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spikes which erupt from beneath their feet requiring a dexterity save to avoid 1d6 piercing damage 1d6 for each previous infraction characters may cast spells on themselves or allies even if not engaged in combat or not on the board however if they cast offensive spells on enemy pieces they are not engaging with they have made an illegal attack characters who attempt to interfere with a meatchess game from outside of the board will instantly become targets for all pieces on both sides who suspend the game until the threat to the game is dealt with before resuming their positions at the end of the game dead pieces are revivified characters who died are likewise revived but permanently become chess pieces growing some of the characteristics of each piece losing their skin or rotting away to become skeletons their remains must be stolen from the board to be raised from the dead regardless of which side won players collect prizes for each piece they took see below each reward can be claimed only once and is distributed by the opposing king to the first character who slew a piece of the indicated type pawn hd 1 hit points 8 armour 1d2 1 halberd str 1d12 str 9 dex 8 con 10 int 6 wis 8 cha 6 promotion if a pawn reaches the back rank it can become any piece other than a king reward the cursed pawn s helm an item which if worn turns the wearer into a puppet who follows any command issued to them an initial wisdom save is granted to immediately remove the helm on a failure the curse takes effect only by removing the helm is the curse lifted the helm does add 1 armour to the wearer centaur hd 3 hit points 16 armour 1d3 hooves str 2d6 10 foot reach str 14 dex 10 con 12 int 8 wis 12 cha 10 trample if the centaur kills an enemy piece it gets an immediate extra turn reward the centaur s horseshoe which acts as the spell tauric transformation while worn about the neck on a chain or string if worn for more than 13 hours in a single day the wearer permanently shapeshifts into a horse and loses all memories of their previous life dispel can remove this effect which is the equivalent of a 6 th level spell gargoyle hd 3 hit points 18 armour 1d4 2 claws str 1d6 str 13 dex 12 con 13 int 8 wis 11 cha 9 stoneform if a gargoyle has not moved or attacked in a previous turn add 1d4 to its armour it has advantage on defense rolls reward the gargoyle mask which lowers the charisma of the wearer by 2 but allows them to appear exactly like a statue if they remain perfectly still granting double advantage to dexterity checks made to hide when not actively moving fortress hd 3 hit points 20 armour 1d6 slam str 1d12 str 13 dex 8 con 15 int 7 wis 13 cha 8 bastion other friendly pieces can climb into a fortress and ride around atop its crenellated head if they end their move on it they can leave the fortress by moving away while inside the fortress pieces move like the fortress only pawns and any creature with a 10 foot or greater reach can attack while inside the fortress fortresses cannot climb into one another big the fortress is big in size reward the stronghold stone a small stone which if consumed transforms the stone swallower into a small castle complete with a miniature four storey keep battlements portcullis and bailey with rooms to sleep a dozen people and stables for as many horses the transformation processes takes 1 hour and lasts until the stone swallower wishes to revert to their normal form they are in full control of the castle while in stronghold form capable of opening and closing doors and even moving about the furniture as per animated objects damage to the castle from siege weapons and the like depletes the character s hit points by an amount determined by the referee upon reversion unless repaired once the transformation has ended the stone swallower makes a constitution save adding 1 the roll for every day spent in fortress form on a success they spit out the stronghold stone and may use it again on a failure the stone has been digested and dissolves sage hd 3 hit points 12 armour 1 staff str 1d6 or puissant blast int 2d8 str 10 dex 12 con 12 int 15 wis 12 cha 11 apport the sage can use its move to switch places with a friendly piece reward the blasted staff which can be used to produce a puissant blast with a range of 15 30 feet dealing 2d6 damage and using intelligence for the attack roll hierophant hd 3 hit points 15 armour 1d3 mace str 1d10 str 13 dex 10 con 12 int 10 wis 15 cha 13 fiendslayer the hierophant has advantage on all attack and damage rolls against fiends including the demon piece reward the fiendslayer s mace a mace that grants advantage on attack and damage rolls against fiends of all kinds including celebrants a fiend native to the netherworld reduced to 0 hit points by the mace is banished back to hell demon hd 3 hit points 18 armour 1d3 trident str 1d12 advantage on disarm attempts 10 foot reach str 15 dex 12 con 13 int 10 wis 12 cha 13 