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Four Incidents in a Ghastly Age – Vignettes of Romantic Horror

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Here’s a darkly delicious treat for you: four brief fictions that perfectly encapsulate the romantic horror of the Ghastly Affair role-playing game. Consider each as the macabre setup for some further Affair of Gothic role-playing. Or let them be tiny nightmares to briefly thrill your imagination. Each is a reminder that the worst monsters wear human faces. And if you have not yet tasted the the full feast of Gothic terror that is Ghastly Affair, perhaps these decadent hors d’oeuvres of the literary variety will whet your appetite!

 

The Upper Panes

Likely you were invited to the castle of Lord Dobswood on account of your occult knowledge, and reputation for laying ghosts to rest. No other explanation was given in the Viscount’s letter, but such is the usual reason for a Peer of the Realm to open their door to you. You have never actually met the man, but everyone knows about the tragic death of young Lady Dobswood, who died in her sleep five years into the marriage.

The lonely way to the castle wound through shadow-shrouded woods. You were glad that your valet sat armed with his blunderbuss alongside the coachmen, ready to deal with any highwaymen that should suddenly appear.

It was a gray morning, and now it is a gray afternoon. In the fields beyond the woods the wheat was just stubble, through which the October breeze blew. There was not a single smile to be seen as you passed through the village of Dobswood itself, not even on the youngest face.

The castle stands atop a bare crag, as the end of a narrow road that zig-zags back on itself as it gradually ascends. At the end of that path is a monstrous thing of long-ago centuries – a pile of towers and turrets from various eras, compacted together into a single crumbling mass. It stands like an insult of the benighted past toward the this enlightened age, the relic of times when rough knights rode with blood-stained hands. Your carriage pulls slowly up to the courtyard before the castle, where a weary footman in red livery is waiting.

Looking above the imposing front doors of weathered oak bound in rusted iron, you see the pale face of a young woman in a second-story window. She wears an expression of mingled sorrow and anger, and presses a pillow against the panes – anxiously, as if she needs for you to notice it.

“I find myself embarrassed,” you say to the footman as you exit the coach, “for I was unaware that the Viscount had a new wife.”

“There is no need for apologies,” he replies. “Since the untimely death of the Viscountess five summers past His Lordship has not remarried, nor has he even taken a mistress. Though His Lordship was always anxious for children, the Viscountess could not bear him any. Now there shall never be an heir to the estate, nor to His Lordship’s title.”

The Footman points a finger towards the now empty window where you previously saw the woman.

She,” he says in a lowered voice verging on a whisper, “will not allow it.”

 

In Twain

The soil is wetter than you would like it to be, but the bodies here are not buried deep. For the money that the recently-arrived doctor promises, you would dig until morning. But you know you shall be done long before then.

Usually you are the one who locates the corpses you provide to your clients, who are happy enough just having some kind of flesh to dissect. But this time, the buyer directed you to the fresh grave of some unfortunate young man slain by his own vices. Why the doctor should want this man in particular you were never told. The doctor is, it seems, a foreigner – and could not possibly be personally acquainted with the target of your work. And with no marker on the grave besides a plain wooden cross, you cannot know the unfortunate’s name.

Now by the light of your lantern you can see that your shovel has cut a worm, its two halves wriggling away from each other. Though the soil is already disturbed and loosened, the moisture of this afternoon’s rain weighs it down. But you persevere and strike wood, just three feet below the surface.

You clear what muck and stones you can from the rickety pine box, and pry it open. You have ready the ropes you will need to slip around the body, to lift it from the grave.

The shroud enclosing the body is already torn. You figure it may be better to remove it altogether, and then bind the body directly.

You finish ripping at the shroud until you can see the corpse within. It is not naked, as you would expect. Its clothes are entirely familiar. But you resist screaming, at least until until the eyes open.

Those eyes you know best of all.

Your own eyes.

 

Mercy

All the other servants have been given their half-day off for Sunday, but you have been summoned to your mistress’ bedchamber before Mass. You are still new here, but you know that the Baroness disciplines unsatisfactory maids by her own hand. You tremble and hold back tears as you knock and open the door – even though you can think of no infraction you have committed.

Inside, the Baroness sits on her bed, still dressed in her white chemise. Her hair and makeup remain undone, but her flawless complexion is the envy of every other woman in the chateau. You have been told by the other maids that Madame is kind, and does not use a whip or birch, as she might. You know what to do next. You curtsy, bow your head, hike up your skirt, and approach to place yourself across her knees. She rises and stops you.

“No, mon chou, you have not done anything wrong,” she says softly, affectionately, and familiarly. “You are here because you have never done anything wrong.”

“I don’t understand, Madame,” you say. “What would you have me do?”

“You are going to help me be beautiful.”

It seems now that the Blessed Mother has answered your nightly prayers. “Yes, Madame,” you say excitedly, “I would like very much to become your new femme de chambre!” Dropping to your knees, you kiss the hem of the Baroness’ chemise, saying “Oh, thank you, thank you, thank you, Madame!”

The Baroness smiles, slightly. She sits back down on the bed, and pats the mattress to indicate you should sit next to her.

“I have heard that the other servants believe you are unhappy here, and may just run away one Sunday. As you know other young women have.”

“No, Madame, I would nev-” But she silences you with a single elegant finger to your lips.

You notice a tripod table by the bed. Atop it is an empty crystal bowl, such as might be used to wash in the morning. But the Baroness’ wash stand and bidet are in a far corner. Projecting from the nearest wall is a two-legged table, on which is a long-barreled pipe with a peculiar smell.

“Perhaps you would like to light and draw from that pipe. It is loaded with Turkish opium, and I find that it helps me accept those misfortunes I cannot avoid. You should be allowed such a mercy, too.”

“I am confused, Madame. What more comfort do I need, when you have made me so happy?”

The Baroness brushes her fingers softly across the side of your face, and says: “How sad for you that you have no family, and at nineteen are yet unmarried. You remain a virgin, I assume.”

“Of course, Madame!” you reply, as you notice the wavy-bladed dagger next to your mistress’s pillow.

“That is good,” says the Baroness. “Necessary, even.”

 

Refrain

Truly, you love Carlo. If it were not so, this horror would not be happening. Your Carlo always been more than a simple amusement to you, more than the ordinary cavaliere servente. The four of you – Carlo, yourself, your husband, and your husband’s Spanish mistress Flora – are the Venetian ideal. It was your husband that found your Carlo for you, and it is your husband’s money that supports him. You, in turn recommended Flora to your husband. Carlo, with his poetry – and beautiful Flora, with her sad, dark eyes. What happiness it has been: the four of you at the opera, gambling at the Ridotto, and then retiring to your bedchamber with Carlo afterward. And in the morning your husband would always inquire about your night with Carlo, as you ask after his with Flora.

As you wipe the blood from your face with the back of your hand, you think: “It should not have come to this.” But neither you, nor your husband, can stand such betrayal. And so you continue to stab your Carlo, as your husband stabs his Flora. From both side of the bed you bring your knives down upon the two below you, who are together guilty of indulging in the one forbidden thing. And when the sheets have turned from white to red, you approach and kiss your husband, like you have not done since your wedding day. Despite the blood now on his cheeks and mouth, you can see again how handsome he truly is. And with that kiss that tastes like metal, you remember why you consented to marry him in the first place.

“Perhaps we shall go to Dalmatia,” he says, as he wipes the tears from your eyes. “It is beautiful this time of year – filled with poets, and girls with sad, dark eyes.”

The Ghastly Dragon Generator | Bespoke Dragons for the Ghastly Affair RPG

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 Saint George and the Dragon (c. 1456). Oil on canvas, 57 x 73 cm (22.4 x 28.7 in). National Gallery, London

In the vein of the Bespoke Boogeyman” post, here is a complete system of Generator Tables to create Dragons for the Ghastly Affair RPG. Of course, The Ghastly Affair Presenter’s Manual already contains two different takes on the classic European Dragon – the fire-breathing heraldic type, and semi-aquatic Worm of Scandinavian and Celtic lore. If you’d like something more, however, these tables will make unique Dragons of the type that might be seen in medieval illustrations and Renaissance paintings. By selecting characteristics from the tables (rather than rolling randomly) one can even replicate such creatures as the Chinese Loong, or the Naga and Makara of South Asia. In any event, any Dragons you create with the tables are apt to be more colorful (and somewhat less biologically plausible) than the Dragons of contemporary fantasy art, which tend to be influenced by reconstructions of dinosaurs. The bit about Fairy sorceresses temporarily turning into Dragons is inspired by a passage in the original 17th century version of “Beauty and the Beast”. Adapting these tables for use with other OSR games should be fairly straightforward using the guidelines in “A Ghastly Potpourri”.

For those of you who are dubious about the presence of Dragons in a Gothic Romance game, remember that “Gothic” is just 18th-century idiom for “Medieval”, and the word “Romance” was used in the 18th century exactly the way we would use “Fantasy” today. Enlightenment-era people widely considered the Middle Ages to be a time of darkness, madness, superstition, and horror. And perhaps no creature better exemplifies the fear of the benighted past than the deathless Dragon sleeping atop an ancient treasure, waiting to awaken and devour the complacent people of the modern age.

Chimeric Dragon

A Monster of primal power, and guardian of precious treasures.

Creature Class: Monster
Number Appearing: 1 or 2
Initial Impression: A monstrous creature, somewhat reptilian in overall aspect, but seemingly combining features from many different animals.
Size: Varies. Determine with The Appearance and Characteristics of a Dragon (below).

Perversity: 7 – 22 (3d6+4)
Disposition: Usually Aggressive or Scheming. A Dragon with a Perversity of 8 or below can be Friendly or Curious.
Charisma: 9, or same as Intelligence (if higher than 9) | Intelligence: Varies. Determine with The Origin and Intelligence of a Dragon (below). | Wisdom: 17
Strength: Varies. Determine with The Appearance and Characteristics of a Dragon (below). | Dexterity: 15 | Constitution: 20
Speed: 10 walking, 16 flying, 10 or 16 swimming (possible)

Armor Class: Varies. Determine with The Appearance and Characteristics of a Dragon (below).
Hit Dice: Varies by size. Determine with The Appearance and Characteristics of a Dragon (below).
Attacks: Up to 5. Determine with The Appearance and Characteristics of a Dragon (below).
Special Abilities: Constrict (possible), Darkvision, Draconic Expectoration, Heat Vision, Immune to Fire (possible), Regeneration (possible), Superior Vision, Superior Sense of Smell, Superior Hearing, Venom (possible), Venomous Spines (possible), Water Breathing (possible)
Weaknesses: Compelled to Hoard Treasure, Gluttony, Subject to Faith (if Evil), Weak Spot
Assets: None
Afflictions: Arrogant
Preternatural Powers:
25% chance of a single Preternatural Power if Intelligence is 10 or under.
1d4 Preternatural Powers if Intelligence is 11 -15.
2d4 Preternatural powers if Intelligence is 16 or better.
Determine with The Preternatural Power(s) of a Dragon (below).

Natural Habitat: Ruins, caverns, hidden vaults and towers of old castles, the bottoms of deep wells, high mountains, castles in the clouds, forlorn swamps, dark lakes and pools, sea caves, hot springs, volcanic areas, deserts, and far-away lands of all kinds.
Level: Equal to Hit Dice +2.

Chimeric Dragons vary widely in size, appearance and abilities. Although all are vaguely reptilian in their overall appearance, individuals may also have features reminiscent of fish, birds, or mammals. Whatever their individual appearance, Dragons are generally known for three characteristics – their lust for treasure, their gluttonous appetites, and their extraordinary power. Although some Dragons are known to be relatively harmless, or even beneficent, most revel in destruction and murder. Slaying a rampaging Dragon (and rescuing a beautiful maiden from its clutches) is the defining moment in many an ancient hero’s life. And those who Discover Treasure by Preternatural means often find that a hungry Dragon is what awaits them at the end of their quest for riches.

Some Chimeric Dragons are born like any other beasts, but most have completely unnatural beginnings. Many were once human beings, transformed by powerful curses into their current Monstrous forms. Some hermaphroditic Dragons are actually two or more people amalgamated together, and transformed by dark magic. Some few Chimeric Dragons are even Fairy sorceresses, who sometimes become Dragons for a period of time in order to increase their magical power.

Like Boogeymen, Chimeric Dragons are effectively immortal unless slain. Unlike Boogeymen, however, it is possible for Dragons to reproduce. If a male and female Dragon (or two hermaphroditic Dragons) mate, they might produce an egg – but hermaphroditic Dragons can also produce eggs without mating. Dragons who can assume human form often produce children, who might either appear wholly human (but be born initiated Magicians), or be themselves Dragons.

Chimeric Dragons are inherently magical beings, and many have strange Preternatural Abilities. Some Dragons can even assume human form – and may pursue a human lover! This is particularly common among the Dragons inhabiting Slavic and Far Eastern lands. In fact, the farther east one travels, the more likely one is to encounter highly intelligent and beneficent Dragons. On account of their magical natures, and bodies that seem to combine beasts native to different environments, Alchemists often use Chimeric Dragons to symbolize the union of the Elements. On the other hand, the association between Dragons and the powers of Hell is also strong in the Christian West. In the East, however, Dragons are associated with the rivers, clouds, wind, and rain.

Those Dragons who were once cursed human beings can be Redeemed by a True Innocent and turned back, if their Perversity is reduced to 9 or lower.

Kircher, Athanasius — Mundus Subterraneus — Winged dragon (on the ground) — 1665

The Sex of a Dragon

d20

This Dragon’s sex is…

1 – 9

Male.
Use The Origin and Intelligence of a Dragon (Male)

10 – 18

Female.
Use The Origin and Intelligence of a Dragon (Female)

19 – 20

Hermaphroditic.
Use The Origin and Intelligence of a Dragon (Hermaphroditic)

 

The Origin and Intelligence of a Dragon (Male)

d100

He was…

Intelligence

1 – 26

the offspring of two Dragons, hatched from an egg like a natural beast.

3d6

27 – 28

born from an egg laid by a rooster.
Yes, a rooster.

11

29 – 30

spontaneously generated from from the slime of the Underworld.

6

31 – 32

spontaneously generated when lightning struck a pool of ooze and slime.

