Showing posts with label items. Show all posts
Showing posts with label items. Show all posts

Monday, October 19, 2015

Goblin Market Works Like This

...not the poem about alegorically eating snatch by Christina Rosetti, the actual grand bazaar in the goblin city, Gaxen Kane.
-Only goblins and otherlike Boschean horrors shop in the goblin market. If you're a human you'll want a disguise. If you're an elf you'll want a disguise and an ambulance service on speed dial.

- So basically there's a lot of things in the Goblin Market so if the players are looking for specific items you can just offer a base chance a thing that sounds "Goblin Markety" is there coupled with whatever random tables you have around for weird potions, magic items and oddities you've got.

- In addition to this, random merchants will just shove things in players' faces while they look for whatever they're looking for and try to hard-sell them to the players with goblin sales pitches. It's no fun unless you do this. Here's what they had last night:

Tongues: You cut out your own tongue (irreversible) and stick in one of these. The merchant doesn't know where each is from but they are educated and speak 4d6 languages each.

Grinding beans: Small roasted brown beans that can be ground to make a dark powder. Dripping hot water through it makes a beverage that supplies energy and alertness. From the West.

A human girl, fully functional, w/cage: Age 7, stolen from Vornheim, a merchants daughter. She cries a fuckton and wants to go home.

Oil of Bislee: Makes a pair of warriors into berserkers for a turn, they must remain chained together though.

Fleshflies: They fly off toward the nearest living thing other than the party. One use.

Deed of ownership to a massive home in Gaxen Kane. Respected by local authorities.

Small grig (cricket-legged fairy) paladin in a cage fashioned from an emptied lantern.

Hollowhog: Basically a Pig of Holding. Acts otherwise as an ordinary pig of slightly below-average intelligence.

Crossbow bolt that can anchor in stone or any other substance and cannot be removed. Stolen from some dwarves who made it.

Imperial Foo Creature: From Gaxen Kane. Might be a trained Foo Dog from Oriental Adventures. Might just be a shih-tzu with baubles in its hair. Hard tosay. Your call.

Faerie Curse Removing Nut (someone else made this up) Let a cursed person sleep with the nut in their armpit on a new moon's night and the nut will turn black as it sucks out the curse. If the nut is then eaten by someone before the next dawn, the curse will transfer over to them, if it's not eaten by anyone by that time the curse will return.

-The big theme of the Goblin Market is everything can be had For A Steep And Perhaps Terrrrible Price. If the item itself isn't already a double-edged sword, roll d12 for an appropriate price for any given item:

1. Piece of luck (Next Natural 20 or critical success is taken by the merchant)

2. Ten minutes of your life (Goblin picks which, shows up for a random ten minutes some time in the next adventure while you end up living in some goblin merchant sitcom for 10 minutes)

3. Shadow or part thereof, like say just the arm. This makes Hide In Shadows harder.

4. A relationship. What exists between you and x now exists instead between x and the goblin. Sometimes the price is very specific, like your relationship to your grocer, sometimes the goblin lets you pick.

5. Your right to wear shoes. Spiritually speaking, that is--this isn't just legally binding, the gods themselves will not allow your PC to wear shoes once the deal is made.

6. Your semblance for one day. Goblin merchant looks like you for one day. What could go wrong?

7. A unique item of sufficient value or novelty you might have to trade. Interesting magic items are accepted, but also anything real weird.

8. An hour of your dignity. Last night the PC was placed on stilts terminating in turtle feet, fitted with in an unflattering dress and made to wear a hat of meat. Also a rude phrase was written across his back in the tongue of Gaxen Kane. It wasn't such a big deal until he tried to steal some striped hats.

9. Your help acquiring a pair of striped hats. Probably worn by some civilians in the market over there. Getting caught results in an awful goblin trial using some freakshow legal system that makes Vornheim's look like a model of stately prudence.

10. Your gender.

11. Your complexion. Genuinely replaced with a goblin complexion.

12. Your sense of time. Was that a turn? Hard to say. Did you sleep 8 hours? Who knows?
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Monday, September 28, 2015

100 More Lyonesse Things

100 more persons, places, creatures and objects you might run into from Suldrun's Garden (1983) and The Green Pearl (1985) taken from the Lyonesse series of books, all these quotes copyright Jack Vance.

1, a troll, with a narrow forehead and a great red nose from which sprouted a mustache of nose-hairs. He carried a net and a wooden pitchfork.

2, a furious troll, wearing purple fustian. He was even more ugly than the previous troll, with warts and wens protruding from his forehead, which hung like a crag over a little red nose with the nostrils turned forward.

3, a troll who seemed to combine all the repulsive aspects of the first two. He wore snuff-brown garments, black boots with iron buckles and an odd conical hat tilted to one side.

4, an ogre, rocking from side to side on heavy bowed legs. He stood fifteen feet tall; his arms and torso, like his legs, were knotted with wads of muscle! His belly thrust forward in a paunch. A great crush hat sheltered a gray face of surpassing ugliness. On his back he carried a wicker basket containing a pair of children.

5, the carcass of a child, stuffed with onions, trussed and spitted, roasted over the fire. Nerulf turned the spit and from time to time basted the meat with oil and drippings

6, He went to the table and drank the contents of the purple cup. At once he dwindled in stature to become a squat powerful troll,

7,  the missing head. Pode and Daffin discovered it halfway across the meadow, pulling itself forward by snapping at the ground with its teeth.

8,  a witch trapped me under her hat and sold me

9, the ghosts of dead children running along the' roof.

10, One of the dryads splashed water toward Dhrun. He saw the drops rise into the air and sparkle in the sunlight, whereupon they became small golden bees, which darted into Dhrun's eyes and buzzed in circles, blotting out his sight.

11, Dame Melissa, as she calls herself, is a dire witch. When I was fifteen years old, she gave me drugged milk to drink, then transferred herself into my body—that which she wears today. I, a fifteen-year-old girl, was housed in the body Melissa had been using:

12, a set of dolmens, arranged to form the In-and-Out Maze, whose origin is unknown

13, In Wookin reside a vampire, a poison-eater, and a woman who converses with snakes.

14, Rhodion, king of all fairies, who wears a green hat with a red feather. Take his hat and he must do your bidding

15, On yonder hill I plan a great moon-trap, and when the moon comes walking and spying and peeping for to find my window, I'll pull the latch and then there'll be no more of my milk curdled on moony nights

16, I wait under gallows until the corpse drops, whereupon I assume possession of the clothes and valuables...

17, Pilbane the Dancer, who robbed along the highway for thirteen years

18, This gallows is known as Six-at-a-Gulp. Both law and custom forbid the hanging of five or four or three or two or one from the ancient beam

19, He wore a long black cloak, a black cloth over all his face, save his eyes, and a flat-crowned black hat, with an extremely broad brim. In his left hand he brandished a dagger on high.

20,  the great Janton Throatcut himself. Only last week I hanged high his six henchmen. He was in the act of taking their shoes for his collection; he does not care a fig for clothes."

21, the Thief-Taker

22, The festival had not yet commenced, but already booths, pavilions, platforms and other furniture of the fair were in the process of construction.

23, DOCTOR FIDELIUS

24, Grand gnostic, seer, magician.

25, HEALER OF SORE KNEES

26, ... Mysteries analyzed and resolved: incantations uttered in known and unknown languages. ... Dealer in analgesics, salves, roborants and despumatics.... Tinctures to relieve nausea, itch, ache, gripe, scurf, buboes, canker.

27, At Sinkings Gap you must pass under a boulder balanced on a pin. You must kill the guardian raven, or he will drop a feather to topple the boulder on your head.

28, At the River Siss an old woman with a fox's head and a chicken's legs will ask you to carry her across the river. You must act on the instant: cut her in half with your sword and carry each piece over separately

29, a pair of bearded gryphs. Give each a comb of honey coming and going, which you have brought for the purpose.

