Thursday, July 31, 2014

Rusty - Tortoise Rust Monster.

I started with a tortoise and I ended up with a rust monster:

Saturday, July 26, 2014

Following the trail of random encounters.

During a hex-crawl, make it easy for the group to track or follow the trail of random encounters. This turn random encounters into potential opportunities. (If you have tracking specialists, don't ask for tests to see if they are able to follow the trail. Instead make them roll to see if they gain a advantage over their target or give them extra info or some other edge).

Use this table if the group track, trail or pursuit who or what they have encountered.

The trail lead them to (roll a d20):
  1. a secondary group of the pursued waiting in ambush (1-4 smaller size, 5 same size, 6 larger size). 
  2. a secondary group of the pursued needing help (1-2 individual, 3-4 smaller size, 5 same size, 6 larger size). 
  3. a secondary group of the pursued busy doing something (1-3 smaller size, 4-5 same size, 6 larger size).  
  4. a former prey or victim of the pursued. (1 trapped or impaired, 2 wounded, 3 left for dead, 4-5 dead, 6 dead & looted or worse).  
  5. potential allies against the pursued. (1 a individual, 2-4 a group, 5-6 a camp) 
  6. a bigger predator that will attack both the pursued and the pursuers. 
  7. a potential ally of the pursued or of the pursuers (can go both ways), (1 a individual, 2-4 a group, 5-6 a camp). 
  8. allies of the pursued. (1 a individual, 2-4 a group, 5 a camp, 6 their lair or base camp) 
  9. a trap that the pursued know about.  
  10. a obstacle that the pursued can easily bypass (they may have some devices or constructions to help them), (or if no obstacle fit, the pursued group split in two directions). 
  11. a cache left behind or that the pursued want to empty before the group reach them.
  12. a small camp or hideout. There is a 2 chances on a d6 that some guards were left behind.
  13. a important camp or watch post. There is a 4 chances on a d6 that some guards were left behind. 
  14. a natural defensive position or landmark or abandoned refuge. (there is a 1 chance on a d6 that the place is not really abandoned). 
  15. a forbidden place that the pursued wont enter. 
  16. mystery/special. Something weird here, the pursued mysteriously died or vanished (or other weird things have happened to them).
  17. the entry of a micro-dungeon. (a place potentially dangerous for both the pursued and the pursuer), (maybe the micro-dungeon link to the pursued lair).
  18. a backdoor or a secret entry that lead to the pursued main lair or base camp (or to a established dungeon). 
  19. the pursued lair, home or base camp. (But something is happening: 1 festivities, 2 visitors, 3 constructions or busy work, 4 internal strife, 5 a siege, 6 a calamity afflict the lair). 
  20. the pursued lair, home or base camp. (A lot more of them are resting here).

When the result don't seem to be the final destination of the pursued, simply roll again on the table if the group continue to trail them. Add 3 to the result each time you roll.

If after reaching a destination that seem final, the group want to continue to look for the home of the pursued, reset the d20 modificator to zero. But the trail can be harder to follow from here.

Note that your can use the same table for when the group is fleeing from a encounter (just inverse pursued and pursuer).

Saturday, July 19, 2014

Works in progress

My list of works in progress (and potential vaporwares).


  • Our Iron Lady of Seven Pains. A giant iron maiden that contain martyrs, modrons and roses. (I completed multiples illustration, got my dungeon frame and most of my rooms descriptions)
  • Flying Saucer of the Grey Elves. (Got the dungeon frame and most of my rooms descriptions)
  • Demon Horse Tower. (Got many notes from G+ discussions, need to write the rooms descriptions). 
  • Domovye Village. A wood structure that the domovye have build over a entire village. (One of my old dungeon for my LL Northern Marches campaign, need some rework and upgrading. I also want to redo the map). 
  • Vermilion Forest. A mythic wilderness dungeon. (Got many encounters descriptions done, some parts of the dungeon frame, still need a lot of work)  
  • Werewolf Mill. (Got the dungeon frame, need to write the rooms descriptions). 
  • Moon's Demons. A dungeon set on a demon-moon. (Got some illustration and some part of the dungeon frame, need a lot of work)


Wednesday, July 16, 2014

Weird Sands

Remember this post about setting up a sandbox for LotFP? The main idea was to build a sandbox around sources of weirdness that leak into the civilized world. The idea was interesting, but not super elegant.
Still I gave it a try, just to see if I can end up with something interesting. 

Let try a desert themed setting. (I randomly determined everything using the tables of my original post). 



1) Generate 3 sources of weird.

First source: Djins that are a demonic flesh disease that spread through granting wishes.  
  • Chaotic: magical, eldritch, faery, sorcerous, corrupted, demonic, out of this world, etc.
  • Something that attract things to itself, like something miraculous, seducing or fabulous.
  • Take a classic fantasy OSR threat and rewrite it into something unfamiliar. Djins! 

Second source: Cthonians
  • Neutral: something natural, primordial, instinctive, etc.
  • Something that is threatening, active and aggressive.
  • Take something from a other game, rewrite it and import it in your setting: the Cthonians from Call of Cthulhu because they love dry areas.

Third source: Angels who are servitors of ancient gods
  • Lawful: crafted, artificial, perfect, imposing the will of the gods, fate, etc.
  • Something that is sleeping, death or inactive.
  • Take something from a other game, rewrite it and import it in your setting: angels who are servitors of ancients gods because I am currently having fun with In Nonine.


2) Generate the seeds of weird.

Djins of the Wishing flesh:
  • the seed is someone or something unwillingly tainted by the source power.
  • The source is the Dreaming city of the Djins, a city sculpted from the flesh of their victims. Some contaminated people who made clever wishes were able escape the city. 

The Cthonians:
  • the seed is the worshiper, priest or cult of the source.
  • The cult visit the Cthonians in their nest and receive clerical spells from them. They also spread and hide cthonians eggs in the civilized lands. The cult promise eternal life (as a mind-wiped cthonian servitor or as the possibility of evolving into a Cthonian). 

The servitor angels:
  • the seed is a rival, splinter or exiled faction of the source.
  • The angels are mummified being sleeping in a ancient temple buried under the sand. The splinter faction are a group of angels who refuse to sleep and who decided to work to bring back the ancient gods. They can leave their mummified body to reincarnate themselves into mortal's vessels. They can also reawaken the spirit of ancient servitors who sleep in the body of some mortal creatures (turning them into mythical monsters). Naturally, the mummies of the angels wear animal headed masks.  

3) Create weird encounters.
(Well this section was kind of vague.)

The Djins of the Wishing Flesh:
  1. Infected people who made a wish.
  2. Lesser creatures that spawned from the flesh of a wisher or their relations. 
  3. Items sculpted from the flesh of a wisher or their relations.
  4. Structures build from the flesh of a wisher and their relations.
  5. People who receive dreams from the city of the Djins. 
  6. A Djin who granted enough wishes to separate itself from it victims flesh. 

The Cthonian Eggs Cult:
  1. Priest, cultists, mind slaves.
  2. Cthonian eggs, Cthonian spawns.
  3. Mind control wand. Mind stones, Fossilised devices. 
  4. Caves, mines, wells, temples.
  5. People influenced by the mind powers of the eggs & spawns.
  6. A grown up spawn. 

The Rebelious Servitor Angels:
  1. A human hosting a sleeping incarnation.  
  2. A animal or a mortal who awakened into a mythical being.  
  3. Technological artifacts created by the angels.
  4. Reconstructions of locations of the ancient god's civilization. 
  5. Disciples of a angel.
  6. A angel in it mortal vessel. 
The 12 angels (up to 6 have awakened):
  1. the Healer
  2. the Teacher
  3. the Destroyer
  4. the Avenger
  5. the Protector
  6. the Learner
  7. the Tracker 
  8. the Messenger
  9. the Helper
  10. the Builder
  11. the Tester
  12. the Gardener

4) Mix some of those weird elements together.
(more like the relations between the weird elements)
  • The Djins meet the Cthonian Egg Cult: they hinder and sabotage each other goal.
  • The Cthonian Egg Cult meet the Angels: they maintain a uneasy truce.
  • The Angels meet the Djins: they hunt, predate or fight each other.

5) Create normal locations and settlement.
(Humm, let just keep the normal settlement "normal" to reserve the weird for point #6)

Starting Settlement: Newly conquered city. Mix of colonial and desert-born civilizations. 

