Showing posts with label AI. Show all posts
Showing posts with label AI. Show all posts

Dec 29, 2022

What is the OSR?

 Unless you've been living under a rock you have heard of ChatGPT, powered by the OpenAI technology that uses Generative AI to answer any question, or to describe virtually anything you can ask it. I posed the question of just what is the OSR? And here was its response:

OSR stands for "Old School Revival" or "Old School Renaissance," and it refers to a movement within the tabletop role-playing game (RPG) community. The OSR seeks to reclaim and celebrate the play styles, game mechanics, and aesthetics of early tabletop RPGs, particularly those that were popular in the 1970s and 1980s. The OSR movement has spawned a variety of games, supplements, and other resources that are designed to evoke the feel of classic tabletop RPGs. Some popular examples of OSR games include Dungeons & Dragons (particularly early editions such as 0e, 1e, and 2e), as well as various retroclones and independent games that are inspired by those early editions. The OSR community is known for its focus on player creativity, improvisation, and the "old school" approach to gaming.

Not too bad a definition really. It misses all the nuance, which I think is common to all the questions I've asked it. But as a base level this technology is impressive and a window into what the future holds from our tech overlords.

Oct 27, 2022

Beastie of the Week: Mesmerizing Winged Death Roach

Mesmerizing Winged Death Roach
Tiny Beast, Chaotic, Underworld

No. Appearing: 3d6+1 (6d6+1)
Armor Class: 17
Hit Dice: 1hp
Move: 30’ (60’) flying
Attacks: 1 bite
Damage: 1d4 piercing
Save: 15
Morale: 6
Treasure Type: Nil
Intelligence: 2
XP Value: 15

Mesmerize: the fluttering of the death roach’s wings is hypnotic, target must save vs. spells or fall into a trance for 2-5 rounds. While in a trance the victim will not defend themselves so they get no DEX adjustment to AC.

These bioluminescent insects often infest caves and dungeons. They will use their wings to mesmerize a victim and then the entire swarm will latch onto them and nibble until they are filled.



Sep 30, 2022

Lunging Spider Ape

Lunging Spider Ape
Medium Beast, Chaotic, Forest

No. Appearing: 1d4+1 (1d6+1)
Armor Class: 15
Hit Dice: 5 (20hp)
Move: 120’ (90’)/ 240’ (180’) Lunge
Attacks: 1 bite or 2 fists
Damage: 1d6+1 piercing, 1d8+1 bludgeoning
Save: 12
Morale: 9
Treasure Type: Nil
Intelligence: 8
XP Value: 160

Paralyzing Bite: target bitten must Save vs poison or become incapacitated for 2d6 rounds.

Cocoon: paralyzed victim will be cocooned in 2d8 rounds. STR check to break out in 1-6 rounds.

The king of the spiders was fecund and mated with the queens of many different species. Usually these unholy unions resulted in sterile spawn, but on rare occasions the offspring could breed and become their own species. Spider apes are one such kind.

Found in thick jungles and sub-tropical environments they tend to form into small troupes of 2-7 individuals with one male ruling the group. They are highly territorial and protective, especially of their young.



Sep 8, 2022

Knotted Tongue Louse

Knotted Tongue Louse
Tiny Beast, Chaotic, Urban

No. Appearing: 1d4+1 (1d6+1)
Armor Class: 17
Hit Dice: 1/2 (2hp)
Move: 0’ (0’)
Attacks: 1 bite
Damage: 1 slashing
Save: 15
Morale: n/a
Treasure Type: Nil
Intelligence: 7
XP Value: 16

Replace tongue: target infected must Save vs poison or the louse lodges itself on the target’s tongue.

The eggs of this louse can be found in barrels of low quality old ale, musty water in dungeons, or in witch’s brews. It infects its host by being consumed when it is but a tiny egg. It attaches to the tongue and slowly devours it, replacing the tongue. This takes 2-7 weeks and is relatively painless because the louse secretes a numbing fluid. It then has full control over its host’s verbal output. It will say inappropriate things at inopportune times and develops a distinct personality, roll on the table below. 

