Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

November 26, 2018

The City Beneath the Burning Stars

Oh hey. I started a new DCC campaign so I better start dumping setting content.


A city in the wastes. Ben-Dagra. Ruled by a sinister queen called the Hag or Beloved. Protected from the blistering stars by the Witch Wall, which covers the rich parts of the city. The Hag is protected by a legion of faceless armored guards called the Bronzemen. In the northeastward of the city is a huge pit that slowly cuts its way through the only safe sources of copper ore on the world. This is the lifeblood of the city, without which no one would bother to penetrate so far into the Waste. The Hag rules the city, but the day to day decisions in each district are made by the judges. Each renders justice as they see fit. As such the legal system of each district is vastly different from the next. Some solve disputes by ritual combat, others draconian rules that ordain every interaction, all backed by sprawling jails. All infants are taken to the Children’s Quarter when they reach seven days old, by force if necessary, to be raised by the Copper Matrons, a cadre of identical automatons. They remain for seven years then returned. This ensures the Hag will always have leverage over large swathes of Ben-Dagra. This has led to a cutthroat tattoo industry as the scions of noble families are indelibly marked to ensure their identity and return.

Districts

The Gold District
The Perfume Quarter
Children's Quarter
The District of Weavers
The District of Priests and Lepers
The Tumbledown Quarter
The Tanner’s District

Districts at a Glance

The Gold District is where the richest and most successful of Ben-Dagra reside in opulent palaces and elegant spires. It lies beneath the Witch Wall and is inoculated against the depredations of the Hydra. The palace of the Hag is here, called the the Tower of One-Thousand Eyes.

The Perfume Quarter is a walled city-within-a-city populated by the lovers, concubines, and spouses of the citizens. It lies beneath the Witch Wall, and is safe from the depredations of the Hydra. It gets its name from the abundant spices and perfumes which fill the hanging gardens, rotundas, and pleasure dens.

The Children's Quarter is a collection of enormous squat orphanages connected by narrow alleyways. Chalk graffiti in rainbow hues adorn all flat surfaces. Order is maintained by the Copper Matrons, who care for and protect their charges with impenetrable metal bodies. Outside of designated meal and sleep periods the children move freely within the district, but are shadowed at all time by at least one Matron.

The District of Weavers is a riot of textures. Infinite variegated cottons, silks, and brocades. This is a center of trade for the city, bringing merchants of all types to ply their wares between fabric stalls. Turquoise Arbiters ensure that thieves and forgers face immediate final justice. Below the streets crypt-looms sing, tended by weaver morlocks.

The District of Priests and Lepers is home to the holiest and most destitute of the city. The Hag commands no worship but of her illustrious Self. She also recognizes that enforcement of this edict would empower any movement against her, so she has banned the practice of religion outside of this district. Shrines to a thousand small gods line the tight streets. Layers of shacks blot out nearly all of the sun and hellish stars leaving only the light of guttering votives to guide travelers.

The Tumbledown Quarter is one of the oldest parts of the city, and includes the original wall that surrounded it before the discovery of copper. Now it rings with the sound of pick and anvil as the myriad slave miners dig up the raw ore to be fashioned into tools by skilled hands. As the strip mine has expanded in pursuit of the twisting veins many buildings have canted as their foundations dip. Some have fallen into the pit entirely.

The Tanner’s District lies outside the city gates to keep the stench from overwhelming civilization. Planted beside a series of geysers, acidic pools, and mudflats, the tanners can render nearly any creature in usable material. The walls are porous but the eyes many.

The Hydra

Each district, save the Gold District and Perfume Quarter, are haunted at night by a creature called the Hydra. The Hydra slays indiscriminately, choosing a different building each night and slaying all it finds within. No one knows what the beast looks like, all die before sharing what they have seen. The Bronzemen are quick to secure structures targeted by the Hydra

Factions

A thousand Noble Houses, of infinite splendor and hue
A thousand Cults, of infinite panoply and ritual
A thousand bands of Robbers, plying dark alleys and sand wastes
Seven Justiciary, acting as sole law in their district. Upheld by a thousand scribes and functionaries.

March 27, 2018

Dikes Fall, Session 4

The Big Fish eat the Little Fish, Hieronymous Bosch
The party slow came back to its senses, stumbling around blind and confused for a moment, so they decided to make camp to recover. The unnatural orange light in the sky passed overhead and then night approached like a physical shroud. Mercifully the night passes without incident and the group enjoys fish-dogs roasted over the kindling remains of topiary children.

In the morning, Vamosh decides he wants to claim the land for the Elf King instead of the milk witch, so he begins making preparations to commune with him. The rest of the party wander the garden and find a small stone pedestal with a miniature coliseum on top. Inside was a menagerie of tiny, living animals locked in cages including a lion, bear, panther, crocodile, and an elephant.

