Dice Roller

To roll multiple dice (e.g. 3d6), click the plus symbol then roll the dice multiple times to combine the results.
Clicking the plus symbol again will clear the result.
Click here for the standalone dice roller page.



An Array of Specimens Tagged as Religion

PETTY GODS // MASTURBATING GOATS


The revised and expanded edition of Petty Gods is now available, so here are a few of the entries I wrote for it back before this site even existed.

(I mainly just want to show off bigger versions of Rose’s illustrations because they’re excellent. Everything but the goat is hers.)

 

 

 

The Divine Worm, Mother of the Stillborn

 

 

Symbol: An x-ray style depiction of an earthworm holding multiple foetuses along the length of its body.

Talisman: A gold piece stamped with a newborn’s face, eroded by tears.

Alignment: Neutral

Movement: N/A

Armor Class: 9

Hit Points (Hit Dice): Randomly determined (Roll d20 HD)

Attacks: Special

Damage: Special

Save: As Fighter of level equal to HD rolled.

Morale: 12

Hoard Class: 8,888gp, d% will melt the moment they’re taken into sunlight.

XP: 2x amount of stillborns spilt from the Divine Worm’s amniotic sac.

 

The Divine Worm, patron Mother of Miscarried and Stillborn Children, invoked by grieving families, worshipped by others for reasons that are their own.

A coin is cast bearing an image of the child and melted in a boiling pot in offering to the Divine Worm, beseeching her to carry the child in the beyond.

 

Manifestations of the Divine Worm are sometimes found in fragrant caverns below sites of plague or infanticide.

In form the Worm’s body is like that of a giant hairless and eyeless mole, lined with damp axolotl legs and a toadlike mouth. Pendulous breasts appear almost at random on its flanks and legs and a swollen amniotic sac sprouts over its lower back and hindquarters, within the sac you can see neither flesh nor bone, it sinks forever. Floating calmly amidst the rotten amber fluid are more infants and foetuses than you can count.

The Worm sits atop a gleaming pile of gold coins, swaying lichen and moss hangs from the cavern roof above it.

 

The Worm never attacks, never defends itself. It sits there with its mouth open, hundreds of infantile heads emerging and weeping in chorus even as you hack into its flesh, the sound is almost soothing. Every round save vs. Poison or suckle from one of its breasts. The sac squelches and heaves as you drink its amber nectar. You age d6 years of life unlived.

 

If the worm is killed its sac will burst, spilling 253 stillborns per HD about your feet, there are so many more than you imagined.

 

 

 

The Lady of Tasks Forgotten

 

Symbol: A bottle filled with the faces of dying ants and locusts pressed against the glass.

Talisman: N/A. Most of the time her adherents aren’t even aware they’re adhering.

Alignment: Chaotic

Movement: 120′ (40′)

Armor Class: 9

Hit Points (Hit Dice): 16hp (2 HD)

Attacks: Special

Damage: Special

Save: M20

Morale: 12

Hoard Class: See final paragraph.

XP: 1,000. 546,000 if you’re the one to kill her.

 

You settle in and try to block out the din of the tavern, contemplating your next step, weighing the options.

A tankard slides beneath your nose, the frothing ale spills slightly onto your hand.

There’s nothing extraordinary about the waifish woman who put it there, she’s pale and without a curve, or is she terribly obese under that dress? You’re too preoccupied to really notice.

She smiles pleasantly but emptily, “You look worried about something, burdened, why don’t you tell me what’s bothering you so much.”

And you do.

You tell her everything, every twist every turn, you tell her everything there is to know about what you’re trying to achieve. And you do feel better for it. You feel fantastic, purged and light, and someone has left a full tankard of ale here on the table for you. Wait, what is this place?

 

The Lady of Tasks Forgotten can be called on by those who have lost their way, those that feel there was something important they were meant to do but can no longer recall. The elixir they prepare probably shouldn’t be consumed under normal circumstances, distilled liquor and locusts flavoured with datura, poured into a flask with live winter ants, already kept in the flask for days and belly-deep in secreted poison.