30, a number of manikins carved from blackthorn roots. "Name these little homologues with names, and place them on the map, and they will scuttle to position. Watch!" He took up one of the manikins and spat in its face. "I name you Casmir. Go to Casmir's place!" He put the manikin on the map; it seemed to scamper across the map to Lyonesse Town

31, Fafhadiste and his three-legged blue goat

32, acrobats, contortionists, mimes and jugglers

33, took a black box from the shelf, poured inside a gill of water, added drops of a glowing yellow liquid which caused the water to show films of light at various levels. In a leather-bound libram Tamurello located the name "Shimrod." Using the appended formula he prepared a dark liquid which he added to the contents of the box, then poured the mixture into an iron cylinder six inches tall and two inches in diameter. He sealed the top with a glass cap, then held the cylinder to his eye. After a moment he gave the cylinder to Carfilhiot. "What do you see?"

34, Looking through the glass, Carfilhiot observed four men riding at a gallop through the forest. One of the men was Shimrod.

35, six poles fifty feet tall, supporting as many impaled corpses.

36, a kind of aviary thirty feet high and fifteen feet in diameter, equipped with perches, nests, feeders and swings. The human denizens of the aviary exemplified Carfilhiot's whimsy at its most pungent; he had amputated the limbs of several captives, both male and female and had substituted iron claws and hooks, with which they clung to the perches. Each was adorned with plumage of one sort or another; all twittered, whistled and sang bird-songs

37, a team of two-headed black horses, of great size and strength

38,  a round chamber decorated in blue, pink and gold, and with a pale blue rug on the marble floor

39, a gantry twenty feet high from which hung four men with heavy stones dangling from their feet. Beside each stood a marker, measured off in inches…Let markers be placed; then when these miscreants have stretched to double their length, let them be released,

40, Up the cliff they rode, back and forth, and at every stage discovered instruments of defense: embrasures, traps, stone-tumbles, timbers pivoted to sweep the intruder into space, sally-ports and trip-holes.

41, I am a magician of the eleventh level," said Shimrod

42, A band of fifteen ragged mendicants straggled south

43, a circular frame something less than a foot in diameter, surrounding a gray membrane. Carfilhiot plucked at the center of the membrane, to draw out a button of substance which grew rapidly under his hand to become a nose of first vulgar, then extremely large size: a great red hooked member with flaring hairy nostrils.

44, Carfilhiot gave a hiss of exasperation; tonight the sandestin was restless and frolicsome. He seized the great red nose, twisted and kneaded it to the form of a crude and lumpy ear, which squirmed under his fingers to become a lank green foot. Carfilhiot used both hands to cope with the object and again produced an ear, into which he uttered a sharp command:

45, bluffs extend into the valley, with little more than an arrow-flight between. They are riddled with tunnels; were you to march past a hail of arrows would strike down and in one minute you would lose a thousand men

46, the Wastes of Falax

47, the Flesh Cape of Miscus

48, the Totness Squalings

49, The line from Murgen's spool, so fine as almost to float in the air, could not be broken by the strength of human arms.

50, A great gibbet was erected, with the arm sixty feet from the ground

51, Princess Madouc, half-fairy, is a long-legged urchin with dark curls and a face of fascinating mobility.

52,  the trolls of Komin Beg to war, in which they are led by a ferocious imp named Dardelloy.

53, three one-legged witches: Cuch, Gadish and Fehor

54, A boy or girl innocently trespassing upon a fairy meadow might be cruelly whipped with hazel twigs

55, VISBHUME, apprentice to the recently dead Hippolito, applied to the sorcerer Tamurello for a similar post, but was denied.

56, a spell of ennui upon Desmei: an influence so quiet, gradual and unobtrusive that she never noticed its coming

57, a spell of stasis upon you, and you will never move again.

58, a young witch named Zanice, accused of drying the udders of her neighbor's cow.

59, brain-stone of a demon

60, goblin's egg

61, basilisk's eye

62, each year the Esq magicians alter a hundred human fetuses, hoping that one may be born with thirteen eyes in a circlet around its forehead…So far, nine eyes is their limit of capability, and these become priests of the cult

63, he rubbed the soles of his sandals with water-spite, that he might be enabled to walk on water.

64, a spell of temporary meekness

65, a glossic to make Sir Hune's weapons shrivel and droop and all his arrows fly awry

66, a plague of stag-beetles for my bed

67, Scurch: untranslatable into contemporary terms; gernerally: ‘susurration along the nerves', ‘psychic abrasion', ‘half-unnoticed or sublimated uneasiness in a mind already wary.' ‘Scurch' is the stuff of hunches and unreasoning fear

68, the activating spell is of three resonances and a quaver

69, a Circassian witch who began to corrode Tamurello with Blue Ruin

70, Sandestin: a class of halfling which wizards employ to work their purposes. Many magical spells are effected through the force of a sandestin.

71, he cursed the witch with footlong toenails, so that now and forever she must wear special boots."

72, the wizard Baibalides, who lived in a house of black rock on Lamneth Isle, a hundred yards off the coast of Wysrod

73, I know the tube well: it is Gantwin's Millenial Spectator; it depicts events of the last thousand years anywhere within its purview

74, a mask representing Baibalides. Next he brought out a skull on a pedestal and arranged the mask in place over the skull. Instantly the mask seemed to come alive. The eyes blinked; the mouth opened to allow a tongue to moisten the lips. Shimrod called: "Baibalides, can you hear me?

75, optical wisps

76, falloy: a variety of halfling. much like a fairy, but larger and far more gentle of disposition.

77, listening shells

78, The mirror is of magic. You see reflected the person you think yourself to be. Or you may say: ‘Mirror, show me as I appear to Shimrod!' or, ‘Mirror, show me as I appear to Tamurello!' and you will see these versions of yourself.

79,  a druid appeared in a brown robe with a sprig of mistletoe pinned to his hood. He uttered a single word; all fell silent, then slunk away and hid in the shadows.

80,  a dour old castle of fourteen towers overlooking the harbor

81, green vapor, which, caught by the wind, blew out over the sea. Swirling low and mingling with spume from the waves, the fume condensed to become a green pearl

82, "You refer to the Temple of Atlante?…The priests claim that the number of steps above the surface is dwindling: either the land is sinking or the sea is rising: such is their reasoning

83, Hoonch the dog-god

84, iron-legged goat

85, I can put toad-heads on your enemies!

86, I can change the stone of their castles to suet pudding.

87, I can enchant the surf, to bring sea-warriors with mother-of-pearl eyes charging ashore out of each breaking wave!

88, a stuffed blackbird mounted on a stand. A sheet of parchment, folded and tucked between the bird's legs, read: To hold converse with. Tamurelo, pluck a feather from the belly of the Bird and place in the flame of a candle.

89, The base was a circular ebony platter, marked around the rim with signs of the zodiac. The golden ball at the center, so Casmir had been told, represented the sun. Nine silver balls of various size rolled in circular troughs around the center, but for what purpose was a secret known only to the ancients. The third ball from the center was accompanied by a smaller ball and made its circuit in exactly one year

90, Trilda had been designed by Hilario, a minor magician of many quaint notions, and built overnight by a band of goblin carpenters who took their pay in cheeses.

91,  a wonderful structure of jet and milk-glass. Slender columns supported domes and tall arcades and higher domes, and still more, ranked one above the other, along with a hundred terraces and balconies and, higher yet, a cluster of towers flying pennons and banderoles. In the shadowed halls hung chandeliers encrusted with diamonds and moonstones, which gave off glints of red, blue, green and purple light.

92, Stangle: the stuff of dead fairies, with implications of horror, calamity and putrefaction

93, I will transform all your teeth into barnacles."

94, crayfish in the shallow pools and a noble trout lazing in the shadows

95, Threlka is a witch of the seventh degree, and is wise beyond most others.

96, Threika cut away the splint and threw it into the fire. "Burn, wood, burn! Pain, in smoke fly up the chimney; disturb Tatzel no longer!" From a black jar she poured a syrup upon Tatzel's leg, then sprinkled on crushed dry leaves. She wound the shin with a loose bandage and tied it with a coarse red string. "And so it goes! In the morning you shall know no more weakness

97, the Cam Brakes. This is a series of ledges or terraces arranged like steps, which, according to myth, the giant Cam laid out to ease his way from Lake Quyvem up to the moors.

