Showing posts with label d8. Show all posts
Showing posts with label d8. Show all posts

Monday, 10 October 2022

d8: Race-as-Class! Orc

Here's something I cooked up an posted elsewhere a long time ago, but forgot to post here.

Orc

Dragon Quest
Orcs are boar-like, warmongering humanoids. At times they get employed by villainous overlords as ruthless mercenaries, other times they create their own matriarchal societies.
HD: d6
To-hit, Saves: as Thief
EXP, Prime Requirement: as Dwarf
Restrictions: Weapons, Armor and Shields as fighter
Orcs are Omnivorous and have Fine Noses, and are Accustomed to Darkness. Their society is divided in casts based on their Sexual Dimorphism.
Omnivorous: as they are used to eat almost everything, Orcs gain a +3 bonus to saves against poison.
Fine Nose: Orcs gain a +1 bonus to tracking.
Accustomed to Darkness: Orcs have Infravision, but get a -1 malus to their to-hit rolls when in daylight.
Sexual Dimorphism:

  • Male Orcs have the restrictions of a Thief, but also the abilities of a Thief of half their level, rounded up.
  • Female Orcs may either have no additional restrictions/abilities, or choose to have the restrictions of a Cleric, but also the spellcasting of a Cleric of half their level, rounded up (but no turning).

Female Orcs may advance up to level 9, male Orcs to level 8. At level 9 a female Orc becomes a Queen Matriarch and may start her own Sounder, attracting other Orcs, both male and female, under her command. A male Orc of level 8 becomes a Boarlord and may organize a Raiding Party, attracting other male orcs; an Orc Raiding Party may act as an independent mercenary company for hire, or swear fealty to a Queen Matriarch, paying a tithe but gaining reproduction rights.

Saturday, 2 January 2021

d8: Dungeon! - Greyhold Dungeon

 

by Axebane

I haven't been very active for a while because of real life business, but recently one of the lads posted this neat little blank dungeon by Axebane in the forum, so I gave it a shot at filling it out.

1. Shimmering Cave
This grotto shines with glowing crystals and luminous shrooms. In the pool at the middle of it lives a vain Giant Crab wearing 500gp in gold, gems and jewels on its back. Fighting in here incurs a malus of 2 to hit because everything is so shiny.

2. Greyneck's Hole
An elderly Wererat enjoys his retirement here with his wives, two Giant Rats, and his Swarm of Rats children. He dislikes visitors and will point them to 3 and 4 to get rid of them.

3. Wet Cellar
A Green Slime hangs from the ceiling of this damp, stinking, empty room. Behind a fake wall is a small room containg 600sp, a scroll of poison spell, and a book about poisons (studying the book daily for a month gives a permanent +1 to saves vs poison).

4. Old Catacomb
A dusty old crypt. Inside the closed stone tomb 3 Ghouls are trying to rest among chewed bones. One of the ghouls wears a ring worth 200gp.

5. Digging Site
This room has an uneven floor, as if someone had been digging randomly in the dirt. Behind a secret door is a trapped chest with 1000gp: removing more than 100gp in weight causes the hidden alcove to collapse.

6. Storage Room
Opened crates of old supplies have been abandoned to rot here. Among the garbage are an axe and 4 flasks of oil.

7. Cave System
2 Carrion Crawlers are feasting upon the bodies of three humanoids. There's a +1 Helmet among the wastes on the floor.

8. Snail Garden
A sophisticated Flail Snail, lives here, tending to her mushroom garden and reading frivolous books. She is more than happy to trade some of her rare alchemical shrooms for romantic novels, lady magazines, or even just a few hours of tea and chatter. 

Random encounter table:

  1. 4 Gnomes, equipped with shovels, pickaxes, and drills.
  2. A Ghoul, disturbed by unscheduled excavation noises.
  3. A Giant Rat with her Swarm of Rats nephews, bringing a book to the snail.
  4. A confused Berserker, who lost his axe somewhere and will pay 50gp to have it back.

Monday, 2 November 2020

d8: Race-as-Class! (x2) - Morlock & Eloi

Two simple classes inspired by a bunch of old movies I saw recently.

