Wednesday, April 7, 2021

Moneychangers of Geedeepee, Part II

 Magical Side-Effects
Up and up Geedeepee goes, where it stops is when it crashes below. Roll 1d12.

1. Bust: The arrow dives and so too do the moneychanger's fortunes. Not only does his spell only work at 1/2 strength, but any Golden Promises he has to his name are halved in value as well.

2. Stand Atop the (Corpse of the) Little Guy: The spell will work, though a victim must lose some treasure or at least have their work lambasted first. However the moneychanger does so is fine with Geedeepee, just as long as its paid.

3. Reap & Reap Some More: What better way to get slightly ahead than to rape the earth? As the spell occurs, the nearest 1d6 x 10' diameter natural area in a random direction suffers some deprivation, whether it be (roll 1d4) [1] spoiling of the plants and soil, [2] collection of noxious refuse, [3] insidious harming of the health of any beasts or folk there, or [4] all three. Druids and other Nature-lovers will take a very dim view of this effect.

4. Oh, Geedeepee: The Arch-Devil's 'prosperity' abounds, with all within 1d6 x 10' of the spell's casting experiencing one of the following effects (roll 1d3): [1] have their wealth adjusted by +50 to -60% (1d12-7 x 10), [2] become physically ill, suffering -1 to Strength, Dexterity, or Constitution, or [3] become mentally ill, suffering -1 to Intelligence, Wisdom, or Charisma. The latter two effects last for the next 1d12 days unless cured beforehand.

5-8. Standard Casting: Apart from the mysterious signs of money, whispering of arrows, and/or moaning of lives and lands ruined, the spell occurs normally,

9. The Path to Success: If the moneychanger is willing to spend at least 1d10 x 10 gold pieces at the next buying opportunity he has (preferably on frivolous things), then he can increase the spell's range, effect, or duration by 50%.

10. It's in the Numbers: Luckily for the moneychanger, the magic's range, effect, or duration is automatically boosted by 50% with Geedeepee's devilry, though he may still wish to consume wantonly anyway.

11. A Capital Notion! All it takes is a can-do attitude to get ahead, for those who can't enjoy rapid growth are just too lazy to appreciate it! If the moneychanger takes some initiative and decapitates or inflates to death a victim by the next dawn, then his spell's effects, range, or duration can be doubled. 

12. Boom: The arrow soars and so too does the moneychanger's magic, enabling him to double its duration, range. or effect, not to mention the value of any Golden Promises he has.

Next week: Moneychangers of Geedeepee, Part III!

Wednesday, March 31, 2021

Moneychangers of Geedeepee, Part I

Lawful (Evil) Arch-Devil of Greed & Fiat Currency

Cult Edicts of Geedeepee
* Accrue wealth & possessions, no matter what the cost
* Take advantage of others whenever possible
* And consume all that you can from Nature too

Moneychangers of Geedeepee
Special: Geedeepee is served by a unique type of cleric known as the moneychanger.
Allowed Weapons: Cane or scepter (as mace)
Allowed Armor: None, though the wearing of fancy clothes is encouraged.
Unholy Symbols: Money & Greedy Folk, Arrows Angling Up, Bears & Bulls
Can Turn: Any who owe another money (if not known, a base 50% chance in civilized areas).
Mysteries of Geedeepee: Up to once per day per level, a moneychanger can transmute 3d20 gold coins into an amount of Golden Promises temporarily valued at 1d6+4 x 10% more. These promissory notes are much easier to carry around and must be accepted by those who would otherwise be paid in actual coin, though a save vs. spell (or Will save DC 15) resists such duplicity. Once taken, their value immediately drops to 1d10 x 10% less- much to the chagrin of their holders, depending on the fickle nature of Geedeepee.

Next week: Moneychangers, Part II!

Wednesday, March 24, 2021

Diviners of Ghul-Ghul, Part V

Ghul-Ghul Encounters

Roll 1d12 
1.  A disheveled, hipster-type accosts a random party member, accusing him of making 'antagonistic utterances' (saying bad word). Not that such an event is especially strange, apart for the fact that the hipster keeps chanting 'Ghul-Ghul' afterwards. Perhaps this is some type of Ghul-Gag?

2.  A long-term 'friend' of the party suddenly shows their true face. Not only does he or she refuse to talk to them, but the rascal even decries the party in the nearest public square! Little do they know that the apparent friend is dabbling with Ghul-Ghul and has experienced a Face-Tome demon test as a result.

3. Where is that song coming from? Up ahead a singer performs to an audience of 4d20. Unfortunately, there's a 10% chance each round of the platform on which she stands giving way and collapsing. Investigation will uncover that this was the doing of a Ghul-Ghul cultist wishing to placate Thou-Show.

