Traversing the streets of this dead holy town, you come across with something on your way (this is a compilation of three previous posts).
Roll for an encounter!
1d12
Feral rapture of the cannibal sin.
Blind follower's choir.
Chained slaves of pain.
Flaming penitents.
Death followers of the flesh and blood.
Human weaves of communion and despair.
Slugs of the lustful rapture.
Mechanical lives of eternal servitude.
Pallbearers of the sinners’ dreams.
Plague bearers.
Ink-covered scribes.
Shadows of greed.
Sometimes, these creatures make reference to something called “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
1. Feral rapture of the cannibal sin
These colonists have fallen to madness under the pressure of living in contact with the Chasm1. Their minds, failing to understand the meaning of the visions that the Cham imprints in their dreams, have gone awry.
In madness, they have fallen to hunger and violence, and in an infinite shame, thinking of themselves as being trapped by their god-man-king on the land of eternal damnation, they have embraced the first sin, cannibalism.
They are:
d4
All children.
All extremely old people.
A mixture of ages, from afar they look as a common group of colonists.
Imposible to say, child look old, adults look childlish, all of them covered in animals feathers and skins, their faces stained with dried blood.
Always double their number when they are part of an encounter.
STATS
For OSE
Armour Class 10
Hit Dice → 2 (9 hp)
Attacks 1 → Bite (2d4)
Movement → 60’ (20’)
Saving Throws → D12 W13 P14 B15 S16
Morale → 12
XP → 10
▶ Initiative → They always lose.
▶ Sensitive smell → They can track the smell of fresh blood.
▶ Relentless hugh → If they catch someone before attacking them, their next atack makes 1d4 extra damage.
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 → 7 (all black)
Actions → Bite (2d4) or Relentless hugh
Movement → 30'(as common humans)
Armor → None
Morale → 12
▶ Initiative → They always attack last.
▶ Sensitive smell → They can track the smell of fresh blood.
▶ Relentless hugh → If they catch someone before attacking them, their next bite is done with an extra d4.
2. Blind follower's choir
These spirits sing the songs of their god-man-king, in an eternal prayer of pain, begging to be released from their pain and the chains that bound them to the warped magic of the Chasm.
Their skin is translucent, their bodies almost ethereal, and float slowly, as move as a ghostly wind.
STATS
For OSE
Armour Class 12
Hit Dice 3 (13hp)
Attacks → 1 × chilling touch (1d6) or 1 × Song of Pain or 1 × Possession
Movement → 240’ (80’), they fly
Saving Throws → D10 W11 P12 B13 S14 (4)
Morale → 12
XP → 150
▶ Undead → Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
▶ Mundane damage immunity → Only harmed by silver weapon or magic.
▶ Song of Pain → Anyone at 30' from the source of the song has to make a Saving Throw (P), in a fail they get entranced by the song and they can only get closser to the source of the song.
▶ Possession → Anyone in close combat can be possesed by the blind follower. The creature being possessed has to make a Saving Throw (S) or becomes possessed by one hour. The blind follower will use its new body to try to scape from town. The creature whose body was possessed becomes a ghost, (at a 1 in 4 chance of being imperceptible to any living creature), it has the same stats as the blind follower.
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 +(Max Grief between the PCs).
Blood → 12 (all black)
Actions → "Chilling touch" (1d6) or "Song of Pain" or "Possession"
Movement → 60'(they fly and they can pass through walls).
Armor → 1d6 / None when attacked with silver weapons (their inmaterial body does not receive the full damage of normal weapons).
Morale → 12
▶ Song of Pain → Anyone at 30' from the source of the song has to make a Resilient or Imposing roll DC 15, in a fail they get entranced by the song and in their turn they can only get closser to the source of the song.
▶ Possession → Anyone in close combat can be possesed by the blind follower. The creature being possessed has to make a Resilient or Imposing roll DC 15 or becomes possessed by one hour. The blind follower will use its new body to try to scape from town. The creature whose body was possessed becomes a ghost, (at a 1 in 4 chance of being imperceptible to any living creature), it has the same stats as the blind follower.
3. Chained slaves of pain
Slaves in chains walk through the streets of the dead-wheeled-holy-town. They walk in a pilgrimage of guilt and betrayal, crying out for the god to whom they pledged their lives, the slaver god of colonists, the god-man-king, still believing that in his forgiveness is their salvation.