6

33 – 34

born from the blood of a Saint, shed at their martyrdom.

8

35 – 36

born from the blood of a murdered King.

8

37 – 38

the offspring of a Demon and a snake.

8

39 – 40

the offspring of a Demon and a dog.

8

41 – 42

the offspring of a Demon and a lion.

8

43 – 44

the offspring of a Demon and a crocodile.

8

45 – 46

a serpent that has lived beyond its natural lifespan.

8

47 – 48

the product of Mad Scientist’s surgical experimentation.

8

49 – 50

made by a Magician to guard his treasure..

8

51 – 52

carried to earth inside a fallen meteorite.

8

53 – 54

born in Hell.

11

55 – 56

born in the Fairy Otherworld.

11

57 – 58

born in Fiery Purgatory.

11

59 – 60

born in the Outer Darkness of Chaos.

11

61 – 62

the son of a human mother and a Dragon father,
Roll with a +1 on The Size of a Dragon.

12

63 – 64

the son of a human father and a Dragon mother,
Roll with a +1 on The Size of a Dragon.

12

65 – 66

once a Magician, who took this form to guard his treasure.

Roll with a +10 on The Size of a Dragon.

16

67 – 68

once a greedy Usurer, cursed by a witch.
Roll with a +1 on The Size of a Dragon.

11

69 – 70

once a King who hoarded gold while his subjects starved.
Roll with a +5 on The Size of a Dragon.

10

71 – 72

once an art collector who sold his own family into slavery to aquire more pieces.
Roll with a +1 on The Size of a Dragon.

11

73 – 74

once a rich glutton who hoarded food while the poor starved.
Roll with a +1 on The Size of a Dragon.

9

75 – 76

once a vile slave trader who viewed people as objects.
Roll with a +1 on The Size of a Dragon.

9

77 – 78

once a handsome young man who spurned the love of a witch.
Roll with a +1 on The Size of a Dragon.

9

79 – 80

once a handsome Prince who was cursed by a royal usurper.
Roll with a +1 on The Size of a Dragon.

10

81 – 82

once a priest or Bishop who embezzled alms for the poor.
Roll with a +5 on The Size of a Dragon.

11

83 – 84

once a pagan King cursed by a Saint for his refusal to convert to Christianity.
Roll with a +5 on The Size of a Dragon.

10

85 – 86

once a wealthy merchant who refused to donate to the construction of a church.
Roll with a +1 on The Size of a Dragon.

11

87 – 88

once a cruel Bandit who targeted the desperate poor, rather than the undeserving rich.
Roll with a +5 on The Size of a Dragon.

9

89 – 90

once a nobleman who destroyed a beautiful forest to erect an ugly manor home, and so was cursed by the Fairy Folk.
Roll with a +1 on The Size of a Dragon.

9

91 – 92

once a military officer who ruthlessly plundered a foreign nation, and was transformed into a Dragon when he arrived home.
Roll with a +5 on The Size of a Dragon.

10

93 – 94

a royal advisor who counseled his King to let the poor starve, so they might “learn self-reliance”.
Roll with a +1 on The Size of a Dragon.

12

95 – 96

a nobleman who turned away the poor from his door at Christmastime.
Roll with a +1 on The Size of a Dragon.

9

97 – 98

once a Bandit who murdered the people he abducted, even after the ransom was paid.
Roll with a +5 on The Size of a Dragon.

9

99 – 100

a failed Antichrist, begotten by Satan upon a witch.
Roll with a +10 on The Size of a Dragon.
T
his Dragon will have seven heads.

16

 

The Origin and Intelligence of a Dragon (Female)

d100

She was…

Intelligence:

1 – 26

the offspring of two Dragons, hatched from an egg like a natural beast.

3d6

27 – 28

born from an egg laid by a rooster.
Yes, a rooster.

11

29 – 30

spontaneously generated from from the slime of the Underworld.

6

31 – 32

spontaneously generated when lightning struck a pool of ooze and slime.

6

33 – 34

born from the blood of a Saint, shed at their martyrdom.

8

35 – 36

born from the blood of a murdered King.

8

37 – 38

the offspring of a Demon and a snake.

8

39 – 40

the offspring of a Demon and a dog.

8

41 – 42

the offspring of a Demon and a lion.

8

43 – 44

the offspring of a Demon and a crocodile.

8

45 – 46

a serpent that has lived beyond its natural lifespan.

8

47 – 48

the product of Mad Scientist’s surgical experimentation.

8

49 – 50

made by a Magician to guard his treasure.

8

51 – 52

carried to earth inside a fallen meteorite.

8

53 – 54

born in Hell.

11

55 – 56

born in the Fairy Otherworld

11

57 – 58

born in Fiery Purgatory.

11

59 – 60

born in the Outer Darkness of Chaos.

11

61 – 62

the daughter of a human mother and a Dragon father.
Roll with a +1 on The Size of a Dragon.

12

63 – 64

the daughter of a human father and a Dragon mother.
Roll with a +1 on The Size of a Dragon.

12

65 – 66

once a witch who transformed herself to guard her property.
Roll with a +10 on The Size of a Dragon.

16

67 – 68

once a witch who desired vengeance on her persecutors.
Roll with a +10 on The Size of a Dragon.

16

69 – 70

once a selfish mother who let her children starve to death rather than sell her jewelry.
Roll with a +1 on The Size of a Dragon.

9

71 – 72

once a Queen who horded gold while her subjects starved.
Roll with a +5 on The Size of a Dragon.

10

73 – 74

once a wealthy woman who beat her maid to death for staining an expensive gown.
Roll with a +1 on The Size of a Dragon.

9

75 – 76

once a wealthy woman who withheld the wages of her servants, while she wasted her money on luxurious indulgences.
Roll with a +1 on The Size of a Dragon.

9

77 – 78

once a woman who cruelly whipped her servants if even the smallest object was misplaced.
Roll with a +1 on The Size of a Dragon.

9

79 – 80

once a beautiful young woman who spurned a Magician’s advances.
Roll with a +1 on The Size of a Dragon.

9

81 – 82

once a beautiful Princess who was cursed by her jealous sister.
Roll with a +1 on The Size of a Dragon.

9

83 – 84

once a woman who prayed for the power to guard her children against an invading army.
Roll with a +10 on The Size of a Dragon.

9

85 – 86

once a pagan Queen cursed by a Saint for her refusal to convert to Christianity.
Roll with a +5 on The Size of a Dragon.

11

87 – 88

once a madwoman who murdered her marriageable daughters, so their would never leave her.
Roll with a +1 on The Size of a Dragon.

10

89 – 90

once a Fairy sorceress, and will transform back in 1d10 years.
Roll with a +10 on The Size of a Dragon.

16

91 – 92

once a beautiful pagan priestess who loved a god, and was transformed by his jealous wife.
Roll with a +5 on The Size of a Dragon.

16

93 – 94

once a woman who poisoned her mother to steal her jewelry.
Roll with a +5 on The Size of a Dragon.

9

95 – 96

once a Druidess who transformed herself to guard her sacred groves against the Christians.
Roll with a +10 on The Size of a Dragon.

16

97 – 98

once a once the wife of an unjustly executed man, who vowed to ravage the land in vengeance.
Roll with a +5 on The Size of a Dragon.

9

99 – 100

the daughter of Lilith and a warlock.
Roll with a +10 on The Size of a Dragon.

16

 

The Origin and Intelligence of a Dragon (Hermaphroditic)

d100

They were…

Intelligence:

1 – 26

the offspring of two Dragons, hatched from an egg like a natural beast.

3d6

27 – 28

born from an egg laid by a rooster.
Yes, a rooster.

11

29 – 30

spontaneously generated from from the slime of the Underworld.

6

31 – 32

spontaneously generated when lightning struck a pool of ooze and slime.

6

33 – 34

born from the blood of a Saint, shed at their martyrdom.

8

35 – 36

born from the blood of a murdered King.

8

37 – 38

the offspring of a Demon and a snake.

8

39 – 40

the offspring of a Demon and a dog.

8

41 – 42

the offspring of a Demon and a lion.

8

43 – 44

the offspring of a Demon and a crocodile.

8

45 – 46

a serpent that has lived beyond its natural lifespan.

8

47 – 48

the product of Mad Scientist’s surgical experimentation.

8

49 – 50

made by a Magician to guard his treasure.

8

51 – 52

carried to earth inside a fallen meteorite.

8

53 – 54

born in Hell.

11

55 – 56

born in the Fairy Otherworld

11

57 – 58

born in Fiery Purgatory.

11

59 – 60

born in the Outer Darkness of Chaos.

11

61 – 62

the offspring of a human mother and a Dragon father.
Roll with a +1 on The Size of a Dragon.

12

63 – 64

the offspring of a human father and a Dragon mother.
Roll with a +1 on The Size of a Dragon.

12

65 – 80

once a pair of lovers, cursed by a jealous spouse.

9

81 – 90

once a greedy and murderous family, cursed by a Saint.

9

91 – 92

once gang of bandits, cursed by a vengeful witch.

9

93 – 94

once a gang of thieves that stole a Magician’s treasure.

9

95 – 96

once a coven of witches and warlocks who swore to ravage the land in revenge for their fellow witches being burnt at the stake.

16

97 – 98

once the negligent human guards of a Magician’s treasure.

9

99

the offspring of Satan and a witch.
Roll with a +10 on The Size of a Dragon.

16

100

the offspring of Lilith and a warlock.
Roll with a +10 on The Size of a Dragon.

16


Special Abilities of Chimeric Dragons

Scheuchzer(1723)-vol2-p378b-crested-dragon

Constriction (possible)
If the Dragon can constrict, any opponent struck by the creature’s tail slap must Save versus Strength or be caught in its coils.

  • Constricted victims will automatically suffer Lethal Damage equal to 1d6 plus the Dragon’s Hit Dice, each round.
  • Victims are entitled to a Strength Save each round to break free, but each such Save after the first suffers a cumulative -2 penalty.

Darkvision
All Chimeric Dragons can see in absolute darkness if only in twilight.

Draconic Expectoration
All Chimeric Dragons can exhale strange substances and emanations from their mouths – usually of a burning or poisonous nature. Although this Expectoration is popularly known as “Dragon’s Breath”, it is often actually a glob of caustic spittle, or spray of blinding venom.

  • A Chimeric Dragon can use its Draconic Expectoration up to three times a day.
  • The Dragon may not otherwise attack on a Round when it uses its Expectoration.
  • After using its Expectoration, the Dragon must wait a Round before using it again.
  • A Chimeric Dragon is always immune to the harmful effect of their own Draconic Expectoration. They are not, however, necessarily immune to each other’s.
  • The effect of a Chimeric Dragon’s Expectoration will be reflected in its environment, providing some warning to the wary and observant.

d20

Three times a day, this Dragon can spit out…

Consequentially, the Dragon’s lair…

1 – 8

a Fiery Blast.
Everything in the Nearby Are in front of the Dragon’s mouth suffers Lethal Damage equal to the Dragon’s Hit Dice x 2.
A Successful Save versus Dexterity halves the damage.
A Dragon who can expectorate a Fiery Blast will also be Immune to Fire.

is lit by small wisps of flame that constantly erupt in the air.

9

a glob of Burning Spittle.
A single target within 300 feet must Save versus Dexterity or suffer d6 damage per Hit Dice of the Dragon.
Those slain are completely consumed by fire.
A successful Save avoids all damage.

is strangely warm, and smells sulfurous.

10

a cloud of Volatile Gas.
An area of 100′ around the Dragon’s head is affected as if by a Light spell, and becomes extremely turbulent.
All missile attacks within the cloud suffer a -4 penalty.
A Dragon who expectorates Volatile Gas will have wings that appear to be too small to allow flight, but while within the cloud it can effectively fly by riding the turbulent air.
The gas stays in place and endures for 10 minutes

seems to be faintly lit by no apparent source of illumination, and one feels oddly buoyant, as if you might float up into the air at any time.

11

a glob of Acidic Spittle.
A single target within 300 feet must Save versus Dexterity or suffer d6 damage per Hit Dice of the Dragon. Those slain are dissolved by the acid.
A successful Save avoids all damage.

has an acrid and irritating atmosphere.

12

a spray of Blinding Venom.
A single Nearby target must Save versus Dexterity or be blinded.

smells revoltingly musky.

13

a Fog Cloud.
The entire Nearby Area around the Dragon is obscured in thick fog, similar to the Preternatural Effect Fog Cloud. Unless blown away by a strong wind, the fog will remain for a full 10 minutes, even if the Dragon moves out of it.

is misty, with the entire floor obscured by a blanket of fog.

14

a spray of Freezing Spittle.
Everything in the Nearby Are in front of the Dragon’s mouth suffers Lethal Damage equal to the Dragon’s Hit Dice x 2. Those slain are frozen in place, covered in ice.
A Successful Save versus Dexterity halves the damage.

is strangely cold, with gleaming, icy walls and muddy floors.

15

a Poisonous Vapor.
Every breathing in the Nearby Are in front of the Dragon’s mouth suffers Lethal Damage equal to the Dragon’s Hit Dice x 2.
A Successful Save versus
Constitution halves the damage.

smells oddly like almonds.

16

a Putrefying Vapor.
Ever living thing in the Nearby Are in front of the Dragon’s mouth suffers Lethal Damage equal to the Dragon’s Hit Dice x 2. The flesh of those slain rots away from their bones.
A Successful Save versus Dexterity halves the damage.

smells like rotten meat.

17

a bolt of Lightning.
A single target within 300 feet must Save versus Dexterity or suffer d6 damage per Hit Dice of the Dragon.
A successful Save avoids all damage.

has a metallic smell and an atmosphere charged with static electricity. Hair tends to stand on end, and small shocks are constantly occurring.

18

a Suffocating Vapor.
Every breathing in the Nearby Are in front of the Dragon’s mouth suffers Lethal Damage equal to the Dragon’s Hit Dice x 2.
A Successful Save versus
Constitution halves the damage.

smells like old blood.

19

a Charming Vapor.
Every living thing in the Nearby Area in front of the Dragon’s Mouth must Save versus Wisdom or be affected as by the Preternatural Effect Charm Person, thereafter regarding the Dragon as their friend.

smells like burning frankincense.

