skillet, properly seasoned and damn near impossible to dent. Your [Relative] has used it to bash in a few skulls, though hopefully you won’t need it for that. [As club] 3. A dagger of curved longhorn ivory, allegedly won in some melee by your [Relative]. [As dagger] 4. A boar-sticking javelin that served your [Relative] well, never missed with it. Or so they said. [As javelin] 5. This gnarled oaken stave was given to your [Relative] by a hooded Watcher of the Wood, likely for some nefarious purpose. [As staff] 6. Your [Relative] claims this knife was almost plunged into their belly by pagan cultists, though that’s something of their catch-all excuse. [as dagger] 7. This long shaft of whalebone was sharpened and used for fishing when times were lean on the ship your [Relative] worked on some time ago. [As javelin] 8. This knotted, knobby, whorled piece of wood has served your [Relative] well; both in bashing knees and bashing heads. [As club.] 9. Your [Relative] stole this javelin from an athletic competition down past County Colm, back when they were competing in high-stakes hurling with High-Hankle. [As javelin.] 10. This dagger is all that’s left from your [Relative], as their compatriots claim they died stabbing and gutting some great beast with the blade; hateful and defiant to the end. [As dagger.] 11. Your [Relative] claims this crooked stave was blessed by a holy-man of “the Powers that Be” but it seems far more likely it was pilfered from some votive shrine. [As staff.] 12. Your [Relative] made this for you when you were very young, allegedly from the wood of a thunderstruck tree. You carved little emblems into it, and now you carry it with you to more violent means. [As staff.]

d6 Damage Weapons [d12]
1. Your [Relative]’s lucky hand axe from a few years spent working among the Woodcutter’s on the edge of the river. It an glide through wood like a knife through soft butter, if properly kept. [as hand axe] 2. This lance was discarded by a Knight of Brackenwold after a tournament bout they lost in disgrace. Your [Relative] picked it out of the mud as a souvenir. [As lance] 3. A fine yew longbow, well treated and kept-up from years of use, passed down to you now by your [Relative].[As long bow] 4. This shortbow was made from the precarious roots of an anklebrankle, and your [Relative] always loved to tell stories of tripping people before nocking an arrow to coerce them further. You took the bow primarily to shut them up. [As short bow] 5. Your [Relative] claims to have dug this old Goman short sword out of the muck of a river, hoping to sell it for a bit of coin. Nobody would buy it, everyone claims its haunted. You’ve never noticed anything ghastly about it. [As short sword.] 6. The Old Duke commissioned a number of swords for use against the rabblesome Goatlords who were, at the time, bucking their allegiance with the Brackenwolders. Your [Relative] came across it as a matter of service, though they never spoke further on that. [As short sword.] 7. Your [Relative] was for a time, an ally of the Lichwards of St. Faxis. This mace was a symbol of authority and service, a black polished truncheon with vague cruciform shape. [As mace.] 8. Dreams of a blue stone mace and endless laughter have long tormented your [Relative], and a week ago they were driven to madness. You heard laughter too, and it frightened you. You commissioned this mace to be plunged in molten salt to blue it; and in your hands it silences those whispering cackles in your head. [As mace.] 9. This spear was picked from a battlefield between the warring Goatlords by your [Relative], stained with gore and more than a few bodies impaled upon its length. Its point is of vicious barbed make. [As spear.] 10. Your [Relative], during a more dire time, worked as a resurrectionist. This great sledge has a claw on the back of its head, and it is allegedly a very useful tool for bashing apart wood and stone. [As warhammer.] 11. This hand axe has seen little use, both in war or in service to kindling. Your [Relative], layabout that they are, always kept it close enough to dissuade others from violence. They surely won’t miss it. [As hand axe.] 12a. A munitions grade crossbow, purchased off the back of a wagon from a quartermaster not entirely happy with his service to the Duke. Your [Relative] flayed the skin off their wrist and lost a finger once, having reloaded it improperly and suffering at the lash of the drawstring. [As crossbow] 12b. This arquebus from the gunnery works down past County Colm, made of banded iron and hard rosewood stock. A masterclass in efficient design, your [Relative] considers it to be a waste of money and hasn’t said a kind word about you since you bought it. [As crossbow]

