Tuesday, April 28, 2020

Dungeon Gatherers

These wise and old women know how to gather all kind of stuff from dungeons. When they settle near a dungeon, this is usually good news as they will tame the dungeon until they move to the next one.

They know the old language of all things and their favorite songs. These secrets let them navigate the dungeons, haggle with any of it denizen and negotiate with it traps. "Oh poor rusted lock, don't spit your needle, I will sing you the song that make you shiny again."

They never take gold or treasures from dungeon but they sometimes move it around or hide better to please the dungeon denizens. They collect instead all kind of useful and quirky objects that they will later trade with villagers.

They travel around in colorful caravans, they visit villages built near dungeons, asking questions about the dungeon and often receive gifts from villagers. They set up their camp near a dungeon and discuss with it main entrance and with nearby creatures to better know the dungeon history and it personality. "This is one is a sad and grumpy dungeon." They will befriend and harvest the dungeon for a whole season before moving on to the next one.

The Gatherers only fear bandits and other brutish humans but it is ill advised to menace or trouble them as they are in good relations with all sort of creatures and their caravans are often guarded by pet mimics.  

When they visit a village, the Dungeon Gatherers will accept any outcast women, cis or trans who want to join their caravan to become a apprentice. Sometime outcast men also join their caravan but they are rarely initiated.

XP as magic user
HD: d6
To hit: as magic user
Weapons: staff or walking stick only
Armors: none
Saves: as magic user


The Old Tongue
This language let you speak with items, animal and monsters. When you speak with something it remember the language and forget it afterward. The only beings it have no effect on are humans. This let the dungeon gatherers speak and make reaction tests with nearly anything, including doors, traps, items, etc. 

The Ancient Etiquette
Learning the Ancient Etiquette take years of apprenticeship. It teach you how to properly address all things and grant a point bonus to reaction tests at level 3 and 7. It also let you test your Intelligence score to anticipate what a item or monster would require as a service to help you. 

The Songs of Mending 
These old songs let you mend things. To figure the proper words to sing you have to make a wisdom test. Some older and stubborn things are harder to mend and inflict a penalty. You can only use these song on something that is well disposed toward you.  

When things go badly you can strike the ground with your staff and everyone will stop fighting or arguing to listen to you. You can call upon this power once a day and once a night. Gatherers refer to these as the Midday Strike and the Midnight Strike. 

You deal a hard bargain, especially when you trade with villagers and you roll with advantage when you make bargain related tests. You never bargain anything for gold or coins. 

Everything is of value
The whimsical things you gather in the dungeon award you experience points if your game system award XP for gold. Gold belong to the dungeon and should not be looted. Looted dungeons are angry and harder to discuss with. 

Mimic's affection
Wild mimics seem to be found of the Gatherers and on a good reaction they will follow them around for a day. After that they will get lazy and sleep. Mimics that venture out of their dungeon sometime join the caravan as a pet. 

A other take on the mimics companionship from the comments: "people would be absolutely frightened to know how many mundane objects they use almost on a daily basis are actually "inert" mimics. dungeon gatherers know how to gently sing them awake. once per day (or something like that) dg can awaken a mimic from its inert state. there must be suitable object nearby for this to work. awakened mimic will be grateful and will serve the dg that sung it into awareness for a day before wandering off to do mimicy things."

Monday, April 27, 2020

Children of the Unknown

This is inspired by Searchers of the Unknown and Monsterparts.

You play a group of people who are growing up in a isolated small town.
Two generations ago a mythos entity contacted the town.
Your grand-parents knew about it, some experienced it directly.
Your parents avoid talking about it.
You know that something is strange, that something is not right here...
The influence of the mythos still linger in your town.

You are a teenager or maybe a young adult.
  • You have 1d6 hp (health points) and 1d6 sp (stability points) 
  • You have a AC of 9 and a MV of 12
  • You have no weapons
If you need to make a physical, social or mental test you need to roll above 12 with a d20. If this is something you have some experience or aptitude for, add your Level to the roll. If you receive help, receive +1 by person helping.