From Thomas Bewick's Fables
After some discussion they decide to free the crocodile, it looks lethargic as it lazily suns itself in its cage. Mangus lifts the gate to the cage containing the crocodile, unleashing a magical curse that shrinks him to a tiny size and transports him inside the amphitheater beside the now open cage. The crocodile attacks! Mangus tries to maneuver around the long reptile and stab it in the head but it's too quick. It whips around and snaps at him, savagely tearing his legs. The wizard casts color spray, but the crocodile shuts its eyes and is unaffected. Annemarijn concludes that her spells won't work from outside the amphitheater.

Vamosh the Elf decides to go in, but fears releasing another beast, so he touches the crocodile cage to see if it will transport him inside. It works. Mangus leaps up and plunges right on top of the crocodile's mouth but it snaps at his feet and he does a little crocodile dance to stay away.

Annemarijn wants to help, but doesn't think it's wise for everyone to enter the miniature coliseum. She tries to think of a way to help and hefts the coliseum up at an angle to give Mangus and the Elf an advantage. The miniature is too heavy, but she does manage to give it a shake which causes the crocodile to stumble onto its side.

Jade crocodile, found on Etsy
The Elf seizes the moment and lunges at the crocodile, stabbing it through both kidneys with his spear, a critical hit! It starts gushing yellowish ichor from the wound and staggers in a daze. Mangus rushes forward and slices the crocodile with his longsword, slashing him along the full length of its body, finally killing it.

When the crocodile expired Mangus and Vamosh appeared back at normal size beside the miniature, and the crocodile was replaced by a small jade statue.

Vamosh went back to the standing stones and communed with his patron, the King of Elfland offering the domain of the gnome kingdom in exchange for assistance defeating the milk witch. He receives a vision from the king . He sees a symbolic representation of the king, surprised that such a low level servant has come with such a substantial offering. The King accepts, most pleased to accept the domain of the gnome brothers. The elf is handed an opalescent fern leaf. "If you plant this at the highest point of the tower, I will lay claim to this land, and personally handle the milk witch".

Awaking from the vision, Vamosh comes away with an intricately laced pattern of ferns permanently tattooed on either side of his forehead.

February 28, 2018

Dikes Fall, Session 1

The past year I've ran a biweekly game of Dungeon Crawl Classics set in a fantastical Netherlands I call
A pastiche of every psychedelic Northern Renaissance painting I could get my hands on, especially my man Hieronymus Bosch. That means all monsters become nightmare chimeras fully of forgotten symbolism. The themes are mostly traditional murderhobos navigating between the monolithic forces of Church, Nobility, and Pagan things from the dark.

The campaign focuses on Hertogenbosch, a city of trade and culture in the Low Countries. It is more or less the city the PCs call home. In classic DCC fashion I had each player roll a trio of 0-level peasants in preparation of the mayhem. The first session had incomplete minutes, they get great in every other session.

The proprietor of a public house called the Jolly Limpet, your favorite den of sin, has called upon you to rescue his wife. A pair of gnomish brothers have absconded with her, taking her to their home in a cave beside the river Meuse called the Sunken Pit. The reward? A casque of his finest. Topped up with liquid bravery and your closest dozen friends, you braved the darkness of the pit. Many of them fell, but you have killed one of the brothers and rescued the wife.
The Spoils
100 gp, split between the surviving members of the party, 1 heavy pick, 1 silver ring, 1 locked wooden chest, 1 demonic war mask

March 05, 2015

A Question of Gall

A gall is an amazing thing. Formed by a plant when a parasitic wasp injects an irritant into it, they take a huge variety of forms. Check this out.



That lights me up. So many gameable possibilities! I smell a series coming on!


The Enclave Devil

The walls between the planes are not so much thick as antithetical to one another. Like oil and water, or oil and fire, they either remain unmixed or destroy each other on contact. Extraplanar intrusions will be inexorably drawn back to their origins, like a balloon held underwater. However, there are beings in other worlds who take great interest in the possibilities of other planes. The devils, aggressive thoughtforms, and rogue engrams of the outer spheres puncture normal space and inject it with pieces of themselves to open the way for future conquest. Succubi, incubi, dark rituals, each acts to change the world to match elsewhere, or encyst a piece of one plane in another. The enclave devil is not a singular type of creature, but a multitude of beings. Each plane develops its own more or less stable shape, although most are humanoid. They are vectors for alien planes, driven to scratch out galleries and tunnels that have both mystical significance and act to thin the walls between worlds. Enclave devils also directly scratch at the barrier between the planes, creating breaches through which other extraplanar beings can move freely.




