Wednesday, August 29, 2018

Low Country Point Crawl Prep: Barrier Island Generator

Driftwood or treant corpse?

So, I've gone off the deep end and I've decided to start an attempt to create a pointcrawl, having no personal experience running a hexcrawl, a pointcrawl, or even creating my own dungeon from scratch! So I've decided to create something based upon my home area in the Low Country region of the South Carolina and Georgia coast. A nice home for my Root Doctor and a great place to set some of Skerples' GROG Pirate hack.

One of my primary goals, of course, is to make the Point Crawl itself, which I have sketched out over several handfuls of crumpled steno-pad sheets. I've got locations, an approximation of distances and travel times, etc. etc. I just so happen to be shit at using various mapping and art programs, so until I get a little more practice posting something up digitally is on hold. However! I do have a fun little resource here that I plan to use.

The Sea Islands, also called Barrier Islands, there are many dozens of coast-hugging, small, constantly changing islands of various sorts. From little sandbars that come and go with erosion, to larger islands with established vegetation, to islands that only a few fisherman know of and treat like their own little sanctuary. Erosion, habitation, rice plantations, and the fishing industry have all contributed to this ever changing landscape and thus I felt it would be a great chance for a random table.

When your island hopping adventurers decide to go off the beaten path, bring their boat down river, or get horribly lost in the marsh, roll a few times on the table below. There is a 2-in-6 chance of the island already being inhabited by "civilized" or "native" folk of one type or another, otherwise it is uninhabited, exploitable wilderness.


Small- Between a few acres and up to a quarter square mile, a Small Island could be a small sandbar that vanishes in the high tide or it can be large enough for a small hamlet and a dew docks. Islands like these are perfect places for buried pirate treasure, lonely hermits, a lagoon of hungry alligators, village of inbred marsh-dwelling rednecks, island get away of rich elite, an isolated lighthouse etc.

Medium- More then a quarter square mile and less than twenty square miles, with around ten being the standard. These islands are big enough for a reasonably sized town or a large hunting reserve or a plantation. Could also be the locations of sea-forts, pirate lairs, sea turtle nesting sites, native burial grounds, hidden lizardman marsh-villages.

Large- More than twenty square miles less than forty. The largest of the Sea Islands are between 60-70 square miles are are primary setting pieces for the Point Crawl, so any randomly generated Large Island should be less in size than those. Large Islands of this nature tend to have a reason they are not on the main map, infested with wild creatures, inhabited by dangerous natives, the site of a horrible magical accident, a secret government facility etc. But it could also very well be simply be place that the still recent colonizers have yet to explore.


Sandbar: Truly the most common sort of Barrier Island, these islands are more or less just a pile of sand and slit that have formed due to current and wave patterns. More often than not these form at the mouths of various rivers and creeks that meet the ocean and tend to vanish and reappear with the changing of the tides. What might seem like a safe sandy shore to rest upon might be ten feet underwater a few hours later. A large sandbar would be something like a desert island, possibly with a few stubborn bits of vegetation holding on and likely crawling with filter feeding crabs trying to beat the tides. 

Marshlands: With Barrier Islands, you generally encounter two types of marshland, Salt Marsh and Freshwater Tidal Marshes with Salt Marshes being predominate. Salt Marshes have two zones, a Low Marsh and a High Marsh. The Low Marsh is a biome that is affected by the daily tides and is dominated by a rich muddy of "pluff mud" and a thick growth of halophyte (salt resistant) plants such as cord grass. The thick almost sludge-like mud made of decayed plant detritus and silt makes it difficult for large animals to traverse, but encourages a large echo system of creatures and algae who feed upon the decaying nutrient rich mud and are in turned preyed upon up the chain. Oysters, snails, shrimp and crabs make up most of the bottom of the food chain with predatory birds, otters, large fish and turtles make up the upper tier, although occasionally alligators come down river for a snack. In the rivers around marshlands it is not uncommon for sharks, porpoises, manatees, and dolphins to also be present.

High Marsh, on the other hand, is only affected by the bi-monthly Spring Tides that are much higher than daily tides. These areas tend to have high salinity soil and much of its vegetation is stunted or specialized such as sweetgrass or needlerush. Creatures living in this area tend to be scavengers who obtain most of their food from the low marsh then retreat to the high marsh at high tide. Raccoons, opossums, nutria, snakes, coyotes and such would be common here.

