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More Monastic Wizards

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This is a continuation of a previous post about monastic wizard orders.

http://goblinpunch.blogspot.com/2013/12/sister-witches-and-monastic-wizards.html

Basically, nearly every wizard in Centerra belongs to a wizarding tradition.  Sometimes these are magical academies (big, powerful, political) but most of the time they are monastic enclaves (small, weird, traditional).



The Monastery Under the Hill

Wizards From Under The Hill adore elves and seek to emulate them in all ways.  They dress in soft, undyed silks and drink plum wine. They mutilate their ears into points, and starve themselves that might better approximate the famous slenderness of the elves. Similarly, they fetishize youth and beauty.

They live in a monastery called Oakenhome, which is entirely ensconced inside a large, round hill.  A mighty oak grows on top of the tree, with a small tree-house hidden in it's branches.  The Wizards From Under the Hill uses this treehouse for their most important rituals and magics.


Wizards From Under the Hill are staunch elf apologists, and deny most of the historical atrocities of the elves.  They cast spells by flicking a pinch of powder into the air.  This powder is mostly marble, but it also includes a little bit of elf skull.  The bit about the elf skull is a closely-guarded secret: everyone thinks its just marble.

They adventure to meet elves, recover elven artifacts, and discover new spells. The Wizards Under the Hill place a special importance on sharing wine, and even adventuring wizards will receive (via mail) a steady supply of wines, cordials, and fruit brandies (and be expected to send some back in return).

Observances
- Usually hold elves and elven virtues as superior in all things.
- Usually dress like an elf.
- Must speak in either Elvish or in rhyme.
- Must use a pinch of their oakenpowder whenever they cast a spell.

Special Ability: Tree Power
+1 caster level while touching a tree at least 50' high.  Roots count.

Level 1 Wizard-From-Under-the-Hill Spell List:
  1. Beautify*
  2. Blossom*
  3. Charm Person
  4. Detect Magic
  5. Hold Portal
  6. Illusion of Youth*
  7. Light
  8. Magic Missile
  9. Read Languages
  10. Shield
  11. Sleep
  12. Unseen Orchestra*
Beautify
Touched creature or object is made more beautiful. Dirt falls away, pimples disappears, teeth whiten, lice vanish, gouges fill in, and varnish looks new again.  This is permanent.  If Charisma has temporary damage, this will also restore 1d4 points, up to the normal maximum.

Blossom
Touched plant flourishes.  Seeds germinate, flowerbuds swell and bloom, and a sickly plant regains vigor.  Heals 1d6+1 hp to a plant creature.  If cast on a fruit, the fruit will grow up to the maximum normal size or 2x as big (whichever is smaller).  Yes, you can use this to double your rations, as long as your rations are fruit or vegetables.

Illusion of Youth
Touched creature is cloaked with an illusion that makes them appear to be in their physical prime.  Lasts 1 day/caster level.

Unseen Orchestra
For 10 minutes per caster level, you are surrounded by the harmonious sounds of a five-piece band.  This is otherwise like the spell unseen servant.  The exact instruments vary from wizard to wizard, and the unseen band can play any song you've heard before.  It cannot duplicate voice.  You can also opt to center the effect on an adjacent location, rather than on yourself.


School of Comely Thought

The Gilded Wizards of Asria cover themselves in golden body paint, red silks, and ruby mij (jewelry that are visibly embedded in the skull of a wizard, over their third, spiritual eye). Many of them carry matching rapiers with ivory handles. They wear togas (unbleached, white, or red, depending on rank).  They have a reputation for homosexuality and secrecy.  They cast spells with their saliva, usually by spitting. 

Their center of power is the Pillar of Questions, a small monastery in the foothills of Asria with a large, visible spire.  They also control the Zelvion healing spring, 50 miles away.

They are especially interested in recovering things from ancient ruins, specifically cultural ones (especially plays or poetry) and bound demons (imcorporated into magical objects).  The plays are performed in the Pillar of Questions in front of private audiences, and the demons are usually studied, then destroyed.  Unlike other magic users, the Gilded Wizards rarely use demons in their work, condemning the practice as dangerous and unnecessary.

 They adventure to recover cultural artifacts or demons.  They are expected to check back in to the Pillar of Questions when possible (where they will be greeted with warmth and hospitality) and recount their journeys in the form of a play (and hopefully having their companions perform their own roles).  If suitably entertaining, these performances are usually rewarded with gifts of wine and gold (award XP as loot).

Observances
- Cannot cast spells unless covered in gold bodypaint or at least wearing a gold mask.
- Cannot cast spells if they cannot spit or generate saliva (e.g. dehydration).
- Cannot employ demons, angels, or spirits except in matters of life and death.
- Must never wield a blunt weapon (includes your fists).

