Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Friday, December 26, 2025

Friday Encounter: Burn the Goat!

A bit of a belated Christmas special for this week's Friday Encounter. It's designed to have the PCs come upon it while traveling on the road, but with some tweaks could work for a settlement they're stationed in already. The encounter is themed around the real-life phenomena of the Gavle goat, and thus is well-suited to coincide with Midwinter or another winter holiday, but it would work just as well as a local festival on any date.

Burn the Goat!

Background

Centuries ago, the town of Gevalia was terrorized by a ferocious demon by the name of Degdrolan, who devoured the livestock, blighted the crops, and set fire to the peoples' homes for no reason but spite for mortals. No weapon forged could harm the demon, so the people were forced to make a grim bargain in order to spare themselvs his ire. Each year, before the coming of Midwinter, the people would sacrifice a goat in the town square so that the demon's bloodlust would be sated, and they would know another year of peace.

Many years have passed since that date, and the story has been forgotten by all but the most learned of sages. But the tradition continued. At first, it was customary for the people to spill the blood of a live goat in the town square - and this continued for generations after the people forgot why they were doing such a thing. But in more recent years, a new tradition grew in its place. Inspired by the sacrifices, the town's two most prominent guilds - the Brotherhood of Merry Merchants and the League of Free Brewers - would each compete to build a massive goat sculpture from straw, striving to outdo the other in size and majesty.

Every year since this tradition began, however, one or both of the goats has been burned down before Midwinter - whether from strife between the rival guilds, mere accident, or the mischief of wayward youths. By sheer coincidence, this practice has successfully kept Degdrolan at bay even long after the people forgot about him - after all, the contract between him and the town never stated that a real goat would have to be sacrificed. However, it is precisely because of how the story has fallen into obscurity that the officials are striving to stamp out the tradition of goat-burning. And if they're successful, they may be in for a rude awakening...

The Encounter

The PCs should arrive in Gevalia around two or three days before Midwinter. If you're using this encounter in a town they're already in, you can foreshadow things by having the goats be built over time in the background, or just have them be erected overnight. In any case, anyone going to the town square will undoubtedly notice the two towering straw goats built there - the Merry Merchants' goat is 40 feet tall, while the Free Brewers' is 35 feet.

Asking around, they'll hear about how the two guilds have competed to build a bigger goat every year for Midwinter, but no one really knows why. They're traded wins from year to year, and it's always been a matter of fierce competition between them. For as long as anyone can remember, however, both goats have never survived until midnight on Midwinter's Eve; someone always burns one or both of them down. The guilds are on especially high alert this year, and they have both offered substantial sums to the town guard to stand in defense of their goat. The guards feel it's a tiresome job, and would rather be at home enjoying the festivities with their families - some even feel that there's no point in protecting the goats because burning them down has become a tradition of its own at this point.

The goats are a point of pride for their respective guilds, and the PCs will likely hear of the heated rivalry between the two of them. If they pursue this lead, they may encounter Sidsel Raskova, the guildmistress of the Merry Merchants, and Jorstein Goransson, the guildmaster of the Free Brewers. Sidsel, true to her guild's name, is a jovial woman who loves the Midwinter festivities, while Jorstein is a more dour and serious man who wants only to ensure that his guild will succeed - but both of them show no affection for their rivals, and both suspect that they are plotting to burn down each other's goat. 

They may also run into Askold, the local delinquent - a youth of about 17 who leads a gang of miscreants who enjoy commiting acts of petty theft and vandalism. The gang openly claims to have burned down several goats in the past years, and considers it a badge of honor.

Lastly, there is Erland Kravitz, the burgomaster. He was elected to his position last year under a promise to clean up the town's image by cracking down on crime, and he in particular has no love for the tradition of goat-burning, believing it a disgrace to Voltan that the people expect arson to happen every year. He has no interest in playing to politics between the guilds; he only wants to make sure no goat gets burned this year, under any circumstances.

None of these characters know anything about the town's deal with Degdrolan - the people of Gevalia have long buried this, not wanting to admit to dealing with demons even if it was for their own safety. However, there is a convent devoted to Mimir, the god of knowledge, in the town, which boasts an extensive library (and also is open to shelter any travelers who can't afford a stay at the inn). Researching the history of Gevalia or its traditions at this library will reveal a record of the story in an old dusty tome.

Further Developments

Depending on how the PCs go about this encounter, they may ally with either of the guilds, Askold's gang, or the burgomaster, or they may act independently. Both of the guilds want to burn down the other's goat, but they also both know that the other guild is sponsoring the guards to watch their own. However, they realize they may be able to pin the blame on strange adventurers and escape scrutiny. If the party gets in the good graces of either guild, they will offer to pay the PCs with 50 GP each, plus one uncommon magic item for the group (choose something suited to the party, or to a character who could use one) if they are successful at burning down the other guild's goat. They will also help them escape town should they run afoul of the law.

Askold and his gang don't care about the guilds - all they want is to amuse themselves and cause mischief. At an hour before midnight, Askold intends to hide in an alleyway facing the town square with a bow and flaming arrows, which he will then fire into the goats. If the PCs agree to help him distract the guards (and not tell anyone's parents), he promises to make them official members of his gang. While the youths are a collection of orphans and unsupervised delinquents with no experience in combat to assist the party with and will not leave the town, they have picked up a good deal of rumors and know of routes to treasure or other points of interest in the area that they will only share with fellow gang members. Askold will also offer the PCs free access to his cache of stolen mead bottles, hidden under a cornerstone at the old barn on the outskirts of town the gang uses as a clubhouse.

Finally, if the PCs side with Erland and are successful at preventing any goats from being burned, the burgomaster will thank them for their aid and invite them to an official banquet, where they will each receive 100 GP and a magic item suited to their class and character, as well as having the opportunity to meet several important figures in the town and make allies of them. However, in the middle of the banquet, Degdrolan will manifest in the town square, angry that he did not receive his tribute for the year. Degdrolan has the stats of a glabrezu; a hulking demon with a shaggy coat and a face like a horned grinning skull. Just as he did years ago, he will attempt to lay waste to the town and devour anything in his path if not stopped.

Friday, October 3, 2025

Friday Encounter: Interrupted Summoning

This encounter could be used in a dungeon, at a site in the wilderness, or maybe even in a town - preferably in some run-down house tucked away in a dark alley out of sight. You may want to plant rumors in the surrounding areas of strange robed figures gathering and chanting heard in the vicinity if you wish to lead your players to investigate.