A large enough Marshland Island might have enough height to have swampy areas or even small groves of pine and oak where the tides do not affect their growth.  

Rocky: Actually very uncommon in areas that form Barrier Islands due to the manner that currents interact with the shoreline, a rocky island in this case would be made of a sort of erosion resistant rock that hasn't been beaten into sand by the ocean. More often than not these would simply be jagged outcroppings, more a threat to shipping lanes than adventurers. But perhaps there is sunken treasure nearby or sahuagins laying traps or big dye producing snails worth a few gold a piece. Very large rocky islands are aberrant for this region and might be artificial or volcanic in origin. 

Forested: Often found on larger islands or islands that have a higher than average height, forested Barrier Islands tend to have a ring of marshland around them while the interior tends to be either swampy in composition or have trees able withstand some level of salinity and sandy soil. Expansive Live Oaks, Tidewater Cypruss, Sweetgum, Yellow Pine, Mangroves, Palms of various sorts, and all kinds of robust ferns are the most common large plants here with almost all of them festooned with spanish moss. The make up of these islands are often impacted by the needs of nearby civilized peoples as Live Oak is highly valued as a ship building resource and Yellow Pine are prime home construction material. Forested islands might be inhabited by black bears, bob cats, white tailed deer, wild boar, turkey, fox and so forth. In the fresh water lagoons common near these forested islands, alligators often amass in sizable congregations. 

Structures: This island has been cleared of most of its natural environment to make space for human or humanoid habitation. It might be a military base or a plantation or a pirate lair or a whole small urban center. These are not always necessarily inhabited as the threat of disease from mosquitoes, regular flooding, hurricanes, and other natural phenomena is ever present. Expect there to be several docks and possibly small bridges to other nearby islands.

Other: This is the space for the weird oddball islands that fantasy might throw at you occasionally. If you roll Other, roll again on the list below or make something gonzo up.

Other Island
Roll on Environment again, nominally that result, actually a giant turtle. 1-in-6 chance of being a massive stinking corpse.
Repeating Island: Island is caught in a time loop and repeats the same day over and over again. Must break the loop to escape, no time apparently passed outside.
Haunted Island, can't spit without hitting a headstone and waking up a ghoul
Tip of an underwater mountain, sea-dwaves have hollowed out the underside.
Illusional Island: can only step foot on it if you are also an illusion.
100-Year Island: Avalon or some shit, only appears for one night every hundred years.
Doll Island: Weird hermit has covered this island in hundreds of dolls.
Animal Island: Left overs from weird government experiments, this island is dominated by a single out of place species. Roll once on the Biological Mutation Chart, all of the dominate animal species possesses that mutation
Prison Island: This entire island is a prison complex for dangerous criminals or lepers who don't know how to swim.
Statue Island:'s all statues. All the way down.
Floating Island: This island is literally floating, an enterprising madman might have put a big ass mast and rudder on it one of these days. 
Flying Island: Laputa or some shit. If its inhabited, folks are probably just here for a visit, if it isn't old security drones might be still wandering around.
Castle Island: A single tower peaking up from the water, the rest is below.
Woven Island: Made out of reeds, trapped air, and maybe a bit of faith, this artificial floating island is half raft half hamlet. Prone to fire. 
Anti-Island: The reserve of an island, this is actually an extremely deep hole, may or may not occasionally produce a maelstrom. 
Sargasso Gyre: Due to weird current patterns, this artificial island is made up of sargasso, ship wrecks, and detritus. 
Mimic Island: Looks like beach resort paradise with friendly inhabitants, beautiful sights, and comfortable beds. Oddly no animals, even insects. Inhabitants are always touching the ground in some way. Everything is actually a single massive mimic, mouths can appear anywhere.
Cannibal Island: Everything living on this island can only survive by eating creatures of the same time. Rations don't work unless they are made of whatever you are made of. The Island itself eats other islands every few score years.
Artificial Island: A perfect metal cube of terribly large proportions with no sign of rust. What's inside? Where's the door?

Monday, August 27, 2018

OSR: Radiomancer

Created and submitted by Monsieur le Battlier with editing and suggestions by myself.

“Oh well. We’ll try again tomorrow.”

