Friday, December 22, 2017

God's Merciful Gaze (Cleric spell for D&Dish games)


To Their Imperial High Commander, Division West, Region X26-A4
-Great Commander,
What follows is a transcription of an encrypted message on a tiny crystal slow-tra drive that appeared to be blank. The L'Archer in Tower West spotted an unauthorized Eagrot burdened with a swollen belly, and called a sharpshooter to get it down without damaging the cargo - the drive. This transpired a forenaught ago, as it took our Cryptomancer some time to decode. Please advise follow up action if necessary. It is not clear which town the missive is from; based on the Eagrot's trajectory, somewhere to the Northwest.
-Imperial Regional Director, Division West, Region X26-A4, Ws Mining Outpost G

*Begin Transcription*
Organizatrix Mar, 
Indeed there is a power vacuum here. Had my reservations on the long trip, but there is much to be exploited. The local religion is centered around guilt and a belief in an afterlife better than this one. Some combination of self-flaggelation and innate goodness. Easy marks.
The local guild have mostly retired rich after running a long term Geezer's Shuffle and some variation of a Halfling Shell Toss. I FUCKING KNOW! Easy cons long retired. Not here. Took them a few decades, but the previous local organization members are set for life and no longer working - or those that are half-heartedly.  Ripe for new leadership.
I was able to infiltrate the Clergy, and have a pretty good handle on the local beliefs. I convinced a Priest to cast the below transcribed spell as a demonstration of the local god's might, and thus was able to get it down from the chapel bible unobserved. You'll understand after reading.
Anyway, do I stay here? My cover's shaky, but not blown yet. We should definitely start a local branch after convening to plan.
I have sent this message three ways.
Yours,
Haze Codex

God's Merciful Gaze

Cleric Spell (3rd Level?)
Casting Time: 1 action
Range: Self
Components: V, S, M (Holy Symbol, Prayer, Holy Gestures)
Duration: Concentration

When this spell is active, the hideousness of those who are actively, have recently, or will soon take an action that offends the caster's deity or faith are hidden from the caster's holy gaze. The caster only sees those who are not, have not, or will not soon take an action considered a sin by the caster or their deity. (Have not in the last 12 hours, will not in the next 12 hours; some variations are sundown/sunrise)
Those the caster cannot see, however, cannot harm the caster while this spell is active. Any action directly taken by the wretched faithless will not affect the caster in any way. Subsequent events resulting from those actions may, however. (A magician's Fireball would not, an arrow would not, but if Move Earth was cast to remove the dirt holding up rocks, and the rocks then happened to fall, the caster could be harmed by them.)
There is much theological debate as to how and why this spell was originally canonized, but it remains used throughout the region to this day. This scribe heard rumors it has been witnessed in other lands as well.

Sunday, October 29, 2017

The Prick of Transposition (Magic Item for D&Dish things)



This throwing dagger would appear mundane but for it's lack of wear and dark maroon stain.

If it has tasted the blood of it's wielder and is thrown, whoever is struck and wounded will instantly trade places with the thrower.

The initial blood must be from the one who throws it, and it must draw blood from the target struck for the magic to work.
 
The dagger will stay with the one struck 50% of the time, and will stay in place 50% (in the latter case, wounding the thrower as transposition occurs.)

Friday, July 14, 2017

Encounters on The Island (d100 or 10d10 encounters)



FODOR'S GOT NOTHIN ON ME
I did not make this image


This chart assumes an encounter has been rolled. It can be used as a d10 chart for a specific region or a d100 chart for the entire island.

In my game encounters are probably more rare than usual in the South and North areas. 