Background

The Brotherhood of the Scarlet Palm is a cult of demon worshipers, seeking to contact Hell in order to negotiate with demons for earthly power. It was not long ago that they first began meeting in secret under the leadership of a disgruntled merchant named Vladislav Mikhailov, who, upon facing numerous failed business ventures, decided to summon a demon in order to guarantee him financial success. However, Vladislav's resources were limited, and he did not have access to arcane knowledge, having to cobble together his notes from a few scattered texts. This resulted in his cult performing a few botched and ineffective rituals, but they remained desperate enough to keep trying.

Through some miracle, Vladislav finally managed to contact a demon - a pit fiend by the name of Ag'draluun the Tormentor - a few days ago, and set to summon him into the mortal plane to discuss a deal. He set a protective circle over the ground, burned some candles, and read some incantations. Through this, Vladislav was able to open a portal to Ag'draluun's domain - but the ritual did not work according to plan. The cultists were able to form a portal, but not one big enough to accomodate such a hulking creature. Now, Ag'draluun is trapped partway in and partway out of the portal - and the cultists are in the middle of trying to get it to open the rest of the way.

The Encounter

The party should come upon Vladislav's circle to find three cultists standing at the points of a triangle inscribed on the ground, surrounded by a rim of candles that burn with violet flames. They have their heads bowed low and are chanting. At the center of the circle, suspended in the air, is what appears to be a rift in reality. It appears like a hole in a tapestry opening into an orange glow, but floats in midair above the ground. The portal gives off an intense heat, and flames can be seen flickering around it. Every so often, a huge clawed arm, covered in black scales like cracked magma, emerges from the portal, flailing around, and muffled cursing in Infernal can be heard.

One square equals five feet.

There are five other cultists gathered before the circle, watching; Vladislav stands behind them, flipping through a book at a hurried pace. It should be obvious that he is the leader; for instance, he may wear differently colored robes than his underlings.

Additionally, there is a circle of pillars gathered around the circle. These have the Concealing, Full Cover, and Impassible terrain tags - they provide full cover, cannot be passed through, and creatures hiding behind them have Advantage on Stealth checks.

Enter Action Time. The cultists will be too busy with trying to correct the ritual to monitor their surroundings, giving the PCs the opportunity to sneak up on them; they will thus not attack if they are not alerted to the presence of intruders. However, if the PCs do draw the cult's attention, Vladislav will order the cultists to attack.

Vladislav has the stats of a cult fanatic; his underlings have the stats of cultists. He will start by sending the five cultists staying back by him to ward off the PCs while he tries to lead the ritual. The three cultists gathered around the circle will remain where they are, continuing to chant. If two or more cultists are killed or incapacitated, or if Vladislav is directly accosted, he will enter the fight.

As long as the portal remains stuck in its partially open state, the three cultists at the circle will spend each of their turns chanting. When this happens, roll a d20 - on a roll of 11 or higher, the cultist successfully performs a chant. At the end of a round, if any cultist succeeded on the chant that round, the portal flickers and begins to widen. If no cultists succeeded, the portal remains in its current state.

Ag'draluun is trapped on the other side of the portal, unable to pass through. He cannot move across it (it's too small), and his Fear Aura will not affect creatures on the other side of the portal; however, he will reach through and make an attack with his claws at any PCs within five feet of the portal. If the portal is widened three times, it opens fully, summoning Ag'draluun into the world. He is quite angry that the summoning was performed so poorly, and is just as wont to attack the cultists as he is the PCs - but he won't hesitate to attack them either, if they're in range!

If all three cultists around the circle are killed or incapacitated, the portal winks out of existence. Ag'draluun's arm will be caught outside of it if this happens, causing it to be cut off; it falls to the ground before burning away into cinders. Alternatively, you could make it persist so that the PCs could retrieve it - the arm of a demon would surely have interesting alchemical properties.

Further Developments

If Vladislav is alive when the portal closes, he will flee the scene. He may become a recurring antagonist to the party - but perhaps a less than effectual one, unless he discovers more useful arcane knowledge. Either way, he will leave behind his books, which contain notes on a few rituals cobbled together from different sources. Some of this information could prove useful if the PCs need to research a ritual. Also left near the portal are his bags, containing 150 GP in gold and jewels and a scroll of Tasha's Hideous Laughter.

Ag'draluun might make for a recurring antagonist as well. Even if the portal was closed on him, he now knows the party, and will blame them for the loss of his arm, seeking a portal or a more competent summoner to re-enter reality so that he can enact his vengeance.

And if the portal was opened and the party somehow survived...well, they now have released an incredibly powerful demon upon the world, and can expect to deal with the consequences!

Friday, May 30, 2025

Friday Encounter: The Sacrifice

This encounter's another one to subvert your players' expectations and present them with a moral quandry to solve. It works best on the road, since the PCs should ideally be unfamiliar with the local area. However, you may wish to plant some rumors in nearby settlements so that the players know what to expect - or at least they think they do.

While traveling, the party comes upon a small village where a strange ceremony is taking place. Four young men and women are parading through the streets bedecked in flowers and accompanied by guards, yet despite the festive scene, the townspeople are all watching silently with grim expressions. Even the youths on parade appear to be nervous, avoiding eye contact; some can even be heard sobbing. If the PCs decide to ask the villagers what's going on, they'll explain in hushed tones:

The village is in debt to a cult of demon worshipers, after an inhabitant of the town sold his soul generations ago. Now, the cult demands a sacrifice of four of the town's youths every spring, or the forces of Hell will be displeased and seek to collect their bargain by force. The sacrifice has happened every year for as long as anyone can remember, and no one has dared to defy the cult for fear of the consequences that may bring. Although the townsfolk regret having to sign away the lives of their children, they see it as their unfortunate duty to bear, and don't dare to question it. In particular, one girl, Katrin, is the beloved daughter of the town innkeeper, Rikerd Gerst. If the PCs stop at the inn, he will be visibly stricken with grief.

Naturally, this all sounds like a setup for the PCs to put a stop to the cult. If they ask around, the townspeople will give them directions to the site of the sacrifice a short distance away. If you like, you can spin this out into a full-fledged dungeon, or if you'd like to keep things simple, it could just be an altar in a grove.

Either way, if the PCs choose to pursue the sacrificial victims, they will find them gathered around a raised, stepped platform topped by an altar, with robed cultists watching silently. Enter Action Time at this point, and track the number of rounds that pass. The altar is a terrain feature with the Three-Quarters Cover, High Ground, Ledge, and Steep tags.

