Category Archives: Content

Minor Noble’s Entouage

Claytonian
on said: 


Members of the noble’s entourage. Interesting and dangerous characters that attend to the noble and protect him while doing in vogue things too.

This request is from the Mundane Request Thread.

Minor nobles will allow almost anyone into their entourage for the sake of having an entourage, which is of course a sign of great importance.

 

Firstly, there is the body man or handmaid—the servant who knows the noble most intimately as They also know what wig powder to use, which eau de toilette to use as the most recent bath fades further into memory and gernally deal with the soiled handkerchiefs, spurned milkmaids/stable boys and stained smallclothes of the minor noble.

 

The Cook. They are generally quite bad, as the good cooks are already taken, but he entire entourage is obliged to publically praise the food so as not to shame the noble for not being able to hire a good one.

 

The Syncophant: Usually a cousin or even lesser noble, this person desperately hangs on to the nobles ever word, laughs at the worst jokes and secretly hopes to have a torrid affair with the noble.

 

The Guard: This is by far the most well-paid member of the entourage, for without the guard, any number of people might kill the noble out of sheer loathing. The Guard, in fact, would be first in line were he not paid well.

 

The Secretary: The minor noble may have been tutored (see tutor below) but when it comes to actually writing an eloquent letter, the secretary puts quill to paper. He also keeps the schedule and acts as a social director (begs for invitations).

 

Driver/Groomsman: takes care of the horses, carriage and does the driving.

 

Protégé: Every noble must have a protégé artist in order to be called a patron. Poet, musician or painters only. Actors are gauche. Jesters are for kings.

 

Prostitute: some nobles have a bed-warmer. If so, this person is near the top of the hierarchy.

 

Beast: A noble will typically have a deformed person or beast (read: orc) hanger-on who serves as the bottom of the pecking order.

Banker: Entourages are expensive and many minor nobles are deep in debt in order to support them. The banker is a minor representative of the bank that keeps the noble afloat. Why? Influence.

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The Ratmen

Arr Mateys. I be answering your requests in a mundane way. Don’t be askin for no potion mishaps or magical codpieces in the request thread.

Trent B
on September 27, 2012 at 1:29 am said:

Well if you like you could create a small selection of ‘things some nonchalant 3ft ratmen pirates might be doing when they have stolen basically all of the ships/supplies and are now sitting pretty on an island off the coast which might have just been landed upon by some unscrupulous adventurers and their mysterious meatshroom tavern’? 
If you’re bored or whatever =P

Here’s your mundane answer, ya lubber:

The “3 foot ratmen” are a gang of nine brothers known for their longish faces and short stature. They are horrible sailors but excellent gunners, usually tasked with mending sails and swabbing decks when not in combat. Last August they were hired as crew on board Galadriel’s Garter, a privateering vessel backed by the Dutch. The garter’s officers were greener than their crew and at first encounter with the English frigate HMS Astonishment, the captain, first mate and both lieutenants were taken by chain shot. The Ratmen were the highest ranking left on the ship and they never, ever stop firing. They managed to cripple the English vessel so badly the remaining officers surrendered in exchange for a tow.

Which they did, after slitting the English throats. Alas, as I have mentioned, they are horrible sailors and managed to steer both vessels into the Fog of the Unknown and have landed on DedSkull Island.

Unaware of the dinosaurs, oversized animals, witches, fishmen, truant officers and weresharks surrounding them, the Three Foot Ratmen and their crew have declared a shore leave and have hauled the English rum and tinned beef to the beach. What are they up to when the party arrives?

 

  1. Drinking
  2. Burying “treasure”, mostly gold buttons and swords taken from the dead.
  3. Buggery
  4. Arguing over who is captain, first mate, “leftenant” and cook.
  5. Trying to figure out maps
  6. Making time with the native women
  7. Trying to open a hatch in the ground
  8. Target practice on oversized tree-living sloths
  9. Industriously harvesting lumber and straightening out nails to repair the ships
  10. Torturing a native to get the location of the lost city of gold from him
  11. Cooking a giant sloth over a spit
  12. Singing filthy sea chanties while (roll again)
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Bring on the Ordinary: Post Your Mundane Requests Here

It’s been quiet around here, thanks to some gainful employment that fries my brain on a daily business. On the good side, I’ve been playing 1e fairly regularly and am helping wrangle submissions to this year’s Secret Santicore. I gotta hand it to Jez, Secret Santicore is a real crown jewel in the DIY/OSR community.

I did write one encounter for someone’s personal use (and thus didn’t blog it) and it was an unusual one for me in that there was no magic. Just the woods, an archer and a road. I purposely avoided anything fantastic as a key element of the encounter and I was quite pleased with the results.

Being one of Santicore’s helper elves also showed me where people’s minds are in terms of what they want from their D&D and I have to say this year will be pretty gonzo. With DCC and Carcosa coming out, I’m not surprised people are in a gonzo state of mind. I’m not immune–I read and want to play in DCC and appreciated Carcosa and I damn sure expect some top-notch stuff from the 2012 Santicore.

But then I’ve been playing 1e AD&D as a fighter with the New York Red Box crew. A dumb one–a pregen in a rules-as-written campaign using a Judges Guild module. And our magic user is reluctant to cast his spells, so in a lot of ways, there’s hardly any magic in this game. And I kind of like being a simple fighter.

And then I saw 13 Assassins. There has GOT to be some sort of kick-ass adventure there. And if this doesn’t make you want to break out Oriental Adventures or Legend of the Five Rings or Ruins and Ronin, you are a fool.

And then today I get my package from Sir Raggi, which had The God That Crawls and The Magnificent Joop Van Ooms, both of which are set on EARTH (thank you) and one in my favorite foreign city, Amsterdam. The God that Crawls scratches that shambling doom sort of itch, as its name should tell you. I expect I’ll give it a try. Joop does me a real solid with a wharf encounter table with only the tiniest bit of magic or the weird and more than 40 encounters that could really have happened in 1615 Amsterdam.

To make this short story long, I’m in the mood for the non-magical.  I don’t mind that most of the OSR is running solidly toward the gonzo, but I think I’m going to spend some time working out a table of brigand encounters and a dictionary of con games to run on your players. Low, low magic stuff that can be used every day and which should make your gonzo stuff stand out.

