Wednesday, March 23, 2016

Feisty Flora

The woods west of Stutterheim are well known for their treacherous, cruel inhabitants and the perilous predators that stalk in their shadows, but these are far from the only threats. Even the plants of the cursed forests are eager to shed human blood.

Stinging Creepers - Pale ropey tendrils hang down from high branches. They slowly bend towards nearby creatures, and gently feel along their surface until they touch skin. If they touch the skin of an appendage it receives a painful sting and is paralyzed for 10-60 minutes. Stings to the head prevent speech and cause the eyelids to droop, imposing disadvantage on attacks. Severing the tendrils, releases a strong smelling chemical that attracts predators. 

The disconnected vines maintain their potency for many hours and are occasionally used by herbal healers as a surgical anesthetic (the sting being much preferable to the agony of an amputation). However, the smell increases in intensity as the creepers decay and so most savvy foresters are loathe to attract danger by keeping them around.
Charnel Tree - A black, leafless tree thrusts from the ground like a hand grasping at the sky. Upon approach, corpses can be seen impaled on thick branches with sharp, jagged ends. These branches  protrude upward from the trunk like needle-fingers.

The tree is paralyzed while any creature looks at it but if anyone turns  their back while within its reach, a branch will strike out and skewer them. The branch will return to its original position, with its victim hoisted aloft in the blink of an eye. Over the next few days, rootlings  will burrow into the flesh and digest it.

A close examination of the trunk will reveal an elaborate carved character. Defacing this character will banish the tree's animating spirit. Replicating the character in the trunk of another tree will cause it to be similarly possessed within a few weeks. 

The wood of a charnel tree will not burn, even if its spirit is exorcised.

Winkle Moss - In the freezing wastes, spongy pads of lilac colored moss occasionally grow in sheltered spots in the lee of rock outcroppings or amongst the roots of gargantuan ancient trees. The moss gives off a  gentle warmth and may appear to be an ideal resting place, out of the frigid wind.

Anyone reclining on the moss will gradually become drowsy, and drift into a soothing sleep, where they will dream peacefully (these dreams while vague and difficult to remember, foretell the future). They will not wake on their own and anyone trying to rouse them will have tremendous difficulty. After a few hours of sleep the moss will slowly grow up, engulfing and eventually smothering the sleeper. Any attempt to tear or disturb the moss will cause intense, terrifying and prophetic  dreams in those under its influence.

A sedative tea can be brewed from Winkle Moss. It tastes like chamomile and dust.


Vorpal Ferns - Long stiff fronds, colored a distinctive inky-green and displaying a glossy sheen are the identifying feature of Vorpal Ferns. Voluminous banks of these ferns grow symbiotically around the roots of many large deciduous trees in the murky black forests of the west.

The leaves of these ferns are entirely rigid and their edges, wickedly sharp. They slice through flesh like razor wire and easily pierce thick hides and tough leather. Falling into a clump is like being thrown down a  spike pit. If a naïve forest visitor, attempts to grasp a stalk, fingers may be lost.

If severed from its roots, a fern quickly degrades and becomes soft and harmless. If harvested carefully, they can be gathered into a comfortable sleeping mat.

Recently, protective hedges of vorpal ferns have become popular as defensive landscaping around the manses of the Stutterheim nobility.

Incense Daisies - The beautiful pale-pink petals of the incense daisy are one of the few contrasting notes of color in the dim, drab undergrowth of the western woods. These flowers omit a delicate, sweet scent and are collected by forest dwellers and fragrantly burned to pacify forest spirits.

The flowers are also extremely attractive as a food to most mammalian beasts. Unfortunately, the plants contain a sap which causes animals who consume them to become uncontrollably violent. Travelers must be careful to prevent their pack animals and hounds from foraging but may find it difficult to counter the flowers' allure.

Within an hour of eating incense daisies, an animal will have a psychotic episode, attacking any nearby creature, or if no creature is close, destroying the surrounding plants. These episodes are mercifully short, usually lasting just one to six minutes.