If they survive drinking this concoction they will remember the task without fail, but it is rarely their own, and they will never understand that it never was. The Lady has many tasks to remember.

 

You could likely kill the Lady quite easily if you desired, but how would you know her?

If you find a way to summon and bind her, her flesh softly broils and churns, melting in places while expanding in others, forming impossible beauty then rotting like a bed sore. She looks on you with such sympathy, you have so many troubles.

Every round that you are near her in this state you will forget something, save vs. Magic for it to be something unimportant.

Use the table below for important things or pick something the character will really miss.

 

I'm sure I'm forgetting something..
2d6
2You forget why you're here, who you are, you don't know who these people are, or this thing floating in front of you, you want to go home, you don't know where it is. You'll only find out if you kill her.
3-5Correct use of your weapon eludes you, -4 to hit with melee/ranged weapons depending on what you were using from now on.
6-8You lose all memory of a random companion. Everyone else seems to know them, she must have done something to their minds, you should kill this imposter before they can do any harm.
9-11You can no longer speak in a common tongue, you understand it when others speak it, but you're oblivious to the fact that you're replying to them in another language entirely.
12You lose all memory of the flora and fauna of the world you live in, everything is strange or terrifying. The first time you see a swamp will be interesting.

She has no gold to steal, no relics, and whoever kills her will absorb every task she still held, convinced beyond question that the tasks are their own, crippled by overwhelming responsibility.

 

 

 

The Turquoise Idol of Communion

 

 

Name: Turquoise Idol of Communion

Symbol: Imagine the purest light and assurance, it looks like that.

Talisman: A rough stone cylindrical idol, carved with intricate scrolling symbols.

Alignment: Lawful

Movement: 180′ (60′)

Armor Class: 9

Hit Points (Hit Dice): 10hp (1 HD +1 per being absorbed)

Attacks: Special

Damage: Special

Save: As Fighter of level equal to HD, immune to all Magic.

Morale: 12

Hoard Class: 500 river-polished pebbles of turquoise inside its belly per HD.

XP: 4,000 per HD at the moment of its untimely demise.

 

They hand you a piece of broken stone, the outside is timeworn and dark, graven with symbols, while the alluring turquoise surface within glistens like an adhesive.

They speak of four joining pieces that were lost, they say that if you reconstruct the idol it is told to strengthen your mortal shell, to unite you with a greater power.

 

The inner surface of the idol is dry to your touch but when you join it with another piece you find yourself unable to force them apart. Every piece amplifies the stench of the swamp wafting from it.

You find and join the final piece and place it before you, ready to receive its power. A wet blue skin seeps from the fine cracks on its surface, smothering it and expanding as a toad in the shape of a man, with five hanging arms protruding from its body. Its skin glistens and it wishes to join with you.

 

The only attack it will make is a wrestling check, either by leaping at you or with its 10′ tongue. The moment it takes hold you can feel your skin incorporating into its body, sucking you in. Take a -2 penalty to your rolls every round, taking damage equal to your penalty if you manage to escape, and incorporating into the toad completely if you haven’t escaped after 3 rounds. With its increased mass the toad gains a HD, sprouts another arm and a further bonus to wrestling checks, and its tongue grows another 5′.

If you hit the toad in melee your weapon sticks in its flesh, make a Strength check next round to get it back. The toad will try to grab anyone that comes near enough, or with its tongue if no one is already in its mouth, but won’t move until it has finished incorporating those already joined to it.

 

You will never completely remove its flesh from anything it touched.

 

 

 

The Moss-Worn Goat

 

Name: The Moss-Worn Goat, bearer of Sterility

Symbol: The head of a goat crying tears of sperm.

Talisman: A carven wood phallus, left to grow moss and fungus.

Alignment: Neutral

Movement: 120′ (40′)

Armor Class: 5

Hit Points (Hit Dice): 46hp (7 HD)

Attacks: N/A

Damage: N/A

Save: M22

Morale: 8

Hoard Class: That depends on how long you keep him around.

XP: 4,000

 

The Moss-Worn Goat can be called upon to dry up the seed of men seeking it or those whom they wish to inflict it upon.