Enclave Devil Forms
  1. Worm-centaur
  2. Scuttling, emaciated thing
  3. Bulbous glutton
  4. Cobweb thing, composed of diaphanous webs
  5. Eyes and teeth whirling in the air
  6. Red-skinned humanoid. Blank, eggshell face
  7. Humanoid with exoskeleton like an insect
  8. Shadow person
  9. A muscular man with the head of a star-nosed mole
  10. A floating array of glittering sigils

Enclave Devil: Init +4; Atk extraplanar claws +0 melee (1d6, ignores non-magical armor); AC 13; HD 1d8; MV 30’; Act 1d20; SP may scratch through any barrier, 1’x1’x1’ per hour; SV Fort +0, Ref +3, Will +1; AL based on home plane.

The Planar Ram

An enclave devil is comparatively weak, and on its home plane it lacks the ability to cross to another. Aggressive dimensions make use of a carrier organisms to insert enclave devils and other creatures into other planes. Planar rams usually break through in areas of intense magical energy, such as dungeons or wizard towers. They have also been known to break through deep underground, allowing enclave devils to cut extraplanar catacombs undisturbed for years before the inevitable breach. The results are rarely positive for the plane they have invaded.
Planar Ram Forms
  1. Enormous, almost immobile, square humanoid, body dominated by wooden door
  2. Streamlined, aquatic shape, enormous maw opens portal
  3. Skeletal figure with an exposed ribcage opens to the beyond
  4. A thin ring of stretched skin and bone
  5. Floating multidimensional shape bends space around it to create a portal
  6. A mystical circle slowly rotates on a flat surface, it’s mandala-like designs spin when it open a portal within itself
  7. Bulbuous, faintly pulsing organ attached to nearly surfaces with ropey sinew. A large valve acts as a portal
  8. Tall, thin humanoid made of cracked earth. Hollow. Inverts pieces of its anatomy to reveal a portal within
  9. An animate bronze statue, many-limbed. It carries on its back a portal ring
  10. A floating tear in space, causing the air around it to howl

Planar Ram: Init +0; Atk limbs+0 melee (1d6), portal explosion +2 ranged (1d8); AC 15; HD 3d8; MV 20’; Act 1d20; SP Planar radiation (characters within 5’ take 1 damage per round due to the otherworldly energies it radiates); SV Fort +2, Ref -1, Will +2; AL based on home plane.

Witchflies

A witchfly is a fist-sized insect that looks like a cross between a wasp and a stick insect. Found in temperate swamps, they go through a relatively normal life cycle that undergoes major changes when intelligent humanoids are closeby. A female will seek out a sleeping humanoid and deposit 1d6 eggs under the scalp. Each egg release a substance which forms a growth on the skull called a witchgall. The hair falls out from around the spot, then a hollow, round knob of bone grows. The space fills with elastic brain tissue, making it the perfect home for the creatures. The witchfly eggs feed on the neural impulses and cerebrospinal fluid, growing faster and larger in the presence of magic. Once an egg is large enough the larval witchflies will burrow free, either breaking out of the skull and flittering away, an agonizing process at best, or eat its way deeper into the brain.

A wizard inflicted with witchgalls can tap into the increased brain mass to better cast their spells. They add +1 to their spell rolls and saving throws to resist the effects of spells cast against them while inflicted with a witchgall. However, the galls also leave them more open to the warping effects of magic, add +1 to corruption rolls. These effects are cumulative for each witchgall inflicted upon the character, to a maximum of +5. To determine if a witchgall breaks open secretly roll a d10 for each when a PC casts a spell. On a 1 the egg has hatched. The PC must make a DC17 Fort save. If they succeed they take 1d6 damage as the insect burrows out of the skull. If they fail they take 1d10 damage and permanently lose 1d3 Intelligence as the insect chews its way deeper into the brain.

Effects of having a witchfly wrapped around your medulla
1-5: nothing
6: You have a compulsion to seek out and consume worms and vermin.
7: You no longer blink. You no longer need to blink.
8: You now sleep, 1: 4 hours a day, 2: 12 hour a day.
9: You gain 2d6 inches in height over the next two weeks as your pituitary goes into overdrive.
10: Whatever god the witchflies belong whispers to you in the dark hours. Making demands. It has plans, so many plans.

February 04, 2014

Threats on the Lake of Woe

Continuing my series on the Lake of Woe, here are two of the biggest threats in the area.
Brinewing
All dragons are forces of entropy. They may put on a veneer of civility but beneath the facade is a drive for the unordering of all things, the breaking down of man and beast and stone into dust and the hastening of the heat death of the universe. It was dragons who looked with hate on the light of the Big Bang, and dragons that will suck the last cold marrow from the universe before taking each other apart in final destruction. Inevitably the land around a dragon is inexorably degraded by its presence.

AC: 1 (18)
HD: 8
Attacks: 2 claws, 1 bite, 1 tail slap, or breath
Damage: 1d6/3d6/1d8/*
Save: F7
Morale: 9
Movement: 30’ Fly 90’ Swim 60’
XP: 2,200

*Brinewing can release a blast of concentrated salt from her mouth in a cone 90’ long and 30’ wide 3 times a day. It deals half her current HP in damage, or save for half that. Anyone caught in the blast is slowed for 1d3+1 rounds from the crust of salt that covers them.

Brinewing’s serpentine body is long and sinuous. Whipcord muscles twitch in stark relief beneath her hide. Her head is heavily plated and topped with a sharp frill that extends like a thorny crown. Her wings are thin and ragged on long finger-like pinions. Her breath is superheated salt, and can strip the water from a man in seconds. Entombing them forever in a briny shell. She is naturally magical, counts as a 6th level magic user, and knows the following spells: Level 1: Putrefy Food and Drink (50’ range), Pass Without Trace, Spider Climb 3/day. Level 2: Invisibility, ESP 2/day. Level 3: Feign Death 1/day

Brinewing is crafty, preferring to weaken intruders to her home long before facing them directly. She will approach a group invisibility and use her magic to ruin their supplies, turning their water to brine and food to rot. Then she will leave them to suffer, letting the arid terrain sap their strength until she feels they’re suitably softened. Only then will she face them directly.

Wandering Psyche
The extreme asceticism the monks of the Clay Palace undertake does strange things to their minds. The hours they spend in a trance state weakens the connection between their physical bodies and causes their minds to drift. After a few decades the mind is almost entirely unhinged from the mortal shell and drifts around the Lake of Woe freely. They appear like numinous strands taking the form of an indistinct humanoid figure. They communicate directly to every mind telepathically, but speak in a endless stream of koans, chants, and stream of consciousness ramblings. Enlightenment gives a wandering psyche an entirely alien motivation, never add modifiers to their reaction roll.

Encounters: 1-3
AC: 3(17)
HD: 4
Attacks: 1 Mantra
Damage: 1d6
Save: F4
Morale: 8
Movement: 30’
XP: 300

A Wandering Psyche recites ceaseless mantras which have supernatural effects on the creatures around them. Each round of combat a Wandering Psyche uses one of the following Mantra:
Brainshock: target save versus spell or take 1d6 damage.
Skinride: the Wandering Psyche attempts to take control of a body as in the Magic Jar spell. Unlike the spell the host’s soul is subsumed, not removed, and may attempt a save versus spell each round at -2 to eject the Wandering Psyche.
Water Vampire: target takes 1d6 Con damage as the Psyche pulls the moisture from their body.
Koan: 30' save versus spell or be affected as Confusion spell

November 18, 2013

From the Zones -- Brain Jelly


An entry for +John Till's From the Zones community project!

Zones are places where the laws of reality roll up like hot linoleum. One of the stranger anomalies are what has come to be known as 'brain jelly.' No physical vector has been been found but the Institutes postulate that it is the side effect of an unknown form of radiation. It has no dramatic effect, stalkers who find themselves in an area of brain jelly rarely discover so until it is far too late. The process begins slowly, a stalker might notice a blue stain on ground beside him, or a pool of azure liquid, but more likely nothing. His mind will begin to spin. This first seems natural, the highly tuned senses stalkers need to survive are especially sensitive today, but the stalker's thoughts come faster and faster. This is the first and final warning that he is in incredible danger. If he can get away from the area then he might survive. A moment later and a blue liquid will begin to slowly sweat from his head. This goes unnoticed until it begins to fill his mask or goggles, but by then it is too late. The stalker panics, blue sweat becomes rivulets as his mind races. It quickly coalesces into a jelly. This jelly is incredibly slippery, as it covers the stalker's body he becomes helpless. This slippery state is what kills most stalkers, they fall off ledges or into other anomalies, but those who rest gently have it worst, they're slowly entombed by brain jelly, suffocated by their own thoughts. By the next morning their bodies are gone, leaving only a blue stain where they lay.

I once heard of a team of scientists who ran afoul of brain jelly, it devoured even faster them as they tried to think up an escape from the clammy blue surrounding them. Only a single half-witted bodyguard made it out alive.

A PC can safely stay in an area affected by Brain Jelly up to (20-Intelligence) rounds. After that the brain jelly will begin to form. Save vs Petrify or the PC will be trapped in the blue gel and permanently lost.

August 29, 2013

Beast Kings

The Nemean lion, Jaws, the White Hart, all exemplar animals of extreme rarity and potency. These kind of singular creatures are common in story and myth. Outside of dire whatevers D&D doesn't have a lot of monsters like this, and that just makes a critter grouchy and cro magnon. We need more weirdness! When your players go into the deepest, darkest part of the forest in pursuit of something Old King Boar lies ready to repel invaders in his kingdom, and he needs more heft! This requires tables. When you create a legendary monster, beast king, ornery old thing, or what have you, roll on the Legendary Features table.

Legendary Features (roll 1d12)

  1. This creature is enormous for its breed, up to double the size of a normal specimen. Roll an extra 1d4 hit dice. How did it get that way? Roll 1d6, 1 Cannibalism, 2 Divine Parentage, 3 Extreme Age, 4 Eating Children, 5 Worship, 6 The King’s Sin
  2. Blood-colored eyes roll madly in protruding sockets seeking life to rend and tear. +2 to hit.
  3. Slavering jaws curl back from a maw packed with needle-sharp teeth. Increase bite damage by one die type (1d4 becomes 1d6, etc) or gain a bite attack at 1d4 damage
  4. Baroque and terrible horns crown this animal’s brow, far larger and more ornate than its mundane kin. Increase horn damage by one die type or gain a horn attack at 1d4 damage.
  5. This creature leads a group of similar animals and is always found with 1d6+1 who act as guards and concubines.
  6. Many have tried to slay this beast, all have failed. Embedded in its hide are spears and arrows from ancient battles like a grim mantle. Add 1d4 to armor class
  7. The flesh of this beast has turned toxic from strange sustenance or hate. Save versus poison on each blow or take an extra 1d6 damage.
  8. After being wounded in battle this animal will inexorably follow its attackers. Nothing will sway the creature from its task until it has killed its targets. Whether it acts with restraint in its hunt or cuts a gruesome path depends entirely on the animal in question.
  9. Sprouting from this beast's neck are 1d10 extra heads. Each two heads gives the creature an extra bite attack.
  10. This creature has 1d6 extra pairs of limbs. Each pair adds an extra 5’ to its movement. Each two pairs gives the beast an extra +1 to hit.
  11. When slain there is a 75% chance the creature will rise again immediately at half its original hit points. It also grows new heads and limbs if any were dismembered.
  12. This creature has a strange weakness, a bane that will drive it away or destroy it utterly.
1. The touch of a virgin
2. A willow switch
3. Silver
4. Being bound in red string
5. Fresh cucumber
6. The sound of bells
7. The beast’s heart is hidden in a strange part of its body
8. Flute playing puts the beast to sleep
9. Mesmerized by an object of beauty
10. Burned by smooth river stones

April 25, 2013

Stellar Piracy

The Hulks & Horrors rules mention pirates as a relatively common occurrence while surveying systems, but outside of the "Sentient Crew" encounter at the top of every table leaves the specifics up to the DM to adjudicate. I say why adjudicate when you can roll on a sweet table during system generation! Append this to your system generation process and roll out the six-inch mass drivers. And dice.
Step 3a: Determine Pirates in System
Roll 1d4, on a 1 pirates have a large presence in the system.
Roll 1d6 for each orbit, on a 1 pirates have a base at this location. Terrestrial/Dwarf: 1-2 on surface, 3-4: on moon, 5-6: space station. Gas Giant: 1-2 cloud city, 3-4 on moon, 5-6 space station. Belt: 1-2 hollow asteroid, 3-4 space station, 5-6 repurposed hulk. Deep Space Station: inside station. Artificial World: 1-5 inside construct, 6 space station.

Check for pirate encounters each time a PC vessel moves to a new orbit. Roll 1d6, on a 1 pirates have detected your vessel. If this orbit contains a pirate base an encounters occurs on a 1 to 3. The lead vessel of the crew will hail the PCs, roll on the Pirate Reaction table to determine their attitude.

Pirate Reactions (1d6)
1-2: Attack, the pirates make dire threats and engage.
3-4: Extortion, the pirates demand 1d6x1000 credits to ensure safe passage, parties unable to pay will be attacked.
5: Neutral, the pirates are kind of bored and looking to chat.
6: Friendly, the pirates are willing to impart the PCs with some system data or an item if they have the cash.

Pirate Encounters
Roll 1d3 for the number of vessels in the encounter. Roll 1d5 for the Hull Class of each pirate vessel. The total value of each should be no more than (1d4 + Hull Class) x 100,000 credits. That number is entirely arbitrary and possibly terrible, I ain't got time to stat those ships for you.

April 17, 2013

Jacking In


Hulks and Horrors is a scifi retroclone combining the human-scale ruleset of D&D with a stripped down Traveller stellar model. It comes equipped with some amazing tables for generating adventuring locations, from the macro game of sector exploration to the smallest underground bunker or space station. You can be a bearman or a floating squid and pilot a Winnebago bristling with nuclear missiles. It is the best, and I've just started running it! H&H paints its universe with a broad brush, so when I see at the bottom of Complex room table an entry for "VR Access Node" and nothing more it demands I make a table for what terrible misfortune befalls whoever jacks in!

Accessing VR Nodes
The Ancients left behind technological wonders of infinite variety, some of the more common pieces of tech are virtual reality systems. These sophisticated systems were used for education, simulation, entertainment, even basic maintenance of the facilities they were part of.

Node Technology (1d6) 
  1. Headset and Gloves
  2. Holographic Interface
  3. Cranial Jacks (1 damage/use)
  4. Psychic Mechanism
  5. Cybernetic Cocoon
  6. Memetics
Figuring out the Ancient technology and successfully accessing a node requires a INT check.

VR Effects (1D12)
  1. All doors on this floor unlock.
  2. All doors on this floor open.
  3. All doors on this floor lock.
  4. Knowledge floods your brain. +2 to all checks to use technology in this complex.
  5. Alarm sounds, attracting nearby monsters. They arrive in 1d3 turns.
  6. Location of the nearest loot.
  7. Psychedelic mimetics fry your psyche for 1d6 damage.
  8. Simulation of infinite space populated by Precursor ghosts.
  9. Defense protocol summons 1d4+1 Servicebots to repel intruders. They arrive in 1d4 turns.
  10. A map of this level is downloaded into your brain.
  11. The defense system activates. Roll a hazard for this room.
  12. The node temporarily overwrites your language centers, you speak only a forgotten Precursor dialect for 1d6 hours.

March 26, 2013

Tomb of the Rocket Men!

Gusty over at Dungeon of Signs has been running a contest for a map of the Tomb of the Rocket Men. This is my take on it! If I ever run the thing myself I will absolutely jam pack that pristine rocket with cosmic horrors.

February 27, 2013

Prismatic Wings

I desperately want a better word for butterfly than butterfly to use in this post. Butterfly is like the limpest name for a critter that, at least in my campaign, is big and scary and cast spells willy-nilly. Lepidopterans sounds too formal, and using foreign words just seems cheap. However, the Russian babochka is far and away the coolest sounding word for them I could find.


The wizards of Ig don't wear pointy hats. Wizards wear robes and capes and turbans and queer haberdashery of iridescent moth-wing  This is because butterflies and moths are natural spell casters not out of any knowledge of their own, but due to the markings on their wings. The pattern of colorful scales on their wings form mandalas, sigils, and the true names of all things. A solitary normal butterfly or moth is harmless, but a sufficiently large swarm (rabble) resonates magically, so many wings brushing together builds up an esoteric charge that can be released at any shock to the group. The spells released scale in proportion to the amount of number of individuals in the rabble. A wizard wearing specially fashioned robes, cloaks, or masks will find his mystical abilities heightened by the wings.

Moth-wing Gear
Any gear crafted from butterflies or moths is lumped together in the catch-all of "moth-wing." This type of clothing can only be crafted by a wizard, and at no small cost. However, a wizard wearing a full suit gains a +3 to resist offensive spells and +3 to all spell checks as well as providing several mystical abilities. Moth-wing provides no bonus to AC.
Moth-wing Hat: Often taking the form of a turban bedecked in scintillating wings or simply the decapitated head of a giant moth hollowed out and made into a cap. A moth-wing hat provides a +1 bonus to all spell checks and saves. The wearer can also be used to cast Speak with Insects 2/day Cost: 400gp and 5 HD in butterflies/moths
Moth-wing Cloak: Usually made from giant wings sewn in a fashionably gaudy cape. A moth-wing hat provides a +1 bonus to all spell checks and saves. The wearer can also cast Color spray 1/day. Cost: 600 gp and 10 HD in butterflies/moths
Moth-wing Robes: A moth-wing hat provides a +1 bonus to all spell checks and saves. The wearer can also cast Featherfall 2/day. Cost: 900 gp and 15 HD in butterflies/moths




Butterfly Rabble: Init +4; Atk none (but see SP); AC 9; HD 1d8+; MV fly 40'; Act special; SP random spells, half damage from non-area attacks; SV Fort +0, Ref +6, Will +0; AL C.

For DCC the rabble can cast a random spell of a level up to the number of HD they have. It casts this spell with a spell check bonus equal to half its current HP. For mores standardized systems, consider it to have spell slots equal to a magic user of equal HD, with the spell taking up as many slots as possible.

December 21, 2012

Insect Mounts

On the plains of Ig horses are a rarity. The predation from giant insects have all but driven large mammals from the plains. The few left are much smaller than horses found on other worlds and tend to stick to forests and other areas where they’re awarded some cover against attacks from the sky. The only group to make much use of them are the elves. Humanity makes use of an array of giant vermin as their mode of transport. Instead of warhorses the warriors of Ig ride destrier beetles, ravagers crash titanic stag beetles through enemy lines, and sorcerers ride flying trilobites over the mundane people below.


The destrier beetle is related to the giant stag, but a more mellow temperament and smaller frame was bred into the line centuries ago. They lack the tremendous horns and mandibles of their wilder kin, but make far better mounts. They range in size from that of a pony to larger than an ox. Destrier beetles bred for war have exaggerated thorax plates which mounted warriors use as added protection.

Destrier Beetle: Init +0; Atk mandibles +1 melee (1d4); AC 15; HD 3d8; MV 50’; Act 1d20; SV Fort +2, Ref +0, Will -2; AL N.



The warg spider is an enormous eight-legged beast. These are incredibly dangerous and expensive creatures, but they are a terror in battle. They make huge leaps in combat. It takes years to correctly train such a beast and great care must be taken to ensure that their hunting instincts are always kept in check. While not eating many owners cap their fangs with dull scabbards to discourage attacking passers by. Like a hunting falcon, a warg spider must never be allowed to go hungry. Being the size of a large horse this is very costly.

Warg Spider: Init +3; Atk fangs +3 melee (2d8); AC 14; HD 3d6; MV 60’; Act 1d20; SV Fort +4, Ref +2, Will -2; AL N.
The giant stag and rhinoceros beetle share similar niches. Both make formidable armored juggernauts, but rhino beetles are nearly double the size of stags. Stag beetles use their scything jaws to crush human foes and wrestle other insects to the ground. A rhino beetle can destroy a wall in a single charge, and the especially large specimens carry howdahs full of warriors. Both breeds are driven to a frenzy by playing a beetle drum, an instrument that emulates the breeding call of a female.

Giant Stag Beetle: Init +2; Atk mandibles +4 melee (3d6); AC 15; HD 3d8; MV 30’; Act 1d20; SV Fort +2, Ref +0, Will -2; AL N.

Giant Rhinoceros Beetle: Init -2; Atk horns +3 melee (2d4+2); AC 17; HD 3d10; MV 30’; Act 1d20; SV Fort +2, Ref +0, Will -2; AL N.



Flying trilobites must be summoned and controlled by a wizard, but are second to none as a ranged weapons platforms. The smaller specimens also make excellent aerial scouts. Their thick carapace also makes them almost impenetrable to normal weapons. The creature’s greatest weakness is low speed and agility.


Giant Aerial Trilobite: Init -3; Atk slam +3 melee (2d4); AC 17; HD 5d8; MV 20’ fly 120’; Act 1d20; SV Fort +3, Ref +1, Will -2; AL N.


Flitting delicately across the sky, the warmoth is a lepidopteran large enough to carry a man aloft. They are the steeds of the powerful, bred to match the colors of the rich and noble. Warmoths are difficult mounts to control. Like their tiny kin, warmoth flight is erratic. Mounted warriors are all but tied to their steeds, and drive them forward with flaming thuribles.


Warmoth: Init +3; Atk buffet +3 melee (2d6); AC 17; HD 3d8; MV 30’ fly 150’; Act 1d20; SV Fort +1, Ref +3, Will -2; AL N.

No one rides mantids. Mantids will eff you up.

November 08, 2012

The Dungeon Diaper

Collected for easier perusal from an epic G+ thread, with creative assistance from Jeff Rients, Aaron Gordon, Matthew Burack, Ray Case, and Nick Peterson. Adventurers, being an unseemly and greedy lot, will check anything for treasure. This table answers the timeless question:


What’s inside this diaper I found in the dungeon?
001: The diaper grabs hold of you. It's a mimic!
002: The diaper is actually a heavily folded scroll wrapped around wadding. Roll 1d4 to determine the number of spells, and 1d4 to determine their level; there is a 35% chance that the scroll is soiled in such a way that the effects of the spells are reversed against the user. 
003: That's no baby. It's a kobold. 
004: Golden egg worth d4 x 50gp
005: Color pool
006: Living Poop (As 1/2 HD Black Pudding, but greenish-yellow.)
007: False alarm, or so it seems. So long as the diaper is worn, it is never apparently soiled. 
008: Diaper of Holding: Contents spew forth when removed.
009: Contents are magenta. Be concerned. 
010: This diaper conceals an alchemical trap. It bursts into flame when removed.
011: What the f have you been eating?!? - odd color
012: What the f have you been eating?!? - odd smell
013: What the f have you been eating?!? - odd texture
014: What the f have you been eating?!? - odd sound
015: What the f have you been eating?!? - odd taste?!?
016: Psychic poop inspires strong, inappropriate emotion in all observers.
017: That shit is radioactive...literally.
018: How did that get in there? - avocado.
019: How did that get in there? - rubber ball.
020: How did that get in there? - fake poop - made of plastic.
021: How did that get in there? - fun size candy bar - still in the wrapper
022: How did that get in there? - hot wheelz car
023: How did that get in there? - live goldfish swimming in a puddle of urine
024: It's shaped like a turd, but made of solid copper.
025: It's shaped like a turd, but made of solid silver.
026: It's shaped like a turd, but made of solid electrum.
027: It's shaped like a turd, but made of solid gold.
028: It's shaped like a turd, but made of solid platinum.
029: It's shaped like a turd, but made of solid mithril.
030: It's shaped like a turd, but made of solid adamantine.
032: It's shaped like a turd, but made of lead.
032: It's shaped like a turd, but made of wood.
033: It's shaped like a turd, but made of charcoal.
034: fluorescent green play doh
035: It's shaped into a perfect dodecahedron.
036: It's shaped into a perfect cube.
037: It's shaped into a perfect tetrahedron.
038: A saint's portrait - very lifelike.
039: Your portrait - very lifelike.
040: A caricature of you - captures your essence in humiliating detail.
041: Golden poo encrusted with gemstones.  All who see it must Save vs. Spell or are overcome with a sudden murderous greed. Those who make the save are forever immune to the charms of the turd. Those who fail the save will stop at nothing in order to possess, protect, and hide the golden poo; new save is rolled each time they sleep until the greed curse breaks.
042: No contents, but opening the diaper creates a sound that only the opener can hear. Save vs Illusion; upon failure, the character believes they now know the secrets to life, and will rush out to tell everyone else within sight their secret. 
43: Cloudkill
044: upon opening, contents are subject to Enlarge. 
045: Baby is affected by reduce person for 1d6 hours. Poop left behind is equal to the difference in mass.
046: When diaper is removed baby flies around the room like a deflating balloon, lands safely in your arms at the end.
047: Opening the diaper creates a Gate to somewhere; everyone within 10 ft must roll Save Vs. Spell or be pulled inside. 
048: Friendly Poo Golem: Oh no! Mr. Bill!
049:  Color Spray! (hint: the color is yellow)
050: A clay that can be molded into any shape desired and then will harden into the actual item fashioned within 1d4 hours
051: Right before you close the new diaper, another turd comes out. (Repeat this 3d6 times.)
052: The smell is irresistible to (random creature type): all within 500 ft will obsessively try to get that diaper and wallow in the contents.
053:  A tiny corked bottle with a speck of paper inside.  If the paper is magnified a plea for rescue can be read.
054: A perfect sphere of obsidian, perfect for scrying and worth 2d6x5 gp.
055: 1d6 small pearls worth 1d10 each. Each pearl has a random effect if swallowed.  Roll 1d8:

1 - heal 1d6+6,
2 - hair changes to a random non-hair color,
3 - smoke billows out of your ears - obscuring other's vision in a 20 ft radius for 1d6 minutes.
4 - imparts darkvision for 1d4 months - however you are partially blinded by bright light (-4 to hit, etc),
5 - you throw up and are nauseous for 1d6 hours
6 - your charisma is permanently increased by 1
7 - due to a strange odor that stays with you, your charisma is temporarily decreased by 4 for 1d6 days.
8 - you are cured of a single affliction such as poisoning or blindness.
056: Diaper bursts apart into a flock miniature white doves...each with a brown skidmark across it's back.
057: Diaper goes poof, harmless smoke released. Even: contents disappear Odd: contents left behind
058: Diaper is made of marshmallow fluff - contents are not.
059: Diaper sticks to your hand as if super-glued.
060: Every time you open your backpack, this diaper is on top - remove curse to rid yourself of it
061: When thrown, this diaper explodes into a stinky brown version of the Web spell.
062: Is that a gemstone in there? You won't know for sure unless you dig through it. Odd: You were mistaken. Even: It's a gemstone!
063: Diaper becomes harder than steel when removed from baby. Can be used as a +1 helmet.
064: Diaper turns to acid 1d6 rounds after being removed. Burns hole 10' deep, right through whatever it was sitting on - stone, metal, anything.
065: Diaper grows dozens of little legs and scurries off like a centipede.
066-099: It's crap.
000: Roll twice on this table, or DM's choice.