Personality (roll 1d6):

  1. Sarcastic
  2. Belligerent
  3. Dishonest
  4. Contrarian
  5. Indecisive
  6. Insulting

A cure disease will remove it. Some sort of regeneration will be required to heal the tongue, the victim will be mute in the meantime.


Sep 7, 2022

Jugular Seeker

 

Jugular Seeker
Medium Plant, Chaotic, Forest

No. Appearing: 1d4+1 (1d6+1)
Armor Class: 17
Hit Dice: 6+2 (26hp)
Move: 20’ (10’)
Attacks: 1 bite or 2 claws
Damage: 1d6+1 piercing, 1d4+1 slashing
Save: 15
Morale: 9
Treasure Type: Nil
Intelligence: 12
XP Value: 75

Attach: target bitten must make a STR check, if they fail the Jugular Seeker latches on to the victim’s neck.

Drain: target is drained of 1d6 hp per round until dislodged or the Jugular Seeker is satisfied.

Regenerate: recovers 1d6 hp per round while in contact with soil from a grave.

Weaknesses to Sunlight, Garlic, and Holy Water: The Jugular Seeker takes 2d12 damage per turn while in contact with these things.

This carnivorous plant is possessed by an evil soul. It seeks out the jugular veins of creatures from which to feed on. 

Appearing as a common monkshood with a faint blue-green bioluminescent glow this plant can be found in enchanted forests and haunted woods. When the blood of an innocent victim is spilled on it, and a vampire has been impaled nearby, this can create the right conditions for the plant to be possessed by the spirit of the vampire.

The Jugular Seeker much like vampires, is harmed by sunlight, garlic, and holy water. And it prefers to be planted in soil from a grave, especially from the home land of it’s vampire soul, where it will regenerate 1d6 hp per turn while in contact with this dirt.

An exorcise spell will banish the evil vampire spirit from the plant.

Sep 6, 2022

Infectious Mushroom Crab


Infectious Mushroom Crab
Small Beast, Chaotic, Underworld

No. Appearing: 1d4+1 (1d6+1)
Armor Class: 19
Hit Dice: 3+2 (14hp)
Move: 90’ (60’)
Attacks: 2 claws, 1 bite
Damage: 1d4+1 slashing, 1d4 piercing
Save: 14
Morale: 6
Treasure Type: Nil
Intelligence: 2
XP Value: 75

Grapple: on a successful hit with both claws the target must make a STR check or become grappled. Grappled targets will be automatically bitten the next round.

Infect: target bitten must Save vs poison or become infected and will slowly transform into a Mushroom Crab over the course of 2-5 weeks. One limb at a time.

Mushroom crabs often infest damp or watery areas of the underworld where they feed off of debris left by other inhabitants. They are mostly reclusive and solitary, but during breeding season they seek out living prey which to infect and propagate. During these times they become highly active and agressive.

A Cure Disease spell can halt the infection, though any parts that have been transformed will remain.

Some witches insist that mushroom crab makes a delicious soup that has restorative properties.

Haunted Sapling


Haunted Sapling
Large Beast, Chaotic, Forest

No. Appearing: 0 (2d6+1)
Armor Class: 16
Hit Dice: 5+2 (22hp)
Move: 90’
Attacks: 2 claws
Damage: 1d6+1 slashing
Save: 12
Morale: 9
Treasure Type: Nil
Intelligence: 10
XP Value: 195

Blight: trees near them will become tainted and eventually become Haunted Saplings.

Distrust fire: And those who wield it.

Surprise: On a 1–3, in a forest, due to being mistaken for a tree. Encounter occurs at 30 yards or less.

Animate trees: Each individual can animate 1 tree (within 60’; may switch trees at will). These fight as haunted saplings with movement rate 30’ (10’).