98, ancient tombs; give them all due respect. This place was sacred to the ancient Rhe-daspians, who inhabited the land three thousand years ago. Ghosts are common, and it is said that sometimes old friendships are renewed and old antagonisms find vent. If you by chance see such ghosts, make no sound and give no interference, and above all, never agree to act as arbiter at one

99, a ghoul who has the power to change his guise. It will meet you in sweet friendship, and offer wine and food and kindly shelter. Accept nothing—not so much as a sup of cold water—and cross down over this brake, no matter what the cost, while the sun is in the sky; at sunset the ghoul assumes its true shape and your life is in the balance. If you take its gift you are lost.

100, When you come to Lake Quyvern, you will discover Kernuun's Antler, which is the inn of Dildahl the Druid. He is, so it seems, a kindly man, and offers a hospitality of moderate cost. This is hardly true and you must eat none of his fish! He will serve it in many guises: as roe, and croquettes, and pickles, and pudding, and in soup. Eat only the items whose cost is specified

Thursday, September 24, 2015

D100 Things You Find In Lyonesse Hexes

Lyonesse is a trilogy of books by Jack Vance (as in Vancian magic). It doesn't have quite the verbal gymnastics of his must-read Tales of the Dying Earth, but it somewhat makes up for it by having a less episodic plot and a wider variety of characters.

More to the point for this random table, Lyonesse is also a place in the novels--a kind of fairy-talish pre-Arthurian place with competing wizards. So if you have a place like that in your game, you can use this for random encounters or hex-fillings. I'll be using them for The Hexenbracken, the Far Lands and Gaxen Kane.

These are from the first Lyonesse book Suldrun's Garden. I basically went through and cut and pasted every single unusual or unusually-described noun from the book into the table. All of these are direct quotes, copyright Jack Vance, 1983.

I'll put up another one with stuff from the other two books later.


What do you see? Roll d100

1, Loald, a submarine giant

2, eery knight Sir Sacrontine who could not sleep of nights until he had killed a Christian

3, the crone named Dyldra, who was profound in the lore of herbs, and by some considered a witch

4, Ewaldo Idra, Adept of the Caucasian Mysteries.

5,  a wagon from which a pair of maidens tossed handfuls of pennies into the throng.

6, Blausreddin the pirate built a fortress at the back of a stony semi-circular harbor. His concern was not so much assault from the sea, but surprise attacks down from the pinnacles and gorges of the mountains, to the north of the harbor.

7, Go to Thripsey Shee just as the first rays of sunlight sweep down across the meadow. Do not go by moonlight, or you will suffer a death of weird invention. 

8,  Queen Sollace showed great cordiality to religious zealots and priests, and found much of interest in their creeds. She was thought to be sexually cold and never took lovers.

9, What to do with the defeated magician, who seethed with evil and hate? Murgen rolled him up and forged him into a stout iron post, ten-foot long and thick as my leg. Then Murgen took this enchanted post to the crossroads and waited till it shifted to the proper place, then he drove the iron post down deep in the center, fixing the crossroads so it (Zak: the heretofore fugitive Goblin Fair) no longer could move, and all the folk at the Goblin Fair were glad, and spoke well of Murgen

10, Never-fail will serve you all your life long, always to indicate where Lord Dhrun may be found. Notice!" King Throbius displayed an irregular object three inches in diameter, carved from a walnut burl and suspended from a chain. A protuberance to the side terminated in a point ripped with a sharp tooth

11, "Tell about Goblin Fair!"

12, "Well then, it's the place and time when the halflings and men can meet and none will harm the other, so long as he stays polite.

13, books of fairy-skein, written with words that you can't get out of your head once they're in.

14, a mordet* on him."

15, *A unit of acrimony and malice, as expressed in the terms of a curse.

16, the orangery

17, Dame Boudetta, Mistress of the Household, a severe and uncompromising lady, born into the petty gentility. Her duties were manifold: she supervised the female servants, monitored their virtue, arbitrated questions of propriety. She knew the special conventions of the palace. She was a compendium of genealogical information and even greater masses of scandal.

18, Prince Quilcy, is feeble-minded and spends his days playing with fanciful dolls and doll-houses.

19, Hall of Honors beyond, where fifty-four great chairs, ranking the walls to right and left, represented the fifty-four most noble houses of Lyonesse…One chair was characterized by a shifting sidelong deceit, but pretended graceful charm; another exhibited a doomed and reckless bravery. 

20, the crags Maegher and Yax: petrified giants who had helped King Zoltra Bright Star dredge Lyonesse Harbor; becoming obstreperous, they had been transformed into stone by Amber the sorcerer

21, King Oriante, a pallid round-headed little man, was ineffectual, shrill and waspish. He reigned at his castle Sfan Sfeg, near the town Oaldes, but could not rule the fiercely independent barons of mountain and moor. His queen, Behus, was both tall and corpulent and she had borne him a single son, Quilcy, now five years old, somewhat lack-witted and unable to control the flow of saliva from his mouth.

22, four gaunt Druid priests.

23, They wore long robes of brown furze, belted and hooded to hide their faces, and each carried an oak branch from their sacred grove.

24, …caught a mouse and changed it into a fine horse. 'Ride home at speed,' he told me. ";Do not dismount or touch the ground before your destination, for as soon as your foot touches ground, the horse is once more a mouse!

25, …a pair of young mermaids. They had seen her and called out, but they used a slow strange language Suldrun could not understand. Their olive-green hair hung about their pale shoulders; their lips and the nipples of their breasts were also a pale green. One waved and Suldrun saw the webbing between her fingers. Both turned and looked offshore to where a bearded merman reared from the waves. He called out in a hoarse windy voice

26, King Casmir now dispatched a secret emissary to Dascinet, urging attack upon Troicinet, and promising full assistance.

27, On the rocks west of the Chale crawled cripples, lepers and the weak-minded, in accordance with the statutes of Lyonesse.

28, Each was spread-eagled naked to a frame and hung upside down, facing out to sea. Down from the Peinhador came Zerling, the Chief Executioner. He walked along the row, stopped by each man, slit the abdomen, drew out the intestines with a double-pronged hook, so that they fell over the chest and head, then moved on to the next.

29, …the Tower of Owls

30, …green glass bottle of a size to hold a gallon. The mouth fitted tightly about the neck of a double-headed homunculus, so that only its two small heads protruded. These were squat, no larger than cat-size, with wrinkled bald pates, snapping black eyes, a nose and oral apparatus of tough brown horn. The body was obscured by the glass and a dark liquid, like strong beer…"Let the bottled imps clamp your hair or your fingers and you will learn the meaning of harm."

31, an octagonal mirror in a frame of tarnished wood…I see nothing. It is like looking into the sky."

32, The surface of the mirror moved; for an instant a face looked into her own: a man's face. Dark hair curled down past a flawless complexion; fine eyebrows curved over lustrous dark eyes; a straight nose complemented a full supple mouth.. .The magic faded…From time to time I demonstrate the inconceivable, or mock the innocent, or give truth to liars, or shred the poses of virtue—all as perversity strikes me. now I am silent; this is my mood."

33, …trained animals, which King Casmir had ordained for his pleasure. Bears in blue cocked hats tossed balls back and forth; four wolves in costumes of pink and yellow satin danced a quadrille; six herons with as many crows marched in formation.

34, …a weird-woman dressed in white entered the chamber holding high a glass vessel which exuded a flux of colors swirling behind her like smoke

35, …Brother Umphred, a portly round-faced evangelist, originally from Aquitania

36, …the Skyls, a dark crafty race of unknown origin, were uncontrollable. They lived isolated in mountain glens, emerging only when the time came for dreadful deeds. Vendetta, revenge and counter-revenge ruled their lives. The Skyls' virtues were stealth, reckless elan, blood-lust and stoicism under torment; his word, be it promise, guarantee or threat might be equated with certainty; indeed the Skyl's exact adherence to his pledge often verged upon the absurd. From birth to death his life was a succession of murders, captivities, escapes, wild flights, daring rescues: deeds incongruous in a landscape of Arcadian beauty.

37, Five golden crowns rolled forth. They became five golden butterflies which fluttered into the air and circled the parlor. The five became ten, twenty, fifty, a hundred. All at once they dropped to cluster upon the table, where they became a hundred gold crowns.

