Wednesday, April 19, 2023

FERAL DWARF

These little gits infest level 2 of my #Dungeon23 and probably some of level 3 too.

Friday, April 14, 2023

Dungeon23: 083-103

#Dungeon23 rumbles on!

This part of the complex is the home of a clan of FERAL DWARFS. These are your standard fantasy dwarfs, except each carries a pair of serrated daggers instead of the traditional battle axe or warhammer, and they look and smell like they've been sleeping in a bin. Feral they may be but they retain their cousins' aptitude for architecture and are aware of all the secret doors in their area.

The FERAL DWARFS hate the *ROBES because the *ROBES keep abducting them and feeding them to the creature in location 13.

If your campaign has traditional fantasy dwarfs then they may know about their feral cousins, or the existence of the wretches may come as a complete surprise. Either way, your dwarfs are disgusted by them.

WURRLAN, the FERAL DWARF BOSS, roams between locations 87, 88, 92, and 95. He has a 25% chance of appearing in any one of those locations. Any FERAL DWARFS in the same location use his Morale score instead of their own.

WURRLAN, keeping the troops in order: Armour 14 (as leather), Move 60', 3 Hit Dice, 11hp, double daggers 1d4/1d4, Morale 10.
WURRLAN carries a glowing green potion; if he drinks it, he turns into a huge glowing muscular brute for 1d12 Turns. Use the statistics for a hill giant.

83. The entire north wall is taken up with elaborate abstract carvings, decorated with precious metals. The gilding is worth 500sp in raw materials but it is difficult to remove and the task is lengthy. Each 5' wall section takes 2d6 hours and provides a maximum of 100sp of foil; roll 1d100 to see how much is recovered.

84. Carvings similar to those in 83 once existed here, but not only has the gilding been removed but the carvings have been damaged by some sort of blade.

85. This was once a grand hall but the floor is uneven where a mosaic has been torn up and destroyed, and gruesome mobiles made out of bones hang from cords criss-crossing the room at a height of about 6'. The bones clack and tinkle gently in the breeze. Characters larger than a dwarf or halfling moving through the room at more than half speed disturb the mobiles, and the FERAL DWARFS in location 88 come to investigate.

86. It seems that the FERAL DWARFS have been using this room as a toilet.

87. Six FERAL DWARFS hang around in here, being disgusting. There are also a couple of empty chests; these are intended for the trap in 90.

88. A vaguely organised unit of eight FERAL DWARF warriors lives in this room, watching over both the Bluestone Door to the south, and the entrance hall to the north.

89. An altar, about 8' by 4' by 4', made of black stone, struck through with veins of some unknown mineral; the veins shift along the spectrum from red to violet and back again, taking about a minute for each pass. Playing music in the room causes the colours to shift in time with the tune, but the effect does not seem to be magical.

90. A chest sits against the eastern wall. There are faint brownish stains across the floor and a few splinters of wood scattered about. If the chest is opened, the ceiling falls, crushing the chest and anyone in the room that fails a save versus Breath Weapon. The ceiling then takes about a minute to retract, making a terrible grinding noise as it goes, then the FERAL DWARFS from room 88 come to replace the chest and reset the trigger mechanism.
Beneath the chest is a hidden floor panel concealing a genuine chest containing 1000sp. The FERAL DWARFS have no idea it is there.

91. The secret door is locked and the key is held by the FERAL DWARF LEADER in 100. Inside the room is an enormoous python, painted with strange symbols and with a blue gem set in its forehead. It is immortal and has been locked in the room for decades; the FERAL DWARFS have forgotten where it came from but do remember that it's dangerous.

UNDYING HOLY PYTHON, grumpy and hungry: Armour 12, Move 90', 5 Hit Dice, 18hp, bite 1d4 + constriction, Morale 8.
If the bite hits, the slithering saint wraps around the target and squeezes for 2d4 automatic damage that Round and every Round thereafter.
The gem is an aquamarine worth 50sp, and the snake has a Bluestone Key in its belly, if anyone cares to look.

92. Eight FERAL DWARFS occupy this stone landing, spitting -- and worse -- over the edge. The wooden stairs down to XX look flimsy and rickety but are in fact quite firm. The FERAL DWARFS from room 95 respond to any disturbances here.

93. The floor and walls are blotched with sooty marks as if a sequence of fireballs have gone off in here. Which is probably what happened.

94. Rough images of skulls have been daubed across the floor and walls -- although no higher than 5' -- in what seems to be a mixture of bodily excretions and fluids. Anyone looking for logic or a pattern will see none, but will notice that there is a greater concentration of skulls in the north-east corner.

