Friday, 7 August 2020

d8 challenge: Make a Race-as-Class! (x2)

I posted these over at the usual place, so I might as well post them here.


Vanara are intelligent monkeys and apes who live in temples built in the deep of jungles or forests and like to wear fancy jewellery.
They usually have brown, tan or black fur, but 1-in-20 is born with unusual fur colors like blue, green or red.
HD: d6
To-hit, Saves: as Thief
EXP: as Cleric
Prime Requisite: Dexterity
Restrictions: No ranged weapons, weapons other than blunt get a -1 to damage, no armor more than leather.
Vanara have the stone-related abilities of a dwarf, as well of the Climb ability of a Thief of same level, and can Leap and Hurl Rocks.
Leap: a Vanara can Leap forwards for a distance equal to 10ft plus an additional 10ft for level.
Hurl Rocks: a Vanara can hurl rocks at enemies dealing 1d4 damage; the damage raises to 1d6 at level 5 and to 1d8 at level 9.
At level 9 a Vanara Becomes a Jungle Lord/Lady and may build their own temple in a dense Jungle or forest. The temple will have many pit traps shattered around, both for defense and for leaping fun. Such a temple will attract other Vanara as well as White Apes, Gorillas, Bonobos, Orangutans, and the occasional Gigantopithecus or man-cub.


Mongrelfolk are hideous, roughly human-shaped creatures, a patchwork of different parts taken from a variety of mammals, reptiles and vermin.
Despite their monstrous appearance, they are peaceful beings living in hidden farming villages, far away from civilization.
HD: d4
To hit: as Magic-User
Saves: as Dwarf
EXP: as Thief
Prime Requisite: Constitution
Restrictions: (Depending on Mutation)
Mongrelfolk are Hideous Outcasts, have Mimetism, as well as a random Mutation.
Hideous Outcast: a Mongrelfolk with Charisma higher than 8 counts as having a Charisma of 8 when interacting with intelligent creatures other than Mongrelfolk or Beholders, but is used to survive in the wilderness, gaining +1 to rolls to forage and against weather.
Mimetism: for every turn spent hiding, a Mongrelfolk gets +5% chance to remain undetected, for a maximum of 95%.
Mutations: every Mongrelfolk is born with a random Mutation, and chooses another one at level 9:

  1. Goat Legs: can Climb as Thief of same level, but can't wear shoes
  2. Scales: unarmored AC as chain, but can't swim
  3. Pincer: gain a 1d4 attack, but can't use two-handed weapons
  4. Tentacle Arm: can Pickpochet as Thief of same level
  5. Keen Eyes: nightvision, but suffer -1 to all rolls when in daylight
  6. Claws: gain a 2d2 attack, but can't wear gloves
  7. Gills: can breath underwater, but needs to drink twice as much water daily
  8. Paws: can Move Silently as Thief of same level, but can't wear shoes
  9. Parasitic Twin: can reroll a saving throw once daily
  10. Frog Legs: can Swim twice the normal speed, but can't wear shoes
  11. Fearsome Jaws: gain a 1d3 attack
  12. Mimicry: can imitate animal sounds and use it to communicate with other mongrelfolk

At level 9 a Mongrelfolk becomes a King/Queen of Mongrelfolk and may establish their own village in a peaceful hidden valley. The village will be surrounded by fertile farmlands and have a labyrinthine tunnel complex below it, and will attract other Mongrelfolk who wish to live in peace far away from those who shun them.

Sunday, 2 August 2020

d8 challenge: Make a Dungeon!

I made this map a few weeks ago, but didn't key it until now.

A - Entrance
A tunnel leads to this simple empty room. Crude clay idols with worthless glass eyes sit in alcoves along the wall, but one eye is actually a gem worth 10gp. The door to the east is locked, while to the south stone steps lead down to a hallway.

B - Store Room
Smoked fish, salted meat, dried Shrooms and other common goods are stored here in crates. The door is unlocked.

C - Commoners' Room
This unlocked, simple and cramped room houses the low caste pilgrims: 18 Orcs, a decrepit orc elder and 3 orc cubs (all four 1 HP non-fighters), as well as a distressed pet Boar (morale 7), waiting for the next celebration to offer their gifts to the gods: 43cp in coins, a silver mirror (worth 30sp), and various clay idols.

D - Guard Post
In this clean room, 5 Orc Warriors welcome important guests and guard their belongings: 350sp in coins, 200gp in precious stones, a ermine fur cloak (worth 100gp), 2 necklaces (worth 50gp each), and a +2 Ring of Protection. The door to the east is unlocked.