There are eight cultists gathered - six stand chanting in a circle, while one leads the victims, and an eighth waits by the altar with a curved sacrificial dagger. Each round, the cultist leading the victims will walk them higher up the steps to the altar. If the PCs show themselves, the six chanting cultists will attempt to hold them off, but the other two will not cease their duties.

Starting at the third round, if the cultist leading the victims and the dagger-bearer are still alive and not incapacitated, one of the victims will be laid on the altar, where the dagger-bearer slits their throat, killing them instantly. From then on, these two cultists will kill one victim per round as long as they are alive and not otherwise engaged in combat. If one of them dies or is incapacitated, and there is a cultist in the group that can fill the position, that cultist will attempt to disengage from combat and take up their role. This happens even if the PCs are an obvious threat. If this happens, the timer pauses for one round, but resumes from where it was left the next round. If all four victims are killed, the two cultists join in the fight.

If the PCs manage to defeat the cultists and return the youths to their families, the townspeople will be grateful, rewarding each PC with 100 GP per victim rescued safely. However, they will still wonder with noticeable anxiety what will happen now that the ritual has failed.

As a matter of fact, their fears are warranted. If the blood of less than four innocents was spilled on the altar that night, the pact is broken, and the sacrificial altar collapses into a hellmouth - a portal to the pits of Hell itself. The terrain around the altar warps, with the ground becoming parched and cracked and the trees gnarled, storms crackle overhead, and demons pour forth from the pit, laying waste to anything in their path. The PCs may well have traded one problem for a bigger one - and they might need to take greater measures to seal the portal they've created.

Friday, February 28, 2025

Friday Encounter: Deals at the Crossroads

For optimal folkloric resonance, the best place to use this encounter is at a crossroads, preferably at night. As everyone knows, the crossroads is a place where the boundaries between worlds are weak, and it's easier to contact the other side - or, for that matter, for the other side to contact you. However, it would also work in the wilderness, in a dungeon, or perhaps even in a town, after everyone else is asleep.

Background

In the Lunar Lands, there are numerous places where the fabric of reality thins, and it is easier for things from other worlds to slip through. Crossroads are particularly susceptible to this, as an already liminal space where multiple routes intersect. Alimuth, a demon, has taken advantage of this. Like all demons, he delights in using his magic to bring mortals to ruin and spread discord, and he has come into the possession of multiple mortal souls through offering fabulous powers in exchange for immortal servitude. Now, the PCs might well become his latest clients...

The Encounter

Alimuth will appear to the PCs at the crossroads when no one else is around. He takes the disguise of a wealthy merchant, wearing fine clothes embroidered with fur and brocades, but all in shades of red. Like all demons, Alimuth is physically incapable of invoking the names of any gods, and instead refers to them by epithets and titles whenever possible. Additionally, a DC 20 Perception check reveals that he has slit pupils like those of a cat.

The "merchant" is found sitting on a cart hitched to a donkey on the side of the road. The cart has lost a wheel and sunken into a ditch - Alimuth is particularly interested in corrupting good-hearted and generous souls, and wants to pose as someone in need of help as a way to lure the PCs closer. He calls to the PCs for aid as they pass.

It's a simple enough task to find the missing wheel and fix the cart - no rolling is necessary. Alimuth just wants to get the PCs close enough to make his pitch. He graciously thanks the PCs and commends them on their kindness - then offers to repay them in a way only he can.

At this point, Alimuth promises to impart each of the PCs with a special "blessing." He will teach any of the PCs one spell from the warlock spell list, regardless of whether or not they have any levels in warlock. This spell should be one suited to the character's class, playstyle, and strategies, and should be one spell level higher than the highest level of spell slot a warlock of the same level as the PC would have access to - this is a more powerful spell than what would otherwise be possible of the PC. If the PC is a spellcasting class, the spell is cast as they would normally cast any other spell and takes up one spell slot of their highest available level. If they are not a spellcasting class, they can cast it as a warlock would (ie. their spell save DC is 8 + proficiency bonus + CHA, and their spell attack modifier is proficiency bonus + CHA), once per long rest.

However, this comes at a cost. To teach the PC the spell, Alimuth will need ownership over their soul as payment. If the PC dies, their soul is immediately damned to Hell; they automatically fail all death saves, and they cannot be resurrected or communed with unless their soul is retrieved from Hell directly or Alimuth otherwise relinquishes control over their soul. Furthermore, they are to forfeit their life after a year and a day (you are keeping track of time, right?). If they are still alive at this time, Alimuth will send a pack of three hellhounds after the party to attack them. The hounds appear at nightfall every day until the affected PC dies, heralding their arrival with the sound of a loud howl, and will track them relentlessly. If the hounds are killed, they simply respawn the next night. If the affected PC dies, the hounds immediately vanish and do not attack the rest of the party. The hounds cannot enter holy ground, such as a temple or the burial ground of a saint.

Although a demon, Alimuth is a man of his word and does not attempt to mislead or trick the people he deals with. He presents the PCs with a contract in which all the relevant information is laid out (albeit in circuitous language that is difficult to understand), and will not teach them the spell until the PCs sign the contract in their blood (he provides a quill with a pointy tip, if necessary). However, he will try his best to persuade them, describing how it's in their best interests to branch out with magic, and they surely won't be in any danger any time soon with such fabulous magic on their side.

If the PCs turn him down, Alimuth will disappear, but emphasizes that the PCs are welcome to change their mind at any time. He will also disappear if attacked. If they return to the crossroads with the express intent of visiting Alimuth, he will be right where they left him. He will not appear if they are just passing through.

Optionally, you might rule that a cleric or paladin who sells their soul to Alimuth will no longer be able to use class features that rely on divine favor, since their soul is no longer pledged to their patron god. However, this runs the risk of mechanically crippling a character and may necessitate multiclassing for them to remain viable, so it's best to talk this over with your players to make sure they're prepared for such measures. If you don't see a year and a day passing over the course of the campaign, another optional measure to speed things up would be to have Alimuth's contract specify it expires in a year and a day in Hell, and he comes from a domain of Hell where time passes faster than it does in the mortal realm - so he may come to collect the bargain sooner than expected!

Furthermore, even if Alimuth does collect a PC's soul, that might not be the end. A resourceful party might find a way to track the demon down and convince him to give up their ally's soul - or even free their companion from Hell itself.

