Showing posts with label worm. Show all posts
Showing posts with label worm. Show all posts

Thursday, July 25, 2019

The Cosmic Worm Blade

Ruleset: B/X
The Worm Blade is a bastard sword +1
Special: +1d4 dmg VS fleshy and rotting undeads.
Each level the blade holder can summon the Cosmic Worm Maiden a number of times equal to their current level.

The maiden is a agent of the cosmic balance, she is in charge of maintaining the natural cycle of decomposition and she seek to return undeads back to their natural states.

When summoned the maiden imbue the character with her cosmic essence for the duration of a combat. 

When under the influence of the maiden a wave of worms crawl on the character, they devour anything the character wear and form a wondrous dress of woven worms, the character is transfigured and take the form of the maiden and receive:
  • a healing 1HD of hp (the transfiguration heal the character). 
  • AC as unarmored (the worm dress offer no protection).
  • The maiden form can use the worm blade like a dancing sword.
  • The worm blade can harm any undead. 
  • The maiden form can turn undead and speak with worms.
  • While touching a rotting undead with her bare hands the maiden form can absorb all the worms that crawl in their flesh, doing 1d8+LV dmg while healing the sword bearer by d8+LV hp. 
  • If something harm the maiden, a cosmic worm crawl out of the astral plains to protect the maiden. The worm (stats as displacer beasts) protect the maiden with it displacing power. The worm can not attack while transferring it displacing effect to the maiden. Each round the player must choose if the worm attack or apply it displacing effect. 
  • Foes slain by the worm blade can not be re-animated or become undead.
  • Worms (including carrion crawlers) will not harm the maiden form and will seek to protect her. Corrupted or chaotic worms will roll a reaction test.  
 After the combat the character must make a reaction test toward the maiden. 
(bonus for neutral alignment and charisma, penalty for losing the fight or for acting against the cosmic balance)
  • On a good result the maiden can answer one question before leaving. 
  • On a negative result she inflict a mutations linked to her nature and appearance.
  • On a very good reaction she may transfer one of her physical traits and grant a blessing or a extra summoning. Her favored champions slowly take on her appearance. 
  • She can also restore level drains in exchange of a quest, the reaction roll should influence the nature of the quest. Her quests usually involve burials, singing to summon worms and mourning. She will not answer summons when a character is questing for her.   

Monday, October 29, 2018

Mole folk of the Undersoil

I posted a drawing of a armored mole princess on G+ and I jammed a bit with Arturs Leitans, Benjamin Baugh, Daniel Lofton and Ray Otus on the mole folks.


The Mole Folk live in the Undersoil, the upper level of the underworld, a breathing underground world, communicating with the surface world and teeming with life. In contrast the Underdark is a cold and dead place, mole folks rarely venture there.

Princess Margery Scroffus Whiskerworm, in her royal family armor, ready to hunt tasty giant bugs or to defend the kingdom’s burrows.
"I can smell em!"



Mole folk wizards are star-nosed moles, they smell and feel the aetheric dirtways, the spiritflows, and the timbre and texture of local reality. Starnose wizard have long drooping nose tendrils, almost down to their feet. Apprentice have little nubby ones, as they have just started growing in, as they gain experience, their sense organs get bigger and their eyes, already small, slowly fade back into their fur.

"I am Ergo the Molenificent, short in stature, tall in power, narrow of vision, and wide of purpose."
"Taste of the fermented worm juice, let it open your nose to the dirt around you. There! Feel the tremor and reach toward it. Open your inner eimer."
"Follow your nose, my apprentice. All dirt is one dirt, all tunnels connect, the darkness arrives before the light, the darkness is already there. Light locks us to a place and time, it defines and limits. You will learn to as all deepseekers do never to trust light. Now, spread out your noise and feel for the way home. It is not far, not really. It is a close as the dark all around us."


A Starnose wizard digging out a spell from the aetheric dirtway:



The principal enemies of the mole folk are invasive rather than predatory, they reproduce so fast that they keep expanding into mole territory. And moles, generally pacifists, have to find clever ways to turn them back. Confusion spells, earthworks, traps, etc.

"Listen, young mole warriors, if you happen upon a cicada burrow do not crack the seal. Our shamans track their cycles and prepare for them. While an early awakening of a cicada swarm is not directly harmful to molefolk, being unprepared for their song disrupts our dirt senses. And the swarm, as always, attracts predators."

Invasive factions

The cold worms have taken over the mind of the kobolds’ clans leaders and the kobolds are becoming more and more aggressive and invasive. The kobolds use war insects, the moles consider these insects as a delicacy but now they are often infected with parasite worms. The kobolds also hire hard boiled troglodytes mercenaries and made dark pacts with the voles, ever the cowardly jealous enemy of moles.

The starnosed wizard can use their aetheric senses to detect the presence of the worms, some suspect that the voles started the worm infestation with a corrupted gift, hoping to use the kobolds against the moles.

The blind Molerat tribes also often invade the mole folk’s territory, always mining and digging new tunnels. Each tribe is protected from the worms by a creepy hive mind totem spirit. They speak with one voice, the same, monotone.



Neutral factions

Tarantulan merchants, carrying their wares on their backs, famous for their bolts of silk cloth dyed by the roots, berries, and insect organs they chew and mix when pulling silk before putting it on their looms. The tarantulans remain neutral, seeking to sell their wares rather than engage in conflicts. They are a gregarious folk though, and always happy to sit and sip anise tea and gossip about what they've learned in their wanderings.

Shovel nose wyrms, thes giant sentient snakes are like dragons. This is always bad news when a female lay her eggs nearby.

The hagmoles... fear their ways. There are voices, wispers from the deeps, the cold dead realm of silence and stone. They promise power, they promise knowledge, secret and forgotten and forbidden. Some moles stray, abandoning the warmth of the homesoil, root and grub, and the company of their fellows. They delve deeply. They grow thin, for little lives in the deep dark that is fit to eat. They grow cold. They hunger. These hagmoles can nor endure the warmth of the high deeps, but creep about below, whispering promises, offering power, favors, secrets.

"Your mole-crew erupts into a huge tunnel that continues into the lower underground, out of the range of your tremorsense. What monstrosity could have made this?"

Guillaume Jentey drew a cute jeweler who carved a gem for Princess Margery Scroffus Whiskerworm.