d8 Damage Weapons [d12]
1. A battle axe from the armory of House Nodwick, offered as a dowry to your [Relative]. The relationship was spurned, and the weapon never returned. It is of superior, noble, make. [As battle axe.] 2. This flask of pungent oil was purchased by your [Relative] and left to obscurity in the cellar for several years. A painted label of red fruit and flames upon it speak to a perfidious purpose if properly used. [As oil flask, burning.] 3. This sword once belonged to an infamous hedge knight, their mark of service is marred into the pommel though your [Relative] took great efforts in clawing it into obscurity with a chisel. They’d rather you sell it for scrap, though it rouses the question as to why they hadn’t done that themselves? [As sword.] 4. A glass jar with an off-yellow liquid inside, floating within it are some sort of cultured mould. It is labelled “the Shantywood Special” and your [Relative] laughs, then feels great shame, when they’re asked what that’s supposed to mean. It is corrosive, like acid. [As holy water, but certainly not. If moved into a different flask the aeration makes it just moot, vinergary goop.] 5. Bottle of cultured truffle oil from the Pook’s Way Taphouse, it smells divine and greatly increases the flavor of anything it is added to. Highly flammable and sticky; an expensive flask of burning oil, but one which will smell lovely. A Saint’s Day gift from [Relative]. [As oil flask, burning.] 6. A clay cruciform canteen, blessed by the Bishop Sanguine upon a feasting day mass and passed down to you from your [Relative] who hopes to see you keep it safe and pass it down to your own children someday. 7. Your [Relative] was run through with this blade, delivered in agonizing cruelty by a brigand from the wood. They fled from your anger, and all that is left from that terrible night is memories of loss, a hastily dug grave, and this blade which must be returned in kind. [As sword.] 8. In a better life you could’ve been a proper blacksmith, an apprentice to your [Relative] who saw talent in you. Enough to enter a competition in blademaking. Enough to lose to Jorye, that lucky Lankshorn bastard. Enough for your [Relative] to fall heavily to the bottle in disgrace. You made this sword together, it should mean something more than humiliation. [As sword.] 9. Your [Relative] was an executioner, a shameful position that they were forced into after debts and losses to a noble house. They’ve recently managed to buy themselves out of this title, but that derelict axe still hungers. [As battle axe.] 10. As a child you and [Relative] would play fight with “swords” made from the brittle branches that fell in autumn; you always got the better of them, though they might’ve let you win. This blade you own was a gift from them, they hope you will cherish it, they fear it will lead to your death… [As sword] 11. This battle axe came from a time when your [Relative] thought they could be a proper kern and serve for sake of liberating their peers from foreign encroachment by the Mad Queen’s lineage. The way distant nobles were so quick to lick her boot and how it led to their masters doing so in spirit, disenfranchised your [Relative]. Use this axe for freedom, for chaos against bloody Havenland and its peoples. [As battle axe.] 12. This wicked sword was found by your [Relative] by one of the standing stones in the wood. It thrummed, almost calling to them, it whispered your name in a guttural tone. The blade is chalky to the touch, tarnished with a strange oil. It is swift when swung, but no mark of enchantment appears upon it. [As sword.]

d10 Damage Weapons [d6]
1. A wavy flamberge style sword, brought back by your [Relative] whilst they fought in foreign lands. They came back touched and distant, and you taking the sword away brought them a small, sad comfort. [As two-handed sword.] 2. A cruciform-hilted claymore, allegedly an ancestral artifact of early cooperation between your family and the Church of the One True God. Heavy is its weight, both in history and in the lopping of heads. [As two-handed sword.] 3. This sword has brought kinstrife between your family members for years, it was last seen in the hands of your [Relative] as they came for you, accusing you of crimes both real and imagined. It is in your hands now, and you feel no magical compulsion to kinstrife or kinslay; but you feel a fear that it might come upon you; or anyone else who might take up this blade. [As two-handed sword.] 4. A halbred brought from the Havenlands by one of the Queen’s beef fed royal guards. He was brought low by mercenaries gone gallowglass, and the fine weapon found itself in your possession by way of your [relative] to whom they owed back pay. [As polearm] 5. Your [Relative] killed one of Lord Ramius’s longhorn retainers in a duel of honor; how they found themselves in that is a matter of contention and debate. Equally so is how they won. This bec de corbin was looted from the corpse of the goatman knight, and its metal’s twilight violet gleam speak to its value. Surely someone will come for it, and as your [relative] is bedraggled with paranoia, it is now your burden. [As polearm.] 6. This glaive is poorly shaped, having been used by your [relative] as a gondola whilst they plied smuggler work on the Lac. Some parts of its rust will never come clean, and its certainly seen better days; but what matters is that it is yours now and you won’t treat it so poorly. [As pole-arm.]