95. Seven FERAL DWARFS marinade in their own stench here, ready to respond to disturbances in 92 or 100.

96. A fortified room with arrow slits looking out over the chasm.

97. Also a fortified room with arrow slits looking out over the chasm.

98. The spiral staircase down to XX is enclosed in a steel cage; the door is unlocked. The third step is trapped, turning the staircase into a slide; characters on the stairs should save versus Paralysation or tumble into location XX in a discombobulated state, automatically surprised by the denizens there. Anyone rolling a 1 also takes 1d6 damage.

99. ROBES stand guard here, watching the Bluestone Door to the north, although nothing has ever come from that direction in all their time guarding it.

100. The corpulent, pale, and worst of all, naked, FERAL DWARF LEADER lounges on a pile of coins -- 500sp and 600gp -- in the centre of the room, attended by 11 FERAL DWARFS. A faded tapestry conceals the secret door to 101.

YURK BLORG, the biggest beard, and the dirtiest: Armour 16 (thick folds of flab, as chain), Move 60', 7 Hit Dice, 25hp, double daggers 1d4+1/1d4+1, Morale 9.

If necessary, BLORG can call on more FERAL DWARFS from location 95.

101. The FERAL DWARF treasury. 4000pp and a locked metal box containing nine gems:
Heamatite, worth 500sp.
Shaped coral, worth 10sp.
A blue diamond, worth 500sp.
An emerald, worth 100sp.
A spectacular agate geode, worth 500sp.
A bloodstone, worth 10sp.
A black diamond, worth 500sp.
Shaped feldspar, worth 10sp.
A carnelian, worth 500sp.
This last is one of the jewels from the CROWN OF ETLUZ PEQZUS.

102. Also also a fortified room with arrow slits looking out over the chasm.

103. Also also also a fortified room, but with no arrow slits looking out over the chasm. A flagstone in the south-east corner conceals a bag containing 600sp; the FERAL DWARF BOSS hid it there and didn't tell anyone.

Sunday, April 02, 2023

Growing In Unexpected Places

Perhaps you read this article in The New Yorker, googled "Psychic Doomsday Cultists Semi-Accidentally Summoned an Alien Machine That Is Eating the World and Shitting Out a New One!", and were brought here.

Welcome! That's the tagline for my role-playing adventure The Seed, published in 2021 by Games Omnivorous. Alas, at the time of writing it is out of print, but you can get it in pdf here.

I have other rpg books you can buy in pdf here and in print here and here. None of those have been featured in The New Yorker. Yet.

Friday, March 24, 2023

DIMENSIONAL FISHER

DIMENSIONAL FISHER, fishing for condiments: Armour 14 (as leather), Move 0’ (at least in our reality), 6* Hit Dice, 27hp, spiky leg (1d8) x3 plus grab, Morale 7, Number Appearing 1. Only half there, good at surprising, almost-instant kill.

The DIMENSIONAL FISHER is something like a crab or spider; it’s not clear because people have only ever seen the legs. If they are legs. The DIMENSIONAL FISHER lives in lower dimensions but hunts in ours, grabbing prey and pulling it into Dimension F -- not the actual name -- where the local conditions turn the victim into a tasty nutrient jelly, ready for eating. It manifests as a set of three fuzzy, indistinct let’s-call-them-legs, emerging from overhead, sometimes from an object or surface, sometimes from thin air!

The DIMENSIONAL FISHER makes three leg attacks and if all three hit a single target, it is grabbed; the next Round the victim is dragged to Dimension F, where they are killed by the hostile conditions.

The DIMENSIONAL FISHER is only half-present in our reality, so surprises victims on 1-3 on 1d6, and odd attack rolls always miss as the strikes pass through the creature. If the DIMENSIONAL FISHER is forced to make a save, it is unaffected on an odd roll, even if the result would be a failure. Generous Referees may allow weapons with phasing qualities to hit as normal.

Opponents can target the DIMENSIONAL FISHER in general or can attack the individual legs. Each limb has a quarter -- round up -- of the DIMENSIONAL FISHER’s total Hit Points; it is presumed that the body has the remaining quarter, but no one has seen that and lived so (shrugs). If one of the legs is crippled or severed, the DIMENSIONAL FISHER must make a Morale roll or retreats to Dimension F. If it stays, it can only grab immobile or unresisting prey with its remaining limb(s). The DIMENSIONAL FISHER’s legs can heal and even grow back, at a rate of 2 Hit Points per day, and once all three are at least at 50% of their total, the DIMENSIONAL FISHER can hunt lively prey once more.

