Showing posts with label #TAADAD. Show all posts
Showing posts with label #TAADAD. Show all posts

Wednesday, April 1, 2015

April A-Z Challenge, the preemptive version, or, phoning it in this month.

OK, so I've never quite done things in the right order, or with the cool kids, or whatever.

So when +Jim Magnusson suggested an A to Z dungeon project back in February, I said to myself, "Why not?"

So without any real planning or intent, I gamely hammered out my 26 entries - rooms, critters, magic items, and NPCs in, roughly, a month. I don't recommend this methodology.

So here they are, for anyone who happens upon this page...and wants to save the effort of waiting for the next 30 days to see how it all pans out...

B - Boudoir of the Ogre
C - Copper Dragon Mask
D - Death Whistle
E - Exits
F - Forge of the Forgotten Dwarves
G - Graymalkin
H - Hegemonic Ooze
I _ Ilanuran Ibis
J - Jasek's Temple
K - Karst Caverns
L - Lost Tomes
M - Myconid Colony
N - Necropolis
O - Oubliette
P - Pool of the Naga
Q - Quartet in Brown
R - Ratling Warren
S - Scarf of the Danse
T - Turbulent Tunnels
U - Under-Druids
V - Lernys' Veranda
W - Washroom of the Troglodyets
X - Wand of Xeric Blast
Y&Z ( I cheated a little) - Yellow Coliseum/Zirconium Throne
A - (oops- forgot to do A, so here it is at the end...) - Random Armory

Happy April!

Monday, March 16, 2015

Random Armory

Was compiling my Alphabet Dungeon entries for later use, and realized I'd begun on Day 2: B.  Doh. Never claimed I was smrt.

So, a quick Armory, with a handful of oddities. Collected here are weapons used by the dungeon dweller patrols, as well as implements and protection scavenged from kills of less-fortunate foes and explorers.

In general, mundane weapons and armor will be in four qualities: 30%  unusable or broken, 25% poor quality, 40% good/normal quality, 5% exceptional quality.  For any available weaponry and armor, 55%  human sized, 25% oversized, 20% undersized.

There will be 2d4 swords, 2d6 axes, 2d8 blunt weapons, 2d10 bows and crossbows, and 2d12 javelins, spears and polearms.  There will be 1d4 heavy armor, 1d6 medium armor, 1d8 light armor, and 1d10 shields.

source

Random Weaponry:

1. Two wickedly serrated short swords, +1 damage from jagged wounds.
2. Boar spear, encrusted with dried blood. One crossbar broken, the other bent, note tied to shaft says, "hang with owlbear head in hall. RIP Undrak."
3. Three crossbow bolts, close examination will reveal glass capsules embedded in the shaft.  Poison-filled (save or die)
4. Punch-dagger, +1 to hit vs armored opponents, can't be fumbled.
5. Two-bladed sword-breaker dagger - if used to parry treat as AC+1, breaks or disarms opponent's weapon
6. Greataxe with blades at either end of shaft. Requires STR of 15+ to wield without penalty. STR of 18+ may strike twice per round.
7. Rack of large, apparently custom-made polearms. Heavy, scratched shafts indicate that the wielders were not human.
8. Lance with tattered battle-pennant.  Provides a clue to the fate of a regional noble who led an expedition against gnoll slavers.  Return of the pennant to his heirs will grant the bearer a boon.
9. A FN FAL assault rifle with two loaded 20-round box magazines.
10. Bronze short sword with "Come and take them" engraved into the blade.
11. Softly glowing warhammer. Hits cause 1d4 extra burn damage. Critical fumble causes random mutation in user.
12. Light crossbow with several names scratched in the stock. The last name belongs to one of the PCs.

Random Armor:
1. Oversized banded mail - banding is heavy, pitted. appears to be composed of iron from wagon wheel rims
2. Leather stitched with copper and silver coins - value 50 GP, 50% heavier than normal studded, similar protection
3. Breastplate of bones stitched together with leather thongs (wearable by druids, AC as ring mail. Will disintegrate after 4 hits).
4. Bronze greaves, etched in elvish, "The Dy'hini stand their ground" (+1 vs fear effects)
5. Long reinforced leather coat (AC as leather), lined with silver wires. Wearer may add 1d6 dmg by an electrical attack through a conductive weapon.  Likewise, any hit by a conductive weapon will cause 1d4 damage to the attacker. Powered by alchemical cells. 2d6 charges remain.
6. Corroded bronze breastplate. Anyone donning this armor without cleaning it thoroughly will take 1d8 acid damage (residual from a recent pudding attack)
7. Retiarius arm and shoulder armor - engraved with the name of a famous gladiator. Worth 150GP to a collector.
8. A fine set of chainmail, appears to be mithril or similar. Cursed (negates/reverses effects of any other worn or carried magic items)
9. Two lantern-shields. Round steel medium shields with a small lantern in the center.
10. Threax-styled full helm.  In place of a crest is a small birdcage, useful for housing a canary or similar small creature to warn of bad air.
11. Lightly scorched set of ring mail. Smells slightly of sulfur.
12. Plate armor composed of carapace sections from some large arthropod.  Carapace is ridged and spiky. Arm rerebraces will need to be modified, as they appear to be for a being with extra arm joints.


