Secret Santicore 2011
Secret Santicore 2011
2011
A Rather Fine Collection of Some Nifty Gamey Fluff For Those Who Like to Kill Them & Take All Their Stuff
CONTENTS
adventures CREaTUREs	
	 	 	 	 	 	 	 	 THE	GLOOMY	FOREST	by	Christian	Sturke	 	 DOWN	OUT	IN	GOTHMAGOG	by	Jeff	Rients	 VAT-SPAWN	by	Jeremy	Duncan	 FIVE	PAGES	RECOVERED	FROM	THE	LOST	SECKLER	BESTIARY	by	Peter	Seckler	 THIRTY	GOBLIN	MUTATIONS	&	OTHER	WEIRDNESS	by	Paolo	Greco	 GOBLIN	ALCHEMICAL	MISHAPS	by	Telecanter	 POISON	THORN	BARB	&	BLADE	by	R.	Baseel	 DOOM	BY	GREEN	by	Erik	and	Veronica	Jensen	and	Dylan	Atkinson	 STRANGE	&	TERRIBLE	MONSTER	MUTATIONS	by	Michael	Moscrip	 page	4 page	8 	 page	11 page	14 page	16 page	17 page	19 page	22 page	28	 	 page	30 page	36 page	38 page	41 page	44 page	46 page	47 	 page	48 page	52 page	54 page	56 page	58 page	60 page	61 page	63 page	66 page	68 page	70 page	73 	 page	76	 	 page	78 	 page	80 page	82 page	84 page	86 page	88 page	89 page	92 page	94 page	95 page	96 page	97 page	100 page	103 	
DUNgeoneering
TOMB OF THE MOG by Jez Gordon KOBOLD CAVERNS by Tom Hudson THIRTY SECRET DOORS by S. Pate OBSCURE MAGICAL SPELLS FOR TRAPS AND DOORS by Adam Thornton TRANSFORMED, DEFORMED, CORPSED & TRAPPED by Samuel Roberts UNUSUAL TRAPS BOTH MUNDANE & MACABRE by Andy Wise WEIRD THINGS FOUND DOWN A DUNGEON CORRIDOR by Adrian Ryan`
ENCOUNTERs
EQUIpment LOCATIONs
THE ROYAL HALFLING HOUSE OF BRACKENBOUGH by Anon. WEIRD CULTS by Brendan S. BANDITS, RAPSCALLIONS & RIFF-RAFF by Mike Evans WHAT IS WRONG WITH THIS FARM & ITS FARMERS? by S.L. Shirley EXPLORING THE FLOODED VALLEY by Sean Fallon RANDOM PERFORMERS AT THE INN by Reynaldo Madrinan AT SEA IN THE TROPICS by Pierce Raats MERCHANTS OF THE SILK ROAD by Erik Jensen ENCOUNTERS IN A DARK & SPOOKY FOREST by Danny Peck BARBARIAN TRIBES WEIRD & GRIM by Zak Smith STRONGHOLDS IN THE WILDERNESS by Adam Watts MONSTER DUNGEON ADVENTURE GENERATOR by Stuart Burns SEVEN POISONS OF THE CITY by Dylan Atkinson LEGENDARY ARTIFACTS OF EVENORIA by Valerio De Camillis FIFTY BIZARRE & ECLECTIC URBAN LOCATIONS by Chris Weller CREEPY WELLS by Jason Kielbasa GATHERING OF PLANTS TO BE USED FOR VARIOUS PURPOSES by Ara K CASTLE SANTICORE by Roger S. G. Sorolla THE ORIENTAL SHRINE by Stuart Robertson THE MOON-EYE CAVES by Erik Jensen SHARDS OF THE WORLD by Gabriel Harley
RULEs
WILDERNESS HEX MAP GENERATOR by Iain Jones A NEW LOOK AT SKIRMISHES by Lance 3llenseg Toth
STANDARD ISSUE PACKS FOR A BUNCH OF MERCS by Telecanter SHADOWRUN : STREET PERPS by Mike Cummings MEET THE NEW GODS, SAME AS THE OLD GODS by Dylan Atkinson and S. L. Shirley MUTANT FUTURE : LAIR OF THE FUNGALOIDS by Zzarchov
Secret santicore
Dear Secret Santicore s level I would like a brief adventure for character e before that cam 1-3 (general stats for any edition is fine) that 3rd would be great, but whatever a spooky forest could occur while traveling through wagon. with a small theater troupe and their Thank you! J.
A SHORT LABYRINTH LORD ADVENTURE FOR A HANDFUL OF CHARACTERS LEVEL 1 TO 3 by Christian Sturke
rorhhamster.wordpress.com
TOREMILLO GIORDANO
SYNOpsiS
The Duke of Frambort, Gregor the Second, is a great admirer of the thespian arts. He recommended his own house-troupe, the Giordano family, to Lucius, Prince of Ethelbane, and asked to be allowed to send for his men to show their latest masterpiece The Resurrection of Old Angbart at Lucius wedding with the lovely (and rich) comtess Tricia DAriganice from above the sea. Yet as the duke is already at Ethelbane Castle, and the messenger he sent was waylaid, theres not enough time for the troupe to go the longer and safer route via the coastline - they have to cross the gloomy forest. As they cant go alone on a dangerous trek through the dark and foreboding wilderness, the Dukes seneschal, Brugand Mansion, is hiring adventurers to lead and protect them and bring them in time to the princes court. 100 gp per head are promised on timely arrival. They have 72 hours to go through the forest, or be late and risk the wrath of the Duke.
L human 0, AC 9 HP: 5 Toremillo is the middle brother, but nonethe-less he is the biggest, and in addition he is rather well-fed. He normally plays the comical side kicks, and sometimes brutish opponents or even monsters. He is a bit of a silent loner, and while some people believe him therefore to be rather dumb, he actually is quite intelligent, well-read and author of the most plays the family troupe has in its repertoire. N human 0, AC 9 HP: 3 The youngest of the three brothers, Guido has to play all the female roles. He is full of envy against Sidney, who always plays the heroes, a fact that is well known by all other Giordanos. He knows that Sidney is secretly planning to escape his fathers grasp, but he cant do anything until he has something to prove this.
GUIDO GIORDANO
The actors
L human F3, AC 9 HP: 13 A stern and unforgiving man, Bruno firmly believes in hierarchies, and wont treat anyone with respect, his sons included, that he feels superior to. This includes thieves, demihumans and spell-slingers of any level, or priest and fighters of 1st or 2nd level. A fighter or priest of at least 3rd level is treated as somewhat equal, but he still wont allow them to give orders to his sons. He is quite adamant in this, but if confronted with authority above his own, like someone from noble birth or a sheriff, he will be absolute in his obedience. He will never take part of anything that he deems unlawful, whatsoever. C human T1, AC 8 HP: 4 Sidney, the eldest brother, is fed up with his fathers attitude, who wants him to be the next director of the family troupe. He plans to leave in an opportune moment, preferably before he has to dance in a monkey costume for some snobbish, inbred degenerates again. He is quite an actor. Only his brother Guido suspects that he has other plans.
BRUNO GIORDANO
THE CART
The troupe travels with a cart, that houses their costumes, makeup and requisites. It is a rather smallish, two axis carriage, drawn by Bob and Jack, two friendly, slow, and quite curious oxen. They tend to wander off course for inspection if something unusual is to be found at the trails edge... Bob and Jack AL N, MV 90 (30), AC 8, HD 3, #AT 1 (horns), DM 1d4, THAC0: 17, SV F2, ML 6, XP 50, LL 66 (Like in Boar with the numbers filed off...) HP: 16, 15 The cart can be dismantled in 2 hours and reassembled in 3, if it is necessary to carry him above some obstacle. This time can be halved, but an intelligence check has to be made, to indicate if everythings back in its proper place, or the cart breaks down after another 1-3 hours of travel and needs a lengthy (2-12 hours) repair. The normal time for the cart to go through one of the hexes along the trail is 2 hours.
SIDNEY GIORDANO
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RUMORS:
T 	 he	gloomy	forest	is	one	of	the	places	where	the	veil	 between	this	world	and	the	place	of	the	fairies	is	very	 thin.	(True) T 	 here	is	a	dragon	living	in	the	cave	up	on	Cyclops	 Mountain.	(False) C 	 yclops	Mountain	is	home	to	a	giant	with	just	one	eye,	 hence	the	name.	(False) T 	 he	trail	is	narrow	at	the	slopes	of	Cyclops	Mountain.	 Theres	a	faster,	hidden	trail	leading	around	its	other	 side	(partially	True,	see	Area	B	and	Area	D)	 T 	 here	are	a	lot	of	flying	monkeys	prowling	the	area.		 Be	aware!	(False) D 	 ont	stray	from	the	path,	there	are	a	lot	of	goblins	out	 there!	(True,	but	the	goblins	are	bold	enough	to	attack	 travelers	anywhere	in	the	forest,	so...) T 	 here	is	a	ruined	tower,	dont	go	there,	there	are	lots	 of	undead	and	no	treasure	to	be	found!	(Partially	True,		 see	Area	G) T 	 heres	no	way	a	cart	can	go	through	this	forest	in	 just	3	days.	If	you	take	(or	have	taken)	this	job	you	are	 screwed!	(False) Bad	weather	there.	Better	get	a	cape!	(True) A 	 	bridge	troll	demands	a	toll	of	at	least	20	gp	per	head	 somewhere	half	the	way.	But	I	heard	you	can	bribe	him	 with	a	live	chicken.	Wanna	buy	one?	(False)
2 3 4
5 6
9 10
d6
WEATHER:
The weather is unnaturally bad in the gloomy forest. Roll for every 4 hours: 1 2 3 4 5 6 Cloudy, no winds Foggy, bad sight, no winds Light rain, no winds Heavy rain, windy, time needed per hex doubled Thunderstorm, time needed per hex tripled Cloudy, light winds
8 9
10
11 12
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Map Key
area a - The ford. If there has been heavy rain or a thunderstorm until the group reaches the ford, there will be high waters, witch make the crossing dangerous. The person on the reins has to make a wisdom check, |or the cart will topple, and the party needs to spend 1d6 hours getting the troupes equipment back and dryed enough to continue. The Giordanos have to roll under 18, because they know their oxen very well. Small Characters could drown if they cant swim... area B - The rangers trail Give every PC the same chance as to detect secret doors to find the overgrown trail leading in eastern direction (double chance if the PCs heard rumor number 4). Its somewhat hard to clear away the plants that have grown over it, so they need 3 hours to go through a hex. (and see D)
area c - Cyclops mountain The enormous cave in the side of the mountain, that overlooks the southern part of the Gloomy Forest like a giant cyclopean eye (hence the name), is devoid of any inhabitants (or treasure) but for a flock of ordinary jackdaws. From time to time they emerge from the cave in a fluttering of wings and cawing noises, startled by a small predator or internal strife. area d - The lost bridge There is a reason the seemingly faster trail is almost overgrown: At this place the trail crosses a deep ditch (witch is filled with rapid water if there was heavy rain or a thunderstorm in the last 4 hours) and there are the remains of an old and rotten wooden bridge with a gash of 10ft. in the middle of it. area e - The slopes of Cyclops Mountain The way is disturbingly narrow at times. If somethings happens that could startle Jack and Bob the cart is in danger of toppling over and going down 1d100 ft. until it is stopped by some trees.
Secret santicore
ADVENTUrEs
Secret santicore
ADVENTUrEs
Dear Secret Santicore session urban Would you please write me a one-life? l low adventure set among medieva Thank you! Cheers :) R.
	
The	adventure	opens	in	the	bedroom	of	aristocrat	Karistos	 Mondaviak.	The	wizened	old	man	is	dying.	He	knows	it	and	so	 does	everyone	else	present:	his	lawyer	Bennudius,	his	youngest	son	 Markos,	his	slinky	daughter	Karistina	and	his	even	slinkier	second	
part 1. Intro
d20	
1		 	 2		 3	 4		 	 5		 	 6		 	 7		 	 8		 	 9	 10		
11 12 13 14 15 16 17 18 19 20
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than for serious scholars, located in a grubby, dirty middle-class sort of urban sprawl. If the party can bring back Rudolfio before the old man expires, Karistos has instructed Bennudius to add a codicil to his will granting the PCs joint ownership of a relatively new (and as-yet unprofitable) vineyard. The players will be given a small portrait of a debonair youth with long black hair and a sweet moustache, so they can show folks who they are looking for. Before embarking on the adventure ,some players will try to make time with either Mondaviaks daughter or soon-to-be-widow. Hannabella, the wife, already has a lover named Vuristo, who happens to be a Fighter 4 of the we duel at dawn sort. Karistina will only be interested in fellas with social prospects and good skin. Anyone acting too crassly towards her will probably end up the victim of a beating by her brother and 2d6 friends and servants.
	d6	
1	
How far away Gothmagog is and whether wandering monster rolls need to be made en route is up to the DM. The chart Gothmagog City: WTF? contains 20 items of interest the party can discuss on the way. Each PC can roll d3+Int mod times on the chart below, unless you rule that an individual PC wouldnt know anything about the city. You might want to determine which items on the chart are actually true ahead of time.
Travel to Gothmagog
3 4
The PCs will probably run amok with whatever info they get from the chart above. When they finally settle in to the task at hand they will probably end up at the University. Rudolfio Mondaviak is a well-known figure among the students. Hes remembered as a lifeof-the-party guy, but he also showed compassionate generosity to the poorer student types who often have to choose between tuition and food. Rudolfio disappeared six months back and most people dont really know what happened. However, he had his quarters on the second floor of the Drowned Rat, a riverside tavern. The regulars there might know more.
Secret santicore
ADVENTUrEs
This joint is your standard fantasy version of the Mos Eisley cantina. The clientele includes sailors, pirates, smugglers, bounty hunters, dwarves off work from the foundry, longshoremen, prostitutes (50% chance they are off duty and trying to just have a drink) and unlicensed students of necromancy. If theres an elf in the party the dwarves automatically start a brawl. If the PCs fight fair (no blades, subdual damage only) they can continue their investigation because theyll have the respect of the patrons, win or lose. If anyone tries to cast a spell in the joint all hell will break lose, as patrons will run for the town guard or pull out weapons with intent to kill. Worse comes to worse, the bartender, an old grouch named Switzer, will throw a Flask of Gorgons Breath at the offender. He has 2 more and a morningstar behind the bar.
The lepers of the island live in tiny huts in near-starvation. They will beg for food, except for one or two desperate ones too cowardly to commit suicide, who will beg to be slain rather than continue to live as a hideous, diseased, starving freak. If queried, the lepers will explain that a mission house on the island previously provided for their needs, but the good clerics administering the place were driven out by the Chaos Messiah and his followers. The mission house is a simple one story wood structure with one entrance and a few windows. Inside are 20 maniacal cultists (0 level, wavy dagger, loincloth, tattoos, piercings), 6 slave girls (personal harem of the Chaos Messiah, in Slavegirl Leia style garb), Termantha and the Hag (mentioned above) and the Chaos Messiah, who kinda looks like a Pinhead Cenobite with a bigass Moorcockian chaos symbol tattoo on his chest and inky black eyes that seem to reflect an inhuman, pitiless void.
Assuming the PCs dont totally screw the pooch here, Switzer and several regulars will tell them that Rudolfio was a real cool guy to drink with, often buying rounds for everyone in the establishment. But he started getting real political right before he disappeared, talking up a bunch of lefty Gnome Chomsky nonsense about class and blaspheming against the temples. He started hanging out with a gypsy Obviously this is the big finale of the adventure. Hopefully the girl named Sezarina, one of the bargefolk. Theres always at least one party has a good plan or at least a sleep spell to put some of the gypsy barge down at the docks, so the PCs are directed that way. cultists down. Some notes for the fight:
En route to the docks, the PCs have to fight a squad of assassins to the death. Markos, the younger brother of the man the PCs seek, does not want his older brother found since he stands to inherit a greater portion with Rudolfio out of the way. Theres no good way to tie Markos to these ninjad up creeps, the PCs will just have to figure it out for themselves. The bad guys will catch the party between to two pairs of glaive-wielding jerkwads (F1), who will hold the party at bay while a pair of shortbowmen (F1) up on balconies pepper the party with arrows. These chumps have no armor. Watching from a distance is the leader of this squad: Hu Wang, a Fu Manchu looking mofo with at least two spells: Cobrabolt (like magic missile but a save vs poison or die affair as cobras gush from his fingertip) and Disappear in a Cloud of Smoke. Hu Wang will not fight in melee. If bumrushed he will cast disappear. Hes mainly there to supervise the chumps, so he wont cast Cobrabolt unless a PC annoys him. Note that the cobras dont magically go away, they slither out into the city, setting off a helluva panic. Hu Wang is meant to be your hook for Some Later Adventure. Turns out the gypsy barges are welcome in Gothmagog because the river gypsies are half-elves and related to the local ruling clans. Sezarinas family can be easily located. They reveal that their daughter is missing as well. Her younger sister Melastasya knows the score: the pair fell in with the Chaos Messiah Cult and can be found in the cults secret lair on Leper Island, a leper colony on the middle of the polluted river. Melastasya (Thief 1) and up to 2d6 kin (0 level cannon fodder with short swords) can be convinced to accompany the party to Leper Island to attempt a rescue. Smart PCs might think to look up some of Rudolfios old college friend for help. With a decent reaction roll d6 first level members of various random classes can be added to the expedition, assuming they go back to the University and/or the Drowned Rat.
ne of the slavegirls is Sezarina. Shes not here willingly and O will try to get to the dagger of a fallen cultist and backstab either Teramantha, the Hag or the Messiah (for the latter, see below). ne of the dagger-wielding goons is Rudolfio, who has been charmed O by the prophetess Teramantha. Unless a PC noted that they were carefully studying the portrait, theres only a 2 in 6 chance of recognizing him with his new mohawk, facial tattoos, clean-shaven, nipples-pierced-and-chained-together look. he first strike/spell/whatever on the Chaos Messiah has no effect, T except to cause him to slough off his skin. Underneath is some sort of protoplasmic amoeboid horror made of blood and puss. The harem girls completely freak the fuck out at this point. In his true form the Chaos Messiah fights as an ochre jelly. The cult has some treasure: the Termanthas Spellbook, a small golden statue of the Messiah worth 300gp when melted down, and some Black Wine, which totally gives the drinker nightmare visions of horrors beyond the stars (6 doses).
When the PCs return theres a 50% chance Karistos Mondaviak is already dead. If father and son are successfully reunited, the promised vineyard will show losses of d6 x 100gp a year for d4 more years, after which it will turn a profit of 2d6-2 x 1,000gp per annum. Each surviving PC will get an equal share of the property. Any character who visited Leper Island has a 5% chance of showing symptoms of the disease during some later adventure. The Chaos Messiah was not the source of the blood-drained corpses. Thats just some vampire unrelated to the adventure.
part 6. Epilogue
Dear Secret Santicore specific so I request a new fantasy race, not systemble with or are most comforta pick whatever one you go system-less. Thank you very much! S.
HIGHLY-ADAPTABLE MAGICALLY GROWN DAY-GLO FRANKENSTEINS FOR OSR GAMES by Jeremy Duncan
jduncan24601@gmail.com
While most of their kind were ruthlessly exterminated, a tiny minority escaped destruction, having been posted to remote corners of the world, or waiting in stasis in their vats in some hidden laboratory. Their makers long since dead, and their original purpose unknown, these creatures,pon awakening and learning something of the world, often turn to adventuring to satisfy their endless curiosity and challenge their strange abilities.
VaT-spaWN
ORIgIN
The sorcerer-kings of old, already worshiped as living gods by their subjects, and having grown bored with merely warping and molding nature to their whim, sought to fully assume the mantle of godhood and create life itself. With arcane secrets dredged up from the earth and sea and called down from the stars, they set to work, their forbidden knowledge wed to the toil of a thousand slaves, alchemists, and sages. At the expense of vast wealth, countless lives, and unquantifiable human suffering, they at last achieved their goal, as the first tottering form rose by its own strength from the vats, to stand complete before its maker. Pleased with their new plaything, the sorcererkings whiled away their idle hours by creating variations and refinements enough to satisfytheir immortality-strained appetites. Whole armies of vat-spawn were called up to re-enact legendary battles or duel to the death in elaborately planned and scripted combats. Harems of pleasureslaves, their every feature sculpted in exacting detail, were bred in the vats to serve at their makers grand debauches, only to be dissolved again when their masters had tired of their ministrations. So it went, century after extravagant, heedless century, until at last the power of the sorcerer-kings waned, and their empires were toppled amid fire and slaughter. The sorcerer-kings were put to the sword, their pale, anemic blood seeping into the blackened earth to mingle with the spilled ichor of their artificial slaves.
DESCRIpTION
Each vat-spawn is a hairless humanoid, with height and weight in the standard human range, though their features are often somewhat alien to modern observers, recalling ethnicities no longer found among the contemporary population, but glimpsed on the pitted faces of ancient coins, and in worn bas-reliefs on the columns and pediments of sunken temples.
Vat-spawn have the following features: If undisturbed, Vat-spawn are functionally immortal, though they are as susceptible to violent death as any other adventurer. As they are inherently unnatural, they cannot be Raised after death, nor can they reincarnate. Whether they possess souls at all is a matter of considerable theological debate. They possesses functional genitalia, but are completely sterile.
	
Illustration by Jeremy Duncan
Secret santicore
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CReaTUREs
VaT-spaWN
	 	 fter	every	100	years,	the	vat-spawns	memory	and	personality	will	 A reset,	returning	it	to	1st	level.	 	 	 at-spawn	have	a	vibrantly-colored	ichor	(roll	on	color	chart)	in	 V their	veins	instead	of	blood.	This	ichor	has	many	alleged	magical	 properties,	and	unscrupulous	Magic-Users	are	always	on	the	lookout	 for	experimental	subjects.	 	 	 ll	Vat-spawn	can	graft	on	and	incorporate	body	parts	from	 A humanoids and other creatures, as long as there is sufficient space. Any	special	abilities	or	attacks	inherent	to	those	parts	(a	medusas	 eyes,	etc.)	transfer	to	their	new	owner.	Removing	one	limb,	eye,	 hand, etc. to make room for a new part inflicts 1d4 damage, after which	it	it	is	rendered	useless,	withering	away	to	nothing.	Characters	 attempting	to	graft	on	a	new	part	must	Save	vs.	Poison	+	the	creatures	 hit	dice		PCs	level.	The	grafting	process	requires	one	hour	x		 the	creatures	hit	dice	of	uninterrupted	concentration.	There	are	 undoubtedly	opportunities	for	abuse,	here,	but	just	use	common	sense	 or	whatever	the	GM	thinks	would	be	funniest.
CREaTION
Roll your characters Ability Scores as usual. oll twice (unless otherwise indicated) on Skin/Eye Color chart, and R twice times each on the Variations A & B charts, re-rolling in the case of a conflicting result. These indicate the PCs original function, as well as any modifications during his/her unremembered past.
VARIATIONS	B
You have infravision, but your eyes glow in the dark. One hand can semi-detach & extend + retract 50 ft., connected to arm by ropy tendons. Can support PC + 2d100 lbs and do any normal hand tasks. Your facial features are an exact replica of (1-2) Your creators own (3-4) their most hated rival (5-6) a legendary hero/ine. Lungs can inflate to extraordinary capacity, meaning that you can go 1 hour of game time without having to breathe. DEX is halved, because youre walking around with your chest puffed out like a bullfrog. You have gills. These are almost imperceptible slits in the side of your neck when outside water.. Underwater they open up and you can breathe normally. Skin prominently stamped or dyed with personal rune of creator. You have a functional mouth with teeth, tongue, etc. on your (1-3) pick the palm of one hand (4-6) pick sole of one foot (5-6). Mouth does 1d4 damage in combat w/ a +2 to hit, can absorb and transfer 1 hp/damage inflicted up to max. Other applications at GM discretion. You have d4 eyes in the back of your head. Cannot be surprised from behind unless wearing helmet. The ichor you bleed is phosphorescent (as candle flame)
ocher
vermillion
turquoise
pearl
indigo
8 9
carmine black
10
Your hands and toes have tiny suction cups on them allowing you to climb up and down (and cling to: max weight= PC+2d100 lbs.) sheer surfaces if gloveless and barefoot. Every 6 months of game time, your character molts, his/her skin flaking off to reveal new skin underneath. Roll again on color table for your brand new skin! Everything else remains as it was. Body covered in tiny, iridescent scales.
11
12
charcoal
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CReaTUREs
VaT-spaWN
	d20	 SKIN/EYE	COLOR		VARIATIONS	A	
13 violet Eyes can extend/retract on flexible stalks up to 50 ft (while retaining function). While this is going on, you must remain absolutely still, and you are disoriented and completely helpless (worst possible AC) for one round after they pop back in. Created for the Arena! : +2 to STR and CON, can spend 1d4 HP to immediately upon being hit to seal up wounds and take  damage. If the damage you wouldve taken was more than  current HP, you lose a limb (GM discretion) and gain a fresh, sealed-over stump. You can absorb liquid through your pores at the rate of 1 pint/round, storing it in elastic subcutaneous pouches, to a maximum of 2 gallons, at which point, your Dex is halved until the moisture is expelled (the rate of which can be as fast or slow as the player desires). Your skin is soft to the touch, but shiny and reflective like polished chrome. Opponents attacking you in bright sunlight (assuming at least some skin is visible) do so at a -2 penalty. Also, you have no body odor of any kind, making you impossible to track or detect by scent alone. The GM can impose penalties to attempts to hide as the situation warrants. When under considerable stress (like combat, taking a difficult exam, or being chased by monsters), your skin darkens slightly and hardens into tiny, raised spikes, like on a horned lizard, making you look even freakier and giving you a +1 bonus to AC. This effect lasts until the immediate danger is past. Depending on the material, your characters clothing may then be covered with tiny holes. If PC is sneak- attacked, etc., the AC bonus isnt applied until after damage (if any) is taken. Your ichor corrodes metals like a rust monster. When damaged, this applies to any metal armor you happen to be wearing. If you are struck and damaged by a metal or metal-tipped weapon, the attacker must roll a d6. On a 1-5, the weapon (or the metal part, anyway) dissolves into useless flakes of rust. Lots of other fun uses!
VARIATIONS	B
Designed for infiltration: +2 to DEX, chameleon skin: acts as Invisibility spell, but it hurts and you must be naked. Every round you have it activated, roll a d4. On an odd result, you take that much damage each time until you pass out. Your bones are weirdly flexible and easy to dislocate. With one rounds worth of preparation, you may squeeze into a space normally accessible to Small creatures, but your ST and DEX are halved until you are able to pop yourself back into place (1 round). Your body can secrete sharp, hardened darts, which can be fired (once/round) through the palm of your hand. You have a +1 to hit with this weapon and each dart does 1d6 damage. Range is 20 feet. Generating darts costs 1 HP each, which are restored after a full nights rest. Your saliva acts as a hallucinogen. In addition to everything else that might imply, if a Magic-User drinks a few drops of it, mixed into any beverage, it will impart startling revelations of the cosmos and the innate mystic potential of every star, drop of rain, and blade of grass. When they recover in d20 hours, they will have gained a one-time permanent +1 bonus to WIS. An hour after grafting on a new part, and until that part is detached or destroyed, you gain the ability to verbally communicate with and understand members of that species. For responding to non-verbal forms of communication, you have some ability, but are still somewhat limited by your own anatomy. For example, you would be able to perceive and understand scentmessages left by creatures that communicated by smell, but you would not be able to leave messages of your own without incorporating the necessary scent-glands, etc. Such is your physical control that you can stop your own heartbeat and cease breathing, entering into a state completely indistinguishable from death. Since Vat-spawn are immortal, this can theoretically last indefinitely. To come out of stasis, the PC must either set a time beforehand, or arrange some signal (a tap on the forehead, a whispered word in the ear). If the signal isnt given, the PC will remain in stasis forever, and the player should probably roll up a new character. Your palate is super-sensitive, and you can distinguish and identify the ingredients of any compound. You know the joke about the wine snob, where hes given a glass of someones urine to drink, and then asked, But whose is it? Well, you can narrow it down to species (if thats an issue) sex, age, diet, and habits (smokes, uses expensive hair pomade, etc.). You were a Pleasure-Slave! You have enhanced pheromones: +4 to reaction rolls when dealing with (1-4) humanoids of the appropriate persuasion (5-6) GM secretly rolls on wandering monster chart. Other complications may ensue. Also, take a +1 to DEX and CON-- what the hell. Also, your sweat is a mild aphrodisiac. If its distilled and enters the bloodstream, its a powerful aphrodisiac, unless they fail a save vs. poison roll, in which case, they take 3d6 damage.
14
sky blue
15
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When struck and damaged by a (non magical) weapon, you may sacrifice an additional d4 hit points to make it stick your flesh temporarily fuses with the striking surface, making it impossible for the wielder to dislodge it. The effect lasts 1d4 rounds + 1 for each point of damage the weapon originally inflicted. You may transmit psychic messages via drops of your ichor, which may then be imbibed, injected, etc; by someone else. One word per drop. Message is not diluted if mixed with other liquids. Costs 1 HP, unless youre transmitting a novella or something.
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Secret santicore
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Dear Secret Santicore e I would really like some drawings of som monsters. brand new Thanks! S.
