Wednesday, 24 February 2016

Fire on the Velvet Horizon, 'Ice Age Eye to Imperator Ape' IMPERATOR APE OR EAGLE APE

IMPERATOR APE or EAGLE APE

OLD SCHOOL

Armour as chain, Move 45' land, 30' brachiating , 15(+3) Hit Dice, 108 hp,  fists 1d10+6, beak rend 1d8+6, Morale 12 (Fearless).

Treasure- The hide of an Imperator Ape is worth anywhere from 20,000 gp to a 100,000 gp. Roll a d10. 1-5 hide is mangled and unrecognisable. 6-7 20,000 gp. 8 40,000 gp, 9, 70,000gp 10 100,000 gp

3 attacks- fist, fist, beak

Immune to charm, sleep, confusion and fear effects.

Relentless- When reduced to half HP, the Imperator enters a ferocious battle fury. If the Imperator hits with either fists or beak, it may make another attack immediately with the appendage that scored the initial hit. It may do this repeatedly until it misses. This ability lasts until death.

Unstoppable- When reduced to 0 hp, the Imperator remains in the battle if it is able to make a save vs death. It rolls as a 15th level fighter.It must make this save everytime it receives damage from this point. At -50 hp, it dies regardless.

Perfect Vision- The Imperator can see with perfect clarity over any distance.



5E

Imperator Ape - AC 16, HP 195, Spd. 45ft land, 30ft brachiating, +12, 2d8+6 fist, beak rend 1d12+6,   CR 18, 20,000 xp

S+6/D+3/C+3/I 0/W 0/C-4


Multi Attack: Two fists and a beak

Relentless-same as above.

Unstoppable-at 0hp, the Imperator may stay in the battle if it succeeds with a DC-12 Constitution save. Everytime it receives damage from this point, it must make a further Constitution save. It dies regardless, upon reaching negative 100 hp.

Immune to affects that cause charm, sleep, confusion or fear effects.


Legendary Actions

Pummel-Imperator Ape makes an attack against the nearest foe with a fist. Cost- 1 action

Swipe-Imperator Ape swats a foe off the ground with a bunched fist. Make an attack against an opponent engaged in melee. On a successful hit, damage is dealt and the target must make a successful Strength save, DC 18, to avoid being knockd prone and backwards 10 feet. Cost- 2 actions

Supreme Rush-Imperator Ape charges at a foe, up to twice its movement rate away in feet. Against that foe, tt makes a beak or fist attack at advantage. Also, until its next turn, it gains damage resistance to piercing, slashing and bludgeoning attacks. Cost- 3 actions





Fire on the Velvet Horizon, 'Ice Age Eye to Imperator Ape' ICE AGE EYE

Ice Age Eye

OLD SCHOOL

Armour as plate, Move 40', 18 Hit Dice, HP 135 , 4d10 dam (1 Trample), Morale 11.

Treasure: . The fur of an Ice Age Eye is worth 100 GP a sack. Theoretically one Ice Age Eye has about 30 sacks worth of fur to donate. Any cloak made from such fur, will provide immunity to the worst ravages of Winter.

Immune to cold damage.

White Gaze: Save vs Magic -3 else fall asleep for d6 turns. Anyone meeting the gaze of the Ice Age Eye is subject to this effect, making the save at the beginning of their turn.

The gaze also stills heat in general. Fires reduce in intensity by one category per round. From forest fire, to housefire, to bonfire, to camp fire, to torch, to candle flame, to ember, to exstinguishment.

Could a volcano resist the Ice Age Eye? That's up to the GM.