38, A cavalcade of twenty knights and men-at-arms came down the Sfer Arct and into Lyonesse Town. At their head rode Duke Carfilhiot, erect and easy: a man with black curling hair cropped at his ears, a fair skin, features regular and fine, if somewhat austere, save for the mouth, which was that of a sentimental poet.

39, A great lummox claims that you have molested his wife; he takes up his cutlass and comes at you.

40, Pomperol is an ardent ornithologist

41, swan-headed barge, which a dozen young girls clad in white feathers propelled slowly across the lake.

42, They breed and train the cannibal falcons, each a traitor to his kind.

43, a scarlet and gold carriage drawn by six white unicorns

44, a tall shape muffled in a long black cape, with a wide-brimmed black hat obscuring his features. He stood always back in the shadows and never spoke; when one or another of the magicians chanced to look into his face they saw black emptiness with a pair of far stars where his eyes might be.

45, Sartzanek, perhaps the most capricious and unpredictable of all the magicians, resided at Faroli, deep inside the forest,

46, the Spell of Total Enlightenment, so that Widdefut suddenly knew everything which might be known: the history of each atom of the universe, the devolvements of eight kinds of time, the possible phases of each succeeding instant; all the flavors, sounds, sights, smells of the world, as well as percepts relative to nine other more unusual senses. Widdefut became palsied and paralyzed and could not so much as feed himself. 

47, a plague of maggots

48, He was compressed into an iron post seven feet tall and four inches square, so that only upon careful scrutiny might his distorted features be noted. This post was similar to the post at Twitten's Corner. The Sartzanek post was implanted at the very peak of Mount Agon. Whenever lightning struck down, Sartzanek's etched features were said to twitch and quiver.

49, She appeared to him as a female clothed with a soft pelt of black fur and an oddly beautiful cat-like mask. This creature knew a thousand lascivious tricks

50, In niches beside the entrance stood a pair of sphinxes carved from blocks of black diorite: the Tronen, or fetishes of the house.

51, imps riding like knights on armored herons

52, A griffin's claw reposed in an onyx case. 

53, A gallstone cast by the ogre Heulamides gave off a peculiar stench.

54, Persilian, the so-called "Magic Mirror." This mirror would answer three questions to its owner, who then must relinquish it to another. Should the owner ask a fourth question, the mirror would make glad response, then dissolve into freedom.

55,  This feather," he said, "is indispensable to the conduct of daily affairs, in that it infallibly detects fraudulence."

56, a young harpy in a cage. 

57, Desmei moved away. Presently she departed through the forest in a palanquin carried by six running shadows.

58, Over a time of two hours she worked a great spell to sunder herself into a plasm which entered a vessel of three vents. The plasm churned, distilled, and emerged by the vents, to coalesce into three forms. The first was a maiden…

59, The cow's horn yields either fresh milk or hydromel, depending upon how one holds it.

60, a green meadow where rose an array of twenty poles, half supporting impaled corpses.

61, I am a student of magic. I am taught by the great Tamurello, and I am under obligation, so that I must refer to him matters of policy. 

62, Balberry's Abstracts and Excerpts, a vast compendium of exercises, methods, forms and patterns inscribed in antique or even imaginary languages.

63, Using a lens fashioned from a sandestin's eye, Shimrod read these inscriptions as if they were plain tongue.

64, a cloth of bounty, which, when spread on a table, produced a toothsome feast

65, fairies of Tuddifot Shee, at the opposite end of Lally Meadow, who loved music, though no doubt for the wrong reasons.

66, Fairy musicians, discovering that a human passerby had chanced to hear them, invariably inquired how he had enjoyed the music, and woe betide the graceless churl who spoke his mind, for then he was set to dancing for a period comprising a week, a day, an hour, a minute and a second, without pause. However, should the listener declare himself enraptured he might well be rewarded by the vain and gloating halfling. 

67, On certain occasions fairy horn-players asked to play along with him; each time Shimrod made polite refusal; if he allowed such a duet he might find himself playing forever: by day, by night, across the meadow, in the treetops, higgledy-piggledy through thorn and thicket, across the moors, underground in the shees. The secret, so Shimrod knew, was never to accept the fairies' terms, but always to close the deal on one's own stipulations, otherwise the bargain was sure to turn sour.

68, To the side a long-bearded troll, with an extravagantly large cudgel, beat a lank furry creature hanging like a rug on a line between a pair of trees. With every blow the creature cried out for mercy: Stop! No more! You are breaking my bones! Have you no pity? You have mistaken me; this is clear! My name is Grofinet! No more! Use logic and reason!"

69,  He placed down a small box, which expanded to the dimensions of a hut. 

70, …the severed member. Rings decorated the four fingers; the thumb wore a heavy silver ring with a turquoise cabochon. An inscription mysterious to Shimrod encircled the stone. 

71, In the forest nearby a door opens into the otherwhere Irerly. One of us must go through this door and bring back thirteen gems of different colors, while the other guards the access.

72,  isolated mountains of gray-yellow custard, each terminating in a ludicrous semi-human face. All faces were turned toward himself, displaying outrage and censure. Some showed cataclysmic scowls and grimaces, others produced thunderous belches of disdain. The most intemperate extruded a pair of liver-colored tongues, dripping magma which tinkled in falling, like small bells; one or two spat jets of hissing green sound, which Shimrod avoided, so that they struck other mountains, to cause new disturbance.

73, three small transparent disks. "These will expedite your search; in fact, you will go instantly mad without them. As soon as you pass the portal, place these on your cheeks and your forehead; they are sandestin scales and will accommodate your senses

74, you will need this sheath. It is stuff to protect you from emanations.

75, a pair of iron scorpions crawling at the end of golden chains. "These are named Hither and Thither. One will take you there; the other will bring you here

76, three competing religions: The Doctrine of Arcoid Clincture; the Shrouded Macrolith, which I personally consider a fallacy; and the noble Derelictionary Tocsin. 

77, a jet of blue magma

78, Shimrod brought the House Eye down from the ridge-beam, and set it on the carved table in the parlor, where, upon stimulus, it recreated what it had observed during Shimrod's absence.

79, On the great table he found a silver penny, a dagger and a small six-stringed cadensis of unusual shape which, almost of its own accord, produced lively tunes. 

80, WITHIN AND ABOUT THE Forest of Tantrevalles existed a hundred or more fairy shees, each the castle of a fairy tribe

81, BOAB: who used the semblance of a pale green youth with grasshopper wings and antennae. He carried a black quill pen plucked from the tail of a raven and recorded all the events and transactions of the tribe on sheets pressed from lily petals.

82, TUTTERWIT: an imp who liked to visit human houses and tease the cats. He also liked to peer through windows, moaning and grimacing until someone's attention was engaged, then jerk quickly from sight.

83, GUNDELINE: a slender maiden of enchanting charm, with flowing lavender hair and green fingernails. She mimed, preened, cut capers, but never spoke, and no one knew her well. She licked saffron from poppy pistils with quick darts of her pointed green tongue.

84, WONE: she liked to rise early, before dawn, and flavor dew drops with assorted flower nectars.

85, MURDOCK: a fat brown goblin who tanned mouseskins and wove the down of baby owls into soft gray blankets for fairy children.

86, FLINK: who forged fairy swords, using techniques of antique force. He was a great braggart and often sang the ballad celebrating the famous duel he had fought with the goblin Dangott.

87, SHIMMIR: audaciously she had mocked Queen Bossum and capered silently behind her, mimicking the queen's flouncing gait, while all the fairies sat hunched, hands pressed to mouths, to stop their laughter. In punishment Queen Bossum turned her feet backward and put a carbuncle on her nose.

88, FALAEL: who manifested himself as a pale brown imp, with the body of a boy and the face of a girl. Falael was incessantly mischievous, and when villagers came to the forest to gather berries and nuts, it was usually Falael who caused their nuts to explode and transformed their strawberries to toads and beetles.

89, Twisk, who usually appeared as an orange-haired maiden wearing a gown of gray gauze.

90, The troll Mangeon

91, He marshaled two armies of mice and dressed them in splendid uniforms. The first army wore red and gold; the second wore blue and white with silver helmets. They marched bravely upon each other from opposite sides of the meadow and fought a great battle

92, He assembled an orchestra of hedgehogs, weasels, crows and lizards and trained them in the use of musical instruments.