Wednesday, July 24, 2024

Three Demons

If I'm going to use demons - especially big, important, named demons - in my games, they aren't going to be something as simple as bosses to be defeated, with lots of HP and powerful attacks. That's boring. Demons are far more interesting if you stop thinking of them as enemies and think of them more as patrons - forces that could grant the PCs great power if they so wish to seek out their attention, but at a great price. Drawing on their depictions in folklore and mysticism, they're unique beings with their own agendas, exploiting the foolishness and temptations of mortals to corrupt them into acts of cruelty and chaos, and no PC who consults them should do so without it coming back to bite them in the end.

Here are three demons inspired by Goetic traditions and The Book of Ebon Bindings. Their summoning rituals are intended to be handled through narrative tasks and requirements, as described in this post on ritual magic.

Sifunoth, the Great Black Goat of Nowaub
Sifunoth is a Mighty Great President of Hell with forty-four legions of demons under her command. She is known as a patron of witches and is called upon at sabbaths and black masses to teach the secrets of magic to those who beseech her. Her cult is believed to have arisen in the last days of the ancient Nuwapian empire, but the rituals to summon her, and the secrets she is said to teach, have been passed down for generations, and cults to her now exist throughout the known world.

Appearance: Sifunoth typically appears as a large black nanny goat, and can assume the form of a normal goat in order to disguise herself. However, she prefers to manifest as a goat with a thousand writhing, spindly legs like those of a centipede.

Personality: Sifunoth addresses her mortal followers in an perversely grandmotherly tone, showing them cloying displays of affection and offering personal investment in their concerns. However, she is not wont to give good advice, and will always suggest acts of violence and cruelty as the solution to problems.

Summoning Ritual: Sifunoth may only be summoned under a full moon, beneath a clear sky, and when the moon appears directly above the summoning site. A scaffold of wood, eight feet tall, must be constructed, and atop it, three braziers must be lit with six juniper twigs and six aspen twigs each, before an incantation is read in Ancient Nuwapian. Then, the summoner throws themselves backwards off the platform; they may not look behind them to make sure it is safe. If the ritual is performed correctly, they will land atop Sifunoth's back, as she has miraculously manifested just beneath them, and expresses concern for her disciple risking themselves in such a fashion. The ritual takes three days to prepare and twenty minutes to perform.

Blessing: When summoned, Sifunoth will teach her disciple the secrets of magic. She will offer to impart the secrets of a random first or second-level spell from the Warlock spell list; ideally, this should be a spell that would be of use to the summoner and fit their personality and tactics. If the summoner does not think this spell would be useful, she will propose another until they approve of her offer. Then, she will press her forehead against the summoner's chest, and the summoner will instinctively know how to cast the spell. They may cast it three times per day (if first level) or once per day (if second level), using Charisma as their spellcasting ability. They can cast the spell even if they are not ordinarily a spellcasting class.

Price: Those who learn magic from Sifunoth are marked by her favor. They grow coarse black hair like that of a goat all over their bodies over the course of the next week; if they attempt to shave this hair, it grows back the next day. Others will likely regard affected PCs with suspicion and fear if they do not hide this effect.

Ritzenfauer, the King of the Labyrinth
Ritzenfauer is a King of Hell with seven legions of demons under his command. He rules from the center of the Labyrinth of a Thousand Torments, a seemingly infinite maze of corridors, pits, and deathtraps. He is known for his power over life and death, and teaches the secrets of transcending the limits of bodily mortality. Previously, he was imprisoned by an order of Torvaldic monks in the Silver Chains Priory in Togarmah, but was released by a ritual gone awry. Though he will still respond to summoning rituals, he has taken to his freedom and wanders the Mortal Realm looking for those he can lead astray. As a result of his imprisonment, he is resentful of Torvald and his faithful.

Appearance: Ritzenfauer takes the form of a shriveled, withered figure wrapped in a blue or red shroud, his face always obscured by shadow save for a pair of piercing red eyes. When in the guise of a mortal, he always walks with a hunch.

Personality: Ritzenfauer conducts himself in a stuffy, formal fashion, speaking to mortals from a place of power and dignity. He is not afraid to use mortals as pawns to accomplish his goals, and often makes offers to them that he has no intentions of holding up his end of the bargain on.

Summoning Ritual: Ritzenfauer may only be summoned on the Tenth of Winemoon (equivalent to October 10th, or the tenth day of the tenth month in the world's lunar calendar). A sigil must be drawn in black chalk with five candles made from human fat placed equidistant to one another around its radius. Each candle must be lit in sequence after an incantation is spoken in Old Golniri, and the center of the sigil must then be anointed with the blood of three different people mixed in a brass bowl. The ritual takes half an hour to set up, an hour to perform from start to finish, and must end at the stroke of midnight. If the ritual is completed successfully, Ritzenfauer will appear at the center of the sigil and offer his blessing.

Blessing: Ritzenfauer's blessing will allow his disciple to defy the laws of mortality. If accepted, the next time the disciple dies, they do not start making death saves. Instead, they will begin slowly regenerating, their mortal wounds knitting themselves back together over a period of three days. This will work even if the disciple's body was completely destroyed, such as through a disintegrate spell; their body and all equipment will regenerate from nothing. The period of regeneration is painful and the disciple remains conscious throughout the entire process; they cannot do anything more than lying around and moaning in agony until the three days are up.

Price: Ritzenfauer is amused by the fact that mortals are so afraid of their own mortality that they would not consider the greater picture. Although his blessing will work once, should the disciple die for any reason after regenerating, they do not regenerate a second time, and their soul is condemned instantly to the Labyrinth of a Thousand Torments. They do not make death saves, may not cheat Death, and cannot be revived by any means short of retrieving their soul from the Labyrinth directly.

Art by getsugadante
Lagaaz the Festering
Lagaaz is a Prince of Hell with two hundred legions of demons under his command. Like many demons, he is a bringer of pestilence and affliction, and his minions carry it forth unto the mortal realm. However, Lagaaz does not see disease as merely a way to inflict harm on mortals, but also as an incentive to further his own aims. He has the power to heal mortals of disease by taking it on himself, and he delights at inflicting mortals with plagues so that they will sell their souls to him for relief from their misery.

Appearance: In his true form, Lagaaz appears as a horrendously bloated decaying corpse covered in boils and weeping sores. His right leg is the foot of a crow, and his left leg is unnaturally short. He also sometimes appears riding a donkey. If disguised as a mortal, his face is always hideously disfigured with scars and boils.

Personality: Despite his grotesque appearance, Lagaaz does not behave as an afflicted person would - he is, in fact, incredibly spry and full of energy, and his lesions do not seem to bother him. He is a fast talker and a slick con artist, akin to a carnival barker or a used car salesman, attempting to dupe his disciples into selling their souls before they can realize the price of his offer.