Keeping what I said above in mind, I’m going to take requests again. If you want some sort of material that is low or non-magic for your campaign, post something in the comments below. As I did last year with “Bring It”, I’ll get to it when I can, which might mean you’ll get it this year.

How is everyone doing, by the way?

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Random God Generator

This last post in the Bring It series of reader requests comes from Twitter (my handle = @creepingdoom). [update: I got a request in the comments yesterday, so this is penultimate. I will take a short break from reader requests to get some ideas out of my system then we'll get back to reader requests.]

All right, Daniel (may I call you Daniel?). I hope this is useful to you.

Random God Generator for Fantasy Campaigns

(also makes saints, bodhisattvas & demigods)

Nature of Being

First, if you haven’t decided what this being is, roll for nature

Roll 1d8 Nature of Being
1 Saint
2 Avatar
3 Demigod
4 Reincarnated Emanation/Bodhisattva
5 Local Diety/Spirit
6 Titan/Being/Alien
7 Omnipotent/Omniscient
8 Personified Concept (no strictness or jealousy)

Domain

Then, you can either skip ahead to roll the Deity’s purview or you can roll here for a domain.

Roll 1d10 Deity’s Domain
1 Household
2 Household + roll again
3 Human Endeavors
4 Human Endeavers + roll again
5 Nature
6 Nature + roll again
7 Personal
8 Personal + roll again
9 Spirit
10 Spirit + roll again

Deities in the personal domain are or were living beings who either were gods/demigods/avatars or they became them after death, coronation, etc. They might not have a particular purview or they might develop one after generations of worship.

Purview

Roll d100 for a totally random purview in any domain or if you already have a domain chosen, roll 1d20 and consult columns 2 and 3. Note that some purviews are opposite sides of a coin. You can choose, flip a coin or make the same god responsible for both sides of the coin (one might pray to the goddess of slavery for freedom, for example).

Roll d100 Domain Roll 1d5 for Domain then 1d20 for Purview Purview
1 Household 1 Play
2 Household 2 Fertility/Harvest/Babies
3 Household 3 Health/Disease
4 Household 4 Hunt
5 Household 5 Hearth
6 Household 6 Doors/Household Safety
7 Household 7 Baking
8 Household 8 Wine/Beer
9 Household 9 Sewing/Weaving
10 Household 10 Wealth
11 Household 11 Household Item
12 Household 12 Food (particular)
13 Household 13 Important Commodity
14 Household 14 Male Virility
15 Household 15 Bridges/Gates/Crossing/Crossroads
16 Household 16 Fidelity/Adultery
17 Household 17 Animal Husbandry
18 Household 18 Gossip/Reputation
19 Household 19 Books/Scrolls
20 Household 20 Important Domestic Animal/Insect
21 Human Endeavors 1 Invention
22 Human Endeavors 2 War
23 Human Endeavors 3 Indulgence
24 Human Endeavors 4 Theft/Kidnapping
25 Human Endeavors 5 Travel/Hospitality to Strangers
26 Human Endeavors 6 Sailing
27 Human Endeavors 7 Building
28 Human Endeavors 8 Exploration/Adventure
29 Human Endeavors 9 Cannibalism
30 Human Endeavors 10 Honor/Justice/Vengeance
31 Human Endeavors 11 Trade/Commerce/Unexpected Windfalls
32 Human Endeavors 12 Slavery/Freedom
33 Human Endeavors 13 Learning/Ignorance
34 Human Endeavors 14 Hiding
35 Human Endeavors 15 Art/Poetry
36 Human Endeavors 16 Healing
37 Human Endeavors 17 Protector of Our People
38 Human Endeavors 18 Mining
39 Human Endeavors 19 Sport
40 Human Endeavors 20 Gambling
41 Nature 1 Animal
42 Nature 2 Mountains
43 Nature 3 Night
44 Nature 4 Oceans
45 Nature 5 Season (1d4: Spring/Summer/Autumn/Winter)
46 Nature 6 Plants/Woods
47 Nature 7 Predominant Local Climate/Weather Type
48 Nature 8 Fresh Waters
49 Nature 9 Natural Disasters
50 Nature 10 Thunder / Storms /Monsoon Season
51 Nature 11 Death/Destruction
52 Nature 12 Sun
53 Nature 13 Moon
54 Nature 14 Planet/Stars
55 Nature 15 Air
56 Nature 16 Fire
57 Nature 17 Earth
58 Nature 18 Water (all)
59 Nature 19 Natural Beauty
60 Nature 20 Decay (and rebirth)
61 Personal 1 King/Pharoah/Emperor
62 Personal 2 Queen/Empress
63 Personal 3 Consort
64 Personal 4 Parent of (roll again)
65 Personal 5 Child
66 Personal 6 Aescetic/Hermit
67 Personal 7 Bastard
68 Personal 8 Hero
69 Personal 9 Villain
70 Personal 10 Monster
71 Personal 11 Traitorous Advisor
72 Personal 12 Criminal
73 Personal 13 Folk Hero
74 Personal 14 Wise man/Wizard
75 Personal 15 Brother/Sister
76 Personal 16 Twins
77 Personal 17 General
78 Personal 18 Physician
79 Personal 19 Martyr
80 Personal 20 Roll Twice
81 Spirit 1 Wisdom
82 Spirit 2 Compassion
83 Spirit 3 Tricks
84 Spirit 4 Protection from Spirits
85 Spirit 5 Miracles
86 Spirit 6 Afterlife
87 Spirit 7 Pre-life
88 Spirit 8 Karma
89 Spirit 9 Undead
90 Spirit 10 Laughter
91 Spirit 11 Song
92 Spirit 12 Love/Sex
93 Spirit 13 Destiny/Fate
94 Spirit 14 Dreams
95 Spirit 15 Fear/Bravery
96 Spirit 16 Greed/Generosity
97 Spirit 17 Jealousy/Equanimity
98 Spirit 18 Hate/Love (non-romantic)
99 Spirit 19 Abstinance/Indulgence
100 Spirit 20 Bardo (Trial grounds between lifetimes)

Form

Roll 1d8 for appearance (if applicable). If you roll twice, combine the two (animal headed human, panther made of swords, whatever).

Roll 1d8 Form
1 Human
2 Humanoid /Demihuman / Unusual Human
3 Animal
4 Object from Nature
5 Natural Process (wind, fire, etc.)
6 Man-made Object
7 Monster
8 Roll Twice

Symbol

Roll 1d8 for a symbol. If you roll twice, there are more than one (cross and fish, tree and wheel, fire and winged man, etc.). Or combine those as well.

Roll 1d8 Symbol
1 Weapon
2 Tool/Household Object
3 Animal
4 Manmade Symbol/Letter
5 Natural Object
6 Monster
7 Body Part
8 Roll Twice

Colors

Every team needs a color or two. Roll 1d10.

Roll 1d10 Color(s)
1 Red
2 Orange
3 Yellow
4 Green
5 Blue
6 Indigo
7 Violet
8 Black
9 White
10 Roll Twice: Mix or Pattern

Offerings

This is what you have to bring to appease/propitiate the deity. Obviously roll again if the result doesn’t fit your campaign.

Roll 1d10 Offerings
1 Animal Sacrifice
2 Plants
3 Humans
4 Money
5 Work
6 Art
7 Goods/Commodities
8 Food/Water/Drink
9 Fasting/Deprivation
10 Help Others

Other Aspects

Roll 1d10 to determine other aspects of that deity on a scale of 1 to 10.

Strictness 1 = Forgiving 10 = Unforgiving
Jealousy 1 = No Proselytizing 10 = Convert the World
Opacity 1 = No Revelations 10 = Many Scriptures
Posse 1 = Random Lone believers 10 = Ecclesiatical Hierarchy

There you have it. As always, these tables are meant to inspire and you should feel free to pick and choose, ignore rolls or entire tables if you already have some ideas where you care going with this.

Any ideas for additions? Post them below.

Still reading? You must love Tables or Clerics!

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Suburban Adventures

Describing these six medieval fantasy suburban hexes has been one of the more difficult requests in the ‘Bring It’ challenge I made in December. It took forever for me to start tackling it and then I spent a lot of time drafting new things to place in the hexes. At some point, I decided that there was enough content in the blog going back two years that I could populate the suburbs with my own encounters and creatures. I included the URL’s after everything for those who want to print this out and made those links live for those who want to read it online. I’ve gotten a number of requests to compile the blog into a pdf or print collection. Daztur’s request turned out to be a great framework for compiling content and in the end it was a lot of fun to do this one. I hope its helpful. It’s still a bit empty in some hexes, but I’m sure you’ll have your own ideas to add to it.

Daztur on said:

How about five hexes that can be placed around a large strange city in a hexcrawl. Stuff in a city and stuff in a wilderness I can do but the suburbs have got me stumped.

I am going to assume that your city, which I shall call in your honor Dazturburg, is a medium-sized city ruled by a duke. I am going to treat it as a single hex, and describe the six surrounding hexes, although you should scale these areas as appropriate. My interpretation of ‘suburbs’ means not quite wilderness (there are villages, farms, etc.) although the fringes might have some wilderness areas.

The Suburbs of Dazturburg

Dazturburg is situated on the River Daz, which is approximately two hundred yards wide and up to 25 feet deep. The Jahur Road crosses the Daz on the Big Bridge, which is in Dazturburg (think the medieval London Bridge, but wider). There are several smaller bridges in the city but no bridges in the hex to the north. There is one small bridge in the hex to the south, licensed to the Church (or churches). If you decide to locate this city within 30 or so miles of the ocean, the river rises and falls about 20 feet with the tides.

North Hex

North of the city is upstream or “updaz”, where the water is clean compared to “downdaz.” There are a number of fishing villages on both banks and several small islands where small communities live. These communities predate the city and their inhabitants call themselves the Daz. They believe their bloodlines superior to even the nobles of the city. If you want to stage some sort of Innsmouth-type grotesqueries, this would be the place for it. There are no bridges, but there are ferries, which by law may carry no more than twenty persons or four horses.

The fishing village of Daz is on the eastern bank. Midsteam is a small island called Midaz, where many small pontoons and boats are stored. If a caravan or small militia wants to avoid detection or customs fees at the legal bridge in Dazturburg, they can bribe the fishermen at Daz to create a pontoon bridge to Midaz. Having crossed, they must wait on the island until the bridge is then extended to the western bank. There, a small cave in the west bank cliffs that leads about a mile west where a secret exit is maintained.

Updaz from this secret crossing is a fairly wide (100 yards wide, half a mile long) island that some foolishly try to use as a crossing point. Here there are a pride of displacer beasts (south end) and a pack of blink dogs (north end). Anyone landing here is likely to be eaten or caught in the middle of the rivalry. The locals only know that evil lives on this island and they will never land there.

Smalldaz

Smalldaz is a village of about 15 families. Smalldaz is one of the few villages licensed to manufacture and sell fortified wines (brandy, sherry, etc.). In this case, the liquor is called (wait for it) Daz. The best Daz comes from SmallDaz from a family known as the Wilts. This family’s tradition of Daz goes back to the days of the lost city of Pantari, the ruins of which are in the swamps of the NE hex.

The Wilts were recently killed and replaced by a family of doppelgangers. Anyone investigating thoroughly would find the bodies of the Wilts have washed up on Ghoul Island in the south hex. The DoppelWilts secretly carry on the family tradition, shipping barrels of Daz down the river to the city. In these barrels they conceal baby doppelgangers, which resemble clear gelatinous blobs. They wait until the barrel is drained then emerge. The plan is to take over wealthy families by sneaking in through the cellar.

North East Hex

The Jahur Road approaches Dazturburg from the northeast. Caravans travel hundreds of leagues from the cold lands of the north through the city, across the Daz and hundreds of leagues more to the south/southwest toward the Iberic city Jahur, the “City of Jewels.”

As pilgrims, crusaders and merchants approach the city, they pass through many small towns. Most of the land in this direction is swamp land.

