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Level of Curse (d4)

1. Feeble Curse
2. Minor Curse
3. Major Curse
4. Holy Crap Curse
Feeble Curses (d12)
1. Hair falls out
2. Next reaction roll is at a +2 penalty
3. -4 penalty on your next saving throw
4. Lose one prepared spell
5. Itchiness means you suffer -2 on attack rolls
while wearing armour
6. Miss next attack
7. Next spell cast will fail
8. Roll 1d20 under Dex whenever trying to run
to avoid falling
9. Become convinced that one minor item is a
very important magic item and will not part
with it
10. Gradually change race to a random race (no
game effects, just cosmetic)
11. Automatically surprised next combat
12. Reduce movement speed by half
Minor Curses (d12)
1. -3 penalty on all saving throws
2. -4 on all attack rolls
3. Prime requisite is reduced by half
4. +2 penalty on all reaction rolls
5. 50% chance to be unable to act each combat
round
6. +/- 1 on all rolls (whatever makes it worse)
7. Drop whatever you are holding whenever you
roll the minimum result on any die
8. Must always tell the truth
9. Must never tell the truth
10. Double normal chance of wandering monsters
11. 50% chance that each spell cast will have an
unwanted effect (wrong target, opposite
effect, whatever works)
12. -2 damage per die on all attacks and spells
Major Curses (d12)
1. Polymorph into a frog or other harmless
animal
2. Wandering monster of the targets level
appears in proximity and attacks
3. One magic item disappears
4. Lose one level (as if struck by a wight)
5. Re-roll your prime requisite
6. Wounds take twice as long to heal, healing
spells are only half as effective
7. +/- 3 on all rolls (whatever makes it worse)
8. Cannot sleep therefore cannot heal naturally,
nor prepare spells
9. Lose all spellcasting ability

10. Double vision all targets are treated as


having the benefit of displacement
11. Save versus death, or die!
12. Struck deaf, blind and mute
Holy Crap Curses (d12)
1. Every time you kill a target, save versus death
or join him and die
2. Battle Death for your soul
3. Automatically fail all saving throws
4. +/- 6 on all rolls (whatever makes it worse)
5. Lose d4+1 levels
6. Can not wear armour or clothing or use
weapons or any devices
7. Can only breathe in water, or only breathe air
for aquatic targets
8. Triple damage received from all sources
9. Character ages 1d6 years per combat round
10. All valuables owned by the character are
turned to lead and paste
11. d6+1 companions or friends & family are
subjected to Major Curses (above)
12. Target rolls for additional curses (starting with
level of curse) 6 times
Table 1 Random Festivals (d12)
1. Celebrating the anniversary of the end of a
war.
2. Religious celebration (table 2).
3. Agricultural fair showing off animals and
foodstuffs.
4. The Great Fast a day or week when all the
inhabitants fast and are quiet and reserved.
5. Celebration of the beginning of the local
calendar year.
6. Celebration of the anniversary of a great
heroic deed.
7. Spontaneous celebration of an important
marriage.
8. Trade festival.
9. Party to ward off bad luck and renew the
good.
10. Remembrance of a great tragedy.
11. A major funeral.
12. Contests of prowess military, skill or
magical.
Table 2 Religious Celebrations (d4)
1. Anniversary of the arrival of a great saint or
religious leader.
2. Traditional celebration of blessings.
3. Day of purification.
4. Anniversary of the birth of a great saint or
religious leader.

