Tuesday 22 December 2015

Fire on the Velvet Horizon, 'Eclipse Lich to EoNian Wyrm' ECLIPSE LICH

Yeah, these are kind of long.  I think short stat blocks are cool,  but for monster manual style entries,  you'd want the whole cloth. Plus, 5e has these little kinks in the system (legendary actions, lair actions), that i really like. Anyway,  the Eclipse Lich is one of my favourites.  Two more coming later this eve and then it's time for a new, arbitrary letter.  




Eclipse-Lich

OLD SCHOOL

Armour as plate and shield, Move 5', 19 Hit Dice, HP 121 , 1d3 dam (Feeble Appendage), Morale 12.

Corpse Rays: Save vs Magic -3, failure means imprisonment within a Corpse Ray and replacement by a superior duplicate. 100 ft range. Double has maximum HP for its level and =+2 to all ability scores. Its abilities are reversed and/or perverted. Wizards gain knowledge of all necromantic spells that their level qualifies them for. Clerics lose knowledge of all spells but necromantic ones but their Turn Undead ability (or spell), becomes Turn Living. Rogues and fighters remain unchanged, though any magic weapons wielded by a transformed character become reversed cursed weapons if picked up by anybody else.

Spell Casting:  Knows all necromantic spells available to a 20th level wizard or cleric. However, it cannot cast them, since the Captains are their means of interacting with the petty world.  Eclipse Liches are concerned only with pure death and chaos; its Corpse Rays express its fury in a concentrated, single minded fashion.

Eat Light: No matter the illumination, light in the area becomes dim until the next round.

Crimson Flare: The  Eclipse-Lich burst into a brief crimson flash of flame. Save vs Rods & Wands to avoid 1d3 rounds of blindness. 

Shattering Memories:  The  Eclipse-Lich   fixes  its  attention on one  creature  it  can  sense  within  10  feet  of  it. A sudden telepathic  influx of infinitely bitter, celestial half-truths, flood the creature's mind. The  target  must succeed  on  a  Save vs Magic magic or  become  confused (As the spell)  for  1  minute.  The  confused  target  can repeat  the  saving  throw  at  the  end  of each  of its  turns,  ending the  effect  on  itself  on  a  success.  If  a  target's  saving  throw  is successful  or  the  effect  ends  for  it,  the  target  is  immune  to the  Eclipse-Lich's ranting for  the  next  24  hours.

Vile Inferno:  Each  living  creature  within  20 feet  of  the  Eclipse-Lich  must  make  a Save vs Death, (6d6)  fire  damage  on  a failed  save,  or  half  as  much  damage  on  a  successful  one. Victim is on fire on a roll of 1-2 on a d6.

Corpse Ray Regeneration: Any previously destroyed Captain, is immediately brought back to life at full hit points.

Glimpse the Black Sun: Anything dead within 50 feet rises as an undead creature.

Empower Captain: Target Captain receives +2 on its next attack and does double damage on a hit.




5E

Eclipse Lich - AC 19, HP 185, Spd. 5ft +8, 1d4 dam (Feeble Appendage),    XP 100,000 CR 26

S+0/D-3/C+5/I+6/W+6/C-3

Corpse Rays: The Eclipse Lich is not hugely effective in and of itself. The doubles it produces from its rays, serve as its best means of interacting with the world. Any individual within 100 ft of the Eclipse Lich is subject to this power. It may use its Corpse Rays as a normal action or a reaction. Victim makes a DC-20 Int save or is imprisoned within the Corpse Ray and replaced by a superior double.
The double has maximum HP per level, +1 Proficiency bonus and +2 all of its abilities scores. It is more correctly considered a 'dark reflection' than a 'double' since the new mirror being's powers become reversed and/or perverted. Lay On Hands, for example, might do an equivalent level of harm instead of healing. This is must be considered by the DM, but some examples as guidelines:

