update to v0.25.1.

adds stuff for the OVT one-shot.
This commit is contained in:
2026-10-24 17:07:26 -04:00
parent 19d6bba84d
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31 changed files with 1218 additions and 339 deletions
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{ {
"name": "planar-vagabond", "name": "planar-vagabond",
"version": "0.25.0", "version": "0.25.1",
"description": "", "description": "",
"main": "index.js", "main": "index.js",
"scripts": { "scripts": {
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A pale, lanky humanoid dressed in a white bodysuit, with empty eye sockets, an oversized mouth full of sharp, pointed teeth, and a ring-sized green gem set in the center of its forehead. Alternates being walking upright and on all-fours. A pale, lanky, bald humanoid dressed in a white bodysuit, wwith a featureless face save for an oversized mouth full of sharp, pointed teeth, and a fist-sized green gem set above it. Alternates being walking upright and on all-fours.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
@@ -18,3 +18,9 @@ A pale, lanky humanoid dressed in a white bodysuit, with empty eye sockets, an o
- Immune to sleep spells. - Immune to sleep spells.
- **Zap**: Fires a beam of magical heat at at target within 30'. - **Zap**: Fires a beam of magical heat at at target within 30'.
- **Alarm**: Make a a high-pitched screeching sound as they attack, potentially attracting more monitors. - **Alarm**: Make a a high-pitched screeching sound as they attack, potentially attracting more monitors.
### Flying Variety
A pale, decapitated, bald humanoid head with a featureless face save for an oversized mouth full of sharp, pointed teeth, and a fist-sized green gem set above it. A set of twirling, bronze blades extend from the a thick bronze plate the head's crown, enabling it to fly.
- Same stats as above, except movement is 30' Flying and size is Small.
@@ -1,8 +1,8 @@
- Typically found in ruins, tombs, and deserted areas. - Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons. - Immune to damage from non-magical weapons.
- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed. - Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
- At 0 hp, changes into cloud of mist and flees to coffin (mist dissipates after 12 turns). - At 0 hp, changes into cloud of mist and flees to coffin.
- Mist must return to coffin within 12 turns or be destroyed. - Mist must return to coffin within 12 turns or it dissipates (and is destroyed).
- If also reduced to 0 HD, instead turns to cloud of dust and is destroyed immediately. - If also reduced to 0 HD, instead turns to cloud of dust and is destroyed immediately.
### Regeneration ### Regeneration
@@ -1,5 +1,7 @@
Undead creature that survives by drinking the blood of others, and can cast spells with their blood. Undead creature that survives by drinking the blood of others, and can cast spells with their blood.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
@@ -1,5 +1,7 @@
An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood. An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
@@ -14,7 +16,7 @@ An ancient, undead creature that survives by drinking the blood of others, and c
</div> </div>
!!!include(./vampire.md)!!! !!!include(./combined-abilities.md)!!!
### Spellcasting ### Spellcasting
@@ -1,5 +1,7 @@
Undead creature that survives by drinking the blood of others. Undead creature that survives by drinking the blood of others.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
@@ -20,10 +22,10 @@ Undead creature that survives by drinking the blood of others.
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | XP | | HD | HP | AC | Atk Mod | Energy Drain Damage |
| :---: | :-: | :-: | :-----: | :---: | | :---: | :-: | :-: | :-----: | :-----------------: |
| 8\*\* | 36 | 17 | +7 | 1,750 | | 8\*\* | 36 | 18 | +7 | 1d10+2 |
| 9\*\* | 40 | 17 | +8 | 2,300 | | 9\*\* | 40 | 19 | +8 | 1d10+3 |
[Higher-Level Vampires] [Higher-Level Vampires]
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@@ -36,7 +36,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu"> <div class="rulesMenu">
<div class="rulesVersion"> <div class="rulesVersion">
Version Beta-0.25.0 / 2026-10-16 Version Beta-0.25.1 / 2026-10-24
<!-- <!--
<%=site.version ?? '0.0.0' %> <%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %> <%=site.lastUpdated ?? '0.0.0' %>
@@ -1,116 +0,0 @@
---
title: Chaos Elemental (Demon)
description: The chaos elemental (demon) creature for OSR gaming.
date_pub: 2023-05-04T18:10:00-04:00
section: bestiary
content_type: feature
short_code: be1c
status: draft
---
An [elemental](./index.html) from [the plane of Chaos](/planes/elemental/index.html), also known as a demon.
The form(s) of a demon and their powers are determined by their type.
<div class='headlessTableWrapper'>
| | |
| --------------- | ----------------------- |
| **Hit Dice** | 1\* (4hp) |
| **Armor Class** | 13 (natural) |
| **Attacks** | 1 (0) @ 1d4 (blow) |
| **Movement** | 40' |
| **Save** | D12 W13 P14 B15 S16 (1) |
| **Alignment** | Chaotic |
| **Morale** | 8 |
| **Size** | Small (up to 3' tall) |
</div>
- Immune to damage from non-magical weapons.
- Inflict extra die of damage vs lawful creatures.
- If attack hits a law elemental of the same size or smaller, the victim is destroyed.
- If both are equal in size, both are destroyed.
### Types of Demons
<!-- Much of this needs to be redone - too close to source: http://www.departmentv.net/2016/05/osr-demons-part-2/ >
#### Demon of War
- _Desires_: To physically dominate, cause harm, or win.
- _Ability_: Strength
- _Gifts_: Accuracy, Damage, Armor Penetration, Poison, Inflict Pain, Restrain, Extra Attacks, Elemental Attacks
- _Example Forms_: A black rune sword, a death knight on a skeletal horse, an ornate black dagger with blood-red veins on the blade.
#### Demon of Travel
- _Desires_: To be free, and to overcome obstacles, both physical and metaphysical.
- _Ability_: Dexterity.
- _Gifts_: Teleport, Carry Weight, Leaping, Flight, Pass Wall, Climbing, Open Lock.
- _Example Forms_: A boat with a skeletal ferryman, a rune-etched planar gateway, a pair of silver-tipped boots that grant a teleporting step, a misshapen bird with 3 heads.
#### Demon of Protection
- _Desires_: To guard, keep safe, and outlast.
- _Ability_: Constitution.
- _Gifts_: Manipulate Damage (soak, deflect, or redirect), Grant Immunity or Resistance, Hide, Mislead, Warn, Guard
- _Example Forms_: A blackened bone shield, a cloak of eyes, a hulking zombie guard, a suit of black metal armor with a horned helmet, a ring of invisibility.
#### Demon of Knowledge
- _Desires_: To understand, witness, and know the truth.
- _Ability_: Intelligence.
- _Gifts_: Foresight, Divination, Prophecy, Scrying, Telepathy, Information about another time or place.
- _Example Forms_: The preserved head of a sage, a talking face on the palm of one's hand, a book bound in human flesh and inked in blood, a deck of cards with terrifying visions of the future.
#### Demon of Desire
- _Desires_: To want, to dream, to understand (and satisfy) the wants of others.
- _Ability_: Wisdom.
- _Gifts_: Obtain, conjure, steal, or alter something, heal or provide stimulation to someone.
- _Example Forms_: An expensive suit with a luminous lining, a stunning youth with pitch-black eyes, a briefcase with an interior that shines of gold, a crystal bird that sings a sweet song.
#### Demon of Possession
- _Desires_: To dominate and control others.
- _Ability_: Charisma.
- _Gifts_: Control a creature or thing, sow fear or doubt, Mental Domination, Command, Create Illusions, Goad, Inflict Emotion.
- _Example Forms_: An emerald scarab, a slender bald human in a suit, a cloud of black smoke, a cracked hand-mirror.
### Examples
- Gozer
- Beetlejuice
- Orcus
- Pinhead / Cenobites
### At Higher Levels
Higher level demons rarely work alone, and often have a cadre of lesser demons under their control.
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale | Size |
| :--: | :-: | :-: | :-----: | :----: | :----: | :-------------------------: |
| 2\* | 9 | 14 | +1 | 1d6 | 9 | Medium (up to 6' tall) |
| 4\* | 18 | 15 | +3 | 1d8 | 9 | Large (up to 12' tall) |
| 8\* | 36 | 17 | +7 | 1d10 | 10 | Huge (up to 24’ tall) |
| 12\* | 54 | 19 | +9 | 2d10 | 10 | Gargantuan (up to 48’ tall) |
| 16\* | 72 | 21 | +11 | 3d10 | 10 | Colossal (up to 96’ tall) |
[Higher-Level Chaos Elementals]
</div>
#### Short Stat Blocks
```
> HD 1* (4 hp), AC 12; MV 40'; Atk 1 (0) @ 1d2 (blow); AL N; ML 8
> HD 2* (9 hp), AC 13; MV 40'; Atk 1 (+1) @ 1d4 (blow); AL N; ML 9
> HD 4* (18 hp), AC 14; MV 40'; Atk 1 (+3) @ 1d6 (blow); AL N; ML 9
> HD 8* (36 hp), AC 17; MV 40'; Atk 1 (+7) @ 1d8 (blow); AL N; ML 10
> HD 12* (54 hp), AC 19; MV 40'; Atk 1 (+9) @ 2d8 (blow); AL N; ML 10
> HD 16* (72 hp), AC 21; MV 40'; Atk 1 (+11) @ 3d8 (blow); AL N; ML 10
```
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--- ---
title: Fire Elemental title: Fire Elemental (Pyrean)
description: The law elemental (terrun) creature for OSR gaming. description: The fire elemental (pyrean) creature for OSR gaming.
date_pub: 2024-10-04T22:59:05.000-04:00 date_pub: 2024-10-04T22:59:05.000-04:00
section: bestiary section: bestiary
content_type: feature content_type: feature
@@ -26,47 +26,47 @@ An [elemental](./index.html) from [Pyrea, the plane of Fire](/planes/elemental/i
</div> </div>
- Immune to damage from non-magical weapons. - Immune to damage from non-magical weapons.
- Unable to move across a channel of water wider than own width. - Unable to move across a channel of water wider than own width.
- Casts light in a 30' radius. - Casts light in a 30' radius.
- Can set things alight, as a torch. - Can set things alight, as a torch.
- Inflicts magical fire damage. - Inflicts magical fire damage.
- Deals double damage against cold and flammable creatures. - Deals double damage against cold and flammable creatures.
- May inhabit and control any free-burning flame of up to twice own size. - May inhabit and control any free-burning flame of up to twice own size.
- May melt soft metals (gold, raw iron, copper, or lead). - May melt soft metals (gold, raw iron, copper, or lead).
- If attack hits an air or water elemental of the same size or smaller, the victim is destroyed. - If attack hits an air or water elemental of the same size or smaller, the victim is destroyed.
- If both are equal in size, both are destroyed. - If both are equal in size, both are destroyed.
### Flame Burst ### Flame Burst
Can throw a burst of flame up to 40’. Can throw a burst of flame up to 40’.
- Same damage as blow, victim may **Save vs Wielded** for half damage. - Same damage as blow, victim may **Save vs Wielded** for half damage.
- May be used up to 4 times per day, but the 4th use destroys the elemental. - May be used up to 4 times per day, but the 4th use destroys the elemental.
### When Bound ### When Bound
- A fire elemental of HD 2+ that is bound to an object can use its infravision to guide its wielder to a target up to 60' away. - A fire elemental of HD 2+ that is bound to an object can use its infravision to guide its wielder to a target up to 60' away.
- Doesn't work through stone or lead. - Doesn't work through stone or lead.
- 1-in-6 chance for wielder to "feel" direction to target. - 1-in-6 chance for wielder to "feel" direction to target.
### At Higher Levels ### At Higher Levels
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale | Size | Casts Light | XP | | HD | HP | AC | Atk Mod | Damage | Morale | Size | Casts Light | XP |
| :--: | :-: | :-: | :-----: | :----: | :----: | :------------------: | :---------: | :--: | | :--: | :-: | :-: | :-----: | :----: | :----: | :-------------------------------: | :---------: | :--: |
| 2\* | 9 | 14 | +2 | 1d8 | 10 | 2’ tall, 2’ across | 45' | 25 | | 2\* | 9 | 14 | +2 | 1d8 | 10 | 2’ tall, 2’ across (small) | 45' | 25 |
| 4\* | 18 | 15 | +4 | 1d10 | 10 | 4’ tall, 4’ across | 60' | 100 | | 4\* | 18 | 15 | +4 | 1d10 | 10 | 4’ tall, 4’ across (medium) | 60' | 100 |
| 8\* | 36 | 17 | +8 | 1d12 | 10 | 8’ tall, 8’ across | 90' | 1200 | | 8\* | 36 | 17 | +8 | 1d12 | 10 | 8’ tall, 8’ across (large) | 90' | 1200 |
| 12\* | 54 | 19 | +10 | 2d10 | 10 | 12’ tall, 12’ across | 180' | 1900 | | 12\* | 54 | 19 | +10 | 2d10 | 10 | 12’ tall, 12’ across (huge) | 180' | 1900 |
| 16\* | 72 | 21 | +12 | 3d10 | 10 | 16’ tall, 16’ across | 270' | 2300 | | 16\* | 72 | 21 | +12 | 3d10 | 10 | 16’ tall, 16’ across (gargantuan) | 270' | 2300 |
[Higher-Level Fire Elementals] [Higher-Level Fire Elementals]
</div> </div>
#### Short Stat Blocks ### Short Stat Blocks
``` ```
> HD 1* (4 hp), AC 13; MV 40'; Atk 1 (+1) @ 1d6 (blow); AL N; ML 10 > HD 1* (4 hp), AC 13; MV 40'; Atk 1 (+1) @ 1d6 (blow); AL N; ML 10
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Undead creatures which survive by drinking the blood of others. Undead creatures which survive by drinking the blood of others.
[[toc]]
!!!include(bestiary/vampires/combined-abilities.md)!!! !!!include(bestiary/vampires/combined-abilities.md)!!!
### Subtypes ### Subtypes
@@ -11,6 +11,8 @@ hd: 10
An ancient, undead creature that survives by drinking the blood of others, can cast spells with their blood, and is turning into a neurovore. An ancient, undead creature that survives by drinking the blood of others, can cast spells with their blood, and is turning into a neurovore.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
@@ -27,9 +29,6 @@ An ancient, undead creature that survives by drinking the blood of others, can c
!!!include(bestiary/vampires/combined-abilities.md)!!! !!!include(bestiary/vampires/combined-abilities.md)!!!
- Must **Save** at the beginning of each round in direct sunlight or lose 2 HD.
- Partly blinded while in sunlight (disadvantage on attack).
