Showing posts with label devils. Show all posts
Showing posts with label devils. Show all posts
Jan 6, 2017
Oct 20, 2013
Tiny helpers
A wizard may summon tiny helpers (imps) by sacrificing some of his life. Each conjured imp requires 1 hp of the wizard.
The base characteristics of a tiny helper are:
The summoned imps have other traits as well, but those depend on when the wizard summons the helpers (effects stack):
Unfortunately, he can't control the exact amount of helpers summoned - he may only vaguely state "a few" (d4), "a bunch" (d6) or "plenty" (d8) beforehand. Roll the die in parenthesis, summon that many imps - and hope your hit points are sufficient.
When the wizard regains his health (through sleep, potions, etc.), an equal amount of imps disappears in a puff of smoke (although some have witnessed tiny explosions as well).
The base characteristics of a tiny helper are:
- Size of a very large apple
- Life: 1 hp
- Weakest armour class
- Can carry 0.5 kg
- Speaks balderdash fluently, but understands the wizard perfectly
- Leather trousers
The summoned imps have other traits as well, but those depend on when the wizard summons the helpers (effects stack):
- At full moon: gain wings and the ability to fly. No eyes though; they use click-sounds with their tongue to navigate
- During sunrise: only one eye, but it is twice as big, and it shines as strong as the sun
- After a big feast (when the wizard's full): can carry 5 kg, but they are fat and doesn't like taking orders
- During rainfall: can breathe underwater, but will suffocate on land (keep them in a bag of water). Excellent swimmers.
- On a beach: the helpers are constantly burning, so watch where they put their tiny feet
- In complete darkness: for some reason, they just can't keep quiet. These imps are known to be able to speak two sentences in the common tongue: "HELLO?" and "WHERE ARE YOU?"
Sep 8, 2013
Peddler of imps
Imp peddlers can be found everywhere, from the filthiest, most crowded street corner, to the loneliest road beyond the mountains. But you'll only find them when you're not looking for one.
They sell imps, more precisely the short-lived, chaotic devilkins most folk don't want nothing to do with. The peddlers don't have a stock of imps, but will conjure a fresh one for each buyer (after payment, of course).
The conjured imp will obey its new master most of the time. That is all that is known to the player.
Creating the imp
The imp will live for 2d4 days.
After this, it will:
They sell imps, more precisely the short-lived, chaotic devilkins most folk don't want nothing to do with. The peddlers don't have a stock of imps, but will conjure a fresh one for each buyer (after payment, of course).
The conjured imp will obey its new master most of the time. That is all that is known to the player.
Creating the imp
The imp will live for 2d4 days.
After this, it will:
- Start to bloat, until it drifts off like a balloon in the sky
- Start to bloat, until it explodes (damages anyone nearby)
- Dissipate like water
- Turn into 2002 beetles that flies away
- Split into two smaller copies, which will split again into smaller copies, and again, and again - until no copy is visible
- Turn to marble
- Living its life in reverse (backtracking its steps, etc.), down to the very summoning (which will banish it instead)
- Become mummified over the course of 10 seconds
- Start burning intensively
- Head falls off - then the arms - legs - tail
But during its lifetime, it will Crave and Fear an item from the following list (roll for both):
- The sight of blood
- The smell of flowers
- Heights
- Hats
- Repeating patterns
- Water
- Paths and trails
- Lit torches
- Its own reflection
- Its own death
Imps are actually capable of scheming, despite common belief, but they're pretty limited. Roll on the table below to get the imp's hidden agenda:
- When master no see me, must hide his stuff in ground
- When moon is high, must sneak away and find wolves
- When master and us is sneaking, must bark loud
- When master not watch his plate, must sit on food
- When walking, must trip master
- When in town, sneak away, spread rumors about master
- When see wizard, pretend to be better familiar for he
- When sleeping, take stuff from friends and put on master
- When sleeping, eat on master's clothes
- When meet other imp, learn another scheme
Jan 2, 2013
7 devils
A spell of summoning tiny devils from below (or above, if you're already down there).
Roll 7d6, one for each devil.
Die results:
1. Either this die failed a summoning (nothing happens), or you've summoned fourth their master as well (see more further down)
2-3. Wicked devil (red)
4. Chaotic devil (slowly changes skin hue in pulses, going through the colours of the rainbow)
5-6. Nice devil (purple)
Effects:
Chaotic devils are further divided into:
Alternative for when a summoning die shows a one:
Instead of indicating a failed summoning, you've actually brought fourth a big, horned devil. It will take control of the other small devils, and attack immediately.
Roll 7d6, one for each devil.
Die results:
1. Either this die failed a summoning (nothing happens), or you've summoned fourth their master as well (see more further down)
2-3. Wicked devil (red)
4. Chaotic devil (slowly changes skin hue in pulses, going through the colours of the rainbow)
5-6. Nice devil (purple)
Effects:
- Wicked and nice devils will begin wrestling immediately, trying to push each other through the ground.
- Nice devils will perform one simple task before disappearing, as long as there are no wicked ones in sight
- Wicked ones will only taunt and bother anyone in their vicinity
- All devils will disappear after a few minutes
Chaotic devils are further divided into:
- Greedy: flies around, trying to eat anything shiny until they're too heavy to lift from the ground.
- Sleepy: flies up in the air, yawns, and falls to the ground sleeping. Wakes up, and repeats the procedure.
- Paranoid: hides behind each other. Hates to be seen.
- Crazy about clothing: wants to wear any piece of garment it lays its eyes on, even if it's already being worn
- Imitating: repeats what others are saying, even if it doesn't understand the language. May also occasionally mimic gestures.
- Identity crisis: believes it's a...
- Cat
- Bird
- Furniture
- Sunbeam
- Someone's shadow
- Close relative to one of the players
Alternative for when a summoning die shows a one:
Instead of indicating a failed summoning, you've actually brought fourth a big, horned devil. It will take control of the other small devils, and attack immediately.
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