  

Epochal Chains: The Ice Age Eye produces chains capable of freezing just about anything. Any object the Ice Age Eye chooses to bind, begins to freeze rapidly. This can be as small as a leaf or as large as an ocean. Six, 5 mile hexes per day may be frozen. They must be connected to the Ice Age Eye. Freezing a city might take an hour or so. The target climate shifts to arctic.
Chains can be melted with fire or will melt on their own. A large, hex scaling chain, might take up to 2 weeks to melt if subjected to fire (eg. bonfires built along its length). If struck by lightning, the chains greatly weaken. A group of four wizards or clerics, wielding magic lightning, can destroy up to a hex worth of chains per day. Upon breaking the chain between the Ice Age Eye and the bound target/hex, the climate returns to normal by the next morning.
 If a chain is directed at a living being (which is rare, it freezes mainly what it loves), a save vs paralysis must be made to avoid binding. If bound, a save vs death at -4 must be made to avoid instant flash freezing and sudden death. This counts as the Ice Age Eye's attack.  


5E

Ice Age Eye- AC 17, HP 270, Spd. 40ft  +12, 5d10 dam (trample),    XP CR 14 XP 11,500

S+6/D-2/C+4/I+1/W+2/C 0


Legendary Resistance: Ice Age Eye may choose to pass a failed save; 3/day

Immunities- Immune to cold damage

 White Gaze- DC-18 Wisdom save, else fall asleep for d6 turns. Anyone meeting the gaze of the Ice Age Eye is subject to this effect, making the save at the beginning of their turn.

Epochal Chains- As above. If a chain is directed at a living being (which is rare, it freezes mainly what it loves), a DC-15 Dexterity save, must be made to avoid binding. If bound, a DC-18 Constitution save must be made to avoid instant flash freezing and sudden death. This counts as the Ice Age Eye's attack.




Weirder Dragon Born

A busy few weeks of gigging and production has come top an end, so I'm able to go back to my D&D comfort den,  perhaps with some extra insights gleaned from beating my brains a little. Or perhaps not.

At any rate,  I've been playing multiple games of my LotFP/D&D 5e hybrid since last Friday, with a couple of sessions on G+/Roll 20. It's been interesting to say the least, mainly because I've had the opportunity to develop a few ideas for my OSR community/homebrew setting---ideas which I think are not boring.





One of my players wanted nothing more than to play as Dragon Born. Frankly,  I was kind of horrified.  At best, they felt underwritten  and cartoony. At their worst,  they had a lame, B movie kind of vibe. Grotesque scenes floated before my third eye, scenes from a film, probably on the Sy-Fy Channel. I saw a rubber Dragon man stinking out the inn of ignorant goode folk. Just sort of looming there, waiting for his obligatory, stiffly choreographed fight scene and possibly , probably,earning a noble death, proving that the hero played by some 80s guy, was right to trust the big, dying lizard.

I mean, maybe you actually like the sound of that, I don't know. I mean, rubber heads definitely have their place. CGI heads, I'm still deeply unsold on. So think of those if you dig rubber.

Anyway, as far as I'm concerned, they even seem a poor fit for high fantasy, unless it's the kind of high fantasy championed by the Forgotten Realms,which, personally, as a setting,  seems too much like a LARP gathering in an American gym hall (and yes,  I've witnessed one...a Vampire game,  like the weirdest PE lesson of all time and a definitely saleable spectator sport). The idea of Renaissance Fair villages full of Midwestern peasants, I find, indescribably cack. To me, Dragon Born fit into that milieu.

There's no sense of mystery to them.  No sense of what makes a Dragon special. We see reasonable cracks at this with the other races...their racial abilities go some way to describing them as a culture and a species. But to say that dragons are defined by the types of damage they deal and resist... well, could it get any more boring?

What kind of losers are Dragon Born anyway?  How would you deal with the inferiority complex?  By hanging around other losers of your own species?  Or by stinking out inns, standing at the back of adventuring parties,  contributing nothing but your breath weapon and your BIG RUBBER DRAGON HEAD?

Even so, my player was thoroughly enchanted with the concept...thus, the race had to be made acceptable to mine eyes. I succeeded, but let's check your sensibilities...