Dear Secret Santicore ic I would like something for a goblin-centr paign. ands BX or LL cam Keep on the Borderl 0 goblin A PC Goblin class or maybe aord3new expanded all mutations table or an rumor table? Awesome! S.
by Paolo Greco
tsojcanth@gmail.com
Illustration by Jez Gordon
d30	
1	 2	 3	 4	 5	
GOBLIN	MUTATION:
Very	furry.	Better	defence	and	protected	from	cold. Horribly	fat,	the	goblin	is	fed	by	its	tribe	to	be	slain	and	eaten	 during	periods	when	food	is	scarce.	Double	hits,	cant	run. The	goblin	has	a	skin	membrane	between	arms	and	legs,	 allowing	her	to	glide.	It	makes	impossible	to	wear	armour	tho. Can	make	any	noise	through	vocalization. Horribly	strong.	Deals	at	least	double	damage	in	melee	and	 throws	objects	at	three	times	the	normal	distance.	The	goblin	 body	cant	quite	cope	with	some	much	awesome,	tho,	taking	 damage	when	such	huge	strength	is	abused. Pea	green,	photosynthetic	goblin	can	survive	on	water	and	 sunlight.	Shame	that	goblins	hate	sunlight. Uncannily	warty,	if	still	and	crouched	can	be	easily	mistaken	 for	a	pile	of	refuse. Very	sticky	and	strong.	Grapples	like	an	ogre	and	can	easily	 climb	walls. Big-jaw,	sharp-teethed,	ever-hungry.	Bite	deals	2d6	damage. Glabrous,	pink	and	swollen,	the	goblin	looks	exactly	like		 a	human	kid. Really	big,	strong	and	burly.	In	combat,	treat	as	ogre,		 except	for	morale	purposes. Immortal	and	unable	to	reproduce.	This	goblin	might	have	 died	hundred	of	times,	often	in	embarrassing	ways,	but	might	 be	very	far	from	realizing	it.	Regenerates	1hit/turn. Flexible	bones.	Can	squeeze	through	a	hole	the	size	of	a	fist	 and	takes	half	damage	from	falls	and	blunt	trauma. Feels	no	pain.	Doesnt	understand	it	either.	After	hits	are	 reduced	to	0	due	to	wounds	the	goblin	has	a	50-50	chance	 every	round	of	collapsing	and	dying. 1d6	arms.	1d6	legs,	1d6	heads,	eyes,	ears,	noses.		 Still	a	single	goblin	brain	to	run	all	of	them,	sadly. Can	shadow-step	once	a	day,	and	reappear	within	a	shadow		 in	a	range	of	one	mile.
GOBLIN	MUTATION:
The	goblin	has	a	big,	swollen	skull,	looks	a	bit	stupid	and		 cant	talk.	Unbeknown	to	any	the	goblin	is	able	to	plant	ideas	 and	beliefs	in	other	goblin	minds	(save	once	a	day	to	resist). Smells	like	freshly	baked	bread	instead	of	reeking	like		 a	normal	goblin.	Tastes	like	freshly	baked	bread	too.		 Until	the	day	this	goblin	is	going	to	be	eaten	is	going		 to	benefit	from	reaction	bonuses.	 The	goblin	is,	in	fact,	a	were-worg. Very	sexy.	For	Anything.	Of	any	gender	and	sexual	 preference.	Gan	get	sex	from	mostly	anybody	with	not	much	 effort.	Probably	due	to	goblin	pheromones	or	something. Three	eyes.	Can	see	radioactivity,	magic	and	other	normally	 invisible	emissions	and	auras.	For	some	reason	other	goblins	 find	this	mutation	particularly	funny. Freakingly	long	hands.	Like,	5	feet	or	something. No	head.	A	mouth	is	where	the	neck	should	be.		 Has	ten	little	eyes	on	fingertips. Metal	bones.	Twice	hits,	better	defence,	sinks	like	a	stone. Can	breath	in	a	lot	and	become	a	goblin	balloon.		 If	warmed	up	with	a	fire	or	by	sunlight	will	rise	to	the	sky. Silicon	compatible	body	chemistry.	Survives	on	water,	rocks	 and	soil.	Resistent	to	electricity,	additional	damage	from	fire. Self-fecundating	female.	Had	5d30	identical	but	sterile	 daughters,	in	addition	to	2d30	offsprings	due	to	more	 traditional	mating	practices,	if	you	consider	traditional		 mating	practice	a	word	applicable	to	goblin	sex-life.	Ugh. Really,	really,	really	loud	voice.	Can	be	heard	from	far,		 far	away.	Cant	speak	at	less	then	full	blast	volume	though. This	goblin	oozes	an	oily	substance	(about	a	pint	a	week		 if	properly	fed),	that	can	be	collected	and	used	for	lubricant,	 burning	oil	and	even	eaten. This	goblin	is,	in	fact,	a	changeling	left	there	by	a	very,		 very	intoxicated	faerie	queen	on	a	three-years-long	bender.
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Secret santicore
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Dear Secret Santicore I would like a random table of Goblin Alchemical Mishaps. Thanks! A..
by Telecanter
Drop 2d4 onto the chart. Imagine a line stating from the highest die to the lowest. Find a verb in the outer ring near the start of your line and a noun from the inner ring near the end of it. Thats your goblin mishap. If you want to get fancy, the goblin bodypart the line traverses is most affected. Doubles mean something worked! Use the line to determine what the product does.
Secret santicore
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Secret santicore
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Dear Secret Santicore kill PCs. I would like 50 ways that plants can Thanks! J.
d25	
1	
DEADLY	PLANT:
ARCHER	PLANT:	This	large	bush	can	grow	up	to	eight	feet	high.	Its	broad,	fan-shaped	leaves	are	interspersed	with		 long,	hollow	thorns	that	can	grow	up	to	several	feet	long.	The	roots	of	the	archer	plant	spread	out	horizontally	beneath	 the	ground	and	are	sensitive	to	pressure	and	vibrations,	such	as	those	caused	by	a	creature	coming	too	close	to	the	plant.	 When	a	threat	is	detected,	the	archer	plant	will	shoot	several	thorns	in	its	direction. ASSASSIN	WEED:	This	hardy	and	fast-growing	weed,	when	found	on	its	own,	is	harmless	unless	ingested.	When	it	crops	 up	in	a	farmers	field,	it	is	much	more	deadly.	It	spreads	out	and	intertwines	with	other	plants,	passing	on	a	poison	which	 	while	harmless	to	the	other	plant		is	deadly	to	anyone	who	consumes	it.	Anyone	eating	assassin	weed	or	any	plant	it	has	 come	into	prolonged	contact	with	will	experience	a	shortness	of	breath	and	an	increased	heart	rate.	This	condition	escalates	 rapidly	until	the	victim	dies	of	coronary	failure. BELLADONNA:	Also	known	as	deadly	nightshade,	the	leaves,	stems,	and	berries	of	this	plant	are	poisonous,	but		 the	most	poison	is	found	concentrated	in	the	roots.	In	small	doses	it	causes	hallucinations	and	delirium.	In	large	doses,	 the	effects	include,	headaches,	dizziness,	and	convulsions,	until	the	nervous	system	completely	loses	control	of	the	bodys	 functions	and	death	ensues. BLINDBERRY:	This	short,	scrawny	looking	shrub	typically	grows	in	arid	regions	where	food	is	scarce.	Its	sour,	juicy	 berries	contain	a	toxin	that	affects	the	ocular	nerves	of	any	creature	that	ingests	them.	If	only	a	few	berries	are	eaten,		 the	creature	will	suffer	a	temporary	weakness	and	blurriness	of	vision,	but	if	more	are	eaten	it	can	cause	temporary	or	 permanent	blindness. DAGGERBRUSH:	This	hard-branched	bush	grows	in	large,	thicket-like	clusters	and	is	commonly	found	at	the	bottoms	 of	pits	and	ravines.	Daggerbrush,	as	the	name	implies,	is	covered	in	large	thorns,	typically	six	inches	long.	Although	these	 thorns	are	not	poisonous,	a	creature	unfortunate	enough	to	fall	into	a	patch	of	daggerbrush	can	sustain	serious	and	often		 fatal	injuries. DEVILS	CLOUD:	The	branches	of	these	tall,	spindly	trees	are	laden	with	tart,	earthy-tasting	fruit.	While	safe	to	eat,		 the	fruit	are	covered	by	a	coconut-like	shell	bristling	with	long,	sharp	spines.	Not	only	does	this	make	them	difficult	to	eat,	 but	the	falling	fruit	can	be	dangerous	and	sometimes	lethal	to	creatures	unlucky	enough	to	be	passing	beneath	the	tree	at		 the	wrong	time. EVERDREAM:	In	small	doses,	the	ground	up	leaves	of	this	fern-like	plant	produce	a	calming,	sedative	effect.	Although	 everdream	does	not	cause	drowsiness,	it	causes	vivid	and	seemingly	profound	dreams	if	taken	before	bed.	In	larger	doses,		 the	subject	can	easily	fall	into	a	permanent	catatonic	state. FIREPOD:	These	small	plants	can	be	found	growing	in	patches	on	the	ground	or	clinging	to	walls	and	other	surfaces.		 They	are	covered	with	large,	membranous	spheres	that	contain	a	bioluminescent	gas,	giving	off	a	dim	light.	The	spheres		 are	very	fragile	and	the	gas	is	highly	flammable,	which	can	be	dangerous	if	enough	are	broken	near	an	open	flame. FOOLS	HORN:	The	trumpet-shaped	flowers	of	this	climbing	vine	produce	a	highly	psychoactive	pollen.	Just	being	near		 the	flowers	of	this	vine	is	enough	to	cause	a	mild	feeling	of	vague	bliss,	sometimes	accompanied	by	brief	and	temporary	 memory	loss	or	blackouts.	With	prolonged	exposure	or	more	direct	contact	with	the	pollen,	such	as	brushing	up	against	 the	flowers,	causes	dizziness,	loss	of	willpower	and	inhibition,	and	memory	loss.	Actually	ingesting	even	a	few	small	pinches	 of	the	pollen	will	cause	permanent	insanity.	This	can	range	from	delusions	and	hallucinations	to	the	victim	no	longer	being	 able	to	care	for	his	basic	bodily	functions	and	survival	needs.
Secret santicore
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d25	
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Secret santicore
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Dear Secret Santicore kill PCs. I would like 50 ways that plants can Thanks! J.
DoOM BY GREeN
and Dylan Atkinson
d50	
1	
DEADLY	PLANT:
PHILOSOPHERS	BANE,	or	Mage-Hemlock	--	Although	universally	bitter	to	the	taste,	the	leaves	of	the	Philosophers	 Bane	are	particularly	dangerous	to	magic-wielding	or	psychic	creatures.	The	poison	binds	to	the	area	of	the	brain	controlling	 spellcasting,	to	quick	effect.	Most	commonly	the	plants	toxic	sap	is	used	to	coat	arrows	which	can	inflict	painful	paralysis	 on	sorcerors,	but	the	leaves	can	also	be	brewed	into	a	tea	which,	if	consumed,	can	retard	spellcasting	for	hours. TRUTHROOT	--	When	a	crime	is	committed,	the	accused	may	be	forced	at	swordpoint	to	chew	a	quantity	of	truthroot	 and	hold	the	resulting	paste	in	their	mouth,	between	cheek	and	gum,	allowing	the	released	oils	to	seep	into	oral	tissue.	From	 that	point,	if	the	accused	tells	a	lie,	the	truthroot	poison	is	catalyzed,	causing	intense	pain	and	a	discoloration	of	the	mouth.	 Few	dare	to	embrace	mendacity	under	the	influence	of	truthroot,	as	several	small	lies	-	or	one	big	one	-	can	lead	to	death. WEEPING-DEATH	TREE	--	This	willow-like	tree	supplements	its	nutrition	by	slaying	those	who	rest	beneath	it.	The	 Weeping-Death	holds	within	its	branches	and	bark	a	multitude	of	resevoirs	of	an	acidic	enzyme	which	it	can	release	instantly	 by	opening	hundreds	of	stoma	across	its	surface;	when	it	does	so,	gallons	of	burning	acid	rain	down	on	the	creatures	below.	 The	tree	feeds	on	the	nitrogen	left	behind	as	their	corpses	decompose. FAUNBLOSSOM	--	A	flowering	bush,	the	faunblossom	is	dotted	with	tiny	blue	flowers	which	can	spray	forth	a	cloud	 of	neurotoxic	pollen.	Humans	and	some	animals	caught	in	the	blast	begin	to	twitch	and	convulse,	then	are	possessed	by	a	 rhythmic	seizure	which	resembles	the	dancing	of	a	jig.	As	the	effects	of	the	pollen	can	last	quite	some	time,	some	victims	 dance	themselves	to	exhaustion,	or	to	the	brink	of	a	heart	attack.	Even	the	hardiest	find	themselves	vulnerable	to	attack	by	 wild	beasts	while	they	prance	and	caper	about. DREAMWEED	--	Although	it	resembles	other	saw-leafed	weeds,	dreamweed	is	far	from	common	and	highly	sought-after.	 When	eaten	or	brewed,	the	poisons	within	dreamweed	have	a	two-fold	effect:	first,	for	a	short	time,	the	imbiber	can	see	 invisible	objects;	and	second,	the	poison	causes	convulsion,	altered	breathing,	and	delirium	for	hours,	even	after	the	beneficial	 effect	has	worn	off.	Some	claim	to	have	seen	true	visions	of	the	divine	under	the	influence	of	dreamweed,	but	many	more	 have	died	in	the	attempt. SIRENS	TRUMPET	--	The	bell-shaped	flowers	which	hang	from	this	plant	emit	a	soft,	sweet	music	which	travels	easily	 on	spring	breezes.	The	music	has	a	hypnotic	and	soporific	effect	on	the	listener,	drawing	them	closer	to	the	plant	and	 inculcating	in	them	a	great	love	for	the	plant	and	a	desire	to	protect	it.	In	time,	the	victim	will	happily	starve	to	death	 beneath	the	plant	if	not	rescued;	wild	animals,	many	of	which	are	immune	to	the	Sirens	Trumpet,	are	keen	to	always	check	 the	area	around	the	plant	for	an	easy	meal. YOU	TREE	--	A	large,	carnivorous	tree,	the	Yous	trunk	contains	a	chamber	full	of	viscous	liquid	and	a	mimetic	flesh-like	 substance.	The	You	feed	thusly:	seizing	upon	a	person	or	animal	with	its	prehensile	branches,	the	victim	-	living	or	dead	-		 is	placed	within	the	trunk	to	be	digested.	In	a	matter	of	minutes,	the	pseudoflesh	within	the	trunk	has	reshaped	itself	to	 mimic	the	victim,	and	this	semi-sentient	vegetable	doppleganger	is	then	ejected	onto	the	forest	floor,	where	it	stands	up	 and	goes	after	its	friends	as	quickly	as	possible,	to	lure	them	within	the	You	trees	reach.	The	further	from	the	tree	the	 impostor	roams,	the	less	intelligence	it	displays. MOONBERRY	--	The	shiny,	yellow-white	berry	clusters	on	the	Moonberry	bush	are	quite	tasty	and	grow	in	large	 quantities,	but	the	savvy	woodsman	avoids	them.	When	eaten,	moonberries	produce	in	the	human	system	a	chemical	 byproduct	which	causes	ones	perspiration	to	include	a	stink	which	is	highly	attractive	to	lycanthropes	of	all	sorts.	Given	the	 keen	senses	and	potential	tracking	ability	of	most	werewolves	and	their	kin,	the	fool	who	eats	moonberries	may	be	reliably	 detected	by	lycanthropes	up	to	several	miles	away,	who	may	then	easily	hunt	and	surround	the	glutton	and	his	companions.
Secret santicore
22
CReaTUREs
DoOM BY GREeN
d50	
9	
DEADLY	PLANT:
WHITE	FOG	--	This	bush,	also	known	as	the	coward-bush,	cannot	stand	to	be	disturbed.	Whenever	something	brushes	 up	against	it	-	or,	in	more	sensitive	specimens,	merely	walks	by	it	-	the	White	Fog	emits	a	massive	cloud	of	choking	white	 pollen	which,	as	it	comes	into	contact	with	the	mouth	and	nose,	immediately	absorbs	moisture	and	becomes	a	thick,	sticky	 paste.	So,	too,	are	the	eyes	gummed	up,	causing	blindness.	Breathing	becomes	near-impossible	within	moments;	a	strong	acid	 or	base	(lemon,	vinegar)	easily	breaks	up	the	paste. LEECH-THORN	--	Resembling	ordinary	briar	or	bramble,	the	leech-thorn	coats	itself	with	an	enzyme	which	prevents	 blood	from	clotting,	much	like	a	leech.	Those	walking	through	the	bramble	may	find	themselves	not	only	scratched	up,	but	 bleeding	uncontrollably.	Wild	creatures	which	feed	on	blood	-	stirges,	for	example	-	often	nest	near	a	leech-thorn	patch. PORCUPINE	TREE	--	A	short,	squat	evergreen,	the	porcupine	tree	is	known	for	its	unusual	cones,	which	are	clusters	of	 barbed	quills.	The	tree	defends	itself	and	hunts	by	firing	clusters	of	these	quills	at	animals	and	people	which	pass	by	(treat	 as	darts).	While	one	porcupine	tree	is	easily	avoided,	an	entire	copse	of	the	plants	can	make	short	work	of	intruders.	It	is	 perhaps	worth	noting	that	the	quills	of	the	tree	are	not	green	wood,	but	are	sufficiently	dry	and	dense	to	act	as	hardwood;	 it	is	for	this	reason	that	cagey	vampire	hunters	plant	porcupine	trees	in	strategic	locations. FROSTBLOOM	--	This	parasitic,	flowered	vine	appears	in	winter	after	first	snowfall,	climbing	its	way	up	oak	and	pine	 alike.	It	has	adapted	to	cold	weather	ably	and	is	undeterred	by	blizzard	or	hoar-frost;	in	fact,	the	frostbloom	so	fears	the	 coming	of	Spring	-	which	will	kill	it	-	that	upon	sensing	warmth	nearby,	such	as	that	of	a	human	body,	it	will	immediately	 attempt	to	re-cool	the	area	by	spreading	forth	form	its	flowers	a	blast	of	concentrated	cold.	Although	this	frost-blast	can	 be	somewhat	damaging,	the	real	danger	is	exposure	over	time	--	many	a	traveller	has	foolishly	tethered	their	horse	near	a	 frostbloom,	only	to	return	to	find	an	equine	popsicle. DEVILBLOOM	--	The	sweet	aroma	of	this	annual	flower	practically	invites	smelling;	and	yet,	such	indulgence	is	unwise.	 The	perfume	of	the	devilbloom	contains	mind-warping	agents	which,	once	inhaled,	being	to	alter	the	personality	of	the	 victim.	In	minutes,	he	is	irritable	and	argumentative;	in	hours,	a	paranoid	and	megalomaniac;	by	the	next	day,	the	victims	 very	moral	code	may	have	shifted,	and	not	in	a	pleasant	direction. CHOKING-CHERRY	--	Although	resembling	a	normal	flowering	cherry	tree,	the	Choking-cherry	is	distinguished	by	its	 prehensile	branches	and	its	unusual	method	for	reproduction.	The	choking-cherrys	seeds	grow	best	in	a	warm,	high-acid	 environment,	and	of	course	the	tree	wishes	to	spread	its	seed	as	far	as	possible.	Ergo,	the	Choking-cherry	will	snatch	up	passing	 animals	(or	humans)	and	attempt	to	force	a	few	cherries	down	their	throat,	pushing	the	seeds	deep	into	the	alimentary	system	if	 necessary.	The	tree	then	releases	its	victim,	allowing	it	to	roam.	The	skins	of	the	choking-cherry	contain	a	natural	anti-emetic,	 making	it	difficult	for	the	victim	to	reverse	the	process.	The	cherry-pits	will	take	root	in	the	victims	stomach	or	intestines	(or,	 on	rare	occasions,	embed	in	the	throat	itself),	and	cause	intense	pain	for	up	to	a	week	before	bursting	forth	as	a	small	tree.	This	 last	act	generally	causes	the	death	of	the	victim,	whose	corpse	then	fertilizes	the	new	Choking-cherry. STUMBLEBUSH	--	The	berries	of	the	stumblebush	are	rock-hard	and	multicolored,	resembling	marbles.	The	bush	 reproduces	by	shedding	its	berries	all	at	once,	several	times	during	the	year;	when	it	does	so,	the	ground	around	the	 stumblebush	is	then	covered	with	hard,	slippery	marbles,	and	will	remain	so	until	the	berries	crack	in	the	winter	cold	and	 plant	the	seeds	inside.	Due	to	this	method,	stumblebushes	are	often	found	in	great	patches	of	many	square	yards,	with	a	 further	dangerous	zone	several	yards	out	in	which	treading	on	the	berries	is	a	real	danger. MALEPHANT	EAR	--	The	large,	ear-shaped	leaves	of	this	curious	plant	have	developed	the	ability	to	record	and	play	 back	sound.	The	Malephant	Ear	plant	uses	this	ability	to	draw	victims	nearby,	which	are	then	attacked	by	whatever	wild	 beast	is	living	in	harmony	with	the	plant	(the	plant	itself	then	feeds	on	the	animals	waste).	A	fully-grown	plant	is	a	skilled	 mimic,	and	may	manifest	all	manner	of	animal	and	human	sounds,	including	snippets	of	speech	(help	me!,	over	here!),	 dramatic	sobbing,	childrens	laughter,	and	even	screams. ELDER-BERRY	--	The	elder-berry	bush	is	not,	technically	speaking,	poisonous.	However,	those	who	eat	of	the	plant	sometimes	 find	themselves	rapidly	aged,	usually	anywhere	from	one	to	thirty	years	in	the	span	of	a	quarter-hour.	This	process	by	itself	can	 cause	death	in	the	already-elderly,	or	via	complete	system-shock	in	a	younger	victim	(imagine	a	toddler	turning	into	an	adult	-	flesh	 may	stretch	and	rip	and	bones	splinter	in	the	rapidity	of	the	process).	Those	with	the	constitution	to	survive	the	transformation	can	 go	on	to	lead	normal	-	albeit	shorter	-	lives.	It	is	important	to	note	that	the	berries	each	contain	varying	amounts	of	the	chemicals	 (or	magic)	which	cause	the	rapid	aging	-	there	is	no	easy	way	to	parcel	out	berries	to	gain	a	desired	aging	effect. GIANT	PIT-TRAP	PLANT	--	Related	to	the	Pitcher	and	other	carnivorous	plants,	the	Giant	Pit-Trap	burrows	in	the	 ground	in	the	jungle	or	subterranean	caverns	or	corridors,	implanting	itself	beneath	the	surface	of	the	earth.	The	bulk	of	the	 plant	is	an	immense	bowl	containing	digestive	juices	and	acids;	the	remainder	are	a	few	motive	tendrils,	and	a	ring	of	large,	 stiff	leaves	resembling	earth	or	flagstone,	which	it	uses	to	obscure	the	pit.
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DEADLY	PLANT:
HUNGRY	WALL	--	Existing	somewhere	in	the	realm	between	lichen	and	vine,	the	Hungry	Wall	is	just	that	-	a	huge,	flat	plant	which	 clings	to	walls	like	ivy	and	consumes	hapless	passers-by.	The	Wall	contains	several	bladders	of	acid;	when	an	animal	walks	on,	or	leans	on,	 the	Wall,	the	stoma	is	opened	and	smaller	tendrils	pull	the	victim	inside	the	Walls	body,	where	it	is	crushed	and	digested.	The	Hungry	 Wall	can	be	cultivated,	and	has	in	some	cases	been	shown	to	thrive	not	only	indoors,	but	when	induced	to	grow	along	a	ceiling. FACE-BITER	VINE	--	A	hungry,	clinging	carnivorous	vine	which	drapes	itself	across	branches	and	dangles	its	flowers	 downward	to	attract	birds.	Yet	each	flower	is	also	a	set	of	sticky,	digesting	jaws	lined	with	sharp	spines.	Although	adapted	to	 eating	songbirds,	the	Face-Biter	has	gained	its	common	name	by	reaching	out	to	attack	passing	humans. CADAVERFLOWER	--	This	immense,	rubbery	flowering	plant	exudes	a	ghastly	stench	like	that	of	rotting	meat,	or	the	 grave.	Although	such	a	perfume	is	not	unusual	amongst	carnivorous	plants,	in	this	case	the	cadaverflowers	aroma	actually	 acts	as	a	paralytic	agent	and	a	preservative,	and	its	juices	are	in	demand	by	those	familiar	with	the	necromantic	arts.	The	 scent	of	a	nearby	cadaverflower	can	cause	lethargy	and	a	slowing	of	the	reflexes,	and	eventually	full	paralysis. RUSTGRASS	-	A	patch	of	rust-grass	is	quite	soft	and	springy,	making	a	suitable	makeshift	bed	on	which	to	camp	for	the	 night.	However,	the	enzymes	in	the	blades	of	rust-grass	have	an	oxidizing	effect	on	metallic	objects,	particularly	ferrous	 ones.	A	knight	who	naps	upon	a	bed	of	rust-grass	will	wake	to	find	his	mail	sorely	damaged	indeed. GLUE-WORT	--	Traipsing	through	a	cluster	of	glue-wort	bushes	is	unadvisable,	as	the	leaves	and	branches	are	incredibly	 sticky,	and	will	adhere	to	clothing	and	exposed	skin,	quickly	overwhelming	even	a	full-grown	man.	Victims	are	frozen	in	 place	as	in	a	spiderweb,	and	exposed	to	the	mercy	of	local	wildlife. PUZZLE-TREE	--	The	twisted	and	gnarled	puzzle-tree	is	best	known	for	its	unusual	bark,	which	sports	odd	colorations	 and	markings	which	almost	bear	the	seeming	of	runes	or	glyphs.	Intelligent	creatures	looking	at	the	tree	may	become	 fascinated	by	its	patterns	for	some	time;	in	fact,	some	onlookers	may	find	planted	in	their	mind	a	post-hypnotic	suggestion	of	 some	sort,	drawing	upon	their	own	doubts	and	fears.	Some	victims	are	driven	to	suicide;	others,	to	murder	of	their	fellows. FISHER-MOSS	--	The	net-like	fisher-moss	hangs	from	trees	in	massive	clumps,	awaiting	prey	below.	It	drops	onto	the	unwary	like	a	 fishing-net,	and	begin	to	constrict,	suffocating	the	victim.	After	digesting	its	meal	by	means	of	exuded	digestive	juices,	the	moss	slowly	 clambors	back	up	the	tree,	returning	to	its	hiding-place,	although	it	may	not	need	to	feed	for	several	days	depending	on	the	size	of	its	catch. VENUS	BEAR-TRAP	--	Something	like	a	cross	between	a	flytrap	and	a	lily-pad,	these	flat	plants	lie	about	on	the	ground,	often	 amidst	brush,	bushes,	or	rows	of	crops.	They	are	lined	with	sharp	spines	around	the	edge,	and	when	an	animal	treads	upon	them,	they	 snap	shut,	folding	in	half	with	remarkable	strength.	The	Venus	Bear-Trap	can	easily	seize	and	entrap	an	entire	small	animal	such	as	a	 rabbit,	cat,	or	grouse;	for	larger	prey,	the	jaws	tend	to	clamp	around	a	foot,	piercing	the	victims	flesh	with	the	spines.	In	some	cases,	 the	Bear-Traps	grow	in	patches	-	a	man	felled	by	one	may	find	himself	falling	elbow-	or	face-first	onto	another. GREENLUNG	--	The	Greenlung	plant	grows	in	battlefields	and	on	corpses,	and	is	similar	to	the	modern	Dandelion.	During	 one	phase	of	its	growth,	it	releases	clouds	of	seeds	on	the	wind	to	spread	them	far	and	wide.	The	Greenlung	seeds,	however,	are	 the	size	of	a	grain	of	sand.	Anyone	passing	near	a	field	of	Greenlung	during	the	seeding	season	will	breathe	in	a	few,	and	inside	 the	lungs	they	will	begin	to	grow.	A	few	days	later,	the	victim	has	occasional	coughing	fits.	After	a	week,	breathing	is	labored	 as	the	alveoli	are	plugged	with	expanding	tendrils.	If	left	untreated,	breathing	is	impossible	inside	of	two	weeks	and	the	victim	 chokes	to	death,	becoming	the	soil	for	a	new	generation.	Passersby	who	investigate	the	corpse	might	become	the	next	carriers. ICE	MOSS	--	Generally	dark	red	or	brown,	it	grows	underground	in	caves	and	dungeons,	where	it	feeds	on	the	blood	of	 adventurers	and	native	creatures.	This	dangerous	growth	does	not	come	by	its	name	through	its	preferred	temperature,	but	 because	Ice	Moss	is	extremely	slippery.	On	stairs	or	sloped	passageways,	anyone	not	traveling	with	extreme	caution	will	fall,	 becoming	easy	prey	for	underground	monsters.	The	Ice	Moss	absorbs	blood	spilled	from	these	injuries,	and	will	often	spread	 gradually	throughout	a	dungeon	along	the	paths	that	adventurers	-	ready	sources	of	bloodshed	-	tread	most	often. FALSE	FRIEND	--	The	weed	known	as	False	Friend	is	a	small,	psychoreactive	shapeshifting	plant	which	can	rapidly	change	 its	appearance.	When	the	False	Friend	senses	that	someone	is	seeking	a	particular	plant	-	whether	a	desired	foodstuff	or	a	needed	 medicinal	herb	-	it	shapeshifts	to	appear	as	that	plant.	If	it	is	plucked	and	eaten,	however,	False	Friend	reveals	its	traitorous	nature	 -	it	is	extremely	poisonous.	If	properly	detected,	however,	False	Friend	is	of	use	in	certain	magical	preparations. RAZORFERN	--	A	towering	primeval	plant,	the	Razorfern	has	innumerable	stiff,	knife-sharp	leaves.	The	Razorfern	feeds	on	 blood,	mimicking	the	movement	of	the	breeze	by	swaying	slightly	so	as	to	appear	light	and	wind-blown,	despite	being	dense,	 hard,	and	heavy.	Persons	attempting	to	brush	past	the	fern	will	be	cut;	on	tasting	the	blood,	the	razorfern	will	then	maneuver	 to	stab	the	victim	further	so	long	as	it	is	in	reach,	bringing	to	bear	as	many	fronds	as	possible.	Razorfern	leaves	retain	their	 stiffness	for	several	days	after	being	harvested	(usually	clipped	with	heavy	shears);	ironically	the	plant	can	be	plucked	from	the	 ground	with	some	ease,	and	is	sometimes	wielded	by	larger	humanoids	as	a	makeshift	weapon.
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DEADLY	PLANT:
MANDRAKE	ROOT	--	Many	legends	surround	this	plant:	it	induces	fertility,	creates	a	love	potion,	or	that	it	will	kill	anyone	 who	unearths	it.	In	truth,	the	Mandrake	plant	dreams	of	being	human	-	when	a	human	humanoid	digs	one	up,	it	awakens.	 Whispering	the	only	word	it	knows,	you,	triggers	the	effect	(the	victim	must	be	able	to	hear	this	word,	so	anyone	deaf	or	 otherwise	protected	is	safe).	The	mandrakes	primitive	plant-mind	takes	over	the	man,	and	he	returns	to	his	regular	routine,	 attempting	to	live	a	normal	life.	Usually,	the	local	townsfolk	realize	whats	happened	quickly	and	have	the	unfortunate	killed.	 Its	then	put	about	that	the	Mandrake	is	instantly	fatal	to	anyone	who	digs	it	up,	until	the	next	curious	fool	tries	it. BOMB	TREE	--	This	towering	tree	bears	large	fruit	which	are	densely	packed	with	tiny	seeds;	at	the	center	of	each	fruit	 is	a	shock-reactive	core.	When	the	tree	drops	a	fruit,	that	fruit	will	hit	the	ground	-	or	an	intervening	branch	-	and	explode	 forcefully,	dispersing	not	only	sweet,	sticky	juice	but	sharp,	flechette-like	seeds	over	a	small	area	with	considerable	force.	 During	seeding	season,	the	Bomb	tree	will	release	one	or	two	fruits	each	hour	with	some	regularity.	However,	if	a	tree	is	 concussed	with	enough	power,	or	otherwise	shaken,	it	may	drop	dozens	in	a	deadly	cascade.	Wise	hunters	know	to	watch	the	 ground	for	the	needle-ridden	corpses	of	small	forest	animals	to	indicate	the	nearby	presence	of	a	Bomb	tree. MEDUSA	TREE	--	A	shapely	palm	which	bears	no	fruit,	the	Medusa	tree	also	possesses	several	mid-trunk	stoma	which	 can	squirt	a	quickly-solidifying	sap.	The	Medusas	accuracy	is	uncanny,	and	the	beach	around	it	may	be	littered	with	insects,	 birds,	and	rodents	trapped	in	amber.	The	microscopic	spores	of	the	Medusa	permeate	this	pseudo-amber;	its	aim	is	to	 deposit	packages	of	seeds,	sap,	and	fertilizer	(the	corpse)	on	the	beach,	to	be	swept	away	by	the	sea	to	other	islands.	The	 Medusa	is	rarely	dissuaded	by	the	size	of	its	potential	quarry,	and	will	attack	humans	and	livestock	with	aplomb.	Depending	 on	how	many	times	the	victim	is	hit	by	the	sap,	they	may	be	merely	slowed,	blinded,	hampered,	or	completely	encased	in	 the	instant	amber,	suffocating	to	death. THROWING-MAIDEN	--	A	strange	evolution	of	carnivorous	plant,	the	bulk	of	the	Throwing-Maidens	body	is	a	network	of	 roots.	However,	the	plant	has	two	ends	above-ground	which	work	in	concert	to	feed.	At	one	end	of	the	Throwing-Maiden	is	a	 large,	hinged,	platform-like	leaf	which	often	ends	up	covered	in	leaves	and	forest	floor	detritus.	When	sufficient	weight	-	that	of	a	 rabbit	or	similar	creature	-	places	pressure	on	this	leaf,	the	Throwing-Maiden	reacts	by	contracting	its	hydraulic	muscles,	rapidly	 snapping	the	platform	at	an	angle,	as	a	sort	of	catapult.	Some	distance	away	is	the	other	end	of	the	plant	-	a	field	of	barbed	spikes	 with	channels	and	grooves	to	direct	the	blood	and	bodily	fluids	to	the	Throwing-Maidens	hungry	mouths.	A	successful	ThrowingMaiden	will	grow	a	very	large	barb	field,	allowing	the	capture	of	game	of	various	sizes,	from	a	fox	to	a	horse. GARROTTE	VINE	--	This	parasitic	vine	gains	its	sustenance	from	other	plants	of	the	forest,	yet	is	quite	deadly	to	those	 unaware	of	its	presence.	The	razor-sharp	vine	is	thin	and	translucent	like	a	spiders-web,	yet	remarkably	tough	and	strong	 when	anchored	properly	between	two	trees.	A	garrotte	vine	will	eventually	grow	back	and	forth	between	several	trees,	 producing	a	near-invisible	network	of	slicing	surfaces.	The	older	the	garrotte	vine,	the	thinner	and	sharper	its	body.	Running	 headlong	into	a	garrotte	vine	stretched	at	face-	or	throat-level	produces	predictable	results;	riding	at	full	gallop	into	one	 well-established	between	two	strong	trees	may	end	not	only	in	decapitation,	but	being	sliced	up	into	a	dozen	chunks. PHANTOM	LOVER	--	This	nefarious	vinelike	plant	thrives	in	the	warmth.	At	night,	it	will	slither	down	from	the	trees	 and	into	the	tents	and	sleeping-bags	of	forest	visitors.	The	Phantom	Lover	exudes	a	mildly	euphoric	perfume,	huddling	 against	its	victim	for	a	time,	then	eventually	attempting	to	insert	itself	into	the	body	cavity	(usually	via	mouth,	nose,	or	 fundament)	for	further	warming.	The	warmer	the	Phantom	Lover	becomes,	the	stronger	its	pleasure-inducing	scent.	Many	 an	explorer	has	awoken	to	find	their	companion	encased	in	vines,	long-dead	with	a	grin	on	his	face. MURDEROUS	LIBRARIAN	--	Also	known	as	the	Deacon-plant,	the	Librarian	is	aptly	named,	for	this	flowering	bush	 hates	an	abundance	of	sound.	The	rush	of	the	wind	or	the	call	of	birds	will	not	disturb	it,	but	shouting,	clanking	armor,	 combat,	or	loud	music	will	certainly	do	so.	When	so	upset,	the	Murderous	Librarian	acts	decisively	to	restore	order	by	 silencing	interlopers;	the	Librarian	releases	a	burst	of	spores	in	a	fifteen-	to	twenty-foot	radius;	these	spores	have	a	curious	 muffling	quality,	dampening	sound	almost	completely	for	a	few	moments	before	they	flitter	to	the	ground.	The	spores	are	 also	mildly	toxic,	causing	nausea	and	disorientation	if	inhaled. STINKFLOWER	--	Although	granted	a	sophomoric	name	by	common	usage,	this	foul-smelling	plant	is	actually	quite	 hazardous,	as	it	gives	off	methane	rather	than	oxygen.	One	stinkflower	is	merely	unpleasant;	a	field	of	stinkflower	is	a	fire	 hazard,	as	it	will	be	constantly	surrounded	by	an	invisible	cloud	of	flammable	gasses. MIDNIGHT	BUGLE	--	This	flowering	plant	grows	air-bladders	within	its	stems,	releasing	the	air	simultaneously	in	a	loud,	 horn-like	noise	in	the	middle	of	the	night.	Although	this	racket	attracts	the	Bugles	pollenating	species,	it	also	has	a	tendency	to	 wake	any	sleeping	creatures	for	some	distance,	ruining	their	night	of	uninterrupted	rest	or	concentration.	The	Midnight	Bugle	 tends	to	grow	in	patches	of	four	or	five	plants,	all	of	which	will	blow	their	horns	at	around	the	same	time,	like	a	chorus;	this	in	 turn	may	stimulate	Bugles	some	distance	away	to	sound	off,	and	so	on,	off	into	the	hills	like	a	series	of	bizarre	wolf-calls.
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DEADLY	PLANT:
SCORPION-TAIL	--	A	deadly	relative	of	the	common	cattail,	scorpion-tails	grow	in	similar	wetland	or	riverine	 environments;	in	fact,	they	appear	much	as	cattails	do	until	close	inspection,	by	which	point	it	may	be	too	late.	The	 scorpiontail	is	semi-prehensile	and	can	bend	itself	in	such	a	way	as	to	whip	around	and	stab	at	passing	animals	with	its	 barbed,	poisonous	tip.	The	strike	itself	is	no	more	than	a	pin-prick,	but	the	scorpiontails	poison	cannot	be	so	easily	laughed	 off.	Once	the	toxin	is	in	the	body,	it	begins	to	destroy	the	blood	itself.	Within	minutes	of	infection,	the	white	blood	cells	 are	crippled,	making	the	host	weak	and	vulnerable	to	further	infection.	It	takes	only	hours	for	the	scorpiontail	toxin	to	have	 ripped	apart	enough	red	blood	cells	to	kill	the	host.	 BOOMERANG	TREE	--	Related	to	the	maple,	this	trees	seed-pods	are	perfect	boomerangs.	The	tree	is	in	perpetual	bud,	 usually	having	six	or	seven	seed-pods	available	at	any	given	time.	The	boomerang	tree	hurls	these	seed-pods	at	animals	and	 people	who	walk	by,	in	the	hopes	of	killing	one,	providing	fertilizer	for	the	seeds	which	drop	nearby.	Given	the	shape	of	 the	seed-pod,	it	will	return	for	a	second	attempt	before	clunking	against	the	trunk	of	the	tree	and	landing	there.	Due	to	the	 nature	of	this	seed	distribution,	it	is	not	unusual	to	see	a	grove	of	boomerang	trees	all	in	a	circle,	or	two	ragged	roughlyparallel	lines	of	trees	--	certainly	not	the	safest	place	to	walk.	If	gathered	when	fresh	and	treated	properly	by	a	tanner,	the	 seed-pods	may	be	used	as	weapons. ANKLE-GRABBER	--	Primarily	a	subterranean	plant,	the	ankle-grabber	boasts	a	number	of	strong	tendrils	which	lurk	 under	sand	or	soft	earth,	waiting	for	a	victim.	When	it	detects	seismic	disturbance,	the	ankle-grabber	reaches	up	with	several	 tendrils	and	clutches	at	the	human	or	animal	passing	overhead,	attempting	to	hold	or	trip	it	so	that	the	victim	falls	to	the	 ground...where	other	ankle-grabbers	in	the	colony	can	then	assault	it	with	more	tendrils.	At	the	tip	of	each	tentacle-like	 vine	is	a	stinging	nematocyst	and	a	series	of	mouths	which	draw	moisture	directly	from	the	flesh	of	the	victim,	desiccating	it	 within	minutes	and	leaving	a	mummified,	jerky-like	corpse. DOOMGREEN--	This	short,	scruffy	grass	grows	well	in	many	climes.	When	trod	upon,	the	oils	within	the	grass	release	 a	scent	which	begins	to	sap	the	morale	of	those	who	walk	upon	it.	The	perfume	itself,	merely	a	strong	grassy	smell,	subtly	 triggers	the	fight-or-flight	response	in	most	animals,	essentially	causing	fear.	Those	who	sleep	on	a	patch	of	doomgreen	will	 certainly	have	vivid	nightmares. MOONSHINE	CACTUS	--	The	sweet	juices	contained	within	the	flesh	of	this	towering	cactus	flow	naturally	into	a	hollow	 chamber	near	the	bottom,	where	they	ferment.	If	cut	into	or	tapped	(some	travellers	carry	a	specially-made	cactus-tap	 precisely	for	this	purpose),	most	Moonshine	cacti	will	yield	about	a	quarter-	to	half-gallon	of	natural	liquor.	This	liquor	is	 deceptively	mild	and	pleasant	to	the	tongue	(resembling	a	maple-flavored	bourbon,	some	say),	yet	remarkably	intoxicating,	 in	part	because	the	mild	poison	which	graces	the	cactus	copious	spines,	intended	to	discourage	animals,	is	also	somewhat	 present	in	the	liquor.	However,	the	lesson	of	temperance	stands	us	in	good	stead	with	regard	to	this	plant;	each	Moonshine	 cactus	produces	its	own	individual	variant	of	this	so-called	jealous	poison.	The	presence	of	two	competing	poisons	in	one	 drinkers	body	will	heighten	the	effect	dramatically;	those	who	drink	from	multiple	cacti	in	one	session	risk	formulating	 within	their	own	gullet	a	fatal	neurotoxin. CAGE-OAK	--	This	trees	wide	boughs	serve	a	dual	purpose:	first,	to	spread	wide	the	leaves	which	catch	rays	of	sunlight;	 and	second,	to	reach	down	and	scoop	up	hapless	victims,	sealing	them	in	a	wooden	cage	which	hangs	twenty	feet	in	the	 air.	The	Cage-oak	can	do	this	in	one	easy	motion,	snatching	people	from	the	ground	below	quickly	and	encasing	them	in	a	 near-spherical	cell.	The	tree	exists	in	a	symbiotic	relationship	with	certain	wild	beasts	who	eventually	arrive	and	maul	the	 creature	in	the	cage.	Although	the	bars	of	the	cage	are	wooden,	they	are	a	bit	tougher	than	dry,	worked	wood,	as	they	are	 green	and	the	tree	itself	pushes	back	against	those	trying	to	prise	the	bars. PIXIE-WEED	--	This	strange	plant	can	be	difficult	to	identify,	but	is	valuable	to	those	who	would	brew	a	tea	from	it,	 for	use	as	a	weight-loss	supplement.	Eating	raw	pixie-weed	leaves	causes	the	consumer	to	shrink	in	size	-	about	5% smaller	 for	the	first	dose,	lasting	about	ten	minutes.	With	each	successive	dose,	the	reduction	in	size	is	more	pronounced,	and	lasts	 longer.	Unfortunately,	once	enough	pixie-weed	is	consumed	to	reach	about	50% of	normal	size	(usually	four	doses),	the	 bodys	cells	are	saturated	with	the	active	ingredient,	and	the	results	of	continued	doses	become	erratic.	In	some	cases,	the	 bones	shrink	but	the	flesh	does	not;	in	others,	the	reverse	occurs,	where	the	muscles	and	skin	attempt	to	shrink	but	the	 skeletal	structure	does	not.	In	addition,	each	dose	after	the	sixth	may	over-localize	the	effects,	shrinking	only	an	arm,	an	 eye,	etc.	The	poor	soul	who	survives	these	multiple	doses	must	then	wait	for	them	to	wear	off,	which	could	take	hours	and	 potentially	do	more	damage	as	he	returns	to	normal. HAG	PEPPER	--	The	hanging	fruits	of	this	pepper-plant	are	edible,	but	must	be	approached	with	caution.	When	lessthan-ripe,	the	peppers	are	green,	and	may	be	harvested;	but	when	the	peppers	begin	to	ripen	and	change	to	a	yellow	hue,	 they	are	quite	dangerous.	If	disturbed,	the	peppers	immediately	point	upward	and	split	into	a	four-sectioned	maw,	spraying	 corrosive	acid.	Many	an	amateur	has	attempted	to	pick	hag	peppers	and	ended	up	with	their	face	melted.
41
42
43
44
45
46
47
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DoOM BY GREeN
d50	
48	
DEADLY	PLANT:
BONFIRE	BUSH	--	This	thorny	bush	bears	yellow-green	leaves.	When	disturbed,	it	bursts	into	flames,	perhaps	scorching	 those	nearby,	and	lighting	up	the	night.	The	Bonfire	Bush	will	continue	to	burn	smokelessly	for	several	minutes	before	dying	 down,	at	which	point	its	fuel	is	exhausted	for	a	day	or	so	and	the	naturally	fire-resistant	wood	may	be	harvested.	It	is	at	this	 point	when	bandits	and	the	like	take	advantage,	and	lay	oil	or	smoking-logs	at	the	foot	of	the	bush,	so	that	when	it	is	next	 triggered,	the	fire	is	larger	and	brighter,	and	accompanied	by	colored	smoke. STOMPING	FIR	--	This	dual-trunked	evergreen	tree	is	noted	for	being	a	danger	to	those	passing	underneath	it.	The	long,	 sinewy	roots	of	the	Stomping	Fir	burrow	deep	into	the	earth	and	often	dangle	from	the	ceilings	of	subterranean	caverns	or	 passageways.	However,	if	those	roots	are	disturbed,	the	Stomping	Fir	grows	concerned	and	will	alternately	lift	and	stomp	 down	each	of	its	trunks.	This	seismic	disturbance	has	been	known	to	cause	cave-ins	in	those	corridors	beneath	the	tree. ELDER	CAP	--	Some	say	that	fairies	appear	whenever	these	large,	pale	mushrooms	grow	in	rings.	Witches	prize	them	for	 their	enchanting	properties,	and	will	go	to	great	lengths	to	cultivate	patches	around	their	homes	and	lairs.	The	danger	of	 an	Elder	Cap	is	only	revealed	through	ingestion.	Eating	a	few	whole	mushrooms	or	drinking	a	tea	made	from	them	causes	 intense	dizziness	and	headaches	that	make	it	difficult	to	think	clearly	or	logically.	Magic-users	find	it	almost	impossible	to	 use	spells,	and	anyone	else	has	a	full-time	job	just	following	a	conversation.	In	this	state,	victims	are	highly	susceptible	to	 suggestion.	Hearing	Im	your	best	friend	from	a	complete	stranger	is	totally	believable	while	the	headache	lasts.	Victims	 are	likely	to	sit,	clutching	their	heads,	while	their	host	plies	them	for	information,	ties	them	up	or	just	bites	their	faces	off.
49
50
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Dear Secret Santicore d20 Id like to ask Secret Santicore for ainclined) on is feeling so (or d100 if the pers on monsters. listing of strange and terrible mutations style game, I generally play more of an old schoolas well. honestly be system neutral but it can Thanks! M.
Not only is this system neutral, its entirely statless! If youre wondering how much damage one of the mutations might do, Id say 1d6 for every 2HD of the monster. If its something protective, Id say improve AC by 1 per 2HD, with a maximum of twice as good as a normal monster of its type. To roll 1-50, roll percents, but treat the tens die as follows: 1-2=1, 3-4=2, 5-6=3, 7-8=4, 9-0=0
d50	
1.	 2.	 3.	 4.	 5.	 6.	 7.	 8.	 9.	 10.	 11.	 12.	 13.	 14.	 15.	 16.	 17.	 18.	 19.	 20.	 21.	 22.	 23.	 24.	
MONSTER	MUTATION:
1d4	extra	eyes.	1-2:	on	forehead,	3-4:	on	palms,	5-6:	on	back	of	head. Prehensile	tail.	On	the	back	of	its	head! Skull	on	outside	of	head. Prehensile	tongue.	1d4	feet	long. Bat-like	wings. Major	organs	on	outside	of	body. Birdfeet! Megabrain.	Head	looks	like	an	enormous	brain.	Has	ESP. Extra	grotesque	baby	head	with	its	own	personality.	1-2:	on	shoulder,	3-4:	on	chest,	5:	on	lower	arm,	6:	on	leg. Enormous	mouth	in	middle	of	abdomen. Arms	where	legs	go.	Legs	where	arms	go. 6	inch	tentacles	in	place	of	all	teeth. Eyes	are	on	8	inch	stalks. Mouth	is	on	the	end	of	a	trunk.	1d4	feet	long. Body	covered	with	large	horns. Slimeskin.	Skin	looks	and	acts	like	Green	Slime. Body	covered	with	biting	mouths.	5%	chance	one	is	vampiric. Oozing	sores	on	body	are	openings	to	insect	hives.	1-2:	ants,	3-4:	termites,	5-6:	hornets. Spine	ends	in	a	large	scorpion	tail.	Venom	sting. Gelatinous	body.	Piercing	and	blunt	damage	have	no	effect. Body	covered	with	eyes.	Can	pluck	them	off	and	send	on	spying	missions.	Detached	eyes	1-2:	sprout	spider	legs,	3-4:	ooze	 across	the	ground,	5-6:	float	through	the	air. Huge	snail	shell	on	back	contains	most	internal	organs. Hoof	&	mouth.	Lower	jaw	is	split	in	two,	each	half	ends	in	a	small	hoofed	leg. Worm	fingers.
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47. Small fingers inside mouth instead of teeth. 48. Tongue emanates Continual Darkness. 49. Antlers sprout from every major joint. 50. Neckless.
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Dear Secret Santicore ! I would like a puzzle for a dungeon trap Thanks! P.
gibletblizzard.blogspot.com
by Jez Gordon
The Tomb of the Mog is a nasty little encounter that can be plugged into any adventure as the treasure room at the heart of a dungeon or palace. If the puzzles are successfully negotiated the players will be granted access to the Mogramidian, an artefact of great power that can fundamentally alter the nature of the multiverse. The whole room and everything contained is a puzzle trap of some sort, designed to thresh out fools. Its pretty brutal, but the promise of world-shaking power should be enough to lure any adventurer. Aside from the real possibility of character death, Ive tried to make the encounter as system-agnostic and power-level scalable as possible, so it can be enjoyed by low-end grunts as much as the big guys. These puzzles rely on player ingenuity to solve. If youre concerned about brilliant player strategies coming from the thugs who made smarts their dump stat, have players make an intelligence check before revealing their plans. Before running this encounter, its best if you have the following: Handout of ALCOVE & TAPESTRY INSCRIPTIONS (p33) Handout of HEX LOCK PUZZLE (p31) Handout of TRIANGLE LOCK PUZZLE (p33) ticktape (some of the Triangle Lock pieces get taped together S to make the Mogramidian artefact) ts also reccommended that you have all the adventurers combat I stats handy for some of the foes they will encounter, which are duplicates of the characters; it will help speed up the combat, and keep the players guessing as to the powers and strengths of their foes. Its probably a good idea to strengthen the Hex Lock and Triangle Lock puzzles with cardboard; theyre going to be handled by the players quite a bit.
course of his war against death, he created the Mogramidian, a powerful artefact that was designed to alter the very laws of nature and spare the Mog his doom; but the device was unstable, too ambitious, and with numerous design flaws it failed its creator. Sort of upon his death the Mog was interred in a tomb of his own design that was really part of the Mogramidian; a transdimensional resting place which could be accessed from anywhere. In (un)reality it was a machine of sorts, one that was fueled by refined ingenuity to operate. And only ingenuity of the highest caliber was acceptable; to filter and refine its powersource it manifested a series of devilish traps and contraptions that had to be overcome to activate it. It sought out places that demanded the highest wits and resourcefulness to survive: it nestled into the hearts of great dungeons, labyrinths and impregnable treasuries across all creation. There it lay waiting for the bravest of souls to fight their way to it, best its defenses and fire up the Mogramidian with their ingenuity, hoping that somewhere in the multiverse there was one with the talents and heart to uncover its true purpose, and bring its creator back from the dead.
The entrance to the tomb is a plain stone door; while easy to push open it shuts behind the characters and cannot be reopened by any means. Beyond the door lies a flight of steps that lead up to a beautiful domed chamber; all gold and midnight blue. The dome is decorated with numerous stars that illuminate the chamber with a pale cold-fire light. The dome rests on six columns; in between each is an alcove containing a single tapestry. In front of the door stands a stone dais. At the heart of the tomb stands a golden pedestal, waist high, with a plain urn resting on top. At the base of the pedestal lie the ancient remains of two previous explorers. The floors are cold polished marble, coated in a thin layer of dust.
The Mog is a creature of legend throughout the multiverse, a symbol of defiance and transformation who started out as a mangy black cat that was mutated and evolved by eldritch scraps of a sorcerers failed experiments. After a lifetime (nine actually) of jaunty adventures across the multiverse, he came to the realisation that death (his in particular) was inescapable, which was completely unacceptable. He fought back, trying to change the rules of the cosmos that demanded that all living things must die. In the
background
The small circular dias is low, and brief inspection shows a shallow handsized and paddle-shaped depression. Whatever rested there is gone.
High overhead, atop six columns as tall as six men, stands a dome filled with numerous pale orbs that match the night skies far above.
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This is how the Hex Lock Puzzle should look when successfylly arranged, with each adjacent edge bearing the same symbol.
Print, mount of cardboard, then cut out; lay the hex tiles infront of the players in random order, keeping the central hex (marked by the small hexagon in the center of the tile) in the middle. Particularly nasty bastard Game Masaters will print a second copy and stick the second sheetof hexes on th eback of the first, so that not only do the players have to figure the correct arrangement, but also which is the correct side!
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Characters with astronomy or astrology backgrounds will recognise It can be knocked off the pedestal by throwing something at it. the constellations and correct locations of larger orbs that Wiping away the ash from the top of the pedestal reveals an inlay represent the planets and moons of the setting. That they match perfectly the current position of the heavens is extraordinary, and of seven palm-sized hexagonal tiles. This is the Hex Lock Puzzle. if the characters linger long enough in the tomb they will notice the hex lock puzzle that the stellar display changes over time as the world turns. Seven hexagonal tiles of an unknown metallic element lie atop the The Star Dome can even be used to alter the location of the Tomb. pedestal. Each bears the same six symbols that are found in the alcoves With enough mental effort, a character can move the stars to suit of the tomb, but they are in a different order on each tile. Only the their whim, though it resets to its former location with a thought.; innermost tile, with a small hex in the center of it, lies flush with the if they ever escape the Tomb under different star charts they will top of the pedestal; the outer six tiles appear to be movable. emerge on a world at a time and place that closest matches the The Hex Lock Puzzle is the first of several tests that stand between characters design. Hopefully that place has atmosphere. the characters and their goal. The Hex Lock can only be opened by arranging the six outer tiles so that the symbol on each side is the alcoves & tapestries the same as the symbol on the side of the adjacent hex AND the Each alcove contains a large dark tapestry that depicits scenes from the central hex (as arranged on the previous page). Be sure when laying Mogs colourful life. Under each tapestry an esoteric symbol has been out the hex tiles for the players to interact with that they are NOT carved; under each symbol a phrase written in a mysterious code. placed in the correct arrangement. Wheres the fun in that? Close inpsection of the tapestries reveal that they are woven from human The Puzzle is not without dangers: every time a player touches one of the hair. Details of each tapestry can be found on the following page. hex tiles it summons a murderous tapestry demon from one of the alcoves corresponinding with the adjacent symbol on the central hex tile. the dead bodies Two dessicated skeletons lie crumpled at the base of the pedestal; rags are all thats left of their clothes, though one bears a rust-caked sword in its hand, and the other - armed with a dagger - clutches at a small leather sling bag. Once the danger of the Hex Lock is realised the trick becomes a question of how to solve the puzzle quickly before the Tapestry Demons kill them AND doing so in a manner that moves the least number of tiles.
Both weapons are magical (of a power level to suit the campaign); the sling bag is a bag of holding (again of appropriate power) that contains: a head in a jar, a starfish made of tongues, 50 of superior rope, a bunch of imitation flowers, a 10 pole, a collection of 27 non-magical knives from around the campaign setting and beyond, a metal comb (that matches the shape of the depression on the stone table at the entrance to the tomb), two healing concoctions (of appropriate power level) and rough sketches of an enormous black tower that reaches far past the clouds and into space. The phrase feet in the clouds, head in the stars scrawled underneath it.
tapestry demons
As soon as a character touches one of the Hex Lock tiles they summon a writhing mass of human hair that tears away from the appropriate tapestry and quickly takes on a lifesized raggedyhaired parody of the character. It has the following abilities: he same attack and defense bonuses, hit points, powers (magical T and otherwise) and equipment of the summoning character; adiates a horrifying fear, that is especially difficult to resist by R the summoning character; mmunity to all attacks save those from the summoning character, I including mind-altering effects, though non-damaging effects from other characters can still hinder it (e.g. a web spell will still impede it); s armed in the same fashion as the summoning character; I damage from weapons or spells is converted to ability drain: - Demon of Secrets: All hits do ability damage to INT or equivalent - Demon of Steel: All hits do ability damage to DEX or equivalent - Demon of Madness: All hits do ability damage to WIS or equivalent - Demon of Flesh: All hits do ability damage to CON or equivalent - Demon of Electricity: All hits do ability damage to CHA or equivalent - Demon of Death: All attack do ability damage to STR or equivalent nyone reduced to zero in any ability is dead; their hair is torn from A their scalp and makes its way across the floor to join the demons body. an be driven back into its tapestry by the presence of a comb or C any hair care product (shampoo, scissors, mirror, hairdressers).
The golden pedestal stands roughly waist height, about one foot across at the top. From a distance it looked plain and unadorned; but as it is approached subtle details begin to appear, til close inspection reveals an elaborate patina of arcane sigils on every surface. Lying across the top is a plain stoneware urn; its contents have been upended covering the top of the pedestal in a layer of ash. The urn is plain, but staring at it for a minute or more reveals the presence of faces that slowly move about the surface. They are in great pain; anyone who can read lips or can comprehend languages can see theyre yelling at the characters not to touch the urn. Touch it directly and the characters soul is sucked in to the urn. (this is the fate of the two dead explorers). This terrible device needs souls to fuel its purpose of preserving the soul of whoever was last interred within the vessel, keeping the soul within the earthly realms and delaying their journey to what ever heavenly or infernal enternity awaits them. The urn is completely empty.
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Print, mount on cardboard, then cut out each seperate triangle. Lay the triangle tiles infront of the players in the specific order, with all adjacent edges touching to form the hex shape as shown below.
s
the scraps matter most
l
lots of fingers lots of pies
h
in sanity lies
u
to the last breath
tapestry shows tapestry shows tapestry shows tapestry shows the Mog succumb the Mogs many wars origins of the Mog; as a the adventures of Mog to his fear of death and against death, his cat feasting in sorcerers the Swordsman, living his return to strength, adventures thru the refuse; his mutation into eight of his nine lives determined to overcome multiverse seeking to intelligent biped. to the fullest. death itself. outlast his mortality. SECRETS the scraps matter most STEEL lots of fingers lots of pies MADNESS in sanity lies FLESH to the last breath
tapestry shows tapestry shows the the construction of death of the Mog, thru the Mogramidian, old age; interment and its horrific inside the tomb; failures and a pyramid hovers side effects. over him. DEATH fear the touch but once
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Once	the	Hex	Lock	Puzzle	has	been	completed	the	central	hex	 unlocks	and	suddenly	falls	apart	into	six	trianglar	tiles	that	 form	the	Triangle	Lock	Puzzle.	The	players	must	configure	the	 trianglar	tiles	correctly	in	order	to	activate	the	Mogramidian.	