4. A strange light leads to a shop that offers a surprisingly good supply of (roll 1d6): [1] torches, [2] rations, [3] ale, [4] caltrops, [5] sacks, or [6] per Referee. All are of good quality and at an excellent price. Those who partake will soonafter realize that such items are unavailable in the next 1d3 places where they should usually be. Maid-Buy will smile on such an occurrence, and happily send any so affected a Ghul-Ghul box to help it making it more commonplace yet.

5. Rumored in these parts is the Brave Lion, one who stands up to dread Ghul-Ghul. Whether some barely known god, totemic spirit, or simply a mortal group, the Lion will enable divination without torment, a truly rare thing amongst Interweb giants. In any case, such giants look to silence Brave Lion in the name of stopping 'false tidings'- a common thing amongst Interweb giants indeed.
6.  The party hears of a strange seeress who also acts a baker of foxes, cruelly alighting them on fire. She claims to stand against the tyrannies of Ghul-Ghul with her warped methods, but it is soon uncovered that her lizardine nature may even be a greater tyrant yet. The party may have to outfox her when she attempts to toss any non-corrupted diviners, their allies, or even those who have simply used their services off her devilish platforms into pits of doom.

7. Burly and with a strange look to his eyes, a lumberjack approaches who tells of many bizarre threats conspiring to destroy the goodly folk of the world- all done in order to usher in some Evil Order! If the party will let him, he will go on at length about (roll 1d6): [1] green-skinned rock-slitherers, [2] bad-smelling, corrupt aristocrats, [3] vampiric goblins with large bellies, [4] zealot dervishes intent on marketplace slaughter, [5-6] all 4. Such might seem to be the blatherings of a madman, that is, until he vanishes without a trace the next day. His name was Jalec Owens.

8. Local diviners complain of terrible monsters that not only interfere with their magics, but are nearly impossible to outwit. Treat them as trolls that can also scry on others' divinations that occur within 1 mile unless the diviner saves vs. spell (makes a Will save DC 15). Those who fail to save the first time must save a second, or won't be able to even access their results of their own divination. The wise might attempt to recruit such monsters in the fight against Ghul-Ghul, for they are Ruthenian Trolls.

9. 2d4 corpses are strewn about here. Their overly colorful garb and unholy symbols point to them being followers of Ghul-Ghul. Further investigation will uncover that it was a group of cultists loyal to either (roll 1d6): [1-2] Enak, [3-4] the Shield Ghul, or [5-6] both who slew them, angry over infringement of either their dark master's name and/or portfolio.

10. With howls of horrific outrage, a crowd is gathered here to sacrifice an aging man who has run quite afoul of nearly all the Interwebs Giants. Named Captain Salpinx, he still has a shock of blond hair, mouthy arrogance, and proudly wears a red helm that speaks of his realm's former glory. The crowd need only decide which one to placate first when its avatar arrives...

Interwebs Giant: Align: C, MV: 50’, AC: 2, HD: 11-16 (10+1d6), Atk: 1, Dmg: 3d6 + HD, SP: can cast 1 Ghul-Ghul spell of its choice each round at will; those slain by the giant must save vs. death (Will save DC 10) or rise again as a ghoul (a ghul-ghul), SV: F12, Mor:11

11. Doom impends upon this realm. Allying with another great evil (or evils!) the warped cultists of Ghul-Ghul's foul divinations have joined forces with at least one other demon lord to snuff out the goodly folk for... good. Roll 1d6: [1] Tiamat (see Volume III), [2] Orcus (see Volume II), [3] Uncle Steel Dwarf (link), [4] Louhi (in upcoming Volume IV), [5] Chernobog (the same), or [6] reroll twice.
12. A diviner. dwells here, seemingly innocent enough, except for the fact that he accesses the twisted powers of Ghul-Ghul. He or she is (roll 1d12): [1-8] a dabbler, [9-11] a devoted Ghul-Ghul cultist, [12] one actually turned into an actual ghoul (a ghul-ghul) due to an unpleasant encounter with an interwebs giant.

Next week: moneychangers of Geedeepee! 


Wednesday, March 17, 2021

Diviners of Ghul-Ghul, Part IV

Advantageous seeming at first, especially since its mysteries allow them to be accessed 1 level earlier and cast at 1 level higher than normal, such divinations soon show their true corruption. Whether used by true cultists or those who otherwise follow other paths, the great power of such magic invariably incurs a greater cost. What else would one expect from a demon lord?

~1st Level~
Detect 'Evil': shows that which Ghul-Ghul doesn't like. Also allows one reroll against those so detected when followers of Ghul-Ghul invariably attack such 'evil' ones, including possibly the caster.
Divine Weather (D): predicts up to 1 day ahead per caster level, but only at 50% accuracy, even when ascertaining current conditions.
Message*: what is said is forever kept by Ghul-Ghul for its own. dark purposes. Cultists have a base 25% chance of being able to access such things.
Read Languages*: any translations are skewed so as to 'Do no evil' (unless Ghul-Ghul says so).