The Dragon Born

The Dragon Born, ironically enough,  are not born,  but created. They emerge, from suicidal devotion to ideas,desperate need to escape the tatters of  life,doomed efforts to understand that which cannot be understood...and even; on occasion; from the wrong needle, dug deep into a vein, seeking an escape only the opiates of Yoon Suin can provide.


There are ten venerable dragons,  shepherds of the creatures of flesh, stewarding and winnowing as they see fit. Their ultimate origin is unclear...that they are orders of magnitude more potent than mortal races is as obvious as their matter is alien. They seem to bear a kind of responsibility towards the creatures of flesh. But it is more accurately a commitment, to a terrible kind of eugenic omnicide.

Areas home to dragons, warp and twist in fashions apt to nature of the master of the land (where they live, they are always masters).  Their very proximity,  causes reality to bend towards a model in which the Dragon dominates and flourishes.

At some juncture,  their blood appeared in stoppered vials, circulating through the arcane underground,  such as it is.  How this blood had been obtained, was open to conjecture.

Some say that the blood was donated by these gargantuan doom lords, with intent and carried out by their servants.

The blood of the Dragon is highly mutagenic. If one injects the blood,  then a change occurs on a fundamental physical, mental and spiritual level.  In short, the subject becomes Dragon Born, their identity and matter, being overwritten by the power contained within the draconic blood.

No memories exist of the former individual. If the blood is injected,  a new level 1 being comes to exist.  This creature is entirely new, ageless and inquisitive.

Some perceive this as apotheosis.  Others as escape from a life of shame, crime,  illness or grave misfortune.  It is undoubtedly a kind of suicide.  Even so, all that hope to receive the intravenous mutagen, tell  themselves a trace of their old self will remain.  But it does not. Whatever was born human, is cast away irrevocably.

And yet a visual clue persists.  The Dragon Born can assume a humanoid shape for a few hours a day. The shape, the illusion, is the image of the former, abandoned identity.

They learn swiftly,  the benefits of surreptitious behaviour. Their true forms are too monstrous to be acceptable.  They find themselves hunted by Cube Knights and Monster Slayers, driven into wild places,  far from civilisation. And yet they are attracted to the lives of mortals, their strange ways their odd achievements. They also, are tempted to feast upon them. There exists a beast in the heart  of every Dragon Born, no matter how seemingly noble.

Some insinuate themselves back into society. Reptilian presences within the higher echelons of culture.  They are constantly seeking, wondering,  attempting to find purpose. The worst of them groom  and farm sentient life  so as have a ready larder of flesh. Some they say, are deep ensconced within the greatest aristocracies of the land.

Sometimes they dream and their dreams are atomic splendour. And remote.

Sometimes they receive thoughts from the one that spawned them. Sometimes they are imperatives.

Both The draconic and mortal experience, are open to them and yet they are neither. They can see through the illusions perpetuated by other Dragon Born. Sometimes they form alliances and secret societies,  though they are just as often loners.

The fleeting notion that they are part of a greater whole, never leaves them. They are obsessed with transformations and indeed,  many continue to seek physical metamorphosis throughout their seemingly endless lives.

The mysteries of existence never end. They see inside the inside of themselves and they are compelled to make it explicit. But it is a mirror looking into itself. There seems to be cessation of revelation.

A true and inimical Madness waits for many Dragon Born. Some say this madness leads ultimately to a strange city, all angles terminating in impenetrable Draco-Space. Finally, the oldest Dragon Born are here, building, creating something. The angles keep getting tighter. Can an angle exert something akin to gravity if it is acute enough? Acute through multiple spatial plateau?

Some scholars think so.



Every Dragon Born is saddled with a Draconic Temptation. Roll a d10. The Dragon Born has disadvantage on all Intelligence, Wisdom and Charisma rolls whilst resisting the Draconic Temptation and able to satisfy it immediately.

