Showing posts with label Warlords of The Outer Worlds Campaign. Show all posts
Showing posts with label Warlords of The Outer Worlds Campaign. Show all posts

Friday, September 18, 2020

1d20 Random Lovecraftain Ghoul Encounter Table For Your Old School Campaigns

 There are monsters in the night that haunt the grave ravaged edges of the world, these corpse feeders come at blackest points of midnight from the depths of Hell and the ravaged world of dreams. Adventurers who encounters the foul fiends in the dark of night seldom forget such meetings and often times carry the signs of such events as scars to their own graves.




“There have been times when only a hair's-breadth has intervened betwixt myself and the seething devil-ridden world of madness; for the hideous knowledge, the horror- blackened memories which I have carried so long, were never meant to be borne by the human intellect. ”
― Clark Ashton Smith

Those who dare to tread in between worlds have reported encounters with these feeders of the dead on many worlds and beyond. Here then is a 1d20 encounter table to bedevil your own adventurers with such monsters and their kin.

1d20 Random Ghoul Encounter Table

  1. Hmauthavatul The Immortal Queen was once the guardian of a race of Atlantis's finest royals and now has been turned into a feeder of the wretched dead but she remembers her former glory and retains a fourth level in black wizard casting abilities
  2. Ithurot is a ghoul who walks between worlds stalking the alien grave yards of gods long dead for paritularly power magic and sorcery as well decayed meat of the gods. He hates adventurers with a passion and is armed with a +2 short sword taken from a fallen prince.
  3. Ldurarg is a silent stalker among the stars who seeks to carve out his own niche in the realm of the living and dead by carving the meat from the graves of long dead kings.
  4. Nthamo of the Banished Ones is a royal ghoul and on a mission to recover the moldering books of the damned gods from a long forgotten tomb and he is willing to pay in favors and 500 gold pieces. Armed with a +2 short sword named Scaly King he seeks his prize upon a variety of sunless worlds.
  5. Orcargl is a silent stalker among the black stars for the livers of adventurers and is quite psychotic as well as dangerous..
  6. Hakekeghorsa is the last prince of a dying tribe of ancient ghouls who devour the honored dead of alien worlds. He is on a mission to locate an ancient artifact of his people.
  7. Ho-en is a dark priest of the elder ones and looking for adventurers to join him in a quest into the black underworld's hellish depths to recover his queen.
  8. Iaiabho is a dangerous monster who seeks a wizard of great power to free his tribe from a curse by an ancient god, he can be very dangerous because of his zeal and hunger. He carries a spear and round shield of ancient design which can slay ghosts and other undead.
  9. Igh-saIqugogo is the blind and dangerous priest of the black gods, he is a powerful wizard of 6th level of the blackest aspect who seeks others to help him recover the lidless eye of power from the ancient world of the Re'ruo. He is willing to pay in gold and minor favors.
  10. Durg'a is a ghoul princess who looks quite human and yet seeks adventurers to help free her brothers who have been kidnapped by a powerful wizard. She is a 6th level cleric and will turn on her rescuers once her monstrous brothers are free. 
  11.  Erdunau Ethalimm is a prince among ghoul kind who is seeking to restore the honor among his family by eating the dead of his royal betrayers but he needs adventurers to help him kill the guardians of grave yard of dead dreams. He promises treasure and relics.
  12. Arngo Illiairgobel The Thirty Third is a wizard of ninth level and the former adviser to a court of the the least gods. This being seeks adventurers to help him on a quest into the Dreamlands underworld to make contact with his master and recover a powerful artifact.
  13. Ustthla is a priest of Yog Nothroa a powerful ghoul who has ascended beyond undeath to become one with the blackness of eternity. He seeks his master's advice on a matter of royal birth and treasure, he needs adventurers to help him on his quest.
  14. Yggg a silent stalker and assassin of adventurers who is on the trail of the party, he eats the eyes and livers of his victims and is armed with a variety of silent and deadly weapons. He hates adventurers with a cold and dispassionate lack of emotion. He loves to take wizards first and cut the heads off as warning of his coming.
  15. Yibolog-dhug is a very dangerous wizard in his own right and often stalks lesser beings between the stars to kidnap and sacrifice his victims under the dark unlight of dead god's heads which act as black stars around alien worlds. He seldom bargains and loves to kill his victims in flashy and dramatic ways. He has 1d3 minor relics on him.
  16. Zsthust has gone on to become a monster after losing his ability to reason, he has a tower in the dreamland's underworld and upon his person a map to his tower. He has been an outlaw in the kingdoms of the ghouls for centuries and has many treasures and wonders in his vaults.
  17. Caurgl Ethan're is a duke among the kingdoms of the dead and seeks some of the living to help him recover the soul of a royal who has passed on prematurely. He is willing to share several maps to minor ruins.
  18. Giame Haurng is a masked ghoul wizard who is looking for adventurers to accompany him on an epic journey to other worlds and especially one that has a very wealthy treasure on it. This is all a lie and this ghoul wishes to sacrifice you and your party to a great old one for power and magick.
  19. Hururi Iarilathar is one of the last beings from a dying Earth of the far future who has been turned into a ghoul by his exposure to chaos and weird alien radiations. He knows the caches to several high end future treasure vaults but wants help with a quest to recover a 'cure' for his ghouldom. Actually he wants a party of adventurers to accompany him to his ritual death.
  20. Irotuthmmabali is a dangerous ghoul slaver and inter dimensional arms dealer who has several caches of artifacts that need to be returned to his black wizard master. Guess whose been elected for body guard work? He will eat any who fall in battle to honor their memory.