Offerings of gold are left in the damp parts of the woods with a phallus carved from a discarded branch, hidden by rotting hollow logs. Some desire temporary affliction, but unless they save vs. Magic they are permanently sterilised.

 

The Goat himself will be found in a dark hovel of a cavern, sweating amidst lichen and mounded monoliths of dirt, sprawled on the floor, moaning mournfully in a reverberating howl.

Below the huge malformed head and horns of a goat his body is human, and the whole time you watch him he never stops masturbating, shuddering intermittently with spasms that force enormous single golden sperm to spurt from his cock onto an already squirming pile, creaking like bending metal.

 

If you attack him he doesn’t know how to defend himself, he doesn’t understand, and he doesn’t stop masturbating. Eventually he will try to flee, leaving a golden trail of creaking sperm as his crooked body stumbles away.

 

 

 

Deiphagous Maggot

 

Name: Deiphagous Maggot

Alignment: As the god it currently serves. It’s nothing if not helpful.

Movement: 120′ (40′)

Armor Class: 9

Hit Points (Hit Dice): 24hp (4 HD)

Attacks: Wrap, d4 needle patches

Damage: 3d4, d4 each

Save: M23

Morale: 8

Hoard: Find a wondrous item table and roll on it.

XP: 1,200

 

The bloated body of the maggot squirms through the air, contracting and expanding towards you, several feet from the ground in deliberate, hypnotic movements.

It draws itself up like a snake, a patch of glistening needles extend from beneath the rear of its body, supporting it before you.

Mouths cover the underside of its body, one speaks for every emotion, there are many mouths. Eyes filled with broiling red fog are held within them, winking out and opening elsewhere as each begins to speak.

It is not the nature of the maggot to harm the god it serves, but when it dies the maggot will swim amongst its flesh, supping on the decay of divinity. Of course the maggot hungers, but the longer a god lives, the more fervently it is worshipped, the sweeter its flesh. You see its conundrum.

It feels you’re here to spoil the meal it is cultivating.

 

Static physical barriers mean nothing to the maggot, it slides in and out of them like reality, be careful not to fall into a hole that isn’t there. Sharp swinging metal is harder to account for.

In combat the maggot will try to wrap itself around you with gnawing mouths and squirm away in one fluid motion, leaving you like a ringbarked tree.

If caught or cornered its skin bursts with patches of bristling needles.

 

The maggot’s digestion is slow, if it is killed there is a 50% chance of its ruptured belly releasing the power of a god it has fed on. Have you killed a god lately? That one. Otherwise roll or flip to a random godling in this book and inflict their wrath.

 

 

 

Shed Godling Skin Suit

 

Some godlings grow as their following does, sloughing off their old skin to make way for a glorious new facade.

The translucent leather stitched into this full-body suit still responds to praise and worship, either of its wearer or of the godling who shed it.

The skin will allow one use of an ability of the godling it came from within a period of time equal to hours you spend in ritual worship beforehand.

Pick a god, roll or flip to one randomly in this book, or use whatever horrible thing these abilities came from. Roll randomly or worship twice as long if you want to pick.

1. Swollen pustular mounds swell from the neck of the suit, allowing you to expel boiling black bile as a 6′ ranged attach or a 90° spray within 3′, bypassing armour and dealing 2d6 damage. If you can bite someone you may vomit directly into their bloodstream. Save or Die.

2. If someone makes a successful melee attack against you, you can allow their weapon and arm to pass through your body, trapping them. The arm will need to be cut away, but whatever is left on the suit will be absorbed soon enough.

3. You leech the life out of anything organic within 6′, regaining d6hp. Roll under Constitution or secrete it back out in noisome streams.

4. You regurgitate d4 phlegm-coloured tiny men. Lose 1hp for each tiny man and roll for their loyalty. Every round you want them to do something roll loyalty, you may need to think of incentives. The only way you can regain those hit points is by swallowing the tiny men.

The skin’s AC 8 improves by 1 for every person that worships the wearer like a disciple, as the skin flushes with life and moves in a distracting, unnatural way.