Each triangle is made of the same mysterious metal, and bears one of the six symbols from the Hex Lock. There is a hole in middle of each triangle, big enough for all but the largest of fingers to slip right through. Place the six Triangle Lock Puzzle pieces infront of the players in the same order as shown on the previous page. Unlike the Hex Lock Puzzle, touching the triangles will have no discernable effect (though the players will be most relucatant at first). But watch your players very carefully; as soon as four of the triangles have been arranged to make one larger triangle, stop the players for a moment and run some stickytape across each adjacent edge; these four triangles cannot be seperated by any means, though in its current arrangement it still has no power. The Triangle Lock Puzzle must be assembled into a tetrahedron (same as a 4-sided dice) for its powers to function. Again, once the players start folding the outer triangles up to form the tetrahydron, stickytape the edges until all sides are stuck down. They have solved the puzzle; when arranged this way the Triangle Lock becomes the Mogramidian.
Most of the effects listed on the Mogramidian Configuration Table are fairly broad and open to interpretation by the Game Master. Most of the effects are system-agnostic. Unless stated otherwise, the effect occurs immediately and permanentally. Some of the effects, especially those listed in the SPECIAL column, can have drastic and broad-reaching changes to the setting; if such an affect is unwelcome, use the listed effect as a guideline and replace it with something more satisfying. Once the effects of the Mogramidian have taken place, it vanishes into thin air, taking any fingers that were still inside with it - unless said fingers were in the spare triangles, in which case they are spared. Having brought change to this setting, it teleports to another part of the multiverse to screw with the course of destiny once more.
the mogramidian
The golden tetrahedron now hums and crackles with power, and floats before the characters, slowly tumbling and turning in the air. Each side has a finger sized hole in each side. The Mogramidian is easy to snatch out of the air. The powers of the Mogramidian are only activated by sliding a whole finger into the circular openings; once inserted, fingers cannot be removed until after the Mogramidian is fully activated. Though the device is small enough to fit in the palm of ones hand, none of the fingers touch inside. Its possible, but very dangerous, for just one person to fill all four of the holes. These two spare triangles that havent been used to make the Mogramidian are actually very important; these two determine what powers of the Mogramidian has. Using the Mogramidian Configuration Table opposite, find the row which has the two spare triangle determinators highlighted (each in brown boxes). That row contains all the effects the various interactions with the device will have. As a rule, the effects caused by having fingers in the Mogramid are somewhat bad; the effects caused by having fingers in the spare determinator triangles are generally beneficial. Once the all four holes of the Mogramid are filled OR one or both of the two determinators are filled the Mogramidian activates; the effect listed under each of the six symbol immediately occurs, affecting the character whos finger is stuck in the associated opening. If a character has more than one finger
If players have carefully followed all the clues scattered throughout the tomb, they might just make the intuitive leap to making the Mogramidian using triangle tiles of [Steel/Madness/ Flesh/Electricity], leaving [Secrets/Death] as the determinators; if the Secrets/Death Special Effect is activated it grants the power to ressurect one creature. If the players choose to ressurect the Mog, then a swirling storm engulfs the room as the ash scattered all about coalesces to form into a diminuitive form of a black cat on hind legs: the Mog has been returned to life! Eternally grateful, he bows low and offers each character the wish of their choosing. Then he bows again and vanishes into dimensions unknown, off to wage his war against death itself.
aftermath
Should anyone have survived the encounter with the Mogramidian, a doorway suddenly appears on the far side of the tomb from the entrance, leading directly out and up to the surface via winding stair. As a parting gift, the Mog left a 11 wide but 600 deep pit trap at the base of the stairs. Anyone who fails to notice the subtle draft of wind from its depths falls down the pit and must roll on the following table. Watch your step.
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DUNGEONEERING
	
MOGRAMIDIAN	COMBINATION:
	 SECRETS	
You gain innate understanding of steelworking, metallurgy and engineering. You learn the secret of madness and can unravel it at will, curing the insane with just a whisper in their ear. A psychic tumour grows from your belly; it can sense little secrets and likes to blurt them out. Loudly. An innate understanding of electrokenesis is yours; electrical powers are yours to command. Death shares her secrets with you... all the time. You can sense when she is near, and who she will take. You are plagued by the Riddle of Steel; only by shattering every weapon you find will you learn its secrets. You live in fear of being caught unarmed, and start secreting blades. Inside you. Only steel can free the secret energies trapped within! You stab yourself in the brain trying to prove it. Dick. You are certain you can use steel instruments to carve out a persons soul to consume and gain their knowledge. The dead hold the secrets of life. Only by consuming the freshly dead will you become enlightened. You hear every thought on the planet at once; then your brain explodes. Death whispers the secrets of mortality in your ear, filling your brain with decay. All your thoughts are rotten. Your neuromotor signals are broadcast psychically to everyone nearby; all can sense your location and your actions. No, the dead dont take their secrets with them; they are written on the surface of the brain. You must know them. All. You become obsessed with the secret of frankensteinian ressurection, but you are doomed to fail.
MADNESS	
Overwhelmed by the secret intricacies of machinery, you gain mechanophobia. You can infect others with the madness of secrets; with a whisper you drive them insane with crippling paranoia. You are certain true enlightenment lies with; only with self mutilation will you find it, and find it you must. Lightning! How can it be!?! You must catch it! Any sign of a storm and youre outside dancing in the rain. YOU ARE GOING TO DIE. But you dont know how, or when. Obsess over the mystery of your doom. You gain the ability to sculpt and shape steel in ways that drives others mad with horror. You hear the whirring click of some freakish machine that lives inside you. FIND IT & CUT IT OUT. Nothing happens, ever again, as an electrical spasm freezes your awareness in this moment. Forever. You know the truth. Only demons use steel and you must slay them all. You gain the ability to sculpt and shape flesh in ways that drives others mad with horror. Madness is yours to bestow. With sweet whsiperss you explain the knowledge of the forbidden, driving permanently insane. Thanataphobia is yours to give. With a whisper you can confront someone with their mortality, paralysing with fear. You are certain that the touch of another will steal a portion of your memories, and act accordingly if touched. All this skin on your body is suffocating you - GET IT OFF! Curse the lightning! You hate it and fear it, and scheme over ways to make it stop forever. Have some astraphobia.
FLESH	
A part of your body turns to solid steel. d10: 1-2 finger; 3-4 hand; 5-6 forearm; 7-8 whole arm; 9-10 whole body. You are certain that by eating the living flesh of your foes you gain their secrets. Say hello, cannibal. You gain secret mastery over your flesh and bone, and can rearrange your physical attributes once per day. Your secret thoughts are betrayed by your nervous system, your stream of thought is written across your skin. Your inner self is revealed. You vomit yourself, til you are completely turned inside out. And then you die. Whenever you hold a steel weapon, the souls of the dead slain by your hands manifest in your flesh. With a gentle caress you can transform steel into living pulsating flesh. Energy pulses through you. The touch of your bare skin electrocutes; never touch another living being. Ever. Steel burns through your flesh like acid. Any touch of steal scars you horribly. With a touch you can force someones fears to manifest in monstrous form, born from their own flesh. Lightning wants to fuck you sideways & have your babies; after every energy attack lil shockbabes sprout from your skin. Your flesh decays rapidly and you live through the pain of every creature ever before dying a horrible screaming death. Your touch causes neural override, granting you control over a victims actions as long as touch is maintained. Your touch preserves the flesh of the dead. Forever. Your body bleeds energy; you are forever lethargic though electrocution temporarily revives you.
ELECTRICITY	
Metallic discharge: for every metal item you carry, grab one dice. Roll and total the lot for shock damage. You pick up a mystical irritation - itches, twitches, and tingles that drives you mad with distraction. Your nervous system becomes sentient, and seeks freedom from your body ; you are plagued by spasms and twiches. Thoughts are nothing but electrical pulses.With a touch to the head you can sense them, reading a persons surface thoughts. A massive electrical shock severs your souls link to your body, but remains trapped within. Fully aware. Forever. When struck by steel weapons, the souls of those slain by the attacker assail you. You become dangerously electromagnetic. Steel weapons veer towards you, metal arrows seek you out. You mind can alter the bonds in steel; shatter weapons, make them melt. Whatever you can think of. Steel items hum and crackle when you are near. If there is enough steel lightning bolts blast forth and strike you. You are addicted to the electric pulses of life and must constantly touch the flesh of others. You are able to pull the thoughts, memories, and emotions of an individual out leaving them a burnt out empty husk. Youre body is devoid of life but keeps going. Every living thing you touch turns ashen and crumbles to dust. You are able to escape your fleshy prison and become a being of pure electricity; return to your sleeping body at will. You drop into a deathlike trance; electricity will wake you for a few minutes per jolt You can stave death with your touch; the shocking energy in your hands can restart hearts, and bring back the recently dead.
DEATH	
All your metallic possessions, magic or not, suddenly rust away, leaving behind a fine red dust. You are certain for every person you kill you gain 10 years of life; a bloody path to immortailty awaits you. A slow rot sets deep inside your body; inncurable, but can be stymied by replacing your organs with others. Unbeknown to you, the next person you touch will be electrocuted and slain. Death comes to all things. Even secrets. No secret can be wilfully withheld from you. Every night you dream of dying by the sword. You become terrorfied of them and must never, ever touch one. Your soul is ripped from your flesh and into the nearest blade. You spend eternity being plunged into peoples bodies. You continually build up electrical energy; when you draw steel, chain lightning erupts from your weapon. You are the bane of steel; at will it rusts away in your hands. Your touch is diseased, causing the flesh of others to rot and fall of in painful pus filled clumps. You see into the void and realize that all life is futile and an illusion, shriveling your brain with dispair. Death holds no fear for you nor any you chose to touch. Peace at death is yours to give. Anything not made of living, moving flesh is now invisible to you. Your kiss is necrotic. Should you wish it, one peck leads to a rapid rotten death. You can feed off the energy released by death; in its presence you can heal injuries and gain nourishment.
SPECIAL
You	gain	the		 knowledge	needed	to	 start	a	world-spanning	 technological		 revolution. Immediately	unleash	 an	all	consuming	 viral	meme	of	your	 design	on	the	world.	 Immediately	reshape	 the	anatomy	of	an	 entire	species	to	a	form	 that	pleases	you,	or	give	 birth	to	a	new	one. You	gain	the	knowledge	 needed	to	bring	electrical	 technology	into	the	 world.	 You	must	immediately	 ressurect	or	slay	one	 single	creature	of	your	 choice.	Anywhere	in	 the	multiverse. An	entire	nation	 becomes	obsessed	 with	building	a	steel	 megastructure	of	your	 design	and	purpose. You	bring	sentience	to	 one	metallic	substance	 throughout	the	world. You	gain	the		 knowledge	needed	to	 create	machines	that	 can	harness	the	power	 of	lightning. The	secrets	of	steel	 metallurgy	are	lost	 forever	to	this	world.	
You summon into being a new god. For one brief moment every living thing is psychically connected; the harmony ushers in a new age of peace. Yuck. Across the world, all mental illnesses are suddenly cured, but all forms of artistic expression die. The cleverest 10% of people in the world gain shapeshifting powers; the dullest 10% melt into fleshy puddles. Immediately turn an entire species of your choice into skeletal undead. You gain the knowledge needed to ressurect the death through electrotech invention. Its alive!
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Dear Secret Santicore s kobold I would like a memorable and ingeniou with , preferably in a cavern environment rd or trap Wei many tunnels but limited cultivation. ed - though y is okay - possibly even encourag funn ironic or macabre is better than silly. Thanks! S.
hudson@alumni.unc.edu
by Tom Hudson
KOBOLD CAVERNS
The Squatters are a tribe of kobolds living inside the petrified corpse of a huge black dragon. Entry is through the mouth, although most of the teeth are gone. Emergency exit leads through anus; it is narrow, and lined with outward-facing iron spikes to make entry impossible, but these spikes are somewhat weakened by repeated exposure to acid. The 2-5 guards in the braincase have a large gemshorn to blow as alarm. Inside, the tribes burrows are all dug high on the sides of the stomach, connected by a narrow, intermittent balcony as well as by a few tunnels dug behind; a former witchdoctor was able to de-petrify the dragons acid-generating glands, allowing the tribes current priest to flood the stomach with acid to a depth of two feet (once per day; it will drain away down the exit in 1-2 hours to a subterranean pool). The tribe is relatively treasure-poor, but entombed in the dragons heart is a humongous opal (fragile; probably need magic to find it; difficult to excavate). The tribe has a superstitious fear of the dragons spirit, and will stake out captives in the bottom of the stomach; a passageway leads to the lungs, which are used as an ossuary for their remains (including any noble metals or gemstones which survive the acid). This fear is well-justified; the dragons spirit is propitiated only by these offerings, and if they cease occurring at least bimonthly, or the ossuary is unduly disturbed, the spirit will manifest in a few weeks and be much more trouble than the kobolds ever were. The chieftain wears bone armor, stained black. He & his bodyguards use shortswords or daggers made from the dragons teeth; the rest of the tribe (male and female) have spear and shields, and will attempt to form a shieldwall along the edge of the balcony to keep intruders from escaping the acid.
THE OVERBURrOWs
A tribe of industrious kobolds without strong allies, but some cunning with stone- and metal-work, who have tunneled extensively above and below a set of natural caves. They do have a half-dozen semi-domesticated beasts of some sort, who usually have the run of the lowest tunnels, but can also be penned up when the kobolds need to get down there.
caVERNs
1. 10 inside the cave mouth is a glaringly obvious pit (20 deep, 20 long) with a 2 wide ledge around the side, sturdy enough to hold at least 200#. The bottom of the pit is false (in four sections, hinged along the sides, triggered by 75#), and drops investigators 20 further. The true bottom connects to the lower tunnel network; down there are the relatively fresh remains of two troglodytes, who are still too foul-smelling for the residents to gnaw on. 2. Along the curving main pathway are 3 further open pits, each 25-30 deep and 6-8 long. Inspection reveals small handholds running down the side of each until about 8 above the bottom, and light will reveal passageways leaving the bottom, and possibly (2 in 6 chance) bones, freshly gnawed-on corpses, broken javelins, or other debris. The uneven ceiling rises a bit higher over each of these pits (10-12 instead of the typical 6-8); in each case this conceals a spyhole, and in two cases a secret trap door opening upwards. In the bottom of the first pit are broken planks; beyond the second and third are caches of planks long enough to span them. Skilled trackers may be able to determine that there is more traffic before the third pit than after. See upper level #1 for possible noises. 3. A concealed pit (cover hinged on the near side, triggered by 75#), 12 deep, with spikes in the bottom and ringing the edge. Since the kobolds dont have access to clean this out, there is likely (5 in 6 chance) to be debris at the bottom. 4. The false den: two dozen piles of old sleeping furs, longabandoned cookfire with cleft in rock overhead for smoke to escape, two rotted corpses of kobolds (missing feet) are intended to make this look like an abandoned den. In the 10-12 high ceiling are a half-dozen pairs of murder holes; they will be very difficult to spot among the flickering
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KOBOLD CAVERNS
shadows cast by torches, but easier if theres a constant light source. 20 bats nest here, and their pile of guano is obvious. 5. The false chiefs burrow: Dressing A heavy stone door is concealed in the ceiling of the entryway; it can be dropped by observers in #2 above. It is irregular, and doesnt perfectly seal the opening when dropped, but even a kobold would have trouble squeezing past it. Ropes are visible tied through three holes at the top leading up into the shaft it was dropped through. 6. Dead-end side passages off of the main route into the caverns.
UppER TUNnEls
1. Guardposts above the pits each contain 0-2 kobolds, a knotted coil of rope for climbing, and a rope harness for hauling up loads. Single kobolds may be inattentive (2 in 6 chance); pairs may be distracted by conversation (2 in 6 chance), which may in turn be heard by parties. 2. Ambush chamber has a basket next to each set of murderholes in the floor containing 2d6+6 darts; three large beams stuck through ropes to drop the door to #5 below, and a crude capstan to haul it back up. There are only likely to be enough kobolds here to drop the door if the alarm has been raised, and they arent likely to be silent - quiet parties may hear them through the murderholes. 3. True dens 4. True chiefs burrow 5. Witchdoctors burrow. Live leeches (culled from lower level #5) kept in a clay tureen. 6. Smiths burrow. Cowardly even for a kobold, but in desperation will use thick leather gloves to throw coals from forge at attackers. 7. Stonecrafters burrow. Fights with mallet & chisel. 8. Leatherworkers burrow. Three suits of small hide armor made from the skins of the basement monsters are nearing completion. Candidate mundane beasts: giant ferrets, or perhaps fire beetles, giant shrews, or wolves. Something more exotic may fit, depending on where this gets dropped into the world & your view of kobold ecology.
The kobolds beasts typically have the run of these passages. 1. 3 tall iron-bound door, barred on the inside, leads to 40 spiral stairwell (wide, shallow treads). Scorch marks mark the floor in front of the door, along the bottom edge, and 6 inches up the inside; an axe could break off the bottom 3-4 easily enough. Currently-empty iron torch brackets stick out of the outer wall (3 off the stairs) every 8 steps. Seventh and eighth steps from the bottom trigger a slide trap and then release oil down the slide; a flaky mechanism in the ceiling attempts (3 in 6 chance) to ignite the oil as it falls. At the base of the wall on the tenth step up is a small hole which might be spotted by investigators; sticking an iron spike or similarly strong object in there will keep the trap from triggering, but flimsy objects (torches) are likely to be broken by the weight of the mechanism. Kobolds use the torch bracket to aid jumping over the two steps, and careful observation may reveal wear on it. Uppermost torch bracket in the stairwell breaks away if pulled and releases spring-loaded spear (wide blade tainted with kobold scat, but old, dried, and probably not potent any more). 2. Narrow passageway 10 up stairwell leads to a 2x2 window overlooking #3, lever controlling portcullis. 3. Kennels for beasts, oak portcullis across entry currently open, overlook (#2) clearly visible high on wall. Bloodstains, remains of past meals below the overlook. 4. Short ramp up to sloped external door, heavy stone covered with brush (only modestly effective concealment) & barred on the inside.
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Dear Secret Santicore table of My request is a 20- to 30-piece ions, ways of t doors, with different descript of opening. secre fitting into the dungeon and methods Thanks! D.
by S. Pate
Here are thirty secret doors. 1-20 are mundane, meaning that they use mechanical means, however improbable. 21-30 are magical, meaning that they use magic mechanisms or somehow require interaction with a supernormal creature, like a ghost or golem. They might need slight modification depending upon where you put them (Why is there an assassins training ground in the Temple to Love and Squirmy Little Puppy Dogs?), but they should at least be good inspiration. Feel free to peruse the table or roll a d30. If you just want a random mechanical secret door mechanism, roll a d20. If you want a random magical or fantastical secret door mechanism, roll a d10 and add 20 to the result. If youre not satisfied with the table maybe I didnt answer your question, or maybe you have a more specific theme to your doors, let me know. All queries can be directed to the blog post featuring this item: http:// psychicmayhem.blogspot.com/2011/12/request-secret-doors.html
This section of wall contains a mechanism with a switch that vibrates at a certain frequency. It will slide open when a certain note is played, requiring either an instrument, a singer with perfect pitch, or an appropriate tuning fork. Characters searching the area might notice the seams around this section of wall. Characters with supernormal hearing might notice the reverberations in the wall, indicating the presence of some small, acoustic chamber. This section of stone wall has a switch disguised as a stone. Pressing the stone causes the wall to slide open. Characters searching the area might notice the seam in the wall. A fresco depicting a local deity will slide open when a particular tune (a hymn or paean, perhaps?) is played on a nearby pipe organ. Characters searching the area might notice the seams in the wall. A nearby message admonishing the faithful to not fear evil is accompanied by a statue of a black dragon recessed into the wall. Reaching ones hand into its mouth will allow one to press a switch in the back of the throat, causing a nearby section of wall to swing open. Characters searching the area might notice the seams in the wall. A statue of a local deity of peace, its arms outstretched, stands in a place of prominence in the room. A wall panel slides open when at least twenty-five pounds of equipment are placed in its arms roughly the weight of weapons enough for six or so people. Modern adventurers might not put their weapons in its arms, but the old supplicants did so before entering the secret passage. Characters searching the area might notice the seams in the wall, or they might notice seams around the statues arms. A bookcase or other large, heavy object sits in front of an open doorway. Astute characters might note scuff marks on the floor or a slight breeze.
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10
16
11
17
12
18
13
14
19
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27
21
28
22
23
24
30
25
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Dear Secret Santicore om table This year, I would really love a randused for traps that can be of obscure magical spells the spells on doors - the more bizarre & unusual are the better. Thanks! S.
Depth-based	Spell	Level SPELL	LEVEL	=	DESL*	+	4d3		8	cap	on	either	end	as	necessary
*DESL= Depth-Equivalent Spell Level  the highest level spell that a party of the appropriate level for the dungeon level is able to cast.
ILLUSIONIST	
GONZO	 d10	 8		 1		 2		 3		 4		 5		 6		 7		 n/a		 n/a		
CLERIC/DRUID	
GONZO	 d8	 n/a		 1		 2		 3		 4		 5		 6		 7		 n/a		 n/a		
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LEVEL 2
LEVEL 3
LEVEL	4		
Abjure		 	 Cloak	of	Fear		 	 Cause	Serious		 Wounds	 Giant	Insect		 Raise	Water		
LEVEL	5		
Animate	Dead		 Monsters Cause	Critical		 Wounds Dispel	Good		 Flame	Strike		 Insect	Plague		 Plane	Shift		 Quest		 Slay	Living		 Spike	Stones	
LEVEL	6		
Aerial	Servant		
LEVEL	7	
Astral	Spell	
Dust Devil Animate Dead Silence-15 Radius Cloudburst Spiritual Hammer Continual Light Wyvern Watch Continual Darkness Cause Blindness
Conjure Animals Unholy Word Forbiddance Lose The Path Harm Wither Energy Drain Destruction Symbol
Cause Disease Poison Dispel Magic Spike Growth Glyph of Warding ticks To Snakes S Bestow Curse Anti-Tongues Cause Paralysis
DRUID	SPELLS
#		 LEVEL	1		
1		 	 2		 	 3		 	 4		 	 5		 6		 	 7		 	 8		 9		 	 10		 11		 Entangle		 	 Faerie	Fire		 	 Precipitation		 	 Contaminate		 Water	 	 	 	 	 	 	 	 	 	 	
LEVEL	2		
Charm	Person		 or	Mammal	 Create	Water		 	 Destroy	Water		 	 Cause	Light		 Wounds		 Fire	Trap		 Heat	Metal		 	 Obscurement		 	 Produce	Flame		 Trip		 	 Warp	Wood		 	
LEVEL	3		
Call	Lightning		 	 Cloudburst	Call		 	 Cause	Disease		 	 Hold	Animal		 	 Poison		 Plant	Growth		 	 Pyrotechnics		 	 Snare		 Spike	Growth		 	 Summon	Insects		 	
LEVEL 4
LEVEL 5
LEVEL 6
LEVEL 7
Animal Animal Growth Summoning I Woodland Beings Animal Summoning II Control Control Winds Temperature Cause Serious Insect Plague Wounds Dispel Magic Spike Stones Hallucinatory Sticks To Snakes Forest Produce Fire Transmute Rock To Mud Wall of Fire
Animal Animate Rock Summoning III Anti-Animal Shell Changestaff Conjure Fire Cause Critical Wounds Feeblemind Fire Seeds Elemental Confusion Conjure Earth Elemental Creeping Doom Finger of Death
Transmute Water Fire Storm To Dust Super-Create Water Reincarnate Turn Wood Transmute Metal to Wood Wall of Thorns Weather Summoning
ILLUSIONIST	CANTRIPS
#	 NAME	
1		 Coloured	Lights		 3	 2		 Dim		 4		 	
NAME	
Haze		 Mask		
#		
5	 6	
Mirage Noise
NAME
7 8
Rainbow 2D Illusion
NAME
ILLUSIONIST	SPELLS
#		 LEVEL	1		
1		 2	 3	 4	 5		 6	 	 7		 8	 9	 10		 11	
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
LEVEL 6
LEVEL 7
Audible Glamer Alter Self Continual Darkness Confusion Advanced Illusion Conjure Animals Alter Reality Change Self Blindness Continual Light Dispel Magic Chaos Death Fog Astral Spell Chromatic Orb Deafness Fear Emotion Semi-Shadow Monsters Mass Suggestion Prismatic Spray Color Spray Fog Cloud Hallucinatory Terrain Improved Invisibility Major Creation Mirage Arcane Prismatic Wall Dancing Lights Hypnotic Pattern Illusionary Script Massmorph Maze Permanent Illusion Weird Darkness Improved Phant- Invisibility Minor Creation Summon Shadow Phantasmagoria asmal Force 10 Radius Hypnotism Invisibility Paralyzation Phantasmal Killer Tempus Fugit Programmed Illusion Light Magic Mouth Phantom Wind Rainbow Pattern Shades Phantasmal Force Mirror Image Specral Force Shadow Monsters Veil Spook Misdirection Suggestion Solid Fog Wall of Fog Wraithform Vacancy
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#		 NAME	
11		 12		 13		 14		 15		 16		 17		 18		 19		 20		 Curdle		 Dirty		 Dusty		 Hairy		 Knot		 Ravel		 Sour		 Spill		 Tangle		 Tarnish		
#		 NAME	
21		 22		 23		 24		 25		 26		 27		 28		 29		 30		 Untie		 Wilt		 Change		 Distract		 Hide		 Mute		 Belch		 Cough		 Giggle		 Sneeze		
#	
31	 32		 33		 34		 35		 36		 37		 38		 39		 40		
NAME	
Twitch		 Wink		 Yawn		 Bee		 Bluelight	 Bug		 Firefinger	 Gnats		 Mouse		 Smokepuff	
#	
41		 42		 43		 44		 45		 46		 47		 48		 49		 50		
NAME
Spider Tweak Creak Footfall Groan Moan Rattle Tap Thump Whistle
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Dear Secret Santicore include: I request 1-3 trap tables. Suggestions e arressing transformation trap tabl bottomless - emb - whats at the bottom of this less then pit table - interesting corpse near said trap table Thank you! R.
by Samuel Roberts
samashton@gmail.com
Transformation Trap	 These	two	tables	can	be	used	separately,	but	are	intended	to	be	used	together,	so	a	player	transformed	by	the	trap	would	roll	once	on	 each	table	to	discover	what	they	have	become.
d8	 NEW	FORM	
1
DEFORMATION
Tiny Hands. You always drop your sword on a natural 1 or a natural 20. It does not change the other results of the roll.
Glinda, the Good Witch. Player becomes a Female Elf, S10 D10 C10 I13 W15 C17, and Primary weapon changes into Wand of Wonder with unlimited charges that is also a Mace +3. Pigeon. Players possessions do not change, but the pigeon can only wear rings. Lose all racial and class abilities. Can fly at a speed of 40. Satyr.
Massive Genitalia. Your Constitution increases by 2, but critical hits against you do additional damage (critical multiplier increases by 1). Two Heads. You receive a -2 to Dexterity and Wisdom. You may take 2 Standard Actions instead of a Move and a Standard, but both actions are at -4. Mucus Layer. Your skin becomes green and rubbery, and covered in a thin layer of mucus. You suffer a -2 to Constitution and Charisma, but gain Resist Fire and Electricity 5. Marked. Your face in marked by evil. Good characters in your presence when your face is uncovered automatically dislike you, and suffer a -1 penalty to attacks, saves, and skill checks. Tentacles. Each of your limbs becomes two tentacles. Your land speed changes to 10, and you can no longer wield traditional weapons, but you may hold items in your tentacles and strike with them. Each tentacle does 1d4 + 1/2 Str damage. Boneless. You gain a +2 to Dexterity and can squeeze through small openings. You take a 4 to Constitution and a 2 to Strength. Wooden. Your Strength and Constitution increase by 2, and you suffer a 4 to Dexterity. You take double damage from fire.
Racial Enemy. Race changes to a race that hates the players current race.
Unicorn. Player loses racial abilities, but retains class abilities, and gains a Unicorns natural attacks, as well as a hatred of adult males of all kinds. Slave of Dagon. Player becomes a horrible amphibious fish man. All statistics reduced by 2, all racial abilities lost, player gains the ability to breathe underwater, and land and swim speeds of 20. The player must be immersed in water every 4 hours, or start taking Constitution damage Bipedal Dog. Small sized, with a land speed of 20. Otherwise as War Dog. Giant Spider.
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TRAP
Corpse explodes dealing high (8d6) fire damage to all within 20, Reflex Save for half. Trap is a rune scrawled on corpses back, and can be noticed with a difficult perception check. Already claimed as food by nearby massive, rabid bear. The bear will attack anyone touching the corpse in a berserk rage. Covered in Super Glue. Corpse sticks to player until that can succeed on an extremely difficult (DC 20) Strength Check. Each check takes 1 hour. Smells truly awful. Player must succeed on a difficult (DC 18) Fortitude Save or be nauseous for 4 hours. Players succeeding are still at -1 to attacks, saves, and skill checks for 4 hours, and no one wants to stand near them for at least 1 day. Corpse is made up of doppelganger ants. Doppelganger ants attack anything that touches them, swarming for 3d6 damage per round. Once they kill their prey, the ants mimic their victim as a corpse. Corpse is lying in an acid pool. When touched, the corpse falls completely apart, and the player must succeed on a difficult (DC 18) Reflex Save or fall into the acid pool themselves, taking high (8d6) acid damage. Corpse is under a collapsing ceiling. Trap can be found and disarmed with difficult (DC 25) skill checks. If the wall collapses, any player within 10 of the wall must succeed on a difficult (DC 18) Reflex Save or take heavy (8d6) crushing damage. The corpse is a sacrifice by a local kobold tribe to their god, an ancient black dragon. Interfering with the corpse will bring the anger of the kobold tribe. Killing the tribe will anger their god. The corpse is inhabited a camouflaged alien intelligence that lashes out to control the mind of the first person to touch it. Players interacting with the corpse must succeed on a difficult (DC 18) Will Save or be possessed. Corpse is now home to a brutal fungal infection. Touching the corpse releases spores in a 10 radius around the body. Characters inhaling spores must succeed on a difficult (DC 18) Fortitude Save or take 1d6 Constitution damage. The corpse is an illusion. Players are able to disbelieve the illusion with an extremely difficult (DC 22) Wisdom Save. Behind the illusion lies the entrance to a cursed tomb, possibly containing an artifact of extreme evil.