E - Kitchens
A shackled squad of 10 Hobgoblins work here, preparing food over a Smokeless Stove for the important visitors. Hidden in the stove there are 4 small ingots worth a total of 40gp. All doors are unlocked.

F - Guards' Room
The Temple Guard is stationed here, with 15 Orc Warriors always present. There is a +1 Spear in the weapon rack, as well as a beautifully decorated but incredibly heavy bronze +1 breast plate (requires STR 17 to wear). The door to the north is unlocked and guards use it freely. The secret door to the west can only be opened from inside, while the one to the south can be opened from both sides. The door to the east is unlocked, but the guards do not dare to open it unless alerted by a bell.

G - Elite's Lounge
This large, sumptuous room is decorated with tapestries, statues, and a pool. The upper class, 24 orcs, 3 elders and 14 orc cubs, is here, enjoying music, eating delicious food, taking a bath, smoking dried Shrooms, and having a great time in general. A spoiled and lazy group of 4 Mountain Lionesses (morale 6) is here too, getting pampered by everyone. The lionesses wear 150gp worth of necklaces, earrings, ankle rings and other such jewellery. At the bottom of the pool are hundreds of coins of every kind, worth a total of 300gp. The tapestries depict mythological as well as mundane scenes of opulence, and contain 100gp of gold thread. The statues have silvered details and gems for eyes, for a total of 200gp of pure silver and 16 gems worth 500gp in total. All doors are unlocked. At any time, 4d6 orcs will be high as kites and suffer a -1 penalty to all attack and saving throws.

H - Sanctum
The walls of the hallways leading to the Sanctum are covered in votive graffiti, hand stencils, and alcoves, some of which house small idols with worthless glass gems for eyes, surrounded by equally worthless and molding offerings of food and common items. However, among the garbage a total of 56gp can be found, as well as a dust-covered Efreeti Bottle.
The Sanctum itself is a huge hall where celebrations, hearings of supplicants, offerings and rituals take place. Tapestries hang from the walls, a huge idol sits on a raised platform in the eastern corner, and 4 pools of clean, transparent water shine eerily as illuminated from the inside. While the pools look empty, they are actually enchanted in such a way that any living being submerged into them becomes invisible from outside. The north-west pool is connected by a unseen, submerged passage to the room to the west, while the other three contain 3 Sea Snakes, one for each pool. At the bottom of each pool there are 100gp worth of coins. The idol has 2 huge gems for eyes, each worth 500gp, at its feet lays a sacred +2 Dagger and 200gp worth of gems, gilded idols, carved skull bowls, and offering vases. The tapestries contain 100gp of gold thread.
The doors north and south are alternatingly locked and unlocked: when a ceremony is performed, the south door is open and the north door locked, otherwise, the south door is locked and the north door is open. The hidden door to the west is covered by heavy curtains and can be opened pressing a hidden switch.

I - Priest's Lodging
The Orc Oracle (Stats as Orc Warrior + Cleric5 abilities, usually with spells such as Protection from Good/Evil, Remove Fear, Bless, and Speak with Animals) of the Temple lives here together with a pet Lion, though both transit freely between this room and the Lounge to the north. Nobody dares enter this room unless explicitly invited to do so by the Oracle, not even the lionesses.
The room is comfortable but modest, containing a large bed, a large bronze mirror, a small altar with an unadorned stone idol, a scroll bookcase, and a small pool for bathing. A rope allows to ring a bell in the guard's room when pulled.
The mirror is a Mirror of Scrying, but the Oracle does not know how to activate it yet. There is a Scroll of Protection from Magic in the bookcase, as well as a Cursed Scroll in a golden scroll case (worth 50gp), and 20 other scrolls on various esoteric subjects, one of which contains the correct activation method for the mirror. The oracle always wears a plain looking wooden medallion, which is actually a Medallion of ESP.
The secret door to the south is opened by a hidden switch on the plain idol.

J - Treasury
This room holds the most valuable treasures of the Temple. The treasury is protected by a vicious Fire Elemental, who will attack anyone opening the Treasury without holding the enchanted wooden medallion belonging to the Oracle.
There are 10000gp worth of coins of any kind shattered all over the floor, as well as a pure gold idol (worth 1000gp) in a corner, while in another corner there is a bronze brazier worth 50gp. A magic-user Spellbook containing the Reincarnate spell and many scandalous fiction is held by the idol, as well as a +3 Mace. On the wall hang 5 fearsome enchanted masks, each of which allows the wearer to cast Fear once daily. The masks are used as coathangers for 10 opulent silk dresses decorated with gold and silver thread, each worth 250gp.
The secret door to the south is hidden behind the golden idol and can be opened by simply pushing it, behind it a narrow tunnel leading to an underground cave, and from there, outside. There is a trap right after the secret door which will collapse the first section of the tunnel when triggered.