20

a Stupefying Vapor.
Every living thing in the Nearby Area in front of the Dragon’s Mouth must Save versus Wisdom or be unable to act, or think, clearly for a full minute afterward.

smells oddly sweet and cloying.

Heat Vision
All Chimeric Dragons can see temperature differences, and is able to discern warm bodies in total darkness.

Immune to Fire (possible)
Those Dragons who can Expectorate a Fiery Blast are also immune to fire damage of any kind, mundane or Preternatural.

Regenerate (possible)
There is a 50% chance that a Chimeric Dragon with a Serpentine body can Regenerate damage at a rate of 5 Hit Points Round.

  • The Dragon can re-bonded severed limbs and body parts. Even if the creature is chopped into several pieces, the pieces will wiggle back together and join together.
  • The creature must be slain by acid, poison, fire (unless Immune to Fire) or Preternatural means.

Superior Vision
All Chimeric Dragons can see and distinguish detail at a distance of a mile.

Superior Sense of Smell
All Chimeric Chimeric Dragons have a sense of smell equivalent to a hound’s.

  • They can distinguish individuals by their smell, defeating Glamor effects that disguise personal appearances without altering scent.
  • The creature is also able to smell things beneath the surface of the ground.
  • Additionally, the creature has the ability to track by smell, detecting odors within a quarter mile and able to follow scents up to a week old.
  • Chimeric Dragons suffer only a -2 Penalty (instead of the usual -4) when fighting opponents they cannot see, as long as they can smell them.

Superior Hearing
All Chimeric Dragons have hearing as keen as a dog’s, and are able to hear sounds too highly-pitched or faint to be detected by human ears.

  • The creature can hear a person coming from 300 feet, unless the person can Move Silently.
  • Chimeric Dragons suffer only a -2 Penalty (instead of the usual -4) when fighting opponents they cannot see, as long as they can hear them.

Venom (possible)
If a Chimeric Dragon has Venom in its barbed tongue, fangs, or tail stinger, it functions exactly like viper venom.

  • The victim must immediately make a Saving Throw versus Constitution, or suffer 1d6 points of Lethal Damage, and become completely Incapacitated (but still conscious).
  • An Incapacitated victim must make another Saving throw each Round thereafter, or suffer another 1d6 points of Lethal Damage. This continues each Round until the victim either makes a successful Saving Throw (ending further damage), or dies.

Venomous Spines (possible)
If the body of a Chimeric Dragon has Venomous Spines, any opponent attacking the creature hand-to-hand with a weapon less than 5 feel long must Save against Dexterity every Round, or be stuck. An attacker stuck by the Venomous Spines must then make a Saving throw versus Constitution, or be affected by the Dragon’s Venom (see above).

  • The attacker makes the Dexterity Save is made with a Bonus equal to their Armor Class.

Water Breathing (possible)
Chimeric Dragons that have gills, webbed hands, webbed feet, or a fish-like tails, are able to breathe both air and water.


Weaknesses of Chimeric Dragons

A dragon in Rome, 1691

Compelled to Hoard Treasure
All Chimeric Dragons feel an overwhelming compulsion to hoard valuable items – and creatures!

  • So strong is the Dragon’s compulsion to hoard treasure, that they will break off attacking an opponent to collect a valuable object or prisoner. A Chimeric Dragon will usually actually allow those offering tribute to escape.
  • Even the least intelligent Chimeric Dragons can intuitively sense when an object or creature is of value, and will eschew shiny junk and poor-quality livestock. Those wishing to placate a Dragon with worthless things may find themselves being roasted alive and eaten.
  • Chimeric Dragons are drawn to attractive, talented, and socially important people, and will wish to possess them in the same manner as they might hoard gold or statuary. Many a region has saved itself from a rampaging Dragon by offering up their prettiest maidens every year.
  • Even Friendly Dragons of little Perversity have an irresistible desire to be surrounded by beautiful objects, and have the company of interesting people.

Determine 1d10 different things the Dragon hordes with the table below. If random determination wields a repeated result, the Dragon may either have a particularly valuable example of the indicated thing, or else multiple examples of it.

The total value of a Dragon’s horde is usually equal to approximately 50,000p per Hit Die. In “standard” OSR monetary values that translates to about 5,000gp per Hit Die (since the 18th century penny was about equal in value to the “Copper Piece”).

d100

This Dragon guards…

1 – 3

gold coins.

4 – 6

silver coins.

7 – 9

copper coins.

10 – 12

silver plate.

13 – 15

gold plate.

16 – 18

ancient electrum coins.

19 – 21

jewelry.

22 – 24

precious stone(s).

25 – 27

semi-precious stone(s).

28 – 30

a sculpture.

31 – 33

a painting.

34 – 36

furniture.

37 – 39

exquisitely crafted personal items.

40 – 42

an ancient scroll.

43 – 46

a rare book.

46 – 48

an artifact of the ancient world.

49 – 51

a holy relic.

52 – 54

an unholy relic.

55 – 57

a Weird Object.

58 – 60

an important corpse.

61 – 63

valuable livestock.

64 – 66

a valuable pelt or hide.

67 – 69

valuable clothing.

70 – 72

valuable cloth.

73 – 75

valuable lumber.

76 – 78

antique weapons.

79 – 81

antique armor.

82 – 84

a precious medicine.

85 – 87

a fine wine or liquor.

88 – 90

ancient honey.

91 – 93

a prisoner.

94 – 95

a beautiful tapestry.

96

a foot-long egg that will hatch into a baby Dragon in d100 days.
d10. The egg resembles…
1 = a giant chicken egg.
2 = a rounded river stone.
3 = an enormous pearl.
4 = a giant ovoid of gold.
5 = a giant silver ovoid.
6 =
a giant ovoid of iron.
7 = an enormous agate.
8 = a large, hot lump of smoldering coal.
9 = an ovoid of obsidian, within which something can be seen moving.
10 = an enormous opal.

97 – 100

nothing more but the bones of its previous victims.
Stop rolling to determine Horde. Dragon has no more treasure.

Gluttony
Chimeric Dragons can, and will, eat and drink almost anything not inherently poisonous – including such things as rocks, tree trunks, and roof tiles. However, each has a preferred food that they cannot resist.

  • If presented with the object of their Gluttony, the Dragon will break off all other actions to immediately eat it – including letting combatants escape.
  • With regard to its preferred food, a Dragon can always sense such intangible qualities as whether or not someone is ordained clergy, or actually a murderer.
  • Clever Dragon slayers know that most Dragons can be tricked into eating poisons (or other caustic substances) by hiding them in their preferred foods.
  • If the Dragon’s Perversity is 8 or below, re-roll any results below 11. Generally, the more wicked the Dragon, the more likely that its appetites run towards the horrific.

d20

This Dragon has an overwhelming hunger for…

1

children.

2

beautiful virgins.

3

nuns.

4

priests.

5

clergy of any sex.

6

women.

7

men.

8

noblewomen.

9

noblemen.

10

nobility of any sex.

11

dogs.

12

thieves.

13

murderers.

14

cows and sheep.

15

fish.

16

milk.

17

wine.

18

sweets.

19

flowers.

20

jewels.
Any jewels in the Dragon’s horde are simply meals it hasn’t yet consumed.

Subject to Faith (if Evil)
Chimeric Dragons with Perversity scores of 15 or higher are subject to the power of Faith.

Weak Spot
Every Chimeric Dragon has a single small Weak Spot on their body. If the Weak Spot is successfully struck with a weapon, the Dragon will be be immediately Incapacitated, and can be automatically slain with a single blow thereafter.

  • If the Dragon’s Weak Spot is known, actually striking it requires a Dexterity Check made with a -10 Penalty (regardless of the Dragon’s Armor Class otherwise). A failed attempt does no damage.
  • Discovering a Dragon’s Weak Spot is extremely difficult, and a Dragon will do everything in its power to keep such knowledge hidden.
  • Possible ways to discover the Dragon’s Weak Spot include literary Investigation (if the Dragon is old and legendary), and such Preternatural Effects as Contact Other Plane – or even Read Minds!
  • Careful observation of the Dragon for a full hour allows the Observer to make an Intelligence Check to discover its Weak Spot. Of course, the would-be Observer will have to devise some means for observing the Dragon for an hour while remaining undetected!

d12

This Dragon’s Weak Spot is…

1

under its chin.

2

on its throat.

3

between (or near) its eye(s).

4

on the underside of its tail.

5

on the dorsal side of its tail.

6

on its belly, between its arm or forelegs.
Or a quarter down its body length, if the Dragon does not have arms or forelegs.

7

on its belly, between its legs.
Or three-quarters quarter down its body length, if the Dragon does not have arms or forelegs.

8

behind its head.

9

on one shoulder.
Or on the dorsal hide a quarter down its body length, if the Dragon does not have arms or forelegs.

10

on one hip.
Or on the dorsal hide three-quarters down its body length, if the Dragon does not have arms or forelegs.

11

inside its mouth.

12

in the exact center of its belly.


Preternatural Power(s) of a Dragon

ClavisArtis.MS.Verginelli-Rota.V2.044

Any Dragon has a 25% chance of having one Preternatural Power.

  • A Dragon with an Intelligence of 11 or better will always have 1d4 Preternatural Powers.
  • A Dragon with an Intelligence of 16 (or better) will always have 2d4 Preternatural Powers.
  • Each Preternatural Power is usable once a day. Repeated results mean the Dragon can use the power as many times a day as it was rolled.

d100

This Dragon has the Preternatural power…

1 – 2

Create Water

3 – 6

Ghost Lights.

7 – 8

Ghost Sounds.

9 – 12

Daze.

13 – 14

Putrefy Food, Drink, and Foliage.

15 – 18

Beguile
Roll again if Dragon cannot speak.

19 – 20

Sorcerer’s hand.

21 – 23

Combust.
See “A Ghastly Potpourri”.

24 – 30

Charm Person.

31 – 35

Darkness.

36 – 39

Phantasmagoria (I).

40 – 49

Hypnotism.

50 – 54

Detect Magic.

55

Spider Climb.

56

Bewitch Cattle.

57

Fog Cloud.

58

Phantasmagoria (II).

59

Sleep.

60 – 61

Scare.

62

Unbreakable Bargain.
See “A Ghastly Potpourri”.
Roll again if Dragon cannot speak.

63

Ventriloquism.

64

Summon Swarm.

65

Blast Crops.

66

Dispel Magic.

67

Discover a Thief.
See “A Ghastly Potpourri”.

68

Phantasmagoria (III).

69

Locate Object.

70 – 71

Transform Self Into a Human.

71

Transform Self Into a Lion.

72

Transform Self Into a Wolf.

73

Transform Self Into a Viper.

74

Transform Self Into a Lizard.

75

Transform Self Into a Rooster.

76

Transform Self Into an Eagle.

77

Transform Self Into a Carp.

78

Invisibility.

79

Control Plants.

80

Pyrotechnics.

81

Rain of Fish.

82

Rain of Frogs.

83

Rain of Blood.

84

Detect Lies.

85

Phantasmagoria (IV).

86

Find a Person.

86

Obtain Oracle.

88

Suggestion.
Roll again if Dragon cannot speak.

89

Polymorph Self.

90

Blacken the Sky.

91

Call Lightning

92

Mysterious Building.
See “A Ghastly Potpourri”.

93

Control Winds.

94

Rain of Flesh.

95

Discover Treasure.

96

Mirage Arcane.

97

Phantasmagoria (V).

98

Raise Storm.

99

True Seeing.

100

Telekinesis.


Appearance and Characteristics of a Dragon

Illustration of a winged, fire-breathing dragon by Friedrich Justin Bertuch from 1801

The Size, Hit Dice, and Strength of a Dragon

d20

From the nose the tip of its tail, this dragon is about…

Base Hit Dice:

Strength Rating:

1

5 feet in length.

3

10

2

10 feet in length.

5

50
(5 x Human)

3

15 feet in length.

6

100
(10 x Human)

4

20 feet in length.

7

200
(20 x Human)

5 – 6

25 feet in length.

8

400
(40 x Human)

7 – 9

30 feet in length.

9

500
(50 x Human)

10 – 13

35 feet in length.

10

600
(60 x Human)

14 – 16

40 feet in length.

11

700
(70 x Human)

17

45 feet in length.

12

800
(80 x Human)

18

50 feet in length.

13

900
(90 x Human)

19

55 feet in length.

14

1000
(100 x Human)

20+

60’

15

1,100
(110 x Human)

 

The Body of a Dragon
If a Dragon has a “Serpentine” body, it is double the length rolled on the previous table, and has 2 additional HD.
25% chance for any Dragon of human origin or parentage to have recognizable human-like genitalia.
If the Dragon was once a human woman, or is a female with a human parent, there is a 25% chance she still has human-like breasts. Such a Dragon may be called a “Vibria”.
When converting for other OSR games, remember that Ghastly Affair Armor Class is rated in points better than unarmored. So, a GA Armor Class 2 would be AC 7 using the classic B/X descending Armor Class system, or AC 12 with post-3E ascending Armor Class.

d100

The body of the Dragon’s is…

Base AC:

Base Number of Attacks:

1 – 5

completely serpentine, without any legs, or wings;…
This type of Dragon is called a “Worm”.

4

1 bite or gore.
1 tail slap + Constriction.

6 – 10

serpentine, without any legs, but having two wings;…
Dragon is double the length rolled on the previous table, and has 2 additional HD
This type of Dragon is called an “Amphithere”.

4

1 bite or gore.
1 tail slap + Constriction.

11 – 12

serpentine, without legs, but having four wings;…
This type of Dragon is called an “Amphithere”.

4

1 bite or gore.
1 tail slap + Constriction.

13 – 15

serpentine, having two arms, but no back legs or wings;..
This type of Dragon is called a “Linnormor “Lindwurm”.

4

1 bite or gore.
1 attack with claws.
1 tail slap + Constriction.

16 – 17

serpentine, having two arms and two wings, but no back legs;…

4

1 bite or gore.
1 attack with claws.
1 tail slap + Constriction.

18

serpentine, having two arms and four wings, but no back legs;…

4

1 bite or gore.
1 attack with claws.
1 tail slap + Constriction.

19

serpentine, having two arms and two legs, but no wings;…

4

1 bite or gore.
1 attack with claws.

