Showing posts with label Five Churches of Tiamat. Show all posts
Showing posts with label Five Churches of Tiamat. Show all posts

Tuesday, September 16, 2025

I Love It When They Make It Easy

 

The PCs are supposed to be finding a dragon because the Half-King of Broceliande wishes to talk to a dragon.

They decided to look for Naga Malicinda, worshipped by the Jade Fang of Tiamat.

In part of the dungeon--the Temple of Naga Malicinda, they find a baby. In with the treasure. Just a baby. Now they're carrying a baby.

They finally meet the dragon.

Again, I get to do my favorite thing: in order to show the scale of the dragon to the PCs using the miniatures, I get put a real life puppy on the kitchen table. Thank you for your help, Tallulah.

Now I'm thinking: this is going to be otherwise a boring encounter, because the dragon is wise and chill. The dragon listens and agrees to meet the Half-King in two full moons in the Golden Lagoon.

A little anticlimactic after 3 weeks of like "We're gonna fins a dragon!"

The PCs leave. Or do they?

Bleezy the sea-elf wizard notices, like, hey--this dragon is in this massive flooded hall full of jade columns and there's like, a lot of treasure down there.

"Hey," says Bleezy as the other hastily leave through a stair in the rock, "could I, like, just get some of that?"

"Ohhhh," now the great Naga Malicinda is amused "are you a beggar? Or a gambling man?"

"A gambling man!" says Bleezy.

Naga Malicinda offers a game of chance and skill: if Bleezy spends 30 seconds in there--gesturing to a gazebo-sized dome like a massive teapot--then he can plumb the dragons' treasure for 12 seconds.

He agrees.

What's in there?

Dragon eggs, about to hatch.

Before the end of Round 2 Bleezy is down, bleeding.

The other wizard, Wyatt, who stayed behind to keep an eye on Bleezy, runs in there and quite responsibly teleports him out along with--somewhat less responsibly--one of Naga Malicinda's eggs.

Now, instead of me having to think up what to do next, they're in Vornheim having pissed off a maxed-out ancient dragon and the violent reptile cult that worships it like a god.

Couldn't have gone better if I'd railroaded it myself.

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Friday, July 24, 2015

Benefits of Being The Chosen of Tiamat

The Black Knight is dead and gone, thus the Black Wing of Tiamat will go unrepresented in the coming tourney. 

The remaining knights need abilities that:

-reflect their Churches 
-have a meaningful mechanical effect on the direction of the fight
and
-keep the players who aren't in the fight (ie everyone but Laney) excited to see the next die roll

So, treat them as 20th level fighters or paladins in plate mail except the following. Effects with durations last one round.

Cobalt Knight

On a successful hit..

1. Magnetic discharge knocks any nearby armored foe to the ground
2. Magnetic attraction draws enemy weapon to the Knight
3. Electric shock delivers d4 damage per point of metal armor
4. Mutation: Knight gains an arm and an attack
5. Mutation: Knight gains a head

Pale Knight

When initiative is won...

1. Last round repeats if it was favorable to the Pale Knight, or is erased if it was not
2. Next strike paralyzes for one round if it hits
3. If the next hit on an enemy is prevented by parry or armor, the object (armor piece, weapon, shield) ceases to exist
4. Slows enemy
5-6. Foe will momentarily forget where s/he is. The Knight has advantage to hit.
Red Knight

When struck...

1. Rage (advantage on str checks and damage)
2.-3. Flame (enemy catches on fire)
4.-5. Lava birth (lava baby crawls out of wound and attacks)
6. Mutilating strike (next hit removes an arm or something if successful)

Knight Viridian

When the enemy tries and fails to hit...

1. Regenerate d30 now or when next wounded
2. Anyone will believe the next lie you tell
3. Foe drops their weapon
4. Foe begins to hallucinate (as Confusion)
5. Poisoned bite (extra attack)
6. Scales grow (+1 AC)

And now, a word from our sponsor:
Go here.

Tuesday, January 7, 2014

The Black Wing of Tiamat

The Church of Tiamat is fivefold--comprising The Red Hand, The Pale Eye, The Cobalt Claw, The Jade Fang and the Black Wing. The Black Wing's color is black, and it seeks the powers of devouring, of night, of isolation, of words and divisions, and of long distances.
Each of the five sister churches has a unique purpose in the unfolding of Her glory, and the Black Wing's purpose is to erect temples and offices to Her glory. These are known as the Dimmu Borgir, or Dark Fortresses and are both physical and spiritual.
Creation of the physical fortresses--located in the doomforests in around the Kraal north of Vornheim--requires only time and the bones of beasts, mortared with frozen tears.