The son of a local lord who has been missing. He wears his signet ring, and his parents will assume he was murdered by anyone wearing it. Glinda, the Good Witch. Her wand has been cursed.
A leprous orc. Players touching it must succeed on a difficult (DC 18) Fortitude Save or contract leprosy.
A wizards failed experiment at combining snakes and goats. Some snakes may still live inside the horror.
An ogres child, torn into a dozen pieces. Players waiting for 30 minutes will encounter the ogre, in an unstoppable rage.
A paladin whose blood has turned into holy water. A small pool of it sits next to the corpse. Any player willing to desecrate the body may harvest the water. A pigeon with an extremely large ruby in its gullet.
A dead genie, and his now non-magical lamp. If players manage to resurrect the genie, he will grant one wish before disappearing. A decapitated Angel or other being of spiritual Good. Prayer to evil gods is particularly effective here.
10
11
A pointy eared, oddly garbed humanoid. He carries a phaser, which is a ranged touch weapon dealing 3d4 Non-Lethal damage. It will cease to function after 1d100 uses. A player studying the phaser for a day and succeeding on an extremely difficult Intelligence check (DC 20) may move the setting away from stun. The phaser then deals 2d4 energy damage. Your mom. No, I dont know how she got here. Player enters a rage in the next combat encounter.
12
If moved, desecrated, or otherwise disturbed, the corpse rises 2 rounds later as a Skeleton Warrior or Death Knight.
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Dear Secret Santicore a e For my Secret Santicore I wanttraptabl dard-but-nonmagical s. of nonstan Thanks! Z.
by Andy Wise
d20	 TRAP:
1	 Thin	glass	panels	on	floor	with	shallow	(2)	hole	underneath	containing	downward	facing	spikes.	When	the	glass	is	weighted,	 it	breaks	and	one	leg	falls	into	the	hole	(small	damage),	when	they	try	and	remove	their	leg,	the	spikes	dig	in	for	medium	+	 strength	mod	damage,	can	cripple	leg.	(Checkered	pattern	in	floor	could	reveal	the	good/bad	places	to	step) Long	narrow	hallway,	pit	in	the	middle,	monkey-bars	attached	to	the	roof	to	get	across.	2/3	of	the	way	across,	one	bar	is:	poorly	attached;	 actually	attached	to	a	length	of	chain;	flimsy,	breaks	under	weight;	greased;	covered	in	shards	of	glass.	Must	know	which	bar	to	skip. Pit	in	center	of	room,	log	across	pit.	Log	doesnt	actually	reach	all	the	way	across,	but	is	counterbalanced	to	not	tip	until	 weight	is	halfway	across	pit.	Running	leap	could	make	it,	depending	on	size	of	pit,	log	can	reset	or	not. Similar	to	log	trap,	but	whole	hallway	is	counterbalanced/greased	halfway	down	to	tip	and	slide	pcs	into	furnace. Any	number/type	of	potion	bottles	hung	behind	a	door.	When	door	swings	open,	breaks	bottles	open	for	<effect>:	acid,	foul	 smelling	perfume,	animal	pheromones	etc... Hole	in	floor	or	wall.	When	leg/arm	is	inserted,	locks	a	metal	boot	around	limb,	disabling	it.	Locked,	or	must	be	 destroyed	(danger	of	limb	damage). Easily	frightened	birds	sitting	on	a	branch	with	very	acidic	shit,	hope	it	doesnt	get	under	your	armor... Steep	hallway	with	doors	on	both	ends	that	are	connected.	When	one	opens,	the	other	opens.	Behind	the	higher	door	is:	 1000	gallons	of	(scalding?)	water;	Big-ass	round	rock.	(Which	way	the	door	is	opened	is	important	as	to	when/if	it	can	 be	closed	again	before	rock/water	overtakes	players). Pitch	black	room	with	many	mirrors.	When	pcs	light	torch/cast	light	spell,	light	is	reflected/refracted	to	blind	them,		 also	signals	guards	or	wakes	monster. Dark,	cold	hallway.	Pressure	switch	lights	torch	encased	in	ice.	Fire	gives	light,	but	also	melts	ice-container	containing		 greek	fire/angry	bees,	etc.. Heavy	stone/metal	door	appears	to	be	hinged	as	to	open	inward.	Not	attached,	when	pulled	on,	falls	on	pc.	Even	better		 if	its	a	false	doorway,	nothing	behind	it	but	brick. Torches	in	wall	sconces	also	contain:	gunpowder;	incense	that	makes	you	hallucinate,	fall	asleep,	kill	your	friends. Trip	wire	placed	4	before	razor	wire,	both	low	to	the	ground.	If	you	trip,	you	also	lose	your	head/shoulders. Pressure	activated	sand-blaster.	Wont	hurt	too	much,	but	will	remove	any	filigree/design	from	armor.	(for	vain	PCs) Aged	human	skull	with	jeweled	corks	in	eyes	to	keep	the	bugs	in. Key	in	three	parts	in	three	large	vats,	must	submerge	whole	arm,	or	tip	vats	to	retreive.	Vats	contain:	Water.	Slow	acting	 acid.	Ochre	Jelly.	(etc..) Ring	in	puddle	in	the	middle	of	a	room.	Puddle	is	actually	paralyzing	jelly.	Jelly	starts	to	digest	you,	save	ends. Any	standard	trap	that	is	activated	by	one	pc	and	affects	another,	behind,	to	the	side,	etc.. Slide	to	nowhere,	steep	slide	into	a	brick	wall	or	spikes.	Depending	on	speed/orientation	could	break	legs,	head,	etc.. Doorknob	with	scything	blades	that	spring	out	when	turned.	Amputates	fingertips.
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Dear Secret Santicore could I would like a table of weird things that in any dungeon corridor. happen Thanks! M.
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Dear Secret Santicore for an I would like a description (not stats)scheming, royal family, complete with iving extended and treachery, forbidden lust, toadiescents. connase tell Ple and a few doomed inno servants the connections and secrets. me the players and nk you! Oh, and please make them halflings. Tha C.
queen mimsy ii
Queen Regnant [deceased]
prince milo
countess berylla
[deceased]
fastolph ne glorthorp
[deceased]
countess euphemia
Claim: 6th
threadric ne thornhill
[deceased]
largo brackenbough
Claim: 4th
latitia brackenbough
Claim: 7th
portia brackenbough
Claim: 8th
esme brackenbough
Claim: 5th
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Brackenbough smial
The royal residence is a vast, rambling, labyrinthine burrow filling an entire hill, built by generations of royalty to no consistent plan, atop endless cellars and crypts. The large royal clan of distant relations, courtiers, hangers on and servants fills only a fraction of this space. Many rooms are long disused. The royal family has great sentimental attachment to this place, and refer to it affectionately as the Hill, dividing the universe into Under the Hill and Outdoors.
Illustrations by Jez Gordon
A ncient,dodderinghalflingsufferingsevere dementia.Totallyincapableofrule,must beshepherdedthroughdutiesofkingship byconnivingrelatives.Royalassentneeded foralldecreesandlaws,thuspolitefiction maintainedthatkingiswellandsane. Tendstowanderhallsinnightshirtandhold conversationswithinvisiblepeople. A lthoughinsane,isalsoingenuine communicationwithotherwordlyentities onlyhecanseeandhear.Unableto distinguishbetweenspirit,figmentand reality. CONNECTIONS: sedastoolbyentirefamilytopass U decreesadvancingtheirownagendas ubjecttoWartonCragstreatments S -fasting,isolationetc nlyonetoperceiveinfluenceofdead O sisterBeryllaongranddaughterEsme (oftenmistakeslatterforformer) SECRETS: SECRETS:
H ugefatoldhalfling,finelydressed.Never leavestheHill,totallyunsympathetictoplight oftheworkingclass.Believesinstrictdivision oflabour,royaltygoverningandcommoners working;intendstodissolveParliamenton takingthethrone.Overeaterandphilanderer, yetparadoxicallydevotedtohiswifeLucrezia. SECRETS: nockedupaservantgirlsomeyearsago; K allhushedupandshenowlivesinsecret withdaughterinout-of-wayvillage CONNECTIONS: eavilyinfluencedbyproddingsofwife H Lucrezia aysregularhushmoneytomother P ofhisillegitimatechildviaMistress Tallowfeather nabledinhisphilanderingbyhisbrother E DukeMilo
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Esme Brackenbough
B ecamepregnantafterdalliancewithdwarf inheryouth;quicklymarriedtocoverit up.SonLargoisproductofthisunion. CONNECTIONS: arriedtoLordSidcup,frequentlyuses M SECRETS: kullremainshiddenfromallothers. S himascatspaw UnbeknownsttoEsme,intendstopossess espisesLucreziaasajacked-uplow-born D heranddestroyherpersonality,allowing interloper Beryllatoliveagainandruleasqueen. roominghersonLargoasfutureking G CONNECTIONS: xertssubtlecontroloverDukeMilousing E voodoodoll ecretlycollectspossessions,bodyparts, S Lord sidcup foruseinmagicritualagainstPrinceOdo n Hartleberry trangelyfrightenedofKingMilo,who S Wodehousiantwit,well-bredbutgormless. perceivesheretherealconnections Hailsfromlargewell-to-donoblefamily, well-connectedsocially.Distinguished inthathecantalkforhourswithout everactuallysayinganything. N euroticrecluse,dressedinblackwidows garbandveil(eversincedeathofher husbandyearsago).Sombre,sayslittle, avoidscompany(evendaughters),holds nointerestinthrone,eatsalonein privateroom.Makesfewpublic appearances. regnantmothersdabblinginblackmagic P and/ormysteriousparentageoffatherhave resultedininsatiableaddictiontohalfling flesh.Musteatawholehalflingeveryfew weeksatmost.Becomesmoreandmore unstablebetweenfeedings,viciousand bestialwhileeating.(Humanfleshwill alsodoinapinch.) CONNECTIONS: llicitaffairwithLordSidcup,restrains I herselfbutdrawsneartoeatinghim istressTallowfeatherprovidessupplyof M newlyrecruitedmaidsandservants,cleans upmessafterwards SECRETS:
Countess Euphemia
SECRETS:
Largo Brackenbough
G rimhalflingwithslightlimp(onefootshorterthan other).Bigenoughtorideahorseandstrongenough tobendironbars.Alwaysscowls,neversmiles, murderouslyblacktemper.Suspiciousofeveryone butespeciallyBigFolk.OpenlycourtingLatitia, hissecondcousin,inwhomhebelievesheglimpses intriguinghiddendarkness(actuallyseeshintsof Portiawhensheisimpersonatinghersister). ecretlyhalf-dwarf,productofhis S mothersdalliancepriortomarriage (thereforeillegitimate).Extremelybitter aboutit. CONNECTIONS: ourtsLatitia,believeshimselfinlovewithher C educedandmanipulatedbyPortiawhile S intheguiseofhersister PoliticalallyofWartonCrag SECRETS:
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Warton Crag
Distinguished,pipe-smokinghobbitof letters,chiefphysiciantotheKing.Member ofRedcaps,politicalpartyopposedto integrationwithBigFolk.Ultraconservative, despisesBigFolk,believeslifewasbetter when halflings hid in holes under trees invisibletotheworld. SECRETS: emberofsinister,rathersillyancient M earthreligioncentringarounduseof creepy fairy magic to protect halfling homesfromoutsiders.Regularlyattends cultmeetings. CONNECTIONS: hysiciantotheking,orderstreatments P suchasfasting,ice-packing,etc oliticalopponentofFoscoChubband P politicalallyofLargo
S erious,intelligenttwinsisterofLatitia. Convincinglyfakessocialconventions,butis totallysociopathicanddevoidofconscience. Spent significant time Outdoors among BigFolk,recentlyreturnedwithcomplement ofusefulworldlyskills.Utterlydeterminedto schemewayintopoweratallcosts,including murderingherwayupthefamilytree. SECRETS: requentlyimpersonateshertwinsister F Latitiainordertoseduceandmanipulate Largo,intendstousehimasblunt instrumentinherschemesforthethrone. CONNECTIONS: Resents,manipulatessisterLatitia educes,manipulatessistersloverLargo S
portia Brackenbough
M istressoftheTeaCeremonies,positionof enormousresponsibility,overseeingarmyof liveriedfootmenorganisingroyalfamilys dailymorningandafternoonteaparties. Exerts subtle influence over affairs of state viaslightvariationsintablesetting,serving orderetc,affectingsocialpeckingorder. Harshtaskmistress,beatsservantsforslight failings,maintainssharpearforgossip. Intense hatred for any disruptive influence on theperfectdailyorderofpalacelife. SECRETS: ontrolswebofblackmailandregularly C extortsvictimsforfavours.Secretly groomingPrinceOdosillegitimate daughterforuseasaweapononcethe Princetakesthethrone. CONNECTIONS: rovidessteadysupplyofvictimsto P CountessEuphemia&cleansupmess afterwards elivershushmoneytoPrinceOdos D illegitimatedaughterandhermother espisesDukeMiloasadisruption,plots D togethimthrownoutorkilled
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Santicore ear Secret D bles for or set of ta e a table s. lik I would g weird cult eneratin g Thanks! E.
Illustration by Jeremy Duncan
WEIRD CULTS
untimately.blogspot.com
by Brendan S.
d10 WHAT DO THEY WORSHIP? 1 2 3 4 5 6 7 8 9 10 The idea of progress A demon lord The jealous, forgotten god of the chosen people Prince of animals (roll on animal table) The lord of Nod, the land of sleep and hallucination D eposed deified emperor from 1000 years ago (Dark Augustus) The universal life-force The new prophet Overlord of a rival state An ancient machine
7 Reforesting the great waste known as civilization 8 ellow is the sacred color, as much of the world as Y possible must be in this hue 9 The end of warfare 10 Reuniting two sundered worlds d10 HO IS IN CHARGE? (PAY NO ATTENTION TO W THE MAN BEHIND THE CURTAIN) 1 2 3 4 5 6 7 8 9 10 Mad charismatic crackpot Demon, fae, or otherworldly being in human guise Explorer who found the fountain of youth Swindler, bilking the credulous S windler, bilking the credulous, unaware that his teachings are true Ancient underground machine Prince of animals (roll on animal table for type) One of the PCs in a past life or before the amnesia An animate painting A telepathic idol of the ancients
d10 WHAT IS THEIR IDENTIFIER? 1 2 3 4 5 6 7 8 9 10 Animal tattoo on their back (roll on animal table) Fine silver ring, allowed to tarnish Ritual cross-hatch scars on upper arms Glass eye Secret handshake Green blood Nictitating eyelid Sharp teeth (either sharpened or naturally sharp) Hairless Verbal prayers of thanks to the patron upon any success
10 WHAT IS THEIR TABOO? 1 2 3 4 5 6 7 8 9 10 Must not eat vegetables Will not shake hands (it is polluting) If you meet their eyes, you will learn one of their secrets They must wash skin that sunlight touches D ead cultists must be ritually separated in buried in 6 different locations Must not start a fire Sexual abstinence Will eat nothing cooked Must not lie Must always have a clear mind; no intoxicants
d10 WHAT IS THEIR ULTIMATE GOAL? 1 2 3 4 5 6 E xtinction, but they want to take as many others with them as possible Accumulate souls for their account in hell T o take back the underworld -- men belong underground, monsters above P repare the world for the ancient masters from the stars I mmortality; each cell has part of the recipe, they seek each other out Enlightenment through extreme experiences
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d10 WHAT IS THEIR RITUAL GARB? 1 2 3 4 5 6 7 8 9 10 Yellow robes Full armor with helm (antiques valued) Official magistrates -- they actually run the <insert locality> W izard robes, full on stars and moons and pointy hats (they believe they are magic-users) Finely scented loin cloth Black tunic and sandals Masquerade masks Business formal -- suit and tie or equivalent for time period Paramilitary uniforms S hape-changers -- lycanthropes or other, ritual garb is their non-human form
d10 HOW OLD IS THE SECT? 1 Just founded last week 2 Before any known civilization 3 as loosed on the world by something let out W of a dungeon by PCs 4 uring the founding of the current dynasty D (or political order) 5 The previous dynasty (cult is all that remains) 6 ult is a cyclical plague unleashed to punish C decadent societies 7 Originally founded by a demigod during the creation wars 8 Older than written history (all cult records are oral) 9 It was born with the leader and will die with the leader 10 Founded based on some past innocuous PC action d10 ANIMAL TABLE: 1 2 3 4 5 6 7 8 9 10 Mantis Turtle Ram Wasp Ox Peryton Worm Cat Lizard Centipede
d10 WHAT DO THEIR NAMELESS RITUALS ENTAIL? 1 2 3 4 5 6 7 8 9 10 Eating live animals (roll on animal table for type) Recitation of ancient sutras Silent meditation Ritual combat Human sacrifice Animal sacrifice (roll on animal table) Burning the sacred texts of rival cults Riddles Summoning Believer suicides
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Dear Secret Santicore serie thereof) I would like a random table (or orfuls brigands, flav that generates interesting and t use these bandits, and highwaymen. I donand that s game, guys nearly enough in my got to stop. player I have been a good GM and naughty nks! this year. Tha E.
by Mike Evans
d20	 GANG	
1 2 Bloody Claws 10 members - fighters, lvl 2-5 The Nefarious Seven 7 members - 6 fighters, 1 cleric, lvl 7 Reckless Bunch 6 members - 1 fighter, 4 rogues, 1 Wizard, lvl 3 Anointed Ones 8 members - 2 fighters, 6 rogues, lvl 1-3 The Crows 9 members - rogues, lvl 4-6 The Bloody Eyes 8 members - 2 fighters, 6 rogues, lvl 1-3 Feasters of the Flesh 15 members - 7 fighters, 4 rogues, 2 clerics, 2 wizards, lvl 1-6 Mountain Men 20 members - 8 fighters, 8 rogues, 3 clerics, 1 wizard, lvl 1-6 Servitors of Death 5 members - 4 fighters, 1 cleric, lvl 8 The Rabid Dogs 6 members - fighters, lvl 3-5
5 6
A group of sorcerers are attacking the trade routes and capturing people to use in dangerous and evil rituals. A prophet warns a PC about gold that glitters in the sun. Later that session the group is attacked by a band of bandits with a leader with a shiny gold tooth.
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BANDIT	LEADERS
Samuel Gains - Samuel has been plundering for years and hopes to do one or two more jobs and get enough to retire. Alice Harding - Alice is a young and brash woman who took to the crime to bring down the government after she was hung for stealing bread for her family. Thought to be dead she was taken to the cemetery where she woke up screaming. The caretaker let her go. Since she was pronounced dead she cannot be tried in court.
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Diseased Mongrels 10 members- 6 fighters, 4 rogues, lvl 1-5 The Brigands of the Wild 25 members - 12 fighters, 8 rogues, 3 clerics, 2 wizards, lvl 1-8 Broken Blades 4 members - all fighters, lvl 4
Bandits are engaged in fighting another group. Percus Debbins - Percus fancies himself a gentle1) Bandits are winning. 2) Defenders are winning. mens rogue. He dresses well and practices fine etiquette. Percus steals simply for the thrill of it. A group of bandits approach the PCs and tell them that they have been hired to attack/ halt/kill them, but for double the price they will leave them alone and give them the name of the employer. Completely deranged bandits ambush the characters screaming about taking back what is theirs. Wonton McReady - Wonton is more of an adventurer looking to find the new and undiscovered, however he knows it takes money and supplies to do this. He attacks the trade lanes and takes from those who can afford it. Nicholas Beady-eyed Withers - One of Nicholass eyes was shrivelled by a necrotic spell in his early years. He says it lets him see his prey better. Nicholas has been a slaver for 15 years and makes a pretty good profit. Corbin the Vile - Corbins bad disposition started long before he contracted leprosy. Much of his face is disfigured and rotting thanks to the disease. Corbins favorite hobby is to disfigure those he robs in an attempt to make them as ugly as him. Neet the Battle Wench - The myth of Neets birth is that she was created in the explosion of a volcano. She is fiery and revels in combat. If combat breaks out she doesnt stop till all enemies are dead. Dirty Puck - Dirty Puck frequents pubs and taverns and looks for easy marks. If he can con them out of a few coin he will. If not his boys are waiting in the alley to make things extremely unpleasant. Hendricks - Hendricks flouts any form of authority and loves to attack and rob those that show their support for any form of government, big or small. Billy the Lech - Billy loves women and its gotten him into a fair amount of debt and trouble. Billy eventually crossed the wrong man when he slept with his wife and got her pregnant. Now Billy runs a group of brigands out of the forest and preys on those who happen across his path. He will not attack women under any circumstance though. He will try to woo them however.
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Fighting spills out onto the streets as tensions between two rival bandit groups turns to all out war.
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Bandits have set traps all along the path and attack PCs when most vulnerable.
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The leader of the local town/area/nation has hired several groups of bandits to terrorize the countryside so he can thwart them to look like a hero. A famous raiding guild is advertising that it is looking for new recruits. The players emerge from a cave/dungeon to find their horses and supplies gone. A note is nailed to a tree, Fools leave things unguarded. Thanks for the stuff! - The Reckless Bunch.
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Gnarled Fangs 14 members - 9 fighters, 4 rogues, 1 wizard, lvl 1-6 The Trail Blazers
18 members- 10 fighters, 5 rogues, 1 cleric, 2 wizards, lvl 1-10
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Dear Secret Santicore out I would like a d20 table for working its Farmers? with This Farm and Whats Wrong on It s for a gritty medieval setting, lfocus ants. misery of medieva peas the poverty and Thanks! P.
by S.L. Shirley
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Dear Secret Santicore particular I would like to know what is in this in the flooded valley? village building Thanks! Z.
sevenelves@gmail.com
PIERS: Each longhouse is raised on	2d10	+	10	stilts above the flood	d6	+	5	feet or the drained ground	d10	+	25	feet GANGWAYS: Each longhouse has at least one gangway leading from a floating dock or the marshy rocks and has a 50% chance of being attached by decks to d6 other longhouses in a block. d6	 WHAT	IS	THIS	BUILDING: 1	 	 	 Abandoned	/	Ruined		 Longhouse		 	 	 	 50%	chance	of	swampy		 vermin	infestation:		 rats,	bullywugs d4	elderly	d8	adults		 2d10	children	
by Sean Fallon
The Flooded Valley is a marshy alpine valley (approx. 6 x 5 miles in area) surrounded by forested mountains & cliffs, which nicely fills a single hex in a mountainous area of any hex map. The valley is often flooded by mysterious underground springs, creating a huge lake with an overall depth of 20 or 30 feet, which eventually drains away apparently back underground; there is no regular cycle to the flooding or draining. The current inhabitants make their living off the various & unique aquatic flora & fauna of the valley (many of which are usually only found in the deep dark lakes of the Underworld); truth be told, the blind freshwater squid can be exquistely delicious if it is prepared correctly. The valley inhabitants also favor the worship of their own Local Spirits such as The Great Serpent (a Fertility god) & Hahruu the Protector (goddess of Vengence & Healing who is often depicted as a crowned beaver holding a greatsword) over the more widely worshipped pantheon. The local Lord was granted title over the Flooded Valley by the present monarch; he is a performing midget who entertained in the drunken monarch during a festival & on the spur of the moment the monarch granted him these lands. The Lord never uses his castle & leaves its management to his steward. There is almost no governance in the Flooded Valley at all. Although the Serpentine Virgins & the Hunters are well respected in this society. Architecture in the Flooded Valley is fairly uniform and consists of thatch roofed, timber long houses raised on heavy stilts at least 30 feet above the low water, marshy ground. The first floor is generally a storage & manufacturing area, the second floor is a large living area with hearth & kitchen, and thethird floor attic is divided into sleeping apartments. Access to these long houses is made via sloping gangplanks from the ground level or floating docks attached to the houses outer stilts. Settlement is concentrated around the stony banks of Serpent Spring, a medium sized lake of fathomless depths that remains even when the greater lake has drained. LONGHOUSE SIZE: Width: [d6 X 5] + 20 feet Length: [d10 X 5] + 30 feet Each longhouse has 3 stories: 1st storage, 2nd kitchen, living & trade area, 3rd sleeping apartments
6 Non Standard Building Table d20 TRADESMEN OF THE VALLEY TABLE: Best to think of these places, not as conventional shops, but more like hobbyists who are really into their thing. 1 B OATWRIGHT: Has canoes & row boats available, can make longboatsto order.
2 BLACKSMITH: provides mundane items & repairs. 3 OTTER: provides mundane items of unique design & has P artistic pretentions. 4 ROPE & TACKLE MAKER. 5 W OODCUTTERS / LUMBER: provides scarce logs from distant areas; will be floating in timber during flood or cutting & milling during drained season.
6 EAT & TURF CUTTERS: provide cut peat to be used as P fuel as wood is too scarce to simply burn. 7 AILOR & WEAVER: provides unique garments & fabrics T from local exotic materials. 8 ARPENTER & COFFIN MAKER: does excellent but C expensive work. 9 BARRELMAKER. 11 COBBLER / CORDWAINER.
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6 HE CONVENT OF THE SERPENTINE VIRGINS: T this building houses the priestesses of the local fertility spirit The Great Serpent. These women perform the rituals & conduct the sacrifices which maintain the cycle of life in the Flooded Valley. They are supported by generous donations from the local and fearful inhabitants. The following should be a combination of Clerics with whips, or Monks (if you use that class). Resurrection Magic is forbidden. d4 + 3 Elderly; d6 + 6 Adults; d12 + 6 Teenagers; d12 + 10 Children 7 EENAGE WASTELAND: This abandoned longhouse has T been claimed by the disaffected youth of the Drowned Valley & now serves as a location for various transgressive acts & youthful rebellion. 2d10 Disaffected Youths. 8 AIR OF THE PSYCHIC SQUIRREL: This abandoned L windmill has been refurbished by a wizard who is under the effects of a permanent polymorph curse which forces him to live out his days in the form of a grey squirrel. Although he can not speak, the curse has granted the squirrel the power to send telepathic messages 100 yd radius to any intelligent creature & 10 mile radius to other squirrels but he can not receive messages & has no other psionic powers. The Psychic Squirrel has great difficulty casting his old arcane spells, but manages to exert almost godlike control over the squirrel population of the area surrounding the Drowned Valley with simple psychic commands. Rumor has it that the Psychic Squirrel has amassed a small fortune by using his power over the local squirrels to gather areas acorns & grind them into flower in the mill which has been converted from a windmill to a squirrel wheel mill... who knows what else he is up to. Psychic Squirrel [9th level Wizard]; d6 X 50 squirrels. 9 RPHANAGE: This Longhouse contains an orphanage for boys O run by the devoted of your own good god. Young boys are feed, housed, taught to read & figure and work at small crafts like net making here. What becomes of them once they reach the age of 15 is a bit of mystery as they are never seen in the Valley again. d6 + 6 Adults; d12 + 6 Teenagers; d12 + 10 Children 10 ORTUNE TELLER: This Longhouse is the home of a F fisher family whos matriarch also tells the fortunes of others for a small fee. She is sometimes accurate & sometimes just mumbles whatever this link says: www.random-generator.com/ index.php?title=Gothic_Horror_Oracle followed by these are the only ones you can rely on or these shall dog your heels until you have repented or slain them.
2 HE THREE WISE WOMENS HOUSE: these 3 Witches T provide medicinal herbs, mid-wife services & potions to the inhabitants of the Drowned Valley. They keep d12 + 4 goats, a very large snake & an enchanted random monster as pets. 3 D ECADENT POETS SOCIETY: A wealthy & famous Lord Byron-type poet has taken up residence in this longhouse with his entourage to escape the distractions of the city while he finishes composing his next lyric masterpiece. The locals dont mind the noise of late night parties since the poet hands out silver liberally. There is a large stock of exotic liquors, luxurious foods & expensive drugs. d4 + 2 high level fighter/bodyguards; d6 + 4 fawning, aristocratic rogue hangers-on; d4 + 1 musician/ entertainers; d10 + 4 comely maidservants; d4 courtesans; d4 personal assistants/pages; d4 priestesses of a decadent god.
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Dear Secret Santicore an inn or common I would love a table of performers gatthere. This can what he or she is doin s, or provide a room is and N PC fill in detail for random world or an adventure, if the starting point for an encounter. The table should include PCs interfere or get involved nce style, and possibly reference to musical or peformaormance itself. a short sentence about the perf Thanks! S.
d12	
1 2 3 4 5 6 7 8 9
10 11
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a small god of the establishment, a short poem about the inevitable doom of one of the Pcs. When the poem is done, who has taken on a disguise the preformer cackles and points at the Pc they were just speaking off before vanishing. for the evening
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Dear Secret Santicore with at least I would greatly enjoy a random tablge in between!) of ns(d20, d100 or anythin 20 optio eling on a ship in interesting encounters at sea while travencounters than a tropical region. Less combat-driven ! that one would be even more desirable Thanks! D.
by Pierce Raats
d10 CLIFFS 1 A mysterious and ancient shrine is carved into this cliff side. 2 A dozen huge boulders tumble down from above- or were they pushed? 3 A cave half filled with water sits at the base of this cliff- does it lead into a treasure trove or the lair of a horrible sea beast? 4 Flocks of small sea birds nest here, they are very annoying and will try to steal small trinkets from the ship. 5 An ancient watchtower sits atop the cliff here, does the catapult still work? a secret stair is cut into the cliff side. 6 Jagged rocks and shipwrecks line this section of foreboding coastal cliff. A beautiful siren or hideous sea witch might live here. 7 A huge stone face is carved into this cliff but is that human? Is that a doorway set in the mouth? 8 Dozens of dark tunnel openings are set in the cliff here. Very ominous. 9 A Giant man sits here with a huge fishing rod, he is just relaxing and enjoying the sunny day. 10 A narrow cleft in the rock here leads into a pirate hideout. d10 NIGHT 1 Bonfires are visible further inland in the jungle, ominous drums start beating. 2 The stars dont seem right, the constellations are all different or in the wrong part of the sky. Navigation could be a problem while this effect is in place. 3 Something is giving off an eerie green glow from the seabed. 4 Something is stalking the ship at night. It will try to pick of anyone alone on deck after dark. The attacks display a startling cunning. 5 The ship suddenly stops, snared by something huge underwater- maybe a sandbar or seaweed? By morning the ship will have drifted free.