You start with 1d6 creep points that represent how much your town is creeping you.
  • If your creep points are over your HP you have a penalty of 4 to any physical tests.  
  • If your creep points are over your SP you have a penalty of 4 to any mental or social test.
When the GM describe something creepy (or not) you can award them 1 to 6 of your creep points.
If the GM described something creepy and you did not award them creep points they can award you 1 to 3 creep points.

If you have too many creep points you can tell what you have seen to a other PC and give them one of your creep points. You can also confide yourself to a NPC and give them creep points but this can  make them more creepy or put them in danger.

The GM record who or what receive creep points.

When you are interacting with something that received creep points, roll a d6, on a result of 1 they receive a extra creep point and the GM must spend one or more creep points to trigger a creepy event or to spawn creatures. The GM can also decide to spend creep points when they desire.
  • 1 creep point trigger a event that inflict a Damage or Shock Die. 
  • 2 creep points spawn a creature of 1 Hit Dice or Shock Dice (1die per 2 creep points spent). 
  • Events affect all the group and grant a saving throw against them.
  • Events happen once but creatures stay around. 
  • Creatures must hit your character to inflict their damages.
  • Creatures inflict 1d6 of HP or SP damage, they can do a extra attack for every 2HD they have.  
  • HD creatures are only affected by physical damages and SD creatures are only affected by rituals. 
  • Spawning a horde: if near a mythos lair, site or divined time, the GM can spawn a extra creature for 1 additional point per creatures. 

The group collectively gain XP by making contact with the mythos:
  • Sighting a event or creature: 100xp per HD or SD
  • Investigating something creepy: 50xp per creep points. 
  • Studying something left by a event or creature: 100xp 
  • Surviving a direct interaction: 100xp per Damage or Shock point received. 
  • Learning a ritual from something creepy: 100 xp per creep points. 
The rewards are by encounters.

Gaining levels
  • The group collectively gain XP
  • It take 2000 XP to gain a level. 
  • When the group level up each character gain 1d6 to share between HP & SP and 1d6 of Creep points.
  • Level represent how deep the group is venturing into the mythos, as if they were venturing deeper into a dungeon.
  • Each session the GM receive creep points pool equal to the group level. The GM can spend those points on any NPCs, items or locations.
  • You receive 1 pt of corruption each time you reach 0 hp or 0 sp.
  • Each time your corruption go above your max hp you receive a physical corruption.
  • Each time your corruption go above you max sp you receive a mental corruption.
  • Physical corruptions are mutation and mental corruption are delusions.
  • Instead of gaining a point of corruption you can choose to remove your character from the game to heal a other PC by a number of HP or SP equal to the group level. 

Regaining HP and SP
  • Characters regain one HP and SP each morning.
  • Character can also create emotional ties with NPCs to regain points.  

Emotional ties:
  • If a character roleplay or narrate a positive scene with a NPC, award this NPC 1d3 points of emotional ties. 
  • Any character can later visit these NPCs to spend these points to refresh HP or SP. 
  • If you have a fight with a NPC, reduce their emotional ties points by the group level. 
  • If a NPC with emotional ties points die or go insane, the group receive these points as shock damage. Go around the table and ask each player how many points of Shock their character takes (they must take at least 1 point), repeat this until all the points are distributed.
  • Ritual can be learned from something or someone that have creepy points. 
  • Learning a ritual inflict a point of corruption. 
  • Each ritual affect only a specific creature.
  • Rituals take d6 round to casts inflict 1d6 SD. Characters you participate to the riual can also convert spend the SP to generate additional damages (one for one). 
  • The GM can also design rituals that have specific functions like travelling to a other plane, bringing someone back to live, etc. The effect of these rituals must be super specific. Casting these ritual inflict 1d6 SD to the participants (they can distribute the SD among the group).
  • To gain XP the characters need to award creepy points to things that the GM introduce or describe. By doing so they communicate what interest them. 
  • If the group spent all their creepy points they will receive new ones when the GM describe something obviously creepy. 
  • NPCs who receive creepy points are not necessary corrupted, this may just mean that they are more in danger of being exposed to a mythos event. 
  • The characters are fragile but getting to zero HP or SP don't remove them from the game, except if the player decide it. 
  • The game require some bookeeping from the GM to record what or who received creep points and the emotional ties points of NPCs. 
  • This is all experimental and I have not playtested anything here (but I would love to).  