Saturday, March 14, 2015

Y&Z and done.

Hammered out Y and Z today - whew...

The Yellow Coliseum

Carved out of mother-rock deep within the under-levels of the dungeon complex, the Yellow Coliseum is part of the politics and ritual of the insect-men. The competition area and surrounding viewing gallery are hewn into the hex-form of their hive-city. The ceiling is domed, its pyrite-veined bedrock illuminated by luminous, gas-filled air-cnidarians, which drift and bounce along the stone ceiling. Five stone pillars line the killing floor for the punishment and torture of show-victims, or the ritual insect-man executions by slow carapace-rending.
another application of isometric paper

The insectoid unter-carls line the stone benches to stomp and cheer on the victorious and doomed competitors as they spar, grapple, and bleed into the coliseum's sandy floor. Obsessive gamblers, wagers are thrown, not only for victories, but for more trivial matters as first blood, whether a competitor will stumble, or if one of the wall guards will scratch... Winners of wagers cheer and losers moan. Coins and promissory notes fly from clawed hand to clawed hand as events turn on the killing floor below.
source

Underlying the coliseum floor are four sets of three gladiator-cells, populated by disgraced hive-warriors, political foes, random humanoids, and/or captured adventurers. Singly or in groups, they are forced to climb the spiral steps to their fates above, be it by an executioner's shucking-rake, or the weapon of a goaded foe. Either way, they are fodder for the amusement of the insect-men chattering and wheezing above.

Overseeing this all, is the Hive-Ryss, the necro-elementalist leader of his race.

He sits upon the Zirconium Throne, symbol of power for the insect-ment.  The seat is composed of etched stone and massive jacinth crystals, nearly as old as the world itself. The throne is too massive to be moved, but even a single breadloaf-sized crystal, if somehow pried away without damage, would be worth 5,000 GP to a collector. The crystal would be worth even more to an elementalist, where it would provide enough cut gems to create wands, potions and components to last a lifetime.

Silent and contemplative, in contrast to the boisterous warriors and nobles surrounding him, the Ryss both gained, and holds, his power through political machination and subterfuge. He notes those who cast covetous glances at his throne, as well as intelligence whispered by his many informants.

The Ryss is not above periodically ripping a xorn or earth elemental from its home plane and into the ring. Disoriented and raging, it throws itself against the only visible perpetrators of its violation, crushing and consuming doomed combatants, to the thrill and joy of the spectators. A leader must, after all, provide some amusement, along with a reminder of the powers he commands...

Friday, March 13, 2015

X: Xeric Blast

Geh - missed a day or so - i'll finish this exercise this weekend.
Work is overwhelming, plus I couldn't think of anything for X - I suck.

Wand of Xeric Blast

Appearing to be nothing more than a desiccated stick wrapped with some crumbling, poorly tanned leather.  However, the 'stick' emanates magic, and, upon closer examination, is found to be a wand.

A blast from this wand is sufficient to reduce some creatures to desiccated husks, if not to outright piles of dust. A found wand will have 2d12 charges remaining.

Xeric Blast:
3rd level MU spell (necromantic/elementalist).
Range: 60 feet
Target: single (wand allows for multiple (up to four) targets within a 15' circle)
Duration: instantaneous

Desiccates a foe by literally ripping the water from their body.  Cells hemorrhage and mists rise from the target in excruciating, massive dehydration.  The target withers and sufficient damage may cause the body to crumble.  Damage caused is 1d4 x the level of the caster (wand acts as 6th level caster, or DM discretion).  Additionally, the target must save or lose 1d3 CON points (permanent) due to system shock.

A target killed by xeric blast has a 10% chance of arising as an undead 'Salt Mummy' that seeks moisture: (HD 4, AC 6/14, Atk; 1d6+1d3 CON damage [dehydration, temporary if target drinks 1 qt water per pt of COM loss within 1 hour], move 6, save 14, Resistances: Magic weapon to hit)

Stone or earth-based creatures (golems, earth elementals, xorn, etc.) are not affected by this spell. Water-based or protoplasmic creatures (water elementals, oozes, gelatinous cubes) lose their consistency and composition and must save or take double damage from this spell.

source

Wednesday, March 11, 2015

Washrooms of the Troglodytes

W - Dungeon washrooms of a race not expected to be fastidious.

Little is it known, but the notorious stench of the troglodyte is maintained only through disciplined hygiene and ritual. Troglodytes emit their distinctive musk though glands at the base of their tails.  If they stray away from water bodies or baths for too long, the glands may become blocked, and the stench decreases.  So much so, that opponents may receive a bonus save, or the effects of the stench are for a much shorter duration. Likewise, a troglodyte warrior will lose status if he is not able to keep clean, and therefore emanate his stink within the clutch or battle-band.
source

Therefore, the troglodytes maintain secret baths in their underground lairs.  This is not commonly known, and, according to some, may actually be a bit of a racial embarrassment...