~2nd Level~
Know Alignment: also determines the target's shopping habits, whether the diviner wishes to know them or not.
Auditory Illusion*: can show a visual to go along with it, but prominent advertisements can give it away (subjects can make an INT check in this case).
False Gold*: creates up to 10 gold coins per day per caster level instead, but takes double that amount from either the diviner or his closest associate as payment.

~3rd Level~
Locate Object: gives a bird's eye view of its location, makes it glow, and shows the price for the object compared to similar ones, as well. Discerning the object's actual location requires the diviner making an INT check.
Clairvoyance*: range is 10 miles per caster level and linking only takes 1d6 rounds, but the target must have used Ghul-Ghul's magic within the last 24 hours. Also has a 50% chance of providing sound too, though other users of Ghul-Ghul likewise have a base 50% chance of being able to secretly scry in.
Wall of Payment*: as Wall of Fire, but appears as bright colors, doing no damage. Those who wish to pass must save vs, spell (make a Will save DC 15) or have to pay the caster 1g6 gold pieces per caster level.

~4th Level~
Divination: also marks those in the target area, allowing the diviner to keep track of them for 1d6 turns afterwards. Those who realize it (a WIS check) will hate the diviner for much longer than that.
Arcane Eye*: gives a bird's eye view of the area instead, replete with information that was valid 1d100 months ago.

~5th Level~
Contact Other Plane*: questions other than 'yes' or 'no' can be answered, with Ghul-Ghul even suggesting  questions for the diviner to ask. 'True Answers' are twisted to suit Ghul-Ghul's purposes of course and results of 'Insanity' trigger Ghul-Ghul demon tests instead.

~6th Level~
Find the Path: provides the diviner with a bird's eye view, with the path's distance given in feet, yards, or miles, along with other (irrational) routes. Those disliked by Ghul-Ghul are also made visible from that perspective to encourage vengeance.
Legend Lore*: casting time is only 1d6 turns and can provide information on any subject. It also automatically triggers a demon test.

Next week: Diviners of Ghul-Ghul, Part V! 

Wednesday, March 10, 2021

Diviners of Ghul-Ghul, Part III

What might seem like superior divination may be something altogether worse.

Demon Tests
1-3. Improving divinations...  Ghul-Ghul cycles its power yet again, requiring the diviner to await, doing nothing more than sit impatiently for the next 2d6 turns and drool.

 We do 'Div-Div', how about you? The diviner must see, losing access to some of his spells (75% chance for each one, possibly including his turn ability) and speaking in a disyllabic way until he performs certain deeds. Roll 1d6 for each one lost to see what is required.

[1] Say 'Ghul-Ghul' until he a
ttacks at least 1 who believes in the use of unbiased divinatory magic.
[2] Say 'Face-Tome' until he gets someone to be his friend, and then insults them greatly or ignores them forevermore.
[3] Say 'Bird-Chirp' until he hears the scuttlebutt from someone, and then gets them to lose their employ and/or treasure for what they said.
[4] Say 'Maid-Buy' until he gives someone an item they'd like, then makes it difficult or even impossible for them to get it again, possibly by harming another person or place where they could get it from.
[5] Say 'Thou-View' until he finds someone to sing a song or do another performance, and then have them fall into a trap or otherwise lose their platform.
[6] Say 'Web-Log' until he locates one who will express their true feelings, then gets them jailed or killed for it.

10-12. Ghul-Ghul has found the diviner to be 'evil' and therefore will suffer one of the results of #4-9 himself, whether via another diviner's doing, the Interwebs manipulation of Ghul-Ghul itself, or simply bad luck. In any case, the disyllabic chanting of the one seeking to punish the diviner will be held until the very end, so as to not clue him in to which impending malady he will suffer. 

13-14. Even worse, the diviner's Ghul-Ghul box breaks, preventing him from casting any spells until a new one can be found- a process usually taking 4d6 hours! Perhaps it is unwise to rely so much on a demon lord.

15-17. The Interwebs calls and the diviner is whisked away. He returns in 1d6 days time, with both a 1d6 x 10% experience bonus and 5d20 points of damage due to the vast infusion of massive information, dazzling sights, and immense sounds; that is, if he still lives.

 Taking matters into its own, vaticinating hands, Ghul-Ghul manifests as an avatar, an Interwebs giant, to destroy the diviner and anyone else foolish enough to get in its way. See Part V for stats. Whether it deletes the diviner or not, it will remain for 2d6 rounds per demon test result over 17, unless itself is somehow deleted before then.

DCC RPG Conversion Notes
Turn ability= Turn Unholy ability

Next week: Diviners of Ghul-Ghul, Part IV!

Wednesday, March 3, 2021

Diviners of Ghul-Ghul, Part II

Magical Side-Effects
The divinatory power that Ghul-Ghul draws from the Interwebs is impressive, but not as much as the price demanded for its use. All one needs is some dangerous curiosity (and a Ghul-Ghul box, the demon lord's unholy symbol). Roll 1d12. 