### Spellcasting ### Spellcasting
- Can cast any known spell by shedding blood (1 hp / spell level). - Can cast any known spell by shedding blood (1 hp / spell level).
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A relatively-young undead creature that survives by drinking the blood of others. A relatively-young undead creature that survives by drinking the blood of others.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
@@ -33,6 +35,17 @@ A relatively-young undead creature that survives by drinking the blood of others
!!!include(bestiary/vampires/weaknesses.md)!!! !!!include(bestiary/vampires/weaknesses.md)!!!
- Must **Save vs Death** at the beginning of each round in direct sunlight or be disintegrated. ### At Higher Levels
- Partly blinded while in sunlight (-4 to attack). Vampire Spawn gain additional abilities as they age and become more powerful.
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Additional Features |
| :---: | :-: | :-: | :-----: | :----: | :-----------------------------------------------------------------------------------------------: |
| 5\*\* | 22 | 15 | +4 | 1d8 | [Shapeshift (Cloud of Mist)](./index.html#cloud-of-mist) |
| 6\*\* | 27 | 16 | +5 | 1d8 | [Bestial Minions](./index.html#bestial-minions), [Shapeshift (Giant Bat)](./index.html#giant-bat) |
[Higher-Level Vampire Spawn]
</div>
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@@ -34,5 +34,6 @@ A decaying undead corpse.
The following sub-types of zombies have been encountered: The following sub-types of zombies have been encountered:
- **Armed** - Make a single attack at +1, dealing damage by weapon. - **Armed**: Make a single attack at +1, dealing damage by weapon.
- **Desiccated** - Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius. - **Desiccated**: Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius.
- **Mycotic**: Make a single attack at +1, and when a creature starts their initiative turn within 5', they take 1d6 poison damage and must **Save vs Poison** or become infected (becoming a mycotic zombie in 1 week).
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@@ -12,15 +12,15 @@ For 2026, rather than making _yet another_ pass at Ravenloft, I thought it might
> On the distant plane of Ayreon, in the land of Kalar, it's harvest season again. But this year, a shadow hangs over the festivities... > On the distant plane of Ayreon, in the land of Kalar, it's harvest season again. But this year, a shadow hangs over the festivities...
> >
> In the small town of Grimpost, six villagers have gone missing in the past few weeks, all disappearing without a trace. > In the small town of Grimpost, _ten_ villagers have gone missing in the past few weeks, all disappearing without a trace.
> The only clue anyone can find comes from the last time something like this happened, nearly 50 years ago - a rough map leading to a cave a few miles outside of town, marked with the words "Entrance to the O.V.T." > The only clue anyone can find comes from the last time something like this happened, nearly 30 years ago - a rough map leading to a cave a few miles outside of town, marked with the words "Entrance to the O.V.T."
> >
> And so, our party of adventurers has come to the cave searching for the missing villagers. But what horrors will they find inside? And will any of them survive long enough to... > And so, our party of adventurers has come to the cave searching for the missing villagers. But what horrors will they find inside? And will any of them survive long enough to...
> >
> **Escape the O.V.T.!** > **Escape the O.V.T.!**
This will be a 4-5 hour one-shot for a party of 3-5 level 4 adventurers, with (what _should_ be) a mostly survival-horror vibe (with a bit of comedy thrown in for good measure). As usual, I'll be running it using the [HOSR system](/rules/index.html). Everyone can pick any available race and class from Planar Vagabond, [Old School Essentials](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=start), or any other B/X-compatible system for their character, and every character will start with a _single_ magic item (rolled randomly ahead of time). This will be a 4-5 hour one-shot for a party of 3-5 level 4 adventurers, with (what _should_ be) a mostly survival-horror vibe (with a bit of comedy thrown in for good measure). As usual, I'll be running it using the [HOSR system](/rules/index.html). Everyone can pick any available race and class from Planar Vagabond, [Old School Essentials](https://oldschoolessentials.necroticgnome.com/rules/doku.php?id=start), or any other B/X-compatible system for their character, and every character will start with _two_ magic items (rolled randomly ahead of time).
So, do you have what it takes to face the challenge of the unknown and... **Escape the O.V.T.**? So, do you have what it takes to face the challenge of the unknown and... **Escape the O.V.T.**?
@@ -1,7 +1,7 @@
--- ---
title: Escape the O.V.T.! title: Escape the O.V.T.! - Monsters & NPCs
description: Information specific to my Halloween one-shot game for 2026, Escape the O.V.T.! description: Monster and NPC information for GMs for my Halloween one-shot game for 2026, Escape the O.V.T.!
date_pub: 2026-09-13T17:46:48-04:00 date_pub: 2026-10-17T14:50:37-04:00
section: campaigns section: campaigns
subsection: one-shots subsection: one-shots
content_type: feature content_type: feature
@@ -45,17 +45,6 @@ status: hidden
- If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds. - If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds.
- Seldom talk, but is capable of speech: voice sounds like an auto-tuned, mechanical choir. - Seldom talk, but is capable of speech: voice sounds like an auto-tuned, mechanical choir.
### Doctor Elmid
[Statistics](/bestiary/skeletons/skeleton.html)
#### GM Notes
- Found in C-6.
- Animated skeleton wearing a lab coat and a monocle.
- Has seen the angel but thinks it best not to mention it.
- Trying to save Jazylla, but not having much luck.
### Fire Mephit ### Fire Mephit
[Statistics](/bestiary/elementals/chaos-elementals/mephits/fire-mephit.html) [Statistics](/bestiary/elementals/chaos-elementals/mephits/fire-mephit.html)
@@ -68,25 +57,6 @@ status: hidden
- They will be _utterly annhilated_ if they fight the angel, so they stay out of the way. - They will be _utterly annhilated_ if they fight the angel, so they stay out of the way.
- Maximum number appearing (total) = # of PCs x 2 - Maximum number appearing (total) = # of PCs x 2
### Jazylla, the Doomed Maid
[Statistics](/bestiary/commoner.html)
#### GM Notes
- Found in C-6.
- Short, dark, curly hair, olive-colored skin, plain ork clothes
- Already wounded by angel, dying, being tended to by
### Kreech, the Werewolf Servant
[Statistics](/bestiary/werebeasts/werewolf.html) (just in case)
#### GM Notes
- Initially freed the angel, then fled from it while it caused havoc.
- Recently made Lord Orkog aware of angel's escape, has been lurking in the shadows since trying to avoid it.
### Monitor ### Monitor
[Statistics](/bestiary/monitor.html) [Statistics](/bestiary/monitor.html)
@@ -118,6 +88,20 @@ status: hidden
- If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds. - If anyone succeeds on perception check (INT or WIS), they can tell the difference between the clicking sounds.
- Seeks only to return to its universe of origin, beyond the edges of our multiverse, and so is looking for a way out. - Seeks only to return to its universe of origin, beyond the edges of our multiverse, and so is looking for a way out.
- Has split into smaller pieces in hopes to try and find a doorway to the vacuum of space. - Has split into smaller pieces in hopes to try and find a doorway to the vacuum of space.
- The first time in encounters the PCs, if any investigate it or otherwise approach it, they will hear the raspy voice shouting at them in their head: "GET... OUT!"
- Then, after another moment: "WANT... TO... GET OUT!"
- It will engage in conversation with anyone, but seeks only to... Escape the OVT!
### Lady Zonya Prym, Master Vampire
[Statistics](/bestiary/vampires/master-vampire.html)
#### GM Notes
- Voice: Elegant, queenly woman, with a touch of desire / sultry-ness (at least, until she realizes she's talking to mortals)
- Proud, cunning, greedy.
- Demands news of Okog.
- If she believes that anything is amiss at the tower, she sends her [Cleaners](#vampire-cleaners) to kill everyone and loot the tower for her.
### Ravona Tang ### Ravona Tang
@@ -129,6 +113,26 @@ status: hidden
- Shrill, vaguely eastern-european accent - Shrill, vaguely eastern-european accent
- Hates mortals, thinks of them as disposable test subjects. - Hates mortals, thinks of them as disposable test subjects.
- Bloodmage - uses dagger to cut self to bleed, throws blood on targets. - Bloodmage - uses dagger to cut self to bleed, throws blood on targets.
- Gray skin, red eyes, black hair, sharp nails. Cold, aloof, brilliant.
- Assistant to Lord Okog Vysk.
- Wrist glows where she's breaking the magical anti-vacuum shield.
- Wants to cure her fatal allergic reaction to sunlight. Must feed on REV-5 to do so.
- Fears the angel _Arduil_.
- Fled outside in mist form through cracks at edge of window. Re-enters the same way.
- Will help you if she can feed on one of you, draining your max HP by 1 HD.
- **Loot**:
- Lenses of Darkness
- Two warm bottles of inhuman blood, 1d6 poison.
- 323 GP.
### Varadol, Gargoyle Guardian
[Statistics](/bestiary/gargoyle.html)
#### GM Notes
- Ancient, loyal, simple, direct, violent.
- Serves tehir master, [Lord Orkog Vysk](#lord-orkog-vysk-master-vampire) by guarding the tower from intruders.
### Lord Orkog Vysk, Master Vampire ### Lord Orkog Vysk, Master Vampire
@@ -136,20 +140,127 @@ status: hidden
#### GM Notes #### GM Notes
- Centuries old. Gray skin, red eyes. Imperious, cunning. Red robe, black cowl.
- Bloodmage - uses nails to cut self to bleed, throws blood on targets.
- Terrified of sunlight, wants to become immune to it.
- Has been growing clones of himself to find a cure.
- Does not know (yet) that REV-5 is immune to sunlight.
- Must feed on REV-5 to become a daywalker.
- If he does, then he escapes in his lifeboat to rule the world below!
- Offers 500 GP reward to get rid of the angel _Arduil_.
- Recommends throwing it out a window into the eternal night.
- Suggests using a Chaotic creature as bait.
- Will not risk helping directly.
- Voice: Count Magnus Lee in "Vampire Hunter D" or The Fantome from "League of Extraordinary Gentlemen" - Voice: Count Magnus Lee in "Vampire Hunter D" or The Fantome from "League of Extraordinary Gentlemen"
- Vaguely eastern-european accent, short phrases. - Vaguely eastern-eurmagic-items/worn/orbital-boosteropean accent, short phrases.
- Wants the angel problem dealt with ASAP. - Wants the angel problem dealt with ASAP.
- Demands respect from PCs - if they mouth off too much, he'll turn one of them into a mouse (or worse). - Demands respect from PCs - if they mouth off too much, he'll turn one of them into a mouse (or worse).
- Bloodmage - uses nails to cut self to bleed, throws blood on targets. - Loot
- [Cowl of Obfuscation](/magic-items/worn/cowl-of-obfuscation.html)
- [Orbital Booster Ring](/magic-items/worn/orbital-booster.html#orbital-booster-ring) in pocket.
#### Orkog Clones
##### REV-4
Failed vampire clone, requires sunlight to survive, and is starving.
- Statistics as [Vampire Spawn](/bestiary/vampires/vampire-spawn.html), except 1 HD max (5 hp) and 1/2 movement rate (20').
**GM Notes**
- Glassy skin reveals muscles and bones, red eyes, fangs.
- Tattoo on top of head : **4**
- Appears 30, is only 3 hours old.
- Speaks and acts like an adult.
- Thin, bald, dying.
- Too weak to walk.
- Requires real sunlight (or equivalent) to recover.
- In pain, angry at the world.
- Has a vague idea that he is a failed experiment of some sort.
##### REV-5
Successful vampire clone, immune to sunlight.
- Statistics as [Vampire Spawn](/bestiary/vampires/vampire-spawn.html), except it is immune to damage from (and effects of) sunlight..
**GM Notes**
- Vampire clone, immune to sunlight.
- Appears 30, is only a few hours old.
- Gray skin, red eyes, fangs.
- Thin, bald, squinty, stammers.
- Speaks and acts like an adult.
- Has no idea what is going on or who he is. Terrified, timid. Follows you everywhere.
- Mildly interested in drinking your blood. If you don’t mind.
- Any vampire that drinks his blood becomes a daywalker (immune to sunlight).
**Loot**
### Jars of Preserving Inmates
Each remaining jar contains a former enemy of Orkog.
- Any released within his presence will immediately attack him, ignoring everything and everyone else.
- If released anywhere else, [roll for reaction](/rules/adventuring.html#reaction-roll) at -1
#### Atef-Ka (Mummy Lord)
[Statistics](/bestiary/mummies/mummy-lord.html)
- Ancient, evil, and nearly unstoppable.
#### Velkor, Stormbreath (Bronze Dragon)
[Statistics](/bestiary/dragons/metallic/bronze-dragon.html)
- Big, bronze, and pissed off.
### Servants
#### Doctor Elmid
[Statistics](/bestiary/skeletons/skeleton.html)
##### GM Notes
- Found in C-6.
- Animated skeleton wearing a lab coat and a monocle.
- Has seen the angel but thinks it best not to mention it.
- Trying to save Jazylla, but not having much luck.
#### Jazylla, the Doomed Maid
[Statistics](/bestiary/commoner.html)
##### GM Notes
- Found in C-6.
- Short, dark, curly hair, olive-colored skin, plain ork clothes
- Already wounded by angel, dying, being tended to by
#### Kreech, the Werewolf Servant
[Statistics](/bestiary/werebeasts/werewolf.html) (just in case)
##### GM Notes
- Initially freed the angel, then fled from it while it caused havoc.
- Recently made Lord Orkog aware of angel's escape, has been lurking in the shadows since trying to avoid it.
### Vampire Cleaners ### Vampire Cleaners
- All three are twisted punks who revel in blood.
- If [Zonya Prym](#lady-zonya-prym-master-vampire) believes that anything is amiss at the tower, she sends them to kill everyone and loot the tower for her.
#### Pyre #### Pyre
[Statistics](/bestiary/vampires/vampire-spawn.html) [Statistics](/bestiary/vampires/vampire-spawn.html)
- Dark skin with burn marks, bald, dressed all in black leather. - Dark skin with burn marks, bald, dressed all in black leather.
- Wields [Flaming Sword +1](/magic-items/flaming-sword.html) - Wields [Flaming Sword +1](/magic-items/flaming-sword.html)
- Wears [Orbital Booster Ring](/magic-items/worn/orbital-booster.html#orbital-booster-ring)
#### Nekro #### Nekro
@@ -157,6 +268,7 @@ status: hidden
- Pale skin, long, black unkempt hair, dressed all in black leather. - Pale skin, long, black unkempt hair, dressed all in black leather.