Settlement 1: a trading village growing into a big town. 
  • Neutral toward adventurers (using it resource cost something)
  • Exotic resources or contacts coming from demi-human, distant lands, ancient origin, etc.
  • Rumors: djins and the dreaming city.
Settlement 1a: the mountain tribes villages.
  • Hinder adventurers (using it resource is a challenge and can create enemies)
  • Expertise, training, special skills. Alchemist, master smith, guides, legendary artisan, etc.
  • Rumors: djins and the dreaming city.
Settlement 1b: a colonial outpost.
  • Neutral toward adventurers (using it resource cost something)
  • Patronage. Provide financing, give quest, etc.
  • Rumors: djins and the dreaming city.

Settlement 2: the town of the alchemist guild. 
  • Neutral toward adventurers (using it resource cost something)
  • Expertise, training, special skills. Alchemist, master smith, guide, legendary artisan, etc.
  • Rumors: the eggs cult is spreading.
Settlement 2a: the nomadic tribes camps.
  • Hinder adventurers (using it resource is a challenge and can create enemies)
  • Patronage. Provide financing, give quest, etc.
  • Rumors: the eggs cult is spreading.
Settlement 2b: the healing temple of the snake cult.
  • Neutral toward adventurers (using it resource cost something)
  • Protection, healing, blessing or warding. (The resource is fixed in it location and can't move or be moved).
  • Rumors: the eggs cult is spreading.

Settlement 3: a colonial archaeologist camp uncovering the ruins of the great library of the old desert empire. 
  • Helpful toward adventurers. (using it resource is free, but create ties & relations)
  • Information, lore, knowledge, research, divination, omen or clues.
  • Rumors: the servitor of the ancient gods are waking up.
Settlement 3a: headquarter of the sand walkers, a secret cult of monster hunters.
  • Hinder adventurers (using it resource is a challenge and can create enemies)
  • Protection, healing, blessing or warding. (The resource is fixed in it location and can't move or be moved).
  • Rumors: the servitor of the ancient gods are waking up.
Settlement 3b: the city of thieves. 
  • Neutral toward adventurers (using it resource cost something)
  • Military or fighting strength. Mercenary, henchmen or allies.
  • Rumors: the servitor of the ancient gods are waking up.

6) Create the seeds and point of contact locations
Ok so I noted that I did not write any procedures to setup up the seed locations and the points of contact between the sources of the weird. 

So for the seed locations, let roll a settlement with a settlement attitude toward the weird, then add the seed and a random seed encounter. 

For the points of contact between two sources of weird we will use the same recipe but we will roll a random seed encounter for each the meeting source of weird. 

Seed location 1: a ancient city of the old desert empire, now nearly a ghost town. 
  • Hinder adventurers (using it resource is a challenge and can create enemies)
  • Exotic resources or contacts coming from demi-human, distant lands, ancient origin, etc
  • They resist, oppose, hate or fight the weird. 
  • First seed: Infected people who made a wish.
  • Second seed: people who receive dreams from the city of the Djins. 
Seeds contact point 1a: the monastery of glass. 
  • Hinder adventurers (using it resource is a challenge and can create enemies)
  • Expertise, training, special skills. Alchemist, master smith, guide, legendary artisan, etc.
  • They are ally with the weird for mutual gain.
  • First seed: A Djin who granted enough wishes to separate itself from it victims flesh.
  • Second seed: People influenced by the mind powers of the eggs & spawns.

Seed location 2: the colonial mines. 
  • Neutral toward adventurers (using it resource cost something)
  • Patronage. Provide financing, give quest, etc.
  • They are influenced, controlled or corrupted by the weird.
  • First seed: the cult of the cthonian eggs. 
  • Second seed: a grown up cthonian spawn. 
Seeds contact point 2a: the temple of the first water well. 
  • Neutral toward adventurers (using it resource cost something)
  • Protection, healing, blessing or warding. 
  • They control and use the weird for personal gain or goal.
  • First seed: Mind control wand. Mind stones, Fossilised devices. 
  • Second seed: A human hosting a sleeping incarnation (The Tester). 