babies in the bathwater
A bath will consist of several stone-lined, interconnected pools fed by a diverted subterranean stream or spring. The troglodytes bathe in order of status, highest to lowest, the lower-status individual washing in the effluvia of their betters.  The warbands reinforce bonds in this way, where the symbolic runoff from the baths both cleanses the warriors, as well as reinforces the 'aroma of the clutch' through the intermingling of bath waters. Group bathing takes place, with the individuals emitting a sonorous, subsonic hum, much deeper-toned than their usual draconic chatter.  Carved fetishes in the shapes of spiders, rats, and lizards are floated in the baths, and sponges or bound bunches of rushes tossed back and forth for scrubbing.
Linked Inca baths at Phuyupatamarca
A bathmaster keeps some semblance of order. This rotating position is one if the few that may come from any level of hierarchy, and the bathmaster reigns within the baths, wielding a symbolic sponge-headed javelin, keeping the chaos to a manageable level, and assuring that all may bathe in their appropriate rank. Even if the bathmaster is of the lower caste, he minds his authority, for the position will pass from his claws to the next master soon.

Inca baths at Tambomachay



Tuesday, March 10, 2015

Lernys' Veranda

(missed a day - catching up - work and life interposed on my silly pursuits)

V is for Veranda, because an under-lord still appreciates a room with a view....

The sorceress Lernys comes to this balcony to meditate and take in the view of the yawning chasm before her. Sometimes she just enjoys the luminous fungi lining the dripping walls, or listens to the soothing susurrations of the hoards of vampire bats as they rise and decend through the gap. Twice a year, she marks the scintillating migration of the luminous jellies as they rise to the towering cavern roof to mate and hang their mucous-like egg cases. Then she awaits the birth-fall of the young as they drift downward, a portion consumed by filter-feeding sieve-bats.

download

The veranda extends out over the chasm, ringed by stout columns (closely arrayed, but not so close that a disappointing servant or spent sacrifice can't easily be pitched into the abyss).

Lernys reclines on an azurite throne, absconded from some dwarven stronghold.  Braziers behind her hold not flames, but tiny flame elementals (2HD, atk 1d8).

To her right is a massive onyx sacrificial alter, cut through with an s-shaped gutter for collecting the blood of the lost. Sensitive about her height, a minion provided curved steps for Lernys to access the alter for ease in plunging the knife.

A pasha's pavilion tent, captured in some surface raid, jauntily occupies one third of the veranda. Inside are the usual array of simpering servants, cushions and delicacies both subterranean and surficial.

The entrance is guarded by a pair of Tusken ogres, each armed with a feersum double-bladed axe (2 hits per round, 1d12). If attacked, they will use their mirror image ability, and one will hold the entrance, while the second moves to free the sorceress' 'pet.'

She keeps as a pet, a small acid wyrm, (6HD, atk bite 2d8 or acid spit [20' range, successful hit causes 1d8 first round, 1d6 second round], no tail sting).  The creature is chained to an azurite pedestal.  If one of the ogres manages to free it, the wyrm will fly free to attack, otherwise it will thrash and defend itself from its position.

Lernys, 11th level sorcerer, 30 HP, AC 6/14 (leather / ring of protection +2),  obsidian dagger +1, healthstealer (save or 1d3 CON loss), scrolls (charm, summon monster I, invisibility)


Sunday, March 8, 2015

Under-druids

U is for Under-druids, distorted, subterranean versions of their more familiar, arboraceous brethren.

Tied to the dark and stone, rather than the moon and forests, the under-druids draw power from the stone, and twist it to their needs.

source
Under-druids (spec'ed here for S&W, with some add-ons borrowed from 3.5) share many characteristics with druids, modified for their subterranean environs. Deviations and modifications are noted below:

Prime Attribute: Wisdom and Constitution, both 13+ (a druid character gains a +5% experience bonus only if both their Wisdom and Constitution are 13 or higher.)

Hit Dice: 1d6/level (Gains 1 hp/level after 9th.)

Armor/Shield Permitted: Leather or bone armor and wooden shields only.

Weapons Permitted: Dagger, hammer, spear, sling, oil. Stone or stone-bladed weapons, if wielded by an under-druids may be treated as magical weapons.

Race: Any humanoids may become Under-druids.

Alignment - Any chaotic

Because of their disconnection from the world above, an under-druid does not require mistletoe as a spell/powers component. Instead, they utilize a variety of fungi, many of a hallucinogenic nature. In fact, they are likely addicted to them, resulting in a somewhat addled nature.  However, this also increases their sensitivity to the currents of the world around them, and they may cast an augury (as per 3.5) once per day.

Under-druids gain a +2 saving throw bonus against petrification.

Under-druids share most elements of the druidic spell list, except as noted below:
They do not have access to any weather-related spells, and plant-centered spells are substituted with either fungus/oozes, or stone.