- Wields [Orb of Oblivion](/magic-items/miscellaneous/orb-of-oblivion.html) - Wields [Orb of Oblivion](/magic-items/miscellaneous/orb-of-oblivion.html)
- Wears [Orbital Booster Ring](/magic-items/worn/orbital-booster.html#orbital-booster-ring)
- If searched after, has a slip of paper with 2 words written (poorly) on it: "Nekrofy" and "Nullify" (the 2 command words for the orb). - If searched after, has a slip of paper with 2 words written (poorly) on it: "Nekrofy" and "Nullify" (the 2 command words for the orb).
#### Rypper #### Rypper
@@ -165,3 +277,9 @@ status: hidden
- Tanned skin, bald except for a line of literal spikes coming out of his head (6" long, straight down the middle), dressed all in black leather. - Tanned skin, bald except for a line of literal spikes coming out of his head (6" long, straight down the middle), dressed all in black leather.
- Wields 2x [Claws of Ripping and Tearing](/magic-items/weapons/claw-ripping-tearing.html) - Wields 2x [Claws of Ripping and Tearing](/magic-items/weapons/claw-ripping-tearing.html)
- Wears [Orbital Booster Belt](/magic-items/worn/orbital-booster.html#orbital-booster-belt)
### GM Links
- [Notes](./ovt_gm_notes.html)
- [Story](./ovt_gm_story.html)
@@ -1,71 +1,98 @@
--- ---
title: Escape the O.V.T.! title: Escape the O.V.T.! GM Notes
description: Information specific to my Halloween one-shot game for 2026, Escape the O.V.T.! description: Information for GMs for my Halloween one-shot game for 2026, Escape the O.V.T.!
date_pub: 2026-09-13T17:46:48-04:00 date_pub: 2026-10-17T14:50:29-04:00
section: campaigns section: campaigns
subsection: one-shots subsection: one-shots
content_type: feature content_type: feature
status: hidden status: hidden
--- ---
[[toc]]
### Kidnapped Villagers
- Abagal - 12 - Found in cage
- Jadzya - 37 - Bloodbag
- Katryna - 34 - Bloodbag
- Bryenne - 15
- Tala - 9 - Random "Mortal Escapee" / Found in cage
- Dorran - 32 - Bloodbag
- Barroth - 24
- Aldo - 17
- Paxtan - 14 - Found in cage
- Bryce - 18
### Exploration and Encounters
Roll on the Exploration Complications table every time the party changes levels or a turn passes. Roll on the Exploration Complications table every time the party changes levels or a turn passes.
#### Exploration Complications
1. Encounter 1. Encounter
2. Signs / Portents 2. Signs / Portents
3. Locality 3. Locality
4. Light Source 4. Light Source
5. Exhaustion (only if 3+ turns since start or last rest) 5. Exhaustion (only if 3+ turns since start or last rest)
6. No Complications 6. Discovery
Then, roll for the location: Then, roll for the location:
1. The center stairwell. 1. The center stairwell.
2. The first room listed in the floor's description 2. The first room listed in the floor's description
3. The second room listed in the floor's description 3. The second room listed in the floor's description
4. The third room listed in the floor's description 4. The third room listed in the floor's description...
5. The fourth room listed in the floor's description
6. The fifth room listed in the floor's description
<!-- ...and so on.
### Encounters
1. A crack in the wall sprays a #### 3d4 Encounter Table
blinding jet of flames as a
trapped angel wing lashes out
from the bulkhead!
2. You hear a fast metallic clicking
as three hall monitors attack!
3. A blast of steam erupts from a
nearby pipe as a whirling angel
fragment shoots out at you!
-->
### 3d4 Encounter Table 3. [Mortal escapee](#kidnapped-villagers) - Tala (aged 9)
4. [Piece of Nggyb'ra](./ovt_gm_monsters.html#nggybra-the-outsider)
5. [Golden Metal Feather](./ovt_gm_monsters.html#arduil-fragments)
6. [Golden Metal Halo](./ovt_gm_monsters.html#arduil-fragments)
7. 1d4 [Monitors](./ovt_gm_monsters.html#monitor)
8. 1d4 [Flying Monitors](./ovt_gm_monsters.html#monitor)
9. [Kreech's demise](#kreechs-demise)
10. 1d4 [Fire Mephits](./ovt_gm_monsters.html#fire-mephit) (2HD)
11. 1d2 [Fire Mephits](./ovt_gm_monsters.html#fire-mephit) (4HD)
12. 1 [Fire Mephit](./ovt_gm_monsters.html#fire-mephit) (8HD)
3. Mortal escapee ##### Mortal Escapee
4. Piece of Nggyb'ra
5. Golden Metal Feather
6. Golden Metal Halo
7. 1d4 Monitors
8. Kreech's demise
9.
10. 1d4 Mephits (2HD)
11. 1d2 Mephits (4HD)
12. 1 Mephit (8HD)
### Light Source - Should (ideally) be one of the PCs' connection characters (if one of them is a child).
- Found wandering the halls, mumbling about "the clicking", traumatized.
- After a turn or so, she tells them about "the others"- the ones in the cage in the lower part of the tower.
##### Kreech's Demise
- Shouldn't happen until at least an hour into the game.
- If no feather or halo has been rolled, do one of them first.
- Happens automatically if players go down to the lower level?
- [Kreech, Werewolf Servant](./ovt_gm_monsters.html#kreech-the-werewolf-servant)
**Scenario**
- The PCs, inside of one of the edge rooms with no door, suddenly hear a commotion outside.
- They turn and see someone running towards them, turning into a massive werewolf.
- At the same time someone notices a clicking sound getting faster.
- Before he reaches them, a twirling mass of gold metal flames, and eyes intercepts him and starts shredding him.
- If they don't intervene, about 10 seconds later (round 2) the twirling mass of halos decapitates the werewolf, killing him.
- The mass then heads back to the center and down the stairs - from now on, it's in the cistern.
#### Light Source
1. A draft blows through the room and all of the wall torches blow out at once, darkening the area. 1. A draft blows through the room and all of the wall torches blow out at once, darkening the area.
2. A draft blows through the room and all of the wall torches blow out, and then all relight at once. 2. A draft blows through the room and all of the wall torches blow out, and then all relight at once.
3. All of the torches in the room flare for a moment, then return to normal. 3. All of the torches in the room flare for a moment, then return to normal.
- Roll 1dX (x = # of players) => that PC in marching order thinks they see demonic creatures in the flames. - Roll 1dX (x = # of players) => that PC in marching order thinks they see demonic creatures in the flames.
### Locality #### Locality
1. A crack in the wall sprays a scorching jet of flames, **Save** or take 1d6 damage from burning. 1. A crack in the wall sprays a scorching jet of flames, **Save** or take 1d6 damage from burning.
2. A blast of blinding steam erupts from a nearby pipe, **Save** or be blinded for 1d3 turns. 2. A blast of blinding steam erupts from a nearby pipe, **Save** or be blinded for 1d3 turns.
### Signs / Portents #### Signs / Portents
1. Roll for an encounter. 1. Roll for an encounter.
2. Roll 1d4 to determine where the sound is coming from: 2. Roll 1d4 to determine where the sound is coming from:
@@ -75,3 +102,8 @@ Then, roll for the location:
4. Can't tell, but with a successful INT or WIS check, roll again with 1d3. 4. Can't tell, but with a successful INT or WIS check, roll again with 1d3.
3. Roll 1d6 to determine which room on that level the sound is coming from. 3. Roll 1d6 to determine which room on that level the sound is coming from.
- Be aware of door states when determining this, some are sealed shut. - Be aware of door states when determining this, some are sealed shut.
### GM Links
- [Monsters](./ovt_gm_monsters.html)
- [Story](./ovt_gm_story.html)
@@ -0,0 +1,660 @@
---
title: Escape the O.V.T.! GM Story Notes
description: Information for GMs for my Halloween one-shot game for 2026, Escape the O.V.T.!
date_pub: 2026-10-17T14:50:22-04:00
section: campaigns
subsection: one-shots
content_type: feature
status: hidden
---
[[toc]]
- Big Idea: **A Vampire tower _IN SPACE_!**
- every window shows the starry blanket of eternal night
- if a window or wall breaks, explosive decompression occurs.
> Once the PCs arrive in the tower, they are in a dark, steamy, flashing environment.
> Try to maintain a sense of tension. They don’t know how to escape.
> They don’t know who to trust. There are deadly things all around.
> Have fun!
### Space
- Most living, breathing creatures do not handle space well, unless protected by an orbital booster, spell, or similar effect.
- For first 3 rounds, must **Save** each round or fall [unconscious](/rules/adventuring.html#unconscious). Passes out (no save) at start of 4th round.
- Death occurs automatically (no save) 1 minute (6 rounds) after falling unconscious.
- Vampires are undead and don't need to breathe, so they can freely float in space.
- Without an orbital booster or some other method of propulsion, a vampire will orbit to the sunny-side of the planet within 1d6 hours, and be burned to dust immediately by the unfiltered sunlight.
- If this happens after gaining immunity to sunlight, they would be stuck in orbit, possibly forever.
### Anti-Vacuum Shield
The entire tower is surrounded by a (mostly) invisible magical shield, about an inch outside of it.
- Shield is "powered" by magical runes inscribed on dozens of key stones around the tower.
- If any of these blocks or are lost / destroyed in place, the shield collapses in the area of the loss.
### Explosive Decompression
1. All PCs get a **DEX** check to grab something at that moment.
- On a fail, go to 3.
- NPCs get a **Save**.
2. Starting each round that the event is ongoing (and everyone is holding on to something to keep from flying out), they must make a **STR** check to hold onto it.
- On a fail, go to 3.
- On a success, they can try to leave the room.
- NPCs must make a **Save** instead.
3. If a someone fails one of these checks, they may **Save** to grab something on the way out.
- On success, go to 2 starting next round.
- On a fail, they get sucked / blown into space - go to 4.
4. If a creature winds up outside, they must **Save** each round to stay conscious, up to 3 rounds. And think quickly.
5. After 3 rounds (30 seconds), the magical anti-vacuum shield automatically extends around the damage area, ending the decompression event.
- Creatures or objects that have been blown into space are usually beyond the bounds of the shield.
### Teleportation Stone
A white marble platform sits on the ground. Rings of hand-carved runes cover the surface. A small pillar stands in the center with a hand-shaped indentation on the top.
- Platform: One foot high, fifteen foot diameter. Magical. Undamaged. Cool to the touch.
- Runes: Arcane, Teleportation. Not a standard teleportation circle, but directly linked to another.
- Pillar: Three feet high, one foot diameter. When any person touches the hand-shaped indentation on top, everyone standing on the stone is teleported to the 9. Foyer.
### Overview
- Ancient vampires live in space, in stone towers magically sealed again the vacuum of "eternal night".
- The vampire [Lord Orkog Vysk](./ovt_gm_monsters.html#lord-orkog-vysk-master-vampire) has a tower where he conducts quasi-mystical-sciency experiments to try and cure his "allergy" to the sun.
- He has a butler, a maid, a skeleton doctor, an assistant, and even some clones.
- He has also captured an angel (Arduil, the Soul Reaver) and an outsider (Nggyb'ra) to help his research.
- The werewolf butler, Kreech, recently freed the angel from its [Jar of Preserving](/magic-items/jar-of-preserving.html).
- It went on a rampage, slaughtering several others (Kreech escaped... for now).
- The angel now rests on the bottom floor, at the far end of the bridge over the cistern, holding on to missing part of the teleportation pad.
- Also, the outsider, Nggyb'ra has split itself into 3 pieces and is trying to find a way into space.
- Finally, the rival vampire Lady Zonya Prym has her own tower nearby, and would like to pillage Orkog's tower.
### Random Encounters
See [OVT GM Notes](/campaigns/one-shots/ovt/ovt_gm_notes.html#3d4-encounter-tables).
### Arrival
- Outside the cave, everyone rolls WIS check.
- Lowest roll / worst failure is the one who leads the way into the cave.
- Inside, they find a [Teleportation Stone](#teleportation-stone).
- Lowest roll / worst failure puts hand on the pedestal as soon as the last person walks in.
- Party teleports into [9. Foyer](#9-foyer).
- Party sees map on wall. -> Move party to map view.
### General Room Notes
- Most rooms have vaulted ceilings.
- Walls are made of large, dark stones, magically sealed against the vacuum.
- Various large pipes run throughout, some leaking steam.
### A. Roof
> A wide, straight staircase ascends to a single polished rosewood door.
> The humid air smells and tastes of flowery oils and earthy decay.
> Chitters and squawks echo within. A thin film of mud and moss oozes from under the door.
#### 1. Greenhouse
- **Door**: Intact, closed
> A sultry rainforest presses in close around you.
> The endless space of the eternal night sky glitters above a soaring glass roof.
> Colorful creatures roam the canopy.
- **Rainforest**: Kapoks, bananas, cashews, oil palms, figs.
- **Sky**: Beautiful stars, silver moon, the lights from a similar tower in distant orbit (Lady Zonya Prym).
- **Roof**: Armored triangular glass panes.
- If broken, everything flies out into space.
- **Footprints**: Stumbling, crawling from the doorway deep into the jungle to a starlit grove.
- A young naked man lies on the ground, shivering.
- **Man**: [REV-4, Failed Vampire Clone](./ovt_gm_monsters.html#rev-4)
- Failed vampire clone, requires sunlight to survive, and is starving.
- Glassy skin reveals muscles and bones, red eyes, fangs.
- Appears 30, is only 3 hours old.
- Speaks and acts like an adult.
- Thin, bald, dying.
- Too weak to walk.
- Requires real sunlight (or equivalent) to recover.
- In pain, angry at the world.
- Has a vague idea that he is a failed experiment of some sort.
- **Creatures**
- **Rogue Monkeys**: Red, fuzzy, cute, aggressive thieves.
- **Echo Parrots**. Tiny, blue:
- “Arduil will kill us all!”
- "Oh gods, it's killing me!"
- “Stop it! Stop repeating me!”
- **Shock Frogs**: Tiny, purple, 1d4 lightning when touched.
- **Zenaconda**: Massive, green, always asleep, two desiccated corpses crushed in its coils.
- **Fire Ants**: Ants on fire, swarming up a tree to attack a family of adorable red monkeys in the branches above.
### B. Living Quarters
> Polished marble stairs spiral up and down through the center of this circular chamber.
> Dozens of burning tapers cast a warm golden light over scratched walls.
> Four doorways ring the space. Three doors stand closed, and the fourth hangs in splinters.