Random encounter Table:
  1. 1d8 Orc pilgrims, bringing offerings to an idol.
  2. 2d3 Hobgoblin slaves, fetching supplies or doing maintenance
  3. 2d6 Orc Warriors, on patrol
  4. 1 Mountain Lioness (morale 6), looking for attention and wearing 150gp in jewellery
  5. 2d6 giant rats, feasting on moldy offerings

Factions, interests, conflicts:
  • The lower caste orcs want to complete their pilgrimage, get their blessing, and then go home
  • The hobgoblins resent their enslavement and want to return to their clan, possibly with a few orc heads as trophies
  • The guards want to impress the Oracle and their gods, hoping one of them will become the Oracle's attendant and student
  • The high caste orcs want to enjoy their vacation far from politics, responsibilities and duties
  • The Oracle wants to maintain the status quo, enjoy the power of being the voice of the gods, and grow the Treasury
  • The boar just wants to get away from the freely wandering lions and back to it's muddy pen

Tuesday, 28 July 2020

Raising a Runestone

Runestones can be raised for the death of a companion, to commemorate a personal achievement, or to celebrate the founding of a settlement, stronghold, temple, tower or similar.

-Funeral Stone

Upon the death of a PC (or hireling) a carved stone can be placed near the place of death.
It costs (Xd6+4)*10 GP (X being the HD of the dead person) to commission the carving, painting and placing of the stone, half as much if the carving and painting is done by a PC with the necessary knowledge and skill. Preparation and placing takes 2d4+2 days.
A runestone is usually inscribed with a brief epitaph, such as "Tumi Beinirson, a brave man, was slain here by the she-vultures - Geva bint Adalu wrote this", and decorated with painted carvings depicting scenes from the dead one's life, along with their birth sign.
Finally, the stone is hallowed, usually by a priest, by sprinkling it with blood, wine, ale, honey, or similar.
All hirelings present during the ceremony will get a +1 bonus to morale test until the next death.
If a priest performs the required ritual, the stone is perpetually aligned to the constellation inscribed into it.

-Personal Runestone

At any time, a PC may chose to raise a runestone for their own success.
The work costs (Xd10+2*X)*100 GP (X being the HD of the commissioner), takes 2d6+4 days, can only be done once every X months, and can be done only once per level.
The megalith is inscribed with a fitting description of the deeds of the person who commissioned it, such as "In these lands, Geva bint Adalu, faithful servant of the almighty Lawgiver, defeated and banished the undead hordes, restoring His heavenly order". No two stones can describe the same deed, and each successive runestone must describe a more impressive deed.
Upon completion, the commissioner will be awarded the cost of the runestone in XP, and get +1 to rolls when interacting with locals for X months.

-Founding stone

When a new settlement is founded, a spot, usually at the center of it, is reserved for a large standing stone. The settlement is only truly considered a permanent one when a ceremonial menhir is raised. Until then, the settlement is seen as little more than a glorified camping site, especially by foreigners, and as such can be abandoned without much worry should the situation become dire. But once the stone is raised, the settlement becomes a recognized, autonomous and self-sufficient bulwark of civilization and order that will be defended by its inhabitants and allies until the very last. Abandoning a founding stone to an enemy is considered a great dishonor.
Such a stone costs 10'000 gp for every 100 inhabitants of the settlement, rounded up. Creation and placing takes 2d10+6 weeks, and can obviously be done only once.
Every member of the settlement is expected to contribute to the costs, either by investing money, materials, or time and work into it.
Guests who are not permanent members of the settlement consider it a great honor to contribute to a founding stone, and are expected to make a donation of some kind, even if symbolic. For every 1'000 gp donated, the patron will be held in high regard by the settlement and receive a +1 bonus when interacting with the locals for X months (X being the HD of the patron), with each successive 1'000 gp increasing the duration by another X months. Refusing to contribute, even symbolically, is seen as a grievous offense to the settlement, and give a -3 malus to interactions with the locals for X years (X being the HD of the non-contributor).
The standing stone is inscribed with the story of the founding of the settlement, as well as with the names of notable contributors, and illustrated with important events. The finished menhir is placed in the designated spot and a great feast is held.
From this moment onward, inhabitants of the settlement will get a +1 bonus to morale and attack rolls when defending the settlement.
Forsaking a runestone to the enemy is a great shame. Those who abandon their settlement to the enemy without defending it get a permanent -1 malus to all to-hit and saving throws. More so, someone who has abandoned a founding runestone once can never again gain the bonus of such a stone. The only way to reverse this is by being involved in the reconquest of the settlement.