20

serpentine, having two arms, two legs, and two wings;…

4

1 bite or gore.
1 attack with claws.

21

serpentine, having two arms, four legs, and two wings;…

4

1 bite or gore.
1 attack with claws.

22 – 25

serpentine, having four legs, but no wings;…

4

1 bite or gore.
1 attack with claws.

26

serpentine, having four legs and two wings;…

4

1 bite or gore.
1 attack with claws.

27

serpentine, having four legs and four wings;…

4

1 bite or gore.
1 attack with claws.

28

serpentine, having six legs, but no wings;…

4

1 bite or gore.
1 attack with claws.

29

serpentine, having eight legs, but no wings;…

4

1 bite or gore.
1 attack with claws.

30

serpentine, having twelve legs but no wings;…

4

1 bite or gore.
1 attack with claws.

32 – 33

lizard-like, having two arms and two back legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

34 – 35

lizard-like, having two arms, two back legs, and two wings;…

5

1 bite or gore.
1 attack with claws.

36

lizard-like, having two arms, two back legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

37 – 38

lizard-like, having two legs but no wings;…

This type of Dragon is called a “Linnorm” or “Lindwurm”.

5

1 bite or gore.
1 attack with claws.

39 – 41

lizard-like, having two legs and two wings;…

This type of Dragon is called a “Wyvern”.

5

1 bite or gore.
1 attack with claws.

42 – 44

lizard-like, having four legs but no wings;…

5

1 bite or gore.
1 attack with claws.

45 – 52

lizard-like, having four legs and two wings;…

5

1 bite or gore.
1 attack with claws.

53

lizard-like, having six legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

54

lizard-like, having six legs and two wings;…

5

1 bite or gore.
1 attack with claws.

55

dog-like, having two arms, two back legs, and two wings;…

5

1 bite or gore.
1 attack with claws.

56

dog-like, having two arms and four back legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

57– 58

dog-like, having four legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

59 – 65

dog-like, having four legs and two wings;…

5

1 bite or gore.
1 attack with claws.

66

dog-like, having six legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

67

dog-like, having six legs and two wings;…

5

1 bite or gore.
1 attack with claws.

68

hog-like, having two arms and two back legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

69

hog-like, having two arms, two back legs, and two wings;…

5

1 bite or gore.
1 attack with claws.

70

hog-like, having four legs, but no wings;…

5

1 bite or gore.
1 attack with claws.

71

hog-like, having four legs and two wings;…

5

1 bite or gore.
1 attack with claws.

72 – 78

rooster-like, having two legs and no wings.

This type of Dragon is called a “Linnorm” or “Lindwurm”.

4

1 bite or gore.
1 attack with claws.

79 – 86

rooster-like, having two legs and two wings.

This type of Dragon is called a “Wyvern”.

4

1 bite or gore.
1 attack with claws.

87 – 89

human-like, having two arms and two legs, but no wings;…

4

1 bite or gore.
1 attack with claws.

90 – 93

human-like, having two arms, two legs, and two wings;…

4

1 bite or gore.
1 attack with claws.

94

human-like, having four arms and two legs, but no wings;…

4

1 bite or gore.
1 attack with claws.

95 – 99

turtle-like, having four legs, but no wings;…

Dragon has a turtle-like shell on its back.

6

1 bite or gore.

100

turtle-like, having six legs, but no wings;…

Dragon has a turtle-like shell on its back.

6

1 bite or gore.

d20

…with a dorsal hide of…

Armor Modifier:

1 – 3

overlapping, carp-like scales…

+2 points

4 – 5

overlapping, carp-like scales with a metallic gleam…

+3 points

6 – 7

snake-like scales…

+1 point

8 – 9

crocodile-like scutes…

+3 points

10

sharp scales and Venomous Spines…

See the Special Ability Venomous Spines above.

+2 points.

11

small, slimy scales…

+1 point

13

bead-like scales

+2 points

14

spiky, sharp scales…

+2 points

15

relatively large, polygonal scales…

+2 points

16

leaf-like scales…

+1 point

17

lizard-like scales, with hairy (or furry) patches…

+1 point

18

wart-like, tubercular scales…

+1 point

19

hair…

None

20

feathers…

None

d100

…colored…

1 – 10

green,…

11 – 20

red,…

21 – 30

brown,…

41 – 40

gray,…

41 – 50

black;.

51 – 55

white,…

56 – 60

like gleaming gold;…

61 – 65

like gleaming silver,…

66 – 70

blue,…

71 – 75

yellow,…

76 – 80

orange,…

81 – 85

purple,…

86 – 87

pinkish,…

88

like mother-of-pearl,…

89 – 90

in a spotted pattern;…
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

91 – 92

in a tiger-striped pattern;…

Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

93 – 94

with crosswise stripes;…

Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

95 – 96

with lengthwise stripes;…

Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

97 – 98

in zig-zig stripes;…

Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

99 – 100

in a mottled pattern,…

Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

d20

…and a belly of…

Armor Modifier:

1 – 3

overlapping, carp-like scales…

+1 point

4 – 5

overlapping, carp-like scales with a metallic gleam…

+2 points

6 – 11

horizontally elongated, snake-like scales…

+1 point

12 – 13

small, slimy scales…

+1 point

14

crocodile-like scutes…

+2 points

15

leaf-like scales…

+1 point

16

lizard-like scales, with hairy (or furry) patches…

+1 point

17

wart-like, tubercular scales…

+1 point

18

hair…

None

19

downy feathers…

None

20

human-like skin…

None

d100

…colored…

1 – 10

green.

11 – 20

red.

21 – 30

brown.

41 – 40

gray.

41 – 50

black.

51 – 55

white.

56 – 60

like gleaming gold.

61 – 65

like gleaming silver.

66 – 70

blue.

71 – 75

yellow.

76 – 80

orange.

81 – 85

purple.

86 – 87

pinkish.

88

like mother-of-pearl.

89 – 90

in a spotted pattern.
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

91 – 92

in a tiger-striped pattern.
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

93 – 94

with crosswise stripes.
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

95 – 96

with lengthwise stripes.
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

97 – 98

in zig-zig stripes.
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

99 – 100

in a mottled pattern.
Roll again to to determine colors, re-rolling results above 88.
Repeated result means a different shade or hue of the indicated color.

d100

It has…

1 – 84

one head,…

85 – 88

two identical heads,…

89 – 90

two differing heads,…

91

three identical heads,…

92

three differing heads,…

93

four identical heads,…

94

four differing heads,…

95

five identical heads,…

96

five differing heads,…

97

six identical heads,…

98

six differing heads,…

99

seven identical heads,…

100

seven differing heads,…

d12

…with…

1

(a) very short neck(s).

3 – 4

(a) relatively short neck(s).

5 – 8

(a) long neck(s).

9 – 12

(an) especially long and snaky neck(s).

Tarasque

The Head(s) of a Dragon

d20

Overall, the Dragon’s head is….

1 – 3

horse-like,…

4 – 5

lizard-like,…

6 – 7

crocodile-like,…

8 – 9

wolf-like,…

10 – 11

boar-like,…

12 – 13

cat-like

14 – 15

fish-like,…

16 – 17

bird-like,…

18

frog-like,…

19

vaguely human,…

20

human,

d100

…and colored…

1 – 60

the same as its dorsal hide,…

61 – 71

green,…

72 – 77

red,…

78 – 79

brown,…

80 – 81

gray,…

82 – 83

black;.

84 – 85

white,…

86 – 87

like gleaming gold;…

88 – 89

like gleaming silver,…

90 – 91

blue,…

92 – 93

yellow,…

94 – 95

orange,…

96 – 97

purple,…

98 – 99

pinkish,…

100

like mother-of-pearl,…

d20

…with…

1 – 16

two eyes…

17 – 18

a single eye…

19

three eyes…

20

four eyes…

d20

that is/are…

1 – 2

lizard-like…

3 – 4

round and saucer-like…

5

human-like…

6

human-like under prominent brows…

7

apparently pupiless…

8

apparently pupiless under prominent brows…

9

cat-like…

10

frog-like…

11

deep-set and surrounded by bony ridges…

12

deep-set…

13

deep-set under prominent brows…

14

forward-set…

15

forward-set under prominent brows…

16

protruding…

17

glowing…

18

glowing under prominent brows…

19

jewel-like…

20

jewel-like under prominent brows…

d20

and colored…

1 – 6

red.

7 – 8

black.

9

blue.

10

green.

11

yellow-green.

12

yellow.

13

orange.

14

purple.

15

violet.

16

white.

17

like copper.

18

like bronze.

19

like gleaming gold.

20

like gleaming silver.

d20

The ears are…

1 – 3

fan-like.

4 – 5

fin-like.

6 – 9

horse-like.

10 – 12

long and pointed.

13 – 14

deer-like.

15 – 16

lizard-like ear holes.

17

cat-like.

18

hound-like.

19

elfin.

20

human-like.

d20

The nose is…

1 – 6

surmounted by a horn.

7 – 10

flanked by flaring nostrils.

11 – 15

boar-like.

16 – 17

just a pair of slits.

18

dog-like.

19

an elephantine trunk.

20

oddly human-like.

d20

The mouth…

1 – 5

has a sharp, hawk-like beak in front,…

6 – 7

comes to a point in front,…

8 – 9

is fringed with barbels,…

10 – 11

has a pronounced overbite,…

12 – 13

has a protruding lower jaw,…

14 – 15

is lipless like a crocodile’s,…

16 – 17

is exceptionally wide,…

18

seems to be curled up in a permanent smile,…

19

is jowly and drooling,…

20

is relatively small, and almost human-like,…

d20

…with…

1 – 5

sharp, conical teeth,…

6 – 10

wolf-like teeth,…

11 – 12

many needle-like teeth,…

13 – 14

snake-like fangs,…
The Dragon’s bite injects Venom.

15

triangular and interlocking teeth, like a snap-trap,…

16

rodent-like teeth,…

17

two tusks protruding upwards,…

18

two protruding saber-tooth fangs,…

19

two short and elephant-like tusks,…

20

oddly human-like teeth,…

d12

…and a tongue that…

1 – 6

is long and pointed..

7 – 9

is forked like a serpent’s.

9 – 10

ends in a barbed stinger.
Stinger injects Venom.

12

is just like a person’s.

 

d20

The head is adorned with…

1 – 2

goat-like horns,…

3 – 4

bull-like horns,…

5

horns curved in conical spirals,…

6

short and stubby horns,…

7

curled and ram-like horns,…

8

antlers,…

9

palmate antlers,…

10

giraffe-like horns,…

11

short and forward pointing horns,…

12

long and forward pointing horns,…

13

straight and conical horns,…

14

straight and conical horns, covered with short spikes,…

15

a single short horn,…

16

a single horn that curves backward,…

17

a single horn that curves forward,…

18

one long and spiraling horn,…

19 – 20

no apparent horns,…

d20

…and…

1 – 5

a goat-like beard,…

6 – 7

gills on its neck;…
Dragon has the Special Ability “Water Breathing”.

8

wattles hanging from its neck,…

9

wattles around the eye(s),…

10

a dewlap hanging from its neck,…

11

a snood hanging over its nose,…

12

a neck-frill,…

13

fish-like fins that frame its head,…

14

long bushy eyebrows,…

15

a jewel in its forehead,…
If the head has only one eye, the jewel is directly above it.

16

cat-like whiskers,…

17

a beard-like fringe of hair,…

18

a chin spike,…

19

numerous small spikes around the chin,…

20

a ridge on the underside of its neck,…

d100

…with…

1 – 20

no apparent crest or mane.

21 – 39

a low, fin-like crest.

40 – 50

a high, fin-like crest.

51 – 55

a rooster-like comb.

56 – 59

a crown-like crest.

60 – 65

a feathered crest.

66 – 73

a lion-like mane.

74 – 80

a horse-like mane.

81 – 87

a donkey-like mane.

88 – 89

a rooster-like comb, and a lion-like mane.

90 – 91

a rooster-like comb, and a horse-like mane.

92 – 93

a rooster-like comb, and a donkey-like mane.

94 – 95

a crown-like crest, and a lion-like mane.

96 – 97

a crown-like crest, and a horse-like mane.

98 – 00

a crown-like crest, and a donkey-like mane.

Houghton Swi 607.23 - Ouresiphoítes helveticus, fig X (cropped)

 

The Wings of a Dragon
Skip this table if the Dragon is wingless.
The wings of a Dragon who Expectorates Volatile Gas will appear too small to support flight.

d20

The Dragon’s wings are…

Additional Attacks
with Wings:

1 – 6

bat-like,…

None

7

bat-like, with a distinct hand on the forward edge…

1 per flank.

8

bat-like, with a long and talon-like claw…

1 per flank.

9

bat-like, with distinct talons at the end of each finger,…

1 per flank.

10

bat-like, with apparently tattered edges.,…

None

12

feathered and bird-like,…

1 per flank.

13

feathered, with a claw,

1 per flank.

14

bird-like on their foreparts, but bat-like behind,…

1 per flank.

15

bird-like on their foreparts, but bat-like behind, with distinct talons at the end of each finger,…

1 per flank.

16

bird-like on their foreparts, but bat-like behind, with apparently tattered edges,…

1 per flank.

17

fan-like

None

19

fin-like,…

None

19

bat-like, attached to the arms/forelegs,…

None

20

bird-like, attached to the arms/forelegs,…

None

d20

…and colored…

1 – 5

the same as the creature’s dorsal hide…

6

green

7

red

8

brown

9

gray

10

blue

11

yellow

12

orange

13

purple

14

like gleaming gold

15

like gleaming silver

16

black

17

white

18

pinkish

19

in a spotted pattern.
Roll once for base color, and again for spot color. Repeated result means a different shade or hue of the color.

20

in a mottled pattern
Roll twice. Repeated result means a different shade or hue of the color.

 

The Back of a Dragon

d12

Running along the Dragon’s back is…

1

no apparent dorsal ridge,…

2

a row of spikes,…

3

a row of low spikes connected by skin,…

4

a high “sail”, and a row of low spikes connected by skin,…

5

a saw-tooth dorsal ridge,…

6

a dorsal ridge of half-crescents,…

7

a horse-like mane,…

8

a stiff, donkey-like mane,…

9

a line of warty tubercles,…

10

a line of boar-like bristles

11 – 12

a series of fish-like fins,…

d12

…colored…

1 – 2

red.