Fighters, Rogues, Rangers: Remains largely the same. Sadism and cruelty become the primary characteristics. However, any magic weapons carried have powers reversed. Anyone picking up a reversed magic weapon will discover that it functions as an equivalent cursed item in their hands. Animal Companions are not reversed unless the Eclipse-Lich chooses to utilise a Corpse Ray...in which case, Cujo. Ranger's Chosen Enemy becomes his own friends and family.
Barbarians: Transform into implacable, slasher film style psychopaths. They do not rage. Instead they howl;  the very sound of which weakens, sickens and demoralises. DC-8+barbarian's Con bonus+ barbarian's proficiency bonus to save. Victims suffer disadvantage on Strength checks and gain vulnerability to cutting, piercing and bludgeoning attacks until the next round.
Wizards: Spell damage type becomes necrotic. Knows all necromantic spells from each spell level the original caster qualified for (the Eclipse-Lich's wisdom is embodied in its captains and in matters of undeath, it is essentially peerless). Able to manifest spell at +3 caster level. Often used as the Eclipse Lich's primary agents in the world at large.
Clerics: Are essentially conduits of the Eclipse-Lich's necromantic energy. Since they no longer possess a connection to the original victim's patron deity, they lose the ability to cast their original spells and instead become capable of casting only the listed divine necromantic spells of the qualified level. However, they are manifested at +3 to the caster level.Turn Undead ability becomes Turn Living.
Paladins: Obvious reversals such as Smite Evil becoming Smite Good and Lay On Hands inflicting wounds as mentioned above. Mount is not subject to imprisonment unless Eclipse-Lich utilises a Corpse Ray. Turn Undead as Clerics above. Horribly cruel and sadistic.

Spell Casting: Knows all necromantic spells available to a 20th level wizard or cleric. However, it cannot cast them, since the Captains are their means of interacting with the petty world.  Eclipse Liches are concerned only with pure death and chaos; its Corpse Rays express its fury in a concentrated, single minded fashion.

Legendary Actions:

Eat Light (1 Action). No matter the illumination, light in the area becomes dim until the next round.

Crimson Flare  (Costs  2  Actions).  The  Eclipse-Lich burst into a brief crimson flash of flame. DC-19 Wisdom save to avoid 1d3 rounds of blindness.

Shattering Memories  (Costs  2  Actions).  The  Eclipse-Lich   fixes  its  attention on one  creature  it  can  sense  within  10  feet  of  it. A sudden telepathic  influx of infinitely bitter, celestial half-truths, flood the creature's mind. The  target  must succeed  on  a  DC -20  Wisdom  saving  throw  against  this  magic or  become  confused (As the spell)  for  1  minute.  The  confused  target  can repeat  the  saving  throw  at  the  end  of each  of its  turns,  ending the  effect  on  itself  on  a  success.  If  a  target's  saving  throw  is successful  or  the  effect  ends  for  it,  the  target  is  immune  to the  Eclipse-Lich's ranting for  the  next  24  hours.

Vile Inferno  (Costs  3  Actions).  Each  living  creature  within  20 feet  of  the  Eclipse-Lich  must  make  a  DC -19  Dexterity  saving  throw against  this  magic,  taking  21  (6d6)  fire  damage  on  a failed  save,  or  half  as  much  damage  on  a  successful  one. Victim is on fire on a roll of 1-2 on a d6.

Lair Actions

Corpse Ray Regeneration: Any previously destroyed Captain, is immediately brought back to life at full hit points.

Glimpse the Black Sun: Anything dead within 50 feet rises as an undead creature.

Empower Captain: Captain within 50 feet gains advantage on its next roll and deals double damage on a melee hit.

Sunday 6 December 2015

Fire on the Velvet Horizon, 'Capitulator to Curselings' CURSELINGS

CURSELINGS

OLD SCHOOL

Armour as chain, Move 30', 6 Hit Dice, 33 hp, claw d6+1 damage (but will prefer other, cleverer means of murder), Morale 8.

Treasure- Curselings lair where there exists great amounts of lost treasure (of all kinds). These places are often dangerous in their own right. Decide who or what owned the hoard previous to the Curseling and generate (or place) suggested treasure types.


Invisible in the Dark - When in darkness, surprises on a 1-5 on a d6. -1 to hit the Curseling.

