Friday, November 9, 2018

Piercer King

Oh Piercer King! Cold and dark. Always patient, all seeing. 300 years waiting in the underdark‘s highest dreams. 300 years amassing your mass, one long fall to dethrone the dark lich and feed on her black heart. Bestower of the divine trĂ©panation, infuser of gravity, may your grace fall on me and make me your knight. Fasting under you, my stone blade on my tights, I wait.

A sharp stone needle fall from his crown, embedding itself into the skull of of the supplicant knight.



Friday, November 2, 2018

Mutate your Mutation Table!

Roll on this table each time you roll on your mutation table. For a more stable mutation table, roll on this table only when rolling a 1 on a d6 when you roll on your mutation table.

These results permanently modify your mutation table, I suggest to print your table to be able to write on it to make modifications.

("Entry" refer to the entry that was rolled on the mutation table.)

Mutations table’s Mutations (d20)
  1. The mutation become more common, the entry duplicate itself and replace a other random entry on your mutations table. 
  2. The entry merge with the previous or following entry, become a single entry, cumulating the effect of both entries. 
  3. Write a d3 variant effects subtable for the entry. Add a entry to the subtable if you reroll this result for the same entry. 
  4. The entry grow and evolve, augment it effect by one step. If something give a +1 it now give +2, etc… Cosmetic effects become more extreme, apparent and harder to hide. 
  5. The entry become more specialized. It effect become more detailed and precise, write down a extra detail into the entry. 
  6. The entry become purely cosmetic, entries that are already cosmetic become fashionable and grant a minor bonus to reaction rolls. People start wearing clothings that evoke the mutation effect. 
  7. The mutation mutation switch some details, traits or effects with a other random mutation.
  8. The effect become deadly, after each day the mutant must pass a saving throw or die. If the saving throw is successful, the mutation stabilize and the mutant gain a saving throw bonus. Mutations that are already deadly prevent the mutant from dying from their mutation and turn them into a undead. 
  9. The entry shrivel and disappear from the random table, attribute it’s table number to the previous or following entry. The mutant is the last to ever receive this mutation. If it was a PC grant them some XP and a reputation, if it was a creature grant them a additional HD. 
  10. The entry become a magic-user spell and escape into the nearest spell book or scroll. It become a level d4 spell, duration effect depend of the spell level (Level +d6 rounds, turns, hours, days). Each time the spell is cast, it have a chance on a d20 of being a permanent effect and also affecting the spell caster. The GM can now add this spell to NPCs spell books. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  11. The entry become a unique monster afflicted with a extreme version of the mutation. This monster have d6+3 HD. It’s attacks are infectious and inflict the mutation on a failed save. Add the monster lair on your map and infect d6 neighboring creatures and NPCs. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  12. The entry become a specie of creatures. These creatures have 1HD and are afflicted with the mutation. They reproduce quickly. Add them to your random encounter table. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  13. The entry become a magical item that inflict the mutation’s effect. Roll a random magic item to determine it nature. The magical item afflict the mutation when it apply it magical effect. If a non consumable magic item was rolled, the item is unique. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  14. The entry become a minor divinity. Each time this entry is rolled it grant itself as a first level cleric spell to the nearest cleric (duration: LV+d6 turns, range: touch). Place a cult in the nearest village or monster lair and add clerics of this mutation to your random encounter table. If you reroll this result for the same entry, the mutation divinity grow in power and influence. 
  15. The entry become sentient and link together all creatures afflicted with the same mutation into a hivemind. It have it own chaotic agenda and will discuss with it afflicted creatures like a intelligent weapon, sometime influencing them through mental suggestions (once after each rest, saving throw to resist). If you reroll this result for the same entry, the mutation grow in power and it’s suggestions are harder to resist. 
  16. The entry become a contagious disease, afflicted creatures spread the mutation with their bodily fluids (save to avoid being infected). If the entry is already contagious, the virus become airborne. Infected creatures roll a saving throw every d6 days to see if they are cured. Each time the mutation is rolled, it trigger a new wave of contagion in the local area, random NPCs have a chance on a d10 of being afflicted. If the same result is rolled for this entry, it become harder to save against the disease. 
  17. This entry now trigger a additional random mutation d20 hours later. If you reroll this effect for this entry, it trigger one more mutation. This may lead to a chain of mutations. 
  18. This entry now also regenerate the mutant: regrowing lost limbs, removing diseases, rerolling it maximum and current HP. The mutant also feel good about their new mutation, as if they feel beautiful and healthy. If the same result is rerolled for this entry, the regeneration grant a die reroll when rerolling the maximum HP. Mutant afflicted by this mutation are now considered “holy” by other mutants. 
  19. The entry apply it mutation and trigger a burst of mutation d20 hours later, inflicting a random mutation to anyone in a close area around the mutant. If the same result is rerolled for this entry, step up the area of effect. 
  20. This entry become less potent, granting a saving throw. People who pass the saving throw are cured of it effect after d6 days. A mutation vaccine can be created with their blood. Receiving the vaccine inflict the mutation, after d6 days make a saving throw to remove this mutation and a other mutation every d6 days. People who received the vaccine gain advantage or a bonus to resist new mutations. If you reroll this result for this entry, grant a bonus or advantage to the vaccine saving throw. Mutants must make a saving throw to avoid the temptation of eating people who received the vaccine, eating them grant the vaccine to the mutant. 