Thursday, October 27, 2016

Halloween World of the Lost By Rafael Chandler & Astonishing Swordsmen & Sorcerers of Hyperborea Adventure One Shot Or Mini Campaign Event

Halloween means something very different to me then some other folks; for me its the beginning of the holidays to get together with old friend's swill some beer, talk about table top role playing games, comic books, get into some campaign work shop design. So why is this critical? Because my gang of players is coming to another leg of my Warlord of The Outer Worlds game & I want to do Halloween game. There were about six of us tonight including of my favorite lady dungeon masters to lend me a hand. Karen & Alley are two ladies along with their husbands whom I've known forever & ever; well at least since I was running Mentzer Basic D&D, Vampire Dark Ages, a Mage The Ascension/Ars Magica crossover game, my infamous Kult/WoD campaign setting which later morphed into straight Kult, Trinity, etc. Both of these ladies took over for their husband's OD&D groups while both hubbies were in Iraq & Afghanistan serving in the armed forces. So they have a rather unique perspective when it comes to dealing with various table top issues. The topic of conversation was Lamentations of the Flame Princess World of the Lost


  GRAB IT RIGHT HERE


World of the Lost brings several things to the table for OSR gaming. Not only are there some great setting tools in the book perfect for building city states, details on African mythos, tribal factions, and more. But there's a ton of lost or relic technology to steal from even tables for generating more. We took several notes on world creation as we tasted beer and discussed various OSR Halloween adventure pitches.


Using World of the Lost As Adventure
Location Tool Kit


So tonight I got together with friends trying various beers & BSing about old school gaming. The beers were solidly put together but it was really about Halloween gaming. So one leg of my Warlord For The Outer Worlds game campaign is ending & I really want to have a Halloween game. Richard one of the DM's at the table brought his copy of The World Of the Lost book by Mr. Rafael Chandler  . Several folks mentioned using the Amazons from Astonishing Swordsmen & Sorcerers of Hyperborea but combining the equipment, character backgrounds, & tribal aspects from World of the Lost. They wanted advanced metal workers guarding an ancient half forgotten secret in a lost cavern world about the size of Europe.