Sense of the Lost - As well as being able to discern the location of any lost object or person, the Curseling gains a +2 on all rolls whenever it deals with the lost or the truly alone.  Being in a Curseling lair counts as 'lost and alone'.

Tireless - Curselings never become fatigued .

Whisperer in the Darkness - Can perfectly mimic any sound it hears and throw its voice unerringly.


Curseling Shadow Thane - Armour as chain and shield, HP 60, Move 30', 8 Hit Dice, 1d8+2 (Claw, though as above. Likely to have access to some manner of magical weapon)

Abilities as above. Will have the unwavering loyalty of any number of Curselings.






5E

Curselings - AC 16, HP 60, Spd. 30ft, +6, 1d8+2 dm (Claw or by weapon, though a Curseling will rarely resort to such methods, preferring to utilise the cruelest, most cunning means of slaughter they can devise.),    XP 1,800 CR 5

S+2/D+1/C+2/I+3/W+2/C+2

Invisible in the Dark - When in darkness, gains advantage on stealth rolls. Those trying to hit it, are at disadvantage.

Sense of the Lost - As well as being able to discern the location of any lost object or person, the Curseling gains advantage on all rolls whenever it deals with the lost or the truly alone. Being in a Curseling lair counts as 'lost and alone'.

Tireless - Curselings never become exhausted.

Whisperer in the Darkness - Can perfectly mimic any sound it hears and throw its voice unerringly.


Curseling Shadow Thane - AC 17, HP 104, Spd. 30ft, +8, 1d10+3 (Claw, though as above. Likely to have access to some manner of magical weapon) XP 2,900 CR 7

S+3/D+1/C+3/I+3/W+2/C+3

Abilities as above. Will have the unwavering loyalty of any number of Curselings.

Fire on the Velvet Horizon, 'Capitualator to Curselings' CRYPTOSPIDER

CRYPTOSPIDER

OLD SCHOOL
Armour as unarmoured, Move 10', 1 Hit Dice, 2 hp, bite 1 damage, Morale 5

5E

Cryptospider - AC 10, HP 3, Spd. 10ft,  +2, 1 damage (Bite),    XP  10 CR 0

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



Crypto-Web - The cryptospider's web captures  (per night) 1d3 memories/ideas. Roll on the  table below:
  1. Birthing memory.
  2. Childhood event/trauma.
  3. Idea you had for a book.
  4. Location of a friend's hidey hole.
  5. A dance move.
  6. The taste of exceptional/horrible food.
  7. The time you heard your mother fucking, when dad wasn't home/dead.
  8. The words to a dead minstrel's song.
  9. How to spell something in Elven.
  10. A joke that definitely made people laugh.
  11. The eyes of the man outside your window.
  12. Recipe for an eastern stew.
  13. What you did on your last blank night.
  14. A dog's pained howl.
  15. The time you dreamt a demon's true name.
  16. The time a local wizard made you forget.
  17. The bard you buried on the hill when you were in a trance.
  18. A good business idea.
  19. A weird image from a dream that would make decent art.
  20. A weird tune nobody has heard. You're not sure if it's good.
  21. Your colleague's decent suggestion about your hair.
  22. The way through the woods/caves/etc
  23. A woman pacing out 29 steps from a monkey puzzle tree.
  24. The best sex you ever had.
  25. The most tired you'd ever been.
  26. The time you made all the wrong moves.
  27. When you were humiliated by a rival.
  28. The worst pain you ever knew.
  29. The time when everybody agreed you were right.
  30. When you contemplated the unthinkable.
  31. A city in darkness.
  32. The grief of a father as his son died in his arms.
  33. The name of the man who betrayed you.
  34. The smell of the imprisoned girl's hair.
  35. Having second thoughts about burning the house.
  36. The words of power that form a spell.
  37. Your first kiss.
  38. The route you took yesterday.
  39. A nightmare about playing a ball game with a Neanderthal.
  40. The sequence, green, green, blue, green.
  41. A series of facts about local history.
  42. How to make a quality candle.
  43. Under torture, you will not reveal the importance of the Runciple Spoon!
  44. Chores for the week.
  45. Father's last words to you.
  46. What was that shape in your room?
  47. How her skin felt under water.
  48. The time you saw Alice Craggs howling beneath the moon.
  49. Digging for a lead box whilst a man with a wooden hand sneers.
  50. Your body warps,  terrible pain,  The hunger of a wolf.
  51. Watching the man's fake limp.
  52. How funny she looked in the hat.
  53. You'd do anything to not be constipated.
  54. You're not sure how your parents will react.
  55. You're sure the priest was asleep during temple.
  56. Jump right now!
  57. You know exactly how to get his attention. Fruit.
  58. Woah, those shrooms are back.
  59. The perfect play in chess/cards/etc.
  60. Cleaning a pig.
  61. You put the letter down. Can war be avoided?
  62. Staring into space,  you hear a bell ring from the woods.
  63. There is a person that is not you in the mirror.  You faint in shock.
  64. You recall page 29.
  65. The fact that there were TWO voices coming from the inn room.
  66. The most terrifying moment from the last d20 years.
  67. You only saw the map for a second,  but you see it now as clear as day.
  68. The colour of the flowers last summer.
  69. He threw a rock in the pond and something emerged.
  70. A tiny voice from the well, calls you over.
  71. Ahh, to be a bird. But how to change back?
  72. The dog bit you. But you can keep it a secret.
  73. A genius piece of music. Genius!
  74. Slowly burning your brother's books.
75-85. A mundane memory from yesterday.
86-96. The memory of your last success.
97-99. The sting of your last failure.
  00. Important campaign clue.