If you gain 14 followers you will fuse with the skin, becoming a malformed bastard demigod. You will not like it.


6 comments



Bird God Gets Triple Head


More illustration work for Pernicious Albion, the ancient war witch, dissipated divinity, majordomo of the House of Death; The Morrigan.

 


10 comments



Religion is a Nest of Serpents


Back in this post I mentioned testing out new Mystic rules, and the new religion we made up based around a Florian Bertmer illustration entitled “Order of the Seven Serpents”.

Well I’m pretty sure I’ve smoothed them out to a point where they’re both easy and flexible enough for public consumption, so here you go.

 

The actual cards are below (I print them on A4 card, punch out the holes and bind them to make a little book), but this is the general idea:

  • Mystics no longer have set spell lists.
  • Instead, they can attempt to make anything happen that they think their god would be in to (though there are general guidelines called Liturgies that make some things harder to make happen than others).
  • After announcing what they want, they make a 4d6 roll on the Invocation table, which can be altered by using Favour points that they’ve earned by doing appropriately religious things.
  • I got over LotFP’s dreary nihilistic “there are no gods just delusion”, it’s much more fun if the things Mystics are worshipping are actually real.
    There are still going to be mishaps, but instead of being the Mystic’s delusion wavering or their god suddenly getting pissed off for no good reason, it’ll be because their god doesn’t really understand what is appropriate. So if Roy’s snake worshipper Tipanius fudges a roll in the middle of combat and gets Inopportune Favour and falls to his knees vomiting an unending torrent of slick adult snakes, the Seven Serpents will be like, “Oh haha what, you didn’t want to give birth to a thousand snakes from your mouth right now? Haha whoops sorry love you xoxo.”
  • There will be specific spells that Mystics can find, where they just have to use a number of Favour points rather than rolling, but those will be things to go out and find from different cults and libraries and stuff.

 

Click to make readable.

 

And Malpractice is still a thing so here’s the table for the Seven Serpents:

 

 