Level 1
  • Detect Magic
  • Detect Snares & Pits
  • Faerie Fire
  • Locate Animals
  • Predict Weather
  • Magic Stone (as per 3.5 spell)
  • Purify Water
  • Stone Fists (as per 3.5 spell)
Level 2
  • Call Stone (as per 3.5 spell)
  • Create Water
  • Cure Light Wounds
  • Heat Metal
  • Locate Plants Fungus
  • Obscuring Mist
  • Produce Flame
  • Speak with Animals
  • Warp Wood 
Level 3
  • Call Lightning
  • Cure Disease
  • Hold Animal
  • Neutralize Poison
  • Plant Fungal Growth
  • Protection Against Fire Petrification 
  • Pyrotechnics
  • Stone Shape (as per 3.5 spell)
  • Water Breathing
Level 4
  • Animal Summoning I (summoned animals limited to subterranean types)
  • Control Temperature 10-ft. Radius
  • Cure Serious Wounds
  • Dispel Magic
  • Hallucinatory Forest Stones
  • Insect Vermin Plague (calls creeping, flying, scuttling mass of cave vermin)
  • Plant Stone Doorway (created passage through stone wall, only accessible by caster)
  • Produce Fire
  • Protection from Lightning
  • Speak with Plants Fungus and Oozes (may communicate with fungus, as well as oozes/slimes/jellies up to under-druid's HD)
Level 5
  • Animal Growth
  • Animal Summoning II
  • Anti-Plant Fungal and Ooze Ward (Protects caster from fungal attacks, as well as oozes/slimes/jellies, 10' radius)
  • Commune with Nature
  • Control Winds
  • Hold Plant Fungus and Oozes
  • Transmute Rock to Mud
  • Passplantwall (as 5th level MU spell)
  • Sticks to SnakesStones to Spiders caster may turn as many as 2d6 normal stones into large (1HD) spiders (lethal poison, +2 save).
  • Wall of Fire Stone (as per 3.5 spell)
Level 6
  • Animal Summoning III
  • Anti-Animal Ward
  • Conjuration of Fire Earth Elementals
  • Feeblemind
  • Finger of Death
  • Repel Wood Fungus and Oozes
  • Transport via Plants Stones
  • Weather Summoning Stone to Flesh (as per 3.5 spell)
Level 7
  • Animate Rock
  • Confusion
  • Conjuration of Earth Elementals
  • Control Weather
  • Creeping Doom
  • Fire Storm Meteor storm (as 9th level MU spell)
  • Reincarnation
  • Transmute Metal to Wood Earth (transmutation of metal to soil in a 10x10 area
Update: Gavin Norman commented on G+ that he'd made up some spells specifically for a druid such as this.  Here, here, and here. Thanks!

Saturday, March 7, 2015

Turbulent tunnels

source

1. Howling winds, 75% chance to extinguish torch, 50% chance to extinguish lantern, hats lost, loosely held scrolls or maps flutter off.
2. Screaming ghosts - despondent undead, generally harmless, however, party deafened for 1d4 turns, unable to communicate vocally, vocal spells impossible, warns any critters in the area.
3. Inundation: water floods the passageway. 1-2) ankle deep; 3-6) knee deep; 7-9) waist deep; 10) neck deep. 50% chance that knee deep or deeper water contains bitey critter(s).
4. Tumbling tunnel - passageway 1-3) shakes, as if by earthquake (50% chance of stonework falling for 2d6 dmg); 4-5) spins 90 degrees; 6) rotates downward 90 degrees, turning tunnel into shaft (1d6 dmg per 10' fallen).
5. Transparent - suspended over apparently bottomless chasm - save or terrifying vertigo
6. Gelatinous cube, feeding on luminous dungeon geckos (also slow and languid). (contains dwarf-sized chainmail, +1 battleaxe, potion of spider climb, crystal skull [50 GP], and 320 SP scattered throughout)


source

Friday, March 6, 2015

Scarf of the Danse

S is for: Scarf of the Danse

Found among the detritus of a goblin's pantry, what appears to be a filthy, silken rag, with a few tarnished coins stitched into its hem becomes much more upon a cleaning...

The peripatetic dancer-thief priestesses of Izenda moved among the courts of the Old Kingdom, occupying themselves with intrigues, the filching of valuables, and malicious trickery.

Beautiful and mysterious (aren't they all?) the dancers were adept thieves who amplified their already-impressive skills and coercions through the enchantments of their dancing-scarves.

The scarves allowed them to beguile their victims, as well as improve their chances to make off with a valuable bauble, battle plan, or escape pursuit.

source
Scarf of the Danse: Allows user to charm 1d6 targets  for the duration that the user is dancing.  Wearer becomes particularly light on their feet, adds 5% bonus to any thief's climbing or move silently skills.  A non-thief character will be able to practice these skills as a 3rd-level thief equivalent.  If the scarf is worn as a veil, the wearer will become hazy and slightly displaced to a viewer, adding a +10% to hiding in shadows attempts, and to hit a wearer is penalized at -2.