Replace these as they are rolled, apart from those you could sensibly re-use. Usual effect might be to grant inspiration or forbid it for a day.  DM's call on this and any other effect. Obviously, Cryptospiders are amazing for passing out leads and hooks.

Fire on the Velvet Horizon, 'Capitulator to Curselings' CONTRARODON

CONTRARODON

This definitely could use a 'Contrarodon Trip Out' table for the 'High as Fuck' category. I'll get there eventually if one of you doesn't first. As previous, you are absolutely encouraged to critique and offer changes, whatever. I won't be the final arbiter of any such judgements, but this is the place to keep a record.


OLD SCHOOL


Armour as chain, Move 30', Hit Dice 14, 70 hp, bite 5d6 damage/ claw 4d6 damage, Morale 10 (or fearless if one with the universe).


Crimson Chameleon - Surprises on a roll of 1-4 on a d6.

Contradicting Reports - No-one is certain as to the true capabilities of the Crimson Contrarodon. It would be remiss of this scholar to assign truth to any of them.  Instead,  here is a table from which one can cherry pick, roll randomly, abuse or ignore depending upon one's opinion of the Crimson Contrarodon (and its opinion of itself).
  1. Consume Wisdom:  If a creature eaten possesses a higher Wis score than the monster,  the Contrarodon's own Wis rises by 1.
  2. Mind Reading:  save vs magic or she reads your mind.
  3. Sky High: Perspective is from high above. Knows where you are in her field. -2 on stealth checks. Cannot be surprised.
  4. Hear the Wind: Can communicate with gods and spirits of the air.
  5. Quantum Inhabitation: Due to simultaneously occupying every point in her lifespan, the Contrarodon knows exactly what you're going to do next. She gains an extra action that she may use whenever she pleases.  Even interrupting you.
  6. All is One: Immune to any effects which target the mind,  affect perception or affect emotions. Also, won't hurt you today. Maybe.
 High as Fuck: There's a 60% chance the Contrarodon is utterly, utterly wasted. The Contrarodon counts as being under a permanent Confusion effect (like the one in LL). However, due to her primal tolerance levels,  she rolls a d20 on the table instead of a d10.
Alternatively, roll on something like Yoon Suin's opium effects table.

5E


Contrarodon - AC 13, HP 130, Spd. 30ft,  +9, 4d10+6 dm (Bite), 2d12+6 (Claw) XP 3,900/5,000/5,900 CR 8-10 (depending upon how deluded or otherwise you want the Contrarodon to be)


S+6/D+0/C+3/+1/W -1/C 0

Multi-Attack - The Contrarodon makes two attacks, one with her bite and one with her misshapen claws.