PDF version



I used my last blog post to mutate Arnold’s mutation table.
I rolled 10 mutations, the effect on the setting is interesting.
Weird Legs become a latent mutation. People learn to fear this mutation.
  • Hawk head gain a subtable (d3: 1 can only squeak, 2 fire eyes, 3 twin hawk heads) 
  • Useless Arm become a minor divinity, granting itself as a spell. The cult of the Useless Arm spread around.
  • Fungal become Spider diet and Spider Legs become Fungal Centaur. 
  • Scaly become deadly, potentially killing it victim after a day.
  • Amphibious shrivel away from the mutation table. Hurag become Hurag the Amphibious, the last mutant of his kind.
  • Stretchable Limbs become a minor divinity, granting itself as a spell. It's followers oppose the cult of the Useless Arm.
  • No Face become a contagious disease! The disease spread from villages to villages! 
  • Serpentine Amputation gain a subtable (d3: 1 lose legs, 2 lose arms, 3 lose all members) 
  • The Sun become Biting Aura and Hammer Head become Sun Head.

I mutated Scrap Princess’ table too.
  • A snake lives in your brain gain a subtable (it can exit by your d3: 1 left eye, 2 left ear, 3 left hand) Delicate translucent wings grow sublimely underneath your back and forearm skin become purely cosmetic and fashionable. People start wearing robes with translucent wing-sleeves. 
  • Thorns grow from your body trigger a additional mutation. 
  • You have no colour in your skin, eyes, hair or blood shrivel away from the mutation table. Aza the Colorless is the last mutant with this mutation. 
  • Very long tongue, like a metre long become a unique infectious 7HD monster.
  • Hemophiliac become deadly but instead of killing the mutant it turn them into a bleeding undead.
  • You can vomit up a collection of organs become a specie of 1HD creatures that quickly breed and infest the local land.
  • +2 will save and have horrible big pulsing veins on your head become a minor divinity. Granting itself as a spell. It cult spread around.
  • At least half your body is covered in tattoos become deadly and can potentially kill the mutant in one day.
  • Another face is on the back of your head. It shows the opposite expression to you gain a extra detail: the face is also of the opposite sex.

Monday, October 29, 2018

Mole folk of the Undersoil

I posted a drawing of a armored mole princess on G+ and I jammed a bit with Arturs Leitans, Benjamin Baugh, Daniel Lofton and Ray Otus on the mole folks.


The Mole Folk live in the Undersoil, the upper level of the underworld, a breathing underground world, communicating with the surface world and teeming with life. In contrast the Underdark is a cold and dead place, mole folks rarely venture there.

Princess Margery Scroffus Whiskerworm, in her royal family armor, ready to hunt tasty giant bugs or to defend the kingdom’s burrows.
"I can smell em!"



Mole folk wizards are star-nosed moles, they smell and feel the aetheric dirtways, the spiritflows, and the timbre and texture of local reality. Starnose wizard have long drooping nose tendrils, almost down to their feet. Apprentice have little nubby ones, as they have just started growing in, as they gain experience, their sense organs get bigger and their eyes, already small, slowly fade back into their fur.

"I am Ergo the Molenificent, short in stature, tall in power, narrow of vision, and wide of purpose."
"Taste of the fermented worm juice, let it open your nose to the dirt around you. There! Feel the tremor and reach toward it. Open your inner eimer."
"Follow your nose, my apprentice. All dirt is one dirt, all tunnels connect, the darkness arrives before the light, the darkness is already there. Light locks us to a place and time, it defines and limits. You will learn to as all deepseekers do never to trust light. Now, spread out your noise and feel for the way home. It is not far, not really. It is a close as the dark all around us."