3

green.

4

blue.

5

yellow.

6

orange.

7

purple.

8

like gleaming gold.

9

like gleaming silver.

10

black.

11

white.

12

in two distinct hues.
Roll twice again, re-rolling repeated results. Repeated result means a different shade or hue of the color.

 

The Arms and Hands of a Dragon

d20

The Dragon’s arms…

1 – 10

are human-like,..

11 – 13

have apparent fins along their length

14 – 15

are oddly short,…

16 – 17

are extremely muscular in appearance,..

18 – 19

are long and spindly,..

20

have human-like skin different from the rest of the hide,..

d100

…and are colored…

1 – 60

the same as its dorsal hide,…

61 – 71

green,…

72 – 77

red,…

78 – 79

brown,…

80 – 81

gray,…

82 – 83

black;.

84 – 85

white,…

86 – 87

like gleaming gold;…

88 – 89

like gleaming silver,…

90 – 91

blue,…

92 – 93

yellow,…

94 – 95

orange,…

96 – 97

purple,…

98 – 99

pinkish,…

100

like mother-of-pearl,…

d10

…with hands that…

1 – 2

are webbed and clawed.
Dragon can swim at Speed 10.
Dragon possesses the Special Ability Water Breathing, allowing it to breath both air and water.

3

are human-like, with very short claws.

4

are human-like, with long claws.

5

are completely human like, with human-like nails.

6

somewhat resemble paws.

7

are lizard-like.

8

are lizard-like, with short claws.

9

are lizard-like, with especially long claws.

10

end in exceptionally long, clawed fingers.

dragon illustration from old book

The Legs and Feet of a Dragon

d12

The Dragon’s legs are…

1 – 3

finned along their length,..,

4 – 5

lion-like,..,

6 – 7

dog-like,..,

8 –9

lizard-like,..,

10

bull-like,..,

11

turtle-like,..,

12

thick and elephantine,..,

d100

…and colored…

1 – 60

the same as its dorsal hide,…

61 – 71

green,…

72 – 77

red,…

78 – 79

brown,…

80 – 81

gray,…

82 – 83

black;.

84 – 85

white,…

86 – 87

like gleaming gold;…

88 – 89

like gleaming silver,…

90 – 91

blue,…

92 – 93

yellow,…

94 – 95

orange,…

96 – 97

purple,…

98 – 99

pinkish,…

100

like mother-of-pearl,…

d12

…with feet that are…

1 – 3

webbed and clawed.
Dragon can swim at Speed 10.
Dragon possesses the Special Ability Water Breathing, allowing it to breath both air and water.

4 – 5

hawk-like.

6

rooster-like, with spurs.

7

lion-like paws.

8

lizard-like, with short claws.

9

lizard-like, with especially long claws.

10

cloven hooves.

11

elephantine.

12

actually fish-like fins.

Dragon can swim at Speed 16.
Dragon possesses the Special Ability Water Breathing, allowing it to breath both air and water.

 

Emblem 14: Of the secrets of Nature; Here is the dragon devouring his own tail.

The Tail of a Dragon
As is the case with snakes, it can be extremely difficult for any but the most observant viewer to determine where the actual tail of a Worm, Amphithere, or serpentine Linnorm begins.

d100

The Dragon’s tail…

Additional Attack:

1 – 5

is half the length of its body.

1 tail slap.

6 – 10

is half the length of its body, and covered in spikes.

1 tail slap.

11 – 15

is half the length of its body, and ends in a puff of hair like a lion’s.

None

16 – 20

is half the length of its body, with numerous fins along its length.

None

21 – 25

is half the length of its body, and ends in a spike-like stinger.

1 stinger. + Venom

26 – 30

is half the length of its body, and ends in a stinger shaped like an arrow-head.

1 stinger, + Venom

31 – 35

is half the length of its body, and ends in a spiked knob

1 pummel.

36 – 40

is relatively short.

None

41 – 45

is relatively short, and held upwards in the air.

None

46 – 50

is relatively short, ending in a puff of hair like a lion’s.

None

51 – 53

is short and stubby.
The Dragon can balance on it to attack with all claws.

1 attack with rear claws

54 – 56

is wolf-like.

None

57 – 60

is rat-like, lacking any scales or hair.

None

61 – 63

is long and whiplash

1

64 – 67

is long and whiplash, ending in a spike-like stinger.

1 stinger, + Venom

68 – 70

is long and whiplash, ending in a stinger shaped like an arrow-head.

1 stinger, + Venom

71 – 73

is long and prehensile.
Dragon can manipulate objects with its tail, like a monkey.

None

74 – 75

is long and split into two ends.

1 tail slap

76 – 77

is long and split into three ends.

1 tail slap

78 – 79

ends in long plumes like those of a rooster.

None

80

ends in long plumes like those of a peacock.

None

81 – 83

is apparently absent.

None

85 – 90

ends in a fish-like fin.
Dragon can swim at Speed 10.
Dragon possesses the Special Ability Water Breathing, allowing it to breath both air and water.

None

91 – 98

is long and coiled like a corkscrew.

None

99 – 100

ends in another head.
Roll again on the tables to determine The Head(s) of a Dragon.

1 bite

 

The Voice of a Dragon

The Russian Story Book

Modifiers by Dragon’s Intelligence:

  • 6 Intelligence: -10 on the roll.
  • 9 – 11 Intelligence: No Modifiers to the roll.
  • 12 – 15 Intelligence: +5 on the roll.
  • 16+ Intelligence: +10 on the roll.

d20

This Dragon…

Up to 5

does not speak, but roars like a lion.

6

does not speak, but croaks like a toad.

7 – 8

does not speak, but hisses like a snake.

9

does not speak, but screeches like a hawk.

10

does not speak, but sings like a songbird.

11

speaks in harsh and raspy voice.

12

speaks in a wheezing voice.

13

speaks in a roar.

14

speaks in a high-pitched voice.

15

speaks in a low and booming voice.

16

speaks in a sibilant voice.

17

speaks in a breathy voice

18

speaks with a foreign accent.

19

speaks in a soft and sonorous voice.

20+

speaks in an aristocratic voice.

The Ghastly Magical Ritual Generator | Part 7: Rituals of Transmutation

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Circe changing the companions of Ulysses into beasts, print, Giovanni Benedetto Castiglione (Il Grechetto) (MET, 17.50.17-53)

This is the seventh and last part in the series of random Generator Tables for Magical Rituals in the Ghastly Affair RPG. See The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation for more instructions on how to use the tables. See The Ghastly Magical Ritual Generator | Part 3: Rituals of Malediction for a discussion on how to adapt these tables for use with your favorite RPG.

Who Benefits from Group Rituals?

If the description in The Ghastly Affair Player’s Manual indicates that only the User is affected by a Preternatural Effect, but the Magical Ritual requires multiple people, then only a single Ritualist, designated at the start of the Ritual, receives the Effect.

  • For example, a Magical Ritual to Polymorph Self requires the effort of four Ritualist. However, only the Recipient designated at the start of the Ritual will actually obtain the ability to Polymorph.

If, However, if more than one Ritualist can possibly benefit from a Ritual, it benefits them all.

  • The Preternatural Effect Astral Projection normally has an affected Area of “User, and/or up to 1 Touched Recipient per Level”. If a Ritual for Astral Projection requires three Ritualists, ALL of them Astrally project once the Ritual is completed.

In all other cases where the “User Level” of an Effect is a factor, use the Character Level of the highest-Level Ritualist. Whenever something is controlled by the Ritual, it is controlled by the Ritualist with the highest Wisdom score.

Consider Having Only Magical Rituals

To truly emphasize the mystery and danger of the Preternatural, a Presenter might consider consider disallowing the Magician Class. In that case, Magical Rituals and Weird Objects become the only kind of magic available to Player Characters.

Making Magical Rituals More Difficult

The Presenter may, to add additional drama and flavor to the performance of Magical Rituals, decide to make them more difficult. One way is to call for Ability Checks whenever the description of the Ritual calls for actions at which the Ritualist might fail.

  • For example, if the Ritual demands that specific symbols be traced in the air, the Presenter might call for a successful Dexterity Check, with failure meaning the Ritual is spoiled and wasted.

Another to make magic more difficult is to strictly track the cost of the Ritual, and actually play out obtaining the required objects.

  • For example, if a Magical Ritual demands that the Ritualist be wearing an emerald, then the PC(s) must actually find such a stone in-game. That might mean an expensive trip to a jeweler 50 miles away – or investigating which of the local noblewomen are known to wear emeralds, and staging a successful highway robbery!

Remember that if you make Magical Rituals more difficult, you should also make them more common. The point is to create in-game drama, not frustrate Players. The possibility of failure is only thrilling if there are also chances to feel the joy of success.

Some Example Rituals of Transmutation, Made Using the Generator Tables

A Ritual to Alter Self
A 2nd Level Ritual, created by rolling a d8 on each Table.
The Ritual lasts 10 minutes, and is to be performed whenever desired by three Ritualists in a dark chamber, wearing a blue stole, while they manipulate a loop of string into intricate patterns and stamp on the ground, as they say their desire nine times. As a Drawback, the Ritual causes a Ritualist’s Perversity to increase by 2 points.
Note that only one of the Ritualists., designated when the Ritual begins, will actually Alter Self.

A Ritual to Control Plants
A 4th Level Ritual, created by rolling a d12 on each Table.
The Ritual lasts just a minute, and is to be performed on an odd-numbered day of the month by four Ritualists within a circle drawn on the ground, wearing a medal of the Blessed Virgin Mary, while they sprinkle holy water and burn a piece of virgin parchment inscribed with a symbol, as they say apparent nonsense.. As a Drawback, the Ritual causes a Ritualist to suffer 1 point of temporary Dexterity damage.

A Ritual to Raise Storm
A 5th Level Ritual, created by rolling a d20 on each Table.
The Ritual lasts 30 minutes, and is to be performed between midnight and dawn by four Ritualists under or near a willow tree, wearing a garland of blue flowers, while they dance in a circle and burn a consecrated Communion wafer, as they say a prayer to God in corrupted Arabic. As a Drawback, the Ritual causes a Ritualist to attract the attention of a zealous Demon Hunter or Inquisitor.

Transmutation Ritual Generator

  • A Magical Ritual’s Level is is the same as that of the equivalent Pact or Preternatural Power, whichever is higher.
  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level (or higher) Ritual, roll a d20 on each table.

Die Result

The Ritual lasts…

1 – 6

just a minute,…

7 – 8

10 minutes,…

9 – 10

20 minutes,…

11 – 12

30 minutes,…

13 – 16

40 minutes,…

17 – 19

50 minutes,…

20

1 hour,…

Die Result

..and is to be performed…

1 – 3

whenever desired…

4

any time at night…

5

between dawn and noon…

6

between sundown and midnight…

7

between midnight and dawn…

8

on an odd-numbered day of the month…

9 – 10

in twilight (either dawn or sundown)…

11

at sundown…

12

at midnight…

13

at dawn…

14 – 15

during a waxing moon…

16

during a full moon…

17 – 19

on a Monday…

20

when the Pleiades are visible…

Die Result

…by [1d4] Ritualist(s)…

1 – 3

within a circle drawn on the ground,…

4 – 5

under the open sky,…

6

in a dark chamber,…

7

standing in front of a window,…

8

standing in front of a mirror,…

9 – 10

in a forest,…

11 – 12

on the seashore,…

13 – 14

under or near a willow tree,…

15 – 16

by a river,…

17 – 18

next to a lake or pond,…

19 – 20

standing atop a mountain or hill,…

Die Result

wearing…

1 – 2

nothing in particular,…

3

any article of blue clothing,…

4

a blue stole,…

5

a specially inscribed parchment around their neck,…

6

a prayer to God inscribed on a parchment scroll,…

7

a crown of jasmine flowers,…

8

a garland of blue flowers,…

9 – 10

a medal of the Blessed Virgin Mary,…

11 – 12

a silver crown,…

13 – 14

a pearl,…

15 – 16

a blue chasuble or robe,…

17 – 20

no clothes,…

Die Result

…while they…

1

burn an inscribed candle…

2

stand barefoot…

3

make strange signs with their hands…

4

rhythmically clap their hands…

5

play a tune on a flute…

6

write their desire on virgin parchment…

7

manipulate a loop of string into intricate patterns…

8

trace signs in the air with a forked branch of hazel wood…

9

beat a drum…

10

drink a full goblet of wine…

11

drink holy water…

12

sprinkle holy water…

13

drink an herbal concoction…

14

pour holy water on their head…

15

hold an inscribed wax tablet…

16

dance in a circle…

17

draw a design on parchment in blood…

18

hold a human skull…

19

sacrifice a toad…

20

sacrifice a lamb…

Die Result

…and…

1

whistle,…

2

sing,…

3

scream,…

4

stamp on the ground,…

5 – 6

burn a piece of virgin parchment inscribed with a symbol,…

7

smoke a pipe stuffed with a specific blend of dried herbs,…

8

anoint themselves (or the Recipient) with an unguent made from herbs and fat,…

9 – 10

burn costly incense,…

11 – 12

take holy water in their mouth and spit it on the ground,…

13 – 14

burn a consecrated Communion wafer,…

15 – 17

have sex with a partner,…

18 – 20

flog themselves,…

Die Result

…as they say…

1

absolutely nothing (and must remain absolutely silent).

2

apparent nonsense.

3

a prayer to God in corrupted medieval Latin.

4

a prayer to God in corrupted Arabic.

5

a prayer to Albertus Magnus.

6

a prayer to the Blessed Virgin Mary.

7

their desire nine times.

8

a strange poem.

9

a strange poem in Old Norse.

10

a strange and blasphemous poem.

11

a prayer to a Planetary Angel of the Moon.

12

a prayer to the Fairy Queen Titania.

13

a prayer to the goddess Diana.

14

a prayer to the goddess Hecate.

15

a prayer to Pan.

16

a prayer to Loki.

17

a prayer to the Arch-devil Leviathan.

18

a prayer to Mater Lachrymarum, Our Lady of Tears.

19

a prayer to Lilith, Queen of Hell.

20

a prayer to Satan.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5

1d3 points of Lethal Damage to a Ritualist.