Saturday, April 25, 2020

Hen character class

This hen started her career as a walking ration for a level 0 funnel character, her owner was exposed to some magical energies and did not survive the funnel but the hen did and she leveled up at the end!

HD: d6
To hit: as fighter
Saves: as fighter
XP: as fighter
Weapons: beak helmets and talons attachments.
Armor: any except shields


Growing larger
As the hen level up and gain more HD she grow larger.
LV 1: beak and talons damage do 1 dmg (chicken size)
LV 3: beak and talons damage step to 1d4 (large dog size)
LV 5: beak and talons damage step to 1d6 (ostrich size)
LV 7: beak and talons damage step to 1d8 (chocobo size)
LV 9: beak and talons damage step to 1d10 (terror bird size)
Beak helmet or talons attachments step up the damage die by one size.

Limited flight 
The hen can use her limited flight and talons to easily climb on nearly anything by making a DEX test at +2.  

While wearing non metal armor the hen can float on water like a duck. 

Lay magical eggs
Once per session the hen can lay a egg that have the effect of a random magical potion. To lay the egg the hen must rest while her hp are full. The magical properties of the egg only work if the hen gift the egg to someone.

Friday, April 24, 2020

Adventure Planet Generator

A while ago after reading Jack Vance's Planet of Adventure (Le Cycle de Tschaï) I tried to write a setting generator inspired by it. While procrastinating I found back that old post and I completed the generator on Perchance.

The basic premise is that a human generation ship crashed on a earth like planet situated at the frontier of different alien civilizations. Each alien civilization built a colony on the planet and decided to uplift the surviving human population. Some humans continued to survive in the wild.

Centuries later a second human ship arrive in orbit to check on the lost human colony but one of the alien factions shot the ship down and only a few survivors make it to the planet surface.

The PC can be these survivors or they can be wild humans trying to survive in the shadow of the alien colonies.

In Vance's series each book is about one of the different alien colonies and their relation with the local human populations. The alien colonies have advanced technologies but they are also vulnerable as they are all far away from their home civilizations. The aliens should probably be non playable but the GM should create a few individual alien NPCs who have views or values different from those of their colony.

Colonialism would be the principal theme of this kind of campaign and it should be discussed with the group, probably using lines and veils.

The Adventure Planet generator create five alien colonies. their uplifted humans servitors and the local wild human populations. It also generate relationships between these colonies.

I guess that the generator could be also used for a campaign inspired by the SF comics Prophet.

I would recommend using Macchiato Monsters or a Sword & Planet RPG to run this kind of campaign.
(Some character sheets I drew for a old session of MM inspired by Prophet)

The Adventure Planet generator: https://perchance.org/adventureplanet 

Some covers of the excellent french comic book adaptation of Planet of Adventure:

Tomb of the Seamstress

Tomb of the seamstress
This is a small dungeon designed to be included in a sandbox. There is a good chance that a group won’t be able to pass the first door without some history between two characters. Maybe the players will get the hint and will come back later when a bond have grow between two of them (or players being players, they will kidnap two lovers and force them to open the doors...).

  • The dungeon is a interesting challenge for characters from level 1 to 3.
  • The dungeon use gold pieces as standard.
  • The monsters stats are for B/X.
  • I created the dungeon by drawing six tarot cards.
  • The back story is maybe too complex for such a small dungeon but is optional.