Wizards excel at pushing open the creaking door of Mother Nature’s toolshed and plundering it for things that look sharp and make a lot of noise when you put in gasoline. However, some of them also notice the big white bottle on the top shelf, its skull and crossbones side-eyeing their gaze of childish wonder and cruelty. When met with a poison invisible to the eye, permeating the air and ebbing out of glowing pools of post-apocalyptic nuclear slag, the Radiomancer’s first thought is:


Perk: You have set of clothing which works as a Hazmat suit with built-in wizard hat, protecting you from external radiation. It does not give you armour value, and ceases to function when damaged, though you know how to repair it.

Drawback: Constantly working with radiation has left your genetic code more like a genetic guideline. -4 to saves against mutations.

  1. You can produce or make disappear a Geiger counter, allowing you to measure the ambient radiation level. You can pass this device to others but you cannot produce more than one at the same time. If it leaves your sight it automatically disappears. 
  2. You can force radiation onto crystal, glass, liquid or gas, making it scintillate and emit light as a candle as long as you touch it. 
  3. You can determine the exact time of death of any organic thing through carbon dating
“See? I told you you could boil water with it. Now pass those hot dogs.”

The radiation effect is an effect that radiates, as the name would imply, outwards from a direct source or is present in a contaminated area (assume that the ‘source’ is particles of radioactive material too spread out to see with the naked eye). Technically, there is radiation everywhere, but this effect applies to dangerously high levels of radiation. Each round you are affected by radiation, you must save vs. poison or take 1 CON damage. Creatures with no implicit CON score are assumed to have 10+HD as their CON score.
If you spend five or more consecutive rounds in high radiation, you must roll on the included mutations chart, or any chart of mutations your DM is fond of.

Radiation fields can be found ‘naturally’ in the world, in various kinds of locations. At the back there is a list of d10 random radiation-themed locations that you might encounter.


R: 20’ T: 1 Creature D: o
You absorb the light of a light source and multiply it into a vast swathe of electrons, firing them as a bright blast: the target takes [sum] damage and must save vs CON or be stunned for [dice] rounds. The light source is dimmed an unusable for one round.

R: Touch’ T: 1 Creature D: [sum] rounds
You tag a creature with radioactive isotopes, affecting it with radiation for one round and allowing you to locate it baseed on radioactivity within 200’ for the duration of the spell. The creature cannot conceal itself from you as long as it is affected by the tag. You can keep tabs on [dice] creatures this way.

R: Touch T: 1 Ally D: 0
You spend an amount of magic dice to generate a high-energy radiation shock, which energises an ally’s spent magic dice, and refills them by the same amount of dice you spent. However, if these refuelled magic dice are not used by next round, they fall back to their ground level, and affect your ally with a round of radiation per die that has decayed.

R: 10’ radius T: Self D: concentration
Though your capacity to clean up your own radioactive mess is very limited, you can strain yourself to suppress a radiation or wave type in a small area as long as you concentrate. Moving does not break this concentration. This spell can suppress: 1 [dice]: Radioactivity 2[dice] Photons (light) 3[dice] Sound and minor heat 4[dice] Telepathy.

R: Touch T: 1 Creature or compound D:0
You can precisely direct ionising radiation to break up molecules in a target. You can target one specific type of compound, like a poison or alternatively an important enzyme, and make it fall apart, rendering it useless. This spell is not powerful enough to overcome the body’s capacity for repair, so its effects will never last for more than [dice] rounds when targeting a compound native to the body.

R: Touch T: 1 [sum] HD Creature or compound D: 0
You can scan a creature’s body or a compound, gaining full oversight of its insides (its structure, irregularities, poisons, mutations, embedded objects etc) at the cost of affecting it with radiation for one round, unwilling creatures may Save vs. CON.

R: 0 T: 30’ cone D: 2*[sum] rounds
You spray out radioactive isotopes that emit ionising radiation, causing a 30’ cone in front of you to become affected with radiation for the duration of the spell. Spraying this into a liquid or gas will cause the radiation field to move as the liquid/gas moves.

R: 0 T: 30’ radius around self D: 2*[sum] rounds
You forcefully blast out a field of radiation along with hot steam that obscures vision. The heat of this steam deals [dice] damage to anyone within the area of effect for each Magic Die you have already used that day.