6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to make all Saving Throws with a 1 Point Penalty for a month.

13

a Ritualist’s dwelling to be infested with vermin for a week.

If the Ritualist’s house is already infested with vermin (as is likely in the Ghastly Age) the infestation becomes so bad that it disrupts their sleep.

14

a personal calamity that costs a Ritualist the equivalent of 1 month’s income.

15

a Ritualist’s food and drink to taste like vomit and urine for a week.

16

the death of the favorite (or most valuable) animal a Ritualist owns.

17

horses to bolt from a Ritualist for one month.

18

dogs to hate and become aggressive to a Ritualist for one month.

19

a Ritualist to attract the attention of a zealous Demon Hunter or Inquisitor.

20

a Ritualist to suffer a randomly determined Affliction for a week.

The Ghastly Magical Ritual Generator | Part 6: Rituals of Divination

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John Keyse Sherwin - The Fortune Teller - B1970.3.298 - Yale Center for British Art

This is the sixth part in the series of random Generator Tables for Magical Rituals in the Ghastly Affair RPG. See The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation for more instructions on how to use the tables. See The Ghastly Magical Ritual Generator | Part 3: Rituals of Malediction for a discussion on how to adapt these tables for use with your favorite RPG.

Some Example Rituals of Divination, Made Using the Generator Tables

A Ritual of Augury
A 2nd Level Ritual, created by rolling a d8 on each Table.
The Ritual lasts just a minute, and is to be performed between sundown and midnight by a Ritualist who is under the open sky, wearing a multi-colored garland of flowers, while they burn an inscribed candle and consider the movements of a pendulum, as they say apparent nonsense. As a Drawback, the Ritual causes 1d6 points of Lethal Damage to a Ritualist.

A Ritual to Locate Object
A 3rd Level Ritual, created by rolling a d10 on each Table.
The Ritual lasts 10 minutes, and is to be performed between midnight and dawn by a Ritualist who is in flickering candlelight, wearing a prayer to God inscribed on a parchment scroll, while they trace signs in the air with a forked branch of hazel wood and consider the shapes made by melted lead poured into water, as they say a strange poem. As a Drawback, the Ritual causes 1d3 points of Lethal Damage to a Ritualist.

A Ritual to Discover Treasure
A 5th Level Ritual, created by rolling a d20 on each Table.
The Ritual lasts 10 minutes, and is to be performed during a waxing moon by a Ritualist who is underground, wearing no clothes, while they put a penny under their tongue and examine the entrails of a dove, as they say a prayer to the god Mercury. As a Drawback, the Ritual causes a Ritualist’s dwelling to be infested with vermin for a week.

Divination Ritual Generator

  • A Magical Ritual’s Level is is the same as that of the equivalent Pact or Preternatural Power, whichever is higher.
  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level (or higher) Ritual, roll a d20 on each table.

Die Result

The Ritual lasts…

1 – 6

just a minute,…

7 – 8

10 minutes,…

9 – 10

20 minutes,…

11 – 12

30 minutes,…

13 – 16

40 minutes,…

17 – 19

50 minutes,…

20

1 hour,…

Die Result

..and is to be performed…

1 – 3

whenever desired…

4

any time at night…

5

any time during the day…

6

between dawn and noon…

7

between sundown and midnight…

8

between midnight and dawn…

9

during a waxing moon…

10

during a waxing moon…

11

in twilight (either dawn or sundown)…

12 – 13

at dawn…

14 – 15

at sundown…

16

at midnight…

17

on an even-numbered day of the month…

18

on a Wednesday…

19

during a full moon…

20

during a dark moon…

Die Result

…by a Ritualist who is…

1 – 3

in flickering candlelight,…

4 – 6

standing in front of a mirror,…

7 – 8

under the open sky,…

9

in a dark chamber,…

10

in a brightly lit chamber,…

11

by a river,…

12

next to a lake or pond,…

13

on the seashore,…

14

underground,…

15 – 16

standing atop a mountain or hill,…

17 – 18

in a graveyard,…

19 – 20

in a tomb or catacombs,…

Die Result

…wearing…

1 – 3

nothing in particular,…

4

a specially inscribed parchment around their neck,…

5 – 6

a prayer to God inscribed on a parchment scroll,…

7 – 8

a multi-colored garland of flowers,…

9 – 10

any article of parti-colored clothing,…

11 – 12

a medal of Saint Mark the Evangelist,…

13 – 14

a brass crown,…

15 – 17

a parti-colored chasuble or robe,…

18 – 19

no clothes,…

20

an opal,…

Die Result

…while they…

1 – 2

burn an inscribed candle…

3

rhythmically clap their hands…

4

trace signs in the air with a forked branch of hazel wood…

5

make strange signs with their hands…

6

put a penny under their tongue…

7

manipulate a loop of string into intricate patterns…

8

drink a full goblet of wine…

9

drink an herbal concoction…

10

beat a drum…

11

sprinkle holy water…

12

write a magical sigil on their body in ink…

13

draw a design on parchment in blood…

14

drink holy water…

15

pour holy water on their head…

16

hold an inscribed wax tablet…

17

drink grave dust dissolved in water…

18

flog themselves…

19

hold a human skull…

20

sacrifice a magpie…

Die Result

…and…

1

examine the leaves left behind after drinking a cup of tea,…

2

consider the results of thrown dice,…

3

consider the movements of a pendulum,…

4

look at the patterns made by oil poured on a cup water,…

5

consider the results of randomly drawn Tarot cards,…

6

gaze intently into a flame,…

7

consider the shapes made by melted lead poured into water,…

8

gaze intently at the palm of their (or the Recipient’s) hand.

9

consider the shapes made by a smoky fire,…

10

gaze into an orb of flawless crystal,…

11 – 12

calculate a horoscope,…

Ritual requires an additional hour, and access to an ephemeris (a book that details the positions of planets and constellations for a particular location).

13

watch how a rooster chooses to eat grain scattered on the ground.

14

look through a “Hag Stone” (a rock with a naturally occurring hole through it).

15

anoint themselves with an unguent made from psychoactive herbs and fat,…

16

examine the entrails of a dove,…

17

examine the entrails of a toad,…

18

examine the entrails of a cat,…

19

examine the entrails of a chicken,…

20

examine the entrails of a lamb,…

Die Result

…as they say…

1

absolutely nothing (and must remain absolutely silent).

2 – 3

apparent nonsense.

4

a prayer to God in corrupted medieval Latin.

5

a prayer to God in corrupted Greek.

6

a prayer to God in corrupted Hebrew.

7

their desire eight times.

8

an apparent prayer to God in a language that cannot be identified.

9

a strange poem.

10

a strange poem in Old Norse.

11 – 12

a prayer to a Planetary Angel of Mercury.

13 – 14

a prayer to the god Mercury.

15

a prayer to the god Wotan.

16

a prayer to Pan.

17

a prayer to the god Thoth.

18

a prayer to the goddess Fortuna.

19

a prayer to the Arch-devil Mammon.

20

a prayer to Satan.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5 – 6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to make all Saving Throws with a 1 Point Penalty for a month.

13

a Ritualist to lose their sense of smell for a week.

14

a Ritualist to lose their sense of taste for a week

15

a Ritualist to lose all pleasure from sex for a month.

16

a Ritualist’s dwelling to be infested with vermin for a week.

If the Ritualist’s house is already infested with vermin (as is likely in the Ghastly Age) the infestation becomes so bad that it disrupts their sleep.

17

horses to bolt from a Ritualist for one month.

18

dogs to hate and become aggressive to a Ritualist for one month.

19

a Ritualist to attract the attention of a zealous Demon Hunter or Inquisitor.

20

a Ritualist to suffer a randomly determined Affliction for a week.

The Ghastly Magical Ritual Generator | Part 5: Rituals of Glamor

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Illustration at page 210 in Grimm's Household Tales (Edwardes, Bell)

This is the fifth part in the series of random Generator Tables for Magical Rituals in the Ghastly Affair RPG. See The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation for more instructions on how to use the tables. See The Ghastly Magical Ritual Generator | Part 3: Rituals of Malediction for a discussion on how to adapt these tables for use with your favorite RPG.

Some Example Rituals of Glamor, Made Using the Generator Tables.

A Ritual to Disguise Self
A 1st Level Ritual, created by rolling a d6 on each Table.
The Ritual lasts just a minute, and is to be performed any time during the day by a Ritualist who is standing in front of a mirror, wearing nothing in particular, while they rhythmically clap their hands and stamp on the ground, as they say a prayer to God in medieval French. As a Drawback, the Ritual causes 1d3 points of Lethal Damage to a Ritualist.

A Ritual to Fabricate an Illusory Trap
A 4th Level Ritual, created by rolling a d12 on each Table.
The Ritual lasts 10 minutes, and is to be performed between sundown and midnight by a Ritualist who is in a brightly lit chamber, wearing a medal of Saint Lucy, while they make strange signs with their hands and whistle, as they say a strange poem. As a Drawback, the Ritual causes a Ritualist to suffer 2 points of temporary Constitution damage.

A Ritual to Fabricate a Projected Double
A 5th Level Ritual, created by rolling a d20 on each Table.
The Ritual lasts 40 minutes, and is to be performed during a full moon by a Ritualist who is next to a lake or pond, wearing a copper crown, while they hold an inscribed wax tablet and anoint themselves with scented oil, as they say a prayer to Kubla Khan, the Emperor of Dreams. As a Drawback, the Ritual causes the death of the favorite (or most valuable) animal a Ritualist owns.

Glamor Ritual Generator

  • A Magical Ritual’s Level is is the same as that of the equivalent Pact or Preternatural Power, whichever is higher.
  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level (or higher) Ritual, roll a d20 on each table.

Die Result

The Ritual lasts…

1 – 10

just a minute,…

11 – 12

10 minutes,…

13– 15

20 minutes,…

16 – 17

30 minutes,…

18

40 minutes,…

19

50 minutes,…

20

1 hour,…

Die Result

..and is to be performed…

1 – 3

whenever desired…

4 – 6

any time during the day…

7

between sundown and midnight…

8

between midnight and dawn…

9

on an even-numbered day of the month…

10

on an odd-numbered day of the month…

11

in twilight (either dawn or sundown)…

12

at dawn…

13

at sundown…

14

at midnight…

15

during a waxing moon…

16

during a waning moon…

17

during a full moon…

18

during a dark moon…

19

on a Friday…

20

when the Pleiades are visible…

Die Result

…by a Ritualist who is…

1

under the open sky,…

2 – 3

standing in front of a mirror,…

4 – 5

within a circle drawn on the ground,…

7 – 8

in a dark chamber,…

9 – 10

in a brightly lit chamber,…

11 – 12

by a river,…

13 – 14

next to a lake or pond,…

15 – 16

standing atop a mountain or hill,…

17 – 18

under or near a willow tree,…

19 – 20

in or near a brothel,…

Die Result

wearing…

1 – 3

nothing in particular,…

4

any article of green clothing,…

5

a green stole,…

6

a crown of roses,…

7

a crown of myrtle,…

8

a garland of flowers,…

9

a specially inscribed parchment around their neck,…

10

a prayer to God inscribed on a parchment scroll,…

11 – 12

a medal of Saint Lucy,…

13 – 15

a green chasuble or robe,…

16 – 17

a copper crown,…

18 – 19

no clothes,…

20

an emerald,…

Die Result

…while they…

1

burn an inscribed candle…

2

trace signs in the air with a forked branch of hazel wood…

3

rhythmically clap their hands…

4

play a tune on a flute…

5

manipulate a loop of string into intricate patterns…

6

tie knots in a cord…

7

manipulate a small doll…

8

make strange signs with their hands…

9

drink a full goblet of wine…

10

put a copper coin under their tongue…

11

write their desire on virgin parchment…

12

hold an inscribed wax tablet…

13 – 14

cast rose petals on the ground…

15

sprinkle holy water…

16

drink an herbal concoction…

17

dance in a circle…

18

beat a drum…

19

sacrifice a dove…

20

sacrifice a lamb…

Die Result

…and…

1 – 2

anoint themselves with scented oil,…

3

whistle,…

4

stamp on the ground,…

5

burn costly incense,…

6

smoke a pipe stuffed with a specific blend of dried herbs,…

7 – 8

sprinkle holy water,…

9 – 10

spin around until they fall down from dizziness,…

11

bury or hide a small scroll inscribed with odd symbols,…

12

burn a piece of virgin parchment inscribed with a symbol,…

13 – 15

burn a consecrated Communion wafer,…

16 – 17

take holy water in their mouth and spit it on the ground,…

18 – 20

have sex with a partner,…

Die Result

…as they say…

1

absolutely nothing (and must remain absolutely silent).

2 – 3

apparent nonsense.

4

a prayer to God in medieval French.

5

a prayer to God in corrupted medieval Latin.

6

a prayer to God in corrupted Greek.

7

their desire seven times.

8

their desire twenty eight times.

9

a strange poem.

10

a strange poem in Old Norse.

11

a prayer to a Planetary Angel of Venus.

12

a prayer to the goddess Freya.

13

a prayer to the goddess Venus.

14

a prayer to the Fairy Queen of the Night.

15

a prayer to Pan.

16

a prayer to Kubla Khan, the Emperor of Dreams.

17

a prayer to the Arch-devil Asmodeus.

18

a prayer to Mater Suspiriorum, Our Lady of Sighs.

19 – 20

a prayer to Satan.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5

1d3 points of Lethal Damage to a Ritualist.

6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to lose their sense of smell for a week.

13

a Ritualist to lose their sense of taste for a week.

14

a personal calamity that costs a Ritualist the equivalent of 1 month’s income.

15

a Ritualist’s nearest relative to suffer an unexpected calamity.

16

the death of the favorite (or most valuable) animal a Ritualist owns.

17

one of a Ritualist’s Social Contacts (or friends) to turn against them.

18

a Ritualist to attract the attention of a zealous Demon Hunter or Inquisitor.

19

a Ritualist to lose their True Love (or be unable to find one for a year).

20

a Ritualist to suffer a randomly determined Affliction for a week.