Relative [d20]
1. Father
2. Mother
3. Uncle
4. Aunt
5. Grandfather
6. Grandmother
7. Great-Grandmother
8. Great-Grandfather
9. Cousin
10. Romantic Partner
11. Bastard Cousin
12. Elder Brother
13. Elder Sister
14. Great Aunt
15. Great Uncle
16. Bastard Sibling
17. Nana
18. Great-Grandparent's Nurse
19. Spouse
20. Ex-Spouse This post works well in tandem with this previous post: Names & Family Foundings.

Monday, March 18, 2019

Dolmenwood: Ratling (Race-as-Class)


Noted in Gavin Norman's Dolmenwood House Rules document, the idea of Ratlings in the setting have long entertained me. Are they meant to be truly tiny things, or are they halflings but a bit scummier a la 40k? Given that Gavin has said he's not a deep Warhammer fan (or so I misremember from a convo on Orks), I must assume that Ratlings are meant to be actual rat-like people; something in tone akin to Redwall or Mouse Guard possibly. While noted in the document as being functionally equivalent to Halflings, with a 3-in-6 hiding rate in any environment; I'm going to attempt to do something a bit more setting appreciative with them. Also chucking in some Midderlands references.

Art from Larry MacDougall's Gwelf Project

Ratlings

Requirements: Minimum CON and DEX 9
Prime Requisite: CON and DEX
Hit Dice: 1d6
Maximum Level: 8
Allowed Armour: Any appropriate to size, including shields
Allowed Weapons: Appropriate to size (see below)
Languages: Alignment language, Common, Woodsigns

Ratlings (aka Giant Mouselings as they're called in Scrotland) are diminutive race of furred demi-humans who possess rodent-like features, long filthy tails, and teeth as strong as well-tempered iron. Seldom achieving heights greater than 3 feet or weighing more than 60 pounds when preposterously rotund or heavy with child, Ratlings rely on knowledge of secrets and their community to survive in an unforgiving world. Each Ratling warren is built in spiraling stone architecture deep beneath the roots of old trees, ruled over by broodmother and rat-king who tend to the collected knowledge and deeds of their ancestors. 

Ratlings, in their pure and honest forms, can be found in the Table Downs and Brackenwold; with corrupted forms commonly found in the Upper Middergloom of Havenland. Both types make use of sacred Woodsigns written in the whorls of trees and stones, which whisper secrets when read. Seldom does a Ratling adventure, as to surface-dwellers they are seen as pests or plague-spreaders regardless to any truth on that matter. When one does join up arms with humanity, they do so often with ambitions to start their own warren or as exiles of a warren which cast crimes against them. 

They're not the most well-loved creature to walk the world, but Brackenwolders have seen worse and Havenlanders have better things to fear. Grimalkin personally dislike the whole of the Ratling race based on a folkloric dispute wherein a Grimalkin was once made stumbledrunk on tipple and robbed of an estate by the Ratlings. 

Prime Requisites: A Ratling must have at least 13 in one or the other prime requisite in order to get a +5% to experience. The character must have a CON and DEX of 13 or higher to get a +10% bonus.

Abilities

Combat: Ratlings may use any type of armour, but it must be tailored to their small size. Similarly, they may use any weapon which is appropriately sized to their stature. They cannot use longbows or two-handed swords.

Defensive Bonus: Due to their small size, Ratlings possess a lower Armour Class (-2 bonus) when attacked by creatures larger than itself.

Hiding: Ratlings have an uncanny ability to disappear from sight:
●        In bushes or other outdoor cover, a Ratling can hide with 90% ability.
●        In dungeons, a halfling can also hide in shadows or behind other forms of cover, so long as he or she remains silent and motionless. The chance of success is 3-in-6.
●        If nude, a Ratling may pose as a rodent of unusual size rather than a sentient being, succeeding at a rate of 4-in-6 so long as those viewing the Ratling don't know they're on the lookout for the creature. 

Listenings: Ratlings have a 2-in-6 chance of hearing noises at doors, and in conversations or gathering gossips they have a 2-in-6 chance to determine if the information they're receiving is deceptive or intended as a secret.