The cursed spawn of tainted Treants, Haunted Saplings are giant (12’ tall) humanoid looking trees. They dwell in forests and are primarily concerned with protecting the plants of their home with a vengeance.  They can speak common but talk in a slow long-winded and circuitous manner.

Unlike normal Treants, Haunted Sapling’s are malevolent and ill willed. They don’t just want to protect their forest, they want to see the elimination of any creature that may harm the woods, and particularly those who weild fire and axe.

They infest the trees and their blight spreads throughout the entire grove they live in, until the woods themselves seethe with anger.

Sep 5, 2022

Grungeling


Grungeling
Tiny Beast, Neutral, Swamp

No. Appearing: 1d6 (2d6)
Armor Class: 11
Hit Dice: 2 (8hp)
Move: 30’
Attacks: 1 bite
Damage: 1 piercing
Save: 16
Morale: n/a
Treasure Type: Nil
Intelligence: 9
XP Value: 50

Control: target bitten must Save vs Paralyze or fall under the complete control of the Grungeling.

This tiny barnacle like creature attaches to the base of its victim’s skull. It injects tiny filiments that slowly replace the synapses in the victim’s brain, eventually gaining full control. The host will develop a wanderlust and will seek out new swampy areas. The creature will be barely noticable as a small crusty mole or scab.

Under fetid and rotting wood where fungus grows thick these creatures lurk and wait for suitable hosts. They will attach to any intelligent or semi-intelligent creature, including animals, but prefer humanoids. They infect their host and use them to traverse to new areas where they can release spores into. Once they’ve done this the Grungeling perishes and will fall off like an old scab. The host will then return to normal, though they may be a bit groggy and confused for 1d4 days.

Removing the Grungeling by force may cost the host 1d4 points of damage.


Sep 2, 2022

Fearmonger

Fearmonger
Medium Beast, Chaotic, Extra Planar

No. Appearing: 1 (1)
Armor Class: 18
Hit Dice: 8+2 (36hp)
Move: 90’ (60’)
Attacks: 1 bite and 2 claws
Damage: 1d6+1 piercing, 2d4+1/2d4+1 slashing
Save: 12
Morale: 9
Treasure Type: V
Intelligence: 17
XP Value: 750

Fear: target must Save or become incapacitated, cowering in fear unable to perform any actions other than basic defense for 2d6 rounds.

Ethereal: they can become ethereal at will.

 Cocoon: if a target is incapacitated, the Fearmonger can encase them in a cocoon (DC 15 to break out) in 2-5 rounds. To preserve as a snack for later.

Ethereal Gateway: can open a gateway to the ethereal realm and pull cocooned victims in, then close the portal so they are trapped forever with him.

Spells: they may recall 1d4 spells from the magic-user they absorbed. Choose randomly.

A Fearmonger is a vestigial humanoid creature that dwells in the ethereal realm. It appears as a bloated carcass with strange vine like growths wrapped over its form. It is created when a Cosmic Horror absorbs the life force of a powerful mage, sometimes they metamorphose into a Fearmonger. These larger more powerful creatures seek to devour the life energy of anyone it encounters. They feed off the fear their presence brings. 

Common Spells Known

  1. Charm Person
  2. Sleep
  3. Mirror Image
  4. Haste
  5. Slow
  6. Confusion


Sep 1, 2022

Ear Worm

Ear Worm
Tiny Beast, Chaotic, Underworld

No. Appearing: 1d4+1 (1d6+1)
Armor Class: 17
Hit Dice: 1 (4hp)
Move: 30’
Attacks: 1 lunge
Damage: 1 piercing
Save: 15
Morale: 6
Treasure Type: M
Intelligence: 2
XP Value: 15

Luring Hum: target must save vs spells or be charmed and put its ear near the Ear Worm.

Acid Juices: exudes toxic juices that inflict 1hp per hour.

Larvae: devour their prey from the inside over the course of 3-18 days.