Rumors (d10)
  1. The seamstress was a noble woman blessed by the gods. (false)
  2. The seamstress was buried with her entire family and their treasures. (partially true)
  3. The seamstress was married to a powerful but mad sorcerer. (partially true)
  4. The seamstress became rich after selling her soul to the devil. (partially true)
  5. The seamstress was a witch, breeding with the dark beasts of the forest. (false)
  6. The village of the seamstress was cursed by the forest. (true)
  7. This forest was once a sacred place protected by a great beast. (true)
  8. The seamstress husband was a wealthy alchemist who could turn people into statues. (true)
  9. The seamstress weaved clothes made of pure silver and gold. (partially true)
  10. The seamstress most prized treasure was a magical golden fleece. (partially true)

Wilderness encounters (d6)
Those random encounters happen in the area surrounding the tomb.
  1. A eroded statue representing someone turning into a beast. (is in fact a petrified person).
  2. A broken and very old mannequin.
  3. Different animals spying from a distance.
  4. A mangled animal or human corpse (a recent kill).
  5. Moving threes. The group’s trail have vanished: if backtracking they need to make a test to avoid being lost.  
  6. Lurking beastmen (1d6). They are menacing, but they keep their distances.
  • Shy Beastmen: AL N or C, MV 90’ (30’), AC 7, HD 2, #AT 1 (bite or claws), DM 1d6, SV F2, ML 7, XP 47. 

The Tomb
  • The tomb is very ancient.
  • The tomb is build into a hill. Stone stairs lead to the tomb entry.
  • The stones outside the tomb are decorated with eroded engraving representing muses weaving and sewing clothes. Hard to notice animals and nature motifs also decorate the stones.  
  • The mosaics in the tomb don't present the events in a chronological order.
  • You can place two mosaics by walls and on the ceiling or on the floor. (Each room provide a list of mosaics).
  • All the mosaics in the tomb can be looted of their lapis-lazuli and other semi-precious tiles: 2d10 gp worth of tiles can be extracted from a mosaic after 1d6 turns of work.

Tomb encounters (d6) (test every 3 turns)
  1. A giant bug crawl by.
  2. A strange noise or a whisper come from a previously visited room.
  3. A torch is consumed or a ration is missing.
  4. A mannequin or a mosaic seem to move.
  5. D6 curious but still shy beastmen venture into the antechamber, noise will attract them.
  6. A Will-o'-the-wisp like flame float above a item. If touched it drain 1d4 hp and vanish away (a saving throw prevent these damages). If left alone it vanish after d6 turns.

1) Antechamber
  • The main doors have been forced open a long time ago.
  • The double stone doors on the north wall are decorated with the figures of two lovers holding each other hands.  
  • The stone doors are enchanted and can’t be forced open.
  • The stone doors will only open if two people loving each other stand before them while holding their hands. (Ask each player separately if their character truly love the other one).
  • The mosaics of the antechamber have already been looted.
  • The two mannequins of the room tried to pursues looters but lost their enchantments when they ventured too far away from the tomb. These are the mannequins from the forest encounters. If brought back inside the tomb they will reactivate in d6 turns.

The antechamber mosaics are damaged, but they are still readable with a INT test, on a fail test give skip some words or be less specific when giving the descriptions.
The mosaics represents:
  1. A girl (the seamstress) is lost in the woods.
  2. The girl meet a great beast suffering from horrible wounds.
  3. The girl heal the great beast. (The Beast is a mix of multiple animals).
  4. The girl and the great beast live together.
  5. The girl is sad and the Beast is moved by her sadness.
  6. Standing upright like a man, the Beast give a gift to the girl (a green box).
  7. The girl go back to her poor father and start sewing with a green needle.
  8. The girl make wonderful clothes and become admired by many people.