Morlock

Morlocks are cruel underground creatures who dwell in absolute darkness and have an inborn proficiency with machinery.
They are short, pale and hunched, covered in patches of shaggy white fur, and their eyes glow faintly in the dark.
HD: d6
To-hit: as Thief
Saves: as Dwarf
EXP: as Fighter
Prime Requisite: Constitution
Restrictions: Weapons as Dwarf, can't use heavy armor, max 13 Charisma.
Morlocks see in absolute darkness as if it was daylight and posses Uncanny Engineering skills, but suffer from Heliophobia.
Uncanny Engineering: a Morlock is able to deduce the purpose and functioning of mechanical objects 2-in-6 times, repair and use machines of which they knows the workings, and use war machines. At 3rd level, a morlock can use Wands, Staves and Rods as a Magic-User, and at 9th level a Morlock can build an engine to cast Charm Person on up to 30 individuals within a mile once every two months.

Virgil Finlay

Heliophobia: a Morlock is effectively blinded as long as exposed to light brighter than a candle, suffering -4 to hit and -2 to all saves, and being unable to use their Uncanny Engineering abilities.
At level 9 a Morlock becomes an Ubermorlock and may found their own underground empire in a cavern system below ruins of some long forgotten civilization, and will attract other Morlocks, Carnivorous Apes, and other malevolent underground dwellers.

 

Eloi

Eloi are small humanoids with stunted emotions and latent psychic powers who live in primitive hunter-gatherer communities.
They are slender and attractive, but appear absent-minded and are easily distracted.
HD: d6
To-hit: as Thief
Saves: as Elf
EXP: as Fighter
Prime Requisite: Dexterity
Restrictions: Weapons as Halfling, can't use medium and heavy armor, max 13 Wisdom.
Eloi have Genetic Memory and are Latent Psychic, but suffer from Nyctophobia.
Genetic Memory: an Eloi can understand the general meaning of any written text 2-in-6 times, and will recognize and understand spoken words after having read them.
Latent Psychic: an Eloi can sense basic emotions (like anger, happiness, fear) of nearby creatures. At 3rd level, an Eloi can cast ESP once daily as a Magic-User of same level.
Nyctophobia: an Eloi exposed to light less than that of a torch panics as if affected by a Fear spell, and is unable to use their Genetic Memory or Latent Psychic abilities.
At level 9 an Eloi becomes a Luman and may establish their own tribe among the ruins of some long forgotten civilization, and will attract other Eloi, Time Travelers, and others who flee civilized society. 

Sunday, 27 September 2020

d8: Dungeon! - Vulture Spire

 
Selime Monastry

A small vertical dungeon.


1st Floor

A - Entrance
A small opening leads into these dark and cool corridors cut into solid rock. The northern one ends in a shaft going all the way upwards for 100ft; in sunny days it's possible to spot some light shining in at the top of it. The eastern passage has a shaft too, but, from below, it looks like it leads nowhere.

B - Gnome Camp
A band of 8 Gnomes and their weird, long-necked Wood Golem beast of burden are camped in this small room. They are treasure hunters and well equipped with grappling hooks, drills, shovels, and other tools of the trade.
Their current hoard, 250gp, half a dozen silver ingots each worth 200sp, as well as 3 gems worth 50gp each, is stored behind a secret door in front of which they stacked their luggage.

2nd Floor

C - Maw Passage
The walls and ceiling of this tunnel are decorated with gaping, fanged maws carved into the rock. Everyone dwelling here more than 3 rounds must save vs Spell, or start to notice that the maws are twitching when not observed directly. This is however only a magical suggestion, the maws are actually immobile. The door to D is stuck.

Codex Tudela

D - Chapel of the Hunger
The walls of this chamber are painted with unsettling scenes of cannibalism. Two monstrous stone statues stand close to the walls, and opposite to the door there is a grim, skull shaped altar. The statues are actually 2 Gargoyles, patiently waiting for victims. There's a shaft going up between the statues, while the floor in front of the altar is trapped in such a way that for every person on the platform, there is a cumulative 1-in-6 chance that a trap door will activate, with anyone standing on it falling 20ft down into A and suffering 2d6 points of damage. The altar has a hidden hollow section inside holding a fanged Crystal Skull worth 500gp, a Ring of Floating Disc with 4 charges, a Crystal +1 Dagger and a Bag of Devouring.

E - Traitor Cell
The western end of this small filthy cave opens to the outside and drops downward for some 30ft, but it was closed by a crude palisade, while on the east, a shaft goes up.
A single miserable, crippled Harpy dwells here, barely kept alive from the scraps dropped from above. She can't fly anymore, has only 3HP left, and if forced to fight, does so at a -2 penality.