Teeth of Iron: Ratlings may make unarmed attacks by biting, dealing 1d4 damage. Their teeth can pierce stone and metal with enough time. This damage increases to 1d6 at level 4, and 2d4 at level 6.

Secret Woodsigns: Ratlings may take a minute to read the whorls of a tree's trunk or the roughness of a stone to discern secrets. Once per day, a Ratling may use their woodsigns to do the following:
●        Determine the location of nearby edibles or water. The chance-of-success is 3-in-6.
●        Determine something said by a passerbyer in the last 24 hours. The chance of the information being relevant or useful is 10% per character level, to a maximum of 80%.
●        Conceal a message for others who can read woodsigns, up to 20 words. This message remains for a number of days equal to the Ratling's level.
●        Determine if another Ratling has made use of the woodsign, and if so what message they have concealed with it.

Stronghold (Warren): When a Ratling has sufficient funds, secrets, and time, they may construct a stronghold. These strongholds will be built deep beneath the roots of an ancient tree, constructed of stone along dirt tunnels when properly finished. Ratlings who have heard of the character's deeds and wisdom will make their way to the stronghold, and over time they will expect the Ratling to become either broodmother or Rat-King.

Dark Heather from Mouse Guard is a good base for a Warren

Level Progression/Saving Throws: As Halfling.

Randomized Appearance (Head, d8)
  1. Pudgy, slight-eared and tooth-bearing, like a gopher.
  2. Large-eyed and larger-eared like a vole.
  3. Long-snouted and squinty-eyed like a shrew.
  4. Tiny-eyed with large ears, like a house mouse.
  5. Large fleshy ears and bulbous black eyes, like a wood mouse.
  6. Slanted snout and small ears, like a common black rat.
  7. Jovial black eyes and chubby cheeks, like a doormouse.
  8. Large-headed with small black eyes, much like a musk rat.
Randomized Appearance (Colors, d10)
  1. Pink, nude and wrinkly, with flaking dandruff as if diseased.
  2. Pale white, with eyes that blaze red when concerned.
  3. Brown and black, like the bark of a tree towards the forest duff.
  4. Black and grey, like the smoke from an elder's pipe.
  5. Black as a cold winter night without stars.
  6. Red as fallen maple leaves, hints of orange.
  7. Pale grey, like a stone dove.
  8. Powder blue, like the Wood-King's jael stones.
  9. Wheat blond, like the autumn grains before the harvest.
  10. Stony grey, like an outcropping in the woods.
Randomized Coat (d6, don't roll if a nude)
  1. Straight-haired coat.
  2. Curly-haired coat.
  3. Wavy-haired coat.
  4. Velveteen coat of furs.
  5. Long silky coat of furs.
  6. Long straight-haired coat of furs.
Randomized Pattern (d8, reroll on Colors, if nude it's a mark on the flesh)
  1. Completely solid coloration, white upon the feet.
  2. Solid with different coloration upon the belly and hands.
  3. Blaze of a different color upon the face.
  4. Capped upon the head in a different color.
  5. Hooded in a different color upon the head and back.
  6. Masked in a different color over the eyes.
  7. Of roan pelt, with initial coloration fading into a different type as the seasons change.
  8. Varegated in different colors.
The Midderlands are very unkind to Ratlings.

