Thursday, May 28, 2020

Ye Wondrous Lands of Ohessergy

Oh goodness. What's this?
The contents of this hex map were sourced from /osrg/. You nerds are cool sometimes.
Oppe is, of course, the starting town. Various locations (??? 1-8) left unkeyed for local posters to fill out.

ENCOUNTER TABLE

Forest of the Ape-men

Encounters as per 'Overgrown Castle', with this 4th result for Special:
4. Fairies from the Fountain Spring (see Faerie Spring hex)

Desert of the Great Eye

1-5. Great eye cultists (see Temple of the Great Eye)
6. The Gangrenous Grog (unique)
>This shrieking mummy appears alone, and rises from his grave every full moon. In addition to a normal mummy attack, the WM is capable of a vomit attack that smells of rancid grog, deals 1d6 damage, and inflicts mummy rot on everyone within a 30' ray. Only surprises on a 1-in-6 due to its incredible stench. Harmed by healing potions or medicine.
The Gangrenous Grog carries Mummy Cloth, strips of linen when worn on the hands make the character's unarmed attacks that of a mummy. When they are put on, and every day the character wears them, a save must be made to avoid catching mummy rot.

Revenant's marches

1. Neliaid (Graveyard nymph)
A nymph of graveyards, marshes, and sites of mass battles. May be spotted in festivals celebrating deceased family like fantasy versions of day of the dead
Takes the appearance of a beautiful woman with skeletal face paint. On a hostile reaction roll a Neliaid may attempt to Charm a male fighter to live with her and take him as her lover. She seeks to sooth the fighter's worries and live out his life peacefully, in a fantasy of a warrior returning from war to his loving family. A Neliaid may also pursue graverobbers who have stolen jewelry and family heirlooms. On a positive reaction roll a Neliaid won't make its appearance immediately known, preferring instead to instill a sense of nostalgia by scents and mild psychic emotional manipulation: the scent of breakfast just as mother used to make, a beam of sunlight catches the leaves just like the the flowers on your wedding day, the reassuring warming presence of a loved one during a funeral.

2. Trve Standard Reserve (TSR) orcs
>These orcs are the remnants of an elite dungeon-delving force. Weaker than your average orc due to old age, but canny as a bugbear (surprise on 3-in-6). As a faction, they want to increase their numbers; their shamans are investigating the magic of rejuvenation and immortality.

3. Psychopomp
Servants of the Reaper, tasked with keeping a close eye on the TSR orcs so that they do not elude Death's grasp.

4. Living marble statues
Once sculpted to celebrate the victorious orcs of TSR, they have since acquired a life of their own.


Swamp of Believers

1. 3d6 Flat Believers (Move 90', HD 1+1, AC as leather, Morale 8)
Once created by the terrible Bioengineer, Flat Believers are tribes of intelligent bipedal creatures now living in remote swamps and forests. From the side, they look somewhat like brown lizardmen, but from the front they are only a few inches thick. All Flat Believers share a common belief their flat form is a divine gift, and living creatures larger than a foot are aberration to them and must be killed or flattened.
Flat Believers are used to hunting near their home and use their form to their advantage, giving them higher chance of surprise. They fight with sharp spears (1d6 damage) and can use them as javelins. Due to their flatness, missiles and piercing weapons have a -4 to hit against them.
One in six Flat Believers encountered is a 3+1 HD devout able to cast miracles as a cleric. They can cast Cure Light Wound, Purify Food & Drink, Protection from Cutting, and Invisibility Against Whomever You Are Facing.
Flat Believer are usually hostile to almost everything, but a thin human watching his posture may be within their standards of acceptable body form. Friendly Flat Believers are surprisingly curious of culture and art, make good guides and know a few secrets about ancient deities.

2. Order of Sacred Rules kobolds
>A tribe of cute kobolds that like to experiment with psychoactive mushrooms, which they refer to as "gonzo." This group amuses itself by re-inventing a new bizarre set of "rules" for themselves every few days for the purpose of mocking Lawful folk. Their means of gaining territory involves capturing their opponents in pits and brainwashing them with the aid of the mushrooms.
3. Heroic Bullywugs
Frog-men capable of wielding swords like great Fighters.