Creation of the spiritual fortresses requires various acts of despoliation and evolving terror designed to manifest and maintain far-reaching oppressive despair in the civilized lands, or, as Primarch Tjodalv's Glittertind Litany explains:

The sorrow black journey across the steppes over pale horizons unto judgement day, the path into the darkness of eternity, the new kingdom under the wings of the Dragon, ruler of the hidden truth--for all time.

The Black Wing does not hold that all must accept the coming of Her Gleaming Immensity, only that they fear it, and fear their merciful fate.
The known devotees and champions of the Black Wing are:

1. The Black Knight, an antipaladin
2. Two human pirate queens: Anne Dieu-Le-Veut of The Black Angel's Death Song, and Cthonia the Despoiler, Warmistress of the Rogue Traitors.
3. The Twelve Medusa Sisters: Princess Seela (likewise a pirate), Eshrigel (deceased), Thrace, Oscula,  Naxice, Dia Andine, Cylesia, MoroschkaVistula,  Orgula, Phrothphys, and one other
4. Twelve Beastmen: Gorguts,  Despised Icon, The Faceless, Malignancy, Nocturnus, Opeth, Pestilence, Wretched,  Winter, Brujeria, Asphyx and Quovadis
5. Twelve Frost Giants Of The Hatemountain: Venom, Mayhem, Hellhammer, Burzum, Darkthrone, Gorgoroth, Samael, Kreator, Behemoth, Immortal, Krallice and Agalloch
6. Four Succubi: Isis, Candlemass, Sleep, and Grief




Black is the color of names and naming, and the several attributes of each servant can be known by the letters of its name. Repeated letters indicate increased or multiplied attributes.

A Agitate: Mortals save or become unruly, demanding revolution, regicide
B Brutal Truth: Knows one devastating fact about each foe
C Circle of Dead Children: Humans & deminhumans under thirteen winters die in a 12 foot radius
D Devourment: Gains best ability score of last foe eaten
E Extreme Noise Terror: Releases a bellow which deafens and panics those around
F Fleas and Lice: Served by dark creepers and gargoyles carved from living anthracite
G Gore Beyond Necropsy: All wounds inflicted cause "echo" damage (next lower die each round)
H Head Wound City: Any blow to the head of this champion will cause a dark fortress to slowly emerge on that spot over the coming years
I Impetigo: Carries a disease which makes foes' shadows attack them
J Jungle Rot: Causes disease
K Kaaos: Flora and fauna mutate for 100 feet around them
L Locust: swarm precedes them
M Mortification: Those who look upon them must save or stab themselves
N Nausea: Those who look upon them must save or vomit
O Orphaned Land: Is the leader of a small city-state around their Dimmu Borgir
P Phobia: Causes fear
Q Queens of the Stone Age: They rule an empire of throwback technology and also suck
R Repulsion: As AD&D spell
S Severed Head of State: Has openly or secretly replaced the ruler of a sovereign nation
T Terrorizer: Lacks all subtlety, demands immediate surrender
U Unholy Grave: Will rise as undead if proper rites are not performed
V Vomit Yourself: If reduced to 10 hit points, the champion will vomit out a clone of themselves with full hit points
W Wake: The champion's warband is an eternal orgy celebrating the death of the fallen, doombats serve as outriders
X Xysma: Served by Xysmas--a kind of hook horrors
Y Young and In The Way: Their presence turns children against their parents
Z Zero Content: Any writing not dedicated to Tiamat within 100' begins to burn

Doombat. They're, like, I don't know, 20 feet wide?