Midderland Variety Mutations (d8)
  1. Covered in caustic green boils which rupture when struck with critical damage.
  2. Three eyes of murky jaundiced pickle green.
  3. Teeth like needles which pierce through the snout at odd angles.
  4. Slime-leeks from pores rather than sweat. 
  5. Vomits luminescent slugs when speaking too long.
  6. Forever twitching and speaking in double-double, hacking cough when trying not to.
  7. Fingers and toes of misshapen lengths, vaguely arthropod in digit appearance.
  8. Secondary rat-head growing out of back. Has nothing good to say.
Starting Outfit (d8) (Coinage/Wealth as a Halfling, its the whole of your warren's wealth.)
  1. Brata cloak of ochre red, clay-handled dagger, fine leather belt with beetle-buckle.
  2. Tunic of blue and white, carpenter's hammer (as mace), leather pouch with brass aglets.
  3. Long nightgown and sleeping cap, zig-zag dagger (your mother's), a smoking pipe (no snuff.)
  4. Cloth gambeson with fish patterns upon it, woodcutter's hatchet, tricorn hat.
  5. Pig-leather culottes bleached white, yellow-and-red beaded sash, walking cane (as staff.)
  6. Long Tartan with serpent torc, ancient brass shortsword (Goman make), bag of hash.
  7. Artisan's smock-frock, leather jackboots, and a tack-hammer (as mace.)
  8. Surtout of deep clay red, with a torc of ancient rat-king tails. A black hand ax.
Names (d20)
  1. Clundoder / Mosswater
  2. Basilmac / Gingi
  3. Methuselah / Prudencia
  4. Mac Luch Mor / Bea Luch Beag
  5. Kimkarnagie / Clarymulch
  6. Bromaine / Celdana
  7. Rocksorrel / Gabwhacker
  8. Quillhaver / Cloggswalk
  9. Craiken / Cavelhome
  10. Swiftlysung / Mumblerock
  11. Saynavain / Viluna
  12. Bigglebones / Bucklescutt
  13. Shoggwallow / Horsewalma
  14. Logalwealth / Buskerback
  15. Eulail / Biskpaw
  16. Clayulton / Doomhaver
  17. Reginald / Miramoore
  18. Broggleton / Constantia
  19. Wellbuckle / Limewater
  20. Reynard / Wilffenleaf
Why do you adventure with humans? 
  1. The Watchers made dark work to steal the bones of our ancient rat-kings. I must see them returned to my deeply-delved warren.
  2. The warren flooded, leaving few of us behind. I seek funds so I might rally kindred in distant warrens to help reclaim it from the water wyrds that've come.
  3. The Hag stole away my kin, humanity and grimalkin don't care for her muchly. They'll be honorbound to help me if I provide services in kind.
  4. The glint and glitter of gold warms my belly with mead and meat; to live under a tree is no life for a young blood like myself.
  5. I was chosen to join the Rat-King, but I feared the ritual. I can never go home, nor face my kind. I must find work among the tall-ones.
  6. In dreams I was haunted by the sword of  Saint, one of the Church of the One True God's sort. Upon his shoulders sat a head like mine own, and from his mouth he spoke of my destiny. I must seek such a thing.
  7. Kin mined too deep, found blue stones that laugh, found green stones that cackled. I made it out alive, but they're not my kin under that hill no more.
  8. Wolves routed us, devoured us, and faerie folk watched and laughed. Good neighbors my arse. Met enough men-folk who in words don't care for neither crowd. Figure we can kill a bunch of them together, have a day of it.


Next: I was putting together some random encounter lists, but Ratlings caught my interest. 

Sunday, December 23, 2018

Happy Holidays - Gifts for Dolmenwood Classes



It has been several long months since I've been able to properly work on some Dolmenwood content for public consumption. Yesterday I challenged myself to make amends for this by writing a holiday adventure in a single day. I'm not exactly done with it yet, but people certainly seem to think the concept has promise.
That being said, I did finish one of the bigger parts of this adventure: an appendix of gifts to be given to adventurers of every Dolmenwood class/race-as-class by a Host. The adventure is written to be played by 2nd-3rd level characters, the sort who are starting to get known; as such nothing gift-wise is outlandishly expensive or powerful. They are merely nice little utilities. For some of the newer classes mentioned on the Dolmenwood MeWe, I've operated on my own assumptions. I've also operated on the assumption of Dolmenwood being in Emeraude, meaning that Havenland and the Midderlands exist in a broader setting. I hope that I might have the adventure done by Christmas Day, or even New Year's at the latest. Looking at layout, it is about 40 pages long including all appendices.

As for other projects and such in my life, they are chugging along, slowly as ever. But progress is being made and I've wisened up to being more than just a one man operation. Things will get better, more efficient, more interesting. In time.

Regardless, have a wonderful holiday.
- Brian Richmond.

Saturday, June 2, 2018

Monsoon Ghats: Daeva Generator


The Monsoon Ghats are my stab at an Indian setting, which I pitched to a friend as "post-deluge Ancient India coming to power after a brutal war with a dinotopia of multi-headed naga." Because if you go 1-to-1 with trying to recreate an actual gigantic set of cultural groups you can easily screw things up; but blatantly going fantastical with it can prevent such issues. Nobody expects the Empire to properly capture 1600s Germanic Politics. It exists south of the Hundred Kingdoms in my Yoon-Suin game.