93, Falael, from boredom, next transformed Dhrun's nose into a long green eel which, by swinging about, was able to transfix Dhrun with a quizzical stare.

94, a fairy sword. "The name of this sword is Dassenach. It will grow as you grow, and always match your stature. Its edge will never fail and it will come to your hand whenever you call its name!"

95, a locket around his neck. "This is a talisman against fear. Wear this black stone always and you will never lack courage.

96,  a set of pipes. "Here is music. When you play, heels will fly and you will never lack jolly companionship."

97, "This is a magic purse," she told him. "It will never go empty, and better, if you ever give a coin and want it back, you need only tap the purse and the coin will fly back to you."

98, "Go your way and do not look back, on pain of seven years bad luck, for such is the manner one must leave a fairy shee."

99, a clearing planted with plum and apricot trees, which had long gone wild.


100,  Before the hall the ground had been tilled and planted with cabbage, leeks, turnips, and onions, with currant bushes growing to the side. A dozen children, aged from six to twelve, worked in the garden under the vigilant eye of an overseer boy, perhaps fourteen years old. He was black-haired and thick-bodied, with an odd face: heavy and square above, then slanting in to a foxy mouth and a small sharp chin. He carried a rude whip, fashioned from a willow switch, with a cord tied to the end.


Friday, December 26, 2014

Goats, Bilbo's XP, Contest Winners, Toys, Frog Interview, Red & Pleasant Flip-Thru, Order Info

1. A Movie Review

So ok, everything you've heard about Hobbit: Battle of Five Armies is wrong.

First, you'll hear people being like "This movie sucks". They're dumb and wrong, as this short post-movie conversation with Connie reveals:

Zak: "Listen to this review: 'Bilbo Baggins is the only character capable of eliciting genuine reactions from the audience'."

Connie: "Uh, really? What about warpigs?"

Z: "What about wargoats?"

C: "What about trolls with morningstars for legs?" 

Who doesn't have a genuine reaction to wargoats? Nobody I wanna sit near.

Another thing you'll here is this is not a very faithful screen adaptation.

This is a totally faithful screen adaptation--of Warhammer Fantasy Battle. Which is a way better thing to be faithful to than Tolkien.

At one point Gandalf is like "These orcs are bred for only one purpose: war" and then, in like the film-editing equivalent of a typo, like one scene later Legolas is talking to some Other Extraneous Elf about some bats and going "These creatures are bred for only one purpose: war".

Now you might think "Well I have heard the script is a little weak". NO. It's just this is how fucking metal this movie is.  In the grimdark screenwriting of the Fran and Filippa there is only war. And that's good, because, dude: war   goats. Yeah.

Now if you've seen it you're also wondering what's up with Bilbo knocking down like three or four 10' tall orcs in a row by hucking rocks at them. What's up is Bilbo is clearly doing ranged backstabs and must be doing x 4 damage (rock=d4, average 2.5. Times four = 10, which is respectable and could probably knock down even a tough orc if they'd already taken melee damage) and they don't see him because they're in melee with other guys and it's a frenzy.

But how did he get leveled up that far because he's definitely 1st level (or even 0-level) in the first movie.

Ok check it: assuming Jackson's giving xp only for monsters and treasure (SPOILERS below if you never read the books or saw the movies):

Session one: dwarfs clean dishes, contract lunch, all that, then the party kills 3 trolls. Session ends. Bilbo gets enough xp to hit level 2.

Session 2 starts: The party finds Glamdring, Sting and other weapons in the troll hoard, plus kill some orcs on wargs. Level 3.

Session 3: A bunch of social bullshit with elves and the moon. Then the party gets ambushed--Bilbo fights a goblin, most of the people playing the dwarfs and Gandalf have doctor's appointments that day so it's mostly solo and Bilbo does the whole riddle-game with Gollum. Scores the One Ring. You can't get more than enough xp to level up once in a single session, so Bilbo goes from level 3 to level 4 without anyone realizing this is an Artifact.

Session 4: Guy playing Gandalf gets back from the dentist, the dwarves fight a ton of goblins, and the Great Goblin. Lottttts of xp for the whole group, Bilbo gets an even share. He's level 5.

Session 5: The party is chased by the White Orc and his minions--during this sequence Bilbo kills a warg, then an orc. Then there's all the pinecone business and they're saved by Gandalf casting Summon Eagles I Keep Forgetting About. Level 6.

First movie ends--I suspect some carousing here.

Session 6: Buncha bullshit with Beorn and his flick eyebrows, then Myrkwood/Mirkwood/Murkwood and giant spiders. Level 7.
Session 7: Elves capture dwarves. Bilbo does a lot of Move Silently which he can because he's a level 7 thief. The wonderful, inappropriate Six Flags Magic Mountain barrel-fight happens during which the dwarves kill lots of orcs. Bilbo sponges his share of this xp: Level 8.

Session 8: Ok, a lot of sneaking and talking and negotiation and Lake Town at the beginning of the session but then Smaug. Clearly the deal here is--even assuming Bard is some dumb deus ex machina DMPC--the party gets a share of xp off Smaug for shaving some hit points off before Bard's called shot to the wyrmbelly.

This leaves Bilbo at Level 9 before the Battle of Five Armies even starts. Though he is still smart enough to avoid melee as much as possible.

P.S. Jackson's Gandalf is clearly Vancian--he's out of spells for the whole third movie.



2. Here Have Some Toys

The Winners of the D&D Widget Contest...

...are two people. Try the toys they made! Because both were cool:

David Coppoletti's Dungeon Remixer using pieces of my and Jez Gordon's Red & Pleasant Land maps. I can't wait to see what else he does with this in the future.

Alec Henry's LOTFP character generator which is not quite perfect yet, but is very good and edged out the other character generators on account of it picks spells
...these two can email me their mailing addresses to which I will send signed copies of Red & Pleasant Land.


3. Wait Have More Toys

Telecanter is on fire with the cool magic items lately.

  1. Silver Razor - Shaving a person with this silver razor will cause them to love you until their hair grows back.
..etc.

Highly recommended.


4.  I am interviewed by a frog.



5. If You're Wondering About The Book, This Review Has A Red & Pleasant Land Flip-Through.

6. If You Are Smart And Already Ordered Red & Pleasant Land And Want To Know Where Your Book Is...

Raggi lays out when every recent order shipped--RPL or otherwise over here.

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Thursday, June 5, 2014

I think we should remove at least one more body part so that the children truly understand how terrible the stepsisters are

Two D&Dables today, first…

I have an article up over at The Toast:

On March 5th, the Associated Press asked: “What are seemingly jet-propelled cats and birds doing in a 16th century German artillery manual?” It was a good question.

What the cats and the birds were doing was the same thing everything else in the manual was doing: being recommended by one Conrad Haas as instruments of war.

The sparse comments from the historian the AP interviewed were even more unsettling than rocket cats are already: “I really doubt this was ever put into practice, it seems like a really terrible idea.”

First: “I really doubt”? What is that? Like, isn’t the historian rule that you do history until you’re sure there aren’t rocket cats and then you talk to the AP after that?

And then second: Click here to read the rest.

Mallory Ortberg called it "funny as shit" which, coming from the world's funniest misandrist, is high praise. Special thanks to Nightwck Evan for historical expertise.

Also at The Toast (and D&Dish), is a great piece by Anne Thériault on how before fairy tales got turned into cautionary tales for children, they started as stories women told to each other about their lives and ideas….

Wilhelm also began to alter the structure of the tales, introducing moral judgments and motivations that previously hadn’t been there. Traditionally, fairy tales had seen luck and chance count for more than hard work and obedience, but Wilhelm put a stop to that – instead the sweet, well-behaved, godly women were rewarded, and those who deviated from that mold were punished….And so fairy tales began to feel less like women’s stories and more like a guidebook for how women were expected to behave. MORE
I find this extremely resonant in the ongoing "RPG-as-imagination-exercise" vs "RPG-as-surrogate-parent" debates, but it's also just got some neat historical and fairy-talical tidbits generally.
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Saturday, January 4, 2014

D100 Nested Treasure Table (Revised)

Roll twice

Roll d4 for losers & civilians
d6 for up to 6 HD of creatures
d8 for 6 to 8 HD of creatures
d10 for 8 to 10 HD of creatures
d12 for PC-types and adventuring creatures
d20 for lieutenants, treasure stores, and more than 10 HD of creatures
d30 for bosses and spell casting lieutenants
d100 for treasure caches difficult to find
2d20 and add if you're pretty sure there should be something interesting there


1-Fuck-all, do not roll again
2-Cheese or other food. Wouldn't provide a full day's nourishment alone but effectively adds 25% to the life of whatever rations the PCs already have.
4-Gems/trinkets worth d10x creature level gp

5-Roll twice more on same die
6-Net, 10' chain, Lard, Manacles, or Caltrops

7- Random book, random or creature's language.
8-Vial of acid or Holy water. 1 dose.

