The dammed that roam dead-holy-towns, part II: Encounters for OSE, Mörk Borg, and NPFTH
Game Design Log #26
Traversing the streets of this dead holy town, you come across with something on your way.
Roll for an encounter!
1d4
Death followers of the flesh and blood.
Human weaves of communion and despair.
Slugs of the lustful rapture.
Mechanical lives of eternal servitude.
Sometimes, these creatures make reference to something call “Grief”, so if you want to use them in your OSR game…
…for something like OSE you can use this:
Grief → XP or Treassure carried by PCs or sum of both (divided by 1000).
…for something like MÖRK BORG you can use this:
Grief → Omens, or Silver dived by 100, or the sum of both.
…also for MÖRK BORG you can use this conversion for stats:
Strong → Strenght
Agile → Agility
Imposing → Presence
Resilient → Toughness
Sneaky → Agility
Observant → Presence
…for both you could also add this:
Let the PCs spend “X” HP to increase their roll by “X”.
Spirits that roam dead wheeled holy towns
Death followers of the flesh and blood
Shadows of their past life, these corpses are held by the power of the Chasm and the rites of sacrifice they did in life to bind their spirits to the spirit of flesh and blood.
Betrayers of their god, these colonists found the power of the spirit of flesh and blood more alluring than the piety of their labor on the island.
What is left of their bodies has mutated by the magical powers of blood and flesh. Spines, twisted limbs, and exposed bones, all of them are common among the bodies of the Death followers.
They learned two secrets of witchcraft from the flesh-and-blood spirit before they died, which they can still use as undead.
Roll twice, 1d10
Blind-sight: In darkness, they perceive anything 20’ from them as
normal.
Voided: Suppresses any magic coming from a source that is 20’ or fewer from them.
Beast master: They can use one action to possess the body of a wild beast. To
leave the body of the beast they have to use one action. If they die being the beast, their own undead body turns to ashes.
Blood knife: They can use 1d4 of their Blood (HP) to make a knife of blood. The
knife will crumble to dust when the sun crosses the horizon. They can wield up to two of these knives.
Bond of pain: By using 1d4 of their Blood (HP) they can bond themselves to an
adversary. From then forward, any loss of Blood (HP) they suffer also will be suffered by the adversary.
Blood drain: By biting into the flesh of an adversary they can drain their Blood (HP). The biting is an attack with no weapon die. The damage that they do with the bite attack is how much Blood (HP) they drain from them. All the Blood (HP) they drain becomes black inside them.
Bless of blood: By losing 1d4 of their Blood (HP) they can give an advantage (roll twice and choose a better result) on their next roll to any member of the Death Followers.
Corrosive breath: By losing 1d6 of their Blood (HP), they breathe becomes a
corrosive cloud that from them, to 20’ in front in a cone, makes all armour to
deteriorate ( 1 tier / 1-in-6 chance to be destroyed) and all skin to burn (1d4 of damage).
Black Bloody eyes: Driving the black Blood (HP) to their eyes, and losing 1d4 of
it in the process, the Death Follower’s glance becomes terrifying. One target that they can glance at must make a morale roll or a Saving Throw against being frozen by fear.
Hex: By loosing 1d4 of their Blood (HP) they can give disadvantage on their next roll to any adversary.
STATS
For OSE
Armour Class → 14
Hit Dice → 5 (22hp)
Attacks → 1 × Claw (1d4) or Witchcraft secret (any damage from a witchcraft secret that is not specify it is count as 1d6).
Movement → 60’
Saving Throws → D10 W11 P12 B13 S14
Morale → 12
XP → 300
▶ Bone thorns: When attacking a Death Follower with a melee weapon there is the posibility of being pierced by the bone thorns that cover their bodies. If a melee atack fails, the attacker receives 1d6 of damage.
▶ Bone and blood shrapnel: When a Death Follower is destroyed, its body explodes, throwing shrapnel all around in a radius of 20'. Anyone inside the explosion radius has to make a Saving Throw (B) or they get pierced (1d6).
▶ Damage immunity: Only harmed by fire or magic. All damage reduced by half.
▶ Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
For NPFTH (to use with Mörk Borg → Blood=HP + Imposing as stat for everything when used by the colonist’s spirit)
They do everything with Imposing +3.