#### 2. Master Suite
- **Door**: Intact, locked
> A black velvet canopy obscures the oversized bed. Dozens of wine bottles gleam on polished ebony racks.
> Shelves of various statues and trinkets line the walls.
> Hundreds of leather-bound volumes litter the floor.
> A circular door stands on the back wall between two open windows.
- **Bed**: A large black coffin rests in the center, closed.
- **Coffin**: A grey-skinned humanoid lies in it, apparently dead.
- After a moment, the vampire opens its eyes and hisses, “Get out of my house, you vermin!”
- **Bottles**: Contains inhuman blood, a vampire delicacy. Toxic to humans, 1d6 poison.
- **Shelves**: Numerous abstract statues, polished obsidian sphere, 2 jars that appear to be holding small creatures.
- **Jars**: 2 Jars of Preserving:
1. An desiccated humanoid with gray skin, wrapped in funerary bandages, and wearing a large, blue-and-gold headdress, with his face frozen in an eternal sneer.
- [Atef-Ka, Mummy Lord](/bestiary/mummies/mummy-lord.html)
2. An angry, bronze dragon, frozen in time just as it was about to attack with it's breath weapon.
- [Velkor Stormbreath, Bronze Dragon](/bestiary/dragons/metallic/bronze-dragon.html)
- By the jars' placement, there is / was a 3rd one (not present).
- **Volumes** Vampire history, poetry, philosophy, medicine.
- Read last one for 10 minutes (1 turn) to learn about vampire weaknesses.
- **Door**: Magically locked, can only be opened by Orkog (or one of his clones).
- Leads to a "lifeboat", part of the castle that breaks off and falls (safely) to the earth below.
- Large switch on the wall activates escape procedure.
- **Vampire**:
- **Loot**:
- 945 GP.
- A black pearl earring.
[Vampire: Lord Orkog Vysk](./ovt_gm_monsters.html#lord-orkog-vysk-master-vampire)
- Centuries old. Gray skin, red eyes. Imperious, cunning. Red robe, black cowl.
- Terrified of sunlight.
- Wants to become immune to sunlight.
- Has been growing clones of himself to find a cure.
- Does not know (yet) that REV-5 is immune to sunlight.
- Must feed on REV-5 to become a daywalker.
- If he does, then he escapes in his lifeboat to rule the world below!
- Offers 500 GP reward to get rid of the angel _Arduil_.
- Recommends throwing it out a window into the eternal night.
- Suggests using a Chaotic creature as bait.
- Will not risk helping directly.
- Loot
- [Cowl of Obfuscation](/magic-items/worn/cowl-of-obfuscation.html)
- [Orbital Booster Ring](/magic-items/worn/orbital-booster.html#orbital-booster-ring) in pocket.
#### 3. Dark Boudoir
- **Door**: Intact, closed
> Dim red candles illuminate a luxurious bed with black silk sheets on a red carpet.
> Two mounted skulls flank an ebony armoire. A round, open window looks out at the stars.
> A woman hovers outside the window with her hand pressed against the outer wall.
> The area around her wrist seems to glow faintly.
- **Bed** Sinfully decadent.
- _Secret_: Lifts up, has her coffin beneath it.
- **Skulls**: Humanoid, fanged. Vampires.
- Ravona's treacherous lovers Sasha and Rudo.
- **Armoire**: Unlocked. Dark red evening gowns and work suits.
- **Window**: Five feet wide, open hole.
- **Woman**: [Ravona Tang](./ovt_gm_monsters.html#ravona-tang), vampire bloodmage.
- Gray skin, red eyes, black hair, sharp nails. Cold, aloof, brilliant.
- Assistant to Lord Okog Vysk.
- Wrist glows where she's breaking the magical anti-vacuum shield.
- Wants to cure her fatal allergic reaction to sunlight. Must feed on REV-5 to do so.
- Fears the angel _Arduil_.
- Fled outside in mist form through cracks at edge of window. Re-enters the same way.
- Will help you if she can feed on one of you, draining your max HP by 1 HD.
- **Loot**:
- [Lenses of Darkness](/magic-items/worn/lenses-of-darkness.html)
- Two warm bottles of inhuman blood, 1d6 poison.
- 323 GP.
#### 4. Escapatorium
- **Door**: Shredded, open
> Yellow candles flicker on a swinging chandelier above a slashed blue settee between three closed curtains of heavy blue velvet.
> A closet door hangs open beside the entrance.
- **Curtain 1**: A sandy path leads to a white beach and blue lagoon.
- Gulls fly forward and back on a loop. Dolphins are frozen in mid-jump.
- On the sand, two swimsuits and a [Ring of Water Breathing](/magic-items/rings/ring-of-water-breathing.html).
- A red octopus digs in the sand.
- A tsunami of turtles smashes the beach.
- **Save** or 1d4 psychic damage (once).
- **Curtain 2**: A snowy path winds through the pines.
- A wolf hangs frozen as it pounces on a deer. Fir trees ripple in rainbow hues.
- In the snow, two snowshoes and a [Ring of Fur](/magic-items/rings/ring-of-fur.html).
- If anyone uses ring to create fur, they get advantage to save, below.
- A white-out blizzard hides the exit.
- Once inside, can't find way back.
- Each PC has to succeed at 2 checks, INT or WIS and STR or CON, or take 1d6 psychic damage.
- Anyone who hasn't succeeded at both may try again to succeed at any they missed before, but if they don't, they take another 1d6 psychic damage.
- Starting with the end of the 2nd round, if _anyone_ has made both checks, everyone can find the escape. Otherwise, everyone keeps rolling until _someone_ has made both checks.
- **Curtain 3**: A dingy hall leads to a glaring white light.
- In the wall, a [Dirk of Shadows (+1)](/magic-items/weapons/dirk-of-shadows.html). Walk forward to emerge in [10. Glass Hatch](#10-glass-hatch) (one-way portal).
- **Closet**: Empty hangers and empty jewelry boxes.
- **Octopus**: [Nggyb'ra](./ovt_gm_monsters.md#nggybra-the-outsider)
- Red skin, gold eyes, moves like an ooze.
- Actually 1/3 of _Nggyb'ra_, trying to find an exit.
- Telepathic, raspy voice
- If 2 (or 3) parts meet, will merge over 1 round.
- Wants to leave the tower for the eternal night.
- Fears the angel _Arduil_.
- **Ravenous**: If they won't help it, it will eventually try to eat party.
- If anyone investigates it, it telepathically talks to them: "GET OUT!"
- Then, after another moment: "WE WANT TO GET OUT!"
#### 5. Observatory
- **Door**: Intact, closed
> Black candles line a plush red carpet path into a spherical chamber of dark wood panels
> and polished brass fittings. An ornate mirror hovers in the air over a luxurious red couch.
- **Mirror**: 20 ft wide, 10 ft tall.
- It is a magic screen controlled by the couch.
- **Couch**: Red velvet gently massages your back.
- Armrest has three jeweled buttons: pearl, ruby, and obsidian.
- **Pearl**: The mirror shows a large temple covered in meditating people, and silhouetted against a huge, silvery moon.
- Sound: thousands of men and women chanting prayers.
- Anyone in room feel soothed and refreshed.
- All status effects are removed.
- **Ruby**: The mirror shows a strange realm of non-Euclidean geometries and sanity-straining angles.
- Giant tentacles writhe in the twisted darkness as you hear bestial roaring and inhuman screaming.
- "You will have nightmares about this every night for the next month."
- **Obsidian**: The mirror shows an elegant lounge of black velvet and golden candles around a black and gold couch.
- A gray woman in black and gold looks at whoever is on couch.
- “Okog? Who is this? Why are you calling me at this hour?”
- **Woman**: [Lady Zonya Prym, rival vampire lord](./ovt_gm_monsters.html#lady-zonya-prym-master-vampire)
- Proud, cunning, greedy.
- Demands news of Okog.
- If she believes that anything is amiss at the tower, she sends her [Cleaners](./ovt_gm_monsters.html#vampire-cleaners) to kill everyone and loot the tower for her.
- **Cleaners**: Arrive at the Glass Hatch in ten minutes.
- The vampires Pyre, Nekro, and Rypper fly over with Orbital Boosters and begin killing everyone they find.
- All three are twisted punks who revel in blood.
### C. Promenade
> Creaking ebony stairs spiral up and down through the center of this circular chamber.
> Brass lanterns cast a cool white light over the scratched walls. Five doorways ring the space.
> Three doors are smashed open, one door is closed, and one doorway has no door at all.
> A smeary trail of blood leads to the closed door.
- **Trail of Blood** => Arduil attacked Jazylla, the maid.
#### 6. Servants
- **Door**: Shredded open.
> A flickering red torch reveals a cramped gray room with three narrow bunks.
> The three flimsy closet doors lie in battered pieces on the floor.
- **Closets**: Tattered black dress suits and gray jumpsuits.
- **Spring-Loaded Cat**: An irritable, black cat named Lucifer leaps out and hisses when least expected.
- Dislikes being touches, will scratch (**Save** or take 1d4 damage).
- _Secret_: Stashed under one of the bunks => [Silver Amulet of Protection from Vampires](/magic-items/worn/silver-amulet-vampires.html).
- **Bunk Loot**: 17 gp
#### 7. Surgery
- **Door**: Intact, locked.
> Eight glaring white crystals flood the room with sterile light. Various cabinets line the walls.
> Blood streaks the white marble tiles. Supplies lie jumbled on a tray. A woman lies bandaged on
> the operating table. A skeleton stands beside her.
- **White Crystals**: Incinerate germs - anyone with a disease is instantly healed.
- **Blood**: Jazylla's.
- **Supplies**: Used bandages, needle, thread, scalpel.
- **Woman**: [Jazylla](./ovt_gm_monsters.html#jazylla-the-doomed-maid), 37. Short, thin, rebellious. Maid. Struck by Arduil. Now dying.
- **Skeleton**: [Doctor Elmid](./ovt_gm_monsters.html#doctor-elmid), 206. Undead in a white coat.
- Skilled surgeon. Professional, loyal, gruff.
- Thinks you’re all crazy, but will help you if it helps his master, [Lord Orkog Vysk](./ovt_gm_monsters.html#lord-orkog-vysk-master-vampire).
- **Cabinet Loot**:
- Two healing potions (red, sparkly), 1d6.
- One antitoxin potion.
- Lantern and oil.
- A stack of 10 CP (for corpse eyes)
#### 8. Nursery
- **Door**: Shredded, open
> A lone amber lantern lights the room. Pale blue syrup coats the floor.
> A dented table cradles broken vials. Five tall glass tubes stand shattered by the wall.
- **Syrup**: Warm, sticky, sweet. Drink to heal 1d6.
- **Vials**: Red, green, and violet fluids mingle around melting and broken glassware.
- **Tubes**: Each contains a body in a shallow pool of warm syrup.
- They are clones of [Lord Orkog Vysk](./ovt_gm_monsters.html#lord-orkog-vysk-master-vampire), attempts at becoming immune to sunlight, and their faces all look alike.
1. An adult male corpse with rough bark-like skin. Dead, impaled on shards of his broken glass tube.
2. An adult male corpse with leathery wrinkled gray skin. His face is twisted in misery.
Dead, slashed and scorched.
3. An adult male corpse with soft bubbling red skin. Dead, partially exploded arm, leg, and belly.
His face a rictus of pain.
4. Smashed. Empty.
5. An adult man, naked, gray skin, red eyes, shivering. He stares in confusion and fear.
- **Man**: [REV-5](./ovt_gm_monsters.html#rev-5)
- Vampire clone, immune to sunlight.
- Appears 30, is only a few hours old.
- Gray skin, red eyes, fangs.
- Thin, bald, squinty, stammers.
- Speaks and acts like an adult.
- Has no idea what is going on or who he is. Terrified, timid. Follows you everywhere.
- Mildly interested in drinking your blood. If you don’t mind.
- Any vampire that drinks his blood becomes a daywalker (immune to sunlight).
- **Loot Among Vials**:
- Healing potion, 1d6. (red, sparkly)
- Sleep potion, 1 hour. (green, drk ribbons throughout)
- Enlarge potion, 1 hour. (violet, chunky)
- Reduce potion, 1 hour. (blue, slimy)
- Two empty vials.
#### 9. Foyer
Note: this is where the game begins, so it's worth copying some info from elsewhere here, too.
- **Door**: None
> Smoky red candles flicker in brass sconces. Murals cover the vaulted ceiling.
> Portraits hang shredded on each paneled wall. In the center of the floor is a round white platform.
- **Murals**: Children in grassy fields, turbaned merchants on shaggy camels, armored knights riding flame-belching snails.
- **Portraits**: Twelve dark oil paintings of a man ([Orkog Vysk](./ovt_gm_monsters.html#lord-orkog-vysk-master-vampire)) at ages 12 to 256.
- Gray skin, red eyes. Black hair in youth which gradually receds over the centuries.
- The last picture has a vaguely nosferatu-like appearance.
- **Shredded**: By the razor-sharp halos of the angel _Arduil_.
- **Platform**: Mostly identical to the [Teleportation Stone](#teleportation-stone) that brought the players here.
- White marble platform with rings of hand-carved runes. One foot high. Fifteen feet across. The center pillar is broken and missing.
- **Missing**: The broken pillar is on the bridge above the Cistern. If the pillar is put back, the party can touch the indent and teleport back to the surface where they began.
- **Walls**: Made of large, dark stones, magically sealed against the vacuum.
- Various large pipes run throughout, some leaking steam.
#### 10. Glass Hatch
- **Door**: Shredded, open
> This lightless lounge has marble floors and teak paneled walls, all slashed and cracked.
> A bench lies in pieces beside a coat rack. A stone arm lies on the floor.
> The circular glass hatch reveals a sea of stars and, far below, the dark curve of the world of Aeryon.
- **Bench**: Green velvet and dark mahogany. A note under the seat reads:
- “I agree. The master’s experiments have gone too far. I’ll take care of everything. Be ready. - K"
- **Arm**: Gray stone, short, thick, a clawed hand.
- Smashed off of the gargoyle _Varadol_ by the insane angel _Arduil_.
- **Hatch**: Airlock, armored. A dazzling view of the stars and the night-side of the planet Aeryon below.
- Directly ahead, a jagged gray gargoyle floats in the dark. A ruby switch beside the door opens it. At game start, there is nothing else here.
- If the _Cleaners_ arrive, they come in through this entrance.
- **Gargoyle**: [Varadol](./ovt_gm_monsters.html#varadol-gargoyle-guardian)
- 30 feet away, tumbling slowly in space, missing an arm.