Summoning Ritual: To summon Lagaaz, one must exhume four bodies that have died of the same plague after they have been buried in the ground for exactly three days. Their hearts must be cut out with a bronze knife and burned on a pyre with the four bodies arranged around it pointing in the four cardinal directions. As the fire burns, the summoner must walk in a continuous circle around the bodies, sprinkling their feet with water mixed with the dirt from the exhumed graves, until the flames begin to dim, at which point the summoner must stop at the feet of the closest body and hurl it into the fire. As smoke rises from the pyre, Lagaaz will appear inside and offer his disciple to come to him. This ritual takes five hours to prepare, and two hours to perform.

Blessing: When summoned, Lagaaz will invite his disciple to step forward and place their hands upon his corpulent, decaying body. If they do so, they will find themselves gripped by a surge of vigorous energy. They gain Inspiration, and any diseases or other conditions they are subject to are immediately removed as Lagaaz absorbs their affliction into his body. They permanently gain immunity to any diseases and poisons thereafter.

Price: Lagaaz has removed his disciple's afflictions and taken them into himself - however, the ritual must be continued in order to maintain that state. Once a month, Lagaaz's disciple must murder a person who is innocent of any crimes and who does not hold any antipathy toward them and hang their body from a tree as a sacrifice to the demon prince. In addition to compromising the moral fiber of the disciple, this often necessitates they keep moving, as the disappearance of the sacrificial victim will surely be noticed, particularly when their body must be displayed in so conspicuous a fashion. If a month goes by without such an offering, the disciple is stricken by every disease that Lagaaz has absorbed into his body; they have Disadvantage on all attack rolls and ability checks; automatically fail all saves (including death saves); and will die in three days. If they commit a murder within these three days, the effect is immediately revoked.

Friday, June 21, 2024

Friday Encounter: The Devil's Bridge

This encounter takes cues from a particular theme that has seen many variations in folklore across Europe. There are many bridges in many countries with similar legends attached to them - but perhaps the most famous is that of Schollenen Gorge in the St. Gotthard Pass, a name familiar to anyone familiar with Switzerland and its history. Naturally, that makes it well-timed for our focus on the Freikantons. But there are many examples (France alone has 49!), so the encounter can fit into any setting; feel free to adjust names and details accordingly.

The Devil's Bridge

Background

The village of Issental sits high in the mountains, and in such rugged and difficult terrain, travel is difficult. The people have been facing a famine as of late, but to descend the mountain to travel to the nearest marketplace is a long, circuitous, and dangerous journey. It would be far easier if one could cross a massive canyon that separates Issental from the road leading to a larger town - but to do that, one would have to build a bridge. And a bridge of that magnitude could never be completed in a timely fashion.

That is, without help. While leading his goats through a mountain pass, a herdsman from Issental, Anselm Rademacher, came upon Dalmamoth, a demon. Dalmamoth heard of the village's plight, and offered to construct the bridge in just one night - a promise Anselm, starving and desperate, agreed to. Sure enough, Dalmamoth delivered on his promise. But, as happens all too often when dealing with demons, Anselm didn't read the fine print. When Dalmamoth appeared in the village to announce his work was complete, he declared further that the soul of the first being to cross the bridge would belong to him. Now, the villagers are at an impasse. What can be done about that?

The Encounter

The PCs might pass through Issental while traveling, but given that the backstory hinges on the fact the village is difficult to access, it may make more sense to plant the encounter as a rumor from NPCs they encounter at another location - certainly, a bridge that just appeared suddenly overnight would garner plenty of talk. Alternatively, they may discover the bridge themselves when traveling.

If arriving in Issental, the PCs will find the villagers harried by desperation - their crops are failing, they need food fast, and now they owe a debt to a demon. The villagers will explain the situation; they will note that no one has crossed the bridge yet, as they are gods-fearing people who want no further business with demonic powers. Some people are conspiring to trick the demon, while others have resigned to their fate and suppose it inevitable that someone will have to forfeit their soul - but no one is ready to draw straws for that yet. Perhaps the PCs may have the answer they seek, though.

If the PCs arrive at the bridge first, Dalmamoth will be present. He takes the form of a burly man with a thick beard and a mason's apron - characters with 15 passive perception or higher will also notice a thin, pointed tail protruding from beneath his apron. Dalmamoth will warn them that the bridge is cursed and the first person to cross will damn their soul to Hell, but denies any involvement in it himself - he finds it far more entertaining to starve out the people of Issental and see how long they will go before they succumb to their urges, so he doesn't want his fun ruined just yet. If questioned on his tail, he will insist that he is merely a tiefling and that his proximity to a demonic bridge is strictly coincidental. He will try to talk circuitously to avoid giving away his true identity, but if it seems inevitable that the PCs will make him come clean, he will admit to being a demon, and the cause of the bridge's curse.

There are a number of ways that this encounter might be resolved. Traditionally in these sorts of stories, the townspeople would send an animal (usually a dog) across the bridge first, but I've ran enough games to know that most parties will balk at the idea of putting animals at risk. Still, it's a valid option. Alternatively, a PC might themselves offer to cross the bridge, or perhaps they may even force an enemy to cross the bridge. Finally, there is always the possibility that one will try to break the demon's control over the bridge by force by besting him in combat. That's probably the least interesting solution, but it does show up in a fair amount of legends. I leave the solution to this encounter vague on purpose. Your players will probably come up with their own solution, and that sort of creative thinking should be encouraged. Use your judgment as to how the demon would react.

If attacked, Dalmamoth will reveal his true form. He has the stats of a barbed devil, but can cast darkness or hold person as an action, using Charisma as his spellcasting ability. He will attempt to use these spells to disengage from the party and flee, knowing that his ruse has been discovered - but if challenged to a duel over the souls of the villagers, he will oblige to stay and fight.

Further Developments

If Dalmamoth is defeated or somehow tricked, anyone may cross the bridge from then on safely. The people of Issental will be thankful - they don't have much to give the party in return, but will gladly allow them to stay in town whenever they are in the area.

If Dalmamoth is tricked, however, he will be enraged that he was denied a mortal soul, and will seek vengeance. He will go up into the mountains to find a boulder, attempting to use it to smash the bridge. This could create further trouble for Issental, and might make for a climactic encounter - can the party stop him in time?