9-Gems/trinkets worth 100x creature  level gp
10-Vial of poison. 1 dose.

11-Tasty confection wrapped in scrap of paper with recipe. Substance unknown in local area. Worth d100 x d20 to any given confectioner back in civilization.
12-Bag of pulverized bone. A properly thrown bag will create a cloud of thick dust which obscures all vision and impairs the action of breathing organisms to the tune of -4 on everything in a 10' diameter area for 4 rounds.

13-Scroll: 1 spell. Level d4, Random.
14-Vial of lubricant. Covers 5'x5' area.
15-Vial of chloroform, 1 dose
16-Small glass sphere filled with water and lodestone shavings. Works as a compass.
17-Unusual pastry of toroid configuration. Still fresh.
18-Partial and crappy dungeon map. To simulate it, any player is allowed to look at the DM's map for a number of seconds equal to their PCs intelligence divided by 2.
19-Mineral salts. Adding these to a pool of water and bathing in it for 20 minutes heals 2 hp of damage and grants spellcasters full rest.
20-1000 x creature HD worth of trinkets. Infected with a virulent mold that'll spoil food in the pack it's stored in in 1 hour.

21-Random Key (Key #d100)
22-Scroll: 1 spell. Level d8. Random.
23-Rare spices from the east. Worth d20xd100 gp to a sufficiently adventurous cook.
24-1000 x creature HD worth of trinkets.
25-Text of document in language of humanoid civilization indicating imminent plans to launch an assault on another humanoid civilization.
26-30 (Pack containing d4 identical Kojo cigarettes (courtesy of Noisms):
*26-Love Cigarette
*27-Red Eye Cigarette
*28-Ghost Eye Cigarette
*29-Cigarette of Judgement
*30-Cigarette of Choking

31-38 Vial of Basidirond spores (4 doses) Causes hallucinations in d4 targets.
*31-Individual in a swamp-strips off armor to keep from sinking
*32 = Spiders attacking-individual strikes/attacks floor area to kill them
*33=lndividual has shrunk-shouts for help to return to normal size.
*34 =Item held is a viper-individual
*35 =Individual is suffocating-runs gasping in random directions.
*36 =Associates are diseased-avoids everyone.
*37 = Leech on back-individual tears off anything worn on back and attacks it.
*38 = Individual is HUUUGE, keeps trying to stomp everyone.

39-Puppet. Long-lost childhood toy of subterranean humanoid monarch.

40-Book of rare poetry. Prized by manticores.

41-Harpy's egg. If a witch or wizard subjects it to a certain alchemical process before it hatches it will give birth to a natural disaster. If not, a harpy the size of a cornish game hen will hatch and assume the nearest PC is its mother. It will act like an evil, flying child of its age.

42-3 anesthetized bats held in individual baseball-sized cheesecloth nets. Throwing them with full strength will wake them up in midflight. They are bloodthirsty and will attack whatever they're thrown at.

43-An AD&D Fiend Folio. Written in a medieval style and with slightly different name (A Folioe Of Unusual Creatures or whatever), but containing all of the relevant information, whether or not any of it applies to your campaign.

44-2d4 x 1000 g.p.

45-2d4 random books

46-Head of a morningstar. Light enough to throw. It is coated in a substance which makes it smell like fresh meat and stupid carnivorous monsters may try to swallow it.

47-Shield made of null-magic metal. Basically gives a reflex save/dex check against magic attacks that might be blocked by a shield.

48-Oil of Brutal Noise. Anyone drinking this or stabbed with a blade coated in it becomes painfully sensitive to all sounds. Mechanics here are up to you. d6 doses.

49-Magic warpaint-- +2 hit and damage, -6 wisdom. d4 days worth.

50-Yellowish goo. Purifies water, makes water elementals docile.

51-Legal book written in language of nearby humanoid species. If read, it will offer general info on that species' habits, disposition, etc.

52-Morningstar of Ridiculous Wounding. This magic weapon can hit gods, demons, etc. as if it were a +6 weapon (though it has no bonus), however a successful hit on an intelligent creature will strike the target as hilarious, causing them to laugh so hard their armor class is reduced by 1. Successive hits will seem even more hilarious, again reducing the target's AC by 1 for each hit. If the target survives the combat s/he/it will continue laughing for 8 more rounds.
The user becomes increasingly grim and humorless. His/her charisma is reduced by 1 for all purposes except intimidation checks for each foe slain with the morningstar.


53-Lachrymaxe. This weapon appears to be merely a very ancient and finely-made battleaxe, however, it feeds on misery, and gains a +1 for each intelligent creature whose tears are rubbed onto the blade (up to a maximum of +5). Each application of tears must be from a different species.
The Lachrymaxe is intelligent, though it will never engage in a duel of wills with its owner. It will, however, whisper to the wielder constantly, subtly encouraging him/her to slay, to conquer, and to tread the jewelled thrones of the Earth under his/her feet.

54-Razor potion. 1 dose. Drinking it and then spitting it out allows the imbiber to spit a cone-shaped "breath weapon" full of gnat-sized barbs which does 3d6 damage to exposed flesh.

55-Crumpled musical composition in unknown notation. Any bard can roll an intelligence check + (level divided by 3) to understand it. Playing it will require will require 8 hours of intensive study as well as modifications to any musical instruments present requiring 3 hours of peaceful, solitary work. The song, when finally played, will cause all intelligent creatures within hearing range to go "Wow. That's a song alright. I'm so glad we brought you down here."
It resembles "Pop Goes The Weasel" in most important respects.

56-Vial of unholy water.

57-Bad dream in a bottle. 40% chance of being prophetic.

58-Scroll: Steal spell spell.

59-A form of waxy cosmetic made from crushed carmine beetles appliable to the lips. Using it and then kissing any object will cause a mouth to form wherever the kiss was. The new mouth will be sentient and can answer any questions that the thing in question would be expected to know (if a living being is kissed only the body part kissed will be able to speak) for d4 rounds before disappearing. The magic only works once, but the cosmetic itself is a sort of flattering muted rose and would look pretty good on you with maybe a slightly lighter foundation color.

60-Taskmaster dust--put it on yourself (first) and then someone else and you'll be able to copy their dex for the rest of the day. 2 doses.

61-Vial of a substance derived from mind flayer digestive juices. If a PC drinks it immediately after eating the brain of another living creature it will allow the PC to know everything the creature knew. However the PC must save or gain an insanity. 1 dose.

62-Diary of dead adventurer describing dungeon in sketchy detail (mostly worthless but has 2d20% chance of working on any device the PCs consult it about. HOWEVER, once it works, that's it.)

63-d6 outfits of local high-level religious authority

64-Roll twice

65-Ordinary-looking (but fresh) apple. Cures d8 hp.

66-Consecrated dagger, +2 vs. whatever humanoid species the nearest hostile humanoid species considers its enemy.

67-A Goblin Key that'll lock any door.

68-Vial containing a form of sovereign glue. Sets instantly and covers 1' square area.

69-Vial of rust monster digestive acids.

70-Shrieker encased in vibration-proof container

71-Magic sword

72-74 REDACTED

75-Spell scroll: cures d8 hp but requires two fingers from a dead humanoid.

76-Elf ear with gold earring worth d100xd30gp. Removing the earring from the ear causes it to turn to silver worth d10gp.

77-"Rosetta stone" book translating between ancient elvish and the language of rats.

78-Attachable steel fangs. Enables bite for d4 (even if grappled, usually).

79-Biography of PC who found it, written 1o years from now.