DIMENSIONAL FISHERS ignore constructs and other unfleshy beings, and have a particular taste for halfling meat.

Wednesday, March 22, 2023

Fantastic, Yes?

To celebrate the Death's Head cameo on the cover of Fantastic Four #700 -- although he's probably in fact on the cover of the following issue, but it's a two-in-one connecting thing, so whatever -- the birthday of Simon Furman, and of course #DrawDeathsHeadDay, the most wonderful day of the year, here's DH trying on a new costume.


Death's Head is wearing the Fantastic Four costume from circa 1989 to 1990, when the freelance peace-keeping agent bumped into Marvel's first family a handful of times.

Monday, March 20, 2023

Dungeon23: 052-082

I'm trying something different with this #Dungeon23 update, fewer but more meaty entries, so I'm not spamming you with a handful of rooms. I'm not sure if it's better.

Anyway, here's the first half(ish) of Level Two!

52. This was some sort of dressing room for cult priests. A pair of BLUEROBES noodle around in here and may try to hide among the rags if they hear the characters approaching, getting their full 1-3 surprise chance. Three of the cultist outfits are in much better repair than the rest, made of some sort of special material that resists decay; each is worth 300sp.

53. Cultists would wash here before donning their sacred robes. Stone basins contain nothing but cobwebs and dust.

54. One GREENROBE and two YELLOWROBES pootle around between here and 63.

55. The door is locked and fortified with metal bars, so it takes two very noisy Turns to bash down. Inside are two chests, one containing 408sp and one containing 40gp.

56. Three chests contain the cult's real treasures, and four ARISEN TEMPLE GUARDIANS that attempt to prevent any entry to the room. One chest contains 676sp, one contains 304gp, and the last contains five gems of varying size and value; a ruby worth 500sp, a pearl worth 100sp, and an amber, amethyst, and opal, each worth 50sp.

The thumb-sized ruby has a vague hint of magic about it, although it seems to have no specific enchanted properties. It is one of the missing gems from the CROWN OF ETLUZ PEQZUS.

57. What looks like a ball of multicoloured cloth, about 3' in diameter, spins and wobbles in the centre of the room, about 4' from the ground. Every sunset, it spurts out a random *ROBE, complete with weapon.

The sphere has the equivalent of 126 Hit Points, takes half damage from bludgeoning or crushing weapons and double damage from fire, and saves as a Level 14 Fighter. If destroyed, no more *ROBES will appear in the dungeon.

Interfering with the ball draws the attention of the *ROBES from 52, 58, and 74.

58. Four REDROBES and two BROWNROBES pay zero attention to the faded murals of serpents and trees that decorate the walls.

59. Three ARISEN TEMPLE GUARDIANS stand here, motionless. They attack if an attempt is made to open the door to 55.

60. A very confused ARISEN PRIEST shambles about in here, bumping off the walls and muttering in its extinct language about "whippersnappers". It is easily surprised on a roll of 1-3 on 1d6. The wretched old thing is naked aside from a bejewelled silver holy symbol -- a tree with a serpent entwined in its branches -- worth 510sp.

61. This room is empty and featureless. Searching always reveals the southern secret door first, unless a deliberate effort is made to search the north wall.

62. A DIMENSIONAL FISHER lurks in the ceiling here, waiting to pounce. It ignores *ROBES because they are not meaty enough to eat.

63. This room is empty aside from dust and debris. Tiny whirlwinds of dust form now and then from the breeze coming via locations 66 and 73.

64. The first time a character steps off the spiral staircase from 18 a deep voice booms "BEWARE!" Characters feel the voice in their minds, rather than hear it, and each understands it in their mother tongue. Henchmen and retainers should make a Morale test to avoid fleeing.

65. The north wall is decorated with a life-size carving of a humanoid with a serpent head. Searching reveals a lever inside the serpent's mouth; the lever opens the secret door, but also triggers the jaws to clamp shut and trap the hand of the, er, manipulator? Releasing the lever releases the hand, but also closes the door. There is no way to open the door from the other side.

66. A YELLOWROBE, a GREENROBE, a BROWNROBE, and a BLUEROBE stand guard here, watching the bridge. Five small decorative alcoves line the top of the north wall, about 8' up. In the fourth alcove, concealed by centuries of spider webs, is a metal box containing 1000sp.