However, the scarf must be kept spotless in order to perform its enchantments.  Spillage or staining of the scarf will render it ineffective, a fact known by certain advisers and guards, who were wise to the wiles of the priestess-thieves. Hence, the questionable tradition of throwing wine upon court dancers in some duchys. The scarf will still emit a magical aura, but its powers will be muted until it may be washed and restored.


source

Thursday, March 5, 2015

Ratling warren

Ratlings R' in yer dungeon

Downbelow, in the part of the dungeon where the offal and runoff from the upper levels collects and stews, the ratling warren subsists on the leavings of the dwellers above.  Seemingly pathetic when met alone, the cringing, pleading creature becomes belligerent and aggressive when backed by a swarm of his colleagues. And that, indeed is what they are, flooding from warren-holes, passable only by rat-folk or similar small humanoids.  An unwary group will soon find themselves surrounded and overrun by gnashing teeth and flashing blades.

source
Adventurers may note the distinct lack of kobolds in this region. The ratlings learned many tricks from the crafty little scale-dogs, and finally bested them at their game.  Treacherous, maiming traps, meant to attrit rather than kill, line the tunnels at the edges of the ratling domain. Murder-holes spew fire or quarrels. Tortuous tunnels allow for doubling back and flanking counter-attacks.

The ratlings have recently been co-opted by a were-rat skald, who has charmed them with his tales of sewers of the great cities, and of their destiny away from this remote, dank place, to a new, urban, dank place, where they may flourish.  To this end, they have been preparing for this endeavor by expanding their territory, displacing or killing seemingly more powerful neighbors in the dungeon.

The skald uses both his natural influence over rats and his lyrical storytelling to lead and influence his rodent thralls. One day he will return to his city, leading his warband, and displace those who believed they had made the sewers safe from subterranean threats.  They are becoming stronger, but it is not yet time.  He paces in his quarters, impatient.

Thanks, +Jim Magnusson 

 Were-rat Skald: (HD 3; AC 6/13; Atk 1 bite (1d3), Short sword+1, +2 vs. reptiles; Move 12; Save 14; AL C; CL/XP 4/120; Special: Lycanthropy, control rats, surprise, hit only by magic or silver weapons. Skills as Thief 3. Lyric-song - acts as charm while chanted or increases morale of allies by +2 . May also be used to implant certain trigger words into a recipient's subconscious, allowing later influence or to initiate actions.
source

Wednesday, March 4, 2015

The Quartet in Brown.

Day Q: The Quartet in Brown

Deep at the end of a tortuous cavern, the party will come upon a hooded figure, robed in brown. As they approach, any light sources, whether mundane or magical, fade and extinguish.  A single candle flickers in a niche in the cavern wall, barely illuminating the figure.  His(?) robe is tattered and many-layered, the being beneath shrouded. Somehow, this meditative figure has remained unmolested by the denizens of the dungeon, whether evil, predator, or mindless.  The figure will not respond to questioning, and exudes a sense of peace.  After a few moments, he will push a small begging bowl from beneath his robe toward the party.

Once the party puts an offering in the bowl, whether a few coins, some rations, or some other trinket, the being will withdraw the bowl, and begin to hum.  The party will realize that three other similarly-garbed beings now surround them, as they begin to hum and chant in an unknown tongue.  The candle brightens, pulsing to the song. An overwhelming sense of peace and beauty washes over the party. At the end of the song, the candle extinguishes, the accompanying trio vanishes, and the being is found to be nothing but a pile of rags.

The lanterns and torches spontaneously relight.

Possible random outcomes of witnessing such an event:
1. All HP damage instantly healed, and PC gains 1d4 HP permanently.
2. Becomes pacifist, gives up on all this adventuring nonsense and wanders the land as an ascetic.
3. Becomes despondent that this moment will never be repeated. Personality becomes morose, as someone who has lost an invaluable object.
4. Gains 1d4 WIS.
5. Regardless of class, the song has released a bit of divine connection in the PC's soul.  PC gains one 1st or 2nd cleric spell per day.
6. Becomes enamored with beauty. Spends any wealth gained on art objects and music.
7. Remembers a snippet of the song. Singing it will have the the effect of Protection from Evil, 10 ft. Radius, once per day.
8. Becomes hopeless romantic, finding love in every girl's and/or guy's smile.
9. Becomes insufferable critic and one-upsman. "Worst-dungeon-ever!" "I was using 10-foot poles before they were cool."
10. Hmm, nice tune. When do we eat?

Totally ganked from this scene

Tuesday, March 3, 2015

Pool of the Naga


P is for Pool of the Naga

Deep in a cavern pool, eerily lit by odd, blue-flamed braziers, luminous fungi and phosphorescence, lives the water naga, Raeda.  The pool bubbles up from a a hidden spring, and flows from the room via a submerged outlet. A few cushions and other luxuries have somehow been dragged here, and line ledges within the room.

Raeda has retreated here from some forgotten conflict.  After all this time, she can't quite recall what the whole kerfuffle was about, and stays more from inertia and an acquired bit of agoraphobia.  She is old and wise, but a bit bored...

She'll trade riddles with adventurers, and ask for gossip from the world above.  For a suitable valued gem, she'll answer a few questions about the level.  Anyone who shares a delicacy with her will gain her favor, and she will return the gift of a scroll containing 1-2 1st-3rd level MU spells.

If the party appears to be suitably interesting there is a 25% chance that she attempt to charm the party in order to keep them around.  She will detain parties who she finds entertaining, freeing them of her grasp once they run out of jokes or tales of past exploits.  There will be a 50% chance that 2-5 charmed adventurers or similar present. If the party defends itself with violence, she will extinguish the braziers with a flick of her wrist, cast shield or protection from missiles, and disappear beneath the water.

source
(Update - now with crappy map)

download

Monday, March 2, 2015

Oubliette

Oubliette - a place to forget...