Special Ability: Gold Power
Your base saving throw is not determined by level, but rather by how expensive your outfit is.  Only jewelry and vanity clothing counts toward this total (functional/useful items don't).  Talk to your DM to determine appropriate levels of wealth for your campaign.  Additionally, if you are ever wearing a truly ludicrous amount of treasure (say, 40 lbs of intricate goldwork plus gemstones) you get +1 to your caster level.

Level 1 Gilded Wizard Spell List:

  1. Acute Quintessence*
  2. Charm Person
  3. Detect Gold*
  4. Detect Magic
  5. Light
  6. Magic Missile
  7. Powerful Presence*
  8. Protection from Evil
  9. Read Languages
  10. Shield
  11. Sleep
  12. Spit Poison*
Acute Quintessence
Enchant a touched weapon so that it does more damage the next time it is used.  Only works on sharp weapons.  By touching a sharp weapon, you enchant it so that the next time it is used, it does an additional 3 damage plus 1 damage/caster level.  Works once and is then discharged.  Each wizard can only have of these enchantments active at a time.

Detect Gold
Like all the other detect spells.  The spell name is misleading--this spell simultaneously allows you to identify all precious metals.

Powerful Presence
The caster seems to grow in magnificence and poise.  For 1 hour/caster level, you get +2 to save vs domination/charm and +1 to reaction rolls (as if from a high charisma).

Spit Poison
If  you are poisoned, you can choose to cast this spell instead of making a save.  If you do, you draw the poison into your mouth, where you can safely spit it out (or hold it--just don't swallow).


School of Black Paper
In the black karst hills of west Keldon, the School of Black Paper faces outward like a row of eyes.  These are the balconies of Bossenstone Monastery, fifty feet off the ground. This is one of the more severe monasteries, and acolytes can expect to spend years mopping floors and practicing meditations before ever being allowed to learn a spell. It's also one of the monasteries with a large civilian population, and most of the mundane aspects of running the monastery are performed by stewards, the castellan, or the mistress of novices.

They are also one of the more political monasteries, and have many tight connections with the current government in Keldon. Formerly, the king used the Wizards of Black Paper to hunt down rogue wizards and supporters of the former regime. However, the days of using wizards for political assassinations at the behest of the king are largely behind the school, and recent years have shown that the monastery divided between factions that wish to continue supporting of the regency through direct means and those who desire a "purer" study of wizardry.

The School of Black Paper has its roots in a much older wizarding tradition called the Great Raven.  All of the practitioners of that former tradition vanished simultaneously, leaving all of their artifacts and resources.  The murky origin of the Black Paper involves the king's edict, the redistribution of the artifacts, the hasty construction of Bossenstone monastery, and the abandonment of the Great Raven monastery (tainted by a curse some say, or perhaps demonsign).

They hold the secret of smokepaper, which they use as an alternative to potions.  Smoke is collected, and magically bound into a square of black paper, about 4" to side.  When the paper is torn, the whole square gently puffs into a square of smoke, which is then inhaled to get its effects.  Smokepaper is prized because of its lightness and durability (usually protected inside a metal case).

Wizards of Black Paper usually go adventuring to keep their nation safe.  Town guards and authority figures usually don't hesitate to approach a Wizard of Black Paper if they need help, but people with ties to criminal elements regard them in the same light as a police force.

Observances
- tend to wear blues and blacks
- can only cast spells if touching the ground, or touching something that is touching the ground
- can never eat a bird or flying animal (insects don't count)
- can never cast a spell based on fire or light
- must start each day with breathing exercises

Special Ability: Raven Form
Once per day, can turn into a raven for up to 4 hours.  As a raven, you have all the physical stats of a raven and cannot cast spells.  Additionally, they can make black paper instead of potions.

Level 1 Wizard of Black Paper Spell List:

  1. Charm Person
  2. Command Ink*
  3. Control Rain*
  4. Deadly Quill*
  5. Detect Magic
  6. Feather Fall*
  7. Lightning Strike*
  8. Passdoor*
  9. Protection from Evil
  10. Read Languages
  11. Sleep
  12. Speak With Birds*
Command Ink
If you command ink "come with me", it will liquify and run into a container of your choice.  A second casting of this spell ("as you were") will restore it.  If you command ink "disguise yourself" it will rearrange the letters to disguise the contents (although it will sometimes mispell things, as ink isn't too smart).  A second casting "reveal yourself" will undo this last change.