R: Touch T: 1 Creature D: [sum] rounds
You touch a creature and create a source of alpha radiation within its body. Because of its low penetration power, alpha radiation from an outside source is not very dangerous, but when it is inside the body it is extremely destructive. The affected creature must save vs CON or lose [dice] HD for [sum] rounds.

R: 50’ T: 1 Creature D: 0
You fire a blast of highly energised radiation at a target, dealing 2*[dice] damage and a round of radiation. If the target also has Magic Dice or a variant, one of their Magic Dice is consumed to deal 2*[dice] damage and a round of radiation to two other creatures within 30’ of them as the radiation activates their MD and tears it loose from the caster. This effect will continue to chain as long as there are creatures with MD that the spell has not affected yet within 30’ increments of previous targets. This effect does not differentiate between friend or foe.

R: 50’ T: 1 Spell D: o
When an enemy casts a spell or uses an ability that uses Magic Dice or some variant of it, you may invest an equal number of dice to create a positron to their spell’s electron, an anti-spell, which interacts with the enemy spell and neutralises it. The enemy is affected by radiation for [dice] rounds.


R: 100’ T: 1 Creature + 50’ radius area D: 0
You make a creature with more HD than [sum]/2 save vs. death (creatures with less HD than this get no save). If it fails it explodes into nuclear slag, making its corpse the source of a radiation field that extends in a radius of 50’ around it. Rolling maximum on (one of) your dice causes all other creatures (friend or foe) close to the exploding target to take [dice] damage from the blast fallout and fail their first save against the radiation. The radiation field only fades over a [dice]*[sum] days, and only once the corpse is encased in lead.

R: 20’ T: 1 Creature D: 0
You blast a creature with immense amounts of mutagenic radiation, turning their genome into a jell-ome. The target rolls on the included (or any other) mutation chart twice taking the most hampering result, [dice] times.

“It’s basically healing crystals when you think about it. Very hot, very angry… healing crystals.”


  1. The chain reaction is out of control! Use up an additional MD! If you have none left you are affected with radiation for 1d3 rounds. 
  2. You accidentally scintillate yourself! Emit light as a torch and draw everyone’s attention for a day. 
  3. You irradiate your immediate area! Cause a radiation field in a 10’ radius around you that lasts for a day. 
  4. Your spell produces dangerous side radiation you had not anticipated. It produces heat and blisters your skin! Take 1d6 points of damage. 
  5. You mutate yourself! Roll a random mutation for 1d6 rounds, then save with a -4 penalty. Permanent if you fail. 
  6. You become a radiation source for 1d6 rounds. You yourself and anyone who touches you or comes close to you are affected by radiation for the duration of this effect.

  1. Your genetic code finally gives up and goes home. Roll twice on the mutations chart and take the most hampering result. Repeat this until you have three new mutations. 
  2. You become a being of radioactive sludge and bones, bound inside of your hazmat suit. It is considered your new skin. If it is broken you start leaking out, taking 1 damage per round until you plug the hole. People who touch your gooey self are affected with radiation for a round. 
  3. Somewhere inside you a metaphysical reactor hull cracks. You explode into radioactive slag and cause a permanent radiation field in a 50’ radius around your corpse. You remain semi-existent as a radiation ghost, and can only communicate by throwing off measurement equipment and talking through radio static within your radiation field.

You can avoid this fate by building a body that is mechanical, with plenty of lead in it. Who needs that pesky DNA anyways? Better keep your brain though, can’t let anything happen to this genius.

“What? It’s a tower isn’t it? Proper wizard needs a tower.”