So the set up in World of the Lost goes something like this; "Central Africa, 1551. The metalworkers of Awka rise in prominence, even as the Kingdom of Nri declines. Every year, the Awka who dwell in the shadow of the Great Plateau deliver their tribute to the gods that dwell there. To acquire this treasure for themselves, the adventurers must face great beasts like the gbahali, mokele-mbembe, and the kholomodumo. Then they must brave a dungeon where memory is an illusion and time is a weapon. No sane person would ever attempt this. But a thousand years of tribute paid in silver." So this is a 17th century fictional Nigeria and its way too tempting to not use as a much more advanced city state and plateau in the inner Earth  especially with some extreme and weird pulpy resources in the mix. Would a mix of World of the Lost & AS&SH change anything at all? Nope not in the least. But it needed much more then simply dropping both of these resources into the same setting. This piece of artwork that someone pulled up on their tablet gave part of the inspiration. "This heroine has strength of steel, indomitable resolve, and mystic sorcery to turn the undead! She would be victorious. Illustration by +Del Teigeler!" This piece for the second edition of Astonishing Swordsmen & Sorcerers of Hyperborea kickstarter gave the group some inspiration. Keep all of the details on the paladin except change her over to one of the tribes from World of The Lost. We began giving her details, background, and more. There are several citystates of Amazons from Old Earth  guarding several inner Earth secrets.


Among them in the jungles  is a relic rich city of old Earth, this adventure location  isn't what it at first seems. This is an old Earth city straight out of the 1960's which is actually under a curse of Orcus the demon lord of the undead & Artemis. The city's former inhabitants have all been turned into ghouls by an undead plague & are getting picked off by the Amazon's guns. But there's a fortune in silver, gold, and other worldly relics all waiting for adventurers to grab or get grabbed. And what about that curse? Is this a case of a static situation or a slowly degenerating group of survivors guarding 

The Amazons are the only thing keeping these horrors from escaping their jungle ruins. Not to mention the hazards of the dinosaurs & other alien horrors that these tribes of warrior women  are guarding. There are several options on the table one of which is a the AS&SH adventure Forgotten Fane of the Coiled Goddess. This wonderful little resource has a bunch of mutated & modified dinosaurs along with a really nasty adventure location that can be added to another inner Earth plateau.

Forgotten Fane of the Coiled Goddess brings lots of interesting twists to the table; both Astonishing Swordsmen & Sorcerers of Hyperborea & Lamentations of the Flame Princess work really nicely together. Between the two systems you've got the making for a mini campaign that could last some months. The alien adventure location from the Lost World can easily be slipped onto another area for one of these city states. And there's enough weird adventures to keep a group of players going for years or even months of play.

A dungeon master can easily drop a party of AS&SH adventurers into the prehistoric or Amazonian mix of this style of campaign. The deadliness of the world can be at Alien's levels of danger & horror. Having the Amazons around as hirelings or PC's is a solid option according to my fellow DM's Here are some of our conclusions from last night's beer & BS session. 


Ten Reasons To Use Combined World Of The Lost & Astonishing Swordsmen & Sorcerers Of Hyperborea 

  1.  The systems work easily and are cross compatible with little issue making for a richer & fuller prehistoric sword & sorcery campaign experience 
  2. Expansion of cultures, tribes, and possible NPC creation 
  3. A wide variety of technological levels from the ground up from stone age through Bronze age tech as well as beyond. 
  4. Far more PC options are brought to the table enriching both game systems PC creation. 
  5. Random dinosaur, technology creation characters and more from World of the Lost 
  6.  The World of the Lost city states can provide the PC's with a home base from which to adventure from. 
  7. Sword & Sorcery sometimes needs a twist or two to bring home some of the horror of the setting played right and this type of adventure can have players pissing their pants. 
  8. Sorcerers, medicine men, shamans are a must here and hunters, rangers, etc are not going to hurt. 
  9. Warriors and fighters are going to get a work out. Guns & black powder nor even high technological weapons might not help. 
  10.  There are a wide latitude for world creation here and the DM is going to be making some serious decisions about the how and why of certain elements of this style of campaign adventure.

This whole thing could be dropped right into the post apocalyptic wasteland for a real change up in some forgotten valley or other lost world plateau for even more unexpected OSR thrills.

Saturday, September 17, 2016

1d6 Random Unexpected Zombies & Undead To Encounter Table For Your Old School Campaigns

Zombies are often encountered with unique and unexpected abilities or qualities in the wastelands. The fact is that many of these unique undead are very dangerous unto themselves. The infecting agent can have weird side effects on the physiological make up or body chemistry of the individual. Adventurers should exercise caution when running into these types of horrors.