Control Rain
If it's raining, you can make it not rain for 1000' around you.  If there's not a cloud in the sky, this spell has no effect.  If it's cloudy, you can make it rain for 1000' around you.  If you don't have a weather table, assume that a given day has a 40% chance of being cloudy.

Deadly Quill
You can cast this spell as a free action (it takes a negligible amount of time).  A held feather becomes as sharp and rigid as steel.  Treat this as a dagger (unless you have a truly big feather, then it might be a shortsword or rapier or something).  If it is thrown, you get +4 to hit and this ends the spell.  Otherwise it will last for 10 minutes per caster level.

Feather Fall
If you would take fall damage, you can cast this spell instead to negate it.  (Declare this before the amount of fall damage is announced.)

Lightning Strike
A vertical lightning bolt strikes a target within 100'.  This does 2d6 damage per caster level (max 5d6), save for half.  This spell only works if the target is outdoors with a clear view of the sky while it is raining.

Passdoor
You can step through a door that is no thicker than 6".  This spell has no effect on things that aren't doors (like walls, for example).


Even More Monastic Wizards

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This is part 3 of my current wizard bender.

part 1

part 2

Basically, nearly every wizard in Centerra belongs to a wizarding tradition.  Sometimes these are magical academies (big, powerful, political) but most of the time they are monastic enclaves (small, weird, traditional).  Here are 3 more monastic enclaves.




The Garden of Winding Paths

If you ever find yourself travelling through the scraggly, coniferous forests of southern Kaskala, you may find yourself entering an area where the stones are seem to be arranged and the trees healthy.  You are in the Garden of Winding Paths, the domain of the Silver Wizards.

Unlike other wizarding orders, the Silver Wizards actually train extensively with a single weapon: the quarterstaff.  Each wizard is given a single staff, made from dense, black wood and capped with steel.  Their symbol is a small, silver tipped nail that they hammer into their forehead, on top of the site of their third, spiritual eye.  They eschew robes, instead preferring to wear snug-fitting tunics and leggings of brown, green, and orange, patterned in large, bold squares.


They charge travelers a fee to pass through the Garden of Winding Paths.  Since going around the garden would be a large detour through less safe areas, most travelers will gladly pay the toll.


The Garden is the eternal work of the Silver Wizards.  For the last 150 years, they have been working to improve this section of the forest.  In some parts, this manipulation is more obvious than others, but the Silver Wizards have long favored a subtle touch.  Every tree that grows in their forest has been guided by their hand. Unwanted weeds have been banished.  Stray branches have been pruned. Sickly squirrels have been caught and groomed (or disposed of, if they are too mangy). Ponds have been excavated and stones have been moved dozens of miles and tastefully arranged in meadows.


The Silver Wizards believe in the beauty of natural chaos. Rugged hillsides.  Asymmetrical trees.  The graceful swell of a branch over a pond. They seek to carve this into the world around them, but also to impress it into their own souls.  Self-improvement through adversity and constant introspection.


Silver Wizards adventure to test themselves, but also to collect things for the Garden.  They are expected to send back rugged rocks and striking flora and fauna.  They are monetarily compensating for these things, of course.


Observances

- Must meditate each morning within sight of some natural beauty.  (Even some mold growing on a rock counts, if you describe can describe its beauty to the other players.)
- Must never damage a man-made object.  (No kicking in doors).
- Cannot cast any spells without a staff in your hand.

Special Ability: Staff Fighting

While wielding a quarterstaff, you get +1 to hit and +1 to AC (treat as a shield).

Level 1 Silver Wizard Spell List

  1. Clarity*
  2. Detect Magic
  3. Hold Portal
  4. Light
  5. Locate Animals*
  6. Magic Missile
  7. Obedient Stone*
  8. Read Languages
  9. Shield
  10. Sleep
  11. Whirling Staff*
  12. Woodbend*
Clarity
A target within 30' makes another save against a emotion-affecting effect (fear, anger, sadness, pleasure, pain).  This can affect yourself.

Locate Animals
Name a type of common animal (wolf, squirrel, turkey).  You now know where the nearest example of the animal is.  Range is 1 mile/caster level and duration is 1 hour/caster level.

Obedient Stone

Cast this spell on a stone small enough to fit in your palm and then give it a command.  It will attempt to follow this command to the best of it's ability.  If thrown at a target, it will get +10 to hit.  It can also be asked to trip targets when they run past, jump off a shelf when a certain person enters the room, etc.  Basically, it's limited to a single, small hop (or equivalent).  Lasts 1 hour / caster level or until the stone does something (hop, be thrown).

Whirling Staff

You can cast this spell as a free action (it takes a negligible amount of time).  You get +1 to your AC while you whirl your staff around with both hands.  The next attack you make with the staff does 1d6 damage + 1 damage/caster level.  This lasts for 1 round/caster level or until you make an attack with it.

