Monday, October 13, 2014

Pangloss [Mini-Map Monday]

I'm not sure when I'm going to get to run D&D 5th Edition, but when I do, I've already got a map made up.

Click it to big it!

Uth-Goliad and Midyam are the two largest nations, each ruled by rival theocracies.
Vancia is a decadent free city controlled by merchant families.
Xoth is an island recently transported from Hell, connected to the mainland by a bridge of gold and glass. 
The Ashen Queen maintains her immortality by bathing in the ashes of cremated youths.  
Permanence is the center of dwarven culture.
Oneiroi is where high elves settled when they first arrived from the Feywild.



Tuesday, October 7, 2014

The Vaults of Man (an adventure locale for Carcosa!)

I haven't talked much about Geoffrey McKinney's Carcosa on this blog, but I absolutely love Carcosa, thanks in no small part to the excellent game +Doyle Tavener has been running on Google Hangouts for the past year.

I ran a one-shot of Carcosa for my home group a while ago, using a mini-map I made for this blog. This weekend I redrew the map and rewrote and expanded my game notes. Now I'm going to share it with you!

The Vaults of Man is a short little adventure location that can be dropped just about anywhere in Carcosa. It was designed to give the PCs a chance to find some weird things, fight some goopy monsters, suffer some traps, and maybe get a bit of treasure.

The entire adventure is below. You can also Download the PDF from Google Drive.



The Vaults of Man

For use with Geoffrey McKinney’s Carcosa Weird Science-Fantasy Horror Setting

The Vaults of Man can be placed in any underground locale on Carcosa. The place the PCs are leaving lies west of the Vaults. The place the PCs need to be lies east of the Vaults. To get from one place to the other, the PCs must pass by the Vaults of Man as well as the lair of Rama-Mekhet and his minions.

The Vaults of Man are the resting place for thirteen ancient human heroes. No mortal being remembers their names, their deeds, or how they came to be buried here. Recently, the mummy Rama-Mekhet made his home in the chambers near the Vaults. In his solitude he continues his occult research and performs his obscene rituals to Nyarlathotep. He has little interest in the contents of the Vaults and has investigated them only slightly.


1) The Vaults of Man
The Vaults of Man consist of thirteen tombs sealed with stone doors of different colors. The individual vaults vary in their exact dimensions but tend towards 16 feet wide by 24 feet long with 8 foot ceilings. The doors are heavy and thick but somewhat brittle with age. Each door requires a standard “Open Doors” roll to batter down. Characters can make multiple attempts to open a door, but each attempt takes one turn. Battering down a door is noisy and has a chance of attracting 1d4 of Rama-Mekhet’s Diseased Guardians.

The chance of attracting Diseased Guardians starts at 1-in-6. If a roll indicates that Guardians do not show up, the chance on the next roll goes up by one (2-in-6 on the next roll, 3-in-6 on the next, etc.). Once the wandering monster roll is successful, the chance drops back down to 1-in-6. Rama-Mekhet commands eighteen Diseased Guardians in total.

A) Red Door
The skeleton of a Red Man lies on a plain stone plinth. He wears bone chain mail. A matched pair of bone short swords lie at his sides. If a character has a way to analyze the armor and swords’ material, they will discover that the bone originally came from this very Red Man, although his skeleton seems complete.

B) Blue Door
The desiccated body of a Blue Woman rests on a slab of baked clay. She wears a cloak of velociraptor feathers but is otherwise unadorned.

C) Yellow Door
An alien plant grows out of the skeleton of Yellow Woman lying in the rubble of a broken slab. A jeweled bronze longsword (worth 150gp) and spiked bronze shield are tangled up in the plant’s roots. The plant attacks anyone who comes near.

Alien Plant
HD: 3
AC: 16
Attack: (Thorn Lash x2) +3 to hit, 1 die of damage.
Move: 0’ (but its thorny vines can reach anywhere in the room)
A wounded character must save vs. poison or be implanted with seeds. These seeds will germinate in 2-8 weeks, bursting through the host’s abdomen, killing them painfully.

