Monday, 15 July 2013

Into the tridimensionalplaneboxmegacrawlathonsandhexamagig

Over at Monsters & Manuals, meet the Tri-dimensional Planebox Megacrawlathon SandhexamagigTM!  The simplified premise - take one hex map.  Copy it three times.  Assign each a different genre and populate according to genre.  Irradiated post-apocalyptic badlands become burning desert wastes, fortified dragon lairs become starports.  Flip or mirror-image building maps.  Provide strange methods of moving between.

Black ziggurats, eerie ships, forgotten gates, strange artifacts, multidimensional tunnels or shantak rides are fair game.  Recycle certain NPCs but with a twist.  A loyal soldier in one is a serial killer in another.  The old werewolf miner with a limp becomes a wolfoid silt pirate on crutches.  And so it goes. Then run the whole glorious mess, moving between settings as game circumstance and group whim demands.

Allowing for bleedover gives spice.  It allows for things like:

Among the encounters for each setting, sprinkle in oddities according to taste and availability of tranference mechanisms.  If you're atop a 'hellmouth' spewing postapocalyptic mutants, this'll skew demographics - you might also consider moving.  Locals will react to anomalous phenomena.  Some build walls, others build inns - a few may forge empires built on the mechanism.

One thing's for sure.  You'll never be short of material.

Friday, 21 June 2013

inns & taverns: the dwimmerglister

The sign of a bronze death mask glows with purplish-white foxfire at night-time.  This bizarre sign contrasts with the drab exterior of an alley inn tucked between closed scriptoria.  The word 'Dwimmerglister' is etched in gilded leaf into the building's stone lintel.  Back-alley alchemists, tinkers and trinket sellers lurk outside.  Only the emboldened drunk or gullible meet their eye.  Outside, the Dwimmerglister seems a badly-placed, fading inn with eerie sign.
 
Inside, it is well-appointed.  The main bar has a muted ambience. Dark-stained oak furnishing support a solid slab of verdant marble for the bar.  Atop the bar, three crystal ewers brimming with coppers.  A small plaque bids guests to toss a copper piece into one then guess the number of coppers there.  To date, nobody has guessed right.  Divining magic on the ewers is misdirected to the caster's own coin purse.  A door to the left reveals a snug lounge.  The far wall is panelled in  octagonal slates of dwarven canon.  Ceiling-high pillars of copper-plated dwarf skulls stained with verdigris flank the wrought-iron hearth. From the lounge, a staircase rises to four iron-bound locked doors.  These are the staff private rooms. 

A door right leads to dismal stairs with two doors at the bottom.  To the right an earth closet walls festooned with graffiti.  There is a 14% chance something insulting about the viewer is visible at eye-level.  Left is the cellar, lit by cold-flame candles.  Drunkards taking a wrong turn claim their vintage is bottled for resale yet no proof exists.

The house speciality is Nine Rat Cider.  This fearsome, cloudy brew seizes you by the throat, imbalances the humours and leaves you ruined.  Regulars lament the previous night while drinking the next.  A passable small brown beer is available and favored by visitors unnerved by the infamous cider.  Those preferring wine face Glister's Sweat.  This pungent golden wine has tart tones of nitre and molasses, provoking trips to the privy.  It's an acquired taste yet few last that long.  Bar snacks include wedges of hard blue cheese, pickled walnuts and small terracotta pots of fish garum.

The Dwimmerglister is between landlords.  Soros Ilthravit, an authorative, wrinkled dwarf of few words and impeccable honour keeps bar.  Staff are a mix of dwarves, halflings and humans.  All are capable, close-mouthed and well-paid.  The bar runs like clockwork.  The prior landlord left under sinister circumstances.  The regulars mutter about debts, something Soros quells by shouting "The matter is SETTLED!" at the speaker.  Those seeking to continue this dialogue are barred.

The lounge may be hired for 20 gold a night but no bedrooms are available.  Soros is firmly against women of negotiable virtue and recently closed off the four guest rooms.  He claims renovation work is being done.  Renovation usually doesn't take that long for dwarves or halflings so something is amiss.  Rumours he is building a treasure vault persist.  None of the staff will be drawn.

The Dwimmerglister's fortunes took a beating yet many still visit, eager for obscure or valuable lore.  The scriptoria nearby handle manuscripts of all kinds.  Scriveners are thirsty by nature and alcohol or coin loosens tongues like few other things.  Some secrets however are well-protected.  Whispers of well-heeled assassins using the lounge to interview prospective clients persist despite angry denunciations.  Elves find the inn offputting but certain gnomes prefer the ambience for quiet drinking and plotting.

Wednesday, 5 June 2013

falcassin

No. Enc.: 1
Alignment: Neutral
Movement: 60' (20')
Armor Class: 3
Hit Dice: 4+4
Attacks: 1 (scythe)
Damage: 1d10 + 2
Save: F2
Morale: 12
Hoard Class: Nome

The falcassin is a magically-created automaton made from a suit of plate mail and armed with a war scythe.    The falcassin is not truly alive or sentient and cannot be affected by hold, charm or sleep spells or poison or gases.  The falcassin cannot be harmed by ordinary weapons as a creature of magic.  Created by wizards as implacable killers, they are instructed by being given a personal possession or lock of hair from a target, which they wear as a knight wears a favour.  The falcassin can unerringly find a target with a favour, though it must still travel there.  If this is damaged or destroyed, the falcassin must rely on normal means.

Friday, 31 May 2013

assorted dungeon talismans

Bling courtesy of
Wikimedia Commons
Roll 1d8 for your minor magical jewellry.
  1. Blessed talisman gives +3 bonus to reaction rolls with good creatures. Evil creatures refuse it taking -1 to hit and AC if forced to wear it.
  2. Friendship talisman gives wearer a +1 bonus to reaction rolls.
    If it changes owner, a new owner must polish it to gain the reaction bonus.
  3. Healing talisman adds 1 hit point for every 8 hours rest. If it changes owner, a new owner must put a drop of their blood on it.
  4. Invisibility talisman gives +10% to hide in shadows checks. If it changes owner, it must be washed in wine to activate it's power.
  5. Luck talisman allows a re-roll for one attack roll or saving throw once a day. The re-roll is binding and only one re-roll is allowed.
  6. Magic talisman gives wearer a +1 bonus to saving throws vs. spells and this increases to +2 on nights where there is a full moon.
  7. Protective talisman gives +2 bonus to AC vs. missile attacks. If it changes owner, it must be washed in holy water to activate it's power.
  8. Vile talisman gives +3 bonus to reaction rolls with evil creatures. Good creatures refuse it, taking -1 to hit and AC if forced to wear it.
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