A Starnose wizard digging out a spell from the aetheric dirtway:



The principal enemies of the mole folk are invasive rather than predatory, they reproduce so fast that they keep expanding into mole territory. And moles, generally pacifists, have to find clever ways to turn them back. Confusion spells, earthworks, traps, etc.

"Listen, young mole warriors, if you happen upon a cicada burrow do not crack the seal. Our shamans track their cycles and prepare for them. While an early awakening of a cicada swarm is not directly harmful to molefolk, being unprepared for their song disrupts our dirt senses. And the swarm, as always, attracts predators."

Invasive factions

The cold worms have taken over the mind of the kobolds’ clans leaders and the kobolds are becoming more and more aggressive and invasive. The kobolds use war insects, the moles consider these insects as a delicacy but now they are often infected with parasite worms. The kobolds also hire hard boiled troglodytes mercenaries and made dark pacts with the voles, ever the cowardly jealous enemy of moles.

The starnosed wizard can use their aetheric senses to detect the presence of the worms, some suspect that the voles started the worm infestation with a corrupted gift, hoping to use the kobolds against the moles.

The blind Molerat tribes also often invade the mole folk’s territory, always mining and digging new tunnels. Each tribe is protected from the worms by a creepy hive mind totem spirit. They speak with one voice, the same, monotone.



Neutral factions

Tarantulan merchants, carrying their wares on their backs, famous for their bolts of silk cloth dyed by the roots, berries, and insect organs they chew and mix when pulling silk before putting it on their looms. The tarantulans remain neutral, seeking to sell their wares rather than engage in conflicts. They are a gregarious folk though, and always happy to sit and sip anise tea and gossip about what they've learned in their wanderings.

Shovel nose wyrms, thes giant sentient snakes are like dragons. This is always bad news when a female lay her eggs nearby.

The hagmoles... fear their ways. There are voices, wispers from the deeps, the cold dead realm of silence and stone. They promise power, they promise knowledge, secret and forgotten and forbidden. Some moles stray, abandoning the warmth of the homesoil, root and grub, and the company of their fellows. They delve deeply. They grow thin, for little lives in the deep dark that is fit to eat. They grow cold. They hunger. These hagmoles can nor endure the warmth of the high deeps, but creep about below, whispering promises, offering power, favors, secrets.

"Your mole-crew erupts into a huge tunnel that continues into the lower underground, out of the range of your tremorsense. What monstrosity could have made this?"

Guillaume Jentey drew a cute jeweler who carved a gem for Princess Margery Scroffus Whiskerworm.




Wednesday, October 24, 2018

Durin's Bane

My interpretation of the Balrog from LotR.
"Something was coming up behind them. What it was could not be seen: it was like a great shadow, in the middle of which was a dark form, of man-shape maybe, yet greater; and a power and terror seemed to be in it and to go before it."


Thursday, October 18, 2018

Mudwarren Zine!

Surprise! I found back all the files of the Void Beaver dungeon we crafted on G+ a loooong time ago and I assembled everything together.

This was originally a initiative by Karl Stjernberg and Jfur Moonpoison.
Karl drew the cover and the map while Jennifer assembled everything together and edited the text into something gameable. I then contributed more than a dozen illustrations.

Enjoy and beware of the Void!

Free PDF version: https://drive.google.com/file/d/17Xl1rmzgjLzHMBsoCAST5SD0kdahSGRB/view?usp=sharing

Print version (at cost): http://www.lulu.com/shop/evlyn-moreau/mudwarren-alley/paperback/product-23840547.html



Friday, October 12, 2018

Cosmic Crawl Zine

This is a other G+ community project, I drew a cosmic crawl map and people on G+ wrote descriptions for it different locations. I compiled everything and wrote random tables for each entries.

Also since my Patreon reached one if it objective I was able to put more time into the zine and draw additional illustrations! :)

When we filled the map I was really unsure if it would end up giving something gameable or not.
I am looking forward reading your feedbacks about the whole thing as I am very curious of what people will think of it.

Free PDF version:
https://drive.google.com/file/d/1pTD1XBhuDinUHmURtH4QKnz-9dU-7V5i/view?usp=sharing

Print version on LULU (better wait for the free shipping coupon to be active):
http://www.lulu.com/shop/evlyn-moreau/cosmic-crawl/paperback/product-23823323.html

(I also uploaded a printable version of the Doodle Maps on Lulu)