3rd Floor

F - Cell Complex
This hallway is dirty, dark and smells terrible. On the west, a shaft goes 20ft down to E, while the south-east one goes down 20ft to D. The door to G is stuck.
Two of the cells, F2 and F3, are empty save for piles of rotting garbage, while F1 holds a single half-starved prisoner, a blinded human. He has completely lost his sanity and babbles deliriously.


Dale DeArmond
G - Eagle Nest
The western side of this bone-littered cave is open and drops down 60ft.
A Giant Eagle has built its nest here, and is brooding its 3 eggs. It will attack if disturbed, but will not pursue intruders.
Among the bones there is a Ring of Spell Turning, and there is a fist-sized ruby with a value of 2000gp in the nest. The large, ostrich-sized eggs can be used as food, each one feeding 6 people for a day, or sold to an animal tamer.

4th Floor

H - Windy Tunnel
This carved tunnel is slippery with bird droppings and reeks terribly. Cold wind flows through it constantly. The doors to J are unlocked.

I - Hatchling Crib
One side of this room is open and drops down 90ft into the void. 8 Infant Harpies (stats as harpy, but have only 1HD and can't sing yet) are kept in this room, and make an awful lot of noise playing and fighting each other among their own wastes for food and entertainment. 7 chewed ingots, each worth 50gp, are half-buried in the filth.

J - Larder
15 Giant Locusts are held captive in this small room and fed scraps. Should both doors be open at the same time, the insects will attempt to flee and scatter around.


K - Court of the Vulture Queen
Harpies by Donna Barr - Source
Multiple crude nests are in this wide room. The biggest nest is occupied by the Harpy Queen (stats as harpy, but has HP and fights as a 4HD monster), and she is "attended" by 5 Harpies. They all "wear" tattered shreds of fine garments and pieces of jewellery they stole from their victims. Most of it is utterly ruined, but there's a total of 300gp worth of gold thread woven into the cloth, and each harpy has 100gp of golden rings, trinkets and chewed coins woven into their feathers. They don't care about noise from other rooms, but will attempt to charm intruders they spotted by singing and lure them off the open side of the room, letting them fall down 90ft for 6d6 points of damage. Should anyone resist their song, then they will attack and pursue.


Random encounter table:

  1. 1d4 Giant Locusts (2d4 if the ones in J escaped) jumping around
  2. A Harpy soiling her surroundings
  3. 1d3+1 Giant Geckos out for a hunt
  4. A Green Slime dripping down from the ceiling
  5. 3 Gnomes inspecting some rock samples

Factions, Interests, Conflicts:

  • The Gnomes are a greedy bunch, and will try to scam others if they believe they can get away with it. However, they could be convinced to part with some of their equipment, or even to collaborate for a while, if paid in pure gold or gems.
  • The Harpies are an airheaded, chaotic anarchy barely kept together by their queen, who has no problem chomping off fingers or whole wings to hold the others in check. They are pretty much incapable of long term planning, and are only concerned with finding new prey or temporary lovers (there's no real distinction for them). They are easily distracted by shiny objects like coins and mirrors, or colorful fabrics, and there's a 2-in-6 chance they will interrupt whatever they were engaged with and fight among themselves over it.
  • The crippled Harpy was mangled and imprisoned by the others for not wanting to share her latest toy, and hates them for it. She has, somehow, gained awareness that she would not stand a chance against anything bigger than a rat, and could, maybe, be willing to share information about the others in the hope of getting them killed.
  • The blind prisoner had his eyes ripped out by a harpy, and was at some point thrown into the cell, more by mistake than on purpose. He babbles deliriously, his mind long gone, calling for his beautiful darling who stole his eyes and heart.

Saturday, 22 August 2020

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

Tuesday, 30 June 2020

d8: Wilderness Setpiece & Dungeon Setpiece! - Lucky Pond & Smokeless Fireplace

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: Magic Item! - Snake Flute

Snake Flute

ZachSmithson

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.


Tuesday, 16 June 2020

d8: Dungeon! - Forgotten Tomb



I made this map for the daily challenge in a forum. I'll key it at some point later this week. Now with key.

Bryn Celli Ddu, Wales
A - Vestibule:
Stone stairs lead into this moist and unadorned room. There are four small heaps of what smells like rotting compost, on each heap are growing 1d3 Dungeon Shrooms. There are traces of some animal nibbling at the shrooms. The south door unlocked and slightly open.