6 On a sandy beach nearby many sea turtles are either laying eggs or hundreds of baby turtles are hatching and making a mad dash for the water. 7 A ghostly female apparition walks across the waves, beckoning to the sailors with her ghostly lantern or is she trying to warn them away? 8 Strange multicolored lights flicker and dance across the horizon. 9 Another ship passes close by in the darkness, no lights are on and no one calls out or signals. 10 An iceberg looms out of the fog, which is kind of unusual in this warm climate. d10 RANDOM
1 The shattered wreckage of a goblin fleet is scattered about. Miserable looking goblins cling to the still burning debris. 2 A dozen vicious sharks follow the ship, they will lose interest in a few days if no food becomes available. 3 Totem poles and carven tiki statues dot the beach here. Deeper into the jungle creepy fetish idols and even shruken heads hang in the trees. 4 The sand here is stained red with blood and the dead and dying lay everywhere. A great battle took place here recently. 5 Something golden gleams far off above the jungle trees, is that the top of a golden pyramid? 6 An enormous coral reef spread throughout the area, it teems with aquatic life- the fishing is particularly good. 7 What looked like a small rocky island from a distance is actually a jumble of broken pillars and cut stone. Strange hieroglyphics cover every surface. There might be a stair leading down into the dark. 8 A pod of friendly dolphins start to follow the ship, they will stick around as long as the ship seems interesting. 9 An exotic parrot like bird takes a liking to a crew member or character. The bird is intelligent and makes a good familiar or companion. 10 An enormous dead sea creature floats nearby, the air and sea are thick with scavengers.
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Dear Secret Santicore a paign set Please give me something useful toion camthe Silk tastic?) vers of along a fantasy (fan Road. Thanks! T.
by Erik Jensen
Below are two d100 tables for generating inspirational ideas on-the-fly for merchants and caravans which might be encountered along the Silk Road or a fantasy/sword-andsorcery equivalent. The first table generates merchants and merchant groups; the second, ideas for goods the merchant(s) may be carrying. In both tables, fantastic elements (of the Arabian Night, Fairytale, or Weird variety) are located at the high end.
21
22 23 24 25 26 27 28
29
in the market for a silent partner with money afraid of his own shadow near-emotionless but a whiz at numbers an old acquaintance of a PCs father marked with a mysterious tattoo or strange scar
30 31 32 33 34 35 36
MERCHANT FAMILY 41 very friendly husband, wife, and two small children 42 a comely widow and her disrespectful son 43 moderately-creepy identical twins, dressed alike and with similar names 44 husband with several easilydistinguishable wives (a thin one, a plump one, etc) 45 a young brother and sister along with their extremely old grandfather 46 husband, wife, and countless children who get into everything 47 a kind elderly couple whove been everywhere and seen everything 48 anxious husband and his very pregnant wife 49 father looking to have someone take d3 daughters off his hands 50 multi-generational group of gypsy-tinkers 51 milquetoast merchant berated by harridan wife 52 lovey-dovey newlyweds more interested in each other than their customers 53 group of child-merchants, no adults in sight
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FANTASTIC FEATURES 91 merchant rides a stately palanquin, borne aloft by large creatures (ogres, efreet, four-armed lizardmen, oni, devils, earth elementals) merchant rides something fantastic in a mundane shape (a prince transformed into a donkey, a clockwork camel, a pantomime horse full of serpents) merchant is a genie, ghul, or devil in disguise...or perhaps not in disguise the entire caravan are ghosts, killed long ago in a (sandstorm/ avalanche) near here merchant is a powerful sorceror with a penchant for transforming those who displease him caravan transports a (stone/ marble/bronze) statue of a (man/ woman) to the legendary spring which can return it to life merchant, dressed as though from a previous era, claims to have recently returned from fairy-land - and can tell how to get there, for a price merchant is a talking severed head or skull (on a pillow, in a box) carried by a servant (or mildly disobedient animal) merchant has been transformed into a talking monkey or cat merchants body and voice are actually puppeted by (demon, space-slug, brain-spider, another man with a strange gear-box remote)
60
76 77 78 79
NON-FAMILIAL GROUP 61 group of amateur but eager artisans (smiths, leatherworkers, carvers) 62 group of hunters/trappers hawking pelts, talons, dried meats 63 monastics on pilgrimage, selling religious trinkets and art 64 well-armed soldiers transporting something secr-- I SAID STEP AWAY SIR. 65 d4+1 bounty hunters searching for an escaped criminal 66 group are all slaves freed on their masters deathbed 67 mercantile ambassadors from a far-flung kingdom engaged in espionage 68 small group of travelling prostitutes and one or more guards 69 entire caravan composed of brigands, disguised for ambush 70 small group of surveyors/explorerscholars searching for (animals, plants, materials, pathways, old ruins) TRANSPORT is of note 71 merchant rides a magnificent or unusual stallion or camel, the most spectacular specimen the PCs have ever seen
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80
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UNUSUAL DRESS or CUSTOMS 81 merchants party all wear strange masks (animal, decorative, demonic, blank) 82 merchant will not sell or buy until he has had tea with potential customer 83 merchants party are blatantly under- or over-dressed for the weather 84 merchants party all wear matching livery in bright colors or strange patterns 85 merchants long robes (or long turban-tail) are carried about by one or more servants, so that they might not touch the ground 86 merchant will gladly play (chess, mahjong, cards) to negotiate price 87 merchant will only display his wares during the day/night
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Dear Secret Santicore table for a Could I get a d6d6 random encounter any stats est? I don t need Spooky Dark For unters. and they don t have to be combat enco could be e is up to you, it Setting and game typ se or Gothic horror or modern zombie apocalyp bunch! whatever. Thanks a P.
by Danny Peck
d6d6	 ENCOUNTER:
1-1	 1-2	 1-3	 1-4	 1-5	 1-6	 2-1	 2-2	 2-3	 2-4	 2-5	 2-6	 3-1	 3-2	 3-3	 3-4	 3-5	 3-6	 4-1	 4-2	 4-3	 Many	flowering	vines	hang	from	trees	in	this	area,	the	air	is	thick	with	their	insanity-inducing	pollen. The	party	comes	upon	an	inexplicably	blighted	grove.	What	little	fruit	remains	is	blackened	with	rot	and	full	of	maggots.	 It	turns	out	that	Heart	Truffles,	a	local	mushroom	delicacy	that	is	currently	popular	in	roadside	taverns	for	miles	around,	 grow	exclusively	on	rotting	corpses. All	the	trees	along	a	river	are	withered.	The	river	is	either	poisoned	or	cursed. A	lone	hanging	tree	stands	in	a	clearing,	with	dessicated	corpses	still	dangling	from	decrepit	ropes. The	wind	blowing	through	a	weeping	willow	howls	a	mournful	melody,	reminiscent	of	one	the	party	heard	(or	will	hear)	 in	a	nearby	inn	or	tavern. A	saddled	horse	flees	a	clearing	in	which	wolves	are	feasting	on	its	dead	rider.	The	wolves	pointedly	ignore	the	horse		 in	favor	of	the	human	flesh. Dozens	of	rats	scurry	past,	either	fleeing	some	unseen	threat	or	hastening	to	some	new	feast. Shrieking	bats	swoop	down	in	the	night	and	try	to	feast	on	the	blood	of	the	party	or	their	mounts. A	mockingbird	on	a	nearby	bough	cries	in	a	recognizable	language.	It	repeats	a	short	phrase,	perhaps	an	ominous	poem		 or	the	last	words	of	those	now	deceased. What	appears	to	be	a	noble	hart	from	a	distance	turns	out	to	be	a	ghoulish	undead	deer	feasting	on	the	remains	of	a	hunter,	 or	perhaps	its	own	herd. A	mangy	mutt	or	black	cat	begins	to	follow	the	party	and	returns	no	matter	how	hard	they	try	to	chase	it	off. An	ornate	carriage	drives	past	the	party	-	with	no	driver. A	noble	and	his	or	her	entourage	are	on	their	way	to	a	feast	where	unbeknownst	to	the	noble,	his	or	her	firstborn	son		 is	the	main	course. A	vampires	thrall	drives	a	carriage	with	a	coffin	in	the	back	containing	his	master.	He	appears	to	be	in	a	hurry. An	unmanned	carriage	almost	runs	the	party	over	as	it	careens	down	the	road	pulled	by	panicked	horses. A	whole	caravan	slowly	proceeds	down	the	road	flanked	by	well	armed	and	armored	mercenaries.	The	merchants	in	charge	 decided	to	take	a	shortcut	through	the	woods. A	carriage	is	in	the	road,	stuck	in	a	hole	or	ditch.	The	driver	implores	the	party	to	help	lift	the	carriage	out	so	he	or	she		 can	continue	an	important	journey.	The	carriage	is	actually	full	of	bandits	staging	an	overly	complicated	ambush. A	band	of	travelling	performers	invite	the	party	to	revel	with	them	yet	seem	not	to	have	ever	heard	of	any	nearby	towns		 or	hamlets. A	mysterious	hermit	in	rags	looms	over	the	body	of	a	hind	whose	heart	he	has	cut	out	and	is	currently	eating. A	panicked,	starving	man	stumbles	out	of	the	forest,	telling	a	tale	of	his	lost	band	of	travellers	that	was	stranded	in	the	 mountains	last	winter,	ran	out	of	food,	and	fell	to	cannibalism.
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Dear Secret Santicore d and grim I would love a table for generating weir arous ways listing the cruel and barb barbarian tribes ge and ignorant which they dress themselves, their sava you feel like the tribes leader. If beliefs, details on us bestial totems, going all out then include their vicioct of reverence, or sacred and vile obje the tribes most nks! the twisted shamans that guide them. Tha J.
by Zak Smith
d10	
1	
d10	
1	
2 3
7 8 9 10
8-
9 10
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9 10
Their totem is the wolf. They harry and howl. Their totem is the mutant rat. They speak in whispers. Their totem is the salamander, They will burn you. Their totem is the fivefold tiger. There are no children among them.
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Dear Secret Santicore olds to Alternative randomly generated strongh setting erness hexcrawls (or for encounter in wild to determine e design). This would require somss way ster type), old ruler is (cla or mon who the strongh n or allies are, who or what their primary henchmethey can call on, soldiers or resources and what other Thanks! and what kind of stronghold they have. B.
by Adam Watts
There is a 20% chance that the stronghold is still under construction or being added to in some way. Most people in a stronghold in the middle of the wilderness will demand a toll for passing through their lands. Call it 500-1500gp. 90% of strongholds will demand such a toll (if the 90% is rolled and a clerical type is in charge, the toll will instead be a tithe of 10% of all gold/gems owned by the players). Wizardly types may attempt to control parties that cross their lands with geas spells and the like, and send them after magical artifacts.
d20	
1	 2	 3	
STRONGHOLD	RULER:
Noble	of	nearest	kingdom/empire/nation-state/whatever. Noble	of	furthest	away	kingdom/empire/nation-state/ whatever. Former	adventurer,	high	level,	settling	down	to	rule		 his	tiny	domain	(Roll	1d4:	1	Fighter,	2	Rogue,		 3	Cleric,	4	Class	of	the	last	character	you	played) Insane	wizard. Priest	of	pacifist	religion.	Will	avoid	fighting	at	all	costs. High	Priest	of	All	that	is	Evil. Young	child.	Roll	a	random	die:	even,	the	child	is	ruling	 on	his/her	own,	odd,	roll	again	on	this	table	to	see	who	 the	reagent	is. Warlord.	Possibly	a	Viking. Democracy	of	some	kind. Huge-ass	dragon.	The	throne	room	has	an	open	roof	so	it	 can	fly	in	and	out. Lich. Abbott	or	other	head	of	a	militant	religious	order	based	in	 the	stronghold. Mercenary	commander.	This	is	the	headquarters	of	his	 private	army. Strange	man	speaking	a	different	language,	worshiped	as	a	 god	by	all	who	live	in	the	area. Necromancer. King	of	Ogres. Vampire	Lord. Queen	of	Fae,	or	some	other	weird	LSD-trip	creature. Mad	scientist/artificer. Roll	twice	more	on	this	table.	The	first	roll	you	get	is	the	 visible	ruler	of	the	stronghold,	who	is	secretly	controlled	 by	the	guy	from	your	second	roll.	Man-behind-the-man	 situation.
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8	 9	 10	 11	 12	 13	 14	 15	 16	 17	
Illustration by Jeremy Duncan
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TYPE	OF	STRONGHOLD:
Motte-and-bailey.	Wood	keep	on	a	manmade	hill,	surrounded	 by	a	wooden	palisade	and	a	ditch.	Nothing	special. Lonely	tower. Stone	keep.	Very	defensible,	stone	outer	wall,	outbuildings,	 maybe	a	small	town	surrounding	it. Underground	complex.	Topside	entrance	is	small	and	 nondescript,	like	a	wood	hut	or	something. Concentric	castle.	Might	have	a	keep,	the	main	point	of	a	 concentric	castle	is	the	two	sets	of	walls.	The	inner	wall	is	 high	and	thick,	with	turrets	at	even	intervals;	the	outer	wall	 is	just	as	thick,	but	lower.	The	idea	is	that	archers	on	the	 inner	wall	can	still	hit	people	approaching	the	outer	wall,	 so	youve	got	two	sets	of	archers	shooting	at	everyone.	God	 help	you	if	you	get	stuck	between	the	two	wallsthey	call	 that	area	the	killing	field,	and	the	name	is	apt. Stronghold	is	just	a	bunch	of	normal	buildings,	but	the	crazy	 powerful	magic	wards	serve	to	keep	most	enemies	away. Island.	Either	in	the	middle	of	a	river	or	a	lake	or	 something.	Due	to	the	walls	and	cliffs,	the	only	way	to	 access	it	is	by	one	dock,	which	is	heavily	defended. Pyramid.	Built	by	an	ancient	civilization,	or	by	the	current	 occupants?	You	decide. Fortified	monastery. Viking-style	hall. Spiky	citadel	of	doom.	Cliched	Gothic-evil	stuff	everywhere. Hollowed-out	carcass	of	a	giant	animal. Naturally	defensible;	cliff,	pass	through	the	mountains,	 whatever.	Existing	fortifications	are	minimal,	and	mostly	serve	 as	shelter;	its	hard	to	improve	on	a	natural	position	this	good. Simple	wooden	palisade,	with	temporary	shelter	set	up	inside. Star	fort	(outer	walls	arranged	in	a	star-like	formation,	to	 allow	different	walls	to	cover	each	other	and	prevent	enemy	 sappers	from	undermining	the	wall).	These	forts	existed	 during	the	age	of	gunpowder,	and	were	designed	for	that	 sort	of	warfare;	thus,	if	your	world	has	gunpowder,	the	guys	 manning	this	fort	most	likely	have	cannons. Cathedral.	Most	defenses	are	of	the	holy	varietythings	to	drive	 back	evil	spirits	and	whatnot.	Some	minor	physical	fortifications. Fortified	village.	Earth-and-wood	wall	surrounds	the	place,	 gates	are	locked	at	night	against	that	which	lurks	in	the	dark. Couple	of	blockhouses	connected	by	stone	walls,	armed	with	 artillery	of	some	kindcatapults,	cannons,	ballista,	whatever. Crazy	long	wall	blocking	off	access	to	some	geographic	 feature	(forest,	mountain,	country,	etc). Fortified	wayhouse,	with	rooms	and	food.
d20
STRONGHOLD WEIRDNESS:
Roll on this chart to add weirdness. For a low-magic setting, maybe 10% of the time; for a weirder setting, maybe 80% of the time. You choose whether to use this chart or not. 1 2 3 Made out of some incongruous materialice, coral, glass, solid cloud, living flesh, etc. Only exists at night. Suffused with an unearthly light. All who view the stronghold must make a will save or become entranced by the light. Fae-touched. The rules of reality here follow storybook logic rather than physics. Everyone in the stronghold is conspiring against everyone else. Everything implied by the rolls on all the other tables is the opposite of how it should be (heavy defenses are useless, kind priest is Lord High Evil, insane wizard is actually a decent guy, that sort of thing). Every single corridor is trapped. Stronghold is conscious. Mobile. Home to vast, cursed riches. Normally deadly enemies (elves and orcs, for example) coexist (almost) peacefully in this stronghold. Peaceful-happy-village-with-a-disturbing-secret-type-thing. Someone here believes that the approach of the party fulfills some prophecy. Reacts with (roll a random die) even, hostility, odd, welcome. Everyone except one guy is actually high-level assassins in disguise, waiting for the perfect moment to strike. The gods walk these empty halls. Terrorized by some sinister creature/serial killer. Surrounded by perpetual storm. Actually a disguised gateway into Hell. Building materials taken from a petrified giant; the spirit of the giant is still kind of pissed about that, and hangs around haunting people. Cursed. All who step within shall come to a deeply disturbing end.
4 5 6
6 7
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8 9 10 11 12 13
14 15 16 17 18 19
14 15
16 17 18 19 20
20
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13 14 15
16 17 18 19 20
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Dear Secret Santicore chart of oneI would like a three column, d20 (soyou can either ideas. monster dungeon/adventure e times to roll it once and read across, or roll thre further randomize, Thanks! A.
by Stuart Burns
burns.sg@gmail.com
My thoughts are that you do not always want the same kind of adventure; sometimes you want to search for a mysterious artefact, sometimes you want a castle to infiltrate, so having some choice over this should help you generate the adventure you want. (Also, some of the doing descriptions break down when applied across adventure types.) The four adventure types I roughly divided them into are items (quests involving some kind of artefact), Character (adventures involving some other person), Locations (journeys to or in a place) and abstract (poorly defined ideas which do not fit into other categories). If you dont want to decide and want to maintain the random aspect of the adventure generator, use the Adventure Table:
13-16 Crawling insects 17-20 Lizards I have attempted to allow you some flexibility with this, so you can roll on the Adventure Table and generate your adventure using this. You can also roll on the Monster Table to decide your monster and then continue generating your adventure using column 1. Or, finally, you can pick and choose which columns to use based on personal preference. I hope I have thought of everything, but if not it should be fairly easy to modify it to your own personal preferences. Dont like dumb beasts to lead your journey? Think the character driven quests sound a bit silly? Chuck em, and use the bits that appeal to you. Enjoy, and have a Merry Christmas!
13-18 Location 19-20 Abstract In addition, the monsters and creatures which form the beginning of the adventure have been divided into four categories. You may want to decide upon a type of monster more suited to your adventure, and if so you can roll on the Monster Table below. They have been divided into; intelligent creatures, horror monsters, dumb beasts and other/mixed. Theres also a Swarm Table that is used a few times:
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DOING	
Powered	by	 Stealing	 Burning	 Sneaking	towards	 Crafting		 Entranced	by	 Guarding	 Trapped	within	 Who	has	eaten	 Sleeping	on	 Luring	adventurers	with	 Fleeing	from	 Summoned	with	 Bewitched	by	 Singing	about	 Magically	bound	to	 Cursing	 Questing	for	 Who	has	stolen	 Destroying	
ITEM
Blood	red	ruby Indestructible	tea	pot Evidence Box	of	insects Fizzing	potion Polished	cube	of	obsidian Gold	plated	machinery Grimacing	wooden	figurine Glowing	orb Enchanted	key Bird	cage	 Large	steel	symbol Magic	circle Tapestry Beech	whistle Jewelled	potted	plant Leather	Bound	Tome Ancestral	sword Cursed	ring Nobles	clothing
DOING	
Harrasing	 Preying	on		 Hunting	 Hired	by	 Summoned	by	 Bothering	 Vengeful	towards	 Awakened	by	 Watching	 Discovered	by	 Haunting	 Fleeing	 Feasting	on	 Conversing	with	 Luring	 Blackmailing	 Entranced	by	 Controlling	 Maiming	 Serving	
CHARACTER
Foppish	Noble Lost	Child Older	Sister Corpulent	Merchant Novice	Wizard Younger	Brother Mad	Scientist Lonely	Vagrant Wild-eyed	drunk Muddy	farmer Greasy	Engineer Pious	Priest Grieving	Widow Estranged	spouse Enthusiastic	Horsemaster Elderly	relatives Beautiful	woman Hungry	Labourer Tearful	Leper Hunky	Man
DOING	
Infesting	 Prowling	 Watching	 Sleeping	in	 Guarding	 Tied	in	 Roaming	 Hiding	in	 Guarding	 Exploring	 Roasting	by	 Charging	about	 Lurking	 Trapped	in	 Lost	in	 Prowling	 Blindly	wandering	 Placed	in	 Circling	 Raiding	
LOCATION
Castle	ruins Hilly	countryside Sparce	forest Squat	cottage Slave	pits Bony	tomb Moors Crypt Tropical	rainforest Dried	up	river	bed Lake	of	lava	 Bubbling	brook Wooden	fortress Huge	farm Catacombs Looming	manor Spooky	house Snowy	mountaintop Fresh	battlefield Bustling	town
	d20	 OTHER/MIXED	
1	 2	 3	 4	 5	 6	 7	 8	 9	 10	 11	 12	 13	 14	 15	 16	 17	 18	 19	 20	 Evil	Twin	 Ochre	Jelly	 Roll	on	the	Int.	Creature	 Roll	on	the	Horror	Monster	 Roll	on	the	Dumb	Beasts	 Elemental	 Child	trapped	in	(Horror	Monster)	body	 Parallel	Universe	adv.	party	 Black	Bear	 Mechanical	Being	 Talking	spell	book	 Waif	 A	talking	(Roll	Dumb	Beast)	 Cat-burglar	 Death	 Writer		 Gnome	 Music	 Mysterious	Fog	 Manticore	with	festive	headgear	
DOING	
Hunting	 Looking	for	 Despairing	for	 Hurting	 Empowered	by	 Weeping	for	 Playing	with	 Thinking	about	 Bearing	 Abandoned	by	 Fighting	for	 Carrying	 Seeking	 Stealing	 Heralded	by	 Searching	for	 Transporting	 Haunting	 Removing	 Giving	
ABSTRACT
Peace Love Storm Itself Radiation Unrequited	love A	good	memory Usurping Unbearable	burden Father	figure Hope Deadly	disease Validation 	A	good	memory Ominous	wind Inspiration Nostalgic	flavour Soul Signs	of	life Gifts
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Dear Secret Santicore s I would like a list (at least five) of drug not) of dnd-esque fantasy city (magical or for (more vornheim less historically accurate l Europe). actual medieva Thanks! A.
pimmelmann@gmail.com
Illustration by Jeremy Duncan
NOTE: most of these dont get a save because theyre self-administered - the character is literally drinking the kool-aid. Exceptions are discussed individually. Numbers, where necessary, are given for LL and Pathfinder.
OID
This ones inspired by krokodil, which I hear is all the rage in Russia these days. COST:	1d10	copper	per	use	 DURATION:	half	an	hour	of	twitchy	insectoid	aggression Made	from	the	vital	organs	and	fluids	of	various	sentient	creatures,	 Oid	gradually	transforms	you	into	another	humanoid	creature.	Its	 easy	to	manufacture	by	any	alchemist	who	knows	the	recipe.	The	 range	of	ingredients	is	quite	versatile,	and	lower-quality	product	 can	be	made	by	substituting	human	organs	or	slightly	less	than	fresh	 ingredients.	For	every	week	of	recreational	use	(at	least	one	dosage	 per	day),	roll	a	transformation:	 	
d8	
1	 2	 3	 4	 5	 6	 7		 8	
WaTER OF COMMUNION
What are you, an idiot? God was fucking with you! - Bill Hicks COST:	2	silver	per	use	 DURATION:	four	to	eight	hours	of	mumblings	about	spaces...		 that	are...	not	spaces Many	drug	users	are	convinced	that,	while	high,	they	experience	 the	divine;	this	substance	leaves	little	room	for	doubt.	The	beings	 contacted	are	not	always	friendly	or	helpful.	I	probably	dont	have		 to	say	it,	but	this	is	a	great	way	to	usher	in	an	alignment	change,	 start	on	the	path	to	infernal	wizardry,	or	convert	to	a	new	(much	 scarier)	religion. I	use	simplified	rules	for	Contact	Other	Plane.	The	user	is	limited		 to	ONE	question.	Some	users	might	not	know	they	even	get	a	 question	(first	timers,	chumps,	recreational	users,	etc).	If	this	is		 the	case,	the	answer	should	pertain	to	something	the	user	has	 considered	recently.	It	could	be	How	do	we	pass	that	trap	on		 level	4?	as	easily	as	whats	for	dinner?. Whenever	someone	uses	the	Water,	roll	on	both	tables:
What kind of creature does the user start changing into? Roll on your regions random encounter table, or a random page of the monstrous manual - read down the entries until you find one for a humanoid (or not, depending on your games level of cruelty and weirdness). This can lead to slums full of sub-human Broken One-looking addicts, a mishmash of orc arms, merfolk gills, elf legs, gnoll heads, etc - or more pitiful and terrifying freaks (ochre jelly legs, owlbear face, shark flippers for arms). The effects are not reversible except with polymorph or equivalent magic - this is the creatures new and permanent body.
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		d6	
1	 2	 3+	
ANSWER:
E 	 ntity	contacted	knows	the	answer	and	replies	truthfully,	 but	in	images	and	metaphors. K 	 nows	the	answer	and	lies. D 	 oesnt	know	the	answer,	may	make	something	up	or	just	 not	respond.
ERASURE
COST: 1d6x10 gold per use DURATION: 1d6 days of zombie servitude SAVE: poison (or Fortitude DC 20). PCs can make a new save each day if youre feeling generous. Hirelings, peasants and other 0-level redshirt types should only get one, or none. This is a concoction made from grave dirt, the blood of a human sacrifice, herbs harvested from a crossroads at midnight and other such ingredients. Used by malicious priests and overlords to keep their servants docile and working beyond the limits of human endurance, and to create ready helpers for the blasphemous activities they indulge in. Makes the user into a mindless automaton, easily dictated to by the first person met after dosing. He follows orders in any language he knows, to the best of his ability. He continues his tasks until they are completed, not stopping to eat or rest until collapsing. If ordered to do something obviously suicidal, another saving throw is possible. Its clear to any observer that an Erasure user is under some sort of control - the slackened face and awkward jerking movements will betray this immediately. Creatures fighting under the influence of Erasure are less coordinated, but they dont feel pain and will fight on without fear regardless of bodily damage. LABYRINTH LORD: 2 extra HD +2 to damage rolls, -2 to attack rolls Morale 12 PATHFINDER: +4 STR & CON -4 DEX oes not become disabled below 0 HP, but still stuffers bleeding d damage every round until death at negative CON When the effects wear off, the user will have vague and confused memories of what happened - perhaps writing off the experience as a bad dream or a night of heavy drinking. Long-term consumption of Erasure has powerful side effects however. For every subsequent time the drug is taken, the saving throw incurs a -1 penalty (I would bump this to -2 in Pathfinder). When this would make it impossible to successfully save, the subjects personality has been so degraded that its basically gone - leaving him a hopeless thrall of whoever administered the powder.
		d6	
1-2	 3-5	 6	
INSANITY:
No	adverse	effects. Insanity	for	1d6	weeks,	as	in	Contact	Other	Plane. P 	 ossession!	Save	vs.	spells	(or	Will	DC	20+)	or	in	thrall	 of	otherworldly	entities.	Remove	Curse	or	more	powerful	 spell	to	cure,	if	your	friends	find	out	before	its	too	late...
SOULSIGHT
Your denial is beneath you, and thanks to the use of hallucinogenic drugs, I see through you. - Bill Hicks COST:	1d6	silver	per	use	 DURATION:	30	minutes.	Side	effects	1d6	hours	of	sweaty,	tightjawed	fear For	thirty	minutes,	users	can	see	into	the	astral	plane	with	the		 help	of	this	drug.	Any	non-spellcaster	or	normal	will	be	stunned	 at	the	visions,	and	can	only	sit	and	stare	incoherently.	When	this	 effect	wears	off,	the	side	effects	are	even	scarier.	The	user	believes	 that	they	can	see	other	beings	alignments,	as	the	Know	Alignment	 spell.	What	actually	happens	is	they	see	everyones	alignment	as	the	 opposite	of	what	it	really	is,	on	at	least	one	axis.	This	causes	intense	 paranoia	as	every	shopkeeper,	peasant	and	passerby	is	likely	chaotic,	 maybe	evil	and	out	to	get	them. When	the	drug	wears	off,	the	user	might	intellectually	know	that		 the	side	effects	cause	paranoia	and	fear,	but	their	assessments	of	their	 neighbours	character	will	only	disappear	over	long	periods	of	time,	 and	are	reinforced	with	subsequent	uses	of	the	drug.
KEY 17
COST:	1d6+6x10	gold	per	use	 DURAION:	1d4	hours	 SAVE:	poison	(or	Fortitude	DC	25) This	one	is	originally	from	my	favorite	comic	book.	Also	called	the	 word-drug,	this	magical	poison	(which	some	believe	is	an	invasion	of	 the	material	plane	by	an	outsider	composed	of	pure	language)	causes	 those	who	take	it	to	see,	instead	of	words,	the	objects	they	describe.	 For	example:	An	interrogator	injects	his	prisoner	with	Key	17	and	 then	shows	him	a	sign	which	reads	your	loved	ones,	held	hostage,	 informing	him	theyll	be	killed	if	he	doesnt	cooperate. The	possibilites	are	endless,	but	it	could	quite	easily	swing	your	game	 into	hallucinogenic	visionquests	or	terrible	powergaming,	so	use	it	wisely.