They wear thick chastity belts and their heads are covered by heavy metal helmets in the shape of bells, with small slits for their eyes and mouths. The chain that binds them together is long; between each of them there is 30’ of chain.
They speak Pious (the language of the colonists) and have forgotten the languages of the island, or have decided never to speak them again. In penance, they seek to bring contentment to their new god.
STATS
For OSE
Armour Class → 16
Hit Dice → 1 (4hp)
Attacks → 1 × Rusted chain (1d8) or Hammering head (1d6)
Movement → 60’
Saving Throws → D11 W12 P14 B16 S15
Morale → 7
XP → 15
▶ Rusted Chain: The chain binds the slaves together and they have learned to use it in sync. A slave can use the chain to attack anyone within 10' of any slave (themselves as well) or within a 20' diameter sphere centered between two slaves.
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 → 4 (all white)
Attacks → 1 × Rusted chain (1d8, tag infected) or Hammering head (1d6, tag stunner)
Movement → 60’
Armor → 1d8
Morale → 7
▶ Rusted Chain: The chain binds the slaves together and they have learned to use it in sync. A slave can use the chain to attack anyone within 10' of any slave (themselves as well) or within a 20' diameter sphere centered between two slaves.
▶ Stunner: When hitting with a NAT 20 the Hammering Head can stun the target (stun condition -d4).
▶ Infected: When hitting with a NAT 20 the Rusted Chain can infect the wounds of their victims (infected condition -d4).
4. Flaming penitents
With no escape from the madness that the Chasm had brought into their lives, these colonists decided to end their days under the purifying flame of their god-man-king. It is impossible to know where they come from, as they die soon after appearing from hidden places in the city. The most terrifying thing about them, is that they run in silence, and that among the flames you can glimpse the outlines of their smiles, as they embrace the pain of the flames as a gift from their god.
Always triple their number when they are part of an encounter.
STATS
For OSE
Armour Class → 9
Hit Dice → 2 (9hp)
Attacks → 1 × Blazing embrace (1d6)
Movement → 60’
Saving Throws → D11 W12 P14 B16 S15
Morale → 12
XP → 10
▶ Blazing embrace: A Flaming penitent will grab and hugs tight to the first person they encounter on their path. Someone who is embraced by a flaming penitent can only be free from the embrace when the penitent dies. A flaming penitent embracing a creature will lose 2 HP per turn.
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 → 10 (all black)
Attacks → 1 × Blazing embrace (1d6)
Movement → 60’ Armor → 1d8 against wooden weapons. These are the flames consuming the wood of the weapons, and therefore this armor can't be broken.
Morale → 12
▶ Blazing embrace: A Flaming penitent will grab and hugs tight to the first person they encounter on their path. Someone who is embraced by a flaming penitent can only be free from the embrace when the penitent dies. A flaming penitent embracing a creature will lose 2 points of Blood per turn.
5. 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.
6. 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.
7.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.
8. 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.
9. Pallbearers of the sinners’ dreams
These are the souls of the colonists who have been condemned to lead burial rites for eternity. In deep fear as they faced the end of their lives, the twisted energy of the Chasm fed on the last images that took hold of their minds; that of a limbo, as the only place where they could hide so as not to pay their sins to their god.
To be fit to serve their eternal fate, their skin has become marble, strong, and durable. They do not need to sleep or eat, but they feel tired and hungry. They all carry on their backs a stone coffin, without a lid.
STATS
For OSE
Armour Class → 19
Hit Dice → 10 (45 hp)
Attacks → None, they just walk away toward a graveyard.
Movement → 60’ (20’)
Saving Throws → D6 W7 P8 B8 S10
Morale → 12
XP → 50
▶ Unstoppable: Nothing can stop them. Only if they are destroyed they will fall and crumble.
▶ Undead → Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
▶ Weapon Immunity: Unharmed by all attacks made with slashing or pircing weapons.
▶ Energy immunity: Unharmed by fire, acid or cold.
▶ Bearing your sins: When they cross someone's path they will absorb their sins, and will continue to do so until they are destroyed. Every turn after a person encounters the "Pallbearers of Sinners' Dreams", they will feel a pull from their chest to one of the coffins, they will lose 1 HP, and they will forget something they regret, or the details of it will become fuzzy. The coffins on the back of the "Pallbearers of Sinners' Dreams" will glow brighter with every HP and memory they take from the people looking at them.