1 Virgin Heads
2 The Fat of Children
3 The Flesh of Dogs
4 The Hearts of Lovers
5 The Skin of Saints
6 The Bones of Knights
7 The Eyes of the Holy
8 The Tongues of Fathers
9 The Blood of Mothers
10 The Unborn Whole and Crunchy



 
Every Dragon Born learns a Draconic Truth. They know one such Draconic Truth when they are created. They may learn a new one whenever they qualify for an attribute increase or whenever they find/persuade a Venerable Dragon to teach them.

1 Egg Rebirth: a dragon born can construct an egg from itself out of which it will be reborn. This costs 5000 xp to create the first time, doubling thereafter. It is a costly process. Invariably they emerge less human, gaining a new Draconic Temptation with each renewal.

2 See True Geometry: the Dragon Born can utilise space according to dragons. Once per day, per point of Wisdom bonus, it may Dimension Door. A DC 15 Wisdom save must be made to avoid passing into a different dimension for d6 rounds. Carcosa, say. They usually end up somewhere portentous.

3 Breather underwater/aether. Does what it says on the tin. Phlogiston would work just as well as Aether. Beware Aetherial Regrets, which are fascinated by Dragon Born. They also are now able to resist extremes of pressure.

4 Draconic Trans-mind. They can reach into a kind of Akashik Record, a draconic supra consciousness...a reptilian over soul. Roll 5 d20 and arrange in any order. These are the results of the Dragon Born's next 5 d20 rolls. Put this down to the fact that Draconic Trans-Mind knows the limits of neither time, nor space. This emanation is perhaps a side effect of the Strange City.

5 Envoy. The Dragon Born been chosen by a great dragon, to represent its interests amongst the lesser races. The Dragon Born gains advantage on persuade rolls with wise members of monstrous races (those who recognise the Envoy's crest). They become subject to random dragon missions and a gain a host of  new enemies. On the other hand, whenever a monster city is entered, the Dragon Born can rely on having the capability of drawing upon one contact, a being aware of their importance.

6 Stone Sleep. Can enter a stony encased hibernation trance appearing to be a foetal statue. This takes about 10 minutes. The Dragon Born is treated exactly like a petrified individual, but remains conscious and can re-flesh with a thought. DC 10 con save required, else cannot awake for d100 years without outside help. This help, involves the Dragon Born's favourite Draconic Temptation.

7 Mutagenic Blood. The Dragon Born's blood, creates more Dragon Born if injected intravenously. The transfused individual, is immediately level 1 in a new class. About a pint is required. The old person is completely gone. The new Dragon Born is a physical clone and will be favourable towards the one that made it.

8 Hoard Strength. GPs have powerful effects upon Dragon Born when slept upon. A minimum bed of 5000 gp, is enough to constitute a hoard.  Sleeping on it, will ensure the Dragon Born begins each morning inspired.  Furthermore,  the Dragon Born may make a DC 18 Insight check to know who was the last owner of any given GP in their collection.  A DC 18 Insight check will reveal their current location. Treasure must spend at least 2 weeks within   the lair of the Dragon Born to qualify for hoard status. The Dragon Born becomes trnasfixed by the notion of acquiring more wealth for its hoard.

The Dragon Born still possesses a breath weapon and a resistance. A d10 can be rolled to determine the Dragon colour of origin.

(I used the ten Venerable Dragons from Rafael Chandler's extremely fun 'Terratic Tome', as the basis for the breath weapon/resistance of my Dragon Born. You can use the normal ten if you wish. I don't really have much time for them, as written.)

Vermilion             Fire, 15' cone, resistance to poison or fire
Azuline                Lightning, 30' line, resistance to electricity
Porphyrous          Insects, 15' cone, resistance to piercing
Chlorochrous       Enchanted Cloud (force), 15'cone, resistance to force
Nacreous              Sulfur (fire), cone 15', resistance to poison or fire
Flavescent            Sonic Death (force) 30' line, resistance to force
Albicant               Cold, 15' cone, resistance to cold
Chromatophoric   Fire & brimstone (fire) 30' line, resist fire
Gamboge              Spores (poison), 15' vibe,  resist poison
Atrous                   Acid, 30' line, resist acid

Everything else, I'd keep as is. I recognise that I've certainly made the race more complex, but honestly, I think they needed that. Well...I needed that. 