D) Green Door
The body of a Green Man lies on the bare ground, bound in elaborately-knotted ulfire twine. The man’s head has been removed and is placed at his feet. If rejoined to his body, the head shrieks the formula to Canticle of the Crawling God, allowing any sorcerer present to instantly learn that ritual. A non-sorcerer hearing this shriek suffers 1 die of psychic damage (save vs. sorcery for half damage). After shrieking, the body dissolves into powerful acid (3 dice of damage to anyone in contact).

E) Purple Door
The mummified body of a Purple Hermaphrodite lies on a baked clay slab. Their yellow silk wrappings have mostly rotted away, but the iron helmet with brass wings they wear is still in serviceable condition.

F) Orange Door
The preserved body of an Orange Man lies in a glass coffin filled with honey. He wears only a loincloth and holds an iron staff. Descent of the Six Thousand Steps is tattooed across the entirety of his skin.

G) Brown Door

The door to this room was battered down ages ago. The tomb is entirely empty.

H) White Door
The desiccated body of White Man in rotten cloth armor lies in a rusted iron coffin. If touched, the body instantly falls to dust and releases mutagenic spores. Everyone in the room must save vs. poison or suffer a mutation rolled from the GM’s favorite mutation table. The disintegrated body leaves behind two pearls worth 50gp each (the White Man’s gizzard stones).

I) Black Door
The rotting body of Black Man with four arms rests on a low wooden table. He clutches a lead-lined iron box holding a chunk of radioactive thorium to his chest.

J) Bone Door
The body of Bone Woman in rotten leather armor lies on a wicker bier. Her once-clear flesh is now milky and yellow with decay. Three plasma grenades hang from a rusted chain bandolier across her chest. The grenades inflict 3 dice of fire damage in a 10 foot radius (save vs. device for half). Each grenade has 1-in-4 chance of being a dud.

K) Dolm Door
The left half of one Dolm Man has been crudely stitched to the right half of a different Dolm Man. The composite body has been strangely mummified and lies on jagged slab of basalt. The body’s conjoined brain is still alive, immortal, non-psychic, and thoroughly insane.

L) Ulfire Door
The body of a Ulfire Woman, perfectly preserved, lies on an ornately carved plinth of pink marble. She wears a bikini made of gold coins (worth 100gp).

M) Jale Door
The decayed body of Jale Man lies in a nest of iron spikes. He wears lizard-skin trousers and clutches an obsidian-tipped spear to his chest. A ruby worth 150gp is hidden inside his abdominal cavity.

2) The Sanctum of Rama-Mekhet
The door to Rama-Mekhet’s chambers is made of dark green metal etched with golden pictograms in the ancient style of the Snake Men. The door will only open for someone possessing one of the weird seventeen-sided medallions of green metal carried by the mummy and his Diseased Guardians. Anyone wearing one of these medallions can pass through the metal door as if it were jelly.


3) Plague Chamber
A fire of jale flame burns in a pit in the center of this circular chamber. Rama-Mekhet’s eighteen Diseased Guardians (minus any already killed by the PCs) mill about the fire, wailing and gurgling alien songs in their pseudo-voices. They attack any interlopers.

Any food cooked over the jale flame becomes fatally toxic (no save).

Diseased Guardians (Carcosa page 82)
HD: 1-1
AC: 12
Attack: (Claws) +1 to hit, 1 die of damage. Save vs poison to avoid rotting disease.
Each Diseased Guardian wears an etched, seventeen-sided medallion of green metal that allows passage through the door to Rama-Mekhet’s sanctum.

4) Rama-Mekhet’s Laboratory
Rama-Mekhet’s lab is a collection of thaumaturgical devices and weird Snake Man technology, all beyond the ken of mortal men. An intricate wire apparatus hangs from the ceiling like a deformed metal spider. From this apparatus dangle thirty of the Snake Men’s multicolored lenses, used in The Many Octacled Binding. The mummy originally had ten Diseased Guardians bound to him. The other eight were created by the Guardians’ infectious attacks.