  1. An open grassland, marsh or tundra with a small shed in the middle, devoid of animals and completely silent. Leftovers of fencing mark the start of a large radiation field surrounding the shed. It contains logs of a secret project. The dates are confusing, they are from long ago. 
  2. A ruin made of a strange smooth stone with iron bars inside. It has large towers and contains contraptions that you do not understand. 
  3. An open staircase into the ground. It leads to underground shelters where skeletons lie in beds and sit at tables. 
  4. A cenote at the bottom of which strange rock and metal formations like stolled lava sit in the sunlight. 
  5. A smooth and round tunnel of enormous proportions. From its bending shape it would seem to be a circle. Some devices there still work, and carry out their task without concern for you. Be careful not to get in their way. 
  6. An underground mine where metal cylinders sit stacked onto each other in vast quantity. What do they contain? Opening them will activate old security machines. 
  7. A site of many buildings and roads, most made of the smooth stone. Its it a village? A city? There are structures whose purpose is entirely unclear. Old machines shout voice commands and static at repeating intervals and times of day. 
  8. A structure at the sea where radiation washes out from the part of it that has sunken into the water. At its core there is a bizarre molten shape like a great elephant’s foot, which emits deadly radiation and massive heat. Strange locals use its presence to boil water. 
  9. A dockyard of smooth stone and metal which houses an iron whale. Within the whale there are old machines and an object that somehow exhales an aura of terrible foreboding and doom. 
  10. A fist-sized perfect metal sphere inside of a large crater. At night it emits a blue sheen. Locals either fear it, or bring it offerings of animals. Due to the latter the crater is bordered by a circumference of cattle carcasses.


Our first submission from an outside source, this class was the brain-child of Monsieur after a week of cramming for a radiochemistry test. It is some hella rad stuff that I think would work great in VotE, Post-Apocalyptic Fantasy, or just wizards doing wizard shit out there in the wild. If you like this, check out Monsieur's tumblr linked at the top of the page! Also for more fun, check out Skerples take on the Archaeans.

Thursday, August 23, 2018

ROYAL COMBAT: Moar Princes!

Oh fuck, they're everywhere!

ITS TIME FOR MORE PRINCES! Thanks Blame James from Ten Foot Polemic for most of these Prince's names

Ready for his 82nd chip run today.

HD 1 Prince of Chips

: A knee height fat yellow man with tiny legs, smells of grease and potatoes. 
Wants: To ensure quality of all foods that are potato based and fried and referred to as Chips.
Armour: None
Move: 1/2 Normal
Morale: 4
Damage: See below

Grease Trail: PoC leaves a trail of grease in its wake. Anyone who moves more than half speed within 15' of PoC must save or slip and fall prone. PoC can also flop on the ground and become prone, but slide like a greasy penguin at 2x Normal movement.

Make Delicious: PoC can produce a variety of flavors that increase the deliciousness of whomever it touches. Whenever PoC makes an unarmed melee attack (1d4 damage) the target is covered in a dusting of a flavoring agent of PoC's choosing. This causes hungry creatures to focus on the flavored target over other targets. PCs who are starving must Save to avoid attempting to eat the target. 

The Prince of Chips lives a dual life. On one hand, the Prince rules over all potatoes that have been julienned and fried in grease. On the other hand, the Prince rules of all potatoes that have been sliced exceptionally thin and fried in grease. Some people have taken to calling the Prince, The Prince of Fries AND Chips, but a Prince can't be a Prince over two things. And the Prince isn't the Prince over all Fried Potatoes, trying to claim that got it into a fight with the Prince of Tater Tots.  Poor Prince of Chips. Killing PoC and taking its crown will give a PC the Make Delicious ability for 1d6 Weeks, but also make them obese and half their Movement for the same length of time.

Encounter: PoC has heard of a land that puts the most outlandish toppings on chips, but is too lazy to go investigate themselves. Bring PoC back some exotic chips and be rewarded with their weight in either lard or potatoes, their choice.

Encounter: PoC has been experimenting with a new flavor, however the experiment has gone out of control. Defeat and eat the Chip Golems before they wreak havoc on the countryside. Save Vs. Con to keep them down. 

Compensating for something I'm sure.

HD 3 Prince of Itches

: A purple humanoid whose body can fit in your hand, but whose head is about a meter tall. Constantly surrounded by a small cloud of dust. 
Wants: To ensure that things that need to be itchy are itchy, even if the reason for the itch isn't immediately obvious.
Armour: None
Move: Normal
Morale: 6

Damage: See below

Itchy Defense: PoI is entirely without armor, however striking it will cause an cloud of allergens to spray at the attacker. Any attacker in melee range must Save (vs. Con or Poison or whatever) or become incredibly itchy. Itchy targets inverse their Defense as it would be on a d20, so someone with 20 Def will have 1 Def and so on. This only functions on targets with 10 Def and up, although 10 Def (and therefore unarmored) targets are easily able to reach the itch and therefore still have 10 Def. 