Seed location 3: the villages of the dust devils canyon. 
  • Hinder adventurers (using it resource is a challenge and can create enemies)
  • Protection, healing, blessing or warding
  • They don't like it, but they hide and protect the weird in secret.  
  • First seed: a angel awakened in it mortal vessel (The Tracker).
  • Second seed: Technological artifacts created by the angels.
Seeds contact point 3a: the river villages of the crocodiles peoples. 
  • Neutral toward adventurers (using it resource cost something)
  • Military or fighting strength. Mercenary, henchmen or allies.
  • They control and use the weird for personal gain or goal.
  • First seed: A human hosting a sleeping incarnation (The Destroyer)
  • Second seed: Structures build from the flesh of a wisher and her relations.

7) Let draw the map


8) Conclusion. 
The whole thing kind of work and is not uninteresting, but it need a lot of adjustments.
Maybe I could take the time to rework the whole thing. 

Wednesday, July 9, 2014

Monks of the Holyphant Hanging Monastery

I started by working on a Iron Maiden themed dungeon (featurung modrons!) for the Doom Cave of the Crystal Headed Contest. But I made too much illustrations and I was not able to complete them in time. So instead of rushing my Iron Maiden dungeon I decided to switch to plan B. Then I decided to switch to plan C.

So now I have two unfinished dungeons to finish thanks to Metal vs Skin (a good thing!)

So here is plan C. (Also unfinished, I wanted to describe the monastery and it monks, but I am already late for the deadline).

Updated: Rumors! (d20)
  1. The Holyphant is a heavenly creature walking on earth. It can speak through dreams and can grant clerical spells like a deity. 
  2. The Holyphant is the last of it kind. It can’t die until it find the Holyphant graveyard that surround the gates of heavens.
  3. But beware there is also a undead Unholyphant that track the Holyphant. The Unholyphant is full of undead monks. 
  4. The Holyphant is just a dumb beast, it not holy, bandits massacred the monks and took over the monastery. They use it to raid villages.  
  5. The monks breed and train giant wasps that nest in the fur of the Holyphant. They create a special honey that can give you a glimpse of the Heavens. Some of the monks fight with a staff that end with a hanging wasp nest. They are experts at throwing darts. They have special holy darts that send you into a blissful state. 
  6. The monks died a long time ago, killed by the parasites that breed in the fur of the Holyphant.
  7. A kengu demon took over the monastery and turned the monks into a band of were-ravens bandits. But some rebels monks resist the kengu influence and hide in the Holyphant fur. 
  8. When the Holyphant will reach the Imperial City, the Emperor will repent from his sins and step down from his throne. 
  9. No doors can resist a battering ram sculpted from the defenses of a Holyphant. Not even the gates of Heavens. Many generals dream of having such a relic. 
  10. The exiled Empress is condemned to wander the world forever. The Holyphant is her prison, she live in the monastery and is faithfully guarded by the monks. Some say the Empress is a sorceress, some say she have become of holy woman. Over the years she have received many gift from many nobles who remained loyal to her.    
  11. The monks trained monkey companions. When the last monk died, the monkeys took over and became monks. 
  12. The monks can speak with animals and are incredible climbers and acrobats. They make magic ropes by weaving the wool of the Holyphant. Each monk wear a magic rope and is trained to fight with it. 
  13. If a monk fall from the Holyphant, he or she can’t climb back and is exiled forever. (And become a adventurer)
  14. The wandering monks protect a powerful and cursed relic that most never rest in the same place. If the relic ever stop travelling, it would unleash it curse on the land. The relic is massive and can’t be transported by a single man. Some say that the monks succumbed to the power of the evil relic and killed each others a long time ago. They also say that the monastery is haunted and that the ghosts of the monks still protect the unholy relic. 
  15. If the Holyphant is slain, demons and monsters will spawn from it blood and ravage the land. It will be the first sign of the end of times. The monks protect the Holyphant so that this will never happen. 
  16. If the Holyphant die by violence a vengeful god will emerge from it corpse but if the Holyphant die of old age, a savior will emerge. 
  17. The heavenly milk of the Holyphant give supernatural power to the monks. But they must never stop drinking it. 
  18. The only inhabitant of the monastery is a gender-switching elephant-headed hermit. He and sometime She is a prophet but also a formidable martial artist. He or She sometime accept students to train them in the elephant-style martial arts and to teach them the secrets of prophecy and gender switching. 
  19. The white wool of the Holyphant can be used by alchemists to turn metal into platinum or to summon angels and other heavenly creatures. A powerful sorcerer took over the monastery to work on his alchemical experiences. 
  20. The wandering monastery is in fact a prison. The monks guard the worst criminals of the realm. Some of them are not even humans. Some prisoners hear the dreams of the holyphant, repent their sins and become monks. Many monks are former criminals. 