d20Malpractice - Order of the Seven Serpents
1A black serpent slithers its shimmering body from the target, inflicting a further d4 damage as it emerges.
2The ritual succeeds, but the target's skin becomes progressively tighter, causing an increasing -1 penalty to physical rolls every Turn, after 3 Turns their movement halves, after 6 Turns they will need to shed their skin.
3Snake eggs form in the wound or wherever else seems suitably awkward, and the target can't be mystically healed or cured until they hatch in 2d8 hours or are accidentally destroyed.
If they hatch, the target is immediately healed of all ailments and can make a one-time appeal to the Seven Serpents.
If they are intentionally destroyed, a venom-dripping sludge snake forms from the yolk and attacks whoever is responsible.
4The ritual succeeds, but an incredibly long snake tongue permanently glides in and out of the site of the wound (or other part of the body if there was no wound). It is perfectly linked to the target's sensory system, tasting the air for them, making it harder to be surprised, and easier to find things by scent.
5For the next day the target cannot bear to keep their eyes open in bright light, but with their eyes closed can feel vibrations and sense nearby heat.
6The ritual succeeds, but the target's skin grows dry and cracked, flaking away to reveal beautiful iridescent scales. They find themselves able to squeeze and compress themselves through anything big enough to fit their head.
7Part of the target's skin peels back as if it were trying to renew what lies beneath, but all that lies beneath is bleeding muscle. Take d6 damage.
8The ritual succeeds, but a churning grows in the target's stomach, inflating it, until a month later they spontaneously give birth to a stream of juvenile snakes from whichever orifice seems most convenient. This will happen every month.
9The ritual succeeds, but tissue-eating venom bubbles up from the target's body and consumes d6hp of the Mystic's flesh before diluting.
10The ritual succeeds, but part of the target's body withers and falls away to enhance their sleek silhouette, roll a d6:
1: An entire arm.
2: An entire hand.
3-4: d6 fingers, target's pick.
5: An entire foot.
6: An entire leg.
11The target's saliva becomes envenomed for d4 Turns, and they'll need to let it drool out to avoid poisoning themselves by swallowing.
12The ritual succeeds, but the target finds that a rather phallic stubby snake grows from their body. They accidentally discover that rubbing the snake and causing it to cough up coagulated venom causes it to diminish somewhat, though it seems the process would need to be repeated at least d20 times before the snake phallus clears up.
13Gnarled curling horns twist out of the back of the target's skull and a furry, huffing goat's face emerges from their neck, opening its mouth to vomit slick red baby snakes down the target's back. Target must save vs. Poison to stop it continuing to birth and permanently stealing half of their hit points.
If they stop it birthing it will remain as it is and bleat and vomit in surprise any time someone sneaks up on them.
14The target's torso elongates, their legs shrivel and twist about one another, fusing, scales push out like growing fingernails, leaving the target with the lashing lower body of a giant serpent.
15The target's blood turns cold, they'll need to find ways to keep warm in cold environments away from the sun to avoid losing all physical bonuses and moving at half speed.
16The target notices small glistening tongues flicker intermittently from slits in the tips of the fingers of one arm. Over the next few days their fingers fatten, muscle in the arm turns fatty and their bones seem to break down, their fingernails fall away and scored lines open over the top of their fingers and up to their shoulder.
Five serpents dwell within the arm and move it in sinuous curls, emerging up through the slits to let the arm casing slip off and hang limp to allow them to strike.
Charisma check to call them out, granting 5 bite attacks, roll on Poison table for each successful bite. They'll stay active as long as you make a Charisma check every Round, but will spend a Turn getting back into your arm after the first failure.
12AC/DB, on a successful melee hit an extra snake is affected for every 2 points above target. If any of them are killed you don't need to make Charisma checks while attacking the thing responsible.
17Anything within 30' that has eyes must save vs. Magic, otherwise small golden snakes push out from their eyes and break them like eggs, falling to the ground in a pool of yolk and occular fluid.
More eggs will grow in the sockets in d12 hours, and can be turned back into eyes if the Mystic successfully heals them.
If the Mystic fails, birth more snakes. Repeat.
18The ritual succeeds, but musty hair grows in patches over their body, and two bony nubs can be felt on their skull.
The target must save vs. Poison every day to prevent the condition progressing, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row they complete their transformation into an ordinary goat with a lit candle on its forehead that never burns out.
Any healing from a Servant of the Seven Serpents during this time will actually progress the condition.
19The Mystic can feel something digging at their mind and must save vs. Poison. If they fail their body is torn apart from within by emerging singing bluebirds that swirl into the sky and fall upon all those around them.
20The ritual succeeds, but the next time they sleep the target must save vs. Poison. If they fail, their body slowly transmutes and slithers away throughout the night until there is nothing left of them but a dry outer skin.

 

The thing I like most about these rules is that I can have Mystics of different religions running around that actual feel and play like they have different religions, without having to do, like, any work. It pretty much just happens.

 

If you’d like to make your own you can download the InDesign file for the cards from Penny Pamphlets or click here, and spend 5 minutes altering the Liturgies and Inherent Abilities to whatever religion you like.

 

And if you can’t be bothered actually writing a Malpractice table beforehand you can just use this template and make up the specifics as you need them:

 

 

d20Malpractice Template
1Target takes damage.
2Ritual succeeds, but target is subject to an ongoing debilitation.
(roll on Duration table)
3Target is subject to an ongoing effect or alteration, no mystical healing or cures until it ends.
(roll on Duration table)
4Ritual succeeds, but target is subject to a permanent effect or alteration.
5Target is subject to an ongoing debilitation.
(roll on Duration table)
6Ritual succeeds, but target is subject to a permanent effect or alteration.
7Target takes damage.
8Ritual succeeds, but target is subject to a permanent effect or alteration.
9The ritual succeeds, but the Mystic takes damage.
10Ritual succeeds, but target is subject to a permanent effect or alteration.
11Target is subject to an ongoing effect or alteration.
(roll on Duration table)
12Ritual succeeds, but target is subject to a permanent effect or alteration until they perform a task to remove it.
13Major mishap involving detrimental alteration, loss of hp or stats, etc.
14Target is subject to a major permanent effect or alteration.
15Target is subject to a permanent effect or alteration.
16Target is subject to a permanent effect or alteration.
17Area affect that everyone within 30' must make a save to avoid.
18The ritual succeeds, but the target is subject to a progressing condition.
The target must save vs. Poison every day to prevent the condition progressing, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row the condition results in their spectacular death.
Any healing from a Mystic of the same religion during this time will actually progress the condition.
19Mystic must save vs. Poison or die.
20The ritual succeeds, but the target must save vs. Poison the next night or die.