fiendish the demon is immune to fire damage soul collector if a demon takes another piece it can now move like that piece in addition to its own form of movement reward the hell key a key of black iron which can be inserted into any lock if turned the door the key opens transforms into a portal to the netherworld specifically to the embassy of excessus in pandemonium the present capital city of the commonwealth of hell the portal remains open until the door is closed the key disappears in a puff of brimstone after use king hd 6 hit points 42 armour 1d6 sceptre str 2d6 str 16 dex 11 con 15 int 12 wis 14 cha 16 edict the kind can cast the spell edict at will reanimate the king can reanimate a fallen piece either friend or foe by arriving at its location and using an action the reanimated piece has the same statistics as it did in life but becomes undead immune to mind influencing effects poison and disease and its int wis and cha drop to 6 each this effect only works on the game board reward the bonecrown or the fleshcrown these crowns endow the wearer with knowledge of the spell reanimate cadaver and grants advantage to remember the spell once it is cast with the bonecrown allowing for the reanimation of skeletons and the fleshcrown of zombies while the crown is worn knowledge of this spell returns every 24 hours 45 torture gallery a series of bloodstained marble plinths are arrayed in this small courtyard a slab of stone at the centre is spread with a ghoulish collection of torture implements upon several of the plinths stand what at first appear to be statues but which on closer inspection are merely pallid figures hairless and horrendously scarred three celebrants commonly linger here sinthome parapraxis and acephalus the first has features which subtly shift every time they are unobserved including a variable number of limbs heads and other body parts the second is covered in small mouths which whisper constantly the third has no head but functions normally the celebrants take turns standing on the plinths and torturing one another often for the amusement of other celebrants if one or more of the celebrants is torturing the others they will encourage passersby to engage in the same activity assuring them that those on the plinths are there voluntarily if characters engage in torture they must pass a charisma save on a failure they find themselves unable to voluntarily stop seized by a sadistic passion each hour they gain an additional save to cease their activities if forced to stop by companions they are compelled to attack possessed by a bloodthirsty mania if the hour passes 13 o clock and they still have not passed a save they find themselves compelled to mount one of the plinths the other celebrants will then take turns reshaping their body transforming them into a celebrant themselves the character becomes a fiend gains regeneration of 1d4 hit points per round and gains some other set of abilities determined by the player and referee the character becomes bound to excessus unable to leave the plane for more than 13 days at a time only exceptionally powerful magic or divine intervention can reverse this effect sinthome hd 4 hit points 18 1d6 claws dex 1d4 or torture implements dex 1d6 speed 30 feet infravision 120 ft str 10 dex 13 con 16 int 13 wis 12 cha 16 mutable form sinthome is immune to any magic that might change their shape since they can simply change it back regenerating sinthome heals 1d4 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered a fiend for the purposes of spells and magic items spells sinthome can cast the following spells using charisma rolling to remember them as a witch and eschewing reagents elongate paralyze sicken withering touch parapraxis hd 4 hit points 18 2 torture implements dex 1d6 speed 30 feet infravision 120 ft str 12 dex 13 con 11 int 9 wis 13 cha 13 regenerating parapraxis heals 1d4 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered a fiend for the purposes of spells and magic items spells parapraxis can cast the following spells using charisma rolling to remember them as a witch and eschewing reagents jinx maniacal laughter omen vilespew whispers parapraxis whispers constantly in a variety of languages they seem to mutter the deepest fears and most secret longings of whoever hears them anyone within 10 feet of parapraxis must make a wisdom save each round or become highly unnerved suffering disadvantage on attack and defense rolls for that round acephalus hd 4 hit points 18 2 torture implements dex 1d6 speed 30 feet infravision 120 ft str 15 dex 14 con 15 int 8 wis 6 cha 6 headless though capable of perceiving creature around them for 120 feet acephalus cannot see or hear as such and is immune to effects which target these senses they are immune to mind influencing effects regenerating acephalus heals 1d4 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered a fiend for the purposes of spells and magic items 46 the supper club this