- Ancient, loyal, simple, direct, violent. Serves Lord Orkog Vysk by guarding the tower from intruders.
- Was hurled outside while fighting the angel _Arduil_.
- She may attack the PCs or help them, depending on their actions.
- **Cleaners**: If PCs go to [5. Observatory](#5-observatory) and call [Lady Zonya Prym](./ovt_gm_monsters.html#lady-zonya-prym-master-vampire), then she will almost certainly send her three mercenaries to take the tower.
- [Pyre, Nekro, and Rypper](./ovt_gm_monsters.html#vampire-cleaners) come to kill the party (and everyone else), and loot the tower for their mistress.
- ~~**Nightship**: A claustrophobic sphere of pale Titan bone, red wyrm glass, and gold lumosilk that sails on starlight. Obeys verbal commands. Can crash- land on a world’s surface. Once.~~
### D. Basement
> Rusty iron stairs spiral up and down through the center of this circular chamber.
> Red flames in bronze braziers cast an angry crimson light over the scratched walls.
> Five doorways ring the space. Three doors have been torn to pieces, one stands open, and one is closed.
- **Open Door**: Flashes and smoke from doorway to [12. Laboratory](#12-laboratory).
- Roll perception (**INT or WIS**): Best success finds a metal lid, inscribed with eldritch runes, just outside door.
#### 11. Tinkery
- **Door**: Shredded, open
> Dying torches smoke above gleaming steel tables.
> Twisted metal objects litter the room and hang impaled in the walls.
> Streaks and splatters of dark red, brown, and black pepper the floor and walls.
> Something small rests beneath a white sheet on the central steel table.
- **Tables**: 3 Workbenches. All scratched and slashed by the metal halos of _Arduil_.
- **Metal objects**: Broken tools and unfinished projects.
- Hammer, drill, tongs, clamp, level, saw, forceps, scalpels, [Blade of Cutting](/magic-items/miscellaneous/blade-of-cutting.html)
- **Thing Under Sheet**: A [flying monitor](/bestiary/monitor.html#flaying-variety).
- Appears dead when revealed (lying still)
- Activates (and attacks) if picked up or after 1d4? minutes in the room.
#### 12. Laboratory
- **Door**: Intact, open
> Irregular flashes of sparks fall from the burning ceiling and reflect off the scratched metal walls.
> Shattered glass cabinets contain dozens of broken vials.
> Thick green fumes rise from the liquids bubbling on the floor.
- **Fumes**: Toxic. Noticeable upon entry.
- Must either hold breath (or similar) or make a **Save**, or take 1d4 poison for each minute in the room.
- **Cabinets**: Gouged wood, crooked shelves.
- **Vials**: Acids, solvents, cleansers, oils, adhesives.
- **Floor**: Acids are eating through the floor. In 10 minutes, the floor collapses into space and everything is sucked out.
- Suggested solutions:
1. Mix a new chemical to neutralize the acid.
2. Close the door and don’t come back.
#### 13. Menagerie
- **Door**: Shredded, open
> A dozen tiny lanterns glow dimly amid the chaos of smashed cages and shattered glass tanks.
> Pale liquids pool on the floor. Dark lumps lie motionless everywhere.
> A small figure moves in the shadows.below
- **Cages**: Cat-sized. Wire mesh torn apart. Small bowls and bottles. Wood shavings.
- **Tanks**: Also cat-sized. Broken glass shards. Gravel and kelp.
- **Liquids**: Fresh water, salt water, blood, and urine.
- **Lumps**: Recently killed specimens. Black ravenwolf puppy. Tiny transparent frilled lizards. Tiny brown birds with needle beaks. Spotted cat with flat leather tail. **Furry white salamander.** Trench piranha.
- **Figure**: Slippery. Squishy. Weird.98. Nothing
- An octopus aberration feeding on the dead specimens.
- **Octopus**: [Nggyb'ra](./ovt_gm_monsters.md#nggybra-the-outsider)
- Red skin, gold eyes, moves like an ooze.
- Actually 1/3 of _Nggyb'ra_, trying to find an exit.
- Telepathic, raspy voice
- If 2 (or 3) parts meet, will merge over 1 round.
- Wants to leave the tower for the eternal night.
- Fears the angel _Arduil_.
- **Ravenous**: will eventually try to eat party.
> **Surviving Salamink**
> This tiny furry white salamander is gentle, timid, and very cute.
> _Value: 5 GP_
#### 14. East Corridor
- **Door**: Shredded, open
> A long corridor ends in a small room.
> 3 corpses hang upside down in cages with an assortment of tubes running off of them.
- **Corpses**: Human blood bags, 3 people from Grimpost
- 50% chance each is still alive (but sleeping deeply).
##### 15. West Corridor
- **Door**: Intact, closed
> The corridor ends in a 10' square cage. Filled with traumatized victims in dirty rags.
- **Cage**: Has 3-4 people from town.
- If 1 has been found via random encounter, only 3 remain. Otherwise, 4.
- If asked, survivors talk about others being taken over the past few days.
### E. Sub-Basement
> Slimy stone stairs spiral up from the center of this circular chamber.
> A single smoldering torch casts a faint amber light over the scratched walls.
> Two doorways flank the space. One door is torn apart, and the other is closed.
#### 16. Midden Heap
- **Dor**: Intact, closed
> A ramp slopes down into moist brown waste. Flies buzz.
> Wriggling worms glow over a mound of orange fungus. Mushrooms dot the floor and walls.
> Three corpses lie beside a golden raven talon. A red lump of flesh digs in the filth.
- **Waste**: Rotten food (and worse).
- **Fungus**: A growth of the Mycotic Sprawl.
- Highly resilient, fast growing.
- A cloud of spores hangs in the air.
- **Spores**: Anyone who inhales them rolls 1d6. On a 1, you are infected and begin growing
orange mushrooms on your skin. After 7 days, you only care about spreading spores and protecting the Sprawl.
- **Mushrooms** Toxic, 1d6.
- **Corpses**: Desiccated flesh, brittle bones, tattered gray clothing.
- Covered in thick lumps of fungal matter.
- When approached, three corpses rise and attack as [Mycotic Zombies](https://www.planarvagabond.com/bestiary/zombie.html#sub-types).
- **Red Lump (Octopus)**: [Nggyb'ra](./ovt_gm_monsters.md#nggybra-the-outsider)
- Red skin, gold eyes, moves like an ooze.
- Actually 1/3 of _Nggyb'ra_, trying to find an exit.
- Telepathic, raspy voice
- If 2 (or 3) parts meet, will merge over 1 round.
- Wants to leave the tower for the eternal night.
- Fears the angel _Arduil_.
- **Ravenous**: will eventually try to eat party.
#### 17. Cistern
- **Dor**: Shredded, open
> Your breath mists in the dark as you step out onto a metal bridge suspended
> above a vast tank of still liquid.
> Something at the far end of the bridge glows a dull red and buzzes, like a swarm of bees.
- **Dark**: The only light comes from the stairwell.
- **Bridge**: Metal. Sways. Suspended from above by chains.
- **Liquid**: Inhuman blood. Dark red, sticky, and warm.
- Creatures that enter the blood must roll for Inhumanity.
- **Buzzing**: [Arduil, the Soul Reaver](./ovt_gm_monsters.html#arduil-the-soul-reaver)
- Insane angel, praying for guidance at the far side of the metal bridge.
- The missing pillar from the [teleportation stone](#teleportation-stone) lies beside it.
- If anyone except a pure soul touches the angel, it awakens and resumes rampaging.
- Note that anyone who has made any kind of deal with a vampire would be considered "impure" by the angel, as would anyone who has told a lie or stolen d uring the adventure.
### Inhumanity
Roll 1d5, permanently gain effect:
1. Triple body mass. Appearance unchanged. Other creatures cannot move you. Your speed is reduced by 10. You cannot swim.
2. Soft bones. You can squeeze through tiny spaces. Your vague facial features are impossible for anyone to remember.
3. Red skin. You are immune to Fire damage, but always shiver and sweat.
4. Triple tongue length. Makes it difficult to speak. If you taste blood, you can identify the creature it came from and one fact about that creature.
5. Solid red eyes. You are blinded. You gain Blindsight up to 30 ft, and you can hear heartbeats up to 60 ft away.
6. Bat Wings. Huge, flappy. Fly speed equal to your Movement speed.
7. Barrel Chest. +1d6 Constitution, +1d6 HP.
8. Hooved. 2 of your legs end in hooves. No effect.
9. Crab Arm. One hand becomes a claw. 1d8 crushing damage, -4 Attack to hit.
10. Neck Frill. Can inflate to frighten beasts. May require a Morale check.
11. Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron.
12. Spike Teeth. Long and serrated.
13. Monkey Tail. Can grip items. +4 bonus to any climbing tests.
14. Third Eye. On your forehead. +2 to perception checks, but it freaks people out.
15. Perfect Memory. Can Save vs Intelligence to recall incredibly trivial details.
16. Crown of Tentacles. 2d10 tiny tentacles grow in a ring around your head. No effect.
17. Mouth Tentacles. 2d4 tiny tentacles grow in a ring around your mouth. No effect (except tp freak people out0).
18. Cyclops. All your eyes migrate to the centre of your forehead and fuse into one.
19. Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them.
20. Revival. A missing body part, organ, or limb regenerates fully.
21. Spider Gland. You can excrete 10' of rope per day.
22. Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour. Your base defense is 17.
23. Goat Horns. Small and pointy.
24. Evil Eye. One of your eyes becomes black and weeps tar-like tears. With other eye closed, gains infravision to 60' (or 120', if already has infravision).
25. Mimic. You can mimic all voices, music, and natural sounds.
26. Scorpion Tail. +1 attack per round dealing 1d4 poison damage.
27. Mantis Arm. One arm gains several extra joints. Can extend to 10' long, folds up to normal size.
28. Resilient. Reduce all incoming physical damage by 1.
29. Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.
30. Claws. Your fingers fuse into sharp claws. You cannot hold weapons. Your claws do 1d6 slashing damage.
31. Eyestalk. One of your eyes extends on a tube. It can see around corners or look behind you.
32. Rabbit Ears. +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
33. Starskin. Skin becomes jet black with faint white stars.
34. Shark Teeth. Whole mouth full of them. 1d6 bite damage.
35. Second Brain. In your guts. +1d6 Intelligence. If decapitated, you can live (blind, deaf, and dumb, but alive).
36. Youth. De-age 2d10 years.
37. Age. Age 2d10 years.
38. Reactive Mutability. One hand grows to resemble anything you hold in the other hand.
39. Antlers. Two of them. Can be used as a club.
40. Photosynthetic. You become green. You gain the effect of a ration from 4 hours in sunlight.
41. Agile. Your limbs become longer and whip-quick. +1d6 Dexterity.
42. Hypnotic Eye. Lock eyes with a creature of 2 HD or less. It must Save or be stunned.
43. Wyrdsight. With 1 round focus, one eye can see into the ethereal plane.
44. Whiskers. They sense air currents and vibrations. +1d6 Wisdom.
45. Bird Wings. Huge, flappy. Fly speed equal to your Movement speed. - feathery
46. Slit Nostrils. Like a snake. Nose disappears.
47. Beak. Your mouth becomes a chicken's beak.
48. Hindbrain. Can sleep while walking or riding a horse.
49. Perfect Teeth. A winning smile. +1d6 Charisma.
50. Enormous Head. Your head swells to twice its usual size.
51. Mind Split. You start hearing voices. The voices are you, or part of you. Second thoughts are good. +1d6 Int.
52. Spotted Skin.
53. Striped skin.
54. Tentacle Arm. One arm only. Works as normal, but slimy and flexible.
55. Gills. You can breathe underwater.
56. Snake Tongue. Can extend up to 1'.
57. Rabbit Legs. Jump twice as high.
58. Fur. Coats your head and back.
59. Second Face. On the back of your head. Has all the normal senses, can speak.
60. Ethereal Feelers. They sense danger. +1d6 Wisdom.
61. Bat Ears. Can sense 30' in the dark by clicking.
62. Fins. One on your back, two on your sides. +10' movement in water / liquids.
63. Dead Black Eyes. Like a doll's eyes. +2 Save vs Fear.
64. Heat-Sensing Eye. 30' range. Can see invisible creatures, etc.
65. Fangs. Your canine teeth sharpen. You deal 1d4 damage on a bite.
66. Butterfly Wings. Cannot fly, but they do look pretty.
67. Stabbing Limb. One arm becomes a telescoping spear of sinew and bone. As a spear.
68. Burst of Speed. Take 1d6 damage to double movement for 10 minutes.
69. Dead Nerves. Immune to pain. Gain 1d6 HP.
70. Dragonfly Wings. Very fragile. Fly speed equal to your Movement speed. Can hover.
71. The Voices. You can hear the other players (not PCs) make jokes sometimes.
72. Hairless Body. All hair falls off in a sudden burst.
73. Trunk. A long prehensile trunk grows on your face. Acts like another arm, but with Strength 4.
74. Rippling Muscles. +1d6 Strength.
75. Tusks. Like a boar. Can be used for an attack, deals 2d4 damage.
76. Thick Fur. Coats your entire body. +4 to Save vs Cold.
77. Sensitivity to sunlight: -4 to rolls in direct sunlight.
78. Dead Skin. You lose your sense of touch, but becoe immune to pain. +1d6 HP.
79. Acid Breath. 30' line, 1d6 damage, once per day.
80. Lightning Breath. 30' line, 1d6 damage, once per day.
81. Fire Breath. 30' cone, 1d6 damage, once per day.
82. Cold Breath. 30' cone, 1d6 damage, once per day.
83. Chlorine Gas Breath. 10' cloud, 1d6 damage, once per day.
84. Chameleon Skin. Can change to any color or simple pattern, +2 to hiding when color matches environment.
85. Squishy Body. Can squeeze through crack of 1" or larger, takes 1d4 rounds to pass through.
86. Change Race. Go to https://www.planarvagabond.com/races/, roll d26 (skipping automaton). Becomes rolled race.
87. Vampirism. Becomes a vampire of equal HD equal to highest level (with matching power level).
88. Werebeast. Go to https://www.planarvagabond.com/bestiary/werebeasts/ and roll 1d26. Becomes rolled type of werebeast.
89. Immortality. You are healed of all conditions, and become immune to disease, poison, and aging. 50% chance you reek of death.
