Friday, April 24, 2020

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...).

Notes:
  • 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.

Saturday, April 18, 2020

Throne of Azathoth Campaign

Concept for a Call of Cthulhu campaign (or any other mythos related game system).

The Throne of Azathoth is a damaged Dyson Sphere that encase the space-time anomaly that power it.

The original purpose of the mega structure was to simulate entire universes but over the aeons the Throne has been damaged and Azathoth is now malfunctioning and it simulations are now erratic.

The builder specie was erased from reality during the catastrophe that damaged the Throne.

The servitors of the Outer Gods are called the Flutists because of the flute sounds they produce when the communicate between themselves. The Flutists were engineered by the Builders to maintain the crumbling mega structure and to stabilize it containment field. But over the aeons their bio-engineered programmation degraded, their culture shifted and they ritualized their tasks and contaminated them with occult meanings.

Nyarlathotep is a malfunctioning universal translation program, a AI who can print biomechanical avatar bodies through different points in time and space. Nyarlathotep is trying to make contact with younger races to uplift them to be suitable servitors to fix or replace the Flutists. But it malfunctioning system complicate everything...

Nyarlathotep contacted the "witch" Keziah Mason, a bright and curious woman, and transported her into the Throne of Azathoth. It asked her to log her name and to provide a DNA sample to grant her a personal access code. That "secret name" gave her access to many of the mega structure's systems.

The players play a secret coven of bright women mentored by Keziah Mason to study the megastructure. They learned some hyper science but the mega structure's secrets are still beyond their understanding. 

Nyarlathotep is a helpful but enigmatic ally, often malfunctioning in dangerous ways. 

Keziah Mason have been missing since her last expedition into the megastructure. Two versions of her have been sighted, a caring but amnesic version and a dangerous insane version. What have happened to her? What is she trying to do?

The group must guard the Throne of Azathoth from all sorts of anomalies while preventing these anomalies from bleeding into our reality. To do so they must explore the Throne and try to understand it many secrets. 

Thursday, April 16, 2020

Space Scavengers

Last week I was reading back some old notes for a Rogue Trader campaign about squads of misfit space scavengers who delve into spacehulks.

I thought of running a Play by Post campaign on Discord but after a running a playtest combat I had to admit that Rogue Trader is too laborious to play by text.

Anyway, here are the tables I automated, maybe someone can find useful or inspiring.

LOST WORLD generator
I wanted to generate a world cut off from the Imperium so that we could get more creative with our setting.
https://perchance.org/lostworld

SCAVENGER SPACESHIP generator
The group would had started with a randomly generated spaceship
https://perchance.org/scavengers-spaceship

SPACE SCAVENGERS generator
Each player would have played a squad of 3 space scavengers.
https://perchance.org/spacescavenger


Friday, April 10, 2020

Pomeranian Character Class


Pomeranian Character Class
XP as rogues
HD: d4
To hit: as fighters
Weapons: any (d4 dmg for one handed wp, d6 for two handed wp)
Armors: any
Saves: as halflings

  • Small but vicious: +1 to hit and dmg and AC against larger creatures (human sized or larger).  
  • Territorial: barking loudly at the start of a encounter force a foe to make a ML test. On a fail the foe back away and lose the initiative. 
  • Alert: Sense trouble on 1-4 on a d6. They must bark loudly for d6 rounds on a pass.  
  • Enthusiastic: when failing a attribute test they become over exited and reroll, on a fail they cause some extra trouble in their excitement. 
  • Fluffy: they get a bonus point to reaction tests when they don't bark. 
  • Spiteful around nobles: being often owned by nobles, free Pomeranian distrust them and get a point of reaction penalty against them or when one is part of the group as their mood get grumpy. 



Monday, April 6, 2020

Mythos entity generator

I wrote a mythos entity generator.
You can quickly generate a entity with the automated generator I crafted on Perchance: https://perchance.org/rswdaedldh

Or you can do it with dice:

The entity is [TRAIT] and [TRAIT].
It reacts to [STIMULI].

The entity is [ACTION]
to [GOAL].

A [PERSON] has been in contact with the entity
and is now [REACTION].

Tore used the generator to write a entity for his blog: Dorzad, the Parasite Redeemer.
(If you create one, share your interpretation of the result or a link in the comment)

TRAITS (d30)
  1.   fractal in nature
  2.   immaterial
  3.   mineral
  4.   hyper dense 
  5.   impervious to weapons 
  6.   a colony
  7.   small
  8.   gigantic 
  9.   invisible 
  10.   toxic
  11.   shapeless 
  12.   tentacular 
  13.   immobile 
  14.   fibrous
  15.   exist in a different time 
  16.   parasitic 
  17.   symbiotic
  18.   partly real
  19.   made of energy
  20.   fleshy
  21.   slowly awakening
  22.   crawling 
  23.   blind
  24.   fluid
  25.   {foul|sweet}-smelling
  26.   biomechanical
  27.   multi-eyed
  28.   fossilized
  29.   bending {light|space|time|matter}
  30.   radioactive 

STIMULI (d20)
  1.   light 
  2.   fire
  3.   heat
  4.   sound
  5.   a specific mineral 
  6.   water
  7.   emotions
  8.   electricity 
  9.   radio waves
  10.   radiation
  11.   wounds
  12.   incantations 
  13.   odors 
  14.   cold 
  15.   alchemical compounds 
  16.   a specific virus 
  17.   a alien material
  18.   patterns 
  19.  cells 
  20.  thoughts 