1d6 Random Unexpected Zombies & Undead To Encounter Table

  1. The zombie was a wizard in his mortal life & retains his magical abilities! He's 2nd level wizard dedicated now to Orcus and able to cast spells. He has cantrips & a few spells at the ready but he's very hungry for your flesh & brains. 
  2. This free willed zombie wants a hug to let out the 1d200 rot grubs nesting in his stomach. He also wants to fill the hole in his existence with your flesh. 
  3. Inside this horror's chest is an alien worm that wants a new host and your PC looks very appealing. The zombie is intelligent & very dangerous, its armed with a ray pistol able to do 1d8 points per shot with eight shots and a 30 foot range. 
  4. This zombie's eyes are actually the seat of its alien intelligence and it wants a new host. The thing is cleric of  an alien spider goddess and there 1d20 giant spiders in the thing's gut waiting to burst out. 
  5. There are a knot of 1d6 party goers dressed for a masquerade ball but actually zombie avatars for a red death plague infection. Coming within thirty feet of them will cause the PC to save vs death, getting bit by them will make them rise within 4 hours as a red death zombie of dangerous aspect. 
  6. This free willed former knight zombie will spit out a wad of 1d20 giant worms that will try to entangle its prey. The thing uses +1 sword called spine cutter to slice up its victim. It begs to be destroyed even as it tries to tear into its victims.



Thursday, July 7, 2016

1d6 Random Wasteland Drug Dealers & Illicit Substance Hustlers Encounter Table For Your Old School Campaigns

Deep in the wastelands are beings whose power and abilities are far more then they seem. The take and give to adventurers far more then mere highs and feelings of power. Here are six potential NPC's that should be used with care.



Some are the cultists of the myriad faiths of Narcosa, some are the flesh weavers & peddlers of Interzone, a few come from beyond the rim of time itself but all of these dealers are looking to expand their markets and their interstellar client base. These are vile alien beings able to blend into the background of the wastelands and expand their markets unimpeded except by the machinations of adventurers & other fools.


“The junk merchant doesn't sell his product to the consumer, he sells the consumer to his product. He does not improve and simplify his merchandise. He degrades and simplifies the client.”
― William S. Burroughs, Naked Lunch
  These dealers of weirdness often have a two tier system of dealing in their chosen illicit substance and often sell a wide variety of other drugs to the run of the mill clients. Only special clients are to receive the 'treatments' that these dealers offer, many jaded and weird clients must wait 1d20 days to be as depraved & wanting for the wares depicted below.
1d6 Random Wasteland Drug Dealers
& Illicit Substance Hustlers Encounter Table

  1. Dr.Thau -Former cultist of the drug gods of Narcosa has struck out on its own after stealing a space and dimensional craft. This giant mutated crustacean like humanoid sells a variety of products from the Narcosian plane that it creates & generates itself. The thing feeds as much product as the client wants because without a successful save the client in 1d10 months becomes more product as their body begins to mutate and generate the various drugs, pharmacological materials, and mutagen  as  needed. The client has an interstellar and inter dimensional street value based upon their body weight & general health.
  2. Unatuirinatu The Twisted One -  A Deep One interdimensional traveler with a passion for the soul numbing semi slave trade of bio genesis & soul re animation. The client gets high from main lining the essential salts used in re animation and regeneration. The high lasts for 1d10 hours and adventurers are sought out for their incredibly exciting memories, life experiences, and constant dangerous occupations. This dealer is also a 10th level black magician who uses a combination of subtle jobs, advertising, and some high handed super science to create his products. He also has three shoggoth who have high intelligence in their own right to snare his potential product.
  3. Varcae The Wise One is a Mugwump shape shifter who moves among societies dealing,wheeling, and seeking to exploit the flesh of anyone he runs across to create potions of exquisite reality rending power. These drugs are highly dangerous and have the effects of breaking down 1d10 points of abilities while the client must save vs death or melt into a humanoid puddle of raw bio goo. The Wise One collects this goo and distills it into more of his elixar which sells for 10,000 gold pieces a hit.
  4. Wegla - A demoness from the dark recesses of the Outer Darkness who uses her abilities to torture and create potions of extreme darkness & black suffering. These are sold to the most jaded & soul empty vessels possible, the new infusion of darkness creates instantly damned. These ripe fruit are primed, drained, and picked over & over again to create the 60,000 gold piece potion of suffering Wegla is known & renowned for.
  5. Wengilimobetu The Fantastic One  - Is a renegade godling from another universe of existence, this energy being sells life force of the most insane and sanity rending type. He appears as an ordinary business man or alchemist offering many standard potions in the wastelands. He will offer to elevate his client with an ascending treatment. The client gains two levels of magic or 1d8 temporary points to stats, this is only temporary as the human or humanoid vessel was never made to contain such power. The Fantastic One harvests the vessel in three months and moves on. Treatments cost 60,000 gold pieces per infusion.
  6. Rurgler'ar  Vatungor- There are things that should not be and  Rurgler'ar is one such being a mass of tendrils belonging to a cut rate eighth dimensional being.
    Rurgler'ar moves among humanity selecting clients based upon 'needs' and wants in a person's adventuring career. His magicks increase power & need. He is able to grant small abilities but his abilities mutate clients with 1d10 mutations drawn out over a six month period. These mutants are very dangerous and strong,
    Rurgler'ar has a very good reason for creating these beings. He consumes them in order to drawn them back to the basin  of chaos & power. Did I mention that business is very good? He is especially beloved by black wizards of dark occult power whom he loves to eat.

