Monday, December 23, 2013

Mathematical Monastery [Mini-Map Monday]

The Mathematical Monastery is dedicated to the Lawful god of higher mathematics. The building was constructed by strict geometric rules based around the Holy Golden Rectangle. The inner-most chamber is a planar gate. Only those who walk through the monastery rooms in the proper geometric order may pass through the gate and into the god's realm of mathematical perfection.






Thursday, December 12, 2013

Dreadmoss Caverns [Thini-Thap Thursday]

I've been violently ill for the past couple of days and wasn't able to do any map stuff. Allow me to fix that.

The Dreadmoss Caverns are a network of damp, natural caves thick with fungal growth and subterranean vegetation. Beastmen reside in the southern caves while Fishfolk make their lairs in the north. The two tribes constantly fight for control of the island in the middle of the underground river where stands an alien statue of unknown origin.




Monday, December 2, 2013

The Dwarven Still [Mini Map Monday]

Dwarves value their booze, and their breweries and distilleries are built like fortresses. Solid walls and mountain-side construction help protect the brewers from those who would steal the secrets of their stills.

Unfortunately, this particular still has been attacked by foul creatures from the Deep Down Below that dug their way up.


Monday, November 25, 2013

Catacombs of the Cackling Cleric

Tobarius Snerk was a high priest of the Iron King who went mad after an unpleasant adventure on the plane of Pandemonium. His mind cracked and he turned his devotion to Ixxaxxariax, the lord of MADNESS and FIRE!

Snerk had many followers. Those who refused to covert to his new faith were put to the sword. Those who did convert willingly sacrificed themselves into a life of undeath. Snerk, now known as the Cackling Cleric, placed them all in the catacombs beneath the burning ruins of his desecrated basilica before entombing himself and embracing twisted un-life.


Sunday, November 24, 2013

Death and Dismemberment

So what happens when your old-school dungeon explorer reaches 0 Hit Points? Instant death never really sat well with me, and the oh-so-very-common house rule about bleeding out until you hit -10 (or whatever) is so damn boring.

That means it's time for the wild and unpredictable world of Death & Dismemberment Charts!

Adventurer Conqueror King has a really swell chart for death and dying, but it's a tad too complex and involved for what I want to do with my Labyrinth Lord campaign. A few years back, Trollsmyth posted a nice little chart for death and critical wounds. What I've done here is take bits of both and mooshed them all together with a couple of my own ideas.

These ladies had to make some rolls.
The basic idea is that reaching 0HP is bad but not necessarily deadly, at least not instantly. Even if you survive, you'll probably wind up battered and scarred. If you wind up too crippled or maimed, you might think about retiring your character and becoming the patron of a worthy protegee (replacement PC). Rook's Landing is full of people like this.

I'm eager to see how these rules work out, once I start my Abaddon campaign.


Death & Dismemberment

Blogger does funny things to tables. You can read these rules as a Google Doc if it's easier.

These rules are mostly intended for PCs, but important or powerful NPCs might use them, too.

There are no negative Hit Points.
When brought to 0HP, roll on this table. (2d6 and 1d4)
Each subsequent roll while still at 0HP gives a -1 penalty to the 2d6


2d6
Condition
1
2
3
4
2
Instant Death
Decapitated
Heart punctured or ruptured
Brain destroyed
Torso rent in half
3
Fatal Wound
Guts spilled onto ground.
Jaw ripped off
Back shattered
Lungs  crushed
4-5
Critical Wound
Brain Damage
(-1d4 INT)

Arm severed or crushed
Crushed or pierced lungs
(-1d4 Con)
Leg severed or crushed
6-8
Serious Wounds
Lose an eye.
(-1 to ranged attacks)
Badly scarred
(-1d4 CHA)
Bad Back
(-1 Stone carrying capacity)
Damaged Joints
(Go last  on your side’s initiative)
9-10
Light Wounds
1d6 teeth knocked out
1d3 fingers lost
Cosmetic scarring
Noticeable limp
11
I’ve had Worse
KO’d for 2d6 rounds
KO’d for 1d6 rounds
Stunned for  2d4 rounds
Stunned for 1d4 rounds
12
Ain’t got Time to Bleed
Still holding on. You bounce back with 1 hp
Not as bad as it looks. You still have 1d4 hp + CON bonus
Adrenaline Surge! 1d4 hp per level. After combat you return to  0hp and pass out for 2d6 turns.
Avenging Angel!
Visions of Death empower you. You will die in 2d6 rounds, but for now you are up, awake, and have  +2 to hit and damage.


Fatal Wound
Down. Save vs. Death -3 or KO’d.
Will die in 1d6 rounds unless Wish or Heal is applied.
Require 1d4 months of bed rest.

Critical Wounds
Save vs Death -2 or KO’d.
Will die in 2d6 rounds unless healing magic or first aid is applied (1-in-8 plus WIS mod)
Spells used for this will not restore lost hp.
Require 2d4 weeks bed rest

Serious Wounds
Save vs Death -1 or KO’d
WIll die in 3d6 rounds unless healing magic or first aid is applied (1-in-6 plus WIS mod)
Spells used for this will not restore lost hp.
Require 1d4 weeks bed rest

Light Wounds
Save vs Death or KO’d
Will die in 4d6 rounds unless healing magic or first aid is applied (no roll needed)
Requires 1d8 days bed rest

Even if they remain conscious,a character suffering from these wounds is helpless and can take no action until they recover from bedrest.

Monday, November 18, 2013

Sanctum of the Slug Priests [Mini-Map Monday]

The despicable Slug Priests have a secret sanctum deep underground. Part of this complex was constructed by enslaved Gibber Gnomes, while other parts were chewed out by the priests' sluggy masters. The entrance is guarded by a foul mucus moat, while the uncanny Slime Gate leads to a molluscoid netherworld.

Click it to big it!