A sniff over the grate tells of decay, underlain by suffering and sorrow.  Abandoned by its gaolers, the 'hole' is now filled with broken bodies in various states of decay.  No one recorded those who were tossed into the pit-dungeon.  These were prisoners who were not even worth execution.

source

Who were they? Does anyone care to hazard roping down into the pit to investigate? Could one of these poor souls be a lost name from the world above?  Or did they all deserve this anonymous fate?

Digging through the bodies carries a risk of  contracting disease, 5% chance per turn, cumulative. One body may arise (20% chance) as some accursed undead (up to 3HD), making for a desperate, close-quarters fight in the dark.

However, there is a 10% chance per turn, cumulative, of finding a ring, still on a bony finger, or hidden within a fold of tattered cloth. There will be nothing else of value in this pit of despair.

Rings:
1. A signet, providing a clue to to the fate of a minor noble who went adventuring, and was not heard from again.
2. Magic, seeping with enchantment.
3. Cursed and malevolent, woe to that scavenger who puts it on their finger.
4. Pretty but of little or no value (up to 10 GP).  Perhaps a trinket, providing a brief comfort in the dark.
5. Valuable, but not enough to buy off a guard before its wearer was pushed into the hole (up to 200 GP).
6. Really valuable, hidden, a king's ransom (up to 1,000 GP).  Too bad the bearer was merely a petty thief.
7. Relic - thought to be lost, the return or this artifact will gain great favors from the owner or race in question.
8. A prison itself, perhaps holding a djinn, or a demon, a being helpful or malign.  Close inspection shows a tiny figure thrashing within the gem.  Free it?


Friday, February 27, 2015

Myconid colony

M: Myconids shamble among the luminous fungus of their lair.



Myconid colony (ganked the OG Dungeons of the Slave Lords mushroom-men) inhabits a hive-like series of caverns deep in the dungeon complex.  Reclusive and contemplative, they distrust outsiders, avoiding them and considering them to be disruptive, if not downright destructive. There will be 25 individuals present - 5 'circles' with one each of 1 to 5 HD, plus a 'Sovereign' (6HD). If the leader is killed or dies, the strongest of the 5HD fungus-men will replace it.

In addition to their native spore-generating powers, these myconids recruit mycelium to communicate and amplify their powers. 2-5 fungoids will touch and meld via the mycelium fibers over a period of 10 rounds (1 minute).  The group's composite HD will allow them to release higher-level spores (up to 5HD equivalent), and penalize saves by 1 point for each fungoid in the collective.
slimy

The entrance is 'guarded' by pet slime-molds - the slimes are attuned to the myconids,and will not attack them.  Intruders will be attacked be slimes dropping upon them (2 brown slimes, HD 2+1, AC 9, Move 0 (drops), attack clings to victim and turns to slime in 1d4 rounds, immunities: acid/electricity, 1/2 damage from fire).  There will also be 2d4 fungal zombies of 1/2 to 2 HD in the colony at any time.

The walls of the colony are luminescent with fungus, and the colony has several chambers.  The 'circles' inhabit the outer chambers, and the central chambers are used for their fungus garden. Many varieties are grown here, most benign, some beneficial, some hazardous:

a) Purple gnome-cap – Highly poisonous (Save or die if ingested). Dried and powdered gnome-cap is used by discerning poisoners;
b) Red Antler – strong hallucinogen lasting 1d4 turns, Save or: 1-2 - catatonic, 3-6 - helpless giggling, 7-9 - violent rage, 10-11 - blinded (1 day), 12 – prescient vision (1-3 days in future);
c) Yellow-ribbed morel – Delicious, nutty flavor, and high in calories. Nicknamed 'cave-pemmican';
d) Stinky pixie-seat – Odorous shelf fungus. Save or nausea 1d4 turns;
e) Blackcap – black, withered mushroom. Cures 1d6 HP upon ingestion;
f) Orc-dong – purplish-green, quite phallic. Fresh and dried specimens bring high prices among epicures.
g) Braveheart toadstool - +2 morale, dying blow – 1 final attack roll upon reaching 0 HP, regardless of turn.
(borrowed these from my myconid colony: Variation 1, here)

The Sovereign lives alone in the smallest chamber.  There will be 1d4+1 potions available at any time (pick 1st-3rd level magic-user potions and/or 1st-2nd level divine potions).

The mushroom-men are not interested in trade, but may parlay a few mushrooms or potions to an appropriately amiable individual or group. They are more likely to retreat and rely on their slimes and zombies to keep intruders at bay.

(I get more use out of Richard LeBlanc's Blob Generator.  If you have a chance, purchase his D30 Sandbox Companion and/or D30 DM Companion - HERE. You will not be disappointed.)