Wednesday, July 6, 2016

1d20 Random Wasteland Drugs & Illicit Substances Encounter Table For Your Old School Campaigns



Not every relic or treasure that the PC's find in the wastelands is going to  be of  the obvious variety there are some weird drugs can have far out more.

 


Deep in the heart of the wastelands & death zones there are weird substances that have come about as a result of the violent chemical & often alchemical changes to the very foundations of reality. New materials & substances have come into existence. These items are often unusual or exhibit properties that can be used for mind or reality altering applications. Many of these substance have incredible values to the average wastelander who with a bit of some of these substances can escape their realities in new and unpredictable ways. Many of these substances have taken on new value and appreciation in certain esoteric and Bohemian circles. These drugs and other illicit substance create their own magnet of reality around them.

1d20 Random Wasteland Drugs
& Illicit Substances Encounter Table
  1. Engorima Blaster - This powder has been created by the atomic blasts hitting certain types of glass in odd places. Blaster tears away sanity and increases wisdom scores temporarily. These scores increase by two temporary points that after 1d4 hours will fade away. 
  2. Fauglila - Is an ego boaster and taking it will negate any psychic intrusive telepathy  or mental  powers on the target. The target is enveloped in a wall of weird pop culture thoughts gleaned from across the dimensional divide.
  3. Goturorm Balls - Made from the pineal glands of the cyclop tree sloth, this stuff is guaranteed to get the owner high as a kite from the neural path ways being charged with weird radiations. The owner rides out the charged high with 1d4 temporary intelligence points.
  4. Harturd Powder  - Made from the concentrated souls of the victims of the apocalyptic events, the owner of this drug has 1d20 hours of vivid hallucinations of the events of the apocalypse. There is a 20 % chance of the victim of this drug either going temporarily insane or gaining a weird wasteland insight into some lost technology or other event.
  5. Iazg - Made from the spun crystalline husks of certain esoteric spider mutants shells, this stuff creates weird disjointed time cross over with their present and the victim's past. The victim or user of this technology is able to undue certain past events. The victim gains three temporary constitution points but has a forty percent chance of going temporarily insane. 
  6. Weliniavaircau the Far Wanderer - This drug has been created by the passage of glass through certain dimensional gates. This enables the drug user to have instance access to the nearby realities. The victim has a forty percent chance of gaining a temporary mutation. This drug is favored by the hard corer glowing freaks.
  7. Kazg - Made from the mutant shell of a newly defeated roach, this stuff enables the owner to telepathically link with random nearby telepathic mutant or normal brains. The owner rides the current trace of telepathic  life from one pattern to another.
  8. Korcheg Orbs - This isn't so much a drug as it is a set of circumstances, the user experiences the fossilized bits of time that the apocalypse froze in shattered reality. The user experiences a sliver of an alternative life or world for 1d6 hours. The user gains 1d6 temporary hit points while under the influences
  9. Lauir this drug was created by the interaction of psychic abilities and powers with reality. At certain times the owner can access the powers of the mind and create 1d4 minor psychic abilities for 1d6 +2 hours.
  10. Lirorgunchazg This drug is made from the adult body of certain plant mutants and the bodies of the victims of the apocalypse. The victim's mind is shunted into the realm of the planet's plant hive mind. The victim may be able to communicate with certain ancient mutant plant creatures.