67. Two BROWNROBES lurk here, ready to chuck fireballs across the chasm.

68. A 3' statue of a six-armed holy warrior is propped in the south-east corner; the base and three of the arms are broken and the statue seems to have been dragged here from elsewhere. It is super heavy, counting as two Oversized items. This is because it is made of silver and is studded with gems, all of which is covered with a layer of plaster. Anyone with Architecture 2+ recognises that there's something fishy about the statue. It is worth 470gp.

69. An old meditation room, with small wooden benches, the dusty remains of pillows, and fragile, ragged strips that once were curtains.

70. Another old meditation room, in similar condition to 69. A hidden space under a flagstone contains a jewelled collar worth 10000sp. Another space under another flagstone conceals a pendant worth 12000sp. Wow!

71. A dusty but grand secondary temple, with statues of figures recognisable as versions of those in location 02, except their features have a hint of the... reptilian to them. A stone altar at the western end of the room has been split in two by some great force.

72. Three small -- about 2' square -- windows look out over the dark chasm. The wall around the central window has become weak with age, clear to anyone searching for a Turn or succeeding on an Architecture roll. Anyone peering out should save versus Paralysation to avoid the structure collapsing; on an even failure they are pummelled by falling blocks, taking 1d10 damage; on an odd failure they fall into the chasm, for which see XX.

73. This stone bridge has collapsed. Lit torches can be seen at the other end.

74. The remains of some sort of office or study. A BLACKROBE chills out in here, accompanied by a GREENROBE. Scattered amongst the wreckage are eight fancy scroll cases; the contents are long gone, but the cases are worth 100sp each. The BLACKROBE has a +2 two-handed sword callled EYEKILLER.

75. A 2' deep depression in the floor may have been some sort of baptismal pool at some point, but is now full of dust and spiders.

76. Underneath a small pile of rubble, worryingly close to the edge, is a Bluestone Key.

77. A glowing blue circle carved into the floor radiates teleportation magic. A character entering the circle is zapped to room 78.

78. A glowing blue circle carved into the floor radiates teleportation magic. A character entering the circle is zapped to room 77 and perhaps develops a feeling of deja vu.

79. The lower level of the library (location 35). The books and scrolls here are all rotten and useless, and there is a thick layer of damp moss over the floor and what's left of the furniture.

80. The secret library, accessed from locations 36 and 38. The door is locked, the key long missing. Four ARISEN TEMPLE GUARDIANS stand motionless around a stack of seven stone tablets; they attack only if an attempt is made to take the tablets, and are relentless in pursuit of thieves.

The tablets are the original texts of the cult that built the temple and although the content is more or less identical to that written in their holy books, the tablets are in the original language of the cult, and the entire text has survived the centuries, unlike the paper copies. Each tablet is worth 100sp to a historian, surviving member of the cult, or other weirdo with niche interests. The language is not spoken by anyone alive today.

81-82. A PINKROBE, two GREENROBES, and four REDROBES patrol between these two old and ruined store rooms.

Thursday, March 16, 2023

Greater Spotted Beakie

Cyberdyne Warrior, Commodore 64, 1989.


Scale creep was always a problem, apparently, even back in 1989. Look at the size of that Beakie in comparison to the player sprite at the top!

See the game in action below, and perhaps note that the chunky marine isn't the only bit of IP borrowing going on...



That ending music sounds quite familiar too...


Tuesday, March 07, 2023

CLAWED BASTARD

CLAWED BASTARD, will **** you up: Armour 18 (as plate), Move 90’, 5* Hit Dice, 22hp, claw/claw/peck 2d4/2d4/2d4, Morale 10, Number Appearing 1, thank the gods. Difficult to surprise, infravision 60', immune to charm and similar effects, heals through necrophagy.

The CLAWED BASTARD is some sort of unholy mix of bird, reptile, and a box of butcher knives. No natural process could have led to the development of such a horror, and most sages agree that the CLAWED BASTARD must be the work of a wizard even more misanthropic than usual.

Excessively violent and aggressive, the CLAWED BASTARD attacks on sight and is relentless; it seems to enjoy killing for no other reason than the act itself, although it has been observed eating the corpses of the fallen. If the CLAWED BASTARD fails a Morale roll it does not flee, rather it stops to eat any nearby dead. Or wounded, it’s not a fussy eater.

The CLAWED BASTARD takes a single Turn to consume a body, and in doing so restores Hit Points up to a maximum of the body’s original Hit Points, or the CLAWED BASTARD’s original Hit Points, whichever limit is reached first. The CLAWED BASTARD does not like being interrupted during lunch and will immediately spring back into violent action. Wise dungeon delvers learn to run away as fast as possible while the CLAWED BASTARD is eating.