Magic Fountain (d12)


1. Natural fountain, a basin of
rocks that water burbles or
tumbles into.
2. Statue of a nymph or other
good humanoid pouring water
out of a pitcher or ewer.
3. Face of one or more gargoyles
(roll d4-1, minimum of 1)
spitting water into a basin or
small trough.
4. Statue of a dragon breathing a
stream of water instead of fire
5. Relief of a fierce animal head
(lion or bull or something
similar) with water pouring out
of the mouth and eyes.
6. Carvings that look like a pile
of skulls with water coming
from all the eyes, noses and
mouths.
7. Ornate sculpture of d6-1
(minimum 1) humans (roll d6
for class 1-3 Fighters, 4
Clerics, 5 Magic Users, 6
Thieves) standing on a
platform with water pouring
out between their legs.
8. Pillar (d10+1 feet tall) with
water flowing out of the top
and down the sides.
9. Dwarf or other miner with a
pickaxe water flows out from
where the pickaxe hits the
ground.
10. Religious figure (roll 1d4: 1
cleric, 2 deity, 3-4 angelic or
demonic servant) holding a
basin that constantly
replenishes.
11. Statue of a serving wench or a
drunken man (50/50) with
water pouring out of a tilted
flagon.
12. Mosaic of a natural scene with
the fountain built into a scene
of a waterfall.
Water Pressure (d6)
1. Dried up no pressure at all,
and no water left, just the
fountain.
2. Barely a trickle basically no
pressure left, a bit of fluid
trickles out and has
accumulated in the appropriate
basin.
3. Trickle the water dribbles
out and down in a constant,
albeit light, flow
4. Burble the fluid burbles and
pours out as you would expect
from a small fountain

5.

Gush a lot of fluid pours out


of this fountain probably
more than was expected it
overshoots and overfills the
basin and the area around the
fountain is wet.
6. Variable Roll 1d6 on this
table every hour or every turn,
treating a 6 as a 1.
What is in it? (d6)
1. Crystal clear, pure cold water.
2. Typical water.
3. Hot water.
4. Hot water with lots of sulfur
and iron content discolouring
the fountain and likely also
leaving behind some
crystalline deposits.
5. Filthy water, slimy and gross.
6. Something Special.
Special Fluids (magical fluids lose
their effect if removed from the
fountain)
1. Blood.
2. Wine.
3. Poison roll again on What is
That to determine what it looks
like.
4. Potion roll again on What is
That to determine what it looks
like, and roll on the
appropriate magic item table.
Each imbiber can only benefit
from it once per day.
5. Ooze roll 1d6: 1-2 Grey
Ooze, 3-4 Ochre Jelly, 5-6
Black Pudding
6. Acid.
7. Ink.
8. Slime.
9. Ale.
10. Sewage.
Table 1: Potion Container Material
(d10)
1. Glass
2. Iron
3. Tin
4. Gourd (dont roll for shape)
5. Ceramic
6. Clay
7. Animal or monster body part
8. Crystal
9. Leather (dont roll for shape)
10. Glass
Table 2: Potion Container Shape
1. Test tube
2. Small classic bottle
3. Square bottle
4. Spherical
5. Ovoid
6. Flask

7.
8.
9.
10.

Conical
Decanter with handle
Multi-faceted
Special Shape (roll on special
shape subtable)
Table 2.1: Special Shapes (d6)
1. Humanoid
2. Skull
3. Cluster of grapes or other fruit
4. Grinning goblin face
5. Plump woman
6. Fist
Table 3: Closure (d10)
1. Cork
2. Cork and sealing wax
3. Wax
4. Screw-on lid
5. Screw-on lid with sealing wax
6. Leather tied on
7. Carved wooden plug
8. Tree sap
9. Glass cap, must be broken to
be opened
10. Loose metal cap
About 50% of potion bottles are also
decorated in some way
Table 4: Decorations (d8)
1. Holy symbol etchings
2. Ribbon tied around the neck
3. Feathers and beads on a string
around the neck
4. Painted in primary colours
5. Painted with a single rune or
glyph
6. Wrapped in fine cord
7. Marked with someones
initials
8. Small holy symbol or rune
dangles from a thin cord
I generally also grant a 25 to 50 percent
chance that the potion bottles are
labelled. 50% when in the lair of an
intelligent humanoid, 25% otherwise.
Table 5: Potion Label (d6)
1. Crudely painted label
2. Paper label glued on
3. Paper label tied on
4. Container wrapped in labeled
paper
5. Label glued to cap
6. Scrap of leather tied to
container
Table 5.1: Label Markings
1. Actual type of potion
2. Deliberately wrong
3. General type of potion
4. Simple symbol (plus, minus,
sunburst, skull)
5. Cryptic symbol (the moon,
holy symbol of a lost cult)
6. Name of potion in a very rare
language