South



1
Roll Twice, both results are here and probably fighting; if you get this result again roll three times
2
1d8 Large Crabs (~4 ft tall)
3
8d8 Large Crabs migrating to the ocean to breed; will attack anything preventing them from getting to the waterline or interfering with mating or egg laying
4
 8d8 Juvenile Crabs (~1-2 ft) Migrating from the ocean to the tree line; will attack anything blocking them
5
1d4 Flying Land Manta; can camouflage as sand or tree bark but only does this to avoid or escape from fights; can call others subsonically
6
[1] Living Sand [2 - 3] Sand Elemental [4] Dust Devil (as the spell but under it's own control)
7
1d6 Shipwrecked humanoids; 50% chance they are pirates
8
4d4 Skeletons (undead, animated, probably former shipwrecked pirates)
9
2d4 Ghouls (or equivalent medium-difficulty undead; probably former shipwrecked pirates; might take prisoners)
10
Roll a d4 and consult this chart [1=7, 2-3=8, 4=9] plus a Wight (or equivalent mid-higher level intelligent undead {think miniboss not boss}; former shipwrecked humanoid)


South East



11
Vampire Necromancer and former pirate, plus some of his crew [roll 1d4 twice and see South: 1=8, 2-3=9, 4=10]; Likely to fight but might hear out attempts to parlay; track as important NPC
12
Spirit of the River that bifurcates the Southern half of the island; Demigod level; consult Quelong or roll yr own; Hates Undead
13
1d6 ragged sailors nearly mad with hunger and malnutrition; if convinced to submit to physical examination, marks of undead feeding are present
14
1d4+1 intelligent Gibbons clumsily fishing from a raft made exertly with forest materials
15
2d4 Gibbon Hunters; their goal is not agression but to bring food back to the village - if that involves agression, however…
16
Treetop village of intelligent Gibbons, don't care about money for it's own sake but are willing to trade and/or provide temporary shelter; clever with building things but only use forest materials
17
1d4 Snakes; [1] normal, but 1d4 more of them [2-3] Giant River Snake [4] Emmisary of the River Spirit on a mission
18
1d4 River Crocodiles; one on the first round, then the seond (If any) makes it's presence known, etc
19
Elven river traders; 50% chance they are followed by Elven or Lizardfolk bandits
20
Lizardfolk river trader/hunters; easily offended and aggressive; 50% chance followed by Elven or Lizardfolk bandits


East



21
The trees are too thick to pass the way the PCs want to go. Roll for how time consuming it is to hack through. Chopping trees sure is loud. If rolled again, the PCs see a Treant move. It will bargain for their silence.
22
a bear.
23
2d6 hungry carniverous fish migrating over land
24
Lizardfolk hunting party; they are preoccupied with the hunt and will be abrupt and dismissive. 
25
 2d4 Large Spiders (Get Surprise Round on PCs with INT+WIS < 26)
26
Lizardfolk bandits. 
27
Lizardfolk patrol; they will be aggressive and easily offended.
28
Lizardfolk town around the base of a waterfall/start of the river. They may take outsiders prisoner for a few days of questioning. They are xenophobic, rude, aggressive, but not stupid.
29
The Questing Beast!
30
Normal forest animals (deer, rabbits, etc)


North East



31
Long buried treasure exposed by the tide and wind; 50% chance a Sandwurm has mistaken it for an unhatched egg and is protecting it
32
[1] Living Sand [2 - 3] Sand Elemental [4] Dust Devil (as the spell but under it's own control)
33
10d4 Migration of carnivorous, amphibious fish with jaws like steel traps and a low, cunning intelligence. Good thing they're only 3d4 inches tall. Those familiar can manipulate their instincts.
34
3d4 Seahuagin - near-bestial fish people who are only on land to hunt and will try to eat anything they think they can take. Communication with land-dwellers takes painful concentration for them.
35
1d6 Elves in forest-dweller garb studying the opened corpses of a Seahuagin and Carnivorous amphibious fish. They have biomechanical devices (not seen on the island unless specifically mentioned)
36-37 Automated biomechanical defenses; it is unclear what they are defending. Turret guns, rolling spiked balls, bubbles of viscous fluid, etc - see entry # 46
38
Sea flora and fauna in various states of decomposition
39
A strange hag with featured both elven and scaly gathering decomposing sea flora and fauna or parts of a broken biomechanical device; she is not used to people
40
OH FUCK A SANDWURM