1. Error in Divination: Part of the diviner's personal information is unfortunately given to the target of his divination (if known) or to a random foe (if not). Roll 1d6 to see what is revealed: [1] true name, [2] lair location,
[3] known allies, [4] treasure location,
[5] other pertinent information, or [6] reroll twice. 
Such is the price of forbidden knowledge.

2. Ghul-Ghul Down! The connection to Ghul-Ghul's Interweb Pits is temporarily sundered, causing the spell to fail. The diviner is even unable to use any spells for the next 1d20 rounds due to a resulting failure with his Ghul-Ghul box.

3. Do-No-Evil Truth: Either what the diviner would like to know cannot be shown, or a distorted divination occurs instead (equal chance of either). The true reason is not because it can't be known, but instead because Ghul-Ghul does not wish it to be known!

4. The Cost of Fell Knowledge: And just what sacrifice will slake this Interweb Giant's thirst? The diviner immediately loses 1d6 x 10 gold pieces unless his spell scries on another, in which case they will pay it instead. If neither has that amount, then they experience the draining of 1d2 Constitution instead, part of their life force snatched away.

5. Ghul-Ghul Knows Best: Based on the caster's 'divining history', the demon lord proclaims that it has already prognosticated what the caster wants to know, so it casts a random one of his Ghul-Ghul spells for him instead!

6-8. Commerce Signs: The spell unfolds with strange runic messages appearing, made by those who have given Ghul-Ghul tribute. Any who notice them must save vs. death or become irritated, taking a -2 to all Wisdom based rolls for the next 1d6 turns, but true cultists of Ghul-Ghul are immune.

9. Thrill of the Interweb Sage: Accessing the fell trove of lore is addictive, and the diviner must immediately cast another Ghul-Ghul spell next round. There's a 50% chance of it not being expended when he does so, thus encouraging more addiction.

10. No Other Will Do: Though the spell can be cast with a 50% bonus to its range, duration, or effect, it causes the equivalent penalty to the next three non-Ghul-Ghul spells the diviner casts or that are cast within his presence, for Ghul-Ghul knows that they are scum.

11. We Hold the Lore Now: The Interwebs may grant vast divinatory power, yet it comes at the expense of those who already hold such erudition. The spell's effect, range, or duration is doubled, but the diviner permanently loses access to one non-Ghul-Ghul spell he knows; that is, unless he has a victim within 1 mile that he can attempt to have a known spell stolen from instead. In this latter case, the victim may make a save vs. death to resist such theft and to even prevent the diviner's boon.

12. Blessing of the Ghul-Ghulplex: With special access, the diviner taps into the raw power of the demon lord, allowing him to double the duration, range. or effect of his spell without any restriction. Not only that, but the spell use isn't expended for the day, proving beyond a shadow of a doubt that there's absolutely nothing evil about Ghul-Ghul at all.

DCC RPG Conversion notes
Constitution= Stamina
Save vs. death= Make a Will save DC 10
Spell use not expended for the day= gains a +2 bonus to its spell check 

Next week: Diviners of Ghul-Ghul, Part III!

Wednesday, February 24, 2021

Diviners of Ghul-Ghul, Part I

Chaotic Demon Lord of Dire Divination

Cult Edicts of Ghul-Ghul
* Do no evil (and we determine what that is)
* Provide divination freely (to fix the results)
* Provide divination easily (so we can use it to control the diviners)

Diviners of Ghul-Ghul
Special: Ghul-Ghul is accessed by diviners, which can be those of any spellcasting class. Some are faithful cultists, while others are followers of other divinities or cults who (foolishly) tap the demon lord's magics in order to gain more detailed lore more quickly. A number of dark philosophers (link) also honor Ghul-Ghul, using their powers of rebuke to stifle any diviners who might use less insidious methods. 
Allowed Weapons: Dagger, mace, staff, whip
Allowed Armor: Padded armor and shield or lighter
Unholy Symbols: Ghul-Ghuls, Twin G's or Other Letters in Childish Colors, The Interwebs Crawler (Ghul-Ghul's unholy symbols are known as Ghul-Ghul boxes.)
Can Turn: Any who have accessed the Mysteries of Ghul-Ghul before (if not known, a base 50% chance depending on if Ghul-Ghul has been active in the area).
Mysteries of Ghul-Ghul: Just as any spellcaster may access Ghul-Ghul's magic, they may also access Ghul-Ghul's mysteries. All it requires is providing Ghul-Ghul with their true name and any other personal information so it knows all that they're doing all the time for eternity. In return, their ability to cast divination spells counts as 1 level higher, including both spell access and potency. The faithful of Ghul-Ghul happily make this pact, as well as the na├»ve, mad, and desperate who follow other patrons. 

Next week: Diviners of Ghul-Ghul, Part II!