  11. Thildulathab is made from the discarded scales of ancient serpent men, the owner gains the ability to read and write in the dead serpent men's god like tongue & operate their machinery.
  12. Lavand - Created from the ancient gases and oozes found within the undergrounds of Boston, this stuff will keep for months and one whiff of it and the owner is able to place his mind in the dreams of such creatures. The victims gain 1d4 ooze based mutations. 
  13. Ncarimmabe -Has been created from the tree bark of seven different species of mutant plants. This paste like substance can be rolled or smoked. It takes the owner and gives him three planet like abilities.
  14. Nglrtuil powder enables the user's mind to travel back 200+ years in a whirl wind of confusion and hallucinations. The user might gain a powerful set of 1d10 mutations or 20% chance of being able to operate any simple relic or artifact they come across.
  15. Ngluila This powder is made from the ground up parts of certain mutant animals and enables the user to gain 1d20 animal mutations. The user can understand mutant animals as if he was born to.
  16. Ogrilka - This stuff is made from the glands of several ancient humanoid races of legend. The drug enables the owner to temporily take on the form of a Mok for 1d20 hours.
  17. Saugli This drug is made from the sliced up mind of three different mutant adventurers, the user can engage any of these powders
  18. Thaugia This drug comes from the land of dreams and all of the ground up Fey that go into its production. The user is able to taste fey powers and has a sampler of 1d20 temporary powers. They also experience all of the the glory and weirdness that the drug. 
  19. Thmalan - This isn't so much a drug as it is a strange combination of certain crystals, the user gains machine telepathy and can't shut it off. They have a range of line of sight.
  20. TuimimelTuirort -Created by dangerous post apocalyptic forces this substance enables the owner to open the doors to perception


Sunday, July 3, 2016

New OSR Monster - The Caeglilkaka Aka The Soul Drummers of Asmodeus For Your Old School Campaigns


Hell makes pacts with anyone willing to further its cause bring the ticking clock closer to the time of Judgement day so it has been on all planes since the beginning of time. When a world passes into the grip of Chaos then do the drums of Admodeus court begin to sound. The dull beating & throbbing of damnation against the back point of reality. The Caeglilkaka are giant devils of almost giant ghostly appearance. They are the soul drummers who act as Hell's bards to count, collect and  absorb the damned souls on their way to their final rewards.
Adventurers often run into these devils upon planes where the world has passed on and they come to collect the souls of the damned.
The Caeglilkaka are also devils who will often make pacts with evil diabolists & cults for kingdoms of the damned or Earthly infernal domains to rule in the ruins of the wastes of former strong holds of Law. They also delight in tormenting those who serve law.
 



Frequency: Uncommon 
No Appearing: 1 or more rarely 1-4 
Armor Class:-3 
Move: 20"
Hit Dice: 10 +40 points 
% in Lair: Nil 
Treasure Type:C
No of Attacks: 2 or 1 weapon
Damage: 7-12 /7-12 or by weapon +6 
Special Attacks: See Below 
Special Defenses: See Below 
Magic Resistance: 75% 
See Below
Dexterity:13
Saving Throw:14
Morale:10
Intelligence: Very High 
Alignment: Chaotic 
Size: 18' tall
Psionic Probability: Nil 
Experience Level: VII /2800 +15 per hit point 
The Caeglilkaka possess the following Infernal based abilities standard to Devil kind
  • Immunity to fire and poison.
  • Resistance to acid  and cold
  • See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).
  • Telepathy.
Except when otherwise noted, devils speak Infernal, Angellic, and Draconic.