Scorched Crags

1. Foul Lumps: Disgusting formless castoffs of the mother flesh. 1d4 HD (HD size 1d6), (HD)d4 bite attack, AC as unarmored.
2. Experiments: Shadowy stick figures, mere appendages emerging from flask necks. A consistency somewhere between spiderlegs and smoke. Possessing of very limited intelligence, regard the dragon with awe. 1 HD (size 1d4), 1d4 claw/1d6 shiv, AC as Chain. Death burst of poison, save or blind. Tactics: scramble and surround, flail
3. 1d10 fetish-fish: These flying salmon-like fish still follow the Bioengineer's orders: they seek out one part of a creature's body they're infatuated with and try to seperate it from the rest. If succesful, they take it and fly away, bringing the beloved part to their dead master's Pool of Flesh, in order to keep fueling it.
Roll for fetish (a swarm shares one):
>1: Hands
>2: Feet
>3: Eyeball
>4: Lips
>5: Thighs
>6: Armpit
>7: Nose
>8: Ears
>9: Buttocks
>10: Personality (Brain)


Mangled Creek

1-6. Gill-men. Consult the number you've rolled on the Giant Mussel's mutation table: these gill-men have the listed mutation, having been captured and converted to be loyal to the Mussel.
7-11. Ordinary Gill-men.
12. More fetish-fish (see Scorched Crags). Oh no.


Plain of the Dead God

This plain experiences constant shifts of temporal flux, leading travelers from the present to cross paths with ones from other epochs.
Roll 1d4:
1. Cultists of the Living God, from the far-off past.
>Before the death of the god, it lived in this area and kept its cult. That cult worshiped here, using the stone block as an altar. Up until they killed their own god.
2. The Great Eye hydra, captured long ago, before it escaped
>After the age of gods was over, the rib cage here was used as a literal cage to hold this great monster after it was captured by a hero of renown.
3. TSR Orcs, from back when they were still in their prime.
>The local orc tribes, needing a location, picked this location, as it is very flat and has little in the way of tall trees to be cut down. Every year (or however much) they hold a moot here, where all of the tribes gather to trade slaves, orcs, and pillage, to fight amongst themselves and decide on their great leader by combat, and to outline the year. Sometimes, this includes preparing for a great war against the civilized races. When it doesn't, it's generally the great leader's thought about how the next year should go. Naturally, being orcs, once they disperse, they don't follow the great leader's decisions but instead follow that of the leader of their own tribe- or their own.
4. Atheist Cultists, from the present
>Following the death of the once-god, or perhaps entirely unrelated, or perhaps many times separately, a group of atheistic cultists who assert that not only is this god dead, but that all gods are meet here. Their cult has the trappings of religion without the belief.
5. Miners (human or dwarf) from the next century
>Once in a while there are rumors that if you dig below the spine, you might find godly treasures or materials made from godly organs. So far such expeditions have come up lacking, but who knows what the future might bring? Or, perhaps, any godly organs would have been inside of the ribcage and thus above the spine.
6. Time's tearing apart at the seams. Roll twice.


Robbers' Range

1-5. Ornery Sadist Robbers (OSR)
>A cult of sadomasochistic goblins that steal whatever they can from TSR. Like the orcs, they want territory despite competition, but have focused their strategy on overcrowding the TSR by rapidly reproducing and splitting into groups. One such group has formed a cult around a Chaotic human magic-user with bright red hair.
Roll on anon's table of gobbo bastards to determine the trappings of the current OSR group.
6. Skerples. Who else, really?


HEX: Angelwing Sword

>The rock atop this hill can only be found by examining the reliefs in the Castle of Tears and locating the crying figure's hill.
>Crying at the summit of the hill causes the Angelwing Sword to appear, embedded in the earth. Only the creature(s) who shed a tear can pull it out.

>This sword is a +1 short sword that weighs nothing. It is as light as a feather in the grip. If dropped, the sword will float or "hang" gently in the air, spun by inertia or drafts of wind. If thrown, it will fly in a straight line until acted upon by another creature, object, or nongravitational force.
>The hilt is silver, with a leather wrist-loop dangling from the pommel and a guard that looks like two silver feathers; the broad, brass-colored blade glitters in sunlight.


Tuesday, May 26, 2020

Dungeon: the Ashmill

Could not find author.
A 20-room windmill dungeon set in an ashen wasteland on the borders of a forest, occupied by bandits which have pledged allegiance to a half-comatose vampire. It attempts to make a heavy use of verticality in its layout, and provide a large variety of eye-catching treasure rather than the usual gold and gems.