If a PC agrees to forfeit their soul to Dalmamoth, this could lead to some very interesting developments. The demon will realize that the soul of a powerful and renowned hero could be quite valuable indeed - and it would bring even more chaos if such a person could be corrupted into doing evil. He'll try to bring that about. If a PC sells their soul, Dalmamoth will become something of a patron to them. He may appear to give them advice or aid, and may even teach them spells. However, his ultimate goal is to convince his quarry into spreading evil through the land, and whatever guidance he provides should ultimately lead to that purpose, even if it doesn't seem like it at first. Freeing the PC from Dalmamoth's control may be a quest in its own right.

Friday, December 15, 2023

Friday Encounter: The Cursed Monastery

This encounter may be used on a lesser-traveled road or in the wilderness, preferably reasonably close to civilization. It is best used if the PCs are traveling and in need of shelter, perhaps as darkness creeps in, or else in adverse weather conditions.

Background

Those traveling long distances will of course need places to stay, restock, and rest their heads. Of course, there are roadside inns and villages that will house travelers, but these aren't the only option. Knights and nobles might make pleas to their peers to allow them shelter in their castles for a night, and if all else fails, there are many monasteries and convents whose doors are open to the needy free of charge, though the visitors may be expected to assist with chores or partake in the communal meals of the faithful in lieu of payment.

Mengrenath, a demon, knows that. Like many demons, he delights in leading the servants of the gods astray and creating discord, and just recently he hatched a scheme to do just that. Posing as a hermit in the woods, he encountered a foolish young initiate from a nearby monastery who was out foraging for food and offered him a bushel of mushrooms, instructing him to place them in the stewpot but cautioning him not to tell anyone what he'd done or where the ingredients came from.

The mushrooms were, of course, cursed - and when the monks consumed their dinner that night, they were all stricken with a poison that wasn't just deadly, but afflicted them all with unlife. Mengrenath was tickled to know that his plan was such a success...but, emboldened by it, he wanted to go further. Now, he schemes to claim more lives by taking advantage of the monks' vows of hospitality, directing weary travelers into the jaws of the dead!

The Encounter

The PCs should first encounter Mengrenath, still in the guise of a hermit - he appears as a tall, thin man in a long and weather-beaten cloak with the hood pulled over his brow. As he comes upon the party, he notes they look weary, and offers to lead them toward a nearby monastery where they will surely find a place to rest. He will not under any circumstances reveal his name or his true nature, simply calling himself "a stranger" and that the PCs "don't need to know," and using circuitous answers that don't lead anywhere if the PCs insist. He will lie to the party to assert that the monastery is safe, and if they seem hesitant he will state that the monastery has a hermitage he stays at occasionally before deciding, apparently on the spot, that he might as well stay there tonight, as "it feels like rain."

If the PCs agree to let the hermit lead them to the monastery, he will take them down a route that will get them there in about half an hour. He stops at the gates before telling the PCs he had something to attend to, and that he'll find his way back to the hermitage to meet them there. The next time the entire party takes their eyes off the hermit, they will find he has vanished without a trace.

Entering the monastery, the PCs will find no sign of any monks, not even if they ring the bell by the door. It is only if they push deeper into the monastery that its true nature will be revealed.

There are a total of 36 undead monks (stats as zombies) in the monastery. Use the map below as the party explores the area. Five monks are wandering monsters - every 10 minutes the party spends in the monastery, or any time they make noise, roll 1d6; on a 6, 1d4-1 of the monks, assuming they are still intact and undead, appear.

Click to enlarge

  1. Stable: There is a live horse in one of the stalls. It is noticeably thin, like it hasn't eaten for a few days. This horse belonged to Fernando Moran, a merchant who was staying at the monastery when the zombie plague struck (see cloister below). His wares, totaling 500 GP in textiles, grains, and other trade goods plus 300 GP in coinage, are kept behind a locked door that leads into a warehouse; the key is carried by one of the monks in the chapter house (see below).
  2. Chapel: There are eight zombified monks standing amongst the pews (for extra fun, make sure they have their backs turned to the PCs when they enter to make their true nature less apparent). One of the elder brothers is carrying a silver censer that in his mindless undead state he has taken to using as a flail, and deals 1d8+1 bludgeoning damage on a successful hit. The censer is worth 30 GP if sold. Also here is a golden candelabra on the altar worth 25 GP. Behind the altar is a large scroll case inlaid with silver; it is worth 200 GP, but will be difficult to transport (it weighs 100 pounds and is 6 feet tall).
  3. Cloister: There are four zombified monks lurching around the cloister and into and out of the cells. Each cell is shut by a door with a narrow window to the inside and contains a bed, desk, and chamber pot, but no valuables. One cell is barricaded from the inside, but the light of a flickering candle can be seen from the window, and the sound of knocking can be heard from within; if the PCs approach, they will hear a man calling to them from the inside. This is Fernando Moran, a merchant who was staying at the monastery when the zombie plague struck. If the PCs seem friendly, he will introduce himself and explain the situation as best as he knows - he notes that the monks began acting strange and attempted to grab him about three days ago, and he has barricaded himself in the cell ever since. He notes that he didn't feel well the day before then and stayed in the cell during the communal meal - unbeknownst to him, this saved his life. He will pay the PCs 100 GP each if they escort him to safety, and he has contacts in the nearest town that he will pass their names onto, allowing them to get more favorable prices at the shops there.
  4. Dining Hall: There are ten zombified monks gathered around the table, currently devouring an entire pig.
  5. Scriptorium: There are two zombified monks here. On one of the tables is an illuminated manuscript worth 30 GP. On another is a half-finished scroll of bless. Because of its half-finished state, attempting to cast it requires a DC 10 Intelligence save, with a failed save triggering a scroll mishap.
  6. Library: The door to this room is locked, and the key is carried by one of the monks in the chapter house (see below). The shelves contain eight rare books, each worth 1d6x10 GP, as well as two spellbooks, three scrolls of bless, two scrolls of healing word, and a scroll of branding smite.
  7. Infirmary: There are enough herbs, bandages, and other supplies here to comprise a healer's kit. In addition, there is a locked box that contains four potions of healing. The key is carried by one of the monks in the chapter house (see below).
  8. Storage: There is nothing of value in this room, but there is a zombified monk in the corner of the room furthest from the door, hiding in the shadows and behind a stack of boxes. Any creatures that rummage through the supplies will alert the monk to their presence.
  9. Chapter House: This building is home to the three eldermost brothers of the monastery, who meet in the common room downstairs to discuss the administration of the facility. The upper floor contains the living quarters for these monks, one of whom has a silver holy symbol containing the finger bone of a saint underneath his bed. When the PCs arrive at the monastery, there are two zombified monks downstairs. One monk carries a key ring on his belt with keys to all the locked doors in the monastery.
  10. Almonry: The door to this room is locked, and the key is carried by one of the monks in the chapter house (see above). This is where the monks keep wealth to be donated as alms to the poor. The room currently contains 500 GP in coins, as well as clothes, shoes, blankets, and the like. Removing any treasure from this room, however, will cause the PCs to attract the wrath of Marseah, goddess of mercy and hospitality, who will punish them with rainstorms and cause their rations to spoil until appeased by an act of penance.
  11. Kitchen: This is a separate building to reduce the risk of fire. There are four zombified monks here, one of whom was once the initiate who brought the curse on the monastery. He carries a bag around his shoulder that contains a thick, heavy ledger. Inside, he has made records of his conversations with "the kind hermit in the woods" and has jotted down a map leading to where he found him harvesting mushrooms. He states that he should return there if the mushrooms prove tasty enough.
  12. Hermitage: This is a small cabin set aside for any visiting hermits to take up residence in. There are currently no hermits present, and no valuables.