Tuesday, March 22, 2016

Gore Apes

Rather than recruit hirelings, characters have the option or purchasing gore apes to serve as cannon fodder in the dungeon.

Gore apes are smallish (80-150lbs) simians. These tough, vicious animals are bred and trained by humans as war beasts. They have long, sharp claws and a resilient armadillo-like hide.  HP: 1d6+2, AC: 13, +2 to hit, DMG: 2d4.


These creatures are social beasts and respond well to forceful human personalities. Generations of meticulous breeding and intensive conditioning have made them compliant, but in times of stress their animal instincts may overpower their indoctrination:

When you try to impose your will on your gore apes in a charged situation, roll 2d6 and add your charisma modifier:  On a  10+ they do what you want and you don't have to make an example out of one. On a 7-9, pick one of the above. On a 6 or less, they rebel*.



*Re-purposing a Chopper move from Apocalypse World.

Sunday, November 1, 2015

Lair of the Beast Men

I made a one page dungeon:

 Click for larger image.

I find that I can rarely run an adventure exactly as written. I made my dungeon pretty spare so that anyone can skin it to their own taste.

I will be running it as a lair of Khorne worshipping beast men in the ruins of an ancient building.

  • The alarm trap will be an enormous vulture in a cage, covered in a blanket. Making to much noise or removing the blanket will wake the bird and cause it to raise a tremendous ruckus. 
  • The Frenzied Beast on the map will be a flesh hound
  • The Boss Brute will be an enormous Gnoll with a peg leg, burn scars and a magic chaos dagger that causes a geyser of blood at the tiniest scratch. The wielder of this dagger takes damage unless they kill something every day. 
  • The Armory is filled with crude, battered weapons. Lots of farm tools reforged into weapons. There is also a small forge and a sharpening wheel (with an enormous bloodstain under it). Pile of mismatched armor pieces: 20% it fits any of the players.
  • Shrine & abattoir are both clearly used to dispatch prisoners (there are no cells in this dungeon).
  • A secret door from the courtyard conceals an as yet undisturbed, ancient part of the structure. A sealed chest contains high-tech medical kit and a prehistoric shotgun with 8 shells.
  • The priest of Khorne is engaged in self-flagellation. 
The hazard die is my crude, fragmentary adaptation of Brendan's Hazard System. A d6 is rolled every dungeon turn and there is always a result. 

Feedback is welcomed.

Friday, September 18, 2015

A Gallery of Scum


Not terribly original, I fear, but you can never have too many simple humans to feed into the thresher.




*I replace the base attribute Wisdom with Alertness since that's what I always used it for.

**I use an Apocalypse Powered, 2d6 skill system where 2-6 is a dismal failure, 7-9 is a success with complications, and 10+ is success with bonus.

***A la Zak S

Saturday, June 6, 2015

Stutterheim

I am taking a stab at a city campaign. It will be built on the bones of Logan Knight's fabulous Corpathium, and Zak's Vornheim with a mechanical structure cobbled together from Justin Alexander's urban crawl musings and Brendan's Hazard Dice. Giants, shoulders, etc.


To the west is an endless, ruin-studded wilderness (the Old Town of Yoon Suin). The mountain to the west is Death Frost Doom. To the east, a sprawling, fragmented megalopolis. Beneath, a dense labyrinth.

The above map fragment shows the party's starting position.

West Chapel is a neighborhood dominated by the Church of the Grey God, an anthro-supremacist religion: a delicious filling composed of equal parts Spanish Inquisition, Nazi Germany, Dune's Bene Gesserit, and WH 40k ensconced in a crust of paranoia, prejudice and Gothic architecture.


I'm a rank novice DM, so this might be a bit over-ambitious. Wish me luck!


Sunday, October 5, 2014

The First Foray: The Worms' Turning


I am brand new to dungeon mastering OSR-style D&D. 

For my inaugural session in the DM godthrone, I ran Logan Knight's fantastic adventure "The Sleeping Place of the Feathered Swine."


Spoilerish play report: