Saturday, 22 August 2020

The Book of Universal Revelation: 10 brutal martial arts techniques

This was partly inspired by a post made by SmokeyTheOwlbear, as well as by K6BD, Karanduun, Crisis Jung, Fist of the North Star, Afro Samurai and a few other pieces of media.

K6BD

The Book of Universal Revelation
There is a 5% chance for the Book of Universal Revelations to appear in any large library or book collection. The book is not indexed anywhere and must be found, but will usually be in the Mysticism, Warfare or Art sections.
The book is written in the most abstruse way possible, and needs to be studied for a month to gain any benefit from it. After every week of study, a save vs spell must be made: whatever the outcome, the reader suffers the effects of a Confusion spell for 12 hours. A week of fasting and self-mortification give a +1 bonus to the week's save.
After 4 weeks, if the reader did succeed at least 3 saves, they will have learned one of the mystical martial arts techniques in the book, determined randomly. Regardless of whether the reader has learnt anything, the book will then disappear and materialize somewhere else.

  1. Palm of Peace: the attacker strikes the opponent with four blows at once, inflicting 4d3 damage
  2. Celestial Dropkick: the attacker makes a full move, inflicts 3d4 damage to an opponent, and then may make a full move again
  3. Chain of Judgement: the attacker hits the opponent with a rapid succession of blows, inflicting 2d4 damage, exploding 4s
  4. Skull of Mercy: the attacker violently headbutts the opponent, inflicting 3d6 damage, and both must save vs spell or suffer the effect of a Confusion spell for 1 turn
  5. Wheel of Creation: the attacker explodes briefly in a flash of burning light, inflicting 1d8 damage to everyone in front, behind, to the left, to the right, below and above within 10' as well as to themselves
  6. Purging Gaze: a beam of burning light inflicts 2d6 damage to anyone in front of the attacker for 30', +2d6 to undead
  7. Ocean of Blood: the attacker vomits burning blood on the opponent for 2d6 damage, the target must save vs spell or suffer the effect of a Fear spell
  8. Judgement's Voice: a sound blast hits everyone within 10' of the attacker, inflicting 1d8 damage and destroying all non-magic weapons in a 10' radius
  9. Ether Spear: the attacker throws a spear of burning light, inflicting 2d8 damage to an opponent within 60'
  10. Violence reaches Heaven: the attacker savagely maims the opponent, inflicting 4d4 damage
    • Breaches the Gate: the attacker viciously severs an opponent's limb, inflicting 5d5 damage
      • Murderers the Gods: the attacker sadistically tears the opponent in half, inflicting 6d6 damage
        • Usurps the Throne: the attacker utterly annihilates the opponent's body, who suffers the effect of a Disintegrate spell

 

Each technique can be used a number of times daily equal to 1 + 1 if cleric + Int MOD, and can be used in place of any other action in combat, using the attackers Attack Bonus.

It is possible to learn multiple different arts. Should an already known art be rolled, the next one below is learned, with the exception of #10, which can only be learned when a 10 is rolled; every subsequent 10 allows to delve deeper into the mystic art of senseless murder.
Using any technique to kill an opponent, or even just using the tenth technique, forces all onlookers to save vs spell or suffer the effect of a Fear spell.

d8: Dungeon! - Hobgoblin Hideout

 

Yet another small dungeon.
It kind of counts as a continuation of my previous ones (here and here).

A - Cave Opening
A small watchtower has been build here, manned by a Hobgoblin. There are a bow, 10 arrows, and an alarm horn in the tower, and an Orc head on a spike. The watch changes every 6 hours.

B - Cattle Pen
A dozen or so Dire Aurochs (stats as Boar), used by the hobgoblins as mounts, beast of burden and a source of wool and milk, are housed here. A Hobgoblin stable master looks after them. The animals get unruly should they be left alone in the closed cave for too long, and will panic and start a stampede should the stable master be killed.


C - Camp
Many yurts have been set up inside this huge and dry cave, which has a small pond of fresh water at the south end. Supplies are piled along the walls of the cave, while at the center are the yurts with a gathering place in the middle. 4 Hobgoblin Warriors, assisted by 6 Hobgoblins can be found here during the day, tending to weapons, crafting felt, and doing chores.
C1-4 are used as habitation, and each is occupied by 1d3 Hobgoblins, 1d2-1 Wolves and 1d3 non-combatant hobgoblins (elders and/or infants). They are decorated with tapestries and carved bone totems (20sp in total in each yurt).

C5 is used as a weapon storage and contains 15 bows with arrows, 7 wooden spears, and 4 leather armors, as well as a +1 Bow and 10 +1 arrows.
C6 is the residence of a Hobgoblin Chieftain, the Khan who leads the Hobgoblins. His attendants, 2 Hobgoblin, and his pet Giant Eagle are here as well. This yurt's door is decorated with 50gp worth of gold thread. A gilded chainmail armor, as well as 350gp, 5 gems (worth 100gp each), a copper totem in the shape of a turtle (100gp) and a Ring of Control Animals can be found here.
C7 contains a skull shrine decorated with bones. On top of the pile of bones lies a fearsome Beast Skull, which grants +1 AC when worn, as well as a +1 reaction bonus when interacting with primitive humanoids.


D - Old Cells
These three cells haven't been used in decades. Among the dirt in D1 can be found a small gem worth 1000gp, D2 is empty, and D3 holds an Orc Acolyte (stats as Orc + Cleric 2 abilities) imprisoned by the Hobgoblins. Every few days, the Hobgoblins beat the Orc within to an inch of his life.

E - Steep Tunnel
The northern passage is steep, slippery and difficult (2-in-6) to climb. The southern end is connected to C by a hidden underwater passage.

F - Bugbear Lair
A tribe of 7 Bugbears and as many non-combatant cubs, led by their Patriarch, a Bugbear Warrior, live here, after the Hobgoblins occupied the main cave. They will attack and repel intruders, but will not pursue.
Each Bugbear wears 20 gp worth of jewellery of bones, shells and shiny stones. Buried in a corner there is a fine Golden Necklace decorated with rubies, worth 200gp.

G - Tool and Food Storage
Simple wooden and stone tools and weapons are piled here, woven baskets hold supplies like of dried meat and fish, shrooms, mashed goblin and herbal remedies. Among the tools is a +1 Obsidian Dagger.

H - Insect Farm
A juicy Insect Swarm is kept in this pen for fattening by the bugbears. Daily maintenance is necessary to keep the insects dazed and fed, otherwise they will break out.

 I - Fungus Cave
Two passages lead to this cave: the western one is trapped halfway thru by a primitive but deadly Spike Trap (AB +2, 2d8 damage) and closed by a well-maintained palisade, while the eastern one was recently opened.
The damp grotto is filled with overgrown Dungeon Shrooms. Among the shrooms, a feral colony of 24 Goblins thrives, hunting and being hunted by 3 Giant Geckos. A few Insect Swarms skitter around. Huge bones litter the floor here and there. These bones are worthless on their own, but could yield 100gp when sold to a bone-carver, or even more when offered to a collector or scholar. The southern end of the cave is flooded and a Giant Toad dwells in the water.

J - There is a treasure chest containing 500gp in coins on the small shore on the far end of this cave. In the water, 5 Zombies lurk, attacking anyone who gets too near.

Random encounter table:

  1. 1d4+1 Hobgoblins on patrol
  2. 1d6 Wolves
  3. 1d2 Bugbears
  4. 2d4 Goblins
  5. 1d3 Giant Centipedes
  6. 1 Insect Swarm

Factions, Interests, Conflicts:

  •  The Hobgoblins have recently split from a larger clan, and seek to establish themselves as an important power in the area. However, they recently fell into an ambush set by local Orcs, and some of their number were taken prisoners, but not before a few Orcs were killed and an Orc was captured. They have forced the Bugbears into a truce while they gather their strength to free the captives. They believe that the passage to the Fungus Cave is well fortified and trapped.
  • The Bugbears resent the Hobgoblins for displacing them and for keeping their most holy relic, the ancestral Beast Skull, hostage. Should the relic be disrespected, damaged, or worn by someone unworthy (that is, anyone not of their tribe) they will attack all non-bugbears in a blind frenzy. Should the relic be promised back, they may collaborate. They know of the underwater passage and of the feral goblins, and have secretly been disabling all the traps they originally set up between the Fungus Cave and the current Hobgoblin camp.
  • The Orc Acolyte believes his imprisonment is a test of faith and strength, but will be grateful for outside help and safe return to his temple.
  • The goblins only care for fresh corpses to use as fertilizer for the shrooms. They fear the bugbears, but have noticed that one passage is no longer closed.

Friday, 7 August 2020

d8: Race-as-Class! (x2) - Vanara & Mongrelfolk

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


Vanara

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

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: Dungeon! - Orc Temple


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