The Ghastly Magical Ritual Generator | Part 4: Rituals of Blessing

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The funny side of physic - or, The mysteries of medicine, presenting the humorous and serious sides of medical practice. An exposé of medical humbugs, quacks, and charlatans in all ages and all (14783625012)

This is the fourth part in the series of random Generator Tables for Magical Rituals in the Ghastly Affair RPG. See The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation for more instructions on how to use the tables. See The Ghastly Magical Ritual Generator | Part 3: Rituals of Malediction for a discussion on how to adapt these tables for use with your favorite RPG.

Some Example Blessing Rituals, Made Using the Generator Tables

A Ritual of Protection From Serpents
A 1st Level Ritual, created by rolling a d6 on each Table.
The Ritual lasts 10 minutes, and is to be performed any time during the day by a Ritualist who is under the open sky, wearing nothing in particular, while they manipulate a loop of string into intricate patterns and whistle, as they say their desire six times. As a Drawback, the Ritual causes a Ritualist’s Perversity to increase by 1 point.

A Ritual to Cure Serious Wounds
A 3rd Level Ritual, created by rolling a d10 on each Table.
The Ritual lasts 10 minutes, and is to be performed any time during the day by a Ritualist who is within a circle drawn on the ground, wearing a crown of laurel leaves, while they play a tune on a flute and anoint themselves (or the Recipient) with an unguent made from herbs and fat, as they say apparent nonsense. As a Drawback, the Ritual causes a Ritualist to suffer 2 point of temporary Strength damage.

A Ritual to Reincarnate
A 5th Level Ritual, created by rolling a d20 on each Table.
The Ritual lasts 50 minutes, and is to be performed on an even-numbered day of the month by a Ritualist who is under an oak tree, wearing no clothes, while they eat a specially prepared wafer and burn costly incense, as they say a prayer to the god Aesculapius. As a Drawback, the Ritual causes a Ritualist to suffer 1 point of temporary Dexterity damage.

Blessing Ritual Generator

  • A Magical Ritual’s Level is is the same as that of the equivalent Pact or Preternatural Power, whichever is higher.
  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level (or higher) Ritual, roll a d20 on each table.

Die Result

The Ritual lasts…

1 – 3

Just a minute,…

4 – 6

10 minutes,…

7 – 8

20 minutes,…

9 – 10

30 minutes,…

11 – 12

40 minutes,…

13 – 15

50 minutes,…

16 – 20

1 hour,…

Die Result

..and is to be performed…

1 – 2

whenever desired…

3 – 4

any time during the day…

5

between dawn and noon…

6

between moon and sundown…

7 – 8

during a waxing moon…

9

at dawn…

10

at noon…

11 – 12

on an even-numbered day of the month…

13 – 16

on a Sunday…

17

during a full moon…

18

when the star Sirius is visible in the night sky…

19

when the star Betelgeuse is visible in the night sky…

20

when the Pleiades are visible…

Die Result

…by a Ritualist who is…

1 – 2

within a circle drawn on the ground,…

3

under the open sky,…

4

in a brightly lit chamber,…

5

under an oak tree,…

6

next to an evergreen tree,…

7 – 8

by a river,…

9 – 10

next to a lake or pond,…

11 – 12

on the seashore,…

13 – 14

standing atop a mountain or hill,…

15 – 16

in or near a church,…

17

next to an ancient megalith or barrow,…

18 – 19

in or near the burial place of a Saint.

20

in or near the burial place of a King or Queen.

Unless the Ritualist belongs to a royal family.

Die Result

…wearing…

1 – 3

nothing in particular,…

4

any article of white clothing,…

5 – 6

any article of orange clothing,…

7

a crown of laurel leaves,…

8

a garland of of laurel leaves,…

9

a specially inscribed parchment around their neck,…

10

a prayer to God inscribed on a parchment scroll,…

11 – 12

a medal of Saint Luke,…

13 – 15

no clothes,…

16 – 17

an amber ring,…

18 – 19

a gold ring,…

20

a cloth-of-gold chasuble or robe,…

Die Result

…while they…

1

stand barefoot…

2

burn an inscribed candle…

3

rhythmically clap their hands…

4

manipulate a small doll…

5

manipulate a loop of string into intricate patterns…

6

write their desire on virgin parchment…

7

make strange signs with their hands…

8

pour a libation of wine on the ground…

9

play a tune on a flute…

10

eat a specially prepared wafer…

11

offer up a wax image of a human body part,…

12

write a magical sigil on their body in ink…

13

drink a full goblet of wine…

14

drink holy water…

15

drink an herbal concoction…

16

pour holy water on their head…

17 – 18

shave their head…

19 – 20

sacrifice a rooster…

Die Result

…and…

1 – 2

anoint themselves (or the Recipient) with an unguent made from herbs and fat,…

3

whistle,…

4

spin around until they fall down from dizziness,…

5

rub an egg all over their body,…

6

press a cross (or crucifix) onto the forehead of the Recipeint,…

7

burn a piece of virgin parchment inscribed with a symbol,…

8

gaze upon a metal charm in the shape of person,…

9

rub a snake on the Recipient’s body,…

10 – 11

sprinkle holy water,…

12

smoke a pipe stuffed with a specific blend of dried herbs,…

13 – 14

anoint the Recipient with Holy Oil consecrated by a priest,…

15 – 16

burn costly incense,…

17 – 18

burn a consecrated Communion wafer,…

19 – 20

have sex with a partner,…

Die Result

…as they say…

1

their desire six times.

2 – 3

apparent nonsense.

4

a prayer to God in corrupted medieval Latin.

5

a prayer to God in corrupted Greek.

6

a prayer to God in corrupted Arabic.

7 – 8

absolutely nothing (and must remain absolutely silent).

9

a strange poem.

10

a strange poem in a language that cannot be identified.

11

a prayer to Saint Luke.

12 – 14

a prayer to a Planetary Angel of the Sun.

15

a prayer to the god Apollo.

16

a prayer to the goddess Isis.

17

a prayer to the god Aesculapius

18

a prayer to Pan.

19

a prayer to Abraxas.

20

a prayer to Lucifer.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5

1d3 points of Lethal Damage to a Ritualist.

6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to make all Saving Throws with a 1 Point Penalty for a month.

13

a Ritualist to lose their sense of smell for a week.

14

a Ritualist to lose their sense of taste for a week.

15

a Ritualist to lose all pleasure from sex for a month.

16

a personal calamity that costs a Ritualist the equivalent of 1 month’s income.

17

a Ritualist’s dwelling to be infested with vermin for a week.

18

a Ritualist’s food and drink to taste like vomit and urine for a week.

19

one of a Ritualist’s Social Contacts (or friends) to turn against them.

20

a Ritualist to suffer a randomly determined Affliction for a week.

The Ghastly Magical Ritual Generator | Part 3: Rituals of Malediction

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There is plenty to suck LACMA 63.11.45

This is the third part in the series of random Generator Tables for Magical Rituals in the Ghastly Affair RPG. See The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation for more instructions on how to use the tables.

Using the Magic Ritual Generators with Games Other Than Ghastly Affair

Although intended for use with Ghastly Affair, the Generator Tables could certainly be useful for creating Magical Rituals for other rules sets (particularly other OSR games). The key would be classifying the desired Spell or effect using the Ghastly Affair’s Seven Magical Spheres system. If your chosen system doesn’t define the power of  Spells or magical effects using a Level system, just decide how powerful you think the Effect is on a scale of 0 to 5, and roll the appropriate die on the Tables (as indicated below).

A Brief Explanation of Ghastly Affair’s Seven Magical Spheres

  • An Evocation summons a being (such as a Spirit or Fairy), or else creates Undead servants. “Standard” OSR spells that would fall into this Sphere include Animate Dead, Conjure Elemental, and Insect Plague.
  • A Fascination alters feelings, perceptions, or behaviors. “Standard” OSR spells that would fall into this Sphere include Charm Person, Sleep, and Charm Monster.
  • A Malediction directly harms Recipients, or causes destructive changes in the environment. “Standard” OSR spells that would fall into this Sphere include Magic Missile, Fireball, and Lightning Bolt.
  • A Blessing aids, improves, or protects a Recipient. “Standard” OSR spells that would fall into this Sphere include Cure Light Wounds, Protection From Evil, and Neutralize Poison.
  • A Glamor creates illusions, or purely illusory changes. “Standard” OSR spells that would fall into this Sphere include Phantasmal Force, Mirror Image, and Invisibility.
  • A Divination increases knowledge or predicts the future. “Standard” OSR spells that would fall into this Sphere include Read Languages, Detect Evil, and Contact Higher Plane.
  • A Transmutation transforms the environment or Recipients in non-lethal ways. “Standard” OSR spells that would fall into this Sphere include Light, Water Breathing, and Polymorph Self.

Malediction Ritual Generator

  • A Magical Ritual’s Level is is the same as that of the equivalent Pact or Preternatural Power, whichever is higher.
  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level (or higher) Ritual, roll a d20 on each table.

Die Result

The Ritual lasts,…

1 – 10

Just a minute,…

11 – 12

10 minutes,…

13– 15

20 minutes,…

16 – 17

30 minutes,…

18

40 minutes,…

19

50 minutes,…

20

1 hour,…

Die Result

..and is to be performed…

1 – 4

whenever desired…

5

any time during the day…

6

any time at night…

7

between noon and sundown…

8

between sundown and midnight…

9

between midnight and dawn…

10

on an odd-numbered day of the month…

11 – 12

during a waning moon…

13

on a Tuesday…

14

on a Saturday…

15

in twilight (either dawn or sundown)…

16

when the star Aldebaran is visible in the night sky…

17

when the star Arcturus is visible in the night sky…

18

when the star Antares is visible in the night sky…

19 – 20

when the star Algol is visible in the night sky…

Die Result

…by [1d3] Ritualist(s)…

1 – 2

under the open sky,…

3 – 4

standing in front of a mirror,…

5 – 6

in a dark chamber,…

7 – 8

standing atop a mountain or hill,…

9 – 10

within a circle drawn on the ground,…

11

in or near a slaughterhouse,…

12 – 13

on the site of a battle,…

14

on the site of a murder,…

15 – 16

next to a blasted tree,…

17 – 18

in a graveyard,…

19 – 20

in a tomb or catacombs,…

Die Result

…(each) wearing…

1 – 3

nothing in particular,…

4

wolf or dog fur,…

5

a necklace of bones,…

6

a medal of Saint Michael the Archangel,…

7 – 8

any article of red clothing,…

9

a specially inscribed parchment around their neck(s),…

10

a prayer to God inscribed on a parchment scroll,…

11

a hair shirt,…

12

an iron crown,…

13 – 14

a red chasuble or robe,…

15 – 16

no clothing,…

17

no clothes, but smeared with ashes,…

18

no clothes, but smeared with blood,…

19

a ruby,…

20

the face of an executed man,…

Die Result

…while they (each)…

1

burn an inscribed candle…

2

make strange signs with their hands…

3

tie knots in a cord…

4

trace signs in the air with a forked branch of hazel wood…

5

write their desire on virgin parchment…

6

manipulate a small doll…

7 – 8

wrap a cord around their arm…

9

rub themselves with dirt from a grave…

10

beat a drum…

11 – 12

hold a human skull…

13 – 14

cut themselves…

15

tattoo themselves with a small sigil…

16

drink grave dust dissolved in water…

17

draw a design on parchment in blood…

18

shave their head…

19 – 20

sacrifice a dog…

d20

…and…

1 – 3

spit on the ground,…

4 – 5

scream,…

7 – 8

stamp on the ground,…

9

whistle,…

10

spin around until they fall down from dizziness,…

11

burn a piece of virgin parchment inscribed with a symbol,…

12

bury or hide a small scroll inscribed with odd symbols,…

13 – 14

hold a human femur bone,…

15

burn a consecrated Communion wafer,…

16 – 17

take holy water in their mouth and spit it on the ground,…

18 – 19

flog themselves,…

20

anoint themselves (or the Recipient) with the fat of a hanged man,…

Die Result

…as they say…

1

their desire five times.

2

apparent nonsense.

3

a prayer to a Planetary Angel of Mars.

4

a prayer to God in corrupted medieval Latin.

5

a prayer to God in corrupted Hebrew.

6

a prayer to God in corrupted Arabic.

7 – 8

absolutely nothing (and must remain absolutely silent).

9

one of the “Imprecatory Psalms”.

10

a strange poem.

11

a strange poem in old Norse.

12

a prayer to god Nodens.

13

a prayer to the god Mars.

14

a prayer to the god Tyr.

15

a prayer to Pan.

16

a prayer to the Fairy Queen Mab (also known as “The Queen of Air and Darkness”).

17

a prayer to the Arch-devil Abbadon.

18

a prayer to the Arch-devil Abbadon.

19

a prayer to Satan.

20

a prayer to Death.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5

1d3 points of Lethal Damage to a Ritualist.

6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to make all Saving Throws with a 1 Point Penalty for a month.

13

a Ritualist’s nearest relative to suffer an unexpected calamity.

14

the death of the favorite (or most valuable) animal a Ritualist owns.

15

the death of a Ritualist’s next child.

16

horses to bolt from a Ritualist for one month.

17

dogs to hate and become aggressive to a Ritualist for one month.

18

one of a Ritualist’s Social Contacts (or friends) to turn against them.

19

a Ritualist to attract the attention of a zealous Demon Hunter or Inquisitor.

20

a Ritualist to suffer a randomly determined Affliction for a week.

The Ghastly Magical Ritual Generator | Part 2: Rituals of Fascination

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The Bewitched Groom, print, Hans Baldung (called Hans Baldung Grien) (MET, 17.42.25)

This is the second part in the series of random Generator Tables for Magical Rituals in the Ghastly Affair RPG. See The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation for complete instructions. Or, you can just enjoy rolling on the tables and seeing what crazy example of semi-historical pseudo-magic you create!

Fascination Ritual Generator

  • A Magical Ritual’s Level is is the same as that of the equivalent Pact or Preternatural Power, whichever is higher.
  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level Ritual, roll a d20 on each table.