Rama-Mekhet is a haughty and arrogant mummy of middling power and influence. He mostly desires solitude and is outraged at the PCs' intrusion. He will allow the PCs to leave his sanctum unmolested if they agree to to give him one of their number to replace the Diseased Guardians they have most likely slain (“Quite the generous bargain, I’m sure you’ll agree!”). Rama-Mekhet wears regal robes of shimmering ulfire silk and wears a golden ring with a large blue gem worth 300gp. His leathery gray skin gives no clue towards his original color, and he has long forgotten.

The complete skins of a Brown Man and a Green Man are stretched and dried on frames hanging on the wall. The rituals Summon Diseased Guardians and The Many Octacled Binding are tattooed on these skins (brown and green, respectively). Diligent looters can find a canister of 1d4 alien health pills that heal all damage and illness when swallowed but require a save vs. poison to avoid mutation.

Rama-Mekhet, Mummy (Carcosa page 93)
HD: 3 + 1
AC: 12
Attack: (Bronze Sword) +3 to hit, 1 die of damage
Psionics: Mind Control, Telepathy
Rituals: Summon Diseased Guardians, The Many Octacled Binding

5) Shrine to Nyarlathotep
An obsidian statue or Nyarlathotep in his aspect of the Bloody Tongue rests on a squat stone pedestal. The statue weighs 120 lbs and is worth 500gp to a chaotic sorcerer. Lawful characters who sleep in the same room as the statue will be plagued by sinister whispers and distressing nightmares which prevent restful sleep and natural healing.

6) Chasm of Eyes
Narrow bridges of natural stone span this wide chasm. No one knows how deep the night-black chasm is, and characters who plummet into its depths are never seen again. Crossing the bridge isn't difficult in and of itself, but can be become a perilous combat location if the PCs are on the run from Rama-Mekhet and his minions.

Once one or more characters get about half-way across the chasm, a gigantic three-lobed yellow eye peers up from the abyssal depths, tracking the characters’ movement. The eye takes no other action and disappears if anything falls into it.

7) Lair of the Cybersnail
The caverns on the eastern side of the Chasm of Eyes are the territory of a steel-shelled Cybersnail, a bizarre bio-weapon from a strange age. The bear-sized mollusk never crosses the Chasm and Rama-Mekhet avoids its territory. The Cybersnail attacks anyone who invades its turf.

Cybersnail
HD: 4
AC: 16
Move: 30’
Attack: (Laser Cannon) +4 to hit, 2 dice of damage
Salvageable Treasure: 23 feet of braided gold wire worth 230gp, one power cell, 200 lbs of edible snail meat.

Tuesday, September 30, 2014

Dungeons & Dragons Flumphth Edition

Now with mood-ring skin!
Hey, so I got my copy of the new Monster Manual this morning! Let's open this thing and just--Holy cow, a FLUMPH!

Wow, I never expected that. My beloved flumph not used as a filler monster in some obscure, late-run supplement. No sir, the flumph is right here in the core Monster Manual. That's right kids, Dungeons & Dragons Fifth Edition is now officially the Flumphth Edition.

So how does my favorite monster stack up in the new edition, and how does it match up with my own image of the flumph? We're told that flumphs are intelligent and wise "possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects." They also live in small groups called cloisters. This matches pretty well with my own image of the flumphs as soft-spoken, benevolent philosophers. This idea, of course, was engendered by the monastic flumph found in Second Edition. You'll notice that all my extra-system write-ups for the flumph have some sort of healing magic. Sadly, the 5th Ed flumph does not have any cleric levels. This, of course, will change in my games.