Blood → 15 (all black)
Actions → Bone thorns (1d4) + Claw (1d4) or Witchcraft secret
Movement → 30'(as common humans)
Armor → 1d4 (Bone thorns, add to attack. If damageded and broken, do not add to attack rolls).
Morale → 12
▶ Bone and blood shrapnel: When a Death Follower is destroyed, its body explodes, trhowing shrapnel all around in a radius of 20'. Anyone inside the explosion radius has to make an Agile or Resilient roll or they get pierced, loosing 1d4 of Blood.
▶ Damage immunity: Only harmed by fire or magic. All damage reduced by half.
Human weaves of communion and despair
Drawn by a common horror, these colonists embraced each other in terror in the face of the strange visions that plagued their town.
The Chasm mutated them, uniting them into a single deformed and repulsive body that is driven by the echo of the last feelings of despair that flooded their minds.
These spawns are a whirlwind of torn skin and muscles, covered in bile. If one has a keen eye, will see faces in horror peeking out from between the folds of the slippery skin.
STATS
For OSE
Armour Class → 19
Hit Dice → 5 (22hp)
Attacks → 6 × bite (1hp + slip + psychic shock)
Movement → 30’, can climb walls, does not suffer fall damage.
Saving Throws → D12 W13 P14 B15 S16
Morale → 10
XP → 350
▶ Slip: 1-in-6 chance the victim of a hit falls to the ground. The creature then immediately oozes on top of the victim and attacks bitting it 6 more times.
▶ Paralyse with terror: Anyone seeing this creature must save versus paralysis or be paralysed with terror. Paralysis is broken if the creature goes out of sight.
▶ Psychic shock: Every time someone is hurt by this creature they will receive a shock of the memories of the beings that compose it. There is a 2-in-6 chance that the recalled memory will be useful for the PC and a 4-in-6 chance that the memory is of a painfull moment, damaging the PC with 1d4.
For NPFTH (to use with Mörk Borg → Blood=HP + Imposing as stat for everything when used by the colonist’s spirit)
They do everything with Imposing +1.
Blood → 20 (all black)
Actions → 6 × bite (1hp + slip + psychic shock)
Movement → 30'(as common humans), can climb walls, does not suffer fall damage.
Armor → none
Morale → 10
▶ Slip: 1-in-6 chance the victim of a hit falls to the ground. The creature then immediately oozes on top of the victim and attacks bitting it 6 more times.
▶ Paralyse with terror: Anyone seeing this creatur must make an Inpossing opose roll against it. On a fail they get paralysed with terror. Paralysis is broken if the creature goes out of sight.
▶ Psychic shock: Every time someone is hurt by this creature they will receive a shock of the memories of the beings that compose it. There is a 2-in-6 chance that the recalled memory will be useful for the PC and a 4-in-6 chance that the memory is of a painfull moment, making the PC to loose 1d4 points of Blood.
Slugs of the lustful rapture
These colonists, feeling abandoned and betrayed by their god, decide to submit to what they call the “sin of lust”.
The chasm, fed by the guilt that still lived inside their minds —hammered into their souls by the persistent and vehement words of their priests through years of instruction— answered to make reality their self-fulfilled destiny. Acting as the hand of their god, the Chasm transformed their bodies into slugs, condemned to an insatiable lust and the curse of melting the flesh that they craved to touch.
STATS
For OSE
Armour Class → 14
Hit Dice → 2 (9hp)
Attacks → 1 × touch (consume flesh) or "Song of skin craving"
Movement → 10’
Saving Throws → D12 W13 P14 B15 S16
Morale → 9
XP → 50
▶ Song of skin craving: The slugs can intone a psychic song, which floods the minds of those who listen to them (60') with an unbearable lust. When seeing these psychic images, those who fail a Saving Throw (S), will fall under the spell of the slugs, seeing them as beings of infinite attraction to their own desires. They will run towards them with the craving of being embrace. Each time someone spell-bound in this way is harmed, they have the opportunity to repeat the save to free themselves from the spell.
▶ Acid: When in contact with a victim, sticks on and exudes acid. The acid destroys wood or metal (including armour) in 5 rounds, but cannot affect stone.
▶ Consume flesh: Once in contact with flesh for 5 rounds, the victim is consumed, and becomes part of the slug.
▶ Removing: Once stuck on a victim, can only be removed by fire or salt. Fire inflicts half damage to the victim and half to the slug.