Old School Subraces (d12)


1. Brutal | +1 Str, +1 Con, -1 Int, -1 Cha, -1 Wis | The brutal races are known for their
cannibalism, pillaging, burning and generally antisocial habits. Most brutal races have
been wiped out by their genteel cousins as a preemptive strike. They are much
more hirsute than their fairer kin, and typically dress in animal skins and wield as big of
weapons as they can get their hands on.
2. Celestial | +1 Wis | The celestial races are identified by their finer stature, fair hair and
skin, and the often visible aura of otherworldiness about them. Some even glow. However,
they lack infravision even if the original race had it, because they live in a world of light
and beauty.
3. Deep | +1 Con, -1 Cha | The isolationist deep races live deep underground and are
toughened by their hostile environment. They gain 30 infravision or double their existing
infravision.
4. Dark | +1 Int, +1 Cha | The dark races are feared and hated by the more sensible races.
They are xenophobic, hostile and evil. They gain 30 infravision or double their existing
infravision. They suffer from light blindness as goblins do, suffering a -1 penalty on all hit
rolls in daylight or in the effects of a continual light spell.
5. Desert | The desert races wage war against the lizards that claim the deserts as their own.
They gain a +1 bonus on all attacks and damage rolls against lizards and dragons, and +2
on saving throws against fire. However they suffer a -2 penalty on saves versus cold and
take +1 damage per die from cold attacks.
6. Eldritch | +1 Int, -1 Str, -1 Con | The eldritch races are tainted and marked by magic. They
are even more pale than the celestial races, and many of their natural abilities have
atrophied (reduce abilities that can be reduced by half, without eliminating any). However
they can cast one level 1 magic-user or cleric spell per day, randomly determined at
character creation (re-roll nearly useless spells like read magic and perhaps overly
powerful spells such as sleep DM has final say).
7. Fair | +1 Cha, -1 Str | The fair races are taller, prettier and more compassionate than their
kin. Some can be mistaken for the celestial races, minus the glow. They are also known as
the High races.
8. Forest | +1 Dex, -1 Cha | The forest races are like a quieter, less hostile version of the
brutal races. They can be seen as surface-dwelling deep kin. Isolationists who are quite
skilled in their natural environment.
9. Insectile | +1 Dex, +1 Con, -1 Wis, -2 Cha | The insectile races are a mystery deeply
changed from their kin, chitinous and frightening. They gain a +1 bonus to their armour
class from their chitinous exoskeleton and natural 1d6 damage claw attacks.
10. Mountain | +1 Str, -1 Dex | The mountain clans are tough and hardy, if generally squat and
prone to long bouts of alcohol abuse, not to mention nearly as hirsute as the brutal races.
11. Weird | -1 Con | Weird races are twisted mutants with different skin tones, odd-shaped eyes
and often distended limbs, extraneous tentacles and other signs of an unnatural existence.
Their twisted genetics do grant them a +1 bonus on all saving throws, however.
12. Roll twice and combine the results!