Itchy Offense: By striking targets with its head, PoI causes terrible itchy blisters to form. This deals 1d6 damage and the target must Save (vs. Con or Poison or whatever). On failure, the target must drop whatever is held in one hand and scratch for a number of rounds equal to the damage dealt. A second attack during this time will stack and on another failed save the target must scratch with both hands.

The Prince of Itches is one of the least popular Princes. I mean, PoI tries, really. But no on ever invites PoI to parties or to meetings or even to funerals. Even the Prince of Cucumber Sandwiches gets invited to things. But despite this unpopularity, Itchy takes pride in their work. Creating the light itch causes by fabric moving across your back or the intense frustrating itch of chicken pox or that moving itch that seemingly has no cause and no way to actually scratch. PoI does have one friend, the Prince of Scratching, who is the only Prince who know just where on PoI's massive head to scratch. Defeating PoI and taking its crown gives you its Itchy Defense ability for 1d6 weeks, but also makes you so itchy that one hand is counted as disabled (due to constantly need to scratch) for the same period.

Encounter: A village is plagued by an awful itching disease and no one seems to know how or why it begun. Rough up PoI to find out what happened and how to fix it.

Encounter: A Wizard has put PoI into a magical sleep and is using the poor Prince as a Wand of Infinite Itchiness to harass the countryside. Do what you must.

Dare you enter the magic box?!

HD 5 Prince of Whispers

: A square humanoid about the size of a large cat, its head is actually a lid and its face is on the inside of the lid. Much bigger on the inside than the outside.
Wants: To protect secrets spoken aloud. 
Armour: As Chain
Move: Normal
Morale: 8
Damage: See below

Limited Silence: Anything within 30' of PoW is unable to speak above a very light whisper. Verbal communication is impossible without being directly up against someone's ear. Ability that work via sound can only work in melee range. This ability is constant and cannot be saved against. 

Box of Secrets: Every 1d6 rounds, PoW can try to suck one target within 30' into its box-body. The target must make a Dex or Strength save with a 1 point bonus for every point of encumbrance they currently have (harder to suck in heavier targets). On a failed save, the target is consumed by PoW and falls into a misty void filled with whispering voices. The target is stuck until PoW lets them free, PoW is killed, or the target whispers aloud one sufficiently damning personal secret.

Whispered Sins: PoW knows all things whispered, and some things whispered are extremely dangerous. PoW can whisper, it can whisper a secret so horrific that those who hear it can feel their brains violently rejecting it. Anyone within PoW's zone of Limited Silence must save (Vs. Wisdom or Wand or something) or take 2d6 damage as their ears bleed and their mind reels. PoW can only whisper a damaging secret every 1d6 rounds. 

The Prince of Whispers may look absurd, even compared to other Princes, but Whispers is one of the more serious of the royal cousins. Everything angry muttering said under one's breath, every sweet nothing whispered into an ear, every quiet and solemn oath given, these are the protected domain of PoW, who keeps them safely stored within its royal body. A lesser being would undoubtedly use this secret knowledge for self-gain, but PoW is only interested in hoarding and protecting its whispers. You can potentially trade PoW for its whispers, but you must first whisper to it something of equal value, something that has been thought, said, or yelled, but never whispered. Defeating PoW and taking its crown gives you both the Limited Silence and Whispered Sins abilities, but you and all those within range are affected by the Whispered Sins ability every time you speak. You can only give up this power by spending a full day whispering into a box, without pausing for sleep or food, transforming the box into the Prince of Whispers.

Encounter: The obvious one is that you seek out the Prince of Whispers to gain some sort of secret knowledge to defeat your enemies. The not so obvious one is that you seek out the Prince of Whispers to find out what Steve from the office is constantly muttering to himself...weirdo. 

Encounter: The whole party has been swallowed by the PoW! Navigate a labyrinth of mists, memories, and made-up monsters and find a way to escape!

Look at that little guy go!

HD 7 Prince of Disco

: A palm sized matte-black humanoid covered in shimmering colorful stars, constantly breaking out into dance. A constant catchy beat seems to always be playing nearby. 
Wants: To ensure that disco never dies.
Armour: Chain+Shield, from being very agile
Move: 2x Normal
Morale: 8, 12 when defending Disco
Damage: See below

Everybody was Kung Fu Fighting: PoD is a powerful combatant on its own and can strike for 1d6 or 1d8 damage (its choice) unarmed.