"Hey buddy. There's some Illithids down on Level Three. You should totally go kill them."
Old-school flumphs ate small animals, skewering them on their hidden spikes. The new guys are "passive parasites" that harmlessly siphon off small amounts of psionic energy from nearby creatures. Since they live in the Underdark, most of their neighbors are evil. This gives the good-natured flumphs a kind of psychic indigestion--evil thoughts are disturbing to them. When a cloister of flumphs detects the thoughts of good creatures (like adventurers) they will direct them to the source of evil, encouraging the heroes to wipe them out. I am not sure how I feel about the flumph's new role as "dungeon snitch."

Mechanically, the flumph does pretty well. Its tentacles do decent damage (1d4+2), as well as additional acid damage-over-time. They also keep their signature "stench spray" ability that puts the "poisoned" condition on anyone who fails a (relatively easy) saving throw. The poisoned condition is  nothing to sneeze at. A battle between a group of flumphs and a group of kobolds could be quite a brawl.

I'm delighted to see the flumph front-and-center in the core bestiary, along side such iconic monsters such as beholders and githyanki. Over all I'm pretty happy with how the little guys are represented.

Also, the grell are in the Monster Manual, too. That means my campaign can continue the cosmic war between the flumphs and the grell.

Monday, September 29, 2014

Mini-Mega-Dungeon III [Mini-Map Monday]

I moved my office from the basement to the upstairs spare bedroom. It's nice to be out of the basement dank into the light and (relatively) fresh air. Unfortunately, at some point inthe move, I lost the cord to my scanner. Well I found it yesterday, and now it's time to get back to the maps.

I've made mini-mega-dungons in the past, and I've decided to make another one. Enjoy, and be careful of the lava lake!

Click it to big it, yo!


Sunday, September 21, 2014

Twenty Things That May or May Not Be True About Orcs

Orcs? Fuck yeah orcs!
1) Orcs do not “wear” armor. Rather, they permanently bolt armor plates to their flesh and bone. A powerful warboss may be encased in 200 pounds of iron and bronze.


2) Orcs are superstitiously afraid of cats, which is why you always want to bring a cat with you into a dungeon.


3) Orcs actually have a proud bardic tradition. However, orc bards are hard to distinguish from warriors, what with all the shouting and head-butting. Orcish music is known to cause disturbing hallucinations in humans.


4) Scoring a critical hit on an Orc will cause it to split into 3d4 kobolds.


5) Orcs and morlocks are bitter rivals, constantly fighting over the limited supplies of sweet, sweet gnome meat.


6) The orcish language is at least partially scent-based.


7) Orcs are descended from special shock troopers engineered by the Scumdogs of the Universe, a malevolent race of star-conquerors engaged in perpetual space-war with the Psychedelic Overlords, creators of the elves.  


8) Orc tears are deadly poison. Orc blood is a frightening narcotic.


9) Half-orcs are mutations caused when an orc eats a human baby.


10) Morlocks are mutations caused when a human eats an orc baby.


11) There is a certain caste of orcish berserkers who can transform into giant boars in the heat of battle.


12) Orcs breed by mating with thunderstorms in a process too horrible to describe.


14) Orcs are the spawn of Demogorgon. They are the physical manifestations of violence and misfortune.


15) Orc culture is surprisingly sexually egalitarian; females own property, fight along side the males, and can rise as warbosses.


16) Orcs believe that this world is the afterlife, and that by dying in battle they will be reborn into the real world.  


17) Orcs cannot become undead. No one knows why.


18) Orcs are immune to all ingested poisons, yet their stomach flora does not allow them to digest plant matter.


19) Orcs are expert metalsmiths. Orcish bronze is stronger than steel.


20) Orcs are are intoxicated by sunlight. Their puritanical religious dogma requires them to remain subterranean and nocturnal.


Monday, September 15, 2014

Oath of Ruin [5th Edition D&D Paladin Oath]

I love Paladins. I always have. My first AD&D character was a paladin (Stryfe Strikehard). I love all types of paladins--the golden armored paragon of virtue, the grim and tortured vampire hunter, the boisterous orc-slaying dwarf. Love. Them. All.