There are many shrines along the road for pilgrims and crusaders travelling to Jahur. Each of these has its own stamp/tattoo/trinket it offers (for a price) to travelers who wish to see the holy relics/praying nun/weeping effigy along the way (adapt this to your campaign’s religious peculiarities). Here is one unusual shrine along the path:

The Shrine to No God

A small chapel along the main road, the Shrine to No Gods. It is kept by a cleric, Brother Germaine, head of the Order of No-God, a religious order that consists of one Brother Germaine. His order insists that there are no gods, that there never were in the first place, and that all this divine magic is locked inside each and every specimen of mankind. Brother Germaine insists that he himself worships no gods, but that his meditations on the nature of man deliver him “divine” magicks. And indeed, he is a cleric of name level with no apparent patron deity who can cast spells. He is also as old as the planet, but has forgotten that. They party might learn this truth if he was kidnapped and rescued.

The Fat Pony Inn

There are many Inns along this road, but none so renowned as this four-story inn, run by a small charter of halflings. Their particular charter is to discretely collect research into magical spells. They are reknowned for their hospitality, their cheap yet extraordinary house meade and their willingness to secure any sort of entertainment their guests might desire. Each adult is a mage of up to sixth level. A sixth level mage (or bard) plays his harp nightly in the common room. A few hours past midnight, he casts a sleep spell in one of his songs. The others then gather all magical scrolls and books found on guests and copy them into their own library, which is in a hidden part of the cellar. (Halfling Charters: http://www.rolang.com/archives/168)

Crawdad Bazaar

There is a famous market outside the city that offers local fish, crawdads, wine, vegetables and other foodstuffs. Many items of contraband (purple lotus powder, dream snuff, etc.) can be bought if one inquires DISCRETELY. Here is one stall that might cause trouble for unwary travelers:

Bathilda’s Buns

Bathilda the baker, a woman in her fifties, has wild dreams of making love to a demon at night. His pillow talk tells of a skull buried under a stump in the forest. She seduced a woodsman to fell the tree and dig up the skull. As he climbed out of the pit, the woodsman tripped on a root and fell back, landing on the skull and piercing his heart on its single horn.

She puts the skull beside the coals of her oven when she bakes her bread. Each roll has a small spirit in it, capable of possessing someone who eats it, provided they eat it hot and fresh (the spirit rides the steam).

Bathilda spent a considerable amount of her small savings to rent a small place near her market stall, so the bread is hot and fresh. She has even started to serve goat stew (at a loss) to go with the fresh bread, encouraging her customers to eat it right there.

There are a few brothels along the road. Here’s the worst/best one:

Prudhella’s House

This brothel is ludicrously expensive. Mage/prostitutes use telepathic spells and illusions to enact their customer’s deepest fantasies. For most locals, this experience is too disturbing for repeat business. Prudhella relies on tourists for business. Roll on the carousing mishaps table.

Ruins of Pantari

In the swamps are the ruins of Pantari, ruined home of the famous Pantari Sybil. She was unfailingly correct, but expensive and very popular. This was the Las Vegas of the ancient world. Although sacked many times, there are still untold riches in the ruins. It is guarded by an adult green dragon. You’ll have to make this one up yourself, pal.

SouthEast Hex

To the southeast are farmlands granted by the Duke to the officially recognized church (or churches). There are several monasteries, nunneries and other organized communities that farm the land and produce food and luxury goods (cotton, wheat, meade, kobe beef…), the latter of which are not taxed by the city (although the Duke does get secret kickbacks and will be sainted by one or all of the churches). If you have several recognized religions, each of them has parcels of land. If there is only one, consider creating rival sects so there is some tension down this way.

There is a road that least to the south hex (toward the church bridge) and one that leads to the Dazturburg. There are NO roads leading to the main road (to prevent illegal use of the church bridge). There is a secret road that leads to the NE hex and the Jahur Road. Be careful for there is also a man-eating road that lurks nearby (http://www.rolang.com/archives/198).

One temple that could lead to adventure is the Temple of Orsobuffu (Which is too long for this post, but is at http://www.rolang.com/archives/400). Or you could put any of ten other temples found at http://www.rolang.com/archives/412.

There is one very tall mountain toward the SE edge of this hex. There you will find a Roc and a hidden dungeon. If you like published adventures, I recommend Dwimmermount or Death Frost Doom for this location.

South Hex

To the south is the downstream portion of the Daz, or “downdaz.” On the western banks of the river are slaughterhouses and tanneries, which add considerable stink to waters carrying the city’s waste.  Here also is the Church Bridge, which is  licensed to the officially recognized church (or churches) which use it to bring cattle from the SE hex to the slaugherhouses on the west bank. According to local custom, it is bad juju/luck to locate a cemetery, charnel ground or place of death on the eastern side of a river, city or holy place (as death offends the rising sun).

Anyone who wants to cross the bridge must show proof of church business to the bridge guards located at either end. The guards are in employed by the church, and if there are rival sects or religions, make sure they opposite ends of the bridge are manned by opposing groups, who make life difficult for those belonging to the opposing group.

Downdaz is there the less desirable land is and there are small villages and encampments found here. Among them is the mage caravan headed by Tullully. (http://www.rolang.com/archives/200)

Further south near the west bank you can place the Tower of the Stargazer or the Institute of Deathology. (http://www.rolang.com/archives/396)

Ghoul Island

This mile long island is known to the locals as “the Curse.” Something evil in the soil of this place causes the dead to walk. In most cases, bodies become zombies or ghouls. Partial bodies become skeletons (http://www.rolang.com/archives/274). In a thatched hut hidden in the woods is a mummy, who does not at all resemble anything Egyptian. He has hidden his soul in his liver, which is picked in a clay jar and buried among many jars of pickled cabbage on the southern end of the island. He has established secret signals with the churches on the eastern bank and the bandits on the western bank and can call a meeting with either (held on his island, which he never leaves). The Wilt family from the north hex village of Smalldaz are among his subjects. He is aware of their circumstances and will make a deal with or destroy the DoppelWilts.