Download it here

Or the slightly improved WIP version here

It should be appropriate for 3-6 characters level 1-3 and their hirelings but has yet to be playtested for now. It contains 28,409 gp in treasure and assumes a gold standard for coinage.

Contains the following minor details, in no specific order: An ogre with a golden lantern! Opposing snake-cults! Wyvern blood! A truffle-person! A magic sail! Talking bats! Valuable hogs! And the greatest plot-hook reward of all: free bread for life.

This is a beta release and should receive further improvement.

Thursday, May 21, 2020

3d4 crystals

d4 crystal colors
1. A sickly, faded magenta
2. A soft, warm, pale green
3. Like frozen storm clouds
4. Pristine, pearlescent white

d4 crystal clump shapes
1. Tall and towering, like a city of monoliths
2. Growing like a gnarled tree
3. A stack of perfect cubes
4. A carpet of tiny, sharp spikes

d4 crystal properties
1. Glows in the presence of a troubled mind
2. Shattered by loud sounds
3. Multiplies with dangerous speed when exposed to light
4. Entrancing, hypnotic shapes and patterns

Special mention to Anonymous, for mentioning that perfectly cubic crystals were a tell-tale sign of crystal wombats.

Thursday, May 14, 2020

1d6 ways to break the curse (feat. the Curse-Eater Bird)

The wise old hermit consults the spirits for advice. She lifts her crooked cane and turns to you. You must...

d6 ways to break the curse:
1. Stand atop the mountain's peak and dance three days and three nights. That holy ritual will cleanse and fortify you. (+1 STR and CON, permanently, once.)
2. Wait for a rainy day. Then, a massive statue (elephant-sized, made of stone, possibly bigger/more expensive depending on the curse) of that which cursed you must be built. The statue must be started when the rain begins and finished before it ends. When the rain ends, the curse will transfer to the statue.
3. Compose a poem or ode to the curse, or have a bard do it for you. Curses are very vain and fickle things. Powerful curses will require the work of a master wordsmith and possibly a large crowd for you to read it to. The curse will steal the poem and disappear with it. Your audience will probably have nightmares for a while - there's no telling what might come of that.
4. Live in cold and darkness and see no human face for a week and a day, no exceptions. On the very last day, at noon exactly, a family member must bring you under the light of the sun, where friends will be waiting to cheer you on. The unexpected onslaught of love and light will annihilate the curse.
5. Travel to the place where you were born and lie down in a deep, deep pit of mud there. Then cut off one of your fingers (-1 DEX permanently) and bury it in that spot. Your home and those who live in it will bear the curse, and so will your heirs, if you have any, but you will never suffer this kind of curse again as long as your finger still lies there (that is to say, as long as no angry mob finds and unearths the finger and hunts you down).
6. Find the curse-eater bird and pluck a feather from it when it sleeps. It is said the bird will eat your curse if you return the feather. Do not push your luck. Do not steal its evil trinkets. Do not look at its terrible eggs. Do NOT anger the bird.

Curse-Eater Bird ("Melphage" in pedantic wizard-speak)
Where it lives - Lands broken and shattered by magical wars long past, in a nest made of ugly swords, with its (1d8-3) screeching, peeping nestlings.
What it looks like - Size of an ox. Beautiful iridescent red plumage, eyes like bottomless pits, jagged beak. Or, pick a curse and base an appearance on it. What would mummy rot look like if it were a bird?
Encountering it - You'll hear its horrible screaming from a mile away. It speaks - its words sound like it's constantly being choked (because, in a way, it is).
Personality - It wants suffering and beauty. Like a curse, it is vain, fickle, relentless, vengeful. Like a bird, it wants to feed, and to care for its nest above all else.
Curse removal/Ecology - Its empty gaze can draw out a curse (it takes a form like a will-o-wisp's) and eat it like an earthworm. The process is painful for the bird if done on living beings, so it prefers corpses. It also feeds on curse sources (like a cursed item) but the process of drawing out such a curse, edible piece by edible piece, can take generations - or multiple birds convinced to work together.

HD 5, AC as leather, fly as bird, move as ox, morale 9 (12 when defending nest).
Attacks: talon 1d6 + beak 2d6. Alternatively, intense screaming (all within 60' save or throw up blood, taking 1d4 damage).

