Showing posts with label underdark. Show all posts
Showing posts with label underdark. Show all posts

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.




Monday, April 28, 2014

Incomplete notes for a light sources dungeon

Some old notes about making a dungeon focusing on light sources and biolumincescent creatures.
(This was before I knew about Patrick Stuart's underdark project)

Possible stats for light sources:
  • After a number of turns you make duration checks to see if your light source extinguish. This way you don't know exactly how many turns your light source will last. Maybe the duration check start at 5 or under on a d6 and lower by a point each turn (or each time you fail). The quality of the light source may influence the type of die you roll or the starting chance of duration. 
  • Light sources have saving throws to resist being extinguished. 
  • Light sources flicker during combat and light a random radius. 

What can diminish or extinguish your light sources?
  • Wind
  • Water/humidity
  • Dust
  • Gas
  • Melee hits
  • Dropping your light source (or falling with it)
  • Magic and supernatural effects.

Light effects:
  • The referee show the monsters numbers and hit points and can mention their stats.

Effect of light on monsters.
  • Attract or repulse them.
  • Influence their behaviors. 
  • Boost, weaken or debuff them.
  • Hurt or heal them. 
  • Activate or deactivate their special abilities. 
  • Mutate and transform them. 

Darkness effects: 
  • The referee hide his or her dice rolls and the monsters hit points and stats (and everything that you can hide). 
  • Players can't consult their map, books, etc. 
  • Augment the chances of fumble and remove the chances of critical hits. 
  • Lower the henchmen morale. 
  • If the group have completely lost their light sources: roll on a lost in darkness table. 
Flora and Fauna:
  • Light plants attract type A predators but repulse type B predators.
  • Light plants provide light for lightless plants & creatures. Become ecosystem.
  • Mobile light fruits.
  • Dark plants close when exposed to light. 
  • Fishing monsters or plants that grab light sources with roots or tendrils. 
  • Light and dark spores that react to light sources.
  • On/off bioluminescent creature. 
  • Taggers that spit bioluminescent goo. 
  • Creature that glow more as it is damaged. 
  • Creatures that split or grow when exposed to light.
  • Bioluminescent creatures that are super friendly in the dark but who turn frenzy or evil when exposed to light. 
  • Creatures that blink (like a blink dog) when exposed to light. 
  • Creature that travel/jump through light sources. And that can end up in your eyes. 
  • Magic lights that lay their eggs within artificial sources of light.
  • Light vampires that feed by draining light.
  • Glow worm wizards.