The corridors
  • Are all decorated with animals figures hidden behind nature motifs.
  • Each corridor have two alcoves occupied by mannequins.
  • The mannequins are dressed in beautiful and elegant but antique clothes.
  • Each unbroken mannequin is worth 10gp.
  • Each complete set of clothes is worth 2d6 x 10 gp.
  • Each set of clothes have a minor enchantment weaved into them (see the clothing enchantments section).
  • All the mannequins will animate if somebody loot or desecrate the tomb of the seamstress (area #6). Two mannequins will animate each round.
  • The two mannequins of a corridor will animate if somebody try to break one of them.
  • A mannequin may animate if someone bring it in the antechamber (but usually they wait and silently return to their alcove).  
  • The mannequins don’t animate if somebody loot them of their clothes (without breaking them).
  • The mannequins can leave the tomb to pursue looters, but they will shut down after 1d6 turns.   

The mannequins (as wood golems)
  • AL N, MV 120 (40), AC 7, HD 2+2, #AT 1 (fist), DG 1d8, SV F1, ML 12, XP 60
The mannequins won’t attack someone wearing only the clothes made by the seamstress. (They will attack anyone who wear a single piece of garment not made by the seamstress, including armors but not shields)

2) The children tomb
  • The north double doors are decorated with angels watching over children dancing around a well.
  • The north double doors are enchanted and can’t be forced open.
  • The west corridor is hidden behind a drapery representing a family of poor people sewing clothes.
  • The east corridor is hidden behind a drapery representing a healthy couple working together (the woman is sewing and the man is practicing alchemy).  
  • In the center of the room: three small stone caskets are disposed around a ornamental basin.
  • The basin is full of holy water that don’t evaporate and is decorated with cherubs.
  • Each caskets contains the petrified figure of a children (two boys and one girl) holding a tiny funeral boat containing a miniature representing the children. 
  • The boys heads point toward the basin, the girl feet also point toward it.
  • The north double doors only open if the three funerals boats are put in the basin and are aligned like the petrified children.
  • The children corpses were petrified to preserve them. Turning flesh to stone will not bring them back to live.

The children tomb mosaics represents:
  1. The seamstress and her husband (the alchemist) have three children, two boys and one girl.
  2. The seamstress and her family are happy.
  3. One boy is reading books, the other is sewing clothes and the girl talk with animals.
  4. The three children play in a wonderful forest. Playful animals accompany them.
  5. The three children flee in a dark forest.
  6. Animals are scared of what is pursuing them.
  7. Villagers find the three children mutilated in the forest.
  8. The seamstress and her husband mourn their children. The seamstress seem to be deeply distressed.

3) West Annex
  • The air in the room feel cold.
  • The room contain a old family chest, a damaged mannequin and a dressing mirror.
  • The chest contain the personal items and the sewing tools of a poor family.
  • The mirror is made of silver and stained glass (worth 100 gp).  
  • Five silver coins and a bunch of old rags are scattered in front of the mirror.
  • If someone look into the mirror, it emit a shimmering light.
  • The shimmering light wither the clothes of anyone looking into the mirror. (including armors). Only a bunch of rags will remain. (Saving throw to step back away from the light)
  • If somebody deposed 5 silver coins before looking into the mirror, they see a vision of hardship from their pass (while their clothes crumble). The vision give them courage and they can hold it to reroll a die with advantage during a future moment of hardship.
  • Those who don’t offer any silver coins receive a vision of future hardships. The vision is one of despair. During a moment of despair, they must reroll one successful die roll. If they still manage to succeed, award them extra xp.
  • The seamstress's clothes are immune to the effect of the mirror.
  • The mirror lose it enchantment when taken away from the tomb.

The West annex mosaics represents:
  1. The elders of a family worship friendly but dark spirits of nature. (the elders are the great grand parents of the seamstress)
  2. War ravage the land and the family is killed by looters.
  3. The surviving father runaway with his son. (the grand father and the father of the seamstress)
  4. His son become a tailor and marry a woman. (the mother of the seamstress)
  5. The couple have three children.
  6. They live in deep poverty.
  7. The grand father, the mother and two of the children die.
  8. A girl (the seamstress) is sent on the road by her poor father.