80-Mushroom. Makes you 2 feet tall until remove curse or similar is cast.

81-Vial of medusa tears. Application to a body part will turn it to stone for 5 minutes. 2 hand-sized doses.

82-Goblin-walking scroll. Speaking the words on this scroll causes the creature to stick like a fridge magnet to their own shadow--allowing them to walk on walls or ceilings so long as light sources in the room can be moved such that the shadow of the creature can be cast on the ceiling. (Generally, a creature can jump, causing the shadows of their feet to slide up to the wall, this will then cause the creature to be sucked toward their shadow.) Works until creature is exposed to sunlight.

83-(from Taichara) A small, white and friendly kitten with glowing eyes. The kitten will follow the party everywhere; if it is killed, the next night there are two kittens.

84-Pair of beads. Crushing bead A will instantly bring crusher to the location of bead B.

85-Crawling claw (as monster). Obeys whoever finds it.

86-Fancy hinged box. Inside is an elaborately-wrought carved scalpel and illustrated instruction book (in a foreign tongue) in a velvet-lined case. The scalpel can be used to remove an eye from any creature (of roughly equal size) and insert it into another creature's head, enabling them to use any vision-related abilities or gaze attacks of that creature. The surgeon can't be either patient and must make a dexterity roll. Rolling over dex means the operation fails and causes d20 hp damage. Rolling under causes d20 minus (number of points under dex rolled) hp. Works once. Whenever the recipient of the new eye rolls a 1 it means the new eye has rebelled and will spend the next d4 rounds causing as much trouble as it can for the PC.

87-Vial of multicolored dust. When opened or shattered it creates a cloud filling about a refrigerator-sized area in mid-air. It lasts for 5 days. The mist affects any magic effect passing through it as follows: (d4 1-disperses effect 2-redirects effect toward randomly determined other target 3-Wild magic effect 4-Solidifies effect into a small mammal which drops immediately to the floor, where it sleeps for d4 hours.) The vial can be opened or broken in the middle of someone else's turn on a successful dex check.

88-Frost mask. This icy substance, when painted over a creature's eye will lighten and twist it into a shape which frightens fire. No flames, magical or otherwise will come within 5 feet of the creature. Lasts 1 day. 3 doses.


90-Marble-sized crystal of Ice 8. Like Ice 9, but it'll only solidify about a 20 x 20 x 20 foot area of water.

91-Vial of liquid shadow. Not the kind in Ptolus, which just gives you a bonus to shadow magic (though it does that, too, why not?). This stuff can be used to create a deep shadow--about twice human-sized--where there shouldn't be one. A thief can hide in it as if it were an ordinary shadow, at -20%. It can also be used to move from any liquid shadow to any other pool of liquid shadow the character knows about. It can also be used to replace a lost shadow.

92-Codex of Unutterable Tedium by Ryne Bland. This book is so boring. Anyone reading it will fall asleep after a number of rounds equal to their wisdom for d10 rounds. Reading aloud from the book will cause anyone hearing it and able to understand it to make a will/vs.-spell save or just walk out of hearing distance. If the reader pursues the fleeing creature and continues reading, the creature will be affected as with a sleep spell. Anyone hearing or reading the book more than three times will attempt to destroy or discard it.

93-Vial containing an oily substance. If rubbed on any part of the body (5 square inches), spikes made of fused bone and hardened flesh will form there. A successful strike with these spikes will cause d4 damage or normal punch damage plus 2 hp damage, depending on system. 2 doses.

94-Vial containing an oily substance. If rubbed on any part of the body (5 square inches), a functioning eye will form there. Eyes facing backwards have predictable effects, eyes on the fingers or hands may allow a bonus to hit at the DM's discretion. 1 dose.

95-Sign of Antithesis. This talisman looks like the holy symbol of some local god or demon only upside-down and with a closed eye superimposed on it. It makes the wearer entirely invisible to the deity or power in question. Cleric spells and paladin abilities granted by the entity in question will not affect the wearer. The sign is made of ordinary materials and can be destroyed as easily as any piece of jewelry. Any cleric will recognize one.

96-Null paint. This substance will only function if applied to living flesh. Any part of the body covered in this paint becomes nonreflective black and intangible. Weapons cannot be held in a painted hand, clothing cannot be worn over a painted body part (it will pass through), etc. If painted over sensory organs they become useless. If painted in a stripe pattern on the skin then items may be held or worn and 50% of all piercing or slashing attacks will pass harmlessly through the wearer. Lasts one day.

97-Shield made of null-magic metal. Basically gives a reflex save/dex check against magic attacks that might be blocked by a shield.

98-Vial of bizarre pearlescent substance. When mixed with demon blood it will create a solution which, when rubbed on a weapon, allows it to be treated as a magic weapon for 10 rounds.



100-Net trap kit. Tripwire activated, catches up to 4 humanoids.

Sunday, April 14, 2013

The Seeking Orbs

Here is what your character knows about Seeking Orbs:

  • Each one is a small glass sphere about the size of a golf ball that appears to contain a dwarf universe.
  • They are indestructible and unalterable so far as you know.
  • So long as it is in your possession, an Orb cannot be lost. It will stay on your person or in your gear no matter what.
  • It gives you a bonus of 1 to every roll (like: ability checks, to hit, damage, saves, etc) except initiative.
  • You can only keep it for one session. At the end of the session you will be compelled to give it to another PC that participated in that session (not any creature, specifically a PC). It's the rules.
  • You cannot possess a single Orb more than once, however if an Orb dissolves (see below) you may possess another when the new one comes around.
  • You cannot possess an orb and "not use it". You get it, it works for you in the next game you play, then you pass it along to someone else who played with you at the end of that session.
  • You cannot give it to someone else mid session unless you leave the session. If you do that, they only get to use it until the end of the session.
  • An Orb may be possessed by more than one PC belonging to the same player, but not consecutively.
  • An Orb cannot be countered by magic-suppressing effects.
  • If a Seeking Orb comes into your possession, please make a comment here after the session  saying who you passed it to at the end of the session and (if you like) any exploits made possible by the Orb.
  • Only one Seeking Orb can exist at any given time.
  • The first Orb appears in my (Vornheim) campaign.
  • Anyone who comes into possession of the Orb should be directed to this page.
  • The Orbs are designated The First Orb, The Second Orb, etc.
Here is what your character does not know about the Seeking Orb, but you do:

  • Although this can in no way be detected, the Seeking Orb is a creation of the Gods of Disorder, designed to deliver fresh seeds of conflict to nexuses of drama, heroism and violence.
  • If it should come to pass that, at the end of a session, there are no eligible candidates to possess an Orb (i.e. everyone in that session has already had it once) then the orb dissolves and a fantastically destructive demon lord is released into whatever gameworld that session took place in.
  • The GM who is running that session is free to determine the nature of the demon lord, the exact place it appears (it need not be near the site of the Orb's dissolution, but must be accessible to adventurers), and its goals. However: it must be a massively powerful creature worth at least enough experience points to take a fighter from 5th to 6th level or enough xp to take the highest level PC who plays in that setting from their current level to the next--whichever of those figures is higher.
  • The demon lord can be a traditional creature such as Orcus, Demogorgon, or Lolth, or a creature of the GM's own creation. If new demon lords are not germane to the campaign where the Orb meets its fate, the GM may instead elect to use or invent a devil, Tarrasque, kaiju, evil monarch  or some other new and massive threat to life and propriety, so long as the creature is both accessible to PCs and worth the proper amount of xp.
  • The precise nature of the creature and its schemes could be related in some ways to the adventures the Orb has had on its way to your game. For example, its minions could be clones of all the PCs who possessed the Orb before.
  • Once an Orb dissolves, a new one will instantly be generated somewhere else, and will soon be released into circulation in some campaign somewhere.
  • GMs who have had a demon lord released in their campaigns via Orb may opt to coordinate the actions of the various fiends in some sort of collaborative multiversal apocalyptic scenario of their own design and reward PCs who participate in resolving it appropriately.
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Thursday, January 24, 2013

Spinneskelle

FuckYeahJohnBlanche
The Spinneskelle is a ghastly automaton found atop spherical objects found in both nature and dark rooms deep in the recesses of stone mazes.