Thursday, February 26, 2015

Lost Tomes 3

L is for Lost Tomes (previously here, and here)

5 more books quickly ginned up to keep the Alphabet Dungeon stocked:
source
Lebelia's Bestiary.
Written in High Elf, this book describe various small to medium monsters and animals, with intricately-drawn figures of the creatures in question. Most pages are missing, apparent torn free.
Each remaining page, if torn out, burned and spoken over with correct incanation, will release the depicted monster (or monsters) up to 3 HD as per summon monster, except the spell duration is twice as long.  There will be 2d10 pages remaining, with random creatures pictured.

source
Chionld's Codex of Rejuvenated Lands:
Crafted by a druid committed to rehabilitating dead lands, this book, bound in dark brown bark, smells of earth and cut grass.  The book contains powerful ritual magics for the restoration of blighted or cursed lands to fruitfulness. Only readable by high-level druids conversant in the Old Tongue.

source
Lotus-Warrior Scroll:
Written in a foreign calligraphy, the scroll depicts a running creature trailing leaf-like feathers.  The scroll is 'planted' in the ground, anointed with 4 hp of blood, and the chant written on the scroll is repeated three times.  The ritual will call a Lotus-warrior from its plane of training and contemplation. The plant-based humanoid resembles a weasel coated in a close 'fur' of leaves. This magical creature bounds and tumbles from its home plane, and joyously announces its intent to serve its summoner in the pursuit of good and beauty. When faced with an enemy, the Lotus-warrior gambols and tumbles, striking and tripping with its whip-like head-leaf and stabbing with its lance-like wooden sword.  At the end of a day, the warrior will take a deep bow, and disappear in a flash of green.  An art object or valuable gem in possession of the party will disappear with it.
Lotus-warrior - 3HD, AC 4/16 (dodging and tumbling), Atk: (2) 1d6 (Head-leaf ) and 1d8 (lance). Special: 15' reach with head-leaf, target makes DEX save on successful hit or tripped. Warrior may strike creatures immune to normal weapons. May cast Protection from Evil once per day.


The Summoner's Gag:
This scroll appears to contain one to three offensive or attack spells (e.g. magic missile, web, lightning, etc.) However, if the caster reads from it, hidden glyphs become visible, animating the scroll, and gagging and suffocating the user, rendering them helpless (typically at the worst possible moment in melee). The scroll will deal 1d4 points choking and pummeling damage per round for 1d4+1 rounds. During this time, the spellcaster will be unable to speak or defend themselves against attack. The scroll may be burned to free the caster, but they will take half damage from the fire.

source
The Inquisitor's Scrollcase:
This relic, created by the Grand Inquisitor Tamrad three generations ago, amplifies mental control spells on scrolls stored within (e.g. charm).  Saves against spells stored in the scroll case are made at -2.  Additionally, the scroll case, if touched to an 'interviewee' will compel them to answer three questions to the best of their ability.

Wednesday, February 25, 2015

Necropolis

N is for Necropolis:

The necropolis stretches off into the dark. The repository of the dead consists of five rectangular chambers supported by massive stone columns.  Torches and glow-stones cast with continual light illuminate the expanse.  The area is musty with the dead.

Long ago established as hallowed, neutral ground by various groups and factions in dungeon, it holds the dead of conflicts and the hard life of the underground.

halls of the dead
The dead are arrayed according to the respective species and/or beliefs. Bodies here may be buried, mummified, stored in coffins or sarcophagi, stacked in ossuaries, stored in reliquaries or urns, etc. Guard-priests of various races take turns protecting the area from scavengers, both humanoid and animal.  At any time, there will be 6-12 humanoid guards patrolling the area in reverent pairs, silently keeping watch over the fallen.  If raiders appear, the majority will respond, with 2-4 scattering to raise alarm and reinforcements from nearby humanoid populations.  Anyone attacking or scavenging in the area will encourage an retribution attack of temporarily-allied races.

Karst caverns

K is for karst, where dissolution and erosion takes place, and caverns are formed.

Because I proselytize about geology, and I have discovered isometric graph paper...

The flagstoned walls and floors of the Alphabet Dungeon merge with a limestone cavern, formed over eons.

Moist walls glisten in the lamplight, and our party steps into the musty dark.  What denizens occupy these maze-like caverns, filled with interconnecting passages and dead ends? Myconids, undead, troglodytes...
caaavvveesss
The tunnels vary in width from 3 to 10 feet, and similarly, in height.  Stalactites, stalagmites, and other karst features make for challenging passage.  Deep within the caverns, an underground stream connects three caverns, and inundates a fourth. Characters lost in one stream may emerge in another cavern, but if they are unconscious or weakened, they may disappear into the abyssal depths, never to be seen again.


Tuesday, February 24, 2015

Jacek's Temple

Jacek's Temple was formerly a small subterranean temple/monastery for a failed apocalypse cult (the Great Blerch never showed, the leaders were strung up, and their followers drifted off, disillusioned.)
crappy scan

The temple is now home to a small orc tribe that patrols this area of the dungeon level.  Their leader, Bas, is a war-weary campaigner (Orc champion: HD 3+1, AC 4/16, Atk 1d10+1 (great maul)). Scarred and wise, he controls his little tribe with a balance of fear and stratagem.  He is accompanied by his mate, Unis, an orc shamaness (HD 2+1, AC 6/13, Atk: 1d6+1 (mace); protection from good, bless).