The Caeglilkaka have the strength and baring of Hill giants with the temperament of a twisted lawyer or scholar combined with a musician. They are often accompanied by bands of minor devil kind or 1d10 parade of the damned baring musical instruments. Bearded or horned devil wranglers often bring up the rear of such groups. The Caeglilkaka keeps a constant rhyme on its drum of the damned for each soul it collects and keeps count of. Each of the drum sticks is a +6 weapon capable of damaging ghosts, spirits, and creatures normally immune to normal weapons.  Both of its hands and feet have wicked claws capable of spitting soft metal or bone with easy. It uses these to rake targets for 7-12 /7-12 points of damage.
 Upon these beings chest is a skull that once per hour is able to cast a symbol of hopelessness and below it is the face of slain minor angel capable of acting as a symbol of insanity.
This being's razor sharp wings are capable of slicing a man in half and work as +3 weapons and once per hour these wings can casting a hypnotic pattern like spell effect. The Caeglilkaka is also able to gate in another of their kind twice per day if a particularly difficult soul to collect is around. They have a stinger concealed in their tails, they have fast acting sleep poison capable of acting just like a sleep spell. They are able to shrug off most spells below third or better levels with a successful save. The Caeglilkaka are often found prowling the Astral & Outer Darkness they often hunt down stray ghosts & the spirits of the newly dead.

At will one of the following powers can be used by the Caeglilkaka  during a melee round: comprehend languages, detect invisibility, detect magic, ESP, invisibility, levitate, polymorph self, and read technology or magic.In addition the Caeglilkaka has a breath weapon of hell fire usable three times per day that is able to be projected in a fifty foot long cone of infernal fire capable of doing 1d8+6 points of damage. Once per week the Caeglilkaka is able to call in a minor avatar of death to escort the damned down to their final reward.


The Caeglilkaka are often called to the plane Prime for the express purpose of pin pointing a time and place for the Apocalypse to begin. Since they are the lore masters and bards of Hell they are also summoned to learn the secrets of the damned. They are master gossips and collect the stories of the damned. From secret treasure stashes to the last will & testament of forgotten kings these devils have a vast memory of ancient and long forgotten detailed stories of tragic legends and epic ballads ready at a moment's notice.

Call The The Caeglilkaka

Conjuration- Summoning 

Level: 7 wizard or 8nd level cleric   


Casting time: Three hour rite 
Save: none
Duration: 1d20 months
Spell Resistance: No    Range: See Text

To call the Caeglilkaka, the caster must have 1d20 acolytes accompanying him for this rite. The caster must have five thousand gold pieces worth of secret governmental or military documents. These must be burned in an inverted circle of summoning while intoning the words of power. A shaft into Hell will open at the caster's feet and a hell mouth will appear after the rite 
the Caeglilkaka will step forward demanding who called them. They will demand a 2000 gold piece magic item and the caster must provide this minor demand or be dragged off to Hell themselves. They are almost always summoned to give advice on the stories of the damned, to tell the time and place for the coming Apocalypse and for advice in matters of the damned such as necromancy.   These are beings not to be trifled with.

Thursday, June 16, 2016

New OSR Monster - The Etulkotuatu Demon Mercenary Generals of Hell For Your Old School Campaigns


Hell is everywhere and has its spies, agents, and workers moving among  mortals across the many scattered plans. There are free agents of Hell who were once  great warriors, generals, tyrants, and the like but have since been twisted into demons of the first order. These beings are the great heroes and mercenaries of the wars of attrition in Hell. They live an existence of war and have been twisted by countless battles until their minds except that  life is without objective meaning, purpose, or any value. These beings emphasizes speed, technology, youth, and violence, and objects of wealth to snare souls in their webs of warfare & battle.



They are often summoned to the Material Plane for the express purpose of leading, creating,composing, and recruiting armies for tyrants and mad men by black magicians. They are pitched faced demons with severe faces twisted by the horrors of war and Hell dressed in the death shrouds of innocent soldiers. Though the Etulkotuatu seem reedy and thin, they're bodies hide a tough as iron set of muscles capable of tearing through bone, flesh, and even light metals with easy. They're bodies are racked with pock marked skin and rangy slightly decaying flesh rimed with brimstone. The Etulkotuatu are often created from the damned  souls of soldiers and generals who died in the Atomic fires from alternative Earth timelines. They often roam the Astral or the Ethereal. They are easily summoned and enjoy raising armies to wreck havoc on neighboring countries for the sheer fun of it.