In addition, the monastery is surrounded by a stone wall that also encloses some farmland, beehives, and animal pens, not included on the map. Nothing of value is found there.

Further Developments

If the PCs return to where they met Mengrenath, they will find no sign of him. However, a DC 15 Investigation check will reveal a trail of footprints in the shape of hooves in the earth. If the PCs follow the trail, they will come upon the mushroom patch the demon harvested his cursed mushrooms from. Alternatively, if the PCs found the initiate's map, they can follow it to the mushroom patch.

Art by Critical Meltdown
There is no sign of Mengrenath at the mushroom patch, either - but it sits beneath the boughs of a large, dead tree, from whence the ground sprouts a nest of pallid toadstools that drip a thick black slime. A close inspection will reveal the mushrooms have markings on the stalks that resemble a ghastly face.

A DC 12 Arcana check, or a DC 20 Nature check, will reveal that these mushrooms are the Fungus of Lamentation. Said to sprout from the grave of a murderer, these mushrooms carry a poison so strong, it is capable of killing those who eat it and animating their bodies as undead.

If a creature eats one of the mushrooms, it must make a DC 17 Constitution save or immediately drop to 0 HP. Any death saves made afterward are made with disadvantage, and any creatures that die as a result rise as zombies three hours past midnight 1d4-1 days later.

Friday, October 7, 2022

I'm Not Familiar

It's October, which means that spooky season is here! Alas, Hexennacht is long behind us - but it's still a fine time to talk about all things witchy, including familiars.

If my familiar can't be an elongated
cow-headed dog, why bother?
Much has been said about familiars, and their usefulness (or lack thereof) in games. It's almost a running joke that most players even forget they have familiars. There have been a few great posts out there proposing solutions to make familiars more interesting, such as this one from Goblin Punch. But overall, they're a concept that really doesn't get done justice, by most DMs or by rules as written.

One way to address this is to make familiars distinct NPCs. After all, these aren't just pets for wizards, these are demons (or other spirits) that in many stories are responsible for teaching their master magic in the first place. A good DM can lean into this concept and treat the familiar as a character, interacting with their master and hopefully having some memorable traits that make summoning them enjoyable opportunities for roleplaying and storytelling - it's much easier to get invested in a familiar that has a personality and ties to a PC's backstory than just a random statblock. Treating the familiar as an NPC could even be a way to give out quests for its master - perhaps the familar decides it won't offer any further service until a ritual is completed, for example, and that ritual requires a particular resource or location to be performed.

Also, if you know anything about witch folklore, you'll know that D&D familiars are not nearly as wild as they should be.

In order to help you make interesting familiars, here's a set of tables to generate a magical spirit your table won't soon forget. Use it as a player when generating a character to create their familiar alongside them, or as a DM to create familiars for NPC casters! Though I'm working with 5e in mind, the content here should be system-neutral enough to work for any game.

Step 1. Base Form

Familiars most often take an animal shape, but this isn't the only option possible; after all, demons are creatures of infinite variety and strangeness. Roll 1d20 to determine what form the familiar takes. It uses the statblock of this creature (or the closest equivalent if no official stats exist).

Common Familiars

1. Bat

2. Bird (1d6: 1-2. owl; 3. hawk; 4. raven; 5. chicken; 6. goose) 

3. Cat

4. Dog (1d6: 1. greyhound; 2. spaniel; 3. terrier; 4. poodle; 5. beagle; 6. mongrel) 

5. Fox 

6. Frog

7. Goat

8. Lizard

9. Monkey 

10. Pig 

11. Rabbit 

12. Rat

13. Snail  

14. Snake 

15. Spider

16. Squirrel

17. Weasel

18-20. Roll 1d8 on Exotic Familiars table.

Exotic Familiars

1. Imp

2. Quasit 

3. Pseudodragon

4. Tiny Animate Object (1d6: 1. mannequin; 2. book; 3. skull; 4. helmet; 5. scarecrow; 6. chest)

5. Walking Fish (as Quipper but with a walk speed of 30 feet)

6. Tiny man (or woman) in the garb of a (1d6: 1. noble; 2. wild man; 3. knight; 4. monk/nun; 5. jester; 6. wizard). Use the stats of a Sprite, but without the fly speed and with a walk speed of 20 feet.

7. Ooze (use the stats of a Crab, but with the Amorphous trait from a Gray Ooze.)

8. Crawling Claw 

Regardless of their statblock, all familiars can turn invisible at will until they attack or their concentration ends. They can also shapeshift at will between their true form and the guise of a mundane animal (use the base form without any unusual colors or features, or roll on the Common Familiar table for an Exotic Familiar), and they are capable of speaking and understanding the languages of their master.

Step 2. Color

Roll 1d6 to determine the color of the familiar:

1-3. As the base form's natural colors (roll 1d8 on the Familiar Colors table below if not applicable).

4-5. Roll 1d8 on the Familiar Colors table below.

6. The familiar is marked by patterns (stripes, spots, etc.). Roll 1d8 on the Familiar Colors table below twice.

Familiar Colors 

1. Black

2. White

3. Red

4. Blue

5. Green

6. Yellow

7. Purple

8. Orange

Step 3. Unusual Features

In their true forms, familiars may have unusual, otherworldly features unlike those of a common animal. Roll 1d20 on this table 1d4-1 times.

1. The familiar has the wings of a (1d6: 1. bat; 2. bird; 3. butterfly/moth; 4. housefly; 5. dragonfly; 6. no wings but can levitate). If it already has wings, these may replace those of the base form or be in addition to them. It gains a fly speed of 30 feet if it does not already have one.