This dangerous carnivorous worm emits a pleasant hum that lures prey, when the target is near the worm jumps into the victim’s ear. This temporarily immobilizes the victim who will then be slowly devoured by the Ear Worm’s acidic juices. It will lay its eggs, which will hatch larvae that devour the prey from the inside.

It will not be obvious from the outside that a host is infected with Ear Worm eggs, they will lose 1 Intelligence point per day so will slowly become more vegetative.

The larvae can be removed by a loud thunderous sound, which is likely to cause damage to the host and a hum will persist and resonate in the victim’s ears for 1-6 weeks making them temporarily deaf. Lost Intelligence points will not recover unless a Cure Serious Wounds or better is used.

 

Aug 31, 2022

Death Nettle


Death Nettle

Tiny Plant, Neutral, Forest

No. Appearing: 1d4+1 (1d6+1)
Armor Class: 12
Hit Dice: 1+2 (6hp)
Move:  Once it uses all of its stings it takes 2-5 days to regrow new ones.0’
Attacks: 1-4 stings
Damage: 1d4 piercing
Save: 15
Morale: n/a
Treasure Type: Nil
Intelligence: 1
XP Value: 25

Death Sting: target stung must Save vs Paralyze or be incapacitated for 1-4 days.

Appearing as harmless plants growing in fields among other normal vegetation, until a tasty target comes within range. The Death Nettle unfolds its barbed tentacles and reveals its skull-like face and attacks.

Once it stings an opponent and incapacitates them the Death Nettle will slowly envelope the creature and start digesting it over the course of 1-4 days. Once it uses all of its stings it takes 2-5 days to regrow new ones.

Death nettles were cultivated by the monks of Nakari, goddess of death and darkness, while they were bored trying to fill time between their mediations.

Aug 30, 2022

Cosmic Wanderer

Cosmic Wanderer
Medium Humanoid, Chaotic, Extra-Planar

No. Appearing: 1 (1)
Armor Class: 17
Hit Dice: 6+2 (26hp)
Move: 90’ (60’)
Attacks: Touch
Damage: 2d6+1 Necrotic
Save: 15
Morale: 6
Treasure Type: V
Intelligence: 16
XP Value: 500

Necrotic Touch: target touched must Save vs poison or take an additional 1d6 necrotic damage. Limb will rot away within 2-5 days unless cured.

Etherealness: 3 times per encounter can become ethereal for a round and cannot be touched or affected except be effects that can affect ethereal things.

A Cosmic Wanderer is a lost soul condemned to wander the cosmos in search of a home it will never find. Whether an explorer who lost his way, a wizard experimenting with magic he didn't understand, or a cursed individual tossed into the ether, they have been traveling for so long that they've lost all comprehension of time and space. Their physical bodies are deteriorated and barely recognizable as human. 

They have also developed a malevolence and hatred of all mankind and will seek to take the life from anyone they encounter with no remorse. It is possible that under some circumstances a remove curse spell cast by a powerful cleric could restore their humanity.

Aug 29, 2022

Blighted Grimalkin

Schrödinger's cat was neither live or dead...it was UNDEAD!

Blighted Grimalkin
Small Undead, Chaotic, Urban
No. Appearing: 1
Armor Class: 13
Hit Dice: 4 (16hp)
Move: 120’
Attacks: 1 bite or 2 claws
Damage: 1d6+1 piercing, 2d4 slashing
Save: 14
Morale: 8
Treasure Type: M
Intelligence: 9
XP Value: 95

Depending on how the Grimalkin was made determines its special abilities, it has one of the following as well as Poison Immunity:

  • Bloodcurdling Howl: up to 3 times per encounter. Opponents within 15’ must Save or take 2d4 Thunder damage.
  • Necrotizing Claws:if a target is struck by the Grimalkin’s poisonous claws they must Save vs. Poison or a limb will rot off in 2-5 days unless cured with Cure Disease or Remove Curse.
  • Regeneration: it quickly recovers hit points at the rate of 1d4 per round unless the damage is done by fire, lightning, or acid.
  • Resistance: Fire
  • Immunity: all Grimalkin are immune to Poison

Blighted Grimalkin are familiars that have been separated from their witch, they are a disturbing omen that foreshadow grim events. Plagues, crop failures, still borns are said to be caused by their presence. They appear as undead cats, with matted fur, hollow eyes and a nauseous stench.