Monday, 25 January 2016

RPG Person Profile

I'm currently running (at home): D&D 5e/LotFP hybrid.

Tabletop RPGs I'm currently playing (at home) include: Traveller, Runequest

I'm currently running (online): D&D 5e/LotFP hybrid.

Tabletop RPGs I'm currently playing (online) include: zilch.

I would especially like to play/run: I'd like to run the GW Judge Dredd

...but would also try: Chuubo's Marvelous Wish Granting Engine

I live in: Manchester, England

2 or 3 well-known RPG products other people made that I like: Vornheim-The Complete City Kit, Yoon Suin-The Purple Land, Deep Carbon Observatory (Obvious, but the stone truth).

2 or 3 novels I like: VALIS, The Last Temptation, Siddartha

2 or 3 movies I like: Twin Peaks: Fire Walk With Me, Dawn of the Dead '78, Once Upon a Time in the West

Best place to find me on-line: G+

I will read almost anything on tabletop RPGs if it's: dense with random tables.

I really do not want to hear about: how much you love science.

I think dead orc babies are ( circle one: funny / problematic / ....well, ok, it's complicated because....) it's complicated because it depends completely upon the setting and what one wants and expects out of orcs. I kind of dislike them, so they tend to be re-skinned. Forced into a corner, it's primal, hate orcs all the way. They don't even have babies. As far as evil humanoids go, I just let the players decide.  As much as the PCs might have flashbacks to their dungeon  'Nam attrocites, no-one is losing sleep in real life over it. Please.

Game I'm in are like (link to something) https://www.youtube.com/watch?v=xQ10vPjABk4&list=FLPbElfzq6dFGlWGbNdZ-Gog&index=226

Free RPG Content I made for D&D and Runequest is available here http://daayansongstranslated.blogspot.co.uk/.



If you know anything about Crop Circles, Dream Time or Ibogaine it'd help me with a project I'm working on

I talk about RPGs on RPG.net/theRPGsite,ENWorld,Dragonsfoot  under the name In_a_flat_field

Tūr Cadas and the Etter Caps

It is a city of spiders. The architecture is as much their work as that of Tūr Cadas' long perished founder kings. Perhaps more so now.

Imagine, conical towers, bricks and mortar, strung with hardened web, calcified after centuries, the webbing darker at the lower levels, the same colour as the dirt of life, meat; the used energy of squalor.

The Crawl Watch, thousands of domesticated, spiders herded by the Etter Caps, magicians trained in the ways of the Great Silk Spiders of Tūr Cadas, called the Silk Masons. The magics they wield have wrought terrible changes.

The higher one's perspective rises, the more the colours of the buildings lighten; here the Silk Masons are still spinning new wonders, delicate manses of the stupendously rich. Witch Elves (who have chosen to live here in large numbers) tend gardens of Yew, bark etched with screaming ancestors, branches thick with the cloud stuff of diaphanous silk.

Two immense cocoons, casts their  shadows across the city.  From a bridge, one can see their movement, the heart of the city, its power, its greatest resource, the home of its inscrutable creators. The surfaces are alive with the migrations of millions of arachna-forms.

Tūr Cadas, the Ghost Moon, the Greater and Lesser Suns

The greatest brothels in the whole of Macmóhrda  . The fantasies of all, are catered. Cultivated venoms, distillations of grieving, modelled for recreational use, still devastating...heavy use will change you over time. Is this whence came the Etter Caps? The alien, changed natives have more in common with the mighty Silk Masons, colossal industry made manifest, webs of delicate arabesque, art and purpose.

Each summer, a migration of Giant Horse Flies blacks out the sky. The spiders feast. These days are called the Buzz Kill.

What price is paid to maintain the City of Bound Whispers? Anything can be bought here, but there are no livestock.