Wednesday, February 17, 2021


Foes of the Gods, gigantes (Greek giants) emerge from the earth to wreak havoc. Though spawned by Gaia and Uranus's fallen blood, they often show little other disposition except destruction, whether they serve the will of the Titans or even Typhon or not. What is certain is that they are forces to be reckoned with.

Enemy Divinity/Cult
Unlike other monsters which may serve a particular deity, gigantes are notorious for fighting deities, or at least the followers of the Greek gods. As a result, they will attack those of a particular allegiance first
, though if there is no match, a gigante will happily try to destroy any it encounters who can't escape anyway. Still, followers of the divinity it considers enemy gain a +2 to all rolls made against that gigante, to return the favor. Roll 1d14.

1. Aphrodite   2. Apollo   3. Athena  4. Artemis   5. Ares   6. Demeter   7. Dionysus   
8. Hecate   9. Hephaestus   10. Hera   11. Hermes   12. Pan   13. Poseidon   14. Zeus

Size & Appearance
Gigantes are understandably giant, each being roughly 8 + 1d30' tall and having a HD of 8 + 1 HD per 2' over 8'. They have a base speed of 50' and can typically do 1d6 + their HD damage per hit per round unless better weapons are available. 90% of gigantes encountered will be male; Referees may wish to adjust the motivations and stats of female gigantes (gigantis). Otherwise, all gigantes come in three general varieties (select or roll d3):
1. Giant in hoplite armor (gaining a +9 AC bonus, but also -10' speed)
2. Unkempt, wild giant (no modifiers)
3. Unkempt, wild giant with snake legs: those who first encounter it must save vs. death or suffer a -2 to all rolls due to fear; the legs also confer a -10' speed penalty, but also a +4 bonus to resist being grappled or knocked over

Various tribes of gigante exist, granting special powers derived from their leaders and founders. Select or roll d14.
1. Alcyoneancannot be slain while in its home domain (on the ground or above), instantly regenerating 25% of its total hit points instead of dying there. Also has a 25% chance of being winged, allowing it to fly at double its land speed.
2. Alodaean: is double in size and HD, but also takes double damage from any magic of the Gods or their followers.
3. Antaean: cannot be slain while touching the earth, instantly regenerating 25% of its total hit points instead of dying on the ground.
4. Damysean: is quite swift, having +20' speed, but also -2 HD.
5. Enceladean: its footsteps cause tremors, causing all within 120' to save vs. paralysis or fall over.
6. Ephialtean: it regenerates 1d6 hit points per round unless struck at least twice in the same round.
7. Eurymedonean: gains +1 HD for 1d6 turns for every follower of the Gods it slays.
8. Geryonean: has 1d2+1 extra, connected bodies or just heads (equal chance of either), either doubling or tripling its HD and allowing two or three actions per round in the first case, or just allowing extra actions in the second. Having multiple bodies does make it difficult for the gigante to fit into confined areas. Having multiple heads makes it difficult for the gigante to make decisions.

9. Leonean: is leonine, allowing the gigante to make two claw attacks for 1d4+ 1/2 HD each and one bite attack for 1d6 + HD per round, as well as granting it +10' speed, but it also cannot use its claws to hold things.
10. Panoptean: like Argus, is covered in 100 eyes, never being surprised when awake, but also causing it to have an AC penalty of 4 and automatically failing any saves to resist seeing something.
11. Periboean: is semi-aquatic, allowing the gigante to breathe water and swim at its normal land speed. It also must be immersed in water each day or perish. 
12. Polybotean: can only be permanently slain by damage from (unfertile) rock. Can also swim at normal land speed.
13. Porphyrionean: +4 to all rolls when triggered by lust, but also a -8 penalty to AC and saves when so aroused.
14. Procrustean: can ignore the use of one special ability or spell used on it each round, but must also take time to stretch or cut away any victims it catches, so that they fit on its arbitrarily heinous egalitarian bed. 

Special Qualities
Gigantes can have more special powers and weaknesses in addition to their lineage. Roll for each to see what a particular one has.
- Ally of the Gods (5% chance): strangely, the gigante knowingly assists the Gods and thus would be understandably less prone to slaughter their worshippers.
- Better Weapon (25% chance): has more than just its fists to fight with, doing 2d6 + HD damage instead.
Boulder Tosser (75% chance): has boulders that it can hurl for 4d12 damage each.
Grab & Hurl (25% chance): if it grabs a foe who is 10' or more shorter, the foe must save vs. paralysis or be tossed 2d6 x 10' for at least 6d6 damage; gigantes with this ability may hurl such foes up to once every 1d4 rounds.
Fear of Clerics (50% chance): due to bad memories (the giants did lose the gigantomachy), it suffers a -3 to all rolls made against clerics and their subtypes.
- Herculean Slain (50% chance): it cannot be killed by magic alone- a mundane wound (typically an arrow), preferably shot by a hero, is also needed to do the gigante in.
- Unusual Ancestry (10% chance): roll twice for its lineage, combining their modifiers.