Xysma--THIS kind of hook horror
To generate a warband of the Black Wing, roll one of each die (a lot easier with a pop-o-matic bubble)(or this):

d4= Rank and file is: 1-Human 2-Beastmen 3-Both 4-Both and mounted on black destriers

d6= Leader. See "Devotees and Champions" above.

d8= Number of wizards or clerics (never more than 50% of the warband's size).

d10= (x4)=AD&D hit points of followers or (x6)=3.5 hit points of followers

d12= Power of magic axe carried by champion:

*1. Slayer: Successful hit causes a save or die vs one kind of demihuman

*2. Sepultura: Contains the soul of a fallen champion

*3. Testament: One of the Sacred Litanies is inscribed on the weapon

*4. Onslaught: Three attacks per round

*5. Annihilator: Disintegrates armor on a successful hit

*6. Sacrilege: Destroys cleric effects (bless, shield etc) at a touch

*7. Carnivore: Wounds inflicted on resisting foes add to wielder's hp

*8. Exciter: Wielder must attack nearest living thing once weapon is unsheathed

*9. Overkill: Slain foes cannot be raised, resurrected or turned undead

*10. Warbringer: None seeing a successful blow struck with this weapon can stop until their foes or slain or they are

*11. Hunter: Wielder will not die until whoever reduces him/her to 0hp is slain, so long as the weapon is held

*12. Violator: Clerics cannot heal the damage the weapon inflicts

All these instruments are known for their speed and attack at least twice per round.

d20=Size of the warband.



Sunday, January 5, 2014

The Red Hand of Tiamat


The Red Hand of Tiamat is the most obvious of the sister cults (see also: The Cobalt Claw, The Jade Fang, The Pale Eye, and The Black Wing)--its color is the color of discord, blood, unreason and hate. The Red Church makes possible the work of all the other churches, its gospel is expansionist, and its name is conflict.
It would not be appropriate to suggest the Red Hand has a philosophy but scholars of the other churches have a philosophy of it, and cede to it a role. The Red Hand is less an entity than a process--it represents the front between the Sanctities of Tiamat and the Failed Gnosis (that is: belief in anything other than Tiamat)--it does not represent so much as manifest. Having no static dogma, it does not teach, merely invite members to join in its constant and insane incarnation of itself.
…or so it would appear. Although to outward appearances the Red Hand is nothing more than a tide of meaningless and unceasing ferocity, it actually has a singular purpose: the creation and care of Lava Children.
Their motto, "Ethrezged Morsiphex Edda N'Isaphor" means "Bring Strife and Extinguish" in the tongue of the Abyss, however, in the language of Manscorpions it reads "Won't someone please think of the lava children?"
It is said that lava children are the embryonic forms of salamanders, born deep in the bowels of volcanoes--this is not true. Lava children are born to most intelligent humanoid species--one in every one hundred and five children born is a lava child--and the cult attempts to claim each as its own.

Lava children are inimical to all civil society: they are ignorant, irrational, greedy, demanding, unattractive, tiresome, have no useful skills and only one hit point each. Luckily for the Hand, they are also bright red--otherwise it would be impossible to tell them apart from ordinary infants.

They have two unusual abilities: they burn what they touch (and melt metal), and they stimulate, in  members of the host species, a powerful urge to serve their real and imagined needs.
Save or obey this horrible baby.
It is said that the demands of the lava children, if followed, will bring about a new and superior future, though on the content of this future the Red Hand Church is curiously vague--the only certainties are that the lava children will mature and that all adults now living will be dead.
Nevertheless the demands are made--and all under their spell must follow them. Very often those who obey the whims of the unspeaking and unspeakable children have no lava children of their own, they are merely attempting to prepare the world for their coming.


At any given moment, the current demands of the Lava Children are:

1. Older and stricter marriage rites must be followed, to inculcate the production and care of lava children.

2. Nomadic or trading civilizations must convert to agricultural ones, to feed the Children.

3. Strange cycles of degradation and glorification must be inflicted on mothers, so they are both cared for when with child and quickly abandoned for new prospects when without.

4. The reproductive activities of unmarried women must be controlled through campaigns of psychological intimidation, such that they do not stray into penury and contraception. 

5. A large, poorly policed underclass with limited access to education must be created--for the production of more lava children, and it must be overseen by a small but powerful ruling class whose purpose is not so much to create more children but keep the underclass uneducated about the true cost of their own.

6. Sexual imagery must be banished from the public square, and those responsible burned, lest it corrupt the solidifying minds of the lava children.

7. Fictions must be made utopian, lest the lava children be distressed by uncomfortable ideas, or else banished altogether, lest the lava children mistake them for reality.

8. All useful industry must stop, particularly in the field of graphic design, so the Children may be taken on vacations.



Leaders of Red Hand factions include:

1. The Red Knight (or Paladin Cardinal)
2. Vlad Vortigen, the Red King, head of the vampiric Red House of Voivodja
3. Erzebet Bathyscape, vampiric Heart Queen of Voivodja
4. The Sleeping Captain Ba'Al'Sheeba (herself an exiled vampire of Voivodja) pirate queen of the Blood Angel
5. Queen Nocturr, pirate captain of the Salamander

They war eternally with one another, for each believes in the primacy of its own dictates concerning the appropriate preparations for a future safe for lava children.