Frequency: Uncommon 
No Appearing: 1 or more rarely 1-4 
Armor Class:-3 
Move: 20"
Hit Dice: 10 +30 points 
% in Lair: Nil 
Treasure Type:X 
No of Attacks: 2 or 1 weapon
Damage: 7-12 /7-12 or by weapon +6 
Special Attacks: See Below 
Special Defenses: See Below 
Magic Resistance: 75% 
See Below
Dexterity:15
Saving Throw:12
Morale:10
Intelligence: Very High 
Alignment: Chaotic 
Size: 8' tall
Psionic Probability: Nil 
Experience Level: VII /2700 +14 per hit point 

These creatures bodies are actually warped frames of muscle and rock hard tissue honed by an eternity of constant warfare. They have 1800 strength they use to great advantage with their wicked sickle like talons; they strike for 7 -12 hit points of damage. They often have a personal magical weapon or piece of relic technology that they use in battle. They often use a magical shield as well. They gain a +3 to hit bonus when so armed.
The Etulkotuatu have all of the usual demonic immunities and can use the following powers: dimension door three times per day, become ethereal once per day, magic jar once per day, pass wall four times per day, repulsion once per day, wind walk once per day, word of recall once per day.
At will one of the following powers can be used by the Etulkotuatu during a melee round: comprehend languages, detect invisibility, detect magic, ESP, invisibility, levitate, polymorph self, and read technology or magic.
The Etulkotuatu also has an innate ability to read, know, and use any technologies it comes across. In fact one of the reasons why an Etulkotuatu is summoned to the material plane is often to help identify some piece of relic or forgotten technologies. It has a special knack for weapons of violence and warfare, these abilities can be used four times a day.

Once per month under the light of the stars of the damned when the constellations of stars are right the Etulkotuatu may raise an army of 1d100 zombie like warriors under their control. These beings are filled with a demonic essence of the Etulkotuatu's corruption and act upon even destruction of themselves to carry out the will of their demonic masters. They are in almost all respects the same as Ju Ju zombies.



 Call The Etulkotuatu

Conjuration- Summoning
Level: 7 wizard or 8nd level cleric  

Casting time: Three hour rite 
Save: none
Duration: 1d20 months
Spell Resistance: No    Range: See Text


To summon The Etulkotuatu, a rite of blackest magick must be cast in an abandon fortress or military base. There must be no more or less then fifteen acolytes of darkness and the head wizard or black cleric. The rite is cast on the hidden month of the soldier's damnation a time when soldiers without hope or fear are returning home after losing a battle with murder on their minds. Items of battle, loss, and murder must be gathered from burned villages or homes. These items are arranged in a very special sign or sigil sacred to the the Etulkotuatu and their orders. An offering of no less then two hundred thousand gold pieces in pillaging or artwork must be brought as an offering. These items must be burnt up at the height of the rite and earth shall split as a hell mouth appears along with the  Etulkotuatu called from the depths of Hell or the Underworld.
The hell mouth will open in a fifty foot radius and the acolytes must spread a ring of sacred oils, salts, and soldier's blood lest the hell mouth open further or release a demonic army with the Etulkotuatu leading it to obliterate all within a mile of the rite before the powers of Hell and Heaven call back the mocking damned and their mercenary generals. Once the Etulkotuatu is called the wizard or black cleric has 1d10 rounds to state his case for calling the Etulkotuatu to the mortal plane or be dragged back into the depths of Hell itself never to be heard from again. They are almost always summoned to give advice on battles, lead the armies of a tyrant nation, or to help divine weapons and artifacts of war. These are beings not to be trifled with.
They must be payed with the blood and souls of the innocent in times of war.


These are demonic mercenary  generals who can be used for high level mercenary domain level campaigns of sword, super science and sorcery in old school or retroclone games.