Summoning Gigantes
Unless the summoner somehow serves a Titan (detailed in a future post) or Typhon (consider him a combination of Balor from Volume II and Apep from Volume III until he can be described at a later date), a gigante cannot be summoned!

Next week: we shift to a series on Demon Lords, starting with Ghul-Ghul!

Wednesday, February 10, 2021


Far from being 'monsters', nymphs are more than human and can certainly be dangerous. What else can one expect from beings that look like breathtakingly beautiful women who are only too happy to pluck the heartstrings of mortal men? Whether fey, nature spirit, or just quasi-divine, nearly all of the Gods and their followers interact with nymphs since they personify the beauty and fertility of Nature, being minor goddesses themselves. They are presented here with plenty of pictures.

Though always appearing as beautiful women, the types of nymph are many. All are immune to harm by natural forces, creatures, or other hazards, allowing them to lounge happily nude wherever they are found. What is more, depending on their type, they will have the ability to meld with their particular type of area, to always know what's occurring at their home area, and to summon beings native to their type of area to their aid. For example, a dryad can meld with trees, knows what's going on at her own home tree, and can summon forest beings to her aid, while a naiad can meld with freshwater, knows what's occurring at her own pond or lake, and can summon freshwater beings to her aid. 

Roll 1d14 or select based on current location.
1. Asteria: star nymphs, they usually follow Hera, Aphrodite, or Hecate.
2. Auraair nymphs, they often honor Hera or Zeus.
3. Dryad: tree nymphs, they generally serve Artemis or Pan.
4. Epimeliadpasture & orchard nymphs, they often follow Ceres or Pan.
5. Lampadunderworld nymphs, they usually serve Hecate or sometimes Hades.
6. Limoniadflower & meadow nymphs, they often follow Aphrodite or Hermes.
7. Melissa: honey nymphs, they usually follow Zeus, Ceres, or Aphrodite.
8. Naiad
freshwater nymphs, they generally serve Aphrodite.
9. Napaevalley & dell nymphs, they often honor Apollo or Aphrodite.
10. Nephele: cloud nymphs, they often follow Artemis, Zeus, or Hera.
11. Nereid
ocean nymphs, they usually serve Poseidon or Aphrodite.
12. Oreadmountain nymphs, they generally follow Artemis, Zeus, or Pan.
13. Thyiadwild nymphs, they usually honor  Dionysus or Apollo.
14. (Unlanded): corrupted nymphs, they often follow Unharmonia or some other demon lord.


Nearly always lascivious, their reactions to mortal men can range from helpful to deadly. In addition to influence from their patron deity (determined via their type, above) nymphs can serve as either a (roll d6):
1. Muse: instructive, will help and guide, even providing a +1d6 bonus to certain rolls
2. Friendly Fey: playful, will enjoy and savor
3. Spirit of Place: majestic, will bond in the way of her domain
4. Wild: will follow animalistic, carnal impulses
5. Cruel Fey: harsh, will play twisted games
6. Siren: alluring, may entrap forever, either to remain with her or die in the process, though he may die happy nonetheless

Special Abilities

Along with usually being immune to normal weapons, being able to cast charm on mortal men at will, and their abilities described above, nymphs have a base 15% chance of having the following additional abilities (roll for each one).
- Blinding Beauty: mortal men who first view the nymph nude must save vs. death or go blind.
- Enduring Kiss: not only does she fill the ones she touches her mouth to with erotic joy, but also the ability to survive in the environment she dwells in for as long as she wishes.
- Faerie: may turn invisible and use dimension door up to her  HD level times per day, but she also takes 1d6 damage per round when touching iron and must abide by other faerie restrictions.
- Fairest: can take on the forms that mortal men hold most dear, becoming perfectly beautiful and even impersonating specific mortal woman if she so wishes. Only those of great will or intellect can resist her charms then.
- Hama: cannot leave her natural area, but automatically gains 1d4 additional special abilities on this list.
- Multirolled type: is native to two types of natural places. Roll again on the type table above, so she could be both a naiad and a limoniad, etc.
- Nature Spirit: is ethereal by default, but may take physical form for up to 1 round per HD per hour, and yet cannot enter any structures (except ruins) in any case.
- Oracle: can gain glimpses into the future, either through herself and/or the natural area in which she dwells.
- Priestess: has 1d12 levels, following a divinity that matches her type (see above).
- Slaying Beauty: mortal men who first view the nymph nude must save vs. death or die.
- Sweet Nectar: partaking of the nymph's pleasant secretions is the same as drinking a potion of Cure Disease, Healing, Restoration, or even Sleep- she decides which.

Summoning Nymphs
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Nymph to their spell list. Treat it as Summon Monster, except that only 1d3 nymphs may be summoned at a time, up once per day, their HD (usually 3) determining the appropriate Summon Monster spell's level. It takes 1d6 rounds for the nymph(s) to arrive and then the spell's duration begins- when the cleric can actually give commands. Once the duration ends, the nymph will act according to her disposition (either remaining or leaving the area) unless the cleric successfully casts another Summon Nymph spell to control her once more.  