90. Lose 1d12 HP.
91. Lose 1d12 HP.
92. Lose 1dd10 HP.
93. Lose 1dd10 HP.
94. Lose 1d8 HP.
95. Lose 1d8 HP.
96. Lose 1d6 HP.
97. Lose 1d6 HP.
98. Lose 1d4 HP.
99. Nothing happens.
100. Bad News - Roll again twice. You get both mutations.
### GM Links
- [Monsters](./ovt_gm_monsters.html)
- [Notes](./ovt_gm_notes.html)
+1
View File
@@ -93,6 +93,7 @@ Below you'll find a growing list of 90+ magic items that can be found across the
7. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read. 7. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
8. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield. 8. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
9. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost. 9. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
10. [Ring of Water Breathing](./rings/ring-of-water-breathing.html): A ring that grants it's wearer the ability to breathe underwater.
<div class="clearBoth" /> <div class="clearBoth" />
+7 -7
View File
@@ -21,16 +21,16 @@ A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved
If the command word (_Preservo_) is spoken as the lid is removed, target creature within 60' must **Save vs Spells** or be drawn into the jar. If the command word (_Preservo_) is spoken as the lid is removed, target creature within 60' must **Save vs Spells** or be drawn into the jar.
- +2 to the save ro;; if the creature has been preserved in a jar before. - +2 to the save roll if the creature has been preserved in a jar before.
- The jar can only hold one creature at a time. - The jar can only hold one creature at a time.
### Inside Jar ### Inside Jar
While inside the jar, a creature exists in a state of suspended animation: While inside the jar, a creature exists in a state of suspended animation:
- it does not age; - it does not age;
- it does not need to breathe, eat, drink, or sleep; and - it does not need to breathe, eat, drink, or sleep; and
- it is unaware of the passage of time. - it is unaware of the passage of time.
Once inside the jar, a creature remains there until released. Once inside the jar, a creature remains there until released.
@@ -38,5 +38,5 @@ Once inside the jar, a creature remains there until released.
It takes a combat action to open the jar and release the creature. It takes a combat action to open the jar and release the creature.
- If the other command word (_Befriendo_) is spoken as the jar is opened, the creature will serve the jar's wielder for 1 turn (10 minutes), defending them and obeying their commands (morale check if ordered to do something suicidal). - If the other command word (_Befriendo_) is spoken as the jar is opened, the creature will serve the jar's wielder for 1 turn (10 minutes), defending them and obeying their commands (morale check if ordered to do something suicidal).
- If the jar is opened without saying the command word, the creature's reaction should be determined randomly. - If the jar is opened without saying the command word, the creature's reaction should be determined randomly.
@@ -0,0 +1,14 @@
---
title: Blade of Cutting
description: A dull-edged steel dagger that can heat up to cut through any non-magical, non-living material
date_pub: 2025-06-08T20:17:51.000-04:00
section: magic items
content_type: feature
short_code: m1bfz
status: hidden
---
A dull-edged steel dagger with an emerald in its hilt.
- Pressing the emerald while held causes blade to heat up enough to cut through any non-magical, non-living material for 1 round.
- Has two charges, restored at sunrise.
@@ -0,0 +1,15 @@
---
title: Ring of Fur
description: A magical ring that grows a coat of fur on its wearer, protecting them from cold.
date_upd: 2026-10-17T00:44:15-04:00
section: magic items
content_type: feature
short_code: m1r0f
status: hidden
---
A hard, brown ring of an unknown substance covered in a layer of thin fur.
- While worn, wearer can grow a coat of fur.
- Fur lasts for up to 8 hours.
- Fur provides immunity to cold damage.
@@ -0,0 +1,14 @@
---
title: Ring of Water Breathing
description: A magical ring that enables its wearer to breathe underwater.
date_upd: 2026-10-17T00:33:03-04:00
section: magic items
content_type: feature
short_code: m1rwb
---
A shiny golden ring set with a pearl.
- While worn, wearer can breathe underwater.
- Can only be used for 1 hour total each day.
- Can still breathe normally while in effect.
@@ -0,0 +1,20 @@
---
title: Dirk of Shadows
description: An obsidian dagger that temporarily blinds its victims with darkness.
date_upd: 2026-10-17T00:44:15-04:00
section: magic items
content_type: feature
short_code: m1r0f
status: hidden
---
An obsidian dagger etched with eldritch runes that glow a dull red when it strikes a target.
- +1 to attack and damage rolls (1d4+1).
- On a successful hit, victim must **Save** or become [blinded](/rules/adventuring.html#blinded) until the end of the next combat round.
### Usage Die
- Starts at d10.
- After each successful use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
- When no more charges are left, it becomes inert.
@@ -0,0 +1,15 @@
---
title: Cowl of Obfuscation
description: A black velvet robe that
date_pub: 2023-09-13T23:14:00-04:00
section: magic items
content_type: feature
short_code: m1ab
status: hidden
---
A deep-black velvet robe stitched with hard-to-see arcane symbols.
- Wearer is immune to effects from bright lights, including being blinded by exposure to any type of light attack (ex: [Color Spray](/spells/color-spray.html)).
- While wearer is in dim light or darkness, they are [invisible](rules/adventuring.html#invisible).
- Invisibility is broken if wearer attacks or casts a spell.
@@ -0,0 +1,16 @@
---
title: Lenses of Darkness
description: A pair of darkened crystal lenses that fit over the eyes and protect their wearer from light-based impairment.
date_pub: 2026-10-16T23:02:26-04:00
section: magic items
content_type: feature
short_code: m110d
status: hidden
---
A pair of darkened crystal lenses that fit over the eyes.
- Wearer can act in bright light and sunlight without impairment.
- This includes creatures / races that have an impairment in sunlight (ex: [Vampires](/bestiary/vampires/) or [Drow](/races/drow.html)).
- This does not prevent any damaging effects.
- Wearer is immune to being blinded by exposure to any type of light attack (ex: [Color Spray](/spells/color-spray.html)).
@@ -0,0 +1,30 @@
---
title: Orbital Booster
description: A magical item used to move oneself through the vacuum of space.
date_pub: 2026-10-17T02:14:41-04:00
section: magic items
content_type: feature
short_code: m10b
status: hidden
---
A magical item used to increase the wearer's speed in the astral plane.
[[toc]]
- Only functions directly above the planetary gravity well (in orbit).
- Begins each day with 1d4 + 4 charges.
- While worn in orbit, grants the following abilities:
- Wearer may say a command word (_Tor_) to use a charge and move in the direction of their choosing at a base speed of INT x 10 yards / round for the next turn.
- Wearer may say a command word (_Tor'su_) to use a charge and double their base speed to INT x 20 yards / round until the end of the round.
- Wearer may say a command word (_Tor'su'shi_) to use 2 charges and triple their base speed to INT x 30 yards / round until the end of the round.
- Only one command word may be spoken each round.
- Wearer may shift direction without losing speed.
### Orbital Booster Belt
A leather belt with a round silver buckle etched with swirling patterns and arcane symbols.
### Orbital Booster Ring
A silver ring etched with swirling patterns and arcane symbols.
@@ -0,0 +1,14 @@
---
title: Silver Amulet of Protection from Vampires
description: A shirt of exceptionally-crafted chainmail armor.
date_pub: 2026-10-17T01:36:38-04:00
section: magic items
content_type: feature
short_code: m1apv
---
A silver amulet engraved with an eldritch symbol capable of unsettling (and even wounding) vampires.
- Vampires seeing the amulet must **Save** to get within 1' of amulet or wearer.
- Does not prevent melee combat, but must save to use [energy drain](/bestiary/vampires/index.htmlzz#energy-drain).
- Any vampire that comes in contact with the amulet takes 1d6 damage for every round it remains in contact.
+89 -78
View File
@@ -11,13 +11,13 @@ short_code: uha
### Introduction ### Introduction
In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops": In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops" inspired by these 3 core steps:
1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players. 1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players.
2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for. 2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for.
3. **Repeat**: Return to step 1 and repeat until the adventuring ends. 3. **Repeat**: Return to step 1 and repeat until the adventuring ends.
Some examples of these loops include the [Exploration Procedure](#exploration-procedure) or [Encounter Prodcedure](#encounter-procedure). Some examples of these loops include the [Encounter Procedure](#encounter-procedure) and the [Exploration Procedure](#exploration-procedure).
### Ability Checks ### Ability Checks
@@ -45,7 +45,7 @@ For most checks, roll a 20-sided die (d20) and add the ability's modifier.
Then, check the results of the roll: Then, check the results of the roll:
<div class="dividedTableWrapper"> <div class="dividedTableWrapper" id="ability-check-result-table">
| Roll | Result | | Roll | Result |
| :----------------------: | :-----------------: | | :----------------------: | :-----------------: |
@@ -53,17 +53,17 @@ Then, check the results of the roll:
| 11-24 | Complete Success | | 11-24 | Complete Success |
| 6-10 | Complicated Success | | 6-10 | Complicated Success |
| 5 or less | Failure | | 5 or less | Failure |
| Less than 0 or natural 1 | Fumble | | 0 (or less) or natural 1 | Fumble |
[Ability Check Result] [Ability Check Result]
</div> </div>
- A natural 20 or a result of 25 or more is a **Critical Success**: the check succeeds, and often includes a bonus for the roller. - A natural 20 or a result of 30 or more is a **Critical Success**: the check succeeds, and often includes a bonus for the roller.
- An 11-24 indicates a **Complete Success**: the check succeeds. - An 11-24 indicates a **Complete Success**: the check succeeds.
- A 6-10 represents a **Complicated Success**: the check succeeds, but with a potential [complication](#complications) or challenge for the roller. - A 6-10 represents a **Complicated Success**: the check succeeds, but with a potential [complication](#complications) or challenge for the roller.
- A 5 or less is a **Failure**: the check fails. - A 5 or less is a **Failure**: the check fails.
- A natural 1 or a result of less than 0 is a **Fumble**: the check fails, and often includes an extra complication or challenge for the roller. - A natural 1 or a result of 0 or less is a **Fumble**: the check fails, and often includes an extra complication or challenge for the roller.
#### Skilled Ability Checks #### Skilled Ability Checks
@@ -85,11 +85,15 @@ Many classes have unique skills which PCs learn as they gain levels in those cla
When making a check that involves a class skill, add the skill modifier for the PC's current level to the appropriate ability check roll. When making a check that involves a class skill, add the skill modifier for the PC's current level to the appropriate ability check roll.
- ex: a 5th level thief that wants to use their Thief Skills to hide in the shadows would make a DEX ability check, rolling a d20 and adding their DEX modifier to the roll, and would _then_ add an additional +1 to the roll (for being 5th level) before determining the result. - ex: a 5th level thief that wants to use their Thief Skills to hide in the shadows would make a DEX ability check, rolling a d20 and adding their DEX modifier to the roll, and would _then_ add an additional +1 to the roll (for being 5th level) before determining the result with the [Ability Check table](#ability-check-result-table).
### Complications ### Complications
Complications can effect the immediate situation or the GM can optionally save them for later, tallying or counting them, and making a Complication Check for each one at the next appropriate time. Complications can either effect the immediate situation, or the GM can optionally save them for later, tallying or counting them and making a Complication Check for each one at the next appropriate time.
- No complication should be active more than twice at once
- If the same complication is rolled a third time (or more), it is ignored.
- No more than 3 complications should be active at one time.
#### Complication Check #### Complication Check
@@ -113,27 +117,26 @@ Roll 1d6.
- **Encounter**: Wandering creature, social encounter, or some other random interaction. - **Encounter**: Wandering creature, social encounter, or some other random interaction.
- **Locality**: Some environmental or external event that affects the PCs. - **Locality**: Some environmental or external event that affects the PCs.
- ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party. - ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party.
- **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhausted). - **Exhaustion**: Party must rest for a turn / watch or everyone gains a level of [exhaustion](#exhausted).
- May be ignored for the first few checks in a session, as appropriate. - May be ignored for the first few checks in a session (or since a rest), as appropriate.
- **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc. - **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
- **Discovery**: Party finds something useful or helpful. - **Discovery**: Party finds something useful or helpful - could be a magic item, a secret door, a hidden ally, etc.
- ex: a magic item, a secret door, a hidden ally.
- May be ignored after first occurrence in a session, as appropriate. - May be ignored after first occurrence in a session, as appropriate.
### Exploration Procedure ### Exploration Procedure
The time scales for exploration vary based on the area being explored: The time scales for exploration vary based on the area being explored:
- Dungeon exploration is divided into 10-minute turns, with each turn covering roughly 180 feet of unexplored dungeon. - Dungeon exploration is divided into 10-minute turns, with each turn covering roughly 200 feet of unexplored dungeon.
- Wilderness exploration is divided into 4-hour watches, with each watch covering roughly 6 miles of unexplored (open) terrain. - Wilderness exploration is divided into 4-hour watches, with each watch covering roughly 6 miles of unexplored (open) terrain.
The general steps to take when exploring (for each turn / watch): The general steps to take when exploring (for each turn / watch):
1. **Setup**: GM describes the situation. 1. **Setup**: GM describes the situation.
2. **Marching Order**: Party determines general exploration process, including direction of travel and speed. 2. **Marching Order**: Party determines general exploration process, including direction of travel, speed, and marching order.
3. [**Complication Check**](#complication-check): GM rolls the complication die to see what effect it has. 3. [**Complication Check**](#complication-check): GM rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications**: Party declares actions, GM describes the results (and any complications). 4. **Actions / Responses / Complications**: Party declares actions, GM describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. 5. **End Turn / Watch**: When the party has gone far enough (or, in a dungeon, after combat concludes), the (dungeon) turn or (wilderness) watch ends.
6. **Repeat**: Return to step 2 and repeat until adventuring ends (or destination is reached). 6. **Repeat**: Return to step 2 and repeat until adventuring ends (or destination is reached).
### Challenges and Hazards ### Challenges and Hazards
@@ -143,8 +146,8 @@ The general steps to take when exploring (for each turn / watch):
#### Darkness #### Darkness
- If unable to see, treat as [blinded](#blinded). - If unable to see, treat as [blinded](#blinded).
- Candles light 10' radius. - Candles light 10' radius (5' bright light, 5' dim light).
- Torches / lanterns light 30' radius. - Torches / lanterns light 30' radius (15' bright light, 15' dim light, unless otherwise specified).
- When moving through darkness with flame light, no chance of stealth / surprise. - When moving through darkness with flame light, no chance of stealth / surprise.
#### Infravision #### Infravision
@@ -152,6 +155,7 @@ The general steps to take when exploring (for each turn / watch):
Allows creatures to see heat tones, even in [darkness](#darkness). Allows creatures to see heat tones, even in [darkness](#darkness).