Each morning, the people wake. They will always be lightly brushed with spider silk. Money Spiders maintain obscure functions.

It is considered both a luxurious and a cursed place. Lords, merchant princes, magi, high priests; visit here, but never stay. It is too alien for men, in the end. The natives look like men. But act like men? No, they do not do that.

Each night, the higher silks are illuminate--- tripped out dead moon glow, awash with delirium in lieu of mortal fog. 1000 strong choirs sing dirges in the language of spiders. The spiders never cease working.

Down below, the strange masses, lost to the venoms.

Also human flesh is a thing. But only if you are bad. Or too old. Or too sick Or for some other reason, some arachnid taboo broken, heedless, unknowing. The Crawl Watch carries you away. In the saloons of Low Cadas, 'Special Loin' is served daily. It is a staple. There are no graveyards.

The Witch Elves partake never. "Look how they ape the Masons", they say "they will never be like them!" And they laugh.













The Barbét Recency and the Cyclops


The rolling valleys of Barbét are choked with vineyards and orchards. Slicing through the greenery are alarmingly clear streams, white pebbles reflecting the light from Colossus, the greater sun,  which is considered holy in this land. The hills are verdant and flocks of black sheep and firey, red haired goats are driven across the pasture by hardy,  ruddy skinned shepherds. The peasants of this land have tended their flocks for generations.  They lead simple lives. They know and understand their place in the grand scheme of things: that is, to live and die upon the pasture. Their masters treat them well, watching with their great brass telescopes from their granite castles.

They are called Cyclops and they are as civil a people, as one could hope one eyed giants to ever be.

Their race is older than man and in their refinement, their gentlity, their measured calm; the surplus of years is made apparent.  They stand a full head higher than a man and their frames are broad and powerful.  Their hands are like shovels and yet their fingers are long and dexterous. They are magnificent musicians,  composing heart shudderingly beautiful scores upon their peculiar piano-harps. Their voices are peerless, rich and luxuriant of tone.

True to legend, each possesses but a single, great eye. It is right to say that their depth perception is not good. But those eyes see more than crude matter alone. If they fix upon a spot,  they can see the future of that tightly focused point in very specific terms...the holes that will form in a coat, the lines that will crease a maiden's face, the wound that will fell a soldier.  They use the chrono-scry rarely,  for it calcifies the future,  setting the most likely fate of a person or object in certain terms.  Still,  there are foreign princes who still pay great sums to know something of what a Cyclops sees.

They are not a populous race,  living many thousands of years,  but breeding perhaps once or twice in that great span. They, unlike elves,  have souls.  They are worshipers of invisible Metronon, but they are not fanatics like the men of Torquemada. Moreover,  the Torquemadan empire recognises the important allies these people represent and do not force them to burn their musical instruments or destroy their skewed, surreal paintings. Despite this seeming tolerance, it is no mere conjecture to say, that many within that base empire, where shallowness has been raised to holiness, would love to bring the  Barbét Regency to heel. But for now, they are simply too afraid.

They rule a population of men, generally serving as examples to their lessers in matters of honour and chivalry. Still, they see their human vassels more like the inhabitants of a great doll's house than as people.  Privacy is forbidden. Utilising great brass telescopes,  they peer into the most intimate places with complete impunity. To hide from their sight, is to invite a terrible paranoid fury. All peasant's homes have  large, round windows set into the north, east, south and west walls  . Through these  windows, every room in the house can be seen.  They call them 'The Master's Windows'.

They dress in the finest fashions. Indeed,  the salons of Barbét are widely considered to set trends across the continent. They are fond of a wide variey of smoking herbs, many of which are highly narcotic to a human partaker. They hold garden parties, upon clifftop retreats.

They are formidable warrirors, exceptional duelists and famous for their three man jezail teams, incorporating a shooter, a stabiliser and a range finder (vital with the Cyclops lack of depth perception).