Crimson Chameleon - The Contrarodon possesses advantage on stealth checks to hide.

Contradicting Reports - No-one is certain as to the true capabilities of the Crimson Contrarodon. It would be remiss of this scholar to assign truth to any of them.  Instead,  here is a table from which one can cherry pick, roll randomly, abuse or ignore depending upon one's opinion of the Crimson Contrarodon (and its opinion of itself).
  1. Consume Wisdom:  If a creature eaten possesses a higher Wis score than the monster,  the Contrarodon's own Wis rises by 1.
  2. Mind Reading: DC-15 Wis save or she reads your mind.
  3. Sky High: Perspective is from high above. Knows where you are in her field.  Disadvantage on stealth checks for you. Cannot be surprised.
  4. Hear the Wind: Knows Auran.
  5. Quantum Inhabitation: Due to simultaneously occupying every point in her lifespan, the Contrarodon knows exactly what you're going to do next. She gains a bonus reaction, which she may use as she pleases.
  6. All is One: Immune to any effects which target the mind,  affect perception or affect emotions. Also, won't hurt you today.

High as Fuck: 60% chance when encountered, that she is extremely fucked. The Contrarodon counts as being under a permanent Confusion effect. However,  due to her primal tolerance levels,  she rolls a d20 on the table instead of a d10.
Alternatively, roll on something like Yoon Suin's opium effects table.

Friday 4 December 2015

Fire on the Velvet Horizon, 'Capitulator to Curseling' CORBEAU

CORBEAU


OLD SCHOOL


Armour as chain, Move 40', 4 Hit Dice, 20 hp, bite d6+1 damage, Morale 7


Selective Toxin -Any man bitten by the Corbeau must make a save vs poison. Failure means the victim is at -3 to all ability and combat rolls. Success results in -1 to all ability and combat rolls. Sperm count drops to effectively zero. Any woman bitten must make a poison save. Failure results in the -1 penalty mentioned above. Success and the poisoned shakes off the effects of the toxin.


Deceptive Grace-When in dim light or less, the Corbeau can appear to be a voluptuous female human, albeit crawling on all fours. In environments and situations where this might be considered normal, it automatically gains surprise.


Mirror Walk-The Corbeau can automatically ( as part of a move) enter any mirror surface. This mirror instantaneously connects to any other mirror surface the Corbeau has previously inhabited.






5E


Corbeau - AC 14, HP 39, Spd. 40ft,  +7, 1d6+2 dm (Bite),    XP 1,100 CR 4






5E


Corbeau - AC 14, HP 39, Spd. 40ft,  +7, 1d6+2 dm (Bite),    XP 1,100 CR 4


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


Selective Toxin -Any man bitten by the Corbeau must make a DC-15 Con save. Failure means the poisoned takes three levels of exhaustion. Success results in one level of exhaustion. Sperm count drops to effectively zero. Any woman bitten must make a DC-15 Con save. Failure results in one level of exhaustion. Success and the poisoned shakes off the effects of the toxin.


Deceptive Grace-When in dim light or less, the Corbeau can appear to be a voluptuous female human, albeit crawling on all fours. In environments and situations where this might be considered normal, it automatically gains surprise. 


Mirror Walk-The Corbeau can automatically ( as part of a move action) enter any mirror surface. This mirror instantaneously connects to any other mirror surface the Corbeau has previously inhabited.



Fire on the Velvet Horizon, 'Capitualtor to Curseling' COLOUR MONSTER OR PIGMENT EATER

COLOUR MONSTER OR PIGMENT EATER

OLD SCHOOL

Armour as chain & shield, Move 50' (Flying) 50' , 1 Hit Dice, 4 HP, Tongue 1d4, Morale 7).



Pigment Leech- Body part struck, essentially, becomes permanently invisible. Roll a d100 to determine % of large body part that 'disappears'. Unless the target has particularly vivid skin (DM's decision),  there exists an 80% chance that the Colour Monster will attack the target's eyes.

Blinding Lick - Colour Monster takes a -4 to hit target's eyes. It only attacks one eye at a time. If damage is dealt, target must make a save vs death,  or lose the sight in that eye. There is no requirement to roll for percentage of the eye affected. It's small enough for the colour to be gone in a single slurp.