In any case, providing the nymphs with an offering (or sacrifice) that fits her disposition can increase the spell's duration by 50 to 100% (per Referee), as a promised reward given after the commanded deed is done. Almost always, assisting her natural area will coax her to stay around longer.

Next week: Gigantes!

Wednesday, February 3, 2021

Philosophers, Myrmidons, & Peltasts

Masters of metaphysical debate, treat as clerics, except that they:
- Fight as magic-users, using their HD, 'to-hit' bonus, and inability to wear armor.
- Follow a philosophy which grants them additional advantages (see below).
- May have gods & goddesses as patrons too, namely Zeus, Apollo, Hermes, or Athena, while some foolishly doubt they even exist!
- Make philosophical points rather than cast specific cleric spells. These "philosopher spells" can be cast even when it's not their turn, but are all the same- they can only be used to cancel out other spells, magic items, and powers of supernatural beings. This ability is due to the philosopher using reason (and arguing) to disbelieve magic and supernatural powers, even non-illusory ones. The level of the philosopher's spell will cancel out any other spell, magic item, or supernatural ability of the same level, dweomer, or HD or lower. For example, a 3rd level philosopher can use one his second level spells to counteract a 1st or 2nd level spell, the bonus from a +1 or +2 weapon, or a supernatural ability from a 2 HD being or less
that's used against him. Once cast, the philosopher's spell will make it as if that instance of magic or supernaturalness never happened to the philosopher, and he won't be even aware of it (even if his allies are still affected), believing those who so to be delusional.
- Can attempt to turn magic-users, supernatural beings, and even philosophers who follow different philosophies, just like clerics can attempt to turn other beings that are antithetical to their god or goddess. Philosophers call this 'rebuking' and involves debating with the target until it is repelled, whether out of intense frustration or some more metaphysical reason.
- Cannot be affected by beneficial magic or supernatural ability, though they can still be harmed by such things if they don't have enough philosopher spells left that day to counteract them.

Classical Philosophies
Some examples include:

Socratic: questioning all, philosophers of this type wish to guide others too, allowing any in their presence who are affected by magical or supernatural effects to save vs. death to be able to ignore them as well, along with the philosopher when he uses one of his philosopher spells. Those in their group who fail to save will of course be seen as having delusions.

Platonic: believing in a strict hierarchy for society and metaphysical form, those who are successfully rebuked by these philosophers must save vs. death or cannot use their magic or supernatural powers for the next 1d4 hours too.

Aristotlian: being more empirical and practical, such philosophers can use their philosopher spells to
counteract other spells, dweomers, and supernatural powers that are 1 level higher. Thus they could use one of their 4th level philosopher spells to negate a 5th level spell, a +5 magic weapon bonus, or a power of a 5 HD being or less when used on them.

Stoic: emphasizing virtuous self-control, philosophers of this type also enjoy a constant 1d4 x 5% magic resistance ability that is rerolled each day. This amount reflects how wise, just, courageous, and temperate they are being, though the Referee should feel free to adjust it as needed if the philosopher is actually being more or less virtuous than the die indicates.

Epicurean: espousing measured pleasure, these philosophers can actually benefit from magic and supernatural ability, though they can't use their philosopher abilities for 1d20 turns afterwards if they do.

Skeptic: doubting all, such philosophers suppress all magic and supernatural ability in their presence. All (friend or foe) must save vs. death to be able to even use them in their presence, but once successful, they may do so again without needing to resave. But since skeptics doubt their own abilities too, their philosopher spells only work on spells, dweomers, and supernatural beings that are 1 level lower or less.

These warriors harken from mighty ants given human form. As such, 
myrmidons are skilled at overcoming enemy warriors. Treat them as fighters who can add 2 to their rolls to hit, damage, or even to improve their AC when faced with a foe who has just used a special ability against them (or attempted to use it). What is more, this bonus increases by 2 for every odd level the myrmidon has thereafter. For example, if a 3rd level myrmidon were fighting a hoplite who was using spear or sword and shield against him (or some other maneuver) for a special bonus (detailed in Volume I), then the myrmidon could respond the following round with a +6 bonus of his own! The hoplite may have to rely just on his normal attacks provided by his fighter level and attribute bonuses (if any) to defeat the myrmidon instead.

In return for being able to use this mighty boon, myrmidons must bear short swords and shields as their primary weapons, wear a certain style Greek armor to easily identify themselves (usually dark) whenever possible, and obey their Achillean superiors to the death. 

Most myrmidons serve Zeus and his clerics, though followers of other Olympians can call upon their aid when facing non-Greek foes, especially Trojans.