The ranks of Red Hand expeditionary forces are swelled most often by:

1. Salamanders
2. Lava children
3. Iron cobras
4. Manscorpions
5.  Red goblins  mounted on boars
6. Humans of all nations


Their plans are most often enforced by:

1. Subjugation
2. Summoning
3. Burning
4. Mutilation
5. Inquisition
6. Assassination

The tools of their assassins include:

1. The Hand of Glory
2. A fire that negates spells by setting spellbooks alight
3. Jewelled glove claws in bronze and ruby
4. Messages which, when read aloud by unwitting victims, immediately summon shocking atrocities


To generate a warband of the Red Hand, roll one of each die (a lot easier with a pop-o-matic bubble):

d4= Auxiliary creatures: 1. Salamanders 2. Lava children 3. Iron cobras 4. Manscorpions

d6= Main force is: 1-Mounted humans 2-Unmounted human 3-Mounted red goblins 4-Unmounted red goblins 5-Mounted vampire 6-Unmounted vampire

d8= Level of wizard or cleric. A typical warband will have one.

d10= (x5)=AD&D hit points or (x7)=3.5 hit points
(The leader will be a fighter or paladin with twice as many hp)

d12=To hit bonus

d20=This is the size of the warband--1/3rd of the force (not counting mounts) will be auxiliary creatures.


Saturday, January 4, 2014

The Cobalt Claw of Tiamat

Of the five Tributaries of the Church of Tiamat--The Red Hand, The Black Wing, The Jade Fang, the Pale Eye, and the Cobalt Claw--the last has been the most active in recent months. Its blue is not the blue of daylight sky, it is the rich and unnatural blue of pollution, of chaos, of storms and other worlds.

The distinctive teaching of the Cobalt church is the Doctrines of Irreversible Disassembly. The Church believes in the primacy of entropy and its Order of Entropic Principals originated the concept of the exentomp

An exentomp is an object that is a result of the interaction of order and chaos.  Though, practically speaking, all things on the material plane are exentomps--the term is usually reserved for things with exentompic ratios approaching 1:1, like crumbling cities or mutants.



(Footnote by NoismsThere is some confusion among philosophers as to whether law and chaos themselves are exentomps. Some argue that since law is the antithesis of chaos and vice versa, the two do not interact and hence are not exentomps; others argue that since they both rely on their opposition to each other for their existence, this is a form of interactions and hence they are indeed exentomps.

Footnote by False Patrick:
Eternal or 'outside' things might be 'non-exentompic'. 'Exentompical' is 'reassuringly real'.

Footnote on False Patrick's Footnote:
The Cobalt Claw believes such 'eternal' or 'outside' things number only one: Her Pentacephalic Majesty herself.)

The Cobalt Claw is concerned with the creation of hybrids and exentomps of all kinds. Practically speaking, this means the Cobalt Claw is very big on mutants and inexplicable vandalisms (for example: disordering the pages of books in a library while leaving the order of books itself intact) as well as the kind of extended, esoteric rituals that make sci fantasy cults seem so exhausting to those of us not in them.
Its center of its activity is the radioactive jungle of Cobalt Reach, graveyard of demons, particularly west of the palace of the late Ferox the Incinerator, third daughter of Glittering Tiamat.

Until recently the leader of the Claw was the likewise-late Archbishop Sarpedon (a reskin of that lizardman lich in Caverns of Thracia) who failed in his attempt to establish a new cathedral around Ferox's abandoned nest.
Nevertheless, the warbands and covens of the Cobalt Claw cult remain, and their ranks include:

1. The Cobalt Knight
2. Maggie McCroke, pirate captain of the Ultramarine
3. The Star Witch and her rolling juggernaut
4. Blue clouded leopardmen
5. Cyanotic ooze
6. Trolls
7. Corrupted Gaxen Kane goblins
8. Beholders and gas spores
9. Pterosaurs
10. Doombats
11. Xag Ya & Xeg Yi
12 .Flailsnails
13. Miscellaneous deformed abominations
14. Librarians
15. Mind flayers
16. Thogs
17. Blue lizardmen and reptile women
18. Augmented beastmen
19. Lodestone golems
20. Armored thrall wizards