baroque dining hall is adorned with murals depicting pastoral fields and bucolic landscapes filled with maidens and shepherds chasing one another gleefully about the table is set for a grand banquet with gleaming silverware and a fine white tablecloth the food concealed by gleaming cloches a large clock is evident in one corner seated about the table clad in exquisite finery that would not be entirely out of place in some of the grand estates and houses of hex are a series of slender creatures thirteen in all they appear near human but for one disturbing feature their huge toothy mouths which take up more than half their faces they lack all other features save for a perfunctory set of nostrils perched above their salivating maws these celebrants are the supper club also known as the gourmands they have no individual identities and may in fact be instantiations of a single entity the supper club cheerfully greet the party in hexian and offer them a seat at the banquet table should they have a seat the banquet commences if they refuse the gourmands grow agitated at first cajoling the party not to be rude then insisting with increasing aggression that they partake should the party accept the invitation a series of impossibly emaciated servants clad in crimson livery shuffle forward to attend to the gourmands and their guests they have no mouths but they obey all orders issued by the supper club and might be part of the same collective being the meals revealed are entirely of meat which despite its preparation seems to still somehow live a heart beats in a tureen of blood eyes bob in steaming broth swiveling to and fro meat quivers flinching from the touch of the knife when the meat is eaten a severed head serving as centrepiece begins to scream as the meal commences the murals on the walls shift and the painted shepherds and maidens catch and begin to cannibalize one another should anyone eat the meal they pass a constitution save or be filled with a ravenous appetite their hit points are instantly fully restored with the first bite they must eat or begin to rapidly starve sustaining 1d4 damage per minute unless they feast until full an exploration turn 10 minutes anyone who survives this process finds their appetite assuaged anyone who finishes an entire meal must pass a charisma save or begin to transform into one of the gourmands themselves their mouth becomes larger and they gain a bite attack str 1d6 their other features begin to diminish in size if they remain in excessus until 13 o clock the transformation is complete and they become an eternal member of the supper club unless the gastronome in the kitchens area 45 is killed should the party refuse to eat the doors to the banquet hall swing shut and 6 servants enter to join the fray it takes a strength check with advantage to open the door revealing a blank wall which will only dissolve if the supper club are killed the party slain or subdued or if they form a pact with the gourmands however the wall can be smashed it has 4 armour and 20 hit points servant hd 1 6 hit points wrestle str speed 30 ft str 8 dex 8 con 6 int 10 wis 12 cha 4 regenerating servants of the supper club heal 1d4 hit points per round unless damaged by holy water or a cultist s smite or exorcism they are considered fiends for the purposes of spells and magic items in combat the supper club will attempt to wrestle the party into seats using their paralyzing tongues servants will be instructed to feed captive party members the feast the party may parlay for their lives by offering to bring the supper club fresh meat should they do so the gourmands insist that they swear a special pact to this effect pledging that they will return to this chamber with a living replacement for themselves within 13 days should they fail they lose 1d6 hit points per day bites being taken directly from their flesh wherever they are a phobish symbol appears somewhere on their body indicating that the pact is active which disappears only if the terms of the pact are met or if dispelled it counts as a 6 th level spell the gourmands are particularly eager to dine on phrenomorphs or the undead organs of zothotep the hyperlich which count as living for the purposes of the pact anyone killed or knocked unconscious during a fight wakes up hanging inside the larder area 48 the supper club are a source of excellent gossip about the doings of other celebrants and other matters throughout excessus hell and the dreamlands those who converse with them can roll on the table below to determine what rumour they hear gourmand hd 2 hit points 12 armour 1 bite str 1d6 plus poison or lick str poison and knife dex 1d4 speed 30 ft celebrant infravision 120 ft advantage on saves versus poisons and disease str 13 dex 11 con 13 int 12 wis 8 cha 14 poison anyone licked by the gourmands must pass a constitution save or fall into a deep torpor until roused by damage or...
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