Partially Visible - The Colour Monster is difficult to see, identified only by its glowing eyes and fluorescent wings.  Difficulty in striking at the creature is subliminated into AC.   Colour Monsters surprise on a roll of 1-3 on a d6.





5E

Colour Monster - AC 14, HP 8, Spd. 50 ft (Flying) +6, 1d4 (Tongue),    XP 1,100 CR 4 (This seems high to me. I perhaps made a couple of errors in my DMG-fu. Let me know, whomever you are)

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

Pigment Leech- Body part struck essentially becomes permanently invisible. Roll a d100 to determine % of large body part that 'disappears'. Unless the target has particularly vivid skin (DM's decision),  there exists an 80% chance that the Colour Monster will attack the target's eyes.

Blinding Lick- Colour Monster is at disadvantage when it attacks a target's eyes. It only attacks one eye at a time. If damage is dealt, target must make DC 20 Con save,  or lose the sight in that eye. There is no requirement to roll for percentage of the eye affected. It's small enough for the colour to be gone in a single slurp.

Partially Visible- The Colour Monster is difficult to see, identified only by its glowing eyes and fluorescent wings. Attempting to strike it is at a disadvantage.  However,  unlike normal invisibility,  the Colour Monster does not gain advantage on its strikes. 

Fire on the Velvet Horizon, 'Capitulator to Curseling' CAPITULATOR

CAPITULATOR

OLD SCHOOL

Armour as chain, Move 30' (upright) 40' (all fours), 6 Hit Dice, 40 hp, claw swipe d6+2 damage, Morale 12 (fearless).

Treasure- Object d'art, casually strewn about their hives. Find a good table and generate some stuff or assume there's 0-3 pieces of art in any given hive chamber, each worth between 100 and 1000 GP.

Head Mandibles - These mandibles are slow to close. Any attack with them is always at -3 to the roll. However, they clamp shut decisively for  2d6+2 damage. Usually, they prefer to grab an opponent and lift them helpless into the waiting mandibles.


Grab- The creature attempts to pin the arms of an opponent by their sides in preparation for a lift and bite. Resolve this as a wrestling attack (free attack for the target), the victim rolls a d20 and  adding their Str+Hit bonus. The Capitulator rolls d20 +7. Creature thus pinned takes no damage,  but must use their next action to escape if they intend to use their arms .  On the Captulator's next action, it will attempt to use its mandibles as described above, but hits automatically

Ride the Eye- As soon as the Capitulator is seen, it may invade the vision of the perceiver. There is no save against this unstoppable power. It may leave the eye at any time, unless the host is blind or without sight in some fashion. This surprises on a roll of 1-4 on a d6. Whilst present in the eye, the host must make a save vs magic roll each week of inhabitance to avoid picking up a -1 to all saves due to the disturbing presence of the Capitulator. 


Expelling the Capitulator: The monster can sometimes be forced to leave a host, but only if the host can make the Capitulator care about something or other. The best way of going about this, is to engage in some manner of elaborate game (Ref's decision as to what constitues 'elaborate' or a 'game'). Another option is to capture its interest with a game of chance (though only extended play will be sufficient to grab its attention). The Capitulator must make a save vs magic; failiure means it is immediately forced to manifest and it can never use Ride the Eye again. -2 if the stakes of the game are very high. +2 if they are low. A game without stakes will not be sufficiently interesting to be rid of the Capitulator.




5E

Capitulator - AC 16, HP 54, Spd. 30ft (Upright)/40 ft (All fours) +5, 1d6+3 dm (Claw Swipe),    XP 1800 CR 5

S+3/D+1/C+1/I+2/W+2/C-2

Head Mandibles - These mandibles are slow to close. Any attack with them is always at disadvantage. However, they close shut decisively for 2d10+3 damage. Usually, they prefer to grab an opponent and lift them helpless  into the waiting mandibles.

Grab- The creature attempts to pin the arms of an opponent by their sides in preparation for a lift and bite. Attack bonus as above. Creature thus pinned takes no damage,  but must use their next action to escape if they intend to use their arms.  On the Captulator's next action, it will attempt to use its mandibles as described above, but gains advantage.