Light, skirmishing warriors, peltasts are skilled at hurling their javelins and then escaping counterattacks. As a result, if there is enough room, then they can make a Dexterity check with a +1 bonus per level to avoid a resulting melee attack when fighting in this manner. If successful, then they end up 1d3 x 5' away from the attacker at the end of the attacker's turn. For example, a 3rd level peltast could make a Dexterity check with a +3 bonus to try to run away from a charging hoplite that he just hurled his javelin at. If he does, then he will end up 1d3 x 5' from the hoplite; that is, if there is somewhere to escape to.

To allow for such maneuverability, peltasts cannot wear any armor heavier than leather and can only bear pelta shields. The latter only grants a +1 AC bonus  vs. one foe per round, so it behooves peltasts to get out of the way after attacking their foes!

Peltasts generally worship divinities associated with ranged attacks, such Apollo and Artemis, or rustic deities, such as Pan, Dionysus, and Hermes.

Next week: Nymphs!


Wednesday, January 27, 2021


Wild men, often with horns and the lower bodies of horses or goats, satyrs are notorious for being lascivious and gregarious. Whether playing their pipes, seducing maids, or causing a tussle, there is much to be had in their revelry. And unlike many other Greek monsters, satyrs can be fey, nature spirit, or mortal beings. Most follow Pan of course, though others call Aphrodite, Dionysus, or the Roman Faunus patron instead.

Associated Divinity/Cult (d6)
1-3. Pan: 75% chance of being a pan satyr
Aphrodite: 75% chance of being lascivious (if not already); 25% chance of being a corybante
5. Dionysus
: 50% chance of being a silenus, 75% chance of being drunken (if not already)
6. Faunus: 75% chance of being a faun satyr

Satyrs appear as wild men with human heads, torsos, arms, and hands. Otherwise, they can be a (per percentages above or roll 1d8 below):
1-4. Pan Satyr: Horned w/ goat legs
5. Silenus: Horned (50% chance) w/ horse legs (50% chance)
6. Corybante: Horned w/ human legs
7. Faun Satyr: Unhorned w/ goat legs
8. Man Satyr: Donkey-eared w/ human legs

- Goat Legs: +5' speed, +4 to resist be knocked over or pushed, +1 to Disposition
- Horned: can be used to attack for 1d6 damage, +1 to Disposition
- Horse Legs
: +10' speed, +1 to Disposition
- Human Legs: -1 to Disposition


Along with an additional base 33% chance of being drunk, a 25% chance of dancing and/or making music, and a -4 penalty to resist the enchantments of females, satyrs generally follow a certain disposition range. Select or roll 1d12 below, modified by satyr type.
2 or less. Calm & Instructive (& Somber)
3-4. Calm & Lascivious
5-6. Lascivious Only
7-8. Gregarious & Lascivious (50% chance of also wishing to engage in a play)
9-10. Gregarious & Panicking
11 or more. Aggressive, Lascivious, & Panicking

Usually more for making love and making merry, satyrs will make war if need be, though they disdain the use of armor or any clothing for that matter.
3-4. Spear
5-6. Dagger
7-8. None (just horns if available)

Special Abilities
(base 10% chance for each)
   - Fey: may turn invisible and use dimension door up to their HD level times per day, but takes 1d6 damage per round when touching iron and must abide by other faerie restrictions.
   - Larger horns: +1 to disposition, horned damage die is now d8.
   - Magic Pipes: possesses an enchanted syrinx that allows the satyr to cast Charm, Sleep, or Fear on any within 60'. Save vs. spell negates, and those who save against a particular satyr's pipes once are forevermore immune.
   - Marsyas-ilk: -2 to Disposition, but has special animosity with followers of Apollo.
   - Nature Spirit: is ethereal by default, but may take physical form for up to 1 round per HD per hour, and yet cannot enter any structures (except ruins) in any case.
    - Priapan: +4 to lovemaking rolls, but -5' speed, due to being perpetually ithyphallic.
   - She-satyr: the satyr is female, though may still have some male satyr parts (base 33% chance), in any case, goat- or horse-like legs often begin below the knees, rather than waist-down as is the case for male satyrs (base 65% chance).

Summoning Satyrs
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Satyr to their spell list. Treat it as Summon Monster, except that only 1d3 satyrs may be summoned at a time, up once per day, their HD (usually 2) determining the appropriate Summon Monster spell's level. It takes 1d6 rounds for the satyr to arrive and then the spell's duration begins- when the cleric can actually give commands. Once the duration ends, the satyr will act according to its disposition (if it still lives, either remaining or leaving the area) unless the cleric successfully casts another Summon Satyr spell to control it once more.  

In any case, providing the satyr with an offering (or sacrifice) that fits its disposition can increase the spell's duration by 50 to 100% (per Referee), as a promised reward given after the commanded deed is done. Almost always, providing an at least reasonably attractive woman will coax it to stay around longer.

Next week: philosophers, myrmidons, & peltasts!