▶ Buring your sins: They will carry the sin of those who have looked at them to a graveyard. Each turn there is a 1-in-6 chance that the graveyard will emerge from a magical fog. The "Pallbearers of sinners' dreams" will enter the graveyard and begin to bury the coffins they carry. They do so in 1d6 turns. If all the coffins are buried anyone inside the cemetery falls unconscious and wakes up hours later in the same place where they first saw the "Pallbearers of the coffin of sinners' dreams". The memories they lost are lost forever and now their current HP is their maximum HP.
▶ Looking at the coffin on their backs: If anyone looks into one of the glowing coffins, they will see the sins it has been devouring.
The people to whom these memories belong will feel a tug, as if a rope is pulling them from their chests into the coffin. Whoever enters a coffin will fall into a pocket dimension inside the "Pallbearers of sinners' dreams".
▶ The pocket dimension: The pocket dimension is a catacomb, with four exits. If someone crosses one exit they return to the catacomb through one of the other exits. There is an open stone coffin in the center. Next to it, looking inside, the person who became the "Pallbearers of sinners' dreams". If someone enters that coffin, they come out of the pocket dimension. If the person who was the "Pallbearers of Sinners' Dreams" enters it, (he is afraid of it and thinks that if he enters he will die and be punished by his god), the catacomb will start to crumble, the "Pallbearers of Sinners' Dreams" will be destroyed, and any memories or HP that this "Pallbearers of Sinners' Dreams" took with him will be returned. If the person who was the "Pallbearers of Sinners' Dreams" is killed, the catacomb will crumble, but any memories or HP they stole will not be returned. Anyone who does not escape from the catacomb when it crumbles becomes the "Pallbearers of Sinners' Dreams".
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 +4.
Blood → 45 (all white)
Attacks → none
Movement → 60’
Armor → 1d10 (the armor is their marble skin, if the armor breaks their body crumble and they are destroyed).
Morale → 12
▶ Unstoppable: Nothing can stop them. Only if they are destroyed (loosing all their blood or by breaking their armor) they will fall and crumble.
▶ Undead → Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
▶ Weapon Immunity: Unharmed by all attacks made with slashing or pircing weapons.
▶ Energy immunity: Unharmed by fire, acid or cold.
▶ Bearing your sins: When they cross someone's path they will absorb their sins, and will continue to do so until they are destroyed. Every turn after a person encounters the "Pallbearers of Sinners' Dreams", they will feel a pull from their chest to one of the coffins, they will lose 1 Blood or 1 Grief (the player chooses), and they will forget something they regret, or the details of it will become fuzzy. The coffins on the back of the "Pallbearers of Sinners' Dreams" will glow brighter with every Blood/Grief and memory they take from the people looking at them.
▶ Buring your sins: They will carry the sin of those who have looked at them to a graveyard. Each turn there is a 1-in-6 chance that the graveyard will emerge, from a magical fog. The "Pallbearers of sinners' dreams" will enter the graveyard and begin to bury the coffins they carry. They do so in 1d6 turns. If all the coffins are buried anyone inside the cemetery falls unconscious and wakes up hours later in the same place where they first saw the "Pallbearers of the coffin of sinners' dreams". The memories they lost are lost forever and now their current Blood becomes their maximum Blood.
▶ Looking at the coffin on their backs: If anyone looks into one of the glowing coffins, they will see the sins it has been devouring.
The people to whom these memories belong will feel a tug, as if a rope is pulling them from their chests into the coffin. Whoever enters a coffin will fall into a pocket dimension inside the "Pallbearers of sinners' dreams".
▶ The pocket dimension: The pocket dimension is a catacomb, with four exits. If someone crosses one exit they return to the catacomb through one of the other exits. There is an open stone coffin in the center. Next to it, looking inside, the person who became the "Pallbearers of sinners' dreams". If someone enters that coffin, they come out of the pocket dimension. If the person who was the "Pallbearers of Sinners' Dreams" enters it, (he is afraid of it and thinks that if he enters he will die and be punished by his god), the catacomb will start to crumble, the "Pallbearers of Sinners' Dreams" will be destroyed, and any memories or Blood that this "Pallbearers of Sinners' Dreams" took with him will be returned (Grief is never returned). If the person who was the "Pallbearers of Sinners' Dreams" is killed, the catacomb will crumble, but any memories or Blood they stole will not be returned. Anyone who does not escape from the catacomb when it crumbles becomes the "Pallbearers of Sinners' Dreams".
10. Plague bearers
These are the undying bodies of those colonists who carried in them the northern diseases that killed many of the island's inhabitants.