14 comments



PETTY GODS // DELVERS OF THE GOLDEN VEINS


So Petty Gods is being re-revived, and here’s one of my awful entries.

 

Text from a year or so ago, art from a few days ago.

 

//

 

Hidden away in the mountains, living in whitewashed caves, away from the prying eyes of those who would call themselves holy.

Their god is a walking mountain of flesh, all-consuming, ever enduring.

 

When the stars are deemed right, worshipping before an idol carved into stone wall, when their ululations reach fever pitch one of their number is blessed with transformation, alchemy of the soul and body. Their limbs atrophy and their back bends, their torso expands to the floor like a dropped sack, skin grows dark and pocked, their flesh is doughy and pliable, it is forbidden to touch during the transformation. Their head rots and retreats into the body, new pink-flecked quivering orifices open on their belly and across their sides, dissolving anything placed before them into atoms and breathing in the spore cloud.

 

Holy manifestation of their god, the Atmungsgebirgshund is carefully moved to a dais, carved from a crop of stalagmites, fed and adored. As it feeds, the Atmungsgebirgshund’s body becomes ever more stone-like, fracturing, forming peaks.

When the stars again proclaim the time right, crowning spires of light grow from the pinnacle of the Atmungsgebirgshund’s spine hill, and the Delvers fall upon it with pick and hands. They drink deeply of the golden blood that flows as they break away the shards of its flesh, and they are once more blessed to live long in worship amongst the mountains.

 

Their god does not exist. Their god is communal. Their god is them.

If they were destroyed, so would their god be.

 

Their number never exceeds 40, breeding is only permitted when another member has been lost, either by violent death or ascension.

Memories of persecution have rooted deep over the ages, and any intrusion into their caves will be seen as an attack. The Delvers are non-violent, their god is not. Some will delay the intruders, throwing their bodies upon the blades, others will fall against the Atmungsgebirgshund in supplication to be consumed.

 

Cracking shards of primordial blue light extend from the Atmungsgebirgshund’s belly, roots worthy of a mountain god, the orifices penetrating its side expand and howl like rushing wind, every Delver sacrificed on its body increases its HD.

 

You will see a mountain walk, you will see your flesh drawn across the room like pollen on the wind.

 

Name: Atmungsgebirgshund
Alignment: Lawful
Movement: 120′ (40′)
Armor Class: 0
Hit Points (Hit Dice): 8 (1 HD + 1 per self-sacrificed Delver)
Attacks: Special
Damage: Special
Save: M23
Morale: 12
Hoard Class: The Delver’s art may be worth something to the right person
XP: 2000 x HD at time of death

 

Once the first Delver has been sacrificed on its side, the Atmungsgebirgshund is able to digest the flesh of one creature within 4′ at the rate of 1hp per round. Every additional sacrifice increases the range by 4′ and allows another creature to by consumed simultaneously.

Every round there is a 10% chance of fragmented spikes of blue light bursting from the earth, impaling the unlucky creature above, consuming them from within in floating blue sparks that rise as the spikes retreat. Save or Die.

 

If anyone other than a Delver attempts to drink the golden blood of the Atmungsgebirgshund roll below.