Southwest Hex

This hex is on the Jahur-side of Dazturburg. Pilgrims on this side of the city have either already passed through the NE hex and the city, and are therefore broke or had their fill of trinkets and wares, or are returning from pilgrimage (or more rarely, a crusade). On this side, there are a few inns and a few fortune tellers who offer to divine the future of your travels. Also on this side are several cemeteries and a small town that has sprung up around Daztur College and its library. These were relocated from the city after a fire two centuries back and are located on the western side to avoid interference and trouble from the church (which sees the western side of rivers and cities as bad omens-see entry for south hex). If arcane magic is legal in your campaign, this is where a mages college thrives. Otherwise, it is a college where the zygote of an intellectual and scientific renaissance has formed.

Consider using this as a location for the Caves of Chaos, StoneHell, the Grinding Gear or the Kaotic Caves (http://www.rolang.com/archives/391).

There’s a bridge over an old flooded quarry here. In a nearby cave, an Ettin (Hoss or The Gang, or if you want to go for laughs, The Ship) lives off the meat of travellers headed toward the city. It carefully covers its tracks. (Ettins: http://www.rolang.com/archives/122).

In a hut in the woods lives the famous oracle, Medusa. I suggest using the Junkie Medusa (http://www.rolang.com/archives/84)

Northwest Hex

Every city has its playground for the wealthy and the Hamptons of Dazturburg are here. Selmarne has east and west ends, separated by the Duke’s hunting grounds and the Sel, a small tributary to the Daz that has been irrigated almost to death to support the vineyards and elaborate water gardens of the wealthy. Old money makes its home in the more desirable EastSel. Merchants and politicians are in WestSel.

Selmarne is patrolled by a sheriff and his men, who are supported and bribed by the wealthy families. Strangers are arrested on sight, but can buy their freedom, provided they leave Selmarne immediately (and are not carrying anything stolen from the wealthy residents). If crossed, they will kill captives and dump them in a swamp behind the Sheriff’s Hall.

There is a gang of bandits, calling themselves the Branch Men (after a branch in the Sel that leads to a waterfall and cavern instead of the Daz). These men firmly believe, correctly so, that some of the wealthy families use their estates for sex and lotus-powder, fueled parties and rituals in honor of far-away gods. They believe the mayor of Dazturburg is concealing half-elf bastards in his mansion and that Chez Drobonne, the finest vineyard in Sel, secretly employs halflings. They are absolutely opposed to any form of magic, arcane or divine and hope to rid Selmarne of its influence. The Duke has told the sheriff to do a poor to mediocre job of bringing them to the Duke’s justice, as he believes the Branch Men give the rich something to fear.

Thieves who are clever at disabling traps and sneaking past guards will be rewarded with the riches of Sel estates. In addition to monetary wealth, one might find:

Decanter of the Addled Gods (http://www.rolang.com/archives/105)

The Queen of Assassins (http://www.rolang.com/archives/95)

A coin collection containing a cursed coin. (http://www.rolang.com/archives/388)

A stubborn treasure chest (http://www.rolang.com/archives/144) that will only open in the center of the Seelie Market (http://www.rolang.com/archives/324) or another very public and strange location in Dazturburg.  and  It contains a map, adventure hook or perhaps a scroll detailing the construction of a belt of fireball skulls (http://www.rolang.com/archives/223).

The private cemetery of one prominent family has been infected by corpsemites (http://www.rolang.com/archives/18).

The Duke’s hunting grounds are off limits, of course, but anyone poaching is likely to get bitten by a bogpiggie (http://www.rolang.com/archives/133 — I am going to include this in every setting or adventure I post until I get some play reports from someone).

At the entrance to the hunting grounds is the Duke’s Pitch, a tournament field, where jousting, bear-baiting and wargames are held. Here any man may put his name on the lists, but magic and the use of poison are capital offenses. Some believe the Duke offends the gods by putting this field on the east side of the Sel.

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Twenty Consequences of Miscast Spells

Crimson King said:

I’m playing a Mage game, and it has this system where if you fuck up a spell or if non-mages see you casting it there’s a strange paradoxical backlash and reality warps around you in awkward and unsettling ways, like there’s a brief and terrifying rain of bees or you develop temporary coprolalia.

(yes I’m playing World of Darkness oh god don’t judge me)

so Twenty Consequences to Doing Spells Wrong, perhaps, ranging from mildly inconvenient to permanently disfiguring.

I promise: I won’t judge you.

Roll 1d20 Side Effect
1 Hair turned to feathers
2 One week of bad social luck (lower CHA or penalties to reaction rolls)
3 Character passes out for one day.
4 Two random limbs paralyzed for 1d4 days.
5 Disabling itch effects everyone within 100 feet for one hour.
6 Involunatary charm others effect strikes at next inopportune moment.
7 Character is muted for 1 day.
8 Character’s touch destroys currency, cheques, credit cards, etc.
9 Character attracts attention of any law enforcement nearby for 1 month.
10 Whoever is pursuing party gets 50 percent closer. If no one is pursuing, someone is now.
11 Nose resembles Star-nose Mole’s nose
12 Character’s failure will become legendary. Songs written, jokes told.
13 Character convinced there is rot in fingers. Will not stop until they are all cut/bitten off.
14 One limb is severed, escapes, then grows into a monster/demon.
15 Full-body rash. Concentration impossible for 1 day. Disappears after 1 week.
16 PC becomes enamored of next person who attacks PC.
17 Character of out and in both backwards sentences all speak must player.
18 Character is cursed. Must sell off all assets and possessions within 24 hours or die. Cannot sell to anyone they know.
19 The universe reveals location of amazing treasure (red herring).
20 TV-style amnesia. Conk on the head will NOT fix.

 

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Rethinking Mermaids

scrapprincess  said:

I am in desperate need of a table of various magic princess mermaids

Well you came to the right place, ScrapPrincess. Mermaids are indeed very magical and very princessy.

I don’t know if it’s a chaos thing or a cthonic thing or whatever it is that made vampires, but  it seems that every once in awhile a fish is born incomplete. When one of these fish happens upon a humanoid, it swallows them. While the victim is in the fish’s belly, things start to get squishy and jelly-like. Tendrils grown out of each creature and entangle the insides of the other.