North



41
Sheer cliff face; or, if the party is stationary, a herd of shaggy but well-groomed goats screaming at them
42
1d4 biomechanical laser turrets of elven make pop from the rock and shoot anything that moves
43
Elven goatherd with whip made from a tail and biomech rock climbing gear (1-2) looking for his flock (3-4) herding his screaming flock
44
4d3 Elven Guard Patrol; they have whips (made from tails), swords, sting ray darts (save vs paralyze or be paralyzed) and 50% chance of 1d4 laser pistols with 3 shots each
45
1d6 Elven Scientists with biomechanical and sci-fi instruments; 50% chances they are experimenting with re-animating Lizardfolk corpses
46
Viscous gelatin one-way hidden door to the biomechanical dungeon of once-elves that extends far under the island; the inhabitants resemble land-dwellers less and less the further down one goes
47
1d6 Once-Elves, ratlike, sparse wiry hair all over, with either huge eyes or no eyes, bare nostrils with no nose, and whiplike tails. At a disadvantage in light. Carrying biomech versions of random normal equipment
48
3d6 giant sea slugs oozing over the mountains; they will try to eat any elves they encounter
49
Elven Guard biomech tower; 20+5d6 Guards (see 44), laser cannon mounted to the tower, 3d6 living insect vehicles with man-sized compartments in their shells
50
Lost Creature (1 - Seahuagin, 2 - Lizardfolk, 3 - Octo-person, 4 - Sand Demon, 5 - 2d4 Zombie Sailors, 6 - 7 snakes dancing around glyphs burned into rock


North West (mountains rise toward middle of hex)


51
Gravely, sandy climbing; (1-3) if no climbing skill or gear, DEX checks to avoid slipping 5d10 feet (4) cliff pit filled with sand; PC with lowest DEX is buried and suffocating
52
1d8 rabid starving goats with decaying bridles of eleven make; biomech weapons woven into fur firing at random
53-54 1d2 cave bears with 0-3 cubs angry that you're in their territory
55-56 4d4 Once-Elves performing a summoning ritual; at least 1 on lookout. If not disrupted, in 4+1d4 rounds (1-2) amoral, uncaring fey entity (3-4) 1d4 demons
57-58 4d3 Elven Guard Patrol; they have whips (made from tails), swords, sting ray darts (save vs paralyze or be paralyzed) and 50% chance of 1d4 laser pistols with 3 shots each
59
Mountain Spring; water itself is safe but carnivorous fish present with poisonous bite (save VS paralysis or prone 1d6 rounds cumulative)
60
2d4 starving Once-Elves


West



61
Roll on W,NW,SW, results are here and probably fighting; if you get this result again roll three times
62
Biomech defenses as 36-37 but covered in inky oil bubble preventing them from working (unless a result of 61, then functional)
63
Shimmering water spirit enjoying the sun or moonlight; will try to become insubstantial/escape; if trapped will grant 1 casting of a watery version of a 1-3rd level spell but will hold grudge
64
underground trading post with poorly hidden door; runes prevent anyone carrying biomech or elven items from entering; all patrons and traders are intelligent Octopoids 
65-67 4d6 Octopoids (1-2) Journeying East toward center of island with sea things to trade (3-4) Journeying West toward ocean with fey/elven/forest things from trading
68
1d4 Flying Land Manta; can camouflage as sand or tree bark but only does this to avoid or escape from fights; can call others subsonically
69
[1] Living Sand [2 - 3] Sand Elemental [4] Dust Devil (as the spell but under it's own control)
70
3d4 Seahuagin - near-bestial fish people, cunning (1-2) journeying East (3-4) journeying West. Willing to trade if treated with respect.Communication takes concentration for them.


SouthWest



71
Piles of stones are Rock Dauber nests; Giant Wasps that can burrow through stone. On a critical hit, they shatter a metal item carried by their prey, starting with held items
72
A pit opens up where the rock is thin; 5d100 feet deep. Any pit over 100 feet deep opens to the lush underground forest fed by the river and tended by Once-Elves.
73
Ancient shrine of Elven make defended by 4d4 ancient biomech guards.
74
Ancient Elven shrine inhabited by the Order of The Way, a cult of Elves that reject their Fey ancestry through meditation; they will kill to keep their location private
75
1d4 Earth Elementals who are wary of other creatures but mostly want to be left alone
76
2-4 Bears
77
1d4 Snakes; [1] normal, but 1d4 more of them [2-3] Giant River Snake [4] Emmisary of the River Spirit on a mission
78
(if at night) 5d4 blood sucking bats (if daytime) 1d4+1 Giant Vultures (just big enough that a foolishly brave person might want to tame and ride)
79
A shaft to the underground forest of the Once-Elves lined with plants that secrete hallucinogens; 2 repeated fails to Save VS Poison also paralyze 
80
1d6+2 Order of the Way Adherents, walking in a line and chanting. They are foraging; mountain fauna that can hear will willingly surrender to a snapped neck or slit throat by the Adherents