Woodbend

Like warp wood, but must touch object to cast it. A bit of wood bends or unbends, as if warped by wood. Straight doors can be warped and stuck. Warped doors can be straightened and unstuck. Wooden-hafted weapons will get -2 to hit while all bent up.  Trees can likewise be molded.



Monastery of Drowned Men

The Wizards of the Drowned World, also called the Thirsty Wizards (but never to their face) wear purple eyeshadow, sew coins into their clothing, and paint their fingernails black.  They travel with a small white dog, which is the receptacle for their magic.  They shave lines into their heads, and cast spells by clapping their hands together.

Their Drowned World is a state of mind that only they can can reach, and only then through meditation. They claim it is the ghost of a former world (although it may just be a type of meditation).  Either way, the Drowned World is supposed to hold the ghosts of unborn children and memories forgotten by damaged wizards.  It gives them no knowledge, but balances their minds with visions of cool blue vistas, slow motion, and blurred, apathetic, presences of others.

Theirs is the Monastery of Drowned Men, located in the dry plains north of Shar.  It is said that every Wizard of the Drowned World who dies by drowning is sent straight to hell, regardless of what deeds they did in life.  As a result, every Wizard of the Drowned World lives in fear of drowning (and are frequently subject of water-based taunts, i.e. "Thirsty Wizards").

They are also involved in pursuing the Conspiracy of Heaven, sort of a shadow government that is said to control the world's government, if they exist at all. They've also been accused of being part of the Conspiracy themselves.  Either way, they are the inheritors of a decrepit spy network.  Many people used to work for them, and many people have an distant uncle that they once suspected of writing letters to the Wizards of the Drowned World in exchange for a few silver coins, but very few people are actually on their payroll.

The Wizards of the Drowned World are in decline, you see. They are powerfully unpopular--a bunch of old dudes in a decrepit monastery mumbling about conspiracies, while little white dogs yap underfoot.

Wizards of the Drowned World adventure to map the secret borders of the world.  They are especially interested in mapping leylines and characterizing their intersections, and finding the lost city of Bastoc.

Observances
- Cast spells by clapping their hands together.
- Cannot prepare spells without a white dog (or canine substitute), who joins you in the meditation.
- Cannot drink water.  (But things like tea or kool-aid are fine).
- Level 1 wizards follow the dress code (as above) and begin with 2d6 copper coins dangling from the front of their robe.

Special Ability: Ley Lines
If you cast a spell on a single target that is exactly 37' to the north (determined by the magnetic fields of the planet), you cast it at +1 caster level.

Level 1 Wizard of the Drowned World Spell List
  1. Command Coins*
  2. Detect Magic
  3. Dessicate*
  4. Grease
  5. Slam Portal*
  6. Light
  7. Magic Missile
  8. Metal Chime*
  9. Mighty Lungs*
  10. Read Languages
  11. Shield
  12. Magic Cramp*
Command Coins
Up to 1000 coins per caster level will leap up and obey your single-word commands.  Affects all unattended coins in 30' of you and lasts 1 hour.  Coins can be commanded to follow you, hide in crevices, serve as rollers for heavy statues, but they are mindless.

Dessicate
Hydrated target within 30' takes 1d6 damage plus 1 damage per caster level, no save.  Can also be used to turn meat into jerky or evaporate water-based liquids (wine, most acids), up to 2 gallons per caster level.

Slam Portal
This is a fancy version of the spell that slams a door shut and/or locks it (if it has a lock).  Most wooden doors will get stuck shut, and require a Str check to open.  Works on any door within 100', but doesn't work on non-doors.

Metal Chime
You touchn and enchant a piece of metal to make a terrific noise the next time it is banged.  All within 30' (except you) must save or be deafened for 1 minute.  If used as a signal, it can be heard up to a mile away.  The enchantment will last for 1 day/caster level.  Yes, you can balance coins on top of doors to make noise traps.

Mighty Lungs
Your next inhalation allows you inhale 10x the normal amount of air.  Not only does this allow you to hold your breath for 10x as long, but if you exhale forefully it will release a blast of air strong enough to knock pigeons out of air and polish your teeth.

Magic Cramp
Target takes 1d4 damage plus 1 damage per level of the highest level spell they are capable of casting.  Additionally, their caster level is lowered by 1 for 1 minute.  They get a save to cut the damage in half and negate the caste level penalty.  Nonmagical creatures, or creatures that have no spellcasting ability, are unaffected by this spell.