After some time, the human torso begins to emerge from the fish’s mouth and an act of eating has become a symbiosis that has now become a single creature. The fish head remains–the eyes on the side of where the human hips would be still function, the gills of the fish are still breathing (although the whole mechanism works differently as the mouth is sealed at the bottom of the human torso. I promise to let you know how should I ever get one on my dissection table). The human mouth is responsible for breathing air and eating, which is something of a challenge in some cases. Other changes can happen to the human head and torso and I have described some of these below.

I would expect that the majority of mer-creatures would be men, as men are sailors and therefore far more likely to be swallowed be one of these strange fishes. But I have never seen nor heard of a ‘mermale’. Perhaps men are more to the appetite of eating for these fish, while the female is the only sex capable of this merger. There are tales of mermaids falling in love with sailors and rugged sea captains, but I doubt these are true as land-dwellers tell most of these tales. I would not be surprised, however, if mermaids who have a stronger connection to their human side were to fixate on men in general or even particular men who remind them of their human past and of the comforts of human society.

[A table follows these I made up]

“Angie Angler”

Although no one has seen her in her native habitat and lived to tell about it, on two occasions, fishing boats have hauled up a mermaid described as a finned woman with a large mouth with dagger-like teeth, black eyes and a ‘fishing rod’ protruding from her head. This rod was tipped with some sort of magical light, which she could dangle about and flash in patterns that mesmerized the fishermen who found her. I suspect this rod has some sort of magical charm properties, for when she managed to wrest free and escape over the side of the boat, half a dozen crew dove in after her, never to be seen again. (Treat as 6 HD shark with mass charm person, hypnosis and light spell powers, activated at will). She is called “Angie Angler” among the fishermen and the bards of port towns.

Queen Manta

I have heard several accounts of this Queen of the Reef, whose home is somewhere in the Chaos Isles and she seems to be the most intelligent and perhaps most human-like of all mermaids. Her torso is black-skinned and beauteous. Her tail is that of a large manta ray, which is a kite-shaped fish found in the southern seas. She is known to command the allegiance of sea creatures and natives of those isles, although through charm or fear I cannot say. She wields a trident that is said to control the weather and the tides. (Treat as a high level druidess with a magical trident that has weather control properties and which summons giant water elementals.)

Saurys

This not a single mermaid but many tiny mermaids. Of all the mermaids described herein, this is the only I have seen for myself. I was a passenger on a sailing vessel off the shores of Argnac when a large school of these small fish surfaced around our ship. In her excitement, one of my fellow passengers, who I will not name to protect her family, learned too far over the railing to see this school. She ended up overboard and before any of us could attempt a rescue (even by magical means) she was consumed by the school of fish before our very eyes!

There being nothing we could do, we continued on our way, those of us passengers of good class comforting her mother in her time of grief. Within two days, however, we were again visited by a school of saury. The woman’s mother had to be restrained and locked into her quarters, lest she jump overboard herself. All the time, she insisted her daughter was calling her name. When I had secured her door and made my way back top, I brought out a spyglass device and trained it on the fish below. To my surprise, I saw perhaps two score fish among this school with a bare, fare-skinned human torso and long, golden hair. Two compatriots also saw this with my spyglass. Although it is not the strangest thing I saw on that voyage, it was the most chilling. (Treat as water-based pixies with the song of a siren. One typical humanoid devoured by these saury yields 60 saury mermaids).

Princess Portia (Dunkleosteus)

I believe this is one of the few mermaid princesses that was actually a princess. She was aboard a ship that sank approximately two centuries back, en route to a wedding with a prince of Argyle. She has the body of a very bony and primitive fish. As she herself was a tall woman, from head to fin I would guess her about thirty four feet long. She has an enormous appetite and is a top predator. Her skull is about twice the size it should be and her mouth is quite deviated from the human norm. She has no teeth, but a hard bony jaw that opens to almost three feet wide. When she is not hungry, which is rare, she can manage to carry on a conversation and if you are knowledgeable about the politics and court gossip of her time she might be, if not a friend then at least less likely to think of you as lunch when the conversation is over. (Treat as 10 HG giant fish with 12 INT and 11 CHA).

The Jellied Woman

I cannot say for certain that this creature was the same phenomenon as a mermaid, but two captains have described to me a large sea medusa with several living but separated parts of an elfin woman contained in its disc area. The head was speaking, but even those with a knowledge of the elvish tongue were unable to make any sense out of random statements. Reportedly, all about the ship were unable to communicate for a full day after encountering this creature, despite being able to speak and hear normally in other respects. This creature was in the center of a large sea medusa bloom. (Treat as giant jellyfish with stinging and paralyzing toxins on tentacles. At will, creature can cast a spell that undoes a man’s ability to speak and understand language, save at -4.)

Siren

I hesitate to pass on this story, as I find it highly suspect, but I should perhaps mention it as an example of the sort of tales one must sort through when evaluating the tails seamen will tell of their travels in order to find useful information. Supposedly there is, in the seas between the Screaming Straits and the Western Coast of Millas Minor, a mermaid who attempts to entrap sailors for matrimonial purposes. She is described as a beautiful mermaid of the kind depicted in mythological bestiaries of land-locked nations–that is, a beautiful woman with the tail of a fish below her hip. She sings and banters with sailors until some unfortunate soul cannot resist and dives overboard for a kiss.

Supposedly, once the sailor has kissed her, he is hers and her spell over the others is broken, revealing her true form, which is described as a porcine pink fish with small piglet eyes and a doughy body and face. This mermaid takes her new groom below to his matrimonial doom. The same sailors who report these stories also tell of legged fishes walking along land in the Screaming Straits, which they call the children of the siren. (Treat as siren or succubus as desired).