He is tired of being a pawn of others, and has carved out this little niche for himself and his group.  That said, he isn't above coveting a bit of expansion and elbow room. He will tend to attempt negotiation with parties and raiders, directing them away from his corner of the dungeon, in an attempt to destabilize groups of goblins and bugbear that inhabit nearby areas.

Bas and his guards (1d4+1 orcs, HD 1, AC 6/13, Atk: 1d8 (axe), or 1d6+1 (heavy crossbow)) will be found in the old temple space.  Bas has commandeered the old alter and installed a throne made of skins and broken ox-cart wheels.  The temple has been thoroughly desecrated, with graffiti on the walls, a few broken and scattered pews, and orcish trophies scattered about.

Beyond is a passage to the old monastery, with its monks' cells now converted to orc family-nests and storage - the area is filled with bedding, kegs, looted goods and scattered bones of hunt-prey. The orcs keep a fire going in an old oven for roasting meat.  (20 orcs: 10 male, 6 female, 4 juvenile).

Off the side of the passageway is a secret tomb of one of the apocalypse-cult priests. The orcs are aware of its presence and have looted it, but retreated upon disturbing the sarcophagus because it 'smelled of curse.'  Disturbing the priest's bones will cause a rotting disease to the extremities (save or  lose 1d3 points CON and DEX, cure disease recovers).  The priest was interred with his iron-bound staff (1d6+1 damage). Any lawful/good-aligned cleric taking up the staff will incur their deity's wrath and lose their powers until they can atone (1 level xp/wealth tithed to deity).

A cavern behind the dwelling area contains a desecrated and broken idol, as well as detritus from the tribe. The cavern may also be reached by a secret door behind the temple alter.  A pool of fresh water fills one corner.  There is nothing exceptional about the water, but it is the only source of fresh water in this area of the dungeon, and Bas protects the resource accordingly.

(+JimMagnusson inspired me to this, after I swore I wouldn't do one of those A-to-Z things. Oh well, I'll push this project through ,and leave April for One Page Dungeon designing....)

Monday, February 23, 2015

The Ilanuran Ibis

I is for the Ilanuran Ibis:

"Kayl's dead, damn that wight. By Tau's bad breath!
Pifkin, bring me that jade ibis!"
"What? I'm fencing this thing as soon as we get out of this mausoleum and back to Enthnim!"
"Not likely, you heretical halfling! That 'trinket' to you is a holy relic, and will keep our friend from rotting until we get to a resurrectionist!" The cleric wrapped the sculpture up in a makeshift shroud around the warrior's body.
"We gonna try to get him raised?"
"Of course, he's our stalwart. Besides, he still owes me 200 crowns from our last game. C'mon, Baldrick, help me hoist this body."

source
A jade ibis statue, approximately 20 pounds in weight, and strangely warm to the touch. The market value for such a statue is approximately 1000 GP.

However, a closer assessment of the ibis will reveal that it exudes a faint divine power.  Clerics associated with deities of death or resurrection will recognize the ibis as a powerful relic of resurrection, increasing focus and communication with the deceased's soul.  If a party member dies, and their body is wrapped up with the sculpture, the relic arrests all decomposition. Severed limbs will reattach, and disfiguring damage (acid, burns, etc.) will fade from the corpse. If the sculpture is presented to a cleric of an appropriate deity as part of a resurrection fee, the presence of the ibis will increase the likelihood of resurrection by 10%.

Sunday, February 22, 2015

Hegemonic Ooze

Channeling my love of mind-controlling parasites.

H: Hegemonic ooze.

Lamplight illuminates a pinkish mass covering the floor, a number of humanoid copses scattered about. Someone cautiously pokes one of the bodies with a staff or spear. The 'corpse' opens its eyes and arises, lumbering toward the party. A number of others crawl to their feet, as well. Slimy tendrils stretch from their bodies back to the mass, and the bodies move in a strangely concerted manner.

A semi-intelligent ooze, perhaps originally meant as pest control, it was the product of an alchemist's lab or vivimancer's vat. Not a true ooze, it is a mass of neurons, sensing and questing for prey. It escaped and evolved, and rather than simply consuming, now co-opts some prey as weapons and sensory organs.

The pink leathery ooze extrudes tendrils, controlling 2d4 victim-puppets. Massive, the ooze may extend up to two tendrils with puppets up to 50 feet away from its central blob to reconnoiter away from its body, or to act as lures to draw prey towards itself and its victim-puppet appendages. If in need of new puppets, it will pummel or grapple intelligent prey to unconsciousness, and take over its nervous system and senses via neural connection through a tendril. The connection and hijacking of the prey's nervous system takes 6 turns (one hour). A victim may be rescued within 3 turns, but will lose 1d3 INT and CON.

HD: 9 (Ooze), 1 or 2 (puppets)
AC: 8/12 (Ooze), natural or worn AC (puppets)
Atk: Slam 1d10+1 (Ooze), 1d6 (puppets)
Move: 1 (Ooze), 3 (puppets)
Defenses: Ooze takes 1/2 damage from normal weapons, acid, and electricity. Puppets have similar resistances to mind-controlling spells (sleep, charm, etc.) as undead due to their networked nature.  If a victim-puppet is severed from the slime, it will collapse, dead from the shock of separation.