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Dear Secret Santicore artifacts--weapons, Could you dream up some unique yarn, whatevercool crowns, rings, bits of really by the PCs as -that could either be hunted for ors, events, and treasure or could play into the rum oria? That adventure plots in my world of Even would be really groovy. Happy Crisp-mits! G.
by Valerio De Camillis
worthstream@gmail.com
This silver bow is made in the image of the one carried by the goddess of change and love. Thrice per day the wielder may instill a strong loyalty, friendship or love in any creature stuck by an arrow fired from this bow. This feeling may be directed toward any other creature present at that moment including the wielder and will last indefinitely the target is given reason to change his mind. Mercenaries will be loyal until treated badly, friendship will last until betrayed, and so on. The other major power of the bow can be used once on the last and first day of the week, month or season, the bow can change any prominent feature of anyone or anything. It can only change major characteristics but theres almost no limit otherwise. It can change a man in a woman, anything broken into brand new, old living creatures into their young selves, can create bright daylight in pitch black cave ,and so on. These changes are subject to the normal law of physics (scalding hot water in the middle of an icy lake will soon cool off) and are tied to the cycle of the seasons, and will revert in the next equinox or solstice.
In the heart of the vast underground kingdom of the dwarves it is rumored that a few of these grindstones are kept. The stone is made of solid gold and must be covered in fine gold dust to work its magic, a new coating of gold will need to be applied for every weapon it sharpens. Weapon sharpened with this grindstone will always keep the edge (+20% damage, round up), will be able to cut through heavy armor like butter (halve armor bonus to defense, but not dexterity or agility related ones).
Khloantya, the goddess of magic, the moon and hidden knowledge bestowed this gift to the mankind, to allow the discovery of hidden knowledge in a quite unusual way. Every time this card is used, by touching it and wishing for its powers, an human sized creature can hide everywhere. S/he will be completely undetectable, even to spells and magic items that
This sword is made from an icicle sharpened to a cutting edge then blessed with a fragment of the essence of the black horsemen himself. It is sharp like the finest weapon and has a great damage bonus for the extreme coldness. Any target stuck that is not slain from the damage or the cold immediately save as if aged to three times its natural age. Note that he or she does not become older, must simply save as if s/he were. Twice per day sword may be used to actually and permanently age all living being excluding the wielder in a fifty meters radius. This effect instantly adds ten year to any human in the area of effect, and proportionately more to creatures with longer life spans. It can add centuries to a dragon! Any effect of aging must be checked immediately.
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NaTUREs ORB
An orb that appear as a ball of wrapped leaves that can never be successfully unwrapped. It emits a faint green light from within. Anyone in possession of the orb, even if not actually touching it gains three reroll per day on any check that is in any way related to the improvement of the wilderness. Examples are a to-hit or damage roll against any creatures that is destroying forests or polluting rivers, convincing a city leader to plant new forest to replace the one the lumberjacks are cutting down, loyalty checks for followers when facing the hardship of building a green outpost that does not destroy the surrounding land, and so on.
This is a flail made from barbed chains in a black metal, infused with a demons soul. Any target stuck by the flail must save or be bound by chains and constricted for some continuous damage. Once per combat the wielder wielder can summon an eruption of tentacle-like chains that whirl around target square (or hex), attacking everyone in the adjacent squares (or hexes) as a creature of the same level as the caster. Every creature stuck by this chains must save or be bound and constricted as if stuck by the flail itself.
A red flag with a gold, laurel-crowned kings head upon it. Every ship waving this flag will always sail just fast enough to escape any pursuers. No matter how fast the pursuing ship is, this flag will speed up its ship to be faster, thus avoiding any contact. This effect will work even against sea monsters or flying ones, absolutely no one can reach the ship without the captains approval. The flag is rumored to be lost somewhere in the Sea of Kelos, guarded by a crew of olive-skinned and dark-haired sailors.
This room sized pit is made of a black metal engraved with several multi-headed hydras, the symbol of Typhus, The Father of All Monsters. The pit will decompose and absorb every corpse thrown in it in a matter of minutes. Even bones and scales are dissolved by the powerful magic of the pit and disappear in the walls. Living being that fall inside are slowly drained of life and will die within a day (save vs. death every hour, with a cumulative -1). The mass of creatures absorbed this way is stored in the matrix and can not be retrieved in any way. In the nights of full moon, sacred to Typhus, the pit will create new monsters using what it drained in the previous month. It will reassemble muscles and skin, scales and organs in seemingly random monsters, with no resemblance to the corpses used in the process. Any creature or group of creatures can be created according to the will of Typhus (that is indistinguishable from pure random for mere mortals, so roll on your favorite encounter table) The only limitation is that the sum of the weights of the creatures created can never be higher that the weight that was absorbed, as all the new spawn are made from the same flesh of the sacrifices. Creatures born this way are free willed, but usually friendly to whoever did feed the pit (cultist or evil heroes?)
aNCIENT taBLET
This tablet is one of the last relics of the ancient civilization that once inhabited the island. It is sentient and infinitely intelligent, and can perceive anything in a 20 meter sphere around it. For all purposes treat this as a computer with infinite processing power or an infinitely intelligent being. For example, while it can not read minds, but it can accurately model the psychology of anyone in its sensor range. While it can not predict the future, it can create a surprisingly accurate model of everything that has ever been in sensor range, and determine the most probable outcome of future events. While it is not clairvoyant it can extrapolate general architectural principles from the first few rooms in a dungeon and use them to infer what the rest of the layout could be and where treasure and creatures will most probably be. On the other hand, while it has access to all of this informations it can only communicate with the outside via a very limited form of telepathy. The tablet can show anyone holding or looking at it an image of a location, as if it is showing a map with a red X. This mental map, like real ones, will be more accurate the smaller area it covers, the nearest the intended destination is to the tablets current location. The purpose of the tablet is the rebuilding of the ancient civilization that built it. It will help anyone that is working to this goal, even if unknowingly. It will try to influence the behavior of the owner, using the natural tendency of adventurers to follow every clue that points to possible treasures or interesting locations. It will at first show the location of interesting treasure caches, then once the owners are used to follow its advises it will show ancient ruins than need rebuilding, and the means of rebuilding them (stone quarries, repairable automatons programmed with the rebuilding task, and so on).
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Dear Secret Santicore and Eclectic I would like a table of 50 Bizarre each is enough. Locations. One sentence for Urban or simulationary Fantasy genre, please. Gonzo is fine,do, really. They or whatever my Santicore wants toin any way. don t have to fit together or relate Thanks! S.
d100	 LOCATION
01-02	 This	puppet	show	will	lampoon	the	last	adventure	the	 players	were	on.	If	investigated,	there	are	no	puppeteers	 back	there. 03-04	 The	winner	of	this	alleyway	boxing	contest	get	the	 gold	*and*	the	championship	belt	(a	girdle	of	genderchange).	Previous	champs	revert	to	their	previous	 gender	after	twelve	hours. 05-06	 Ivy	square	is	covered	with	sentient	ivy,	which	can	 detect	elves,	which	it	likes	to	eat. 07-08	 A	gold	coin	lies	in	the	middle	of	Farfield	road.		 It	weighs	ten	tons. 09-10	 In	the	Chapel	of	the	Exalted	Philosopher,	guest	priests	 from	various	religions	shout	fire	and	brimstone	sermons	 over	the	congregations	peels	of	laughter.		 The	congregation	are	reanimated	dead	(though	youd	 hardly	notice	unless	close). 11-12	 At	the	bottom	of	the	Dukes	private	well	is	the	severed	 head	of	THE	Hydra.	In	repayment	for	its	being	 severed,	it	has	poisoned	the	water	of	the	Dukes	family	 for	generations. 13-14	 By	ancient	custom,	if	a	debtor	can	lure	can	lure	his	 creditor	into	the	Public	Garden;	he	is	allowed	to	pay	 off	his	debt	in	blades	of	grass.	(exchange	rate	10	blades	 =	1	silver). 15-16	 A	family	of	troglodytes	lives	in	this	run-down	shack	 in	the	middle	of	a	main	thoroughfare.	They	and	the	 townsfolk	have	been	literally	ignoring	one	anothers	 existence	for	generations.	To	notice	one	another	is	a	 capital	crime.	(idea	stolen	from	China	Mieville) 17-18	 The	Laced	Peacock	Inn	is	run	by	people	who	always	act	 like	they	are	hiding	something	awful	that	just	happened	 in	the	next	room. 19-20	 In	the	back	alleys	is	the	secretive	Orphans	Court,	 where	trials	are	held	and	harsh	sentences	passed	by	 magistrates	no	older	than	12.
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43-44 The soapbox at Central Market has the ability to make d20 people believe anything you say for d10 minutes. 45-46 Once every seven years, the Beauty Tree buds a single flower. Eating it makes one very attractive and raises charisma d4+10 points (but only for those who are ugly and have a charisma under 7). The budding is so regular that it appears on many calendars. Where it is on the tree is not. By custom, no one may attempt to impede anothers efforts to get to the base of the tree on sunrise that day. 47-48 The Charnel Grubhouse will happily dispose of the dead by putting the body in a large box of grubs. Bones are returned a week later. The owner will give you his guarantee that the dead will stay dead and the remains will be unidentifiable. Next door is the Wen Shen silk market. 49-50 The Wen Shen silk market sells silk, but no one knows where or how they weave it in the city (the Wool and Linen Guilds desperately want to know how silk is made). Those who sleep in Wen Shen silk dream the fates of the recently dead. 51-52 Bradmoor the physician will immerse you in a vat of crabs for up to a week. Heal at four times the normal rate. 53-54 Anyone ignoring the Do not sleep on the grass posting at Turnhill Downs will be surprised to awaken in a cavern hundreds of feet below the city (none have returned). 55-56 The Good Feeling Well is a public well for the poor. Within twenty feet of it, one cannot help but feel at peace and optimistic about ones future. The Thorite Church wants it destroyed. 57-58 No one here has heard of a rhino, but you can pay a silver to ride Old Rebus The unicorn. 59-60 The Hagfruit Tree in the center of the poor quarter bears fruit year round, meaning those willing and able to stomach it will never starve. 61-62 The Eunuchry of Saint Brigid will modify any willing male regardless of race or age. 63-64 If you touch any statue in Countess Morbellas statue garden, you must assume its place, while it gets to live again. 65-66 If you let the bees at Igors Apiary cover your naked body, they will buzz to you the location of the nearest megadungeon. 67-68 Abrahams Curiosity Shoppe has absolutely nothing unusual on sale. Everything he has is common and for the usual price. 69-70 The Blessed Cheesemaker sells cheeses that put you in alignment with particular gods. You can completely pass as a believer of any religion for a day after consuming an ounce of the cheese. 71-72 Theres a large wild goose called Black Bertie whose call sounds exactly like a woman screaming in distress. It likes to take out-of-town heroes on a... well, a goose chase.
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Dear Secret Santicore location with I would like a couple-of-encounterssystem, genre, py Well. Not picky about a Cree or setting. Thanks! S.
CREepY WELls
jasonmkielbasa@gmail.com
by Jason Kielbasa
PCs come upon a dog a ways away from a well. The dog will do whatever is in his powers to get their attention and follow him, bark, nip at their heels, act cute. His owner a young son of local nobility is trapped in a well. If the players can get him out soon enough and take him home they will be well rewarded. The boy was set up by a rival of his father. NpCs a) og - Medium size 22 inches at shoulder 50lbs. Smart and D understands commands. b) oy in the well is named Fauntleroy. He is wearing a tattered pantsuit B and cap. He will ask to be taken home and believes he was pushed in by a man or a ghost. When they have saved Fauntleroy the dog will follow close to him at all time acting on edge. c) 3rd level thieves or similar themed NPC. They will be 2 hiding in the shadows behind the trees near the well. Hired by a rival of the boys father they were attempting assassinate his son and took cover when the party came near. If the PCs let down their guard, for instance not keep some to watch their backs they will attempt to flank and back stab the party. They will follow in the shadows until the boy has been taken safely home. If they are caught they will attempt to flee, if possible. setting A well on a back road near a keep. Close to the edge of the woods.
Mermaid in a well. Rumors are that an eccentric former adventurer, living in town, has a captured mermaid living in the well in the back section of his property. Why would he be doing that? NpCs a) f approached and asked for her name the mermaid will I respond that it is Azzella. Under all circumstances she will plead that the PCs rescue her from the well. That Cabbath the Mad imprisoned her and that she wishes to return to the sea, with one of the PCs as her mate. She does not know the length of time that she has been kept or why he would do such a thing to a defenseless mermaid. If they do not initially help her she will attempt to make eye contact with a PC. If she does she will cast Charm Person on this individual seeking to make them help her out of the well. If this fails and they are close enough she will then try and get the PCs to come closer and drag them into the well with her to eat. b) abbath the Mad is a former adventurer. If he notices C PCs in his backyard he will attack them unannounced by crossbow. Cabbath initially stole the mermaid thinking she would make him a fine bride. 40 years later she sits in the well unwilling to submit to his advances. setting
2 THE MERMaID
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The PCs happen meet an NPC in the local tavern who tells them of an elderly man who happens to be an alchemist and knows the formula to a power elixir. He can set up a meeting for them at a farm house just outside of town meet them at the well. The alchemist is a traveling snake oil sales men and the NPC is in on the con. The setting, itself, does not have to be specific just 2 NPCs trying to make a quick buck off the PCs. More sneaky then creepy but you can really play it up with a spooky salesman. NpCs a) reaky Dave former town drunk and all around sketch C character. Dave constantly shakes from ailments surrounding his former addictions. He will claim that the elderly man cured him of his problems and that he is someone who can be trusted. Dave stinks badly and had a bad case of the tremors. Dave will pass a note with a map showing the PCs where the elderly man is. b) he elderly man is a con artist who goes from town to T town selling fake elixirs to the marks and leaves in the dead of the night. If viewed up close he appears to be in his mid70s w/ a flattened nose and a weather beaten face. His potions are filled w/ high proof alcohol that he passes off as potions of strength, intelligence or wisdom. setting
4. OTHER WElLs
here is a well has the ability to answer on question about T the future. It will only cost a human/demihuman sacrifice thrown into the well and one year of your life. It answers in the form of a haiku. ocals keep a wide birth of this well known as Trollsmoon, L for it is said that this is the place which Trolls and other malicious fairy folk use to reach the other realm. t midnight, every night, a ghost can be heard counting A 1,2,3,4,5,6,7,8,9.NO!!! She does this for 15 minutes and then goes into complete silence. On March 13th or whatever your equivalent is she is silent until 12:15 when she lets out a blood curdling scream as if she were killed. She has done this for centuries. No one who has interrupted her counting has been known to have lived. S ilence is observed at all times surrounding this well by the locals for fear of upsetting this disturbed spirit. It is said that if you can find and return her missing plate she will find peace in this world and go to the after world.
he PCs meet up with a bumbling magic user who T accidentally spills an animate the dead potion into a well. Everything that was once down there is now coming back for revenge. A s this is non-game specific I will leave the monsters that bubble up from the depths up to you but I would advise turning them all into the skeletal version of the monster.
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CREepY WELls
Dear Secret Santicore might use I would like 20 interesting poisons pcs on them. or have used Thanks T.
by Ara K.
This section of land had a name, people, and language of its own. Several ages have since past, only the landscape and broken pieces from that time remain. Many species of plants, highly valued for their medicinal and destructive powers, grow in this forsaken region. There is a demon haunted, sunken city rotting from within; gateways to other places if you know the words and offerings; an oracle trapped between worlds, paths where you can walk with the dead, find knowledge, water, or death; and a vast landscape hunted by unnatural creatures.
INTRODUCTION
There is little in the way of typically treasure scattered about. The main rewards would be surviving, returning with plants, and perhaps gaining some knowledge. This sandbox sets up further exploration in the area. This is more of a sandbox setting for gathering plants and conducting exploration. There is no living city in the area. Most likely the player characters crossed over the Revolving Mountains and dropped into this valley. d6 1
RUMORS:
T 	 his	valley	has	been	cursed	long	ago.	Pieces	of	a		 dead	god	are	scattered	about	and	should	not	be	brought	 back	together. T 	 he	oralce	at	Black	Rocks	is	not	quite	human	but		 she	can	see	very	far. S 	 ome	of	the	plants	you	are	looking	for	only	open		 at	night	and	grow	on	the	Paths	of	the	Dead. T 	 he	dead	in	water	around	Broken	Rubble	rise	at	night		 and	will	hunt	the	living. S 	 everal	of	plants	native	to	this	area	have	different	 properties	depending	on	which	parts	you	use	and	how		 you	prepare	them. B 	 e	will	equipped	with	food,	water,	and	light.		 There	is	nothing	in	this	land.
2 3 4 5
aREa 1. Three large white domes jut out of the each. Well worn paths cut into the soft stone to the tops. Deep blue water bubbles out from the opening in the top. Surrounding each opening are long blades of grass encrusted with a white powder. The only life in this area follows the the blue stream to the shallow lake to the south. If you are not from this land I would not drink the water here. The blades of grass can be cut and processed with a mixture of indigo and sage. This produces a toxin that will turn the recipient blue followed by a slow decline in mental functions.
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Dear Secret Santicore I am looking for I would like a map of a ruined castle. medieval style. an / early something in the late Rom key with brief descriptions Please include an accompanying s. Feel free to add and worthy areas or room of any note s, but there describe traps, hazards, puzzles, or item ded. The GM ures inclu shouldn t be any enemies or creatand the descriptions and use should be able to take this mapN PCs he chooses.Thanks! it with whatever monsters and R.
by Roger S. G. Sorolla
rogersebastian@gmail.com
CaSTLE SaNTICORE
L3: WELCOME COURTYARD. This courtyard is surrounded This castle is built on a sloping, table-like rocky outcrop. There are by battlements which can be reached from the tower, L2. Four two lower courtyard areas (L1-L7) built several hundred years after imposing statues greet the visitor. the main castle rooms (1-31) to provide further defenses of the gate. L4: STABLE. This large, roofed area was built as a stable.
lower areas
L1: The entry ramp rises 6 feet to the level of the first courtyard, entering through dual doors heavily secured with bars anchored in L6: TOWER OF RED LEAVES. A four-story round tower with a conical roof and access through curving staircases that the stone of the wall. leads up to an attic. L2: SETTING SUN TOWER. A three-story square tower with L7: SLATE COURTYARD. Two rows of battlements look stacked, straight staircases granting access to each of its three floors southwest, and stairs rise a final 4 feet to the main gate. and the roof.
L5: MURDER COURTYARD. Portcullis gates control entry and exit to this steeply sloping courtyard, rising another 5 feet.
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LOCaTIONs
main castle
After	the	sloping	courtyards,	the	castle	beyond	the	main	gate	 is	built	on	a	flattened	rocky	plateau,	with	steep	natural	rock	walls	 plunging	15	feet	below	the	base	of	each	caste	walls.	Except	for	 towers	and	the	gatehouse,	all	buildings	have	only	a	ground	floor.	 The	outer	walls	are	topped	with	long	battlements,	one	in	the	east	 and	south	and	one	in	the	north;	they	are	separated	by	the	chapel	 (16)	and	the	gatehouse	(1,2,	and	31).	These	battlements		 are	reached	from	doors	in	the	first	floor	of	the	gatehouse. 1:	ENTRY	HALL.	Immense	double	doors	lead	to	and	from	the	 entry	hall	of	the	gatehouse.	The	roof	of	this	hall	is	battlemented	 and	forms	a	mustering	and	staging	area,	flanked	by	the	short	 towers	(2	and	31). 2:	EASTERN	TOWER.	The	eastern	tower	of	the	gatehouse		 has	two	squat	stories	and	is	topped	with	a	battlemented	roof.	 Straight	stairs	lead	between	stories	and	the	roof.	Troops	are	 usually	quartered	here.	 3-6:	GRAND	GRIFFON	SUITE.	Quarters	for	the	lord,		 his	family,	and	guards. 7-8:	FEASTING	HALL.	Area	7	is	raised	up	4	feet	on	a	stone	 dais,	and	is	where	the	lord	and	his	closest	retinue	are	seated. 9-14:	KITCHEN	AND	SCULLERY.	These	rooms	are	a	 mixture	of	food	storage,	preparation,	and	servant	living	quarters. 15:	GRAND	FOUNTAIN.	The	fountain	and	its	pool	are	the	 castles	source	of	water.	The	steps	rise	up	some	5	feet	to	this	 higher	level. 16:	GREAT	CHAPEL.	Dedicated	to	the	majority	religion. 17:	LESSER	CHAPEL.	This	was	built	to	accommodate	adherents	 of	a	minority	religion. 18:	GRAND	STATUE.	The	imposing	figure	commemorates		 the	builder	of	the	castle. 19:	DORMITORY.	This	dormitory	houses	the	priest	and	 acolytes	associated	with	the	Great	Chapel.
CaSTLE SaNTICORE
20:	GARDEN	COURT.	Open	to	the	sky,	this	walled	area		 is	planted	with	pleasant	shrubs,	herbs	and	flowers.	 21:	SENESCHALS	CHAMBER.	This	room	is	set	aside	for		 the	castles	seneschal	and	family. 22:	CELEBRANTS	ROOM.	These	quarters	house	the	lone	 celebrant	of	the	Lesser	Chapel,	who	is	forced	to	share	the	room	 with	the	gardener. 23-25:	THREE	VIRTUES	SUITE.	At	various	times	these		 well-appointed	rooms	have	held	honored	guests,	family	of	the	 castle	lord,	chaperoned	maidens,	or	noble	hostages. 26:	CASTELLANS	CHAMBER.	Subdivided	by	brick	walls		 in	the	past,	this	room	is	now	the	quarters	of	the	castellan. 27-29:	KNIGHTS	QUARTERS.	These	three	rooms	are	 quarters	for	the	knights	of	the	castle	and	their	squires. 30:	SMITHY.	This	is	the	castle	smithy.	In	addition	to		 the	usual	tools	there	is	a	forge	and	chimney. 31:	ARTISANS	TOWER.	Wooden	stairs	connect	the	floors		 of	this	three-story	tower.	The	Ground	floor	is	connected	to		 the	smithy	and	a	workshop	for	carpentry	and	leatherworking.	 32:	GRAND	TOWER.	This	thick	tower	has	four	stories,		 topped	by	an	exercise	floor.	A	walled-off	spiral	stair	extends		 to	the	top.	 33:	SPIRE.	This	observation	tower	rises	40	feet	into	the	air,		 to	the	height	of	the	Grand	Tower,	with	no	interior	floors	and		 a	staircase	spiraling	around	the	inside.	On	top	there	is	a	wooden	 superstructure	rising	another	30	feet,	with	a	roof,	ladder	and	 observation	platform.
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re val ret Santico sized medie Dear Sec of a decengtraph paper. ap ng me a m 10 a Please brishrine laid out onyself, I just need n. apanese lad to stock it m nted Shinto actio J I ll be g map for some hau dungeon Thanks! J.
a SHINTO sHRINE
stuart@robertsongames.com
by Stuart Robertson
Dear Secret Santicore geon, not I would like a sublevel for a mega dun and kobolds for a combined tribe of goblins goblin too big, an evil led by a somewhat shaky union of ress) with a dire (or shamaness, or whateve druidess lion companion and some evil adventurers. Thanks! C.
by Erik Jensen
When two humanoid tribes vie for the same living space, conflict is inevitable; but strong personalities can skew the outcome away from the predictable. This cave complex is shared by three loosely-aligned groups: the goblins of Mother Moon-eye, a band of kobolds, and a group of adventurers engaged in banditry and other crimes. Much of the time these groups try desperately to ignore one another, but when they do come together for common purpose - as when the caverns are under siege - there are glimmers of greatness.
Evil adventurers
The	Companions	of	the	Golden	Hart	consist	of	five	unscrupulous	 members	unified	in	their	desire	for	wealth	and	power.		They	are	 cruel	blackguards	to	a	man,	and	despite	their	current	association	 with	the	goblins	and	kobolds,	the	Golden	Hart	dreams	of	 leaving	this	amateur	stuff	behind	as	soon	as	possible.		Raiding	 merchant-wagons	is	fun,	but	it	will	never	make	them	truly	 wealthy	-	or	famous.		The	company	consists	of: 	 	 ruls	Giant-cutter	(fighter),	a	mighty-thewed	reaver	with	an	 T ensorcelled	battle-axe; 	 	 antonius	Gaggamore	(wizard),	a	mincing	fop	of	a	sorceror	 F with	a	waxed	moustache; 	 	 ohl-eyed	Hyrlah	(thief),	a	lady	burglar	with	a	seeminglyK endless	supply	of	throwing	knives; 	 	 agrant	of	Ploob	(cleric),	hedonistic	devotee	of	the	ThreeC Legged	Goddess 	 	 Double-Down	McKersky	(fighter),	whooping	daredevil	with	  sword	and	shield
factions
Goblins
Mother	Moon-Eye	the	gobliness	is	a	skilled	sorceress	and	witch,	 familiar	with	sympathetic	magic	and	the	brewing	of	poisons	and	 potions.		She	rules	her	goblins	in	a	maternal	fashion,	doting	 on	them	as	her	children	-	but	punishing	them	cruelly	when	 they	disappoint	her.		Moon-Eye	is	accompanied	most	times	by	 a	hulking	spotted	lynx	she	calls	Black	Cloud	(or	occasionally	 Shmoopsy).		The	foul	witch	seeks	expansion	of	her	little	 empire	and	knows	the	alliance	with	the	Golden	Hart	and	the	 kobolds	is	the	best	way	to	accomplish	this	-	for	now.		Mother	 Moon-Eye	has	no	particular	love	for	the	adventurers	and	will	 happily	replace	them	should	a	better	offer	come	along.		The	 goblins	of	her	family	are	quite	savage	in	attitude,	smearing	 themselves	with	warpaint	and	appreciating	a	good,	scary	mask	 now	and	again.
KEYED RoOMs
1. goblin warren
This	is	the	main	living	quarters	for	Moon-eyes	goblins;	when	 they	are	not	out	working,	hunting,	or	harvesting,	most	of	the	 goblin	tribe	are	in	this	cavern	-	eating,	gambling,	playing	 mumblety-peg,	or	of	course	slumbering	during	daylight	hours.		 Most	of	the	goblins	have	little	in	the	way	of	possessions,	but	 this	cavern	does	contain	a	nice	deposit	of	garnet	which	could	be	 harvested	by	keen-eyed	explorers.	
Kobolds
These	kobolds	have	slunk	to	their	natural	place	in	the	peckingorder	-	the	very	bottom.		Bullied	by	the	Golden	Hart	and	some	 of	the	goblins,	they	stick	close	together,	in	substantial	numbers,	 working	away	in	their	caves.		Some	of	the	kobolds	are	actually	 quite	clever,	and	have	manifested	the	natural	trap-building	ability	 common	to	some	kobold	tribes.
2. Moon-Eye's Chamber
Mother	Moon-eye	rests	in	this	cave	during	the	day,	and	works	her	 magic	(and	holds	court)	by	night.		The	room	is	well-appointed	by	 savage	goblin	standards,	including	a	pile	of	beaver-pelts	for	a	bed,	 a	makeshift	table	made	of	crates	topped	with	assorted	witchy	and	 alchemical	doodads,	and	a	few	mouldy	books.		
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4. Kobold warren
Here	the	kobolds	huddle	when	danger	rises	and	they	are	forced	to	 rely	on	numbers	rather	than	traps	and	guerilla	tactics.		Scattered	 about	the	cavern	-	and	tucked	into	crevices	and	hidey-holes	-	are	 stone	tools,	lengths	of	rope	and	string,	oddments	of	wood	and	 petrified	fungus,	and	scraps	of	fabric.
8. The Ol'swap'n'puke
The	central	location	of	this	cave	made	it	a	natural	place	for	the	 goblins,	kobolds,	and	adventurers	to	come	together	to	barter	for	 goods;	it	wasnt	long	before	it	became	the	cool	cave	hangout	
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Dear Secret Santicore for players I would like a list of interesting places tered by has been shat to explore on a world that er god awakening/crazy some kind of explosion/eld in pieces. cataclysm that tore the land enough to How big are the pieces? Always big contain something interesting. Thanks! V.
gabriel@gabrielharley.com
by Gabriel Harley
When the world was broken, this fleet of galleys and other warships was on its way to invade a foreign port. Instead, they were flung into the void where, over the ensuing years, they have become the basis for a city of naval descendants, wanderers, brigands, and more. Think Mos Eisley, but instead of being a desert town, its a whole bunch of aging, chainedtogether ships that have slowly been built onto, cannibalized, etc.--all floating in the ether. They form a three-axis cross of vessels, platforms, giant ropes, pulleys, etc. Armada (the name of the settlement) is ruled by The Admiral who is, in fact, a descendant of the fleets original commander... except that this Admiral is also a woman and not entirely sane.
1. armada
Once a polar glacier, now The Ice is essentially a giant, inverted bowl of, well, ice. Creatures make their homes on both the convex and concave sides, and mile-deep networks of perilous tunnels, rifts, and cracks run between the two. The usual arctic denizens live here (white dragons, mastodons, etc.), along with a Hun-like culture of cave-dwelling humans who have tamed and now ride giant frost worms. The land is extremely unstable, frequently breaking apart and melting back together. An area of permanent darkness thanks to its orientation (away from the sun), this realm of craggy rocks and dead forests is the paradise of all things that fear the light. It is officially ruled by an uneasy alliance of vampires and liches who have built a fortified stone city there. However, outside the citys walls, all is chaos as undead and other photophobic creatures struggle for sparse resources. A vast mire which has the odd feature of attracting and trapping the dreams of those who pass through. Travelers dont often come across their own dreams in the swamp (unless they frequent the area), but they do encounter the dreams of those whove come before. While the dreams are little more than illusions, they are dangerous all the same because the fetid air of this place affects the minds of humans and demi-humans who breathe it, making them highly susceptible to suggestion, hallucination, and paranoia. When the world was shattered, this long-forgotten magical portal--originally set into a castle wall--was ripped free. The wall no longer exists, but the mystical hole in time and space is still there. Thanks to inertia from the shattering, it is always on the move, swallowing whatever it happens to contact and sending it to any number of random places in the multiverse.