Culinary habits aside, the CLAWED BASTARD is not stupid and will retreat if in actual danger. It has infravision out to 60’ and despite only having a single eye, does not seem to have any problems with depth perception. The CLAWED BASTARD is difficult to surprise (1 on 1d6) but its aggression -- and its incessant screeching -- makes it easy to spot, so it never surprises opponents. The CLAWED BASTARD is so belligerent that it is immune to spells that calm or charm or otherwise reduce aggression.

No communities of CLAWED BASTARDS have ever been seen, so it is unknown how or even if they breed. Most scholars hope that they don’t.

Thursday, February 23, 2023

Le Stat d'Dump

Charisma Carpenter May 2015
There seems to be some discussion going around about good old Charisma and its -- mostly unjustified -- reputation as a useless statistic in Dungeons & Dragons-likes. Here's a blog post by Richard about it, that I saw about two days after a Discord group was also discussing the matter. I assume there's some blog or video somewhere that kicked off people's interest, but I'm not hip enough to know where that is.

In the aforementioned Discord group I pondered for about 20 seconds, then blurted this nugget, or something like it:

Charisma represents your character's strength -- small s -- of personality, which among many other useful functions, also manifests as bloody-minded tenacity. When you reach 0 Hit Points, instead of collapsing into unconsciousness, you can fight on for a number of Rounds equal to your Charisma score before dying.

And there you have it!

EDIT: In hindsight, this is ridiculous, and not in the way I tend to like either. So maybe this is better:

Charisma represents your character's strength -- small s -- of personality, which among many other useful functions, also manifests as bloody-minded tenacity. When you reach 0 Hit Points, instead of collapsing into unconsciousness, you have temporary Hit Points equal to your Charisma score. Once these have run out you are properly dead.

That's a bit better. Charisma still has an effect, but doesn't make you invincible for 3-18 Rounds.

Monday, February 20, 2023

Dungeon23: 039-051

I started a new day job last week. That's my excuse for missing Megadungeon Monday. I'm not sure I'm convinced.

Still, here's some #dungeon23 content bringing us up to date, and (gasp) completing Level 1!

39. A small room full of old candles, a single rotting wooden desk and an even more rotten stool. A bone scroll case has rolled under the desk, and contains a beautiful -- and well preserved -- illuminated text that finally resolves a centuries-long academic dispute between rival schools of historians. One group will pay 300sp for the scroll, but their rivals will offer 400sp to "lose" the scroll instead.

40. Single occupancy monastic cells.

41. This cell is packed floor to ceiling with TERROR MOULD. Somewhere in the middle of the fungal blooms is the corpse of a dwarf; good luck getting to it!
The unfortunate fellow was carrying a pair of rusty daggers, and a sack containing 456sp and a magical potion of healing. The problem is that the potion originated in the Opposite Universe and in fact does 1d6+1 points of damage to anyone drinking it, unless they also come from the Opposite Universe.

42. A locked brass gate -- itself an Oversized item worth around 150sp -- blocks access to the outside world. Or the inside world if you're coming the other way. Two 8' statues of generic holy warriors guard the room and pierce visitors with their stony gaze... but are just statues. One's shield features a tree motif, while the other's features a coiled serpent.

43. Through the bars of a heavy -- and locked -- iron gate can be seen a large metal wheel set into the floor. The mechanism is ancient and stiff and turning the wheel requires an Open Doors test, with a +1 bonus if anyone thinks to apply oil. The mechanism activates the watchemacallit in XX.

44. A large but simple dining hall, with huge tables for swashbuckling atop.

45. An old kitchen with all manner of improvised weaponry, and also a nest of seven SKULLBUGS, munching happily on the Terror Mould, to which they are immune.

46. The secret door is small, about 2' by 2', and at ground level. It is concealed from both sides.

47. Four very old wooden chests sit empty and in a state of rotten near-collapse.

48. A weird orange goo drips from the ceiling in this area; save versus Breath every 10' to avoid the drips. The goo is quite sticky and difficult to remove, but is otherwise harmless. It tastes both sweet and sour.

49. A pair of GREENROBES lurk, paying most attention to the corridor to 50.

50. A very fancy spiral staircase, decorated with an elaborate carving of a serpent, leads down to XX. If the carving could be somehow removed -- it is part of the staircase so good luck with that -- it would be worth 10000sp.

51. One YELLOWROBE and three REDROBES loiter here, looking for something interesting to do/kill. A secret panel in the north wall hides a rusted iron box containing 470sp.