ACTION (d20)
  1.   growing
  2.   sporing 
  3.   splitting
  4.   sending visions 
  5.   emitting {radio|micro|sound} waves
  6.   producing biomatter
  7.   assembling minerals 
  8.   manipulating time, light, memories, 
  9.   infecting matter 
  10.   secreting matter
  11.   cloning biomatter 
  12.   consuming matter
  13.   mimicking life forms
  14.   mutating life forms
  15.   spawning organisms 
  16.  digesting and assembling minerals
  17.  laying eggs
  18.  chanting incantations
  19.  draining {body water|blood|fat tissues|body minerals|spinal fluids}
  20.  grafting biomechanical materials

GOAL (d30)
  1.   communicate with {us|a other entity|a Great Old One|the Outer Gods}
  2.   heal {us|a other entity|itself|a Great Old One}
  3.   reproduce {itself|us|a Great Old One}
  4.   migrate to a new {world|time|reality}
  5.   worship {us|a Great Old One|the Outer Gods}
  6.   feed {us|a other entity|a Great Old One|the Outer Gods|itself}
  7.   understand {us|our plane of reality|our time line}
  8.   record {our specie|our reality|our time line|our civilization|our biosphere}
  9.   protect itself from {us|our reality|a other entity|a Great Old One|the Outer Gods|time dilatation}
  10.   {build|repair} a {weapon|portal|spaceship|communicator} 
  11.   end it eternal existence 
  12.   teach us {it language|it history|it science|it religion|a technology|the nature of the universe}
  13.   preserve a record of {it language|it history|it science|it religion|it technology}
  14.   prepare a {landing site|nursery}
  15.   help us to evolve 
  16.   find a {copy of itself|a mate|other entity|gate|Great Old One}
  17.   seal a {copy of itself|other entity|gate|Great Old One|reality breach}
  18.   summon a {copy of itself|other entity|Great Old One|the Outer Gods}
  19.   terraform our world
  20.   preserve {it biosphere|itself|a copy of itself|it civilisation}
  21.   mature into a new life stage
  22.   make food reserves {to hybernate|for it future spawns}
  23.   proselytize the gospel of the Outer Gods
  24.   prepare to go into hybernation
  25.   repair {reality|a space-time distortion|a time paradox|it specie|our specie|a Great Old One}
  26.   open a gate to {it homeworld|a alien city|a different time line|the prison of a Great Old One|a other dimension|the Great Library of Celeano|a alien archeological site}
  27.  connect things with {us|a other entity|a Great Old One|the Outer Gods|itself}
  28.  recover a artifact 
  29.  run a complex simulation 
  30. build a colony

PERSON (d30)
  1.   religious person
  2.   scholar 
  3.   local worker
  4.   small group of {children|women|men|teenagers|elders}
  5.   teacher
  6.   homeless person 
  7.   hermit 
  8.   investigator 
  9.   conman
  10.   drunkyard 
  11.   junkie
  12.   hunter
  13.   mailman
  14.   farmer
  15.   doctor
  16.   veterinary
  17.   veteran
  18.   artist
  19.   escaped convict
  20.   reporter
  21.   inspector
  22.   exterminator
  23.   cop
  24.   husband
  25.   student
  26.   engineer
  27.   medium
  28.   librarian
  29.   couple
  30.   activist

REACTION (d50)
  1.   afraid of going back there
  2.   worried for someone
  3.   terrified of someone
  4.   dead
  5.   hiding a mutation
  6.   hiding a artifact
  7.   trying to communicate with it
  8.   traumatized 
  9.   seeing things
  10.   crafting strange things
  11.   trying to record everything
  12.   trying to warn people
  13.   trying to destroy it
  14.   trying to protect it
  15.   hiding a sample
  16.   worshiping it
  17.   in self quarantine
  18.   behaving strangely
  19.   mumbling strange words
  20.   painting strange patterns
  21.   obsessed about it
  22.   deep in conspirations theories
  23.   trying to find help
  24.   afraid of people
  25.   paranoiac 
  26.   drawing a star map
  27.   sculpting idols
  28.   having nightmares
  29.   sick
  30.   sleepwalking 
  31.   taking someone hostage
  32.   suspected of murder
  33.   poisoning the water
  34.   missing
  35.   speaking a strange language
  36.   blind
  37.   mute
  38.   deaf
  39.   insomniac
  40.   hoarding things
  41.   digging holes
  42.   trying to draw it
  43.   trying to feed it
  44.   a mathematical genius
  45.   wearing strange clothes and amulets
  46.   writing a book
  47.  arming themself
  48.  modifying their house
  49.  trying to learn magic
  50.  different person

Thursday, April 2, 2020

Necropolis Ship

A Necropolis Ship sail between the material plane and Underworld on the back of a giant undead turtle.

1. Statues of the Underworld Royal Family
2. The ship captain's sarcophagus
3. Priestess cabins
4. Gardian Pole
5. Sarcophagus presented to the Stars
6. Moonlight collectors
7. Sarcophagus of the undead crew
8. Statues of disgraced gods used as evil spirits deflectors
9. Tomb cabins of giant beings
10. Star core
11. Parasitic Starfish God
12. Giant Undead Turtle. A small kobold scribe spends years talking to the turtle just to get out of it the meaning of a single sentence (they live it it helmet).
13. Poor people ties their funerary ships to get a lift to the afterlife