Seconds before they died, they remembered all those who died from these diseases they brought. With shame and regret, they remembered how they kept the cure of these diseases a secret to themselves, either out of self-righteousness or by order of their king. The Chasm fed on these memories of regret, turned them into what they themselves now facing death discovered they had been in life, bearers of death and plague.
Always triple their number when they are part of an encounter.
STATS
For OSE
Armour Class → 10
Hit Dice → 1 (4 hp)
Attacks → 1 × infected nails (1d6 + disease)
Movement → 60’
Saving Throws → D14 W15 P16 B17 S18
Morale → 7
XP → 5
▶ Disease: Anyone slashed by the "Plague bearers's" nails, or ingesting slime from a Exploding pustule, contracts a horrible rotting disease. When sick with this disease, rest only heals half and magic cannot restore HP. The disease can only be removed by magic. If the disease is not treated, every day there is a 1-in-6 chance that the maximum HP of the patient will decrease by 1. If the maximum HP reaches zero then the patient dies.
▶ Exploding pustule: Anyone that hits a "Plague bearers" with a melee weapon has 1-in-6 chance to hit a pustule and make it explode into an infictious slime that burns the skin as an acid (1d4). There is 1-in-10 chance that the explosion cause the slime to fall onto the eyes or the mouth, infecting the cvictim with the Disease that it carries.
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 → 5 (all black)
Attacks → 1 × infected nails (1d6 + disease)
Movement → 60’
Armor → none
Morale → 12
▶ Disease: Anyone slashed by the "Plague bearers's" nails, or ingesting slime from a Exploding pustule, contracts a horrible rotting disease (condition Roting disease -0). When sick with this disease, rest nor food restores Blood. The disease can only be cured by a "rite of calling" or by an expert healer. If the disease is not treated, every day there is a 1-in-6 chance that the maximum Blood of the patient will decrease by 1. For every Blood that is lost in this way, add -1 to the Roting disease condition modifier. If someone loses all their Blood because of this, they die.
▶ Exploding pustule: Anyone that hits a "Plague bearers" with a melee weapon has 1-in-6 chance to hit a pustule and make it explode into an infictious slime that burns the skin as an acid (condition burned -1d4). There is 1-in-10 chance that the explosion cause the slime to fall onto the eyes or the mouth, infecting the victim with the Disease that it carries.
11. Ink-covered scribes
These are the keepers of knowledge, those historians who have come to the island to rewrite history by the command of their kings and following the words of their god-man-king. They write words of conquest, they write words of wrath and righteousness.
As the wheeled holy village got stranded, and the Chasm overflowed it, their profession became their necessity, and in hunger they recorded the pain and insanity that took over the other inhabitants of the village.
With each word, with each fragment of madness they collected from the ones that died, they also anchored the soul of those they wrote about to their skin.
They walk covered in ink, and the weight of the twisted visions of those that already died. They are mortal vessels for the lost souls of the deceased.
STATS
For OSE
Armour Class → 15
Hit Dice → 4 (18 hp)
Attacks → 1 × {sharp quill (1d6, branded) or Ink hands or Ink spines} + 1 × {Ink transfer or Ink recovery}
Movement → 60’ (20’)
Saving Throws → D11 W12 P14 B16 S15
Morale → 9
XP → 50
▶ Branded: The "ink-covered scribes" will experience the dreams of those they marked and, by writing in them on their skin, slowly absorb the souls of the owners of those dreams. The marked victim will lose 1hp of their maximum hp. If their HP reaches 0, their souls becomes a tattoo on the scribe's skin. It can only be released by killing the scribe.
▶ Ink hands: From any type of ink, they can summon hands that can grab or strike those near the ink. These inky hands do 1d4 points of damage and have the strength of an average person.
▶ Ink spines: "Ink-covered scribes" can cause the ink on their body to turn into thorns that do 1d6 points of damage to all creatures that are in melee combat with them.
▶ Ink transfer: By touching any being, they can transfer to them one of the souls they carry. The soul is transported by a tattoo that moves from the skin of the scribe to the skin of the target. The target will be flooded by visions of madness suffered by this soul, taking 1d6 points of psychic damage. There is a 1-in-6 chance that the vision will provide useful information to the target.
▶ Ink recovery: By touching a being to whom they previously transferred their ink, they can recover the tattoo and the soul. In doing so, the target loses 1d6 hp and the "ink-covered scribe" recovers the same amount of hp.