They tolerate the persecuted Alephs (as they are known on Idios, You can call them Tieflings if you like. I was never a fan of that name). In fact, many Alephs have settled in the Barbet Regency; enough to be of concern to the Church of Metronon. For now, Barbet represents a great place of security for the Alephs and they do their best to find their way here. Were it not for the fact that they worship the Lord of Secrets, Murmuri , they would come in greater numbers. As it is, there are still a great many secular Aleph and these ones flourish.  The Cyclops tolerate nothing hidden.

Witches, personifying the profane 'secret' for the Cyclops, are not suffered to live. In fact,  all crimes,  even the slightest, are considered an affront to the natural order. If any are discovered,  then execution comes in the form of an iron mallet to the head. This is often carried about by enthusiastic human vassals. Every household has an execution mallet, wielded by the eldest member.

Despite this,  within the captal city of Ergo, thieves operate,  for objects d'art proliferate. The Cyclops produce nothing without idyosyncracy. Their work is not always beautiful, but it is always art. Ot at least their creations seem to unite critics in a perversely universal fashion.

Barbét Cyclops Chevalier

AC 18 (chain & shield), HP 85 Spd. 35 ft Proficiency bonus +2, To hit +8, 2d6+5 dm (massive longsword)

S+5/D+1/C+2/I+1/W+1/C+2

Disadvantage on ranged attacks.

Fated Strike: so localised and specific is the sight of the Cyclops that its power is as much of a hindrance as a boon. If the Cyclops chooses to use it (which it will do as a last resort), roll on the following table. (It takes up a bonus action) :

1 "I see you burn!" Target becomes vulnerable to fire for the next round (or some other random damage type)
2. "I am undone!" Cyclops gains disadvantage on all rolls this round.
3. "Your armour is badly maintained , my friend!" Next hit from the Cyclops reduces AC of opponent by 1.
4. "Tis not the time for battle." Cyclops compelled to do nothing but defend and spout poetry this round.
5. "We both, shall fight to the last! " Cyclops and opponent both do double damage to one another this round.
6. "Winds  of time, blow thy horns!" Cyclops gains advantage on all rolls this round.
7. "The horror! The horror!" Cyclops is nauseated.
8. "You and I may yet be brothers" Cyclops will immediately attempt to parlay. Opponent has disadvantage to strike Cyclops.
9. "Thou art mine bosom enemy!" Cyclops forever hits a critical on a 19 or 20 against this opponent.  It will fight to the death.
10.  "Stare into my eye and see thine reflection." Both Cyclops and opponent gain a level of exhaustion,  faced with a swift developing, cosmic ennui.









Fire on the Velvet Horizon, 'Geisha Spore-Glyphapillar', GLYPHAPILLAR

Glyphapillar

OLD SCHOOL

Unarmoured, Move 5' 1 HD, HP1 , 0 damage, Morale 7.

Warding Gaze: Anything the Glyphapillar stares at, if it has a mind, cannot approach closer than 5'. This is theoretically close enough to be struck with a longsword or larger. However, with each Glyphapillar present, this range increases by 5'. 

They appear in colonies of d100. (I came to this conclusion after noting that
Eriogaster lanestris, appeared in colonies of several hundred. Glyphapillars are maybe bigger and certainly magical, so I scaled it down a bit)

A certain combination of scents, grants an individual the ability to move freely amidst the Glyphapillar's collective gaze. This may be derived from the 'Black Bark', that is, a genus of tree enjoyed by the Glyphapiullar. This is however...uncertain.

Ashkott Glyphapillar: Burning a Glyphapillar, transforms it into a Vitellary. 





5E

Glyphapillar- AC 6, HP 2, Spd. 5ft +0, 0 Damage    XP 10  CR 0

S-6/D-4/C 0/I-3/W 0/C-4

Warding Gaze: As above, only note that a sngle Glyphapillar may look upon a target as part of their move but, must then take an action to change targets. A single Glyphapillar has a Passive Perception of 12. This increases by 1 for each Glyphapillar present, to a maximum DC of 30.

All else as above.