4) East Annex
  • The room is full of well crafted cloth making tools and materials.
  • A mannequin wearing a unfinished dress stand near a dressing desk.
  • If finished, the dress will have 2 extra enchantments. The materials and the tools necessary to finish the dress are present in the room. Someone with the right skill and inspiration can finish the dress in 2d4 hours of work. (Hours turn into turns if using the magic sewing needles from the mirror world).
  • A potion of turn flesh to stone (2 doses) and a potion of turn stone to flesh (2 doses). These potions must be drank and their effects take 1d6 rounds to happen (2d6 rounds if throw at something). A saving throw prevent the pretrification. The bottles are well crafted and are worth 6 gp each.
  • A alchemy book about mirrors and guardian spirits can be found in one of the dressing desk drawers. The book contain some clues about the mirrors in both annexes. A page mention that enchanted silver is needed to create the mirrors. A passage mention that to be worthy of the four guardian spirits, the summoner must stand naked before them. A other passage mention that the spirits are appeased by beauty and that they like to listen to human speech.
  • The mirror frame is made of ancient oak and is encrusted with winged animals motifs made of silver. (1d4 x10 gp worth of silver can be scavenged after 1d6 turns of work).
  • If someone look into the mirror, instead of his or her reflection, he or she will see a naked female mannequin with two sewing needles pinned in her hands. From time to time a winged beast can be seen lurking in the background.
  • Someone who stand naked in front of the mirror can step through it to enter into the mirror world.
  • In the mirror world, four guardian spirits protect the female mannequin: a winged calf, a winged lion, a eagle with a angelic face and a winged genderless kid with eagle hands and feet. They seem more curious than threatening (except if someone approach the magic needles).
  • A reaction test must be made to take the magic needles. The guardians will only let someone take the needles on a good reaction result and they will only attack on a bad result (as a 4HD monster with 4 attacks that doe 1d6 damage each).
  • Positive modifiers for the reaction test: singing or friendly chat with the spirits, being in love, being a artist or craftman, someone in the group say (or said) that the character is beautiful.
  • Negative modifiers for the reaction test: lying, being rude, being a murderer, holding a weapon, joking about someone appearance.
  • On very good or bad result (under 2 or above 12), the spirits will follow the reflection of the character from mirrors to mirrors. If the reaction was very good they will help in a moment of distress but if the reaction was very bad they will haunt the character in hope of devouring his or her reflection (this can’t be good).   
  • The magic needles are made of a magical green metal and are masterfully crafted. They grant or boost sewing skills. Someone with a natural masterful skill (who studied with a master craftman or who have a high dexterity) can use them to create marvelous and enchanted clothes (with the right materials). The needles are also the key to the room #6.

The East annex mosaics represent:
  1. The seamstress meet a young alchemist.
  2. The young man use his alchemy skills to create wonderful textiles.
  3. The young man give his fabrics to the girl and she start making clothes with them (using the green needles).
  4. Dogs, cats, birds and other animals watch over them.
  5. The girl make wonderful clothes, many nobles buy them.
  6. The alchemist work hard to make even more wonderful fabrics.
  7. The alchemist is poisoned by alchemical toxic fumes and fell sick.
  8. The seamstress cry at his bed.

5) Alchemist tomb
  • The north double doors are decorated with a painted bas relief representing the grieving alchemist holding the body of the seamstress in his arms. There is a small hole in both of the seamstress’s hands.
  • In the center of the room there is a large bassin of holy water (on the ground level).
  • A coffin sized funeral boat float in the bassin.  
  • The funeral boat contain no corpse, it contain only the clothes of the alchemist.
  • The alchemist clothes grant a bonus to make reaction tests with merchants and to craft potions or magical items (or to a alchemy skill). But they are also cursed, if someone wear them before the door to room #6 is open, they will transform into a cloaker like creature (a wrestling test and a saving throw are needed to remove them).  Were-Cloaker: AL C, MV 180 (60), AC 7, HD as character, #AT 1 (bite), DG 2d4, SV as character, ML 9
  • To open the door leading to room #6, the magical green needles from room #5 must be inserted in the hands of the seamstress. (They can be removed afterward but only when the doors are closed).  