 

d6Effect of the Blood of the Atmungsgebirgshund
1Your torso turns to stone, brittle internal walls crack and break, you're alive as your body splits in half and stone organs spill across the floor.
2An atomising black hole forms in your belly, consuming you from the inside, lasting another hour after you have disappeared, affecting anything that comes within 10'.
3Roots of molten stone seep from your feet and embed deep into the earth, your legs petrify up to the knees. Better find a hammer.
4For the next 4 days you gain no nutrition from anything you eat, you grow weak, but a solid gold nugget is forming in your belly, worth 2000gp if you can pass it.
5You can hear the Breathing Mountain, you weep at its glory, you remain in the caves to rebuild its family and live forever. Slay any who would stand in your way.
6The blood of the earth fills your veins, you will never age, decrease your Dexterity by 1 every year that you do not drink the golden blood of the Atmungsgebirgshund as you slowly turn to living stone.

4 comments



Show Me Where The Angel Touched You


I’ve been doing some illustration work for Mateo Diaz’s absurdly lovely Pernicious Albion, and so far it’s producing some of my favourite things I’ve ever drawn, so I’m looking forward to it being an actual thing that I can hold and play and you should be too.

The link above goes to Mateo’s initial concept and content rundown, but follow the label at the bottom of that post to see all the other things he’s posted on the subject.

 

The illustrations:

 

Penemue, Mad Angel of Secrets, who taught people writing before it was meant to, and will say hello to you via personally-addressed thousand-year-old dungeon graffiti carved into the walls.

 

And the Incubus, which is fairly self-explanatory.

 


4 comments



Rubenesque as Fuck


I really enjoy drawing fat girls.

 

Xanthuulia, Devotee of the Corpulent One.

 


No comments yet, tell me what you really think



Full of Clerical Errors


Following on from the last post, here’s some actual Mystics.

 

Devotee of the Corpulent One

 

They Worship What Now?

More a projection of collective behaviour and desire than a real deity, the Corpulent One manifests as an enormous bloated humanoid being that sprouts arms and various other body parts almost at random from its pustulent body.

Devotees worship him in excess of all things, food, liquor, narcotics, lust.

 

Facts and Foibles

  • Devotees do not have a measure of Faith, but must be in a constant state of intoxication or excess to perform rituals. While in this state they are at -2 for all physical rolls, and unless you’re terrible at life should be role-played like the messy hedonists they are.
  • Devotees often make use of glass cups to help maintain a constant state of inebriation. A liquid narcotic is poured into the cup and heated, which the Devotee then suctions to their back for absorption through the skin. This or something like it is what passes for a Holy Symbol among Devotees.
  • If they are sober but wish to cast a ritual the Devotee must make a Test of Faith roll, or may gain d4 temporary Faith points by performing an act of excess like necking a full bottle of moonshine or devouring an entire roasted boar leg.
  • On a 20 on Why Hast Thou Forsaken Me the Devotee loses their mind and transforms into a manifestation of the Corpulent One with a healthy appetite. HD equal to the Devotee’s level, 1 +1 per HD attacks with multiple arms and mouths, 20% chance per round of vomiting in a 10′ spray, save vs. Poison or trip balls. Everyone is on the menu.

Rituals

Delirium Tremens

Mystic Level 1

Duration: Instantaneous

Casting Time: 1 round

Range: Touch

 

The Devotee drains themselves of all intoxicants and narcotic effects, becoming utterly sober, and transfers it to a single target.

The target must save vs. Poison with a penalty equal to caster level or shiver and shake and sweat and retch and shit themselves to death under the full weight of a Devotee’s worship of excess.

If they save they’ll still be cripplingly intoxicated for the next 3d8 hours.

 

 

Endless Feast

Mystic Level 1 (replaces Turn Undead)

Duration: It ain’t over ’til it’s over.

Casting Time: 2 rounds

Range: 60′

 

A feast forms out of the surrounding area; trees bend and break themselves into a table, fully-laden platters form from dust and refuse and vapour swirls out of the air and settles as wine into goblets.

1d6 + caster level beings within view who aren’t Devotees of the Corpulent One must save vs. Magic at -2 or begin to partake in the feast. Other Mystics can save as normal and people of the Devotee’s choosing can save at +2. Creatures who are above human-like desires are unaffected.