2. The familiar has the tail of a (1d8: 1. cat; 2. wolf; 3. fox; 4. lizard; 5. snake, including the head, a la the Chimera; 6. cow; 7. devil (thin with a spade at the end); 8. scorpion). If it already has a tail, this may replace that of the base form or be in addition to it. 

3. 1d4 of the familiar's legs (1d8 if the familiar had a spider as its base form) are replaced by those of a (1d12: 1. dog; 2. goat; 3. horse; 4. lizard; 5. chicken; 6. goose; 7. spider; 8. frog; 9. human leg; 10. human arm; 11. the legs are missing; 12. roll again, but the leg is skeletal). If the result is higher than the number of legs for the familiar's base form, it has that many extra legs.

4. The familiar has 1d4 extra legs. Roll 1d6: on a 1-4, the extra legs are identical to those of the familiar's base form; on a 5-6 roll as for number 3 on this table.

5. The familiar's head is replaced by that of a (1d6: 1-4. roll on the Common Familiars table, rerolling on an 18-20; 5-6. roll 1d12: 1. ox; 2. horse; 3. donkey; 4. human; 5. dragon; 6. lion; 7. goblin; 8. wolf; 9. bear; 10. Man in the Moon; 11. missing; 12. skull, roll again to determine what kind). If you get this result twice, the head resembles a combination of the two creatures; for example, a snake's neck with an ox's head, or a cat's head with a spaniel's ears.

6. The familiar has 1d4-1 (minimum 1) extra heads. Roll 1d6: on a 1-4, the extra heads are identical to the familiar's main head; on a 5-6 roll as for number 5 on this table.

7. The familiar's eyes resemble those of a (1d4: 1. human; 2. goat; 3. cat; 4. pupilless). Roll 1d4: on a 1-3, roll 1d8 on the Familiar Colors table to determine their color. On a 4, the eyes are heterochromic; roll 1d8 twice on the Familiar Colors table.

8. The familiar has 1d4-1 (minimum 1) extra eyes.

9. The familiar is covered in coarse wool, like that of a sheep.

10. The familiar is covered in scales.

11. The familiar is covered in feathers.

12. The familiar is covered in thick slime; grapple checks made against it are made at disadvantage.

13. The familiar resembles an animated skeleton.

14. The familiar is wreathed in (harmless) fire. Roll 1d6: on a 1-4, the flames appear as typical flames; on a 5-6, roll 1d8 on the Familiar Colors table to determine the color of the flames.

15. The familiar appears to be made of stone. 

16. The familiar has the horns of a (1d6: 1. ox; 2. sheep; 3. goat; 4. stag; 5. unicorn; 6. two sets; roll again).

17. The familiar has a mouth in its stomach or chest (or equivalent).

18. The familiar's (1d4: 1. neck; 2. body; 3. tail; 4. legs), if applicable, is unnaturally long.

19. The familiar wears a tiny crown on its head(s).

20. The familiar has a strange marking in the shape of a (1d6: 1. circle; 2. triangle; 3. star; 4. pentacle; 5. spiral; 6. runic inscription) on its (1d4: 1. forehead; 2. flank; 3. belly; 4. back). Roll 1d8 on the Familiar Colors table to determine its color.

Step 4. Personality

Roll 1d8 to determine the personality of the familiar.

1. Sarcastic, snide, likes to talk back. Prone to making passive-aggressive jabs at its master, but ultimately loyal always does as asked - it just won't always (or often) enjoy it.

2. Overly affectionate and enthusiastic, akin to a magical Golden Retriever.

3. Short-tempered, frustrates often, prone to outbursts of violence or profanity.

4. Emotionless and distant, with no sense of empathy for others. Often mistaken for malice, but it's more accurate to say that the familiar regards mortals the same way humans would regard an ant, with no attempt at understanding the thoughts
of something so far beneath it.

Wouldst thou live deliciously?

5. Smug, egotistical, easily taken by flattery. Knows that it's an immortal all-powerful demon and likes to rub this in peoples' faces. Very particular about how it's treated, and demands respect.

6. Trickster, speaks entirely in riddles and never gives a straight answer. May lead its master on odd errands to teach them lessons, the nature of which are never explained until afterward.

7. Bad influence, irresponsible, attempts to tempt its master into sin. It's already got the contract locked down and it might as well make the most of it.

8. Kind, soft-spoken, grandfatherly. Wise and sagacious, imparting its lessons to its master.

Step 5. Name

Choose a name for the familiar, or roll 1d20 each on the Familiar Name Prefixes and Familiar Name Suffixes tables.

Familiar Name Prefixes 

1. [the color of the familiar]

2. Ache

3. Cod

4. Curdle

5. Greedy

6. Grizzle

7. Guzzle

8. Hack

9. Hog

10. Jar

11. Kip

12. Knock

13. Lick

14. Louse

15. Old

16. Peck

17. Pye

18. Sugar

19. Vinegar

20. [none]

Familiar Name Suffixes

1. Bay

2. Belly 

3. Bones

4. Eye

5. Face

6. Gut

7. Head

8. Holt

9. Jenkin

10. Newes

11. Phillip

12. Sack

13. Scratch

14. Snout

15. Spittle

16. Tom

17. Wacket

18. Wallop 

19. Wart

20. [none]

Example Familiars

  • Blackwacket is a familiar who takes the form of an imp. As his name implies, he appears to be carved of pitch black onyx, and often disguises himself as a harmless statue when not needed; other times, he disguises himself as a snake. He shows no emotion, believing the affairs of mortals beneath his concern.
  • Kipbelly is a familiar who looks like a book bound in red leather; the cover and pages appear to ripple with faint tongues of flame, flaring up when she speaks through the mouth in her front cover. She is sarcastic and enjoys making backhanded insults to her master, or anyone else who irritates her thin patience. When not in her guise as a book, she takes the form of a monkey.
  • Curdle-Newes is a familiar resembling a bright red poison dart frog. He has a sharp temper and a sharper tongue, and is quick to anger, with a booming voice that dwarfs his tiny size.
  • Old Eyes is a familar who takes the shape of a fox, only distinguishable from the common animal by her seven legs. She is a manipulator, attempting to lead her foolish master into damning their soul through seducing them with sinful desires.
These tables might give you some strange results - but then, that's part of the fun! Feel free to let your imagination run wild in determining how the pieces fit together. Either way, you should hopefully come up with familiars that stand out, rather than fading into the background.