-Stone Circle

A powerful (domain level) cleric or magic-user may build a stone circle. The cost of a stone circle is 10 times that of a personal runestone, and takes Xd12 months to build (X being the HD of the cleric/magic-user).
A stone circle is build according to astronomical and/or theological measurements, and inscribed with magical runes, sacred prayers, astrological charts, and constellations.
Within the circle and in the immediate vicinity, all bearers of star signs receive the appropriate bonus, the reach of spells is tripled, the time needed to prepare spells is halved, and magical research is improved by 10%. No undead nor demonic creatures can be summoned/created inside of the stone circle, and undead/demons entering the circle receive 1d10 points of damage every round.

Tuesday, 7 July 2020

Random Table: d10 Distracted Guard Activities

Guarding a room is a boring. Here's a small table of things a slacking guard might do to kill time.

    The guard is...
  1. Drinking and eating
  2. Playing with a pet mouse
  3. Learning to write
  4. Sharpening a weapon
  5. Dozing
  6. Counting coins
  7. Making out with a lover
  8. Playing a knife game
  9. Gossiping with a fellow guard
  10. Daydreaming

Tuesday, 30 June 2020

d8 challenge: Make a wilderness setpiece & Make a dungeon setpiece!

Luck Pond

At the bottom of this clear, calm pond lie hundreds of coins of any kind, as well as a large bowl filled with bones of various humanoid creatures.
Throwing any coin into the pond will grant the thrower a +1 bonus to any one roll made in the next 24 hours, and throwing additional coins will give an additional +1 to the same roll, up to a total bonus of +5. Each person can get this bonus only once a year.
Trying to steal the coins will attract the rage of the two dozen nixies and a water elemental living in the pond. Should the nixies kill the greedy thief, they will feed on his flesh and put the cleaned bones in the bowl. Should all the nixies be killed, the pond will lose it's power.

Smokeless Fireplace

This heavy stone stove is constantly burning, yet it does not produce any smoke, nor need any fuel.
The stove gives off a pleasant warmth and light, but the fire does not burn at the touch. Accidental fires or rogue sparks are impossible.
Additionally, the stove only does that what the user intends to use it for: should someone put a pot full of water on the stove to boil it, the water will soon boil, but a forgotten knife left on it will not heat; should someone want to heat metal to forge it, the metal will quickly be glowing red; should someone wish to roast a deer, the meet will soon be cooked; lighting a torch in it works, and the torch will give off smoke as any normal torch.
However, the fire may not be used to directly hurt a living being: trying to burn someone alive on it will simply not work, but branding irons can still be heated in it.
The fire burns constantly and does not extinguish on its own. One could cover the fire basin with a board of wood, leave for months or years, come back and lift the unburnt wood to find the fire gleefully burning under it. The only way to truly extinguish the fire is by utterly destroying and smashing the stove to pieces.

Monday, 22 June 2020

d8 challenge: Make a Magic Item!

Snake Flute

This exotic musical instrument allows its player to mesmerize snakes, lizards, reptiles and even dragons.
X HD worth of creatures will be affected, X being the flutist's own number of HD.
The target(s) must save vs Spell or be unable to act besides hypnotically follow the movement of the flute. Should the target or the flutist be hit by an attack, the target lose sight of the flute, or the music stop, breaks the enchantment.
Besides this, the flute can be played normally.

Saturday, 20 June 2020

Dungeon Shrooms

An unlucky orc
Because of the mysterious energies and vapors that permeate underground complexes, it has been found that inert or dead matter can spontaneously generate life. The most ubiquitous of this is various kinds of mushrooms, that tend to sprout in great number from the remains of living creatures within days or even hours of their death.

When a living creature is slain and abandoned in a dungeon, it will sprout Xd6 (X being the creature's HD) shrooms after 1d6 days if it was an animal, or 1d6 hours if it was a plant. Undead creatures are unaffected.

These shrooms can be harvested and can have different proprieties, decided by a d6:
1 Savory: The mushroom is edible and a delicacy, too! Adding it to a meal will restore 1 HP to those that eat it
2-3 Bland: The mushroom is edible, but bland in favor.
4-5 Unsavory: The mushroom is barely edible, but disgusting, and will spoil the meal it was added to. No HP may be gained from this meal.
6 Poisonous: The mushroom is highly poisonous. After 1d3 rounds of nausea and cramps, who eats it must save vs Poison or die. A successful save means taking 2d6 HP of damage. Sticking two fingers down the throat and vomiting the guts out at the first sign of nausea may count as a successful save. Dried and smoked, the mushroom can be used as a potent hallucinogen.