Roll 1d20 for each column Torso Fish Magical Effect
1 Human Commoner Catfish/River Fish Temporary Dispell Magic 50′ radius
2 Human Aristocrat Starfish Causes Fear of Water
3 Human Mage Shark, Great White Water Breathing 50′ Radius
4 Human Cleric Shark, Whale Summon Minor Water Elemental
5 Human Assassin Shark, other Summon Major Water Elemental
6 Human Slave Lamprey Summon d100 sea creatures
7 Elf Spellsword Moray Charm Person (Mass)
8 Elf Priestess Manta Cure Disease
9 Elf Sorceress Barracuda Create Food (summons food dishes)
10 Elf Dancer Pirhanna (School of Mermaids) Purify/Desalinate Water (drinks and spits out)
11 Dwarfess Saury (School) Powerful Phantasm Spells
12 Drowess Squid or Octopus Geas/Quest
13 Sea Priestess Jellyfish Curse
14 Sea Druidess Deep Sea Lumenescent Fish Control Weather
15 Human Entertainer Ancient Fish (Coelocanth, Placoderm) Knows/Controls Portal to Other Planes
16 Human Courtesan Lobster or Crab Cause Disease
17 Human Captain’s Wife Monkfish Love Enchantments
18 Human Girl Parrotfish/Triggerfish Druidic Spellcasting
19 Hobbitess Stonefish Mage Spellcasting
20 Orcess That Alien Fish thing in Alien 4 Same powers as genie

 

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Eight Steam-Powered Contraptions

Ravas S on said:

8 steam-powered clockwork monsters OR traps OR vehicles, all of which have some chance of failure/explosion…

Ravas: I am not assigning HD or damage levels to these so you can adapt them to the level of your party as you see fit.

Pile of Gears

Every lab has a pile of broken or miscast pieces waiting for meltdown. This pile is a cleverly disguised security mechanism powered by a small steam engine. It can assume a number of shapes and can disguise itself as part of any equipment or projects in the lab. It attacks with small steam blasts (which drain 10 percent of its HP for 1 hour), slashes with gears, choking tubes and various and sundry pointy bits (piercing attacks). Any natural 20 hit or piercing attack that does more than 10 HP damage has a chance of piercing its engine, which would then release a cloud of choking steam in the room (save vs. breath weapon or take some grievous burning damage).

Hydraulic Ballista

A ballista on a cart that is powered by adding coal or wood to its boiler and which can be moved or driven by a single person. There is metal shielding in front of the driver’s position with a slit for viewing forward. The ballista reloads itself (there is room for three bolts) and has twice the range of a normal ballista. At short range, it deals double damage. There is a remote firing mechanism connected to the ballista via a tether. There is a 15 percent chance per shot of a catastrophic explosion that should kill nearly any driver in the driver’s seat. There is a 2 percent chance per turn of driving of such an explosion.

Lava Suit

A bulky suit of armor with some soft material around it and a looking-glass helmet is tethered by a four-inch hose to a cart-sized box on wheels. When the boiler in the box is filled and the contraption activated, the box pumps various refrigerants through the hose and the suit. This allows the occupant to withstand conditions of extreme heat and in fact submerge in molten lava for up to ten minutes. Should the suit, hose or contraption be damaged, the heat in the suit would rise to the same as its environment in thirty seconds. There is a five percent this will happen in any minute of use.

Hydraulic Ram

This is a steam-powered siege engine for taking down doors and even walls during siege of a fortress. A long metal rod extends five feet out of the machine and four times the damage of a typical battering ram and ignores most enchantments and other means of reinforcing a wall. It must be recharged for two hours per use and when activated has a thirty percent chance of exploding, dealing d100x2 HP damage to anyone within 100 yards not behind a wall or other strong barrier.

Death’s Pinwheel

A disk on the end of an axle is attached to an engine. When activated, the disk spins and extends 20 cables. On the end of each cable is a spinning circular blade. Anyone passing through the radius of the trap must save or be cut to shreds. Those who save take 1d20 damage. To keep this from being a complete FU trap, there’s a 10 percent chance of malfunction after five minutes and a 10 percent chance of malfunction per victim damaged. This trap runs out of steam after three hours.

Pogocart

A three-seat cabin is perched over a large hydraulic leg. Steam and hydraulic power enable this vehicle to to leap 300 feet vertically and up to 200 feet horizontally every ten seconds. In the cabin is a set of horse reins attached to a contraption with many gears and three spinning gyroscopes. The contraption allows the user to control the speed, altitude and direction of each jump.  The driver must make dexterity checks or lose control. The gyroscopes can correct this 75 percent of the time, in which case the cart travels in a random direction (roll d8 and use 8 points of compass). Otherwise, the whole thing crashes. Did the PC’s notice the seatbelts?

Magic Battery

Wands, rods, rings and other small, charged magic items are placed in a canister. There is a – and a + button on a control panel. When the either button is pushed, the canister begins to spin. Concentric rings are lowered from above until they surround the canister. After about five minutes, the rings are raised and the canister stops rotating. If the – button was pressed, the items are drained of magic charges. The charges are stored in a battery in the machine. If there are charges in the battery already, and the + button was pushed, the charges available were evenly distributed to the items in the canister. If there are no charges and the + button was pushed, nothing happens. If there are no items in the canister and either button was pushed, the contraption still cycles but nothing happens.

There is a 40 percent chance the canister spins two slow or too fast, as this machine has not been maintained well. If that happens, the wand, staff, rod or ring will malfunction, doing something suitably ridiculous such as turning the wielder’s arm into a large daffodil or summon five squirrels. A thief, gnome or specialist might be able to calibrate the canister if she checks the machine for problems. Roll an appropriate skill check. The machine is powered by a small coal-burning boiler.

Clockwork Dancing Troupe

This set of human-sized automatons are connected via pneumatic hoses to a central contraption with a steam engine and a difference engine and a panel with many switches. The switches choreograph the automatons, which will perform a dance that has been programmed into the difference engine. A small steam powered organ uses the exhaust steam from the steam engine to play music according to what is punched into a roll of paper that spins through gears inside the machine.

The automatons have a STR of 20 and conceal weapons inside their bodies, which would be difficult to detect. They can be programmed to kill at certain points in the song or when a certain number of people are in the room. There is a 20 percent chance each time the contraption is activated that it will develop its own intelligence, in which case it might follow programming instructions while it plans. Eventually it will attempt to kill or evade its ‘owner’ and escape. The difficult point is figuring out how to get away with the contraption.