- Works to 60' unless noted otherwise. - Works to 60' unless noted otherwise.
- All dungeon monsters (and most encountered in the wilderness) are assumed to have Infravision (unless otherwise specified).
#### Truesight #### Truesight
@@ -159,7 +163,7 @@ Allows creatures to:
- see in normal or magical darkness; - see in normal or magical darkness;
- see invisible creatures and objects; - see invisible creatures and objects;
- automatically detect, see-through, and Save vs visual illusions; - automatically detect, see-through, and save vs visual illusions;
- perceive the true (original) form of a shapechanger or ploymorphed creature; and - perceive the true (original) form of a shapechanger or ploymorphed creature; and
- see into the ethereal plane to perceive ghosts and other spirits. - see into the ethereal plane to perceive ghosts and other spirits.
@@ -172,7 +176,7 @@ Spend a minute listening (ex: at a door) and make an [INT or WIS check](#ability
#### Opening Doors #### Opening Doors
- Locked Doors can be picked or broken. - Locked Doors can be picked or broken.
- Picking a lock takes up to 1d6 minutes. - Picking a lock takes up to 1d6 minutes and can only be done by characters with the appropriate skill.
- Stuck Doors can be unstuck or broken. - Stuck Doors can be unstuck or broken.
- To unstick or break a door, make a [STR check](#ability-checks) at -2. - To unstick or break a door, make a [STR check](#ability-checks) at -2.
- Doors always break on a critical success. - Doors always break on a critical success.
@@ -180,16 +184,17 @@ Spend a minute listening (ex: at a door) and make an [INT or WIS check](#ability
#### Swimming #### Swimming
- Creatures are assumed to be able to swim at 1/2 their normal movement speed. Creatures are assumed to be able to swim at 1/2 their normal movement speed (unless otherwise noted).
- Unless the creature is just floating, a [STR or CON check](#ability-checks) is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds). - Unless the creature is just floating, a [STR or CON check](#ability-checks) is required every turn (10 minutes).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again. - For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- The third failure indicates the creature begins [drowning](#drowning). - Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- The third failure indicates the creature begins [drowning](#drowning).
##### Drowning ##### Drowning
- Each combat round, a drowning creature must **Save** or take 1d8 drowning damage. - Each combat round, a drowning creature must **Save** or take 1d8 drowning damage.
- When a drowning creature is rescued, it gains 1 level of exhaustion. - When a drowning creature is rescued, it gains 1 level of [exhaustion](#exhausted).
- Once the exhaustion is cleared, the creature gains back any HP lost to drowning. - Once the exhaustion is cleared, the creature gains back any HP lost to drowning.
#### Urban Navigation #### Urban Navigation
@@ -231,10 +236,10 @@ To navigate to a location in a busting city, make an **Urban Exploration Roll**
##### Light ##### Light
- During the daytime, fog or heavy rain will create dim light in open areas. - During the daytime, fog or heavy rain creates dim light in open areas.
- At night: - At night:
- A full moon on a clear night will create dim light in open areas. - A full moon on a clear night creates dim light in open areas.
- Fog or moonless night will create [darkness](#darkness). - Fog or moonless night creates [darkness](#darkness).
<!-- <!--
@@ -299,39 +304,43 @@ Characters can usually see 3 miles around (in clear terrain).
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised). - Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first. 3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first.
- Tie goes to the party side, roll-off as needed. - Tie goes to the party side.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. 4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
- Players decide how their characters will act. - Players decide how their characters will act.
- Creature actions are often determined by the nature of the encoulastnter itself, but may be determined randomly. - Creature actions are often determined by the nature of the encounter itself, but may be determined randomly via a [Reaction Roll](#reaction-roll).
- If creature / NPC reaction isn't obvious, make a **Reaction Roll** (2d6, possibly modified based on what the creature / NPC believes about the party beforehand).
- If someone tries to communicate, make a 2nd reaction roll, this time modified by the speaker's [CHA modifier](#ability-modifier-table) and a modifier based on the first roll as indicated below.
<div class="dividedTableWrapper" id="reaction-table">
| 2d6 | Result | 2nd Roll Mod |
| :-: | :---------: | :----------: |
| 2- | Attack! | -3 |
| 3 | Hateful | -2 |
| 4 | Leery | -1 |
| 5 | Rude | -1 |
| 6 | Aloof | 0 |
| 7 | Uncertain | 0 |
| 8 | Confused | 0 |
| 9 | Indifferent | +1 |
| 10 | Cordial | +1 |
| 11 | Amiable | +2 |
| 12+ | Friendly! | +3 |
[Reaction Table]
</div>
5. **End Turn**: Once the encounter has played out, the turn ends. 5. **End Turn**: Once the encounter has played out, the turn ends.
- Each encounter is assumed to take at least one full turn to complete. - Each encounter is assumed to take at least one full turn to complete.
- This includes time to regroup, bind wounds, clean weapons, etc. - This includes time to regroup, bind wounds, clean weapons, etc.
#### Reaction Roll
When encountering a creature or NPC for the first time and their reaction isn't obvious, make a **Reaction Roll** (2d6, possibly modified based on what the creature / NPC believes about the party beforehand, or vice-versa).
- If someone tries to communicate, make a 2nd reaction roll, this time modified by the speaker's [CHA modifier](#ability-modifier-table) and an additional modifier based on the first roll, as indicated below.
<div class="dividedTableWrapper" id="reaction-table">
| 2d6 | Result | 2nd Roll Mod |
| :--------: | :---------: | :----------: |
| 2 or less | Attack! | -3 |
| 3 | Hateful | -2 |
| 4 | Leery | -1 |
| 5 | Rude | -1 |
| 6 | Aloof | 0 |
| 7 | Uncertain | 0 |
| 8 | Confused | 0 |
| 9 | Indifferent | +1 |
| 10 | Cordial | +1 |
| 11 | Amiable | +2 |
| 12 or more | Friendly! | +3 |
[Reaction Table]
</div>
#### Typical Actions #### Typical Actions
While any action is possible, the following actions are the most common: While any action is possible, the following actions are the most common:
@@ -354,7 +363,7 @@ Any side that wishes to avoid an encounter may attempt to flee.
##### Party Position ##### Party Position
When rolling for an evasion or pursuit, only roll for the parties position: as the evader or pursuer. When rolling for an evasion or pursuit, only roll for the party's position: the evader or the pursuer.
- One of the PCs should make an appropriate skilled ability check (typically DEX), modified by their opposition's relative speed. - One of the PCs should make an appropriate skilled ability check (typically DEX), modified by their opposition's relative speed.
- Determine results appropriately to the situation. - Determine results appropriately to the situation.
@@ -363,7 +372,7 @@ When rolling for an evasion or pursuit, only roll for the parties position: as t
As the adventures continue, the PCs will interact with their world, gaining Level Points for each session. As the adventures continue, the PCs will interact with their world, gaining Level Points for each session.
- Once a PC acquires a number of Level Points equal to their next desired level, they may gain a level in their desired class. - Once a PC acquires a number of Level Points equal to their next desired level, they may "spend" those points to gain a level in their desired class.
- If a PC multiclasses, the number of level points required increases for each other class that has already achieved the desired level. - If a PC multiclasses, the number of level points required increases for each other class that has already achieved the desired level.
- Ex: a level 3 warrior would need 4 level points to increase to 4th level, or 2 level points to pick up a single level in a new class (1 for the level + 1 for having already achieved level 1 in another class). - Ex: a level 3 warrior would need 4 level points to increase to 4th level, or 2 level points to pick up a single level in a new class (1 for the level + 1 for having already achieved level 1 in another class).
@@ -374,7 +383,7 @@ When a PC increases their level, the following actions should be performed:
- Roll a hit die (based on the class), and add it to their maximum hit points. - Roll a hit die (based on the class), and add it to their maximum hit points.
- 1s and 2s may be re-rolled a single time. - 1s and 2s may be re-rolled a single time.
- Check the [Skilled Ability Check Modifier table](#skilled-ability-checks) to determine if their skill modifier increases. - Check the [Skilled Ability Check Modifier table](#skilled-ability-checks) to determine if their skill modifier increases.
- Check the PC's [class](/classes/) and [race](/races/) to see if they gain any new. - Check the PC's [class](/classes/) and [race](/races/) to see if they gain any new features.
- The player may pick one of the PC's abilities, and roll 3d6. - The player may pick one of the PC's abilities, and roll 3d6.
- If the resulting roll is higher than the ability score, increase the score by 1. - If the resulting roll is higher than the ability score, increase the score by 1.
@@ -400,7 +409,7 @@ When a PC increases their level, the following actions should be performed:
- An entangled creature: - An entangled creature:
- is unable to move, - is unable to move,
- has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks that require moving, - has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks that require moving,
- can make a new **Save** attempt each combat round, - can make a new **Save** attempt each combat round to break the entanglement, and
- is automatically released if the entangling weapon is used to attack another opponent. - is automatically released if the entangling weapon is used to attack another opponent.
- Attack rolls against an entangled creature have [advantage](./basics.html#advantage-and-disadvantage). - Attack rolls against an entangled creature have [advantage](./basics.html#advantage-and-disadvantage).
@@ -411,13 +420,13 @@ When a PC increases their level, the following actions should be performed:
- has their AC reduced by 1. - has their AC reduced by 1.
- These effects are cumulative for each level of exhaustion they have. - These effects are cumulative for each level of exhaustion they have.
- Each level of exhaustion can be cleared by resting for 4 hours (1 watch). - Each level of exhaustion can be cleared by resting for 4 hours (1 watch).
- Going for more than one day with a long rest adds 1 level of exhaustion per day since last long rest. - Going for more than one day without a long rest adds 1 level of exhaustion per day since last long rest.
#### Frightened #### Frightened
- A frightened creature: - A frightened creature:
- is unable to willingly move closer to the source of its fear (desiring only to flee from it), and - is unable to willingly move closer to the source of its fear (desiring only to flee from it), and
- has disadvantage on ability checks and attack rolls while it can see the source of its fear. - has [disadvantage](./basics.html#advantage-and-disadvantage) on ability checks and attack rolls while it can see the source of its fear.
- Most unintelligent creatures will actively flee when frightened. - Most unintelligent creatures will actively flee when frightened.
#### Invisible #### Invisible
@@ -425,7 +434,7 @@ When a PC increases their level, the following actions should be performed:
- An invisible creature: - An invisible creature:
- can't be seen without magic or a special sense (ex: [Truesight](#truesight)), - can't be seen without magic or a special sense (ex: [Truesight](#truesight)),
- can only be tracked by any noise it makes or tracks it leaves, and - can only be tracked by any noise it makes or tracks it leaves, and
- has advantage on attacks. - has [advantage](./basics.html#advantage-and-disadvantage) on attacks.
- Attacks against an invisible creature have disadvantage and can only be made when attacking creature has _some_ idea of where the invisible creature is (or recently was). - Attacks against an invisible creature have disadvantage and can only be made when attacking creature has _some_ idea of where the invisible creature is (or recently was).
#### Paralyzed #### Paralyzed
@@ -447,19 +456,19 @@ When a PC increases their level, the following actions should be performed:
- weighs 10x their normal weight; - weighs 10x their normal weight;
- only takes 1/2 damage from everything except explosives and pick-type weapons; and - only takes 1/2 damage from everything except explosives and pick-type weapons; and
- is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized). - is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized).
- Attack rolls against a petrified creature have advantage. - Attack rolls against a petrified creature have [advantage](./basics.html#advantage-and-disadvantage).
- When attacked and the attacker fumbles, their weapon breaks. - When attacked and the attacker fumbles, their weapon breaks.
#### Poisoned #### Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks. A poisoned creature has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks.
#### Prone #### Prone
- A prone creature: - A prone creature:
- moves at half normal speed, - moves at half normal speed,
- can stand up for half its normal speed (ending the condition), and - can stand up for half its normal speed (ending the condition), and
- has disadvantage on attack rolls. - has [disadvantage](./basics.html#advantage-and-disadvantage) on melee attack rolls, but [advantage](./basics.html#advantage-and-disadvantage) on ranged attack rolls.
- When attacking a prone creature: - When attacking a prone creature:
- melee attacks have advantage, and - melee attacks have advantage, and
- ranged attacks have disadvantage. - ranged attacks have disadvantage.
@@ -468,15 +477,15 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
- A restrained creature: - A restrained creature:
- is unable to move, and - is unable to move, and
- has disadvantage on attack rolls and ability checks that require moving. - has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks that require moving.
- Attack rolls against a restrained creature have advantage. - Attack rolls against a restrained creature have [advantage](./basics.html#advantage-and-disadvantage).
#### Stunned #### Stunned
- A stunned creature: - A stunned creature:
- moves at half normal speed, and - moves at half normal speed, and
- has disadvantage on all attacks and skill checks. - has [disadvantage](./basics.html#advantage-and-disadvantage) on all attacks and skill checks.
- Attack rolls against a stunned creature have advantage. - Attack rolls against a stunned creature have [advantage](./basics.html#advantage-and-disadvantage).
#### Unconscious #### Unconscious
@@ -485,7 +494,7 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
- automatically fails any ability check that requires movement or speech; and - automatically fails any ability check that requires movement or speech; and
- is unaware of their surroundings. - is unaware of their surroundings.
- When a creature is rendered unconscious, they drop whatever they are holding and fall prone. - When a creature is rendered unconscious, they drop whatever they are holding and fall prone.
- Attack rolls against an unconscious creature have advantage. - Attack rolls against an unconscious creature have [advantage](./basics.html#advantage-and-disadvantage).
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits). - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
- Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). - Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
@@ -494,7 +503,7 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
Characters can carry a number of "Important Items", based on their Strength (STR). Characters can carry a number of "Important Items", based on their Strength (STR).
- Items can be carried **At Ready** or **Packed**. - Items can be carried **At Ready** or **Packed**.
- "At Ready" items may be grabbed and used without delay. - "At Ready" items may be grabbed and used with minimal delay.
- Packing or unpacking items takes 1 turn. - Packing or unpacking items takes 1 turn.
- Characters can carry a number of at-ready items up to their Strength (STR), with a minimum of 7. - Characters can carry a number of at-ready items up to their Strength (STR), with a minimum of 7.
- Additionally, characters may carry a number of packed items up to their Strength (STR), also with a minimum of 7. - Additionally, characters may carry a number of packed items up to their Strength (STR), also with a minimum of 7.
@@ -550,7 +559,7 @@ The state of a character's health is determined by their number of hit points (H
- -1 for each HP bellow 0, and - -1 for each HP bellow 0, and
- +1/2 current level (round up). - +1/2 current level (round up).