Die Result

The Ritual lasts…

1 – 6

Just a minute,…

7 – 8

10 minutes,…

9 – 10

20 minutes,…

11 – 12

30 minutes,…

13 – 16

40 minutes,…

17 – 19

50 minutes,…

20

1 hour,…

Die Result

…and is to be performed…

1 – 2

whenever desired…

3

any time at night…

4

any time during the day…

5

between noon and sundown…

6

between dawn and noon…

7

between sundown and midnight…

8

between midnight and dawn…

9

in twilight (either dawn or sundown)…

10

during a waxing moon…

11

at sundown…

12

at dawn…

13

at midnight…

14

during a full moon…

15

on a Thursday…

16

on a Thursday…

17

on an even-numbered day of the month…

18

when the star Regulus is visible in the night sky…

19

when the star Sirius is visible in the night sky…

20

when the Pleiades are visible…

Die Result

…by a Ritualist who is…

1 – 2

standing in front of a mirror,…

3 – 4

under the open sky,…

5 – 6

in a brightly lit chamber,…

7

under an oak tree,…

8

next to an evergreen tree,…

9

in a forest,…

10

by a river,…

11 – 12

in or near a church,…

13 – 14

next to a lake or pond,…

15 – 16

standing atop a mountain or hill,…

17 – 18

on the seashore,…

19 – 20

in or near the home of a noble,…

Die Result

…wearing…

1 – 3

nothing in particular,…

4 – 5

any article of purple clothing,…

6

a specially inscribed parchment around their neck,…

7

a crown of flowers,…

8

a prayer to God inscribed on a parchment scroll,…

9

a crown of flowers,…

10

a garland of flowers,…

11 – 12

a medal of Saint Joseph,…

13 – 14

a tin crown,…

15

a tin breastplate inscribed with sigils…

16 – 18

a purple chasuble or robe,…

19 – 20

an amethyst,…

Die Result

…while they…

1

play a tune on a flute…

2

rhythmically clap their hands…

3

burn an inscribed candle…

4

make strange signs with their hands…

5

manipulate a loop of string into intricate patterns…

6

tie knots in a cord…

7 – 8

sprinkle holy water…

9

drink an herbal concoction…

10

drink a full goblet of wine…

11

pour a libation of wine on the ground…

12 – 13

trace signs in the air with a forked branch of hazel wood…

14

write their desire on virgin parchment…

15

cast rose petals on the ground…

16

draw a design on parchment in blood…

17 – 18

drink holy water…

19 – 20

sacrifice an eagle…

Die Result

…and…

1 – 2

whistle,…

3

spin around until they fall down from dizziness,…

4 – 5

anoint themselves with scented oil,…

6

anoint themselves (or the Recipient) with an unguent made from herbs and fat,…

7

smoke a pipe stuffed with a specific blend of dried herbs,…

8 – 9

burn a piece of virgin parchment inscribed with a symbol,…

10

bury or hide a small scroll inscribed with odd symbols,…

11 – 12

burn costly incense,…

15 – 16

take holy water in their mouth and spit it on the ground,…

17 – 18

have sex with a partner,…

19 – 20

burn a consecrated Communion wafer,…

Die Result

…as they say…

1

absolutely nothing (and must remain absolutely silent).

2 – 3

apparent nonsense.

4

a prayer to God in corrupted medieval Latin.

5

a prayer to God in corrupted Greek.

6

a prayer to God in corrupted Hebrew.

7

their desire four times.

8

their desire sixteen times.

9

a strange poem.

10

a strange poem in Old Norse.

11 – 12

a prayer to a Planetary Angel of Jupiter.

13

a prayer to the god Jupiter.

14

a prayer to the god Frey.

15

a prayer to Pan.

16

a prayer to the Faerie King Oberon.

17 – 18

a prayer to the Arch-devil Beelzebub.

19 – 20

a prayer to Satan.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5

1d3 points of Lethal Damage to a Ritualist.

6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to make all Saving Throws with a 1 Point Penalty for a month.

13

a personal calamity that costs a Ritualist the equivalent of 1 month’s income.

14

a Ritualist’s nearest relative to suffer an unexpected calamity.

15

a Ritualist’s food and drink to taste like vomit and urine for a week.

16

the death of the favorite (or most valuable) animal a Ritualist owns.

17

a Ritualist to lose their True Love (or be unable to find one for a year).

18

a Ritualist to lose their sense of smell for a week.

19

a Ritualist to lose their sense of taste for a week.

20

one of a Ritualist’s Social Contacts (or friends) to turn against them.

The Ghastly Magical Ritual Generator | Part 1: Rituals of Evocation

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Ill dict infernal p0279-263 faust

Magical Rituals usable by anyone have always been intended to be an integral part of Ghastly Affair, but there are only a few actually detailed in the Player’s Manual. This was by design. I was frankly concerned about such a list becoming some kind of ersatz grimoire of bastardized medieval magic. However, in an age of ubiquitious online occultism, it probably doesn’t matter any more.

The following system allows Presenters to quickly create Magical Rituals. My intention is for it to evoke historical magic without replicating “actual” spells. The Generator Tables create Rituals that feel authentic, but are well-short of being authentic!

Magical Rituals are meant to engender a sense of magic as something dangerous, difficult, and utterly wondrous. To an average person, the experience of Flying by magic for even a single night would be the peak experience of their life, worth perhaps endangering their very soul. An entire Affair can revolve around obtaining the necessary materials for a Magical Ritual, traveling to the right place, performing the Ritual itself, and dealing with the aftermath.

See Chapter 4 of the Ghastly Affair Player’s Manual for a discussion of Magical Rituals in the game.

Making a Magical Ritual

To design a Magical Ritual using the Generator Tables, first determine its Sphere and equivalent Effect Level, which will be the same as the corresponding Pact (as detailed in Chapter 7 of the “Ghastly Affair Player’s Manual”), or Preternatural Power (whichever is higher).

  • For Example, the Magical Ritual to Animate Dead is equivalent to a 3rd Level Evocation, because Animate Dead is a 3rd Level Pact, and its Sphere is Evocation.

After you determine the Ritual’s Effect Level and Sphere, roll on the Generator Tables with the die type that corresponds to the Ritual’s Effect Level:

  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level Ritual, roll a d20 on each table.

For example, rolling a d6 on each Table of the Evocation Ritual Generator Tables we get the following description of a Ritual to Animate Dead:

“The Ritual lasts [10 minutes], and is to be performed [between sundown and midnight] by [1] Ritualist [under the open sky], wearing [a black robe or chasuble], while they [burn an inscribed black candle] and [burn incense], as they say [a prayer to God in corrupted Arabic]. As a Drawback, the Ritual causes [1d3 points of Lethal Damage to a Ritualist].”

As you will see, the higher the Effect Level, the more likely the Ritual is to require expensive, difficult, or even disgusting things.

  • Most 0-Level Rituals are barely bothers – the sort of things likely to become folk magic practiced by hedge witches and midwives. More powerful Rituals, however, can be quite frightening and onerous.
  • On the other hand, is even quite possible – though unlikely – for a powerful 5th Level Ritual to consist of little more than waving one’s hands around and saying a prayer.

As with a Magical Ceremony, a Magical Ritual can affect a Recipient or target that is not within sensory range of a Ritualist, even if the Effect normally requires them to be.

  • To affect a living (or once living) Recipient outside of sensory range, a Ritualist must have a piece of the Recipient’s body (hair, blood, fingernail, flesh, etc), or something they wear (or wore) regularly (such as a jacket or ring).
  • To affect a place that is not within sensory range, a Ritualist must have previously been there, and have a something from it (such as brick, or a flower that grew there).
  • For example, to use the Magical Ritual of Animate Dead on the corpse of a specific person now buried in their grave (turning it into a Mindless Reverent) a Ritualist must hold something of the dead person’s – such as a lock of their hair. To have a Lightning Bolt strike the castle of a disliked rival, a Ritualist must both have been to the castle, and have taken a piece of it.

Note that it is quite possible for these Tables to create a Ritual that involve both wearing the medal of a Christian saint and saying a prayers to a pagan god – or even to the Devil! Such bizarre syncretism was actually a fairly common feature of historical magical practices.

A Ritual’s Drawback could be randomly determined each time the Ritual is performed, emphasizing the terrible unpredictably of magic. In the case of Rituals that require multiple Ritualists, each one might even suffer a different Drawback!

I suggest that any Magical Ritual which involves a prayer to a spiritual power is 25% likely to make that power take a personal interest in a Ritualist, for good or ill. (See Appendix II of the “Ghastly Affair Presenter’s Manual”) If the Ritual requires a prayer to the Dread Name of Demogorgon, however, the chance becomes 100% – the Demon God will always take notice of a Ritualist and thereafter involve itself in their life.

Evocation Ritual Generator

  • For a 0 Level Ritual, roll a d4 on each table.
  • For a 1st Level Ritual, roll a d6 on each table.
  • For a 2nd Level Ritual, roll a d8 on each table.
  • For a 3rd Level Ritual, roll a d10 on each table.
  • For a 4th Level Ritual, roll a d12 on each table.
  • For a 5th Level Ritual, roll a d20 on each table.

Die Result

The Ritual lasts…

1

Just a minute,…

3 – 6

10 minutes,…

7 – 8

20 minutes,…

9 – 10

30 minutes,…

11 – 12

40 minutes,…

13 – 15

50 minutes,…

16 – 20

1 hour,…

Die Result

…and is to be performed…

1

whenever desired…

2

whenever desired…

3

whenever desired…

4

any time at night…

5

in twilight (either dawn or sundown)…

6

between sundown and midnight…

7

between midnight and dawn…

8

at sundown…

9

at midnight…

10

on an odd-numbered day of the month…

11

during a waxing moon…

12

only on a Saturday…

13

during a full moon…

14

during a dark moon…

15

when the star Betelgeuse is visible in the night sky…

16

when the star Aldebaran is visible in the night sky…

17

when the star Arcturus is visible in the night sky…

18

when the star Regulus is visible in the night sky…

19

when the star Antares is visible in the night sky…

20

when the star Algol is visible in the night sky…

Die Result

…by [1d4] Ritualist(s)…

1 – 2

within a drawn circle,…

3

standing in front of a window,…

4

standing in front of a mirror,…

5

standing atop a mountain or hill,…

6 – 7

under the open sky,…

8 – 9

in a dark chamber,…

10 – 11

underground,…

12 – 14

in a graveyard or burial ground,…

15 – 16

next to a blasted or dead tree,…

17 – 18

in an ancient ruin,…

19 – 20

inside a tomb or catacombs,…

Die Result

(each) wearing…

1 – 3

nothing in particular,…

4

a black stole,…

5

a black robe or chasuble,…

6

a crown of holly,…

7

a prayer to God inscribed on a parchment scroll,…

8

a specially inscribed parchment wrapped around their head like a crown,…

9

a medal of Saint Peter,…

10

a medal of the Three Magi,…

11

a necklace of bones,…

12

a black bishop’s miter,…

13 – 14

no clothes,…

15

no clothes, but smeared with ashes,…

16

no clothes, but painted with strange sigils,…

17

no clothes, but smeared with blood,…

18

a crown of hellebore and nightshade,…

19

an inscribed onyx,…

20

the face of an executed man,…

Die Result

…while they (each)…

1

stand barefoot…

2

blow a brass whistle…

3

burn an inscribed white candle…

4

burn an inscribed black candle…

5

trace signs in the air with a forked branch of hazel wood…

6

trace signs in the air with a sword…

7

write their desire on virgin parchment…

8

write their desire on a wax tablet…

9

pour a libation of wine on the ground…

10

dance in a circle…

11

beat a drum…

12

play a tune on a flute…

13

make strange signs with their hands…

14

draw a design on parchment in blood…

15

write a magical sigil on their body in ink…

16

drink grave dust dissolved in water…

17

rub themselves with dirt from a grave…

18

cut themselves…

19

hold a human skull…

20

sacrifice a goat…

Die Result

…and…

1 – 2

burn incense,…

3

strike a bell,…

4

spit on the ground,…

5

stamp on the ground,…

6

spin around until they fall down from dizziness,…

7 – 8

burn a piece of virgin parchment inscribed with a symbol,…

9

leap into the air,…

10

scream,…

11 – 12

sprinkle holy water,…

13 – 14

hold a human femur bone,…

15 – 16

take holy water in their mouth and spit it on the ground,…

17 – 18

burn a consecrated Communion wafer,…

19 – 20

flog themselves,…

Die Result

as they say…

1

absolutely nothing (and must remain absolutely silent)

2 – 3

apparent nonsense.

4

a prayer to God in corrupted medieval Latin.

5

a prayer to God in corrupted Hebrew.

6

a prayer to God in corrupted Arabic.

7

their desire fifteen times.

8

their desire twenty seven times.

9

a strange poem.

10

a strange poem in Old Norse.

11 – 12

a prayer to a Planetary Angel of Saturn.

13

a prayer to the god Saturn.

14

a prayer to the goddess Hela.

15

a prayer to Pan.

16

a prayer to Mater Tenebrarum, Our Lady of Darkness.

17

a prayer to the Arch-devil Belphegor.

18

a prayer to the Dread Name of Demogorgon.

19

a prayer to Satan.

20

a prayer to Life-in-Death.

Die Result

As a Drawback, the Ritual causes…

1

a Ritualist to suffer 1 point of temporary Strength damage.

2

a Ritualist to suffer 1 point of temporary Constitution damage.

3

a Ritualist to suffer 1 point of temporary Dexterity damage.

4

a Ritualist’s Perversity to increase by 1 point.

5

1d3 points of Lethal Damage to a Ritualist.

6

1d3 points of Lethal Damage to a Ritualist.

7

1d6 points of Lethal Damage to a Ritualist.

8

a Ritualist’s Perversity to increase by 2 points.

9

a Ritualist to suffer 2 point of temporary Strength damage.

10

a Ritualist to suffer 2 points of temporary Constitution damage.

11

a Ritualist to suffer 2 points of temporary Dexterity damage.

12

a Ritualist to make all Saving Throws with a 1 Point Penalty for a month.

13

the death of the favorite (or most valuable) animal a Ritualist owns.

14

a Ritualist’s dwelling to be infested with vermin for a week.

15

horses to bolt from a Ritualist for one month.

16

dogs to hate and become aggressive to a Ritualist for one month.

17

one of a Ritualist’s Social Contacts (or friends) to turn against them.

18

a Ritualist to attract the attention of a zealous Demon Hunter or Inquisitor.

19

a Ritualist to suffer a randomly determined Affliction for a week.

20

the death of a Ritualist’s next child.
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