Ride the Eye- As soon as the Capitulator is seen, it may invade the vision of the perceiver. There is no save against this unstoppable power. It may leave the eye at any time, unless the host is blind or without sight in some fashion. Whilst present in the Eye, the host must make a DC 10 roll each week of inhabitance to avoid gaining a level of exhaustion. Host may gain no more than one level of exhaustion this way.

Expelling the Capitulator: The monster can sometimes be forced to leave a host, but only if the host can make the Capitulator care about something. The best way of going about this, is to engage in some manner of elaborate game (DM's decision as to what constitues 'elaborate' or a 'game'). Another option is to capture its interest with a game of chance (though only extended play will be sufficient to grab its attention). The Capitulator must make a DC 12 Wis save; failiure means it is immediately forced to manifest and it can never use Ride the Eye again. The D.C. rises to 14 if the stakes of the game are very high. It lowers to D.C. 8 if they are low. It gains advantage on the roll if the stakes are non-existent.bles - These mandibles are slow to close. Any attack with them is always at -3 to the roll. 

Fire on the Velvet Horizon - Statistics

There's a title for a blog that's almost oxymoronic.

In case anybody doesn't know what Fire on the Velvet Horizon is (which is unlikely, considering the tiny sum of you that have read my bumbling shit are more than likely drawn from the OSR blog crowd), let me enlighten you: it's a book of monsters rendered in both prose and visual terms as a fever dream.

 Imagine William Burroughs was a medium, as in a human conduit between worlds. Cool. Now imagine he visits one of these worlds during an opium excursion.
 He wakes up. Shaking, he tries to recall the wonder and horror of it all. He enters trance state.
 He begins scribbling. He's a medium, see? Automatic writing is his thing.  Automatic drawing in fact.  Austin Osman Spare style. And they come through.

Later, when the hard grey light cuts through the kitchen space, as he lifts his face from the cold table top, as he rises, as he drinks metallic tasting water from the heaving tap; he remembers. He partly remembers. He sits back down and carefully, methodically stacks the drawings.

 His typewriter,(not now insectile). In studied bursts of flashback-memory, he recalls and writes.


In some ways he is now two people; a twin engaged with...SNIP

Fire on the Velvet Horizon was created by two people, Patrick Stuart (writer of the dense image fest that is False Machine and Scrap Princess, she of the automatic art exorcism (and creator of the Monster Manual Sewn From Pants blog). Off the top of my head, I don't think I can recall seeing a book where the art and writing were so beautifully, symbiotically entwined. It's truly remarkable, transcending its suggested utility, projected well beyond the 'is it art' solar system and into an ovoid galaxy wherein dwells Borges, Focault and erm, Burroughs.

Anyway, I'm going to give everything in it D&D stats and then you can fucking deplete the HP of the Eonian Wyrm like it was no thang.



I must admit, I feel a certain trepidation concerning the task; not because of the work entailed, but because the book does float within the imagination, suspended in the gaseous cloud of its own pellucid impenetrability. Stating it up almost feels like an experiment in sacrilege. Or an entirely superficial, trivialising none-activity.

But I'm going on anyway because I want to play with these creatures. I want to meet them. I want more people to meet them, even the ones who would probably prefer it in a WOTC style gloss, digital art package. I mean, how are you supposed to read this thing?

Patrick expressed a desire on his blog to give some tabletop time to his work and produced, for me, highly serviceable versions of the Abhorrer and the Aeskithete from his and Scrap Princess' book. I offered to throw in some time trying to put numbers and rules to it all and he very kindly accepted. Indeed, the vibe is 'Living Document', so with time, play testing, the work of others and their own interpretations, we can maybe have something that'll be quite useful to the Philistine in us all.

Not that I think RPGs are shallow. And yes, I think they are definitely art.

But then so is tying one's shoe.

In one's opinion.

Anyway, Patrick will correct my work and add his own definitions. And I encourage you to do the same. And remember, you can ignore all of this if you want. They're just interpretations.

The Book of Interpretations.