I also love anti-paladins. The best heroes need the best villains. Obi-Wan needs Vader. Superman needs Darksied. Eowyn needs the Witchking.

In 5th Edition D&D, paladins are pretty cool. The different oaths they take at 3rd level gives them a lot of variety and flavor. Oaths also present a terrific opportunity to create a variety of anti-paladins, blackguards, and other villainous champions.

The basic abilities of the paladin do not need to change. Divine Sense, Lay on Hands, Fighting Style, Spellcasting, Divine Smite, and Divine Health are as useful to the chaotic evil reaver as they are to the lawful good champion.

At third level, the paladin may take the Oath of Ruin, detailed below.

The Oath of Ruin was intended to be a mix of the D&D blackguard with the Warhammer Chaos Warrior, as well as a little bit of Elric, and a touch of Rust Cohle's nihilism.

Enjoy!


Oath of Ruin
A paladin who takes the Oath of Ruin has seen that the world is broken and strives to complete that ruination. Perhaps the paladin was once a good person who has had their hopes shattered. Perhaps the paladin has always been wicked. Perhaps the paladin just wants to watch the world burn. A Paladin of Ruin is empowered by dark gods, alien outsiders, or the raw power of Cosmic Entropy. He uses his strength to dominate and destroy others while increasing his own power. Most Paladins of Ruin are evil, although many are chaotic neutral. Some very few are actually good, who believe that the destruction of this world will usher in the creation of Paradise.


Tenets of Ruin
Everything Rots. Nothing lasts. Every creature starts to die on the day it is born. The creations of man, elves, dragons, and gods, all crumble. Do not try to stop entropy. Usher it along, and be the last one standing.


Power is Truth. There is no truth but your truth. Bend the world to your will. Cultivate your own power. The weak are tools for your own disposal.


Let None Judge You. The others are deluded by their illusions of justice and mercy. They call you evil, but you are a force of nature. It is your place in the universe to be the Destroyer. You are doing what is right; you are doing what is needed.


Revil in Ruin. You are the destroyer. Never doubt yourself or your purpose. Find delight in sorrow and purpose in chaos. Embrace your hate.


Oath Spells
You gain oath spells at the paladin levels listed.


Paladin Level
Spells
3rd
Hex, Hellish Rebuke
5th
Crown of Madness, Blindness/Deafness
9th
Animate Dead, Fear
13th
Blight, Evard’s Black Tentacles
17th
Contact Other Plane, Contagion


Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Tainted Blade. As an action, you can imbue one weapon with negative energy. For one minute, your weapon flickers with a black radiance. Your weapon's damage type becomes necrotic for the duration. While Tainted Blade is in effect, when you damage an enemy with this weapon, they must make a CHA save. If the saving throw fails, then the target's maximum Hit Points are reduced by an amount equal to the damage inflicted. This reduction lasts until the target completes a Long Rest. If your weapon is not already magical, it is considered magical for the duration.

You can end this effect on your turn as part of any action. If you are no longer holding or carrying this weapon, or you fall unconscious, this effect ends.

Kneel! As an action, present your holy symbol and shout your hatred at a target. The target must make a WIS save or gain the Prone condition. On its subsequent turns, the victim can use its Move action to make a WIS save to stand up. This effect ends once a successful save is made, you fall unconscious, or a number of turns pass equal to your CHA Bonus +1 (minimum 1).


Entropic Aura
At 7th level, you and all your allies within 10 feet gain Resistance against necrotic and poison damage while you are conscious. You and your allies also have Advantage against all Necromancy spells. At 18th level, this radius increases to 30 feet.


Ruinous Soul
At 15th level, you gain the ability to infuse your attacks with the essence of ruin. After a successful melee attack, you can use a Bonus Action to activate this power. At the start of their turn, the target must make a CHA save or take 1d8 necrotic damage. The victim must make this save every turn or take another 1d8 necrotic damage. Once they make this save, the effect ends. The body of a creature slain by this damage crumbles to ash.