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Ten Temples

John on  said:

If we’re allowed to make more than one request, I find myself in need of a bunch of weird-ass temples for the city I’m building. Ten of them, say. But only if you run out of suggestions; I wouldn’t want to be prioritised over someone who hasn’t made a request yet.

Temple of the Swarm

Billions of insects, centipedes, spiders and other crawling creatures carpet a large pit in the center of this temple. Supplicants make a donation and are given one of the insects, which they may take home, set free or even burn to make a wish. Worshippers may also sacrifice themselves to the swarm in order to purify bad deeds, end personal suffering or show devotion.

Temple of Boros

Worshippers are dropped into random points in this large, multi-storied maze. Those who make it out must have been blessed by the gods. Others are likely dead at the hands of monsters, traps and other men and women who have found a way to live there.

Temple of Dedication (Cult of Owrox)

Families who make deals with the cult of Owrox sometimes offer lifetime servitude of children or grandchildren in exchange for the release of souls the god has captured. In order to ensure a contract is honored, these young slaves are sent here to commune with the captive souls of their ancestors. There are over a hundred small alcoves throughout the temple where crystal balls can be ‘attuned’ to a specific soul. For most, merely speaking with the departed is enough to scare them into being faithful. Some of the kinder imprisoned souls manage to establish warm relations with their living kin. Others browbeat their descendants. In all cases, the servant must touch the crystal ball and ‘feel’ the helplessness and doom the captured spirit feels. This is the existence the contract breaker faces if the terms are not fulfilled. This is why Owrox has few defectors.

Temple of Batrubis

This temple is home to a 50 foot giant, who sits on a throne. Because he has magical talents that can be performed at will, and because he’s, well, a fifty foot giant who says he’s a god, he is worshipped as a living deity. Believers take great pride in the fact that their god, unlike others, can be seen and worshipped in person.

Temple of the Golden Bliss

A thousand monastics have found paradise here. They sit surrounding a golden ball of light and experience life in a perfect place. Their bodily functions slow to almost nothing, so that they may sit for days at a time. In their minds, this prayer/meditation takes them to a place of perfection. Corpses of those who die in this state are carried out by acolytes who hope to take their place someday. Unknown to the cult: The ball of light is an elemental from a positive energy plane. It has mass ESP and can cast flawless telepathic illusions. It feeds on the misdirected spiritual energy in its presence.

The Temple of Graves

The graves in this temple are smashed icons, idols and other religious artifacts. The acolytes here accept these for any reason whatsoever. Some are brought by those who have lost faith. Others are captured in foreign lands and are brought here by returning travelers and soldiers who want to dispose of the objects but fear supernatural reprisals. Some of the smashed artifacts are still quite valuable and possibly quite cursed. While presented to outsiders as a service, this temple is run by mages, who, being chaotic, seek to reduce the influence of gods in the world.

The Sunken Temple

The Sea God does not send major storms or red tides to the Island of Siros so long as his temple is packed with worshippers. When an earthquake sent part of the island into the sea a thousand years past, the temple was submerged. The local priesthood realized the only way to end a decade of storms that followed was to fill the temple with worshippers. Lots were drawn and the chosen drowned. Using a number of submerged air tents and caves, divers were able to chain these chosen to the pews. As these bodies decay, they must be replaced. When the supply of criminals and unwary travelers runs out, lots are chosen. Tritons and Merfolk sometimes interfere with this temple. What right have land creatures to even imagine a sea god?

Secret Temple of Yuchen-Domma

The fake temple is upstairs. It is dedicated to an obscure, harmless and minor goddess from some foreign land. The real temple is hidden below and is dedicated to Yuchen-Domma, goddess of the dirge. Members of her inner circle have quarters here.

In a cavernous inner chamber, followers and captives of her cult are wander about listlessly, singing a section of her dirge of hopelessness. This dirge functions as a protection from chaos and protection from good spell for all followers in the temple. It also delivers -5% HP per round (five percent of maximum HP, rounding up) to anyone in the chamber or areas immediately around it who is not also singing the dirge and has not plugged their ears (which only halves the effect). Anyone hearing it for more than a round will be able to join without knowing the words or the melody (no one knows the meaning). Clerics and paladins who join in will offend their patron deities greatly and must undergo a quest immediately after leaving the temple or face the wrath of their god. Mages and chaotic characters who join in will lose the ability to speak in 1-3 days (The DM should determine an appropriate cure). Elves vaguely recognize the tune but cannot remember where they might have heard it before.

Vantu’s Prison

The priests of the Confidence of Alaf have for aeons held poor Vantu prisoner. The pitiable god was captured by Alaf, companion to a great hero in epic days past. Alaf is not a god, but he, and through the ages his confidants, tortured Vantu until he granted divine powers and spells to the order.

Vantu appears as a frail, incoherent man shackled to a wall (or on rack or other torture device) in an obscure torture chamber in the basement of the temple. The temple above resembles a museum more than a temple. Tapestries, paintings and performances recount the Epic of Eidivir, inflating the role of Alaf, of course.

Cathedral of Crom’s Slumber (Eastern)

Here the Great Dreamer of the Eastern Order of the Holy Rest slumbers, stirring only every few days to eat and drink. In her sleep, she communes with the previous great sleepers who have passed to the underworld. She acts as the conduit for communication between the church and the underworld, relaying blessings, spells and status reports on events that might disturb Crom and wake him (and cause all nations and people to battle until hardly a man walks under the sun).

It is essential that no one make noise here. The floors and walls are covered with rugs and tapestries. The priests take vows of whispering and refrain from even casting silence spells   except in emergencies. If adventurers find their way in and make noise, wear boots, etc., the priests will do everything in their power to silence them first, then kill them if necessary (They are lawful neutral).

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Blank Hex Drop Table Grid

For you to enjoy. Examples of it in action are here, here and here. Please feel free to share what you do with the rest of the class in the comments below.

rolangs_drop_table_hex_grid (33K PDF)

Also: James Raggi at LotFP has put up his Indie-a-go-go page for The Monolith from beyond Space and Time and The God that Crawls. I for one would like to see this be a success. I love his original adventures and it feels like it’s been forever since the last one, so go on over there and sponsor what you can afford.

 

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