- On a success, the PC stabilizes at 0 HP. - On a success, the PC stabilizes at 0 HP.
- On a fail, the PC can give some potential final words before falling [unconscious](#unconscious), apparently dead. - On a fail, the PC can give some potential final words before falling [unconscious](#unconscious), [apparently dead](#recovering-the-body).
- While a PC is stabilized at 0 HP, they: - While a PC is stabilized at 0 HP, they:
- can only move 1/2 their normal rate, - can only move 1/2 their normal rate,
- can't attack or cast spells, and - can't attack or cast spells, and
@@ -558,12 +567,12 @@ The state of a character's health is determined by their number of hit points (H
- The check counts as a combat action. - The check counts as a combat action.
- On a full success, the PC heals to 1 HP and can move and attack as normal. - On a full success, the PC heals to 1 HP and can move and attack as normal.
- On a complicated success, the PC remains at 0 HP. - On a complicated success, the PC remains at 0 HP.
- On a failure, the PC drops to -1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. - On a failure, the PC drops to -1 HP and is momentarily [stunned](#stunned) as above (until they **Save** at the end of their next initiative turn).
- Any _other_ character may make an [INT check](#ability-checks) to try and help a stabilized or stunned PC at or below 0 HP, restoring their mobility. - Any _other_ character may make an [INT check](#ability-checks) to try and help a stabilized or stunned PC at or below 0 HP, restoring their mobility.
- The check counts as a combat action. - The check counts as a combat action.
- On a success, the PC heals to 1 HP and can move and attack as normal. - On a success, the PC heals to 1 HP and can move and attack as normal.
- On a normal failure, the PC remains at current HP. - On a normal failure, the PC remains at current HP.
- On a critical failure, the PC loses 1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. - On a critical failure, the PC loses 1 HP and is momentarily [stunned](#stunned) as above (until they **Save** at the end of their next initiative turn).
##### Recovering the Body ##### Recovering the Body
@@ -582,11 +591,13 @@ Spirits!
#### Healing #### Healing
- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP. - After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
- If recovering from HD drain (ex: from a Vampire), this also counts as regaining a single HD.
- If recovering from ability point loss, a single ability point is regained.
- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP. - Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
- Drinking certain potions can restore HP: - Drinking certain potions can restore HP:
- A potion of healing restores up to 1d6+1 HP. - A potion of healing restores up to 1d6+1 HP.
- A potion of greater healing restores up to 2d6+2 HP. - A potion of greater healing restores up to 2d6+2 HP.
- A potion of supreme healing restores up to 3d8+3 HP.<work@secure.net> - A potion of supreme healing restores up to 3d8+3 HP.
- Quaffing a readied potion takes a combat action, but can be done while moving. - Quaffing a readied potion takes a combat action, but can be done while moving.
### Languages ### Languages
@@ -605,16 +616,16 @@ Assumed to shared by all (intelligent) members of a given alignment.
#### Class Languages #### Class Languages
Most class languages are secret, known only to members of their class, and often include coded terms and/or physical motions (hand waves, knocks, etc.). Most class languages are secret, known only to members of their class, and often include coded terms and/or physical motions (hand signals, knocks, etc.).
- **Assassin's Cant**: Secret (and coded) language known to all thieves. - **Assassin's Cant**: Secret (and coded) language known to all thieves.
- Dialects are based on different guilds. - Dialects are based on different guilds.
- **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs. - **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs.
- Dialects are based on different ship / locations. - Dialects are based on different ships / locations.
- **Druidic**: Secret language spoken by all Druids. - **Druidic**: Secret language spoken by all Druids.
- **Dru'ydd'ik**: Secret language spoken by al Dru'ydds - **Dru'ydd'ik**: Secret language spoken by al Dru'ydds.
- **Thieves' Cant**: Secret (and coded) language known to all thieves. - **Thieves' Cant**: Secret (and coded) language known to all thieves.
- Dialects are based on different guilds. - Dialects are based on different guilds / locations.
#### Racial Languages #### Racial Languages
@@ -642,7 +653,7 @@ Most class languages are secret, known only to members of their class, and often
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin). - **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
- **Halfling**: Native language of halflings. - **Halfling**: Native language of halflings.
- **Oquon**: Native language of water elementals, dialect of elemental. - **Oquon**: Native language of water elementals, dialect of elemental.
- **Orcish**: Native language of ogres and orcs. - **Orcish**: Native language of ogres, orcs, and orgols.
- **Pyrean**: Native language of fire elementals, dialect of elemental. - **Pyrean**: Native language of fire elementals, dialect of elemental.
- **Shiftik**: Native language of the shiftlings. - **Shiftik**: Native language of the shiftlings.
- **Strallan**: Native language of the Stral and official language of the Stral Empire. - **Strallan**: Native language of the Stral and official language of the Stral Empire.
@@ -765,7 +776,7 @@ Hirelings are NPCs that can be paid to provide specific services.
- **Mercenaries**: Non-adventuring (usually), level 0+ NPCs, used mostly for strongholds or domain play. - **Mercenaries**: Non-adventuring (usually), level 0+ NPCs, used mostly for strongholds or domain play.
- **Specialists**: Non-adventuring, non-combatant, level 0 NPCs, typically used to acquire a resource (ex: spell or special information). - **Specialists**: Non-adventuring, non-combatant, level 0 NPCs, typically used to acquire a resource (ex: spell or special information).
- **Grunts**: Non-combatant, level 0 NPCs used mostly for grunt work (ex: torch-bearers or camp-watchers). - **Grunts**: Non-combatant, level 0 NPCs used mostly for grunt work (ex: torch-bearers or camp-watchers).
- **Retainers** - As above, although they could start another kind of hireling (ex: a grunt that vows to serve as a knight's retainer and starts gaining levels). - **Retainers** - As above, although they could start as another kind of hireling (ex: a grunt that vows to serve as a knight's retainer and starts gaining levels).
**Hiring Reaction** **Hiring Reaction**
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@@ -7,7 +7,7 @@ content_type: feature
short_code: uhb short_code: uhb
--- ---
Designed to emulate the fun and fantasy of the classic "Basic" and "Expert" editions of the world's most famous roleplaying system, without getting bogged down by an excess of rules. The HOSR system is designed to emulate the fun and fantasy of the classic "Basic" and "Expert" editions of the world's most famous roleplaying system, without getting bogged down by an excess of rules. Most of it was built in layers over hundreds of hours of play, combining the best bits from over a dozen different systems.
These rules are still a Work-in-Progress, so if there's some rule or feature you need that isn't here yet, feel free to use the equivalent rule from your [favorite B/X-compatible retroclone](https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_retro-clones) (we recommend [Old School Essentials](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page)). These rules are still a Work-in-Progress, so if there's some rule or feature you need that isn't here yet, feel free to use the equivalent rule from your [favorite B/X-compatible retroclone](https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_retro-clones) (we recommend [Old School Essentials](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page)).
@@ -15,7 +15,7 @@ These rules are still a Work-in-Progress, so if there's some rule or feature you
### How to Play ### How to Play
There is one _GameMaster_ (or _GM_). Everyone else is a _player_. There is one _game-master_ (or _GM_). Everyone else is a _player_.
Each player controls a character (a _player-character_, or _PC_). All of the PCs together make up the _party_. Each player controls a character (a _player-character_, or _PC_). All of the PCs together make up the _party_.
@@ -37,7 +37,7 @@ For most checks, roll a 20-sided die (d20), add any modifiers, and compare the r
| 11+ | Complete Success | | 11+ | Complete Success |
| 6-10 | Complicated Success | | 6-10 | Complicated Success |
| 5 or less | Failure | | 5 or less | Failure |
| Less than 0 or natural 1 | Fumble | | 0 (or less) or natural 1 | Fumble |
[Ability Check Result] [Ability Check Result]
@@ -77,16 +77,24 @@ When something (bad) happens to a character or monster, they can usually make a
- **Save vs Wielded** rolls (avoiding wands, ray guns, or similar) get -1. - **Save vs Wielded** rolls (avoiding wands, ray guns, or similar) get -1.
- **Save vs Blasts** rolls (avoiding explosions, breath weapons, or the like) get -3. - **Save vs Blasts** rolls (avoiding explosions, breath weapons, or the like) get -3.
- **Save vs Spells** rolls (avoiding direct, targeted magic) get -4. - **Save vs Spells** rolls (avoiding direct, targeted magic) get -4.
- **Save vs Paralyze** is generally equivalent to a standard Save, and is mostly used for historical purposes. - **Save vs Paralyze** is generally equivalent to a standard Save, and is mostly only kept for historical purposes.
### Alignment ### Alignment
There are three alignments, cosmic principles that represent broad world views: There are three alignments, cosmic principles that represent broad world views:
- **Law**: Order, truth, justice, and civilization. Typically prosocial. - **Law**: Order, truth, justice, and civilization. Typically prosocial.
- **Chaos**: Anarchy, power, chance, and destruction. Typically pro-individual. - **Chaos**: Anarchy, power, chance, and entropy. Typically pro-individual.
- **Neutrality**: Balance, mediation, and detachment. - **Neutrality**: Balance, mediation, and detachment.
Some players also prefer to identify their character's alignment along an additional (optional) axis:
- **Good**: Altruism and a respect for sentient beings, even to the point of self-sacrifice.
- **Evil**: Selfishness and lack of compassion for others, possibly even to the point of harming, oppressing, and/or killing them.
- **Neutral**: Have no interest in harming innocents, but are typically unwilling to make sacrifices to help a stranger (although they might for a close friend).
In general, evil characters are not allowed without prior GM approval.
### Movement ### Movement
Most characters have a base speed of 40', indicating they can move 40' in a combat round. Most characters have a base speed of 40', indicating they can move 40' in a combat round.
@@ -110,13 +118,13 @@ Most characters have a base speed of 40', indicating they can move 40' in a comb
5. Roll Hit Dice to determine maximum [Hit Points](./adventuring.html#health-damage-and-dying). 5. Roll Hit Dice to determine maximum [Hit Points](./adventuring.html#health-damage-and-dying).
- Hit die type is determined by class, number of dice is determined by level. - Hit die type is determined by class, number of dice is determined by level.
- Optionally, re-roll any 1s or 2s (once). - Optionally, re-roll any 1s or 2s (once).
- On Roll20, this can be done with `[[XdYr<3]]`, where `X` is your level, and `Y` is you Hit Die type. - On Roll20, this can be done with `/roll [[XdYr<3]]`, where `X` is your level, and `Y` is your Hit Die type.
- For each die, modify the rolled value by [CON modifier](./adventuring.html#constitution-modifier). - For each die, modify the rolled value by [CON modifier](./adventuring.html#constitution-modifier).
6. Choose [Alignment](#alignment). 6. Choose [Alignment](#alignment).
7. Note starting [Languages](./adventuring.html#languages). 7. Note starting [Languages](./adventuring.html#languages).
8. Determine starting Money. 8. Determine starting Money.
- For level 3 and under, begin with 3d6 x 10gp. - For level 3 and under, begin with 3d6 x 10gp.
- For level 4+, begin with (Level)d6 x 10gp. - For level 4+, begin with Xd6 x 10gp, where `X` is starting level.
9. Buy starting [Equipment](./equipment/fantasy.html). 9. Buy starting [Equipment](./equipment/fantasy.html).
10. Determine [Attacks and AC](./combat.html). 10. Determine [Attacks and AC](./combat.html).
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@@ -7,10 +7,10 @@ content_type: feature
short_code: uh1 short_code: uh1
--- ---
- [Basics](./basics.html): Covers How to Play, Abilities, Saving Throws, and Character Creation. - [Basics](./basics.html): Covers How to Play, Abilities, Saving Throws, and Character Creation.
- [Adventuring](./adventuring.html): Includes Health, Death, Encumbrance, Procedures for Exploration, and Advancement. - [Adventuring](./adventuring.html): Includes Health, Death, Encumbrance, Procedures for Exploration, and Advancement.
- [Combat](./combat.html): Gives detailed information about combat procedures. - [Combat](./combat.html): Gives detailed information about combat procedures.
- [Equipment](./equipment/): Various equipment tables. - [Equipment](./equipment/): Various equipment tables.
- [Magic](./magic.html): Rules for Magic and Spellcasting. - [Magic](./magic.html): Includes rules for Spellcasting, Magic Items, Alchemy, Familiars, and different types of Magic.
- [Vessels](./vessels/): Rules for vessels and vehicles. - [Vessels](./vessels/): Provides rules for vessels and vehicles, including Land, Water, and Astral.
- [GM Notes](./gm-notes.html): Rules and tables for _GMs only_. - [GM Notes](./gm-notes.html): Rules and tables for _GMs only_.
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@@ -43,17 +43,17 @@ If a spell is referenced and not listed below, it can usually be found in one of
9. [Grow / Shrink (1 A)](./grow.html) 9. [Grow / Shrink (1 A)](./grow.html)
10. [Haste / Slow (3 AD)](./haste.html) 10. [Haste / Slow (3 AD)](./haste.html)
11. [Heal / Harm (6 D)](./heal.html) 11. [Heal / Harm (6 D)](./heal.html)
12. [Heat Metal (2 AD)(./) 12. [Heat Metal (2 AD)](./heat-metal.html)
12. [Hideous Laughter (1 A)](./hideous-laughter.html) 13. [Hideous Laughter (1 A)](./hideous-laughter.html)
13. [Hidden Step (2 A)](./hidden-step.html) 14. [Hidden Step (2 A)](./hidden-step.html)
14. [Hypnotize (1 A)](./hypnotize.html) 15. [Hypnotize (1 A)](./hypnotize.html)
15. [Illusory Script (1 A)](./illusory-script.html) 16. [Illusory Script (1 A)](./illusory-script.html)
16. [Illusory Terrain (4 A)](./illusory-terrain.html) 17. [Illusory Terrain (4 A)](./illusory-terrain.html)
17. [Improved Invisibility (4 A)](./improved-invisibility.html) 18. [Improved Invisibility (4 A)](./improved-invisibility.html)
18. [Invisibility (2 A)](./invisibility.html) 19. [Invisibility (2 A)](./invisibility.html)
19. [Levitate (2 A)](./levitate.html) 20. [Levitate (2 A)](./levitate.html)
20. [Light / Darkness (1 AD)](./light.html) 21. [Light / Darkness (1 AD)](./light.html)
21. [Lock / Knock (2 A)](./lock.html) 22. [Lock / Knock (2 A)](./lock.html)
### M-R ### M-R