The Cobalt Claw is the most science fantasy of the Tributary churches, its schemes typically include:

1. Machines
2. Magnetism
3. Electricity
4. Mutation
5. Ooze
6. Dimensional distortions

The lizardmen and reptile women of the Claw speak in a language of excretions. The touch of their skin can cause:

1. Acid burns
2. Hallucinations
3. Dizziness
4. Rage


To quickly generate a warband of the Claw roll one of each die (a lot easier with a pop-o-matic bubble):

d4 = # of auxiliary creatures accompanying warband

d6= Main force: 1 Lizardmen 2 Reptile women 3-Cybernetic beastmen 4-Cybernetic beastmen with two heavy mutations 5-Librarians 6-Goblins

d8= To hit bonus of main force creatures

d10 (x5)=AD&D hit points or (x7)=3.5 hit points of main force
(The leader will be a wizard/witch with twice as many hp)

d12= # of main force creatures

d20= Type of auxiliary creature or creatures accompanying the warband. To find that creature, consult the Creature table above. Roll more than 1d20 if indicated creature's unique.

See also: Carcosa, Slaanesh, Tzeentch, Metal Hurlant

Thursday, January 2, 2014

The Pale Eye Of Tiamat


The Pale Eye Church is one of the five Tributary Temples of the Church of Tiamat (see also: The Red Hand, The Black Wing, The Jade Fang, the Cobalt Claw)--its color is white, the color of inertia, the moon, the bleached, the immobility of eggs, abstract time, unfulfilled potential.

The Eye's central tenet is that nothing exists. All is simply a mist of undifferentiated pre-matter and shadow, awaiting the true existence which will emerge when Her Gleaming once more sleeps. The Cult of the Eye is skeptical, apathetic, humble and, from the outside, monstrously capricious.

The Pale Eye cult is strongest in the Wastes, where the Negatsar acts as Archbishop of the Eye--wielding both spiritual and temporal power.

MORNING WITH THE NEGATSAR, (A sidebar by Cole L.)(rumbling) IT IS CALENDRICAL. AWAKE Attentiveness Plausible HECATON CONFIGURATION : I AM THE FATHER. I AM TIME. Patience FROM MY MOUTH THE EGG. THE EGG IS TIME. FROM TIME A VOICE. THE VOICE IS WITHIN THE EGG.
ACCESSING FUTURE MEMORY (sound of stone scraping) DELEGATION AS EXPECTED. STAY THE DOG AND BROOM : Time Allotment redacted
(escorted by utterly armored and fur-cloaked warriors, an assembly of hooded monks bring forth a human sized egg on an ornate litter. the egg is struck with a platinum hammer. there is a chime of sublime purity, followed by three phased echoes. the egg cracks. from the egg spills a flood of tar, containing a nude, twitching figure.)
FROM THE EGG, SLOWNESS. THE SLOWNESS IS TIME. FROM TIME, A CHILD: ЇАЊОС́. THE CHILD IS THE FUTURE. Time Offset redacted
Among the Negatsar's many subjects, the most devoted to the Path are the White Orcs. Male orcs you see around a lot, in movies and whatnot--these are like them only pastier. Female white orcs look like this:
white orc female clerics of the Pale Eye. Or, as they call them in the west: Witches.
...except when they open their mouths to deliver their level-draining bite in which case they look like this:
The Pale Eye's principal activity is the repatriation of objects. No item or atom originating in the land of the Pale Eye is suffered to leave. Endless expeditionary forces, carrying arrows made only from foreign ash, endlessly seek long-lost drums, scrolls, coins, pack animals, and the bones of previous expeditionary forces.

The Eye's Sacrament holds I will keep for Her a nest in bone, A place of cold unchanging --and this is the core of the Gospel of the Waste. Each object in its first position, each lost citizen replaced by another of precisely equal training, genetic makeup, gender. When all is as it was, She will lay Her five heads to rest, and dream the next and actual world.