If slain on a full blood red moon in autumn, in the presence of its witch it can come back as a blighted grimalkin with a Bloodcurdling Howl.

If it is buried in a cursed graveyard, it may come back as an undead with Necrotizing Claws.

If the witch it is bonded to dies by decapitation the grimalkin also dies, and comes back with the power of Regeneration.

If the witch it is bonded to dies by fire the grimalkin dies of a heartbreak, and comes back with the fury of hell in its eyes and it is Resistant to Fire.



 

Aug 17, 2022

Cities on Mars

 Using AI to generate cities on Mars.

I've become quite fascinated with using this tool to create concept art and ideas to use for reference, but many of them are compelling images on their own with little or no corrections and refinement in Photoshop to fix the weird little artifacts.
















Aug 12, 2022

Arson Roach


Arson Roach
Small Beast, Neutral, Underdark
No. Appearing: 3d4+1 (3d6+1)
Armor Class: 7
Hit Dice: 2+2 (10hp)
Move: 30’ (60’)
Attacks: 1 bite or special
Damage: 1d4+1 slashing
Save: 14
Morale: 6
Treasure Type: Nil
Intelligence: 1
XP Value: 25
  • Radiate Heat: up to 3 times per encounter. Opponents within 15’ must Save or take 1d4 Fire damage.
  • Burning Gore: when killed body explodes 20’ radius, Save vs. Breath or take 1d4 Fire damage.
  • Resistance: Fire
  • Vulnerability: Cold

Arson roaches are dog sized creeping crawlies with flaming hot internal organs. They can spew out liquid fire and are nearly impervious to heat. They also spread disease and pestilence. 


Aug 8, 2022

Rakshasa Beast


Rakshasa Beast
Medium Beast, Chaotic, Extra Planar

No. Appearing: 1d4 (1d4)
Armor Class: 16 (Natural Armor)
Hit Dice: 7 (28 hp)
Move: 120’ (40’)
Attacks: 1 bite or 2 claws
Damage: 1d8+1 piercing, 1d6+1 slashing
Save: 11
Morale: 9
Treasure Type: C
Intelligence: 6
XP Value: 750

  • Savage: once per encounter can go into savage mode for 1d4 rounds, +2 attack and damage, -4 AC. Will be fatigued for 1d4+1 rounds after.
  • Illusions: can appear as a less threatening form such as a harmless housecat, the illusion dissapates in combat.
  • Immune: non-magical weapons.
  • Resistance: weapons less than +3.
  • Regenerate: recovers 3hp per round.
  • Limited Magic Resistance: has +4 on saving throws against spells and magical effects.

Certain conditions can cause a rakshasa to go feral and turn into a wild uncontrollable beast. They forget their civilized nature and revert to pure animal form.

A rakshasa is a human-feline hybrid, fearsome and hardy in stature. They have fangs, claw-like fingernails, and fierce malevolent eyes. Their features often resemble a tiger or other fierce feline beasts. They give a bestial growl and are known to consume the flesh of their prey they particularly enjoyed hunting.

Originally rakshasa are evil spirits in mortal flesh, who escaped the infernal realms into the material world long ago. Many of them become high ranking royalty by using their powers of illusion. Some go mad and become Rakshasa Beasts.

- - -

This is the beginning of a series on creating monsters with AI. The images are created using Midjourney and other AI image manipulation tools, and a bit of retouches in Photoshop. The descriptions are then written up.