It appears immobile at first, but any action within 60' of it (or in the same room) will prompt it to change to one of nineteen ballet-like positions (like those old pulley-robots at Disneyland) and cause its wand to replicate one of the nineteen powers of a Wand of Wonder (see AD&D DMG for full details of powers). The actions and corresponding reactions are as follows:

Creature moves toward Spinneskele: Slow
Creature moves away from Spinneskele: Delusion
Creature directly attacks with weapon or unarmed: Gust of Wind 
Creature casts spell: Stinking Cloud
Creature starts fire or lights an object with an existing fire: Heavy Rain
Creature talks to other creature or self: Summon
Creature talks to Spinneskele: Lightning bolt
Creature sleeps: Butterflies
Creature eats: Enlarge
Creature breaks an object: Darkness
All creatures present do nothing: Grass grows
Creature activates magic item: Vanish
Creature harms Spinneskelle: Diminish
Creature drops item (throwing things at the Spinneskelle counts as an attack, above): Fireball 
Creature picks up item: Invisibility
Creature harms room or environment: Plant growth
Creature harms other creature: 10-40 gems
Creature attempts to steal wand: Shimmering colors
Creature dies: Flesh to stone (on another creature)

The Spinneskelle itself holds the wand with an unbreakable grip until destroyed. It has two or three times boss hit points (it's pretty easy to hit, though).

If the Spinneskelle is destroyed, the wand may be taken and will function as a Wand of Wonder except the given powers key off foes actions as above rather than a die roll. However, remember, it is still a wand, so you'll look like an idiot.


(P.S. To make your players look extra stupid, make the wand only work if you adopt the Spinneskelle's positions.)


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Friday, September 16, 2011

New Old Magic Item

It was a tape of human skin, cut from the silhouette of the dead man. That is to say, the cut had been begun at the right shoulder, and the knife—going carefully in a double slit so as to make a tape—had gone down the outside of the right arm, round the outer edge of each finger as if along the seams of a glove, and up on the inside of the arm to the arm-pit. Then it had gone down the side of the body, down the leg and up it to the crotch, and so on until it had completed the circuit of the corpse's outline, at the shoulder from which it had started. It made a long ribbon.

The way to use a Spancel was this. You had to find the man you loved while he was asleep. Then you had to throw it over his head without waking him, and tie it in a bow. If he woke while you were doing this, he would be dead within the year. If he did not wake until the operation was over, he would be bound to fall in love with you.

--Once and Future King,
TH White

Tuesday, September 6, 2011

The Prolix Spheres

The Brides cultivate them, and keep them in vats.

The vats are round and wider than a well, 7-10 feet across, waist high, thickly steaming.

The spheres themselves float in clusters, half-submerged in a liquid the green of green tea that almost reaches the rim.

The spheres range from grapefruit to cantaloupe size, are a fleshy grey, and are covered in mouths the size of ordinary human mouths.

Each mouth spend its days whispering all the sins of some specific someone somewhere. Patiently and continuously.

It is said the Brides have a filing system.

Tuesday, August 16, 2011

Snow Wallow Nightmare et al.

Copying Noisms again--I did this and made some stuff.

Monsters:

Wall Link Zombie:
A regular zombie but the building's made of them. You see them, intertwined. They will remain inert until a trigger action is taken.

Scarlet Device:
It's a small clamshell-shaped object--like a cigarettte-case--carved in some rich, deep red stone, set in colored bone or coral. In fact it is not a construct but a kind of highly evolved scarab beetle. It hibernates in its shell until it smells blood.

If placed in a pool of blood, its gold legs will extrude, and it will perform a sort of ritual mating dance in the blood, drawing patterns. Spells cast on the patterns will affect the target. Lasts until the blood is cleaned away.

Snow Wallow Nightmare:
A kind of 12' tall Asian snow mantis. Makes the snow viscous in a 20' radius--effectively slowing anyone trying to move or attack in melee (but not shoot or cast spells).

Royal Fist Monkey:
Small monkeys. Each wears one enormous Hellboy-like-but-jewelled glove with which they can smite with unseemly force. They are employed as personal bodyguards by southern drow dinosaur-princes.

Specter Master Lobster:
Ok, I have nothing genuinely good for this (or at least nothing I'd actually run), but I love saying it.

Ivy hair zombie:
Well, actually a Violet Leopard Orchid Zombie. But the queen of them. Her hair is a mass of creeping flowered tendrils.

Spells:

Schultm's Skin Party

Wizard touches a target skin-to-skin. That target becomes glued to the wizard. Anyone touching the target with bare flesh becomes glued to the target and on and on.

Untouchable Merchant

A curse. Not obvious, but no-one will agree to buy anything from the target until it is lifted.

Screaming security

Like an alarm spell only the area warded must be a circle (size depending on caster's level), and the piercing sound of the alarm does d4-per-caster-level sonic damage to anyone not inside the circle.

Misshaping pool

Turns a vial of ordinary water into a magic liquid that can be thrown on the ground to make a 6-foot-wide magic puddle. The puddle is d4+1 feet per caster level deep and mutates anyone who touches it.

Whisper panic

Wizard whispers a warning into a target's ear. Target then must whisper the same warning into the ear of everyone it meets for 2 hours. It may or may not believe the warning, but cannot tell anyone that until the spell ends.

Drunk Reversal

Blood-alcohol levels of two targets switched.

Rodia's Complicated Siege

Cast on a foe's stronghold: transforms it into an Escheresque and non-euclidean maze--(roll on your favorite "weird dungeon effect" table for each room)--as difficult to exit as enter.

Nassim's Skull Ocean

A fucking ocean of fucking skulls fucking comes out of fucking nowhere and fills a 30-3000 square foot area. They fill the area 5 feet deep. Everybody caught in the ocean takes 2d6 damage and the skulls persist.

Prismatic Law

Caster becomes immune to attack from anything of a chosen color and anyone wearing that color. Only one Prismatic Law may be in effect on a given caster at any time.

Thursday, July 28, 2011

Use This Stuff, It's Good, I Know I'm Gonna

So, the judging of the "Vornheim: Hack This Book" contest is complete. It really was harder to judge than I expected--I promise I'm not just saying that: I decided if I'm going to use a given table or hack, it has to win a prize. So more people won prizes than I expected. If there is ever a second edition of the book, I will try to get some of this material into it. Seriously.
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Let's start with the
5-way tie for third place:

-Kiel Chenier's "Random Tavern Entertainment" table should liven up your local dive and maybe give you some plot hooks on the way;

-Marquis de Carabas' re-skinned a huge chunk of Vornheim for use in a modern day “Vampire: The Masquerade” setting. Although I don't play Vampire probably somebody who reads this does--and it's hard to imagine them not finding at least some of his massive pdf useful--so he gets a prize;

-Next, the indefatigable wrathofzombies deserves a prize for his gruesome and inspiring "Grave Diggin'" table, perfect for those times when neither you nor your players knows what's supposed to be in that coffin;

-Adam's "Random Criminals" table gives you about 100 more (slightly neurotic) NPCs to play with;

-Steve of Bevedog's "Vornheim Communication Networks" is the kind of thing I wish I'd thought of when I wrote the book. And now, thanks to him, I have the opportunity to pretend I did.
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Now, second place goes to Jeremy Duncan's "Rival adventuring Parties" and "Rural Innn/Tavern" tables, which are interesting and thorough enough that a lazy GM could probably get a whole session of adventures out of them without much effort.
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And
first place goes to Dan Voyce (quoth Connie: "That Dan Voyce is pretty creative") for his "Theater Amphisbaena" location, which I already posted and which I will be chopping to fit Vornheim Earth-Prime momentarily and also for his less-gigantic but still entirely disturbing and more-original-than-you'd-think-at-first "Nasty Little Idols" table, which I now reproduce here.

NASTY LITTLE IDOLS
By Dan Voyce (click to enlarge)If you won a prize, email me. I know you know my address because you already used it.

And Happy Birthday Gary. We still play your game.


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P.S. Wanna play via videochat? At least three DMs have posted games they will be running on the Constantcon thread already as of right now and a few more are threatening to. Check it out. (If you're interested in running or playing please do post there, not here, it'll make everybody's life way easier.)