While the feast continues anyone that comes within 10′ must save to avoid joining. Anyone trying to drag someone away from the feast will find that they’re grafted to the seat.

A further save can be made every day to try to leave the feast, but the amount of food and wine consumed each day decreases Constitution, Dexterity, and Strength by 1 (if they don’t have ability scores, just figure out which one of those things they’d have the most of and set an appropriate number). Once any score reaches zero the Corpulent One manifests at the table and consumes them, laughing hysterically and gulping from a great goblet of wine.

Seeing this causes anyone still partaking in the feast to save at a further -1 from then on.

Casting Endless Feast immediately sobers the Devotee.

 

 

 

Malpractice
1d20
1The flesh within the wound begins to consume itself, releasing an intense smell of rot amidst a cacophony of sucking noises and causing damage equal to the healing ritual used.
2The wound is healed but for the next d6 hours the target is on a rollercoaster of uppers and downers, every time they try to do anything more difficult than walking there is a 50% chance of a new narcotic effect kicking in, preventing them from completing the action.
3Boils and blisters that smell like a hangover bubble up around the wound, the target is at -2 to physical rolls for the next d4 days. These hp cannot be healed until the blisters are gone.
4The wound heals, but little foetus arms grow out of it overnight.
5Fat begins to flow out of the wound like a split liposuction bag, strange rodents appear out of nowhere to drink the fat until it dries up in d8 turns. These hp cannot be healed until it dries up.
6The wound is healed but short tendrils of flesh grow from the area. Unless they are smeared with something they can consume at least once a day they will digest the flesh around them and plant the seeds for more tendrils.
7The wound smells irresistible and the Devotee takes a d2 bite out of it.
8The wound is healed but the target now suffers a loss of self control, needing to save vs. Poison to resist any intoxicants in their vicinity.
9Pound of Flesh. The Devotee tears a chunk of flesh from their own body and grafts it into the target, healing the wound but taking equal damage.
10The wound is healed but does not completely close, luminescent blue mushrooms with shimmering green gills grow from the wound, they are highly hallucinogenic when consumed but deal 1hp of damage with a 10% chance of addiction/growing from the eater's own body.
They fruit once a week and turn to black sludge after 2 days.
11No hp are restored, pink blisters swell around the Devotee's throat and burst, sending them on an acid trip for the next d6 turns.
12The wound is healed, but the target's body swells and bloats, reducing Dexterity by 2 until they lose the weight.
13No hp are restored, and the intoxicating smell seeping from the wound requires everyone, including the target, to save vs. Poison to stop themselves tearing at the target's flesh for consumption.
14Chittering teeth emerge amidst the torn flesh and snap shut into a grotesque mouth where the wound used to be. The target must feed it every day or lose 1hp as the flesh around it decays.
15No hp are restored and the target's blood flows out of their wounds, eventually turning into a clear alcohol before it stops draining out. The target is somehow able to live, but their Intelligence is reduced by 2, the Devotee would like very much to drink from them, and their blood is now flammable.
16No hp are restored, effect as Delirium Tremens but with a bonus instead of penalty equal to caster level.
17No hp are restored, thick round bulbs of flesh sprout all over the Devotee and burst in a yellow cloud like sporing mushrooms. Everyone within 30' must save vs. Poison or collapse in a comatose drug nightmare for the next d6 turns. The Devotee is not allowed a save.
18The wound is healed but the area around it soon begins to turn green, weeping foul-smelling fluids and becoming almost gelatinous. The target must save vs. Poison every day to prevent the condition progressing and taking over more of their body, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row their body collapses in a seething pile of bubbling green filth.
Any healing from a Devotee of the Corpulent One during this time will actually progress the condition.
19No hp are restored, the Devotee's belly splits open and spills their intestines onto the floor, causing damage equal to the healing ritual used. If they survive, their innards grow back and they regain the hp lost.
20The wound is healed, but the next time they sleep the target must save vs. Poison or erupt in a manifestation of the Corpulent One, tearing and digesting their own flesh until there is nothing left but a pungent stain. The rest of the party will definitely hear this.

 

Read the rest…


2 comments