Boogie Baby!: All creatures capable of movement and hearing within 60' of PoD must save (vs. Wisdom or Magic or something) or break out into dance. While dancing, the target is unable to move from their space and have their Attack and Defense modified as though they were Blinded. Targets may make a save each round to resist the Boogie. This ability is constant, so folks wanting to talk with PoD without dancing probably need to yell from a distance.

DISCO NEVER DIES: If truly threatened, PoD will raise a horde of dancing zombies to defend itself once per encounter. Roll 2d6, PoD raises that number of 1 HD Zombies to its aid OR maybe invest all the HD into a single Dance Partner, which is any type of stronger undead with equal HD. Assume they all dance Thriller amazingly. 

The Prince of Disco, one of the many children of the King of Dance, swears up and down that disco never died. This can be jarring for fantasy medieval folks who never knew Disco was a thing in the first place. PoD can often be found in clubs, at skating rinks, and at the epicenter of worrisome dancing plagues in France. Disco claims to be the next in line to claim the King of Dance's crown one day, but the Prince of Breakdancing and the Prince of Square Dancing both dispute this. Defeating PoD gives you the Boogie Baby! ability and the DISCO NEVER DIES ability, however you cannot suppress the former ability and there is a 1-in-6 chance any undead raised will be hostile to you. To rid yourself of this crown, you must be beaten in a dance contest fair and square. If you do anything less than your best dance, save vs. Death or have PoD burst from your chest take over your pitiful dancing attempt.

Encounter: The Dancing Plague has come to town and the villagers elders are starting to get annoyed with all these young people and their antics. Convince PoD to leave town to please the elderly. Or teach those old coots how to live a little.

Encounter: A dancing mummy breaks into the inn that the PC's are at, moaning about their dance partner being kidnapped. The mummy says they are going to dance with people until they find a good replacement. Save PoD from its kidnappers before Disco Mummy infects everyone with Mummy Rot. 

PoLT using the Least effective weight loss tool.

HD 9 Prince of Least Things

: A fuzzy black humanoid about the size of your average dust bunny. 
Wants: To watch over everything that is considered "least" in some form or another.
Armour: None
Move: Special
Morale: 12
Damage: See below

Least Possible Effort: PoLT does not use weapons and only attacks unarmed, doing 1 point of damage per strike.

Path of Least Resistance: Defense gained via armor simply does not function against attacks made by PoLT.

Least Common Denominator: Once per encounter, PoLT can cause all creatures within 120' to have their Max HP reduced to that of the HP of the creature with the least Max HP. Save (vs. Save or Death or something) to resist.

The Least I Could Do: When feeling generous, PoLT can grant a beneficial effect identical to any spell of the DM's choosing, but only as cast with 1 MD because PoLT really does just put in the least effort possible.

Least Distance Between: PoLT does not move on its own, instead PoLT can open a wormhole and teleport between any point. PoLT is limited to 120' when in combat unless it takes 2 rounds to concentrate, otherwise PoLT has no teleportation limits. 

The Prince of Least Things domain crawls along the bottom of all the other ones, enveloping of each the least powerful, the least helpful, the least anything. The things that are so lacking in their fulfillment of their domain, that they are hardly in it in the first place, find their abode with the PoLT. Because of this, PoLT is surprisingly and paradoxically powerful, being one of the greatest of the Princes. The Prince of Greatest Things often acts like a well meaning but "rough love" inspired older brother, but the two of them are more or less equals. After all the Prince of Greatest Things needs to go through the Greatest Resistance and put in the Greatest Effort while PoLT has to do hardly anything at all. Defeating PoLT and taking his crown gives you all of his abilities, but you must roll under your wisdom each day or be consumed with a completely disabling lethargy. A week of failed throws causes you to wilt and shrink until you become The Prince of Least Things.

Encounter: The Lich Emperor has made their phylactery into the smallest, most minuscule grain of sand in the world and hidden it in a great desert. PoLT knows exactly where it is.

Encounter: A boy who was voted the Least Likely to Succeed has taken the crown of PoLT somehow and is causing havoc in the village. You must somehow make the boy succeed at something meaningful to stop him. This is difficult because he's a complete moron.