6. Nytesyde
Bastion is a grim iron fortress... on the moon. It appears at first glance to be a well-fortified military post built by some unknown power. In truth, it is a laboratory experiment run by ancient cosmic beings for completely unfathomable purposes. Bastion is populated by every kind of intelligent creature...all of which have been or are currently being driven mad. Its not really made to keep beings out... its made to keep them IN.
2. Bastion
A sphere nearly 300 yards in diameter, this object-building appears to some kind of whirling, clockwork machine of unknown origin. Its exterior is metal and covered in sliding, rattling, interlocked plates and gears. Is it a clock? A celestial model? A bomb? No one seems to know.
Once the greatest university in the civilized world, this small city of limestone halls, dormitories, libraries, etc. now stands empty... or nearly so. In truth, it is inhabited by countless cursed low- and mid-level undead--many of them former professors and students--who sleeplessly roam its crumbling corridors. Great stores of knowledge may yet be had here, if one can uncover them.
4. Halls of Llabst
8. The portal
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When the world was broken, so was this dwarven stronghold. In fact, the subterranean mountain kingdom was split almost perfectly in half! In the ensuing years, the dwarves of the onceunited mountain have reorganized themselves into two factions, the Easterners and the Westerners. The Easterners control the better gold veins while the Westerners retained most of the food sources, including the vast majority of livestock and good soil. Dwarves being dwarves, the two sides do not do well with sharing and are always seeking to outgrow, outmine, or just out-do each other. A single, three-mile long stone bridge now connects the split sections of the mountain and both sides guard it fiercely from possible invasion from the other.
few feet a door is set into the exterior wall (the center of the Spindle is hollow). These doors do not lead to the outside of the tower, however. Instead, each leads to another part of the broken world... and maybe even to places far stranger.
12. Tel'Quar
TelQuar is a vast forest of stunning beauty, eternal warmth, and perpetual sunlight. It houses many wild creatures but is most known for the herds of unicorns who reside there as well as the wild, albino, cannibalistic elves who worship and protect them.
A human kingdom tucked away in a small, rocky mountain range full of steep cliffs, Roth is most noted for its red-armored knights who patrol the land astride giant wasps. The people of Roth are poor and simple, but rumor has it their ruler is anything but. Travelers here end up as hosts for the domesticated wasps larvae more often than not.
Set into the side of towering, darkened cliffs, this stone staircase ascends for nearly five miles, almost vertically at times. At its base is an entrance to the subterranean catacombs of the ancient Temple of Karrin, wherein the sages of old are interred. At the summit of the stairs is the temple itself, which is still guarded by its ever-dwindling order of monks, the Brotherhood of Karrin. It is said that this ancient order offers free wisdom and healing to any who knock at their door. However, the stairs are treacherous, not only because of the fog, rain, and gales that surround and pelt them, but also because of the harpies who nest on the cliffs.
A lonely tower sitting in the middle of a plain of death and destruction, The Spindle is perhaps the center of the broken world. The Spindle is hundreds of feet high, built by forgotten hands out of black stone flecked with white crystals. For miles all around it are the crumbling remains of armies who seem to have been turned to stone in the midst of an epic battle. Men, elves, dwarves, horses, dragons, and more... all stone, forever frozen in their moments of triumph, cowardice, or death. The landscape is a maze of terror and confusion. Every few minutes, the tower itself releases a blinding flash of white light up to a mile in diameter. Anyone caught in that flash is petrified as well. The tower itself appears to be abandoned; the small handful of beings who have made it inside report that it contains a single staircase that spirals up, up, up and out of sight and that every
In the center of this barren plain sits a ring of statues similar to those on Easter Island. Except that these statues constantly whisper and murmur to each other in an unknown language. Some say it is just the trick of a crazed, long-dead wizard while others insist that, if the language could be learned, the statues words would reveal the cause of the Shattering of the World... and perhaps the secret to its remaking.
15. Wormwood
Essentially an asteroid-sized chunk of the old worlds crust, this area is riddled with caves and twisting tunnels. It also is constantly spinning, which means that up, down and other directions tend to change every few hours. The whole place is crawling with bugs. BIG bugs.
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Dear Secret Santicore generator I always wanted a random hex map it to take the love for of the one-page variety. Id but I failed making surrounding hexes into account, erwise, make it that idea work, so no pressure. Oth generating as fast to use as possible (maybe even several hexes at the same time). Love, L..
by Iain Jones
Choose a hex at randomeither in the centre, or in a corner. Choose the terrain you want for that tile and fill it in. Then roll 2d6 for each tile adjacent to that, matching your result with the Terrain column on the table above, and fill those in. Then proceed randomly around the map, rolling for each blank. To determine which column to use for each hex, either choose the terrain you want to predominate, or use the most common terrain in the surrounding hexes (if there is a tie for most common terrain, use the first option). If you roll a Settlement or Location, fill that hex with the terrain you were rolling on, and then mark in the settlement/location. Locations can be ruins, landmarks or monster lairs.
(e.g. Road, River, Mountain Range, Coastline, etc) First determine a cardinal direction: North, South, East or West. This direction becomes forwards. First roll 1d6-3 to determine how many lakes exist on the river. Then roll the river as a line (above). Whenever this roll gives a 2 or 5, add a lake. For each lake roll 1d6+1 to determine size. If all the lakes have been placed, create a fork in the river, or another interesting feature.
Roll through the ocean until an island is encountered. Roll 2d6 to determine the number of hexes the island comprises of, then on the Climate column to determine the Climate of the island. Roll the contents of the island from that point, using the Climates column (above).
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RULEs
Dear Secret Santicore ws me Id like a simple sub- system that aallo le dozen a skirmish-type battle with coup , and to run mish combatants. I recently had a largekskirhalf of the with the players keeping trac of to complete. even stuff, it still took an hour and a half Thanks! I.
The main concept is to abstract groups of combatants (or even whole platoons) into a single NPC with appropriate abilities. Its written for D&D, but is probably system-independent.
Y ou group the combatants on either side (not counting PCs) based on their HD (or level), AC and class. Add the groups health into one number (each should have the same health, to make keeping track easier, though you could average the total). Add their damage dice into one pool as well (they can mix and match melee weapons or ranged weapons, bot probably not both). Y ou roll initiative for each group (and the PCs) if youre using individual initiative. This order doesnt get re-rolled, until someone new enters the fray (reinforcements). W hen rolling to hit, consult the opposing groups list to see if any AC has been hit (you should probably do this when rolling for a group, not a PC, because the PCs position might matter). R oll the attacking groups damage pool, subtract from the defending groups health. I f the health of the group drops below an individual members health, he/she is dead. Remove his/her damage die from the pool. G roups shouldnt attack PCs, as they are a less abstract part of combat. Separate an individual from the group and let him/her fight the PC. (Dont forget to lower the groups damage pool for that round). Y ou can vaguely keep track of positions, but I advise against it. S ay, you have two armies of organised soldiers with the same training and standard equipment in each. E very group of the same type (cavalry, archers, infantry, magi, clerics) is represented by a single character. Separate groups like earlier in mass combat. T heir equipment is the equipment shared by every soldier in the group. Their health is the number of people present. G roup damage is 1d10 x (number of attacking soldiers left / 10). Consider causing (number of attacking soldiers left /10) damage even on a miss. R esolve combat as normal, or abstract it further by using the mass combat to-hit rules (damage the group with the worst AC on a miss). Morale checks are especially useful. K eeping track of the position of groups is more realistic in this case.
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Dear Secret Santicore e equipment I would like three to five standard issu le or back into a large duff lists please, enough to fit ries. pack, for a bunch of contemporary mercena No firearms. Thanks! M.
by Telecanter
assault
Ammo, extra Gas Mask Grenades, flash bang Grenades, smoke Headlamp, LED Headset Mic / Radio Tactical Battle Vest, bulletproof Tactical Knife
COMms
Batteries, extra Battery Charger, solar Flashlight, LED GPS Handheld Computer, rugged Mirror, signaling Satellite Phone Smart Phone
Bolt Cutters Duct Tape Epoxy Resin Lighter, windproof Magnesium Block Multitool Parachute Cord, 200 Plastic Trash Bags, 50 gal Prybar Wire Saw Zip Ties
Medic
Covert
Electronic Tracking Devices, adhesive & magnetic Listening Devices, micro, disposable Money in local currencies Parabolic Ear Passports / IDs / badges Phone Jammer Reversible Clothes Tactical Knife TV Jammer Zip Ties
Adrenalin Shots Anesthetic Shots Bandages Blanket, space Flares Gloves, Rubber MREs Scissors Tactical Knife Tent, single Thread, surgical
Recon
Abseiling/Rappelling descenders & carabiners Binoculars Compass Flare Gun Glow Sticks GPS Laser Target Marker Maps, local Marker, permanent Mirror, small hand Rope, 10mm x 70m, dry, climbing Tactical Knife
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Dear Secret Santicore and their I would like a random table for people run. in Shadow personalities one might find 36 If this could be done on a 2d6 roll with results that would be ideal. Thanks! M.
sTREET pERPs
12
13
14
15 16
21
22
23
24
25
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sTREET pERPs
d6d6	 STREET	ENCOUNTER:
	26	 PATRICK.	A	troll	in	a	suit	walks	into	a	bar	the	suit	has	been	slept	in,	he	carries	a	box	and	looks	lost.	This	mid	level	 exec	from	a	mega	corp	has	wandered	into	a	local	bar	and	is	asking	for	help.	If	the	players	help	him	great,	if	not,	they	get	 badgered	by	Corp	goons	that	think	the	players	know	more	than	they	do.	The	box	contains	all	the	data	and	evidence	for	a	 gene	bomb	that	the	mega	corp	created	and	the	highly	moral	troll	tripped	over. JOEL	NELSON	THE	LETTERMAN.	A	young	sports	jock	in	a	bright	red	lettered	jacket	athletic	and	good	looking.	This	young	 man	was	noticed	by	talent	scouts	early	in	his	sporting	career	and	it	earned	him	scholarships	to	a	varsity	that	he	would	never	have	 normally	gotten	too,	studying	courses	that	were	well	beyond	him	academically.	When	it	was	discovered	that	he	was	a	Physical	 Adept,	he	was	no	longer	eligible	for	the	varsity	teams	and	eventually	kicked	out	of	school.	Joel	tries	to	relive	his	recent	glory	days. LUCY	STAR.	Wearing	a	skirt	suit	and	packing	a	big	gun.	She	tries	to	look	hot,	chic,	gangster	and	professional,	and	mostly	 fails.	She	is	a	low	level	Mafia	functionary.	Not	being	Italian	or	connected	she	is	close	to	the	limits	of	her	glass	ceiling	in	the	 organisation.	Being	a	spell	slinger	though	has	afforded	her	some	freedoms	and	access	beyond	the	rank	and	file	stand	over	men	 of	the	family	and	is	earning	an	easy	living	as	a	consultant	for	a	family	of	La	Costa	Nostra.	Trusted	for	the	most	part	she	 handles	unusual	situations	with	speed	and	discretion. ELBOWS,	THE	ORK	STREETSAM.	This	man	is	the	stereotype.	Guns,	body	armour,	scars	and	bullet	holes,	this	big	Ork	 has	them	all	in	abundance.	Poorly	educated	and	fast	to	anger	this	Ork	is	savvy	enough	to	know	hes	a	stereotype	but	lacks	the	 skill	and	tools	to	change	his	lot.	It	makes	him	kinda	grumpy	and	prickerly DAGOR	BLACK,	THE	DISCRETE	STREETSAM.	Full	length	shapeless	trench	coat	and	a	large	hat.	No	one	is	quite	 sure	how	much	this	man	is	packing,	all	they	know	is	that	hes	always	calm	and	that	it	really	hard	to	see	all	of	his	face	at	any	 one	time.	This	man	has	been	around	the	block,	done	the	job	and	collected	the	t-shirt.	He	has	seen	it	all	before	and	would	 rather	work	for	a	living	than	earn	a	quick	glorious	death. RIPPER	THE	STREET	DOC.	Wearing	paramilitary	gear	this	dwarf	carries	a	duffel	full	of	tools	that	is	longer	than	he	 is	tall.	Ripper	has	a	good	deal	of	knowledge	about	meta-human	anatomy	and	has	vast	experience	with	combat	wounds	of	all	 kinds,	making	him	one	of	the	better	Street	Docs	in	Seattle.	Rippers	clinic	is	in	the	orkish	underground	and	is	very	discrete,	 and	he	is	capable	of	cyberware	repair,	as	well	as	low	level	augmentation. DER	RAUBER,	THE	SECOND	STORY	MAN.	Hes	cagey	looking	wearing	dark	non-descript	cloths	and	carrying	a	pack.	 This	man	is	fairly	ordinary	except	for	his	thick	German	accent.	Dark	clothes,	dark	hair,	pale	skin.	Those	with	an	eye	for	 such	things	may	note	that	he	moves	so	smoothly.	You	have	just	interrupted	him	on	his	way	from/too	or	in	the	middle	of	a	 job.	He	wont	be	too	receptive	about	that RATA	THE	DWARF	SHAMAN.	Shaped	like	a	brick	standing	on	its	end	smelly	looking	and	is	that	a	cat	skin	coat.	This	 is	a	Rat	Shaman.	He	is	actually	a	she	and	she	isnt	actually	a	dwarf.	She	really	looked	like	it	though	at	first	glance.	This	is	 her	neighbourhood;	she	knows	all	that	is	going	on	and	watches	over	her	domain.	This	normally	peaceful	block	is	protected	 and	slightly	more	prosperous	than	others	because	of	this	womans	influence. CRANK	THE	STREET	VENDOR.	Pushing	his	cart,	wearing	a	grubby	apron	this	Troll	seems	the	height	of	jovial	 hospitality.	An	honest	guy,	making	an	honest	living	whats	it	matter	that	he	sells	rat	and	dog	along	side	the	soy-protein	 products.	Big	enough	and	armed	enough	to	keep	out	of	most	trouble,	hell	sell	food	to	party	goer	and	night	owls	alike.	Crank	 is	only	too	happy	to	gossip	as	long	as	youre	buying	his	wares	and	he	sees	everything	that	happens	on	the	street. CISCO	&	WHALE	THE	DUMP	TRUCK.	It	is	dirty,	rusty	and	blowing	smoke.	On	closer	inspection,	it	appears	to	be	 modified.	This	rigged	vehicle	has	a	picture	of	a	whale	on	its	door,	tinted	windows	and	has	been	highly	modified.	This	rigger	 (Cisco)	hires	himself	out	to	break	up	gang	conflicts	and	patrol	and	protect	neighbourhoods	where	Lonestar	refuse	to	go.	This	 is	a	mercenary	and	his	truck	is	his	armour	and	tools	of	his	trade.	Keeping	the	piece	through	superior	firepower.	 LOGAN	THE	ORK	STREET	SAM.	Big	hair,	leather	jacket,	well	chewed	cigar	and	domes	across	the	back	of	his	hands	for	 the	spurs.	Logan	loves	his	pop	culture.	With	the	arrival	of	cyberware	and	bioware	Logan	has	fashioned	himself	upon	the	cartoon	 Wolverine.	But	Logan	has	twisted	this	characters	ethics,	only	taking	on	board	the	negative	aspects	of	his	idol.	Logan	is	abrasive,	 lawless,	a	loner	but	without	the	characters	morals.	Logans	only	goal	is	to	be	more	like	the	character	he	sadly	misunderstood. CHUCKY	THE	TROLL	SPORTS	FAN.	He	is	massive,	wearing	a	yellow	and	black	top	that	is	too	tight	and	a	matching	hat	 with	wings.	Chucky	is	excited	and	excitable,	he	wears	his	heart	on	his	sleeve	and	everyone	knows	how	he	is	feeling,	which	matches	 how	his	team	is	going.	Chucky	is	exuberant	and	(while	heavy	handed	and	pushy)	his	enthusiasm	is	infectious	Chucky	is	ultimately	 happy	with	his	lot	in	life	as	long	as	his	team	is	winning.	If	they	are	not	winning	though,	he	is	prone	to	violent	temper	tantrums.
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sTREET pERPs
d6d6	 STREET	ENCOUNTER:
46	 MR	JONES	THE	CORP	THUG.	Wearing	a	middle	of	the	road	suit,	with	sunnys	and	an	ear	piece.	Carrying	a	piece	under	 his	jacket	and	a	substantial	brief	case,	this	man	could	just	about	pass	for	lower	or	middle	management	in	any	of	the	Mega	 Corps.	Employed	to	do	security/body	guarding/run	unusual	errands	Mr	Jones	enhancements	are	limited	and	many	of	the	 useful	item	he	uses	he	plugs	into	rather	than	has	them	installed LT	DANG	THE	OFF	DUTY	MARINE.	Crew	Cut	hair,	every	item	of	civilian	clothing	is	immaculately	pressed.	Thoughtful,	 professional,	trusted	and	very	very	capable.	This	is	a	natural	born	leader	of	trained	killers.	On	leave	from	his	unit	and	visiting	 the	area	he	was	raised,	Lt	Dang	is	a	professional	warrior	who	is	wired,	always	armed	and	is	only	ever	a	call	away	from	back	up.	 Dangs	sense	of	honour	and	his	self	perception	as	a	defender	of	all	things	good	may	find	him	in	over	his	head	if	things	go	down. SUZ	FROM	CHANNEL	9	NEWS.	A	beautiful	reporter	and	a	surly	camera	man,	a	camera	and	a	comms	truck.	These	two	 are	looking	for	news,	they	know	something	is	going	on	and	they	will	keep	on	asking	interesting	people	or	groups	till	they	 get	their	interesting	answer.	They	dont	know	what	sort	of	story	is	out	there	tonight,	but	theyll	find	something. CABLE.	A	rough	older	looking	Ork,	covered	in	prison	tattoos.	Looks	old	fashioned	in	the	way	many	convicts	when	they	are	 caught	in	a	time	warp.	This	Ork	has	just	been	paroled.	Cable	was	convicted	of	premeditated	murder	because	of	his	attack	on	 a	Humanis	Policlub	rally	in	Tacoma.	Armed	with	an	assault	rifle	and	a	tear	gas	grenade	he	assaulted	the	rally	by	himself,	 killing	7	and	wounding	20.	At	his	trial	he	freely	admitted	his	crime	and	expressed	his	regret	that	he	didnt	kill	more.	Since	 his	time	in	jail	he	has	become	more	tolerant	of	hate	groups,	and	even	appreciates	the	irony	of	his	own	actions. MARK	THE	EX	CON.	Normal	clothes,	normal	hair	cut,	nothing	stands	out.	Mark	is	a	pyro	who	is	guilty	of	burning	many	 more	vehicles,	buildings,	and	people	than	those	crimes	he	was	convicted	for.	Only	just	paroled	a	couple	of	months	back.	He	was	 never	a	full	time	criminal,	trained	as	a	fire	fighter	worked	working	selling	sprinkler	and	fire	safety	systems.	But	the	bug	is	back. LOIS	THE	REPORTER.	Pretty,	tidy	and	fashionable.	This	Shadow	Runner	started	her	career	as	a	free	lance	reporter.	She	 has	contacts	within	media	and	is	well	schooled	on	every	major	event	and	its	implications	in	this	region.	Initially	rigged	for	 operating	her	own	camera	drones	now	(because	of	outrage	with	the	state	of	society)	her	drones	tend	to	pack	a	bit	of	a	punch. ROMAN	THE	BEAUTIFUL	SUIT.	Well	manicured	and	impeccably	groomed,	hard	nosed	and	packing.	This	woman	has	 a	focus	and	a	dogged	determination.	She	is	a	retired	shadow	runner	that	made	good	in	the	one	big	last	job.	And	one	look	in	 her	eyes	and	youll	see	that	job	cost	her.	Now	this	wired	street	sam	is	investing	in	her	future	by	working	the	other	side	of	 that	shady	career.	Roman	now	runs	a	fledgling	security	company	and	will	do	anything	to	protect	her	future. AFTER	LIFE.	The	Ghoul	Wannabe	gang,	white	pasty	makeup	and	rags.	The	unfortunate	progression	from	Punk	to	Goth	 to	Emo	to	Ghoul.	Those	sad	youth	that	self	mutilate,	exclude	themselves	from	their	peers	and	dress	funny.	Harmless	and	 human	by	themselves	but	mindlessly	violent	if	in	large	enough	numbers.	(Has	numbers) MEDICAL	HTR	TEAM.	Someone	somewhere	near	by	has	a	big	fat	contract	with	a	Medical	company.	This	very	special	someone	has	 just	suffered	a	medical	emergency	and	now	these	guys	turn	up,	making	noise,	suppressing	the	area	and	generally	just	getting	in	the	way. THE	RUMBLING	SHAG	FISTERS.	A	local	College	grade	Urban	Brawl	team,	these	guys	are	an	awesome	provincial	 team.	They	hit	hard	and	fast	and	have	substantial	corporate	sponsorship.	Tonight	they	beat	the	top	of	the	table	in	the	last	 game	of	the	season.	Tonight	they	are	going	to	get	messy	yet	somehow	not	pay	for	a	single	drink ANGE	AND	MARK	THE	TOURISTS.	They	are	dressed	the	same,	wearing	tramping	gear	and	anoraks	and	they	both	 have	gear	packs	and	cameras.	They	are	the	centre	of	attention,	they	seem	ripe	as	targets.	Someone	is	going	to	try	and	rip	 these	tourists	off,	anyone	can	see	that	The	thing	is,	thats	what	they	are	hoping	for.	These	are	part	of	a	new	breed	of		 idle	rich	from	Europe	and	they	are	indulging	in	a	little	bit	of	adventure	tourism.	They	are	hunting.	They	are	their	own	bait.	 If	it	goes	badly	for	them	they	will	be	rescued	by	a	HTR	team. THE	THE	END	IS	NIGH	GUY.	He	is	dressed	in	robes,	holding	a	sign	and	ranting.	This	doom	sayer	is	quite	clearly	 mad.	He	has	seen	the	end	of	the	world	and	its	not	a	very	nice	place.	He	believes	that	its	his	place	in	the	cosmos	to	inform	 everyone	of	the	errors	of	their	ways.	He	will	do	this	vocally.	He	is	very	perceptive	about	the	environment	around	him	and	 astute,	maybe	hes	a	source	of	information,	maybe	hes	a	thorn	in	the	players	collective	sides. WEE	MAN	THE	PICK	POCKET.	A	juvenile	living	off	the	streets,	wearing	a	mix	of	current	fads	and	old	worn	clothes.	 Wee	Man	is	an	opportunist	of	the	highest	calibre.	Outwardly	a	precocious	11	year	old	that	sees	everything	and	knows	 everyone	in	the	area	and	will	trade	information	for	any	sort	of	scraps	he	can	get,	but	that	is	a	ploy	to	get	close	enough	to	 lift	something/anything	from	his	mark.	He	is	a	canny	student	of	the	school	of	hard	knocks.
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Dear Secret Santicore n: I would like a Post-apocalyptic Pantheoge from emer survivors of all-out devastation ted, mutated The blas their hiding places and roam theworship, and why? wasteland. What gods to they Thanks! J.
The clergy of the Six-Armed choose sites near his statues for their temples, power stations being the most preferable. Many spend several hours each day walking between the transformers in quiet contemplation. All clerics and lay worshippers are Priests of the Black Disk (called Spinners) usually carry a badge expected to participate in the great work of reconstructing the of office - an old LP thats too worn to be played more than once Kings statues, at very least one day a week. The boldest clerics every few years. These are sacred relics and are treated with often take great pilgrimages, walking the length and breadth of utmost care. Most Spinners can be identified by the album they the world along the Kings pathways and preaching of his return. carry, as the cults collection does not include any doubles: Look, They dont use any metal objects - all available materials must there goes the man who carries... The White Album! go towards the reconstruction effort, and they will usually pay PORTFOLIO: treasure hunters, wanderers, repairmen, fools and handsomely for scrap. the unlucky UNFORTUNATE MISUNDERSTANDING: The Kings priests will huddle under his statues for protection during A BLACK DISK HERESY: Some believe that the sounds issuing thunderstorms. from the disks are not the voice of God at all, and they must spin the other way to hear the True Voice. The mainstream priests are careful to keep these reprobates far from the Sacred Turntable. PORTFOLIO: fortune-tellers, smiths, explorers A SIX-ARMED HERESY: Some say they are not statues of the god, but in fact his army. When he returns they shall come to life!
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tiny idols left by the ancients. All those other texts are but elaborate shadows cast by the prophets followers in his radiance. The Pawnsmen are understanding, but they try to make it clear following the wrong rules will give misleading results! The ancient nature of their paraphernalia echoes into the present. They are well known for making little distractions and oddments for a communitys orphans, taking them in and seeing to their education. PORTFOLIO: strategists and strategems, majordomos in charge of resource management, generals and orphans. FRINGE CULT: There are a few amongst The Pawnsmen who have strayed from the faith and begun collecting and destroying the idols. They believe that only when all the idols are destroyed will peace and prosperity return to their war-torn lands. The orphanages of this splinter group are particularly dreary places of labor.
The Knights (dressing in an odd mix of hockey and basketball equipment) strive to preserve the codes of conduct - sportsmanship, they call it - of those long-forgotten ritualistic warriors. The PORTFOLIO: tailors, orchard tenders, hangmen location of The Garden makes it an ideal community center for A SISTERHOOD HERESY: There is a faction - the Sunset for folks re-entering the ruins, so the Knights have become the Sisters - who believe that the planters shall only return if they erect go-to folks for maps, knowledge of local flora and fauna, as well as enough of their own trees. Ritualistic strangulation is common. treatment for the aches and pains one tends to accumulate in the quest for the fabled Cup of Lord Stanley.
the pawnsmen
After the fall toys and games were everywhere. When civilization began to return, folks were left with quite a mystery. I mean, they couldnt ALL have been toys, could they? The Pawnsmen preserve a single ancient sacred text by the ancient prophet H.G. Wells. Little Wars is said to contain elaborate rituals for divining and influencing the outcome of battles using the many
In remembrance for what they believe The Garden once was, they are also known for planting trees. In time, certain of these sacred groves will produce new sticks for a later generation of Knights. A KNIGHTLY HERESY: They were just games. Winning or losing had nothing to do with the harvests or the safety of a bunch of outlander and vault-dweller scavengers. PARAPHERNALIA: Hockey pads over basketball uniforms.
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Dear Secret Santicore for I would like a lair or set of encounters ant tant Future that feature only mut Mu plant monsters. Thanks! K.
SYNOpsIs
A cult of ecoterrorists worshiping a mutant tree! the giant oak tree up top however is covered in tree fungus and lichens. The grove it dominates is covered in rotten logs covered in fungus. The eco-terrorists seem to have been undone by mother nature. The Oak Tree itself has a wheezing face peering out and occasionally whispering help..me...
Map by Jez Gordon
If that isnt a draw, the eco-terrorists also had a tonne of old tech weapons they scavenged. I wonder if that hole in the ground would lead to their secret cache of stolen valuables and ray guns.
a.
This is the entry. The area is an earthen tunnel, long rotted roots sprawling across the ground. Small mushrooms of all shapes and sizes, the occasional patching being phosphorescent, litter the area. Radiation levels are high near the glowing fungus. The tunnel forms a ring around the oak tree up top, blocked off by two cobblestone and scrap metal walls, with a healthy dose of clay globbed on to boot. The walls are covered with scorch marks.
D..
B.
The walls of this spherical room (meaning walls an d ceiling as well) are made of spongy fungus. Anyone dying or recently dead that gets some in or on their body will become a fungal zombie and burrow into the spongy fungus. There are 3d4 zombies burrowed into the floor, walls and ceiling already. If anyone brings light into the room, digs into the fungus or starts a fire anywhere underground, the zombies will awaken and attempt to spread their contagion.
Getting into this sealed area requires knocking down the walls (intelligence check or in doing so you cause a cave in for 2d12 damage). This sealed room is full of salt lines and burnt out torches. In between the salt lines are several random weapons, several skeletons and large puffballs. Accidentally stepping on one releases a cloud of deadly spores (1d4 damage to all present). Make a dex check for each thing a person wants to check out, failure triggering a cloud of spores. A gate blocks access to E, the gate is controlled by a terminal/puzzle box (PCs must win a game of MASTERMIND to open it, else it seals permanently).
E.
C.
A pile of valuable and shiny looking material is at the back of this long, narrow and cramped tunnel (about two feet wide). The walls are covered in a think layer of fungal slime that acts as Novocaine with a slight acidity (dissolving flesh over the course of weeks) requiring a saving throw to avoid being paralysed for three hours after removal from the slime. At the end are 3 random metal weapons, a random pile of shiny junk and piles of gold and silver jewellery, covered in the transparent slime. Two rubbery and dissolving skeletons are also present, laying on top of a giant puffball. If the puffball is touched too suddenly it will explode in a cloud of corrosive enzymes for 3d6 damage.
Heart of the tree, a beating heart (the size of an ox heart) that is grey and nearly dead. It is covered in toadstools and mould. Cleaning it and splashing fresh blood on the heart gets it pumping again. The tree will begin springing to life and releasing antibodies to quickly kill off the fungus (2d20 rounds). Of course entering this room summons the slimemould from the well in F.
F.
This region has a cobblestone well in an otherwise bare area. The well looks a good 20 feet deep with liquid in it. That liquid is a massive slime mould with 100hp, and it can only be harmed by flamethrowers, acid vats and similar sorts of things. At the bottom of the well are literally buckets full of shiny metal trinkets and 3d4 metal weapons. The slime mould will head to E if the players open the gate. It moves fast and will arrive in 3 rounds, pouring into any opening. It will reinfect the tree heart if the can eat the PCs first and will not leave the lair.
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Happy Holidays!