Elemental Subtypes 50%


Air Elemental Subtypes
Standard air elementals take the form of a whirlwind 2
tall per and 2 diameter per hit die. They fly at a
movement rate of 360(120). Creatures of (1/4
elementals hit dice) or fewer hit dice are carried away if
they are within the area of the elemental if they fail a
save versus death. Damage from air elementals is
increased by 1d8 points against aerial targets.
Blizzard - 1d6 cold damage / round in a 2 radius / HD
Zephyr - doubles or halves flight speeds in a 20 radiums
/ HD
Storm - call lightning once per day
South Wind - ends all hostile air effects (storms,
cloudkill, wall of fog, etc) within 5 / HD
Pestilence - cause disease to all touched
Fog - fog cloud 1 / turn
Howling - temporarily deafens all within 2 / HD, fear to
those under 4 HD
Gust - gust of wind 1 / turn

Earth Elemental Subtypes


Standard earth elementals take the form of a humanoid,
1 tall per hit die. They move at a rate of 60 (20), cannot
cross water wider than 1 / HD, but ca move through
earth or stone unimpeded. Damage from earth
elementals is increased by 1d8 points against targets
standing on the ground.
Plains reduce enemy ground-based movement to 1/3
within 20 / HD
Dirt - lesser move earth at will
Desert - 1d6 heat and abrasion damage / round in a 2
radius / HD
Mud - transmute rock to mud 1 / turn
Graveyard - animate dead 1 / turn
Dungeon - melee targets must save versus paralysis or
be chained to the elemental and must move with it
Sand - blur 1 / turn
Mountain - can attack (without the normal damage
bonus for target type) at a range of 5 / HD by hurling
boulders
Crystal - mirror image 1 / turn, colour spray 1 / turn
Metal - attacks are wounding, dealing 1 point of damage
per round until bound.

Fire Elemental Subtypes


Standard fire elementals take the form of a pillar of
flames 1 tall and 1 diameter per hit die. They move at a
movement rate of 120 (40) and cannot cross water wider
than 1 / HD. Damage from fire elementals is increased
by 1d8 points against targets with cold attacks.
Cinder incendiary cloud 1 / turn

Lava - 1d6 heat damage / round to all within 1 radius /


HD, form is that of an earth elemental instead of a fire
elemental.
Forge - heat metal on all weapons that strike it and all
armour struck by it.
Pyre - +1d8 damage versus undead and magic users
Tinder - flashfire 1 / round
Hearth - resist cold 10 radius / HD
Flare - Hits cause blindness unless a save vs death is
made; casts pyrotechnics 1 / turn

Water Elemental Subtypes


Standard water elementals take the form of a mass of
waves 1/2 tall per and 2 diameter per hit die. They
move at a rate of 60 (20) and swim at a rate of 180 (60),
although they cannot travel more than 60 feet from a
source of water. Targets standing in or submerged in
water suffer an additional 1d8 damage from the attacks
of a water elemental.
Ice ice storm 1 / turn
Bog - attacks warp wood on target and possessions
River - part water or lower water 1 / turn
Sweetwater - purify food and water 2 radius / HD
Blood - bane (reverse of bless) on all living opponents in
2 radius / HD
Whirlpool - struck opponents must save versus
paralysis or be stuck to the elemental
Sewer - creatures within 2 / HD must save versus
poison or suffer -2 to hit in combat from nausea
Geyser - 8d6 damage blast of boiling water 5 wide by
5 / HD long 1 / turn
Bile - attack destroys leather and cloth if save versus
magic is failed

Wood Elemental Subtypes


Standard wood elementals take the form of a treantshaped humanoid 1 1/2 tall per hit die. They move at a
rate of 90 (30) and are never slowed by vegetation.
Targets standing on grass, plants or wood suffer +1d8
damage from wood elemental attacks.
Thorn can attack at a range of 5 / HD (base damage
only)
Forest - entangle 1 / turn
Fungal - stinking cloud 1 / turn
Rose - allure (towards the controller) all within 5 radius
/ HD
Gallows - +1d8 damage to any creature with less than
1/2 hit points remaining
Moss - attack as a rust monster 1 / turn
Vine - ranged attack (2/HD) draws target into contact
with the elemental, further attacks dont roll to hit.
Rot - attacks warp wood on target and possessions

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