2017/03/07

OSR: Dungeon Meat, Part 1

After slaying a fearsome beast, there's nothing better than a nice lunch. Side effects may result. Here are a few example tables. I'll write more by request.

 

Minor Magical Creatures

Cows, murder logs (swamp crocodiles), dinosaurs, and other creatures that aren't very magical. Anything you could use as a staple food. Add +1 to the roll if the meat was properly cooked and prepared.



Roll

Result

1

Bad Meat or Parasites. Save vs Con or lose any benefit from the meal, and spend the rest of the day queasy and gassy.

2-9

No extra effect.

10

Delicious! Heal 1 HP (in addition to any other benefits)



Owlbear

The sticky black flesh of an owlbear is tinged with octarine fat deposits. It tastes like eating a vulcanized slug with strange gritty lumps. If cooked over a pure coal fire, gain +2 to the roll on the table below.
 


Roll

Result

1-2

Eggs. Save vs Poison (d6) You can Save vs Con to take 1d6 permanent Con damage and vomit up a huge clot of black tar and owlbear eggs. Otherwise, you take d6 poison damage per minute until you are cured or you die in agony.

3-4

Sticky Meat. Save vs Con or lose any benefit from the meal, and spend the rest of the day coughing up black tar.

5-6

Black teeth. Your teeth are permanently stained.

7

Delicious! Heal 1 HP (in addition to any other benefits)

8

Owlbear’s Sight. You can see 50’ in near-total darkness for the next 1d6 hours. Save vs Fear against bright lights.

9

Owlbear’s Strength. Gain +2 Strength for the next 1d6 hours.

10

Fortified. Gain +1 Strength and +1 HP permanently. You grow a few feathers or quills.

Mummy

A surprisingly traditional practice. If you consume alchemically prepared mummy (50gp per dose), you have a 3-in-6 chance of curing any disease currently afflicting you. On a 6, or if you eat bits of mummy you found in a dungeon, roll on the table below.



Roll
Result
1-2
 
Painful Lesions. Take 1d6 damage and lose any benefit from the meal.
 
3-4
 
Mummy Visions. Save or lose 1d6 Wisdom permanently. If you pass, you spend the next 1d6 minutes in a swirling vision of the ancient past. Treasure and secrets may be revealed to you.
 
5-8
 
Mummy Rot. Exactly what it says on the tin.
 
9
 
Sorcery. Learn a random spell, modified as appropriate by the GM. If you are not a spellcaster, you immediately cast the spell on a random target using d4 magic dice.
 
10
Necrotic Vigour. Gain +1 Constitution and +1 HP permanently. Your flesh becomes slightly grey and smells of incense and dust.



Ooze

Don't eat the ooze, guys. It's still moving. It tastes like jello made with battery acid, and it gives you a sore throat.  

Roll
Result
1-3
 
Painful Death. The ooze, revitalized by your stomach acid, melts you from the inside out. Save or die in agony. If you save, lose 1d6 Constitution and HP permanently.
 
4-5
 
Ooze Parasite. The ooze decides to stay in your stomach. It will eventually (1d6 weeks) grow so large you will burst or starve. Until then, it does you no harm. You may not even know you still have it inside you.
 
6-7
 
Too Weak. Your stomach dissolves the ooze. No additional effect.
 
8
 
Ooze Symbiote. The ooze infiltrates your digestive tract and organs, becoming a part of you. You gain +1 Constitution and +4 to Save vs Poison. Your skin becomes waxy and slightly tacky.
 
9
 
Ooze Integration.  As per Ooze Symbiote. The ooze consumes your organs and replaces their functions. You are mostly hollow inside. Only your bones and nerves remain. You Regenerate 1 HP per round but permanently lose 2 Strength.
 
10
Ooze Apotheosis. As per Ooze Integration. Once per day, you can cast command with 2 magic dice on an ooze or slime you see. The dice do not return to your pool. You can give the ooze any command you could give a dog. Oozes will not harm you unless you attack them first.


 

1 comment:

  1. I'm working on a game dedicated to cooking and eating various monsters (in the style of Dungeon Meshi) and this was a great little resource to stumble upon!

    ReplyDelete