The alchemist tomb mosaics represents:
  1. The alchemist and the seamstress work together and fall in love, animals spy on the alchemist and the seamstress.
  2. The alchemist and the seamstress marry, the ceremony is outside, the Beast watch in the background.
  3. The alchemist is sick in bed.
  4. The alchemist is cured by the seamstress who use a magical balm.
  5. The alchemist follow his children in the forest.
  6. The alchemist see the Beast menacing the seamstress and her children.
  7. In his workshop, the alchemist create a enchanted silver spear.
  8. The alchemist hire adventurers and give them the spear.
  9. The adventurers kill the Beast with the silver spear.
  10. The alchemist offer the fleece of the Beast to a crying seamstress.

6) Seamstress tomb
  • A simple dress made of a magnificent fabric lie like a veil on the statue of a woman painfully turning into a werewolf. (The dress is worth 90 gp to a average merchant and 2000 gp to someone who can evaluate it unique fabric).
  • The statue is in fact the petrified body of the seamstress.
  • The dress is made from the fleece of the guardian Beast.
  • If wearing nothing else, the dress grant a STR of 19 to wrestle aggressive beings into submission. Once a being is wrestled down make a reaction test, the dress grant a bonus of 2 to this test. The dress loose it power if it wearer lose control of it emotions (anger, fear, grief, etc). When this happen it wearer must make a saving throw to avoid turning into a werewolf. The dress offer the protection of a leather armor.
  • Removing the seamstress’s dress from the room #6 animate two mannequin by rounds. (Don’t forget the mannequins in the annexes)
  • If turn stone to flesh is cast on the petrified seamstress she complete her transformation into a savage werewolf.
  • Werewolf Seamstress: AL C, MV 180’ (60’), AC 5, HD 4, #AT 1 (bite), DM 2d4, SV F4, ML 8, XP 190. Her bite is contagious and will turn on a failed saving throw it victims into a random were creature of the forest in d6 nights. (Were (d6): 1 Wolf, 2 Boar, 3 Bear, 4 Deer, 5 Badger, 6 Weasel) 

The seamstress mosaics represents:
  1. The seamstress go in the forest to implore the Beast.
  2. The Beast hold the seamstress in his arms and give her a healing balm.
  3. The seamstress use the balm to heal the alchemist.
  4. The seamstress go back in the forest to speak with the Beast.
  5. The Beast ask the seamstress to live with him, the seamstress is sad and reject the beast.
  6. The Beast is angry and the seamstress flee away.
  7. The seamstress is alone and sad, her husband give her the fleece of the slain beast.
  8. The seamstress cry and weave the fleece of the Beast.
  9. The seamstress is mad with sadness. Her shadow look like a beast.
  10. The children flee the house.
  11. The seamstress is naked in the forest, covered in blood.
  12. The seamstress drink a potion in the laboratory of the alchemist.

Clothing enchantments

Roll a d6 to determine for who the set was made (clothes were more gendered in that period).
  1. a child (gender neutral and halfling sized)
  2. a young man
  3. a young woman
  4. a older man
  5. a older woman
  6. a gender queer noble
A enchanted set of clothing grant:
  • +1 to saving throws.
  • +1 to CHA, as a side effect this enchantment make it easier to pass for the gender the clothing were crafted for.
  • a bonus points to reaction tests made when dealing with NPCs whit a specific trait and the ability to detect this trait in someone.
Roll on your favorite NPCs traits table to determine the trait.
Personality traits make better enchantment, but you can also use physical traits.

Some random personality traits tables:
If a set of clothes affect multiple traits, the bonuses are cumulative on a NPCs who have all of those traits.