Outer Center Ring of Island
(omitting SW slice of Outer Center Ring)


81
4d4 Biomech armed Elven Slavers with a cart(s) carrying 0-10 Undead, 0-10 Seahuagins, 0-10 Lizardfolk, 0-10 Octopoids, 0-10 Gibbons (d12-2 or d20-10, DMs choice, ignore negatives)
82
4d3 Elven Guard Patrol; they have whips (made from tails), swords, sting ray darts (save vs paralyze or be paralyzed) and 50% chance of 1d4 laser pistols with 3 shots each
83-85 Elven Guard biomech tower; 20+5d6 Guards (see 44), laser cannon mounted to the tower, 3d6 living insect vehicles with man-sized compartments in their shells
86
1d4 Elves and 0-3 Fey (1-3) making a shady deal (4) fighting (Elves trying to drive the Fey toward the center of the island)
87
1d4 Elven merchants, will try to swindle non-Elves, have hidden biomech distress call that summons Elven guards, have 0-3 shock pistols
88
2d4 Elven Citizens who scoff, sneer, and yell racial comments at non-Elves
89
2d4 Elven Slavers posing as open minded job recruiters
90
A Fey creature (1-2) going wild and destroying things while the Elven Guard tries to figure out what to do (3-4) hidden from Elves, looking to make a”deal”


Outer Center Ring of Island
(SW Slice)


91
Elven Guard biomech tower; 20+5d6 Guards (see 44), laser cannon mounted to the tower, 3d6 living insect vehicles with man-sized compartments in their shells
92
3d4 Once-Elves, scavenging
93
Ancient shrine of Elven make defended by 4d4 ancient biomech guards and 0-19 Once-Elves
94
Portal to random island location hidden nearby; lost&confused creature (1 Seahuagin, 2 Lizardfolk, 3 Octopoid, 4 Sand Demon, 5 2d4 Zombie Sailors, 6 1d6 Once-Elves
95
Roll on forest table from nearest RPG book
96
Pool of water fed by underground river; roll on East but replace “Lizardfolk” with “Once-Elves”
97
Overgrown/hidden cave; underground river surfaces inside; defended by 2d4 Once-Elves and 0-5 forest animals turned into Fungus Zombies
98
Overgrown/hidden cave with signs of recent passage; will lead to underground Once-Elf settlement
99
An emmisary of the River Spirit on some inscrutable mission
100
Stealthy Elven scouts making observations on nearby Once-Elves; not friendly to non-Elves but want to stay hidden at all costs.


Center of Island




A mad place of the Fey where mortals are overwhelmed with nonsensical hallucinations while trying to navigate intricate magical deals, comforts, persuasions, affairs;

or perhaps a strangely empty and peaceful land that is too quiet where items mysteriously disappear;

or perhaps a portal to another land;

perhaps a great black mountain where no life dwells that greedily draws metal to it with violent force;

perhaps a great golden throne, larger than any human would need, crusted with jewels and luminous; anyone sitting on it (or touching it at all?)will vanish, only to appear somewhere else in the world with no memory;

some have said it is a great pit to The Underworld; a way to bypass Charons Toll (and any other usual requirement for entering the Land of the Dead)

Was the whole island a drunken dream? Here we are in a familiar tavern…but friend, you appear older. And where is yon gear we used in the dream? Have we been robbed while in drunken slumber?

Another pit, another Underworld; Demons and Fires and great mountains of freezing obsidian lined with cave-prisons inhabited by moaning, tortured souls. Is there one waiting for you?

The Dwelling of the River Spirit, a place of pure energy that only reptilian kind are meant to be

Your heart's desire is here, But It Will Not Come Easy…