This ability cannot be used again until you take a short or long rest.


Aura of Corruption
At 20th level, as an action, you can emanate sickly green-purple aura of corrupting energy. For one minute, this fell light flickers forth from your core. The ground for 30 feet around you cracks and becomes covered in ash and rot.

Whenever an enemy creature starts its turn within 30 feet of you, it must make a CON save or suffer the “Poisoned” condition. It must make this save again every turn, until it leaves your aura.

Once you use this feature, you cannot use it again until you finish a long rest.

Monday, September 1, 2014

Cybelle and the Cold Desert [Mini-Map Monday]

I've had a really busy and tiring couple of weeks with my day job, so I've kind of let the maps slack. I'm going to make that up to you this week with two maps, as well some actual background details on their contents. 

I recently dove into Monte Cook's Numenera. I needed an interesting starting area, so I started to develop a small section of Matheunis the Cold Desert, out in the Beyond.




Far Brohn - A trade city on the edge of the Beyond.
The Anomalous Monolith - No one comes away from this unchanged. (Based on a certain James Raggi adventure.) 
The Bone Forge - Where necro-crofters repurpose life with machines of flesh and steel.
Cybelle - A city built in the shell of an ancient automaton.
Nihliesh - City of mutants!
The Broken Gate - A huge non-euclidean structure, shattered for ages.
Kazlo's Hook - An interesting geological formation.
Monastery of Worms - Where strange pilgrims revere stranger things.
Rell - A pleasant village known for expert animal husbandry.
The Crater - Home to the Red Eyes bandits and a mysterious door.
Towers of Grahuul - Citadel of a massive Margr warchief.
Bronze Pylon - Wherein Tycho the Nano wishes to be interned.
Foundation Stones - Seven gigantic floating crystals.
Iron Skull - The massive, city-sized skull of some great machine-beast.
Murderfuck Deathzone - A deadly numenera site from which no one has ever returned. I wouldn't go there if I were you.
The Frozen Fleet - Ancient ships of metal, whose shadows are visible deep under the ice.




Cybelle is a city of 10,000. It is built in the shell of an ancient automaton. This automaton is hundreds of feet tall and bears the form a human woman. Cybelle's arms are missing, as is the top of her head. The city is buried waist-deep in the sterile dirt of the Cold Desert. The lower extremities of the automaton have never been explored. Great machines within Cybelle produce purple nutrient gel that is pumped out of the city and into the surrounding land to support the city's outlying farms. 

The city of Cybelle is divided into several districts that correspond to specific area's of the automaton's anatomy. The districts and some of their more interesting locales and inhabitants are listed below. 


Head
Aeon Clave
Farren, the Blind
Lyrra, the Deaf
Helios, the Mute

Tycho
Aged nano of esteem

Dreams of Lavender
Psychotropic numeneric sensorium
Lavender, purple pangendered proprietor

Shoulders
Watchstation
Lord Bruum, captain of guard

Central Storage
Overseer Grant Grell, two-brained mutant

The Lost Depot
Oldest tavern in Cybelle

Heart
Kastilla Stel
Governor of Cybelle

Lamp of Insight Academy
Private school for the privileged.

Infinite Theater
Numeneric amphitheater for drama and athletics and combat

Torso
The Grumblecat
Working class tavern and inn

Word of the Truth
Daily broadsheet news
Felder Freman, editor

Navel
Valdorra's Tchotchkes
Dealer in cyphers and oddities

Steel and Synth
Malvora Mase, armorer

Hawk's Trading Post
Dry goods and sundries
Runcibold Hawk and his thuman, Blue

The Wastrel Well
Largest tavern in Cybelle

Bowels
Reclamation Plant
Superintendent Trask

The Forgeworks
Argos, ancient automaton

Nethers
The Tattered King
Low-class dive bar

The Drum and Anvil
Sleazy brothel

All-Worlds Foods
Specializing in visitant cuisine

Shanks
Unexplored tunnels and shafts... abhumans...