▶ Immunity: Unharmed by all attacks made with blunt weapons.
For NPFTH (to use with Mörk Borg → Blood=HP + Imposing as stat for everything when used by the colonist’s spirit)
They do everything with Imposing +2.
Blood → 10 (all black)
Actions →1 × touch (consume flesh) or "Song of skin craving"
Movement → 10'
Armor → none
Morale → 8
▶ Song of skin craving: The slugs can intone a psychic song, which floods the minds of those who listen to them (60') with an unbearable lust. When seeing these psychic images, those who fail an oppose roll of Imposing against the slug, will fall under their spell, seeing the slugs as beings of infinite attraction to their own desires. They will run towards them with the craving of being embrace. Each time someone spell-bound in this way is harmed, they can make a new Imposing opose roll agaist the slug to free themselves from the spell.
▶ Acid: When in contact with a victim, sticks on and exudes acid. The acid has a 1-in-6 chance of destroying any wood or metal. This deteriorates armour in one tier. Cannot affect stone.
▶ Consume flesh: Once in contact with flesh it makes the victim to lose 1d6 points of Blood every turn. If they reach zero Blood because of this, then the victim is consumed and becomes part of the slug.
▶ Removing: Once stuck on a victim, can only be removed by fire or salt. Fire inflicts half damage to the victim and half to the slug.
▶ Immunity: Unharmed by all attacks made with blunt weapons.
Mechanical lives of eternal servitude
These colonists, escaping from the sin of the flesh, had decided to follow the path of the machine god, one of the three accepted interpretations of the divinity of their god-man-king.
Their bodies are constructed from clockwork machinery, steam, and fire. The last surviving fragments of their humanity, heart and brain, are in some of them visible, shown with pride inside beautifully ornated cages, and in others deeply hidden on their metallic bodies.
Their limbs have been repurposed to work as deadly weapons, and they can use them tirelessly to kill any heathen that crosses their path.
STATS
For OSE
Armour Class → 17
Hit Dice → 7 (31hp)
Attacks → 2 × Deathly limb (2d10) or 1 × breath (1d10, fire)
Movement → 90'
Saving Throws → D8 W9 P10 B10 S12
Morale → 11
XP → 1000
▶ Vulnerable to water: If a "Mechanical live" gets totally wet by watter, the next attack does double damage. While a "Mechanical live" is partially submerge on water, any damage to it is double. If it is totally submerge in water the fire that fuels its movement is extinguished and the "Mechanical live" enters on stasis.
▶ Vulnerable to acid: If a "Mechanical live" gets attacked with acid any damage to it is double.
▶ Expose heart or brain: When hitted with a Nat20 there is a 1-on-6 chance that its heart or brain gets exposed. If both, brain and heart, gets destroyed, the "Mechanical live" die.
▶ Immunity: Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
▶ Energy immunity: Unharmed by fire.
▶ Fire breath: They may breathe a 10’ cone of fire directly in front.
▶ Healed by fire: Each hit point of damage a fire-based attack deals restores 1hp to a "Mechanical live".
▶ Furnace of recovery: Every turn their inner fire is still up they recover 1hp.
For NPFTH (to use with Mörk Borg → Blood=HP + Imposing as stat for everything when used by the colonist’s spirit)
They do everything with Imposing +3.
Blood → 31 (all black, oily, flammable)
Actions → Deathly limb (2d10) or Fire breath (2d10, fire, 20' cone, they sacrifice 1d6 of blood).
Movement → 90'
Armor → 1d6/1d10, 1d6 if they proudly show their brain and heart or 1d10 if they have it hidden. When the armor gets broken their heart and brain its exposed, if their heart and brain are destroyed, it dies.
Morale → 11
▶ Vulnerable to water: If a "Mechanical live" gets totally wet by watter, the next attack does double damage. While a "Mechanical live" is partially submerge on water, any damage to it is double. If it is totally submerge in water the fire that fuels its movement is extinguished and the "Mechanical live" enters on stasis.
▶ Vulnerable to acid: If a "Mechanical live" gets attacked with acid any damage to it is double.
▶ Immunity: Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting witchcraft.
▶ Energy immunity: Unharmed by fire.
▶ Healed by fire: Each point of Blood they should lose in an attack made with fire is instead regained as an extra Blood point.
▶ Furnace of recovery: Every turn their inner fire is still up they recover 1 Blood point.