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 → 15 (all black, it is ink)
Attacks → 1 × sharp quill (1d6, branded) or Ink hands or Ink spines + 1 x Ink transfer or Ink recovery.
Movement → 60’
Armor → 1d8 (represents the souls inside the scribe's body. When the armor deteriorates it represents the destruction of a dozen of these souls. When all the souls are dead the scribe will fall to the ground, and begin to write with despair on his skin, feeling overwhelmed by the silence of his soul).
Morale → 9
▶ Branded: The "ink-covered scribes" will experience the dreams of those they marked and, by writing in them on their skin, slowly absorb the souls of the owners of those dreams. The marked victim will lose one Condition, one Compulsion or one point of Grief. If they lose all of their Compulsions, Conditions and Grief in this way, their souls becomes a tattoo in the scribe's skin. It can only be released by killing them.
▶ Ink hands: From any type of ink, they can summon hands that can grab or strike those near the ink. These inky hands do evrithing with the scribe's Imposing + 1d4.
▶ Ink spines: "Ink-covered scribes" can cause the ink on their body to turn into thorns that hit with their Imposing + 1d6 to all creatures that are in melee combat with them.
▶ Ink transfer: By touching any being, they can transfer to them one of the souls they carry. The soul is transported by a tattoo that moves from the scribe's skin to the target's skin. The target will be flooded by visions of madness suffered by this soul, loosing as much blood as their Grief. There is a 1-in-6 chance that the vision will provide useful information to the target.
▶ Ink recovery: By touching a being to whom they previously transferred their ink, they can recover the tattoo and the soul. In doing so, the target loses 1d6 of Blood and the "ink-covered scribe" recovers the same amount of Blood.
12. Shadows of greed and grief
These are the last echoes of all the greed and grief of colonists.
Keep alive by the Chasm, these aspects of the colonist’s souls have interwoven to become an ethereal force that takes the shape of a wraith.
These remnants feed on the Grief of those they meet in their path, and their most vital instinct is to push other creatures to indulge in greed, for they desire one thing more than anything else: to bear their greed in the company of other beings, so as not to feel guilty of what is their nature.
STATS
For OSE
Armour Class → 19
Hit Dice → 6 (27 hp)
Attacks → 1 × touch (Grief draining) or Paranoia or Hurled object (1d4)
Movement → 90’
Saving Throws → D6 W7 P8 B8 S10
Morale → 10
XP → 500
▶ 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).
▶ Mundane damage immunity: Only harmed by silver weapons or magic.
▶ Aura of greed: All seeing a "Shadows of greed and grief" must save versus spells or they will feel compelled to indulge in their greed.
▶ Grief draining touch: Victim permanently loses all feelings of grief they behold for any of their actions. They lose 1d4 points of WIS.
If reduced to 0 WIS, the victim loses their moral compass (they alignment changes to chaotic evil). Someone changed in this way can only return to their previous state by killig the "Shadows of greed and grief" that siphoned their grief.
▶ Paranoia: A victim within 60’ must save versus spells or become paranoic. When paranoic a victim will suspect everyone of wanting to steal what they cherishes the most.
▶ Hurled objects: Range 30’. Can only throw objects which are nearby.
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 → 20 (all black)
Attacks → 1 × touch (Grief draining) or Paranoia or Hurled object (1d4)
Movement → 90’
Armor → 1d8 (ethereal form) / none if attacked with silver weapons or weapons stained with fresh blood.
Morale → 10
▶ 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).
▶ Aura of greed: All seeing a "Shadows of greed and grief" must make an opose roll of Imposing. If they loose they will feel compelled to indulge in their greed.
▶ Grief draining touch: Victim permanently loses all feelings of grief they behold for any of their actions. They lose 1d4 points of Grief.
For each point of grief they loose in this way there is 1-in-6 chance of loosing their moral compass (they get the condition cold hearted -1/+1). Someone changed in this way can only return to their previous state by destroying the "Shadows of greed and grief" that siphoned their grief.
▶ Paranoia: A victim within 60’ must make an oposse roll of Imposing. In a fail they become paranoid. When paranoid a victim will suspect everyone of wanting to steal what they cherishes the most.
▶ Hurled objects: Range 30’. Can only throw objects which are nearby.
Gap that lies between the world as seen by invaders of the north and the people of Isla Grande. From it something emerges, a kind of energy that mutates living beings, transforms the world around it, and empowers objects with strange magic.