Anyway I've been working on a holy-man class for some of the various religions present (not-Hinduism, not-Aghori sect, not-Jainism, not-Sikhism, and not-Buddhism). The not-Hinduism form, the Jagganathi, hail the Lord of the Universe and acknowledge the daeva as the avatars of this divine being. All such beings are worthy of veneration, but those who stand in the way of a holy-man's work are clearly destined to fall and learn humility at the hands who assist said holy-man. Its more respectful and complex than that, but that's too big for a blog post.

So, I needed to make some charts for generating daeva on the fly. Here's a rough draft (it's become a d50 since last night).


Daeva Generator
d30Name Part 1...Name Part 2...Title...Head/Face...
1ChyylunThe River's MouthElephant
2PemmankamThe Great Mountain KingNaga
3SamguyangThe Voice on the WindEel
4ParaweitsiyaThe One Who FollowsPelican
5KikiantsiyaThe Remover of KingsHorse
6TangjyoThe Caller of StormsCyclopean
7BauktalaThe DarkenerShrieking Demon
8TampumaThe EverbornSerpent Nose
9LeparnaThe Supreme LawgiverFaceless
10OndivaThe Hunter of the GodsFace of Gold
11HewikbantsikThe Protector of ManTusked Demon
12VattriyanjThe Wild BeastSeagull
13OppyazanThe Unending OneEagle
14N'yatyamaThe Merchant GodRhino
15PokwagyunThe Queen of BloodWeeping Demon
16BanagkuppaThe Noose of ManCircle of Eyes
17GanbavantiThe Blade of CreationDisjointed Jaws
18TatantsuThe Song of the DeepCircle of Fangs
19DuladunaiThe WarbringerMonkey
20RaasabirThe FirstbornTortoise
21CharuraThe ThunderbringerSpider
22ApajliThe Jungle's WhisperLotus
23KampmanThe Drowned GodRegal Human
24BoolniThe UnyieldingSlug
25InditiThe EndlessThird-Eyed
26AgbanqaThe FiniteSkull
27KotoodaiThe Hungering GhostHideous Demon
28VishyudanThe Lash of the DivineMany-Faced Being
29LakshrajaThe UnspeakerFruiting Tree
30SarasjatThe HeraldSun & Moon

d30Body of...Flesh ColorDetail...
1Pregnant MotherBlackFour Arms
2Athletic YouthWhiteSix Arms
3Scarred MartyrJadeEight Arms
4Tattooed VoyagerBlueEncircled By Sunlight
5Corpulent NobleGoldEncircled by Stars
6Warty LeperRedCrowned with Fire
7Vile SerpentPinkCrowned with Gems
8Emaciated CorpseGreenCrowned with Bones
9Ferocious TigerBrownAccompanied by Shrieking Spirits
10Hungering MantisClay RedAccompanied by a Beautiful Harem
11Young GirlMarbledAccompanied by an Immortal Guru
12Old GuruVioletAccompanied by two enslaved Demons
13Great SpiderCopperAccompanied by a Consort Daeva
14Whorled SnailBrassPlays a lute of starlight
15Crucified ManPink FleshPlays a lute of screaming mortal flesh
16Burnt SkeletonTawny FleshCarries a pot of blessed waters
17Vicious SharkRaw FleshCarries a pot of blessed blood
18Gigantic TurtleBurnt FleshCarries urns of sanctified ash
19Ravenous FrogIronCarries urns filled with bound demons
20Powerful KingLapis LazuliRides upon a palanquin of gold
21Fearless SoldierInky BlackRides upon a palanquin of bone
22Simple FarmerMoonlight Rides upon a majestic steed
23Bountiful CowBlackened SkinRides upon ten thousand struggling slaves
24Gigantic FlamesPeachRides upon a blessed cow
25Boundless SmokeRiver BlueRides upon an elephant
26River DolphinIvory BoneIn unending conflict with a phoenix
27Mischievous MonkeyYellowIn unending conflict with their progeny
28Scarab BeetlePearlDestined to eat the Sun
29Capricious CrabNight BlackDestined to eat the Moon
30Clouds of StarlightBriny GreenDestined to Die and be Reborn Mortal

An Attempted Framework Conversion for: The Hole in the Oak set in Dolmenwood

The Hole in the Oak is a low level adventure about venturing into the Mythic Underworld for Old-School Essentials , and though it features s...