Treasure:
2d6-4 deformed eggs in sickly, shining colors, each representing a specific curse, inflicting it if thrown or eaten. (it will scream if you take more than a quick glance at these)
1d100 feathers worth 100 gp each (+ 1d10 in nest, it won't notice or care at all if you steal these)
4d6 ugly swords and trinkets (it won't notice or care much if you steal these)
1d4-1 cursed swords and items (it may notice and protest if you steal these, they're food)

Saturday, May 9, 2020

d10 illustrated magic items

I wrote these two years ago based on some "make a magic item out of this image" prompts. The images in question are included for reference's sake and I have attempted to identify their authors to the best of my ability. If I'm infringing on your copyright, let me know - the offending pic will be taken down ASAP.
Boulder opal - could not find source
1. Opalescent egg

This egg can be ground into fine powder. Blowing on the powder creates a perfectly realistic-looking rainbow in the sky. (Optional: The egg comes with a set of special lenses. If you whisper a message when blowing on the powder, anyone wearing the lense can see the message written on the rainbow.)


"pink amulet stock" by demoncherryart on deviantArt
2. Medaillon of Youth
Bathing this medaillon in blood under the moonlight every week slows down the wearer's aging, and causes their nails to lengthen and sharpen to a deadly degree.

"Leather Mask of Stag Spirit", by teonova on deviantArt and Etsy
3. Mask of the Doomed
Wearing this mask allows you to hear the voices of the soon-to-be dead in a quarter-mile radius. It's fairly difficult to make sense of what they say, especially when you consider all the screaming.
Optional: If you manage to meditate for long enough while wearing the mask (it's quite a feat, you need a significant amount of willpower) you become increasingly able to isolate the voices in your mind and understand them.


Handcrafted ring, could not find name or details, from mysecretwoods.com

4. Ring of the Depths

When wearing this ring inside a cavern, you can always locate an exit to the surface.
Optional: Wear it long enough, and you'll gain the ability to perceive your position in the dark through echolocation... but your vision might suffer.


Metal sculpture at gahr.art (gahr_kunst_metall), could not find name or details
5. The Flaming Oracle
This oven-sized stone grants useful visions of the future. The fire is hungry and seems to have a mind of its own. To benefit from these visions, you must write down some of your memories on a piece of parchment and feed it to the flame oracle -- you immediately forget the memories in question.


The more important and positive the memories, the longer and more precise the visions will get. If you throw in the diary you've kept since you were 10, you'll know nearly everything that'll happen to you in the next decades, at the cost of forgetting who you are.


Could not find source.
6. Selena's Smile
If you look at the night sky while wearing this necklace, you may speak to the moon herself. She is ancient and knowledgeable, but tired and slow to answer. Optional: You're not actually talking to the moon, but to the ghost/soul/simulated personality of a long-dead sorcerer's loved one. The sorcerer lost her in a tragic accident and perhaps wanted to save her soul from a terrible afterlife. Said loved one may or may not believe herself to be the moon, after all this time stuck in a necklace.


By designer Eli Tahari

7. Heels of Radiant Truth
These heels were given to a priestess of truth and law by her divinity. It was meant as both a gift and a test of faith. They surround you in radiant light if you so desire, let you walk through great heat or fire unscathed, and let you discern truths and lies.

When you knowingly speak a harmful or self-interested lie of your own, you suffer painful burns. This happens even if you've taken the heels off. The heels no longer have any effects on you, until you either confess the truth or spend a day in repentant pilgrimage and prayer


Could not find source.
8. Gentleman's geode
A gift to a dwarven noble. It talks in a smooth voice and helpfully reminds you about today's agenda.

"Green Mask", by enayla on deviantArt
9. Mask of the Simurgh
A ceremonial mask worn by high-ranked cultists of the Simurgh, the great ancient bird, and bearing its blessing. The mask can be submerged into water or buried into the earth to purify it. The wearer may divine the past of an object it touches, specifically how it was created and by whom.


Could not find source.
10. Warrior's memento
This ball of roughly carved jade can be set down on the corpse of a recently dead warrior. It will help guide the warrior's soul to the afterlife. If the warrior so wishes, he may impart a particular skill he had in life onto the piece of carved jade, such as a signature technique of theirs. A companion of the warrior who holds this item close to their heart can imitate this technique perfectly, guided by the warrior's spirit.