B - Bear Lair:
A Bear has occupied this warm and moist room. The bear is sound asleep after a filling meal of deer and hallucinogenic mushrooms. A deer carcass lies nearby. The door to the south is stuck.

C - Antechamber:
This room is dry and unadorned. The doors to the east and west are unlocked.

D - Spider Lair:
Old, dusty cobwebs cover this room's walls. In the middle of the rook lies a Dagger and half a dozen electrum coins. A Giant Crab Spider lurks just above, ready to strike.

E - Offerings Room:
This small treasure room was partially looted at some point in the past: smashed amphorae and 4d10 electrum coins are shattered on the ground. One beautifully decorated vase (worth 30 gp) is still intact and is used as a nest by 4 Fire Beetles.

F - Eye Room:
Open eyes are painted on the walls of this dry, cool room. At the end of the corridor to the west is a relief decorated with many fake, worthless glass "gems". Right at the beginning of the corridor is a Pit Trap (save vs Death Ray or fall in for 1d6 damage). On the bottom of the pit are brittle human bones and a handful of electrum coins. The door to the south is stuck, while to the east carved stairs lead 40ft downwards.

Syrian Tribute Bearers, Persepolis, Iran
G - Procession Chamber:
This large, dry room is beautifully decorated with a painted relief depicting a procession bringing gifts to a king. The procession "starts" from the door and goes along the walls, with the king sitting on the throne on the wall opposite to the door, flanked by two honor guards.
4 Skeletons, one in each corner, will attack anyone who enters the room, but will not pursue intruders out of the room, returning instead to their corners. Should anyone linger for too long in front of the picture of the king, knock on the walls, damage or otherwise disrespect the effigy, 2 zombies will burst out off the corners of the south wall and attack. The skeletons wear copper circlets (worth 5 cp each) on their skulls, the zombies wear silver ones (20 sp each). The lifeless body of the king is buried right behind his depiction. He wears a golden crown on his head (200 gp), a golden signet ring decorated with an eye (50 gp), a silver necklace (50 gp) and holds a scroll case containing a spell book (Charm Person, Magic Mouth and ESP).

H - Excavated Passage:
This moist, cold tunnel has a low cieling, with moisture dropping down from it into shallow puddles on the ground. The door to I is stuck, The door to J is unlocked, the door to K is locked.

I - Minor Tomb:
Long dead bodies are crumbling to dust in simple alcoves cut into the walls. A small, empty offering altar lies opposite to the door.

J - Looted Tomb:
Open, looted sarcophagi line the walls. The offering vases on the altar lie broken on the floor. There is a hidden (2 in 6 chance to find it if searching) compartment under the altar which requires a successful Open Lock roll. Failure, or forcing the compartment open, triggers two Blade Traps (AB +1, 1d8 damage each). A pair of Gauntlets of Ogre Power is inside.

K - Orc Camp:
A group of orc pilgrims is resting here for a few days while traveling towards a sacred orc temple. 9 Orcs, led by an Orc Warrior, and four orc cubs are found here. They are aware of the Bandits in M and that something is at the bottom of the lake in L, but nothing more. They are waiting for a good moment to sneak out thru the tunnel to the east and continue their pilgrimage. Their offerings consist of 17 gp, a carved wood orc idol worth 25 cp, and a skillfully decorated bronze +1 Handaxe.

L - Cave:
This large cave is moist and cool. A dozen patches of Dungeon Shrooms grow here. Water constantly drips from above, and collects in a pool at the center of the cave. At the bottom of the pool lies a +2 Shield, and under it lurks a Sea Snake. South of the pool sits a Shrieker amid a group of Shrooms. Northeast is a tunnel leading outside into the forest.

M - Bandits Hideout:
A group of 8 Bandits have been using this dry room to store their stolen goods. Their loot consists of 30 gp of pelts, a dozen wineskins, a fire bowl worth 40 gp, 11 cp and 8 sp in coins, as well as 140 gp in various gems, jewels and trinkets.
A bandit is always on the lookout at the intersection between the cave, the hideout and the tunnel leading out, but the guard is bored and tipsy, being surprised 4 in 6 times.

Random encounter table:
1. 1d6 Orcs
2. 1d4+1 Fire Beetles
3. 1d4 Giant Centipedes
4. 1 Giant Crab Spider
5. 1d4 Bandits
6. 2d6 Goblins