Creatures of the Pale Eye include:

1. The Pale Knight
2. Baron Vorgus, Demilich of Cobalt Reach
3. The Pirate Queen Ching Shih
4. The vampires of Nephlidia (they teach the Gospel of Slime) and Annwn (they teach the Gospel of the Uncreator)
5. The Glassilisk
6. The Time Elementals
7. Albino reptiles, lizard men and reptile women
8. The Beholder and Eye of the Deep
9. The Gibbering Mouther
10. The Eye of Dread
11. The Sublunary Men
12. The Tirapheg



The Pale Eye's schemes typically involve:

1. Time control
2. Alliances of convenience
3. Storied objects
4. Curses
5. Paralysis
6. Erasure

It Is Currently Known To Be Seeking:

1. A large gem last seen in the Palace of the Hex King
2. The bones and regalia of an anti-paladin sent to reclaim it
3. The Book of Vile Darkness
4. The document of White Wedding And Beginning Again, signed by parties unknown
5. Arms and equipment of a female white orc raiding party
6. A Nephilidian known as Scorn
7. A first edition of Pride And Catastrophic Deterioration by Seena Jaunt
8. A packet of ghost eye cigarettes



The White Orcs:

-Females drain a level on a successful bite if the victim fails a save vs poison
-Males typically have a chaos mutation

To generate a party of White Orcs, roll one of each die (a lot easier with a pop-o-matic bubble):

d4= 1-all female, 2-all male, 3-half and half, 4-split 25%/75%

d6= bonus to melee damage

d8+12= ascending AC

d10= (x5)=AD&D hit points or (x7)=3.5 hit points
(The leader will be a cleric/witch or paladin with twice as many hp)

d12=To hit bonus.

d20=This is the size of the party. 8 is the usual maximum size--a number higher than 8 indicates that there are 8 and they are accompanied by or affiliated with an auxiliary creature or creatures. To find that creature, subtract 8 from the result and consult the Creature table above.


The Jade Fang Of Tiamat

The Jade Fang is one of the five Tributary Temples of Glistening Tiamat (see also: The Red Hand, The Black Wing, The Pale Eye, The Cobalt Claw)--its energies are green: the energies of jealousy, lushness, vigor, triumph, old wisdom, glibness, and theft.
Like all churches of Tiamat, their first charge is to end the distracting clamor and provocation of mammalian life, to allow Her a return to Harmonious And Undivided Sleep.

The central teaching of the Jade Path is to limit and conserve: there should be nothing new. The cycles of predation and murder must thrive. Inventions appall them and theft from the weak is their only industry. They cultivate sophism, criticism, evasion, rhetoric, fallacy, received ideas, shallow novelty, libel.



The Jade Fang Cult is strongest in the Drownesian city of Ot Etf'a Imit Melpa, among the House of Rotmort, where its influence surpasses that of even the cults of Lolth and Rangda. Tiamat is worshipped under the aspect Naga Malicinda.

Among its creatures are:

1. The Knight Viridian
2. The Pirate Queen Alpha Ligeia
3. The Bone Sorcerer
4. Librarians: Eel, cobra, boa, and viper
5. The Algoid and the crocodiles it commands
6. The Jaculi 
7. The Kelpie
8. The Southern Lizardmen
9. The Marilith
10. The Naga
11. The Rakshasa
12. The Poison Hags

Its trap regimes involve:

1. Viscid globules
2. Hallucinogenic flora
3. Poison
4. Illusion
5. Misappropriation
6. Mental Domination



Its architecture is, typically:





Its rumored treasures include:

1. Potions of Poison Breath
2. Antidotes To All Poisons, Including Those Not Yet Synthesized
3. Wedding Contracts, Signed By Parties Unknown
4. Scrolls of Disaster
5. Scroll of Protection from Demons
6. A jade wedding ring, carved with serpents
7. A Staff of Breaking Bone
8. A Manual of the Tongue of Dinosaurs


The Corrupt Drow of the House of Rotmort:

-Have thief special abilities, no matter their class
-Disintegrate into chlorine gas at 0 hp

To generate a party of Rotmort Drow, roll one of each die (a lot easier with a pop-o-matic bubble) or use THIS NEW WIDGET:

d4=The number of utahraptors accompanying the party (if outdoors) or crocodiles (if indoors).

d6=# of spells left per party member.

d8=To hit bonus. 8 minus that number equals their wizard level. They are strong in the arts of avoidance and misdirection.

d10= (x4)=AD&D hit points or (x6)=3.5 hit points
(The leader will be a cleric or wizard with twice as many hp)

d12=# of spells leader has left.

d20=This is the size of the party. 8 is the usual maximum size--a number higher than 8 indicates that there are 8 and they are accompanied by or affiliated with an auxiliary creature or creatures. To find that creature, subtract 8 from the result and consult the Creature table above.

See also: Qelong, Mucilinda, Jain archtecture