Tuesday, July 1, 2014

Githyanki Blade Sorceress

The less a Blade Sorceress is free to move, the more powerful is her telekinetic powers. 
This is why they wear clothing and ornaments that reduce their mobility. 



Githyanki Blade Sorceress
  • Requirements: INT 12, DEX 10
  • Prime Requisite: INT
  • Hit Dice: 1d4
  • To hit: as mage.
  • Saves: as mage.
  • Level and XP: as mage.


Special abilities

You get one telekinetic focus by level. (it nice to use small tokens to represent them)

You get 1 extra focus by point of restrictive clothing. Each point of restrictive clothing give you 1 level of extra encumberance and reduce your DEX modifier by 1. If you get to the overencumbered level you can still move 2 yard by round (but only if this is due to restrictive clothing). If you are totally restrained (like being tied up), this count as a extra level beyond overencumbered.

You can have up to 1 point of restrictive clothing that you can tie or untie at the start or at the end of a encounter. Any other additional points of restrictive clothing take you 1 turn to remove or to put on.

Exp: So if you have 3 points of restrictive clothing you get 3 extra foci, 3 levels of extra encumbrance and -3 to your DEX modifier. You can quickly tie or untie 1 level of restrictive clothing, but you need 2 turns to put on or to remove the other 2 points.  

You can activate 1 telekinetic power by round (except for deflect attacks).

The foci you spend on a power can be maintained for a number of rounds equal to your INT + your level (or for a entire encounter if you don't like counting rounds). While maintained, those foci are not available to activate other powers.  

You regain 1 focus by level of restrictive clothing by turn of rest (while being totally immobile).

Your telekinetic range is equal to your INT + your level in yards.

Telekinetic powers:

Control blades (can be maintained)
-Effect: each focus you spend give you control over 1 bladed weapon (that do up to a d6 damage). You get 1 attack by round for each weapon you control. You can control a maximum of 1 weapon by level.
-Extra focus: you can control a d8 weapon with 2 foci or a d10 weapon with 3 foci.
You can also spend extra foci to better control a weapon. While doing so you get +1 to hit for each extra focus spend (up to your INT modifier). If you control multiples weapons you must control every weapon with the same amount of foci (so with 4 foci you can control two blades with 2 foci each).
Note: while you maintain your power, your blades float passively around you while you use a different power (instead of dropping to the ground).
Note: you can try to take control of the blades of your your enemies but they get a saving throw to resist.

Project small blades
-Effect: each focus you spend let you throw 1 dagger sized blade up to it normal throwing range + your telekinetic range. You can recall all of your blades for 1 focus.
-Extra focus: you can spend 1 extra focus by blades to get +1 damage (but you can not spend more than 1 focus by blades).

Project enemy
-Effect: you can project 1 enemy up to 10 yards. If they hit a wall, they take d4 of damage.
This damage can be resisted with a saving throw. Enemies that fail their save fall prone.
-Extra focus: You can spend extra foci to throw extra enemies (1 focus by enemy).
You can also spend extra foci to throw them harder (+5 to projected distance by focus). A target will take 1 extra point of damage for each extra 10 yards of projection distance.  

Telekinetic manipulation (can be maintained)
-Effect: you can use your INT as your STR score to manipulate a object.
-Extra focus: +1 object / +1 yards by focus / +1 “STR” by focus.
Note: if you affect multiple objects, you need to split your "STR" between them.

Deflect attacks (you can activate this power with a other one)
-Effect: each focus give +2 AC vs one attack. You can distribute your focuses between different attacks. You can protect other characters.

Blades Barrier (can be maintained)
-Effect: this power require 2 foci and at least 2 blades. Any enemy that attack you in melee must make a saving throw to avoid taking d6 of damage. The enemy get a negative modifier to hit equal to the damage taken (for this attack).
-Extra focus: each 2 extra focus give a -1 to the enemy saving throws and require 2 extra blades.
Notes: a barrier of daggers do d4 damage.

Levitate (can be maintained)
-Effect: each focus spend let you levitate 2 yards away from the ground (or a ledge) at the speed of 2 yards by round.