House of the Fat Fox

The Fat Fox Wizards are exceptions in many ways.  They dress in warm oranges, yellows, greys and whites.  They are largely itinerant, and at any given time, only a minority of them will be found residing in the House of the Fat Fox, a modified hunting lodge given to them by one of the kings of Tau Solen.  They have a reputation for being overweight, sociable drunkards.  Many of them are Afner (halflings).

They each have six copper-capped ponytails and tripartite beards (similarly capped).  They communicate with each other through code and smoke a lot of hensetta, a drug that calms their nerves and eases spellcasting.  They cast their spells with their breath, and begin each day with breathing exercises.


Each one has a prized possession: his fox-tail bag.  These a big leather pouches that they wear around their waist.  These are simply fashion accessories for them, and if it is destroyed, they'll simply mourn it with a night of drinking and make a new one.

Most of them carry bows. Their leader is Tom Bondelero, who is said to travel in a chariot pulled by foxes.

They believe that the sentient races are the natural masters of the wilderness.  This philosophy causes them no shortage of friction with druids, with whom they feud, unless they are working together towards some goal that is both important to the natural ecology and the hunter-stewards.

They mostly adventure to protect forests from druids, or to find wives.

Observances
- Never sleep for more than a single night in a place where you are a guest or a prisoner.  (Exceptions: places that you own, have rented, or are unwelcome in.)
- Never cut any of your own hair, or allow it to be cut.
- You cannot cast any spells unless you ate heart in the morning after your breathing exercises.  The heart must be at least the size of a rabbit's heart.  (Level 1 Fat Fox Wizards begin play with a bag containing 3 salted rabbit hearts).

Special Ability: Breath Magic

You don't need your hands to cast spells, merely the ability to exhale strongly.

Level 1 Fat Fox Wizard Spell List

  1. Bondelero's Bounce*
  2. Charm Person
  3. Detect Magic
  4. Enhance Water*
  5. Fire Breath*
  6. Hide from Animals*
  7. Light
  8. Magic Missile
  9. Protection from Evil
  10. Shield
  11. Sleep
  12. Travelling Breath*
Bondelero's Bounce
For the next 10 turns (1 minute), you ignore up to 20' of fall damage per caster level, and bounce an amount equal to the distance that you ignored, either vertically or horizontally.  Blunt weapon damage (not from falling) is also reduced by 5 points per caster level.

Enhance Water

Up to 1 gallon of water per caster level is turned into beer.

Fire Breath

Reskinned version of burning hands.  1d4 fire damage per caster level, 15' cone, save for half.

Hide From Animals
Like invisibility, but only works against animals.  Affects a single target you touch and lasts for 1 minute/caster level.

Travelling Breath
Your next exhalation is teleported to a point within sight.  You can use this to whisper in the ears of someone distant, blow out distant candles, or whatever a teleported exhalation could normally do.



The Case for Narrow Ability Scores

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Ability Scores, What's Up With THEM???

In OD&D, ability scores only do two things:
1. Roll-under mechanics (roll under your Strength to succeed).
2. Generating ability bonuses.
Anyway: 
Since the ability score --> ability bonus conversion is handled by a separate table, we can pretty much engineer that separately.  Tables like this:

4-      : -2
5-8    : -1
9-12  : +0
13-16: +1
17+   : +2

As long as higher ability scores give higher bonuses, we can rejigger that table however we want.  So, we can engineer each independently to get whatever sort of scores/bonuses we want.

Throwing a Sacred Cow on the Grill

Everyone freely modifies the ability score bonuses.  Some go from -3 to +3, others never give any ability score more drastic than -1 or +1.  This is an old tradition.

But rarely does anyone mess with the 3d6 spread for ability score generation.  That shit's sacred.

When I DM, I call for a lot of roll-under mechanics.  I use them extensively: jumping over a gap, handling drunkeness, decoding some ancient language on the wall.  

And in my (admittedly limited) experience: I think that the 3-18 spread is a little too large. A player with a 17 in a stat can pull off roll-unders with remarkable consistency, while a character with a 7 struggles.

So, I would like to narrow the ability score spread.  The average will still be ~10, just the standard deviation will be smaller, and the highest and lowest scores won't be so drastic.

Digression: In 3.5e and onwards, they do a lot of stat checks that amount to simply the ability bonus (score-10/2) added to a d20 roll and then compared against a static DC.  This is analogous to what I'm talking about, since an Str 18 becomes d20+4 vs DC 11 (or whatever), which is a 70% success chance instead of a 90% success chance with a straight roll-under mechanic.

Digression: It's sort of interesting to note that with with newer editions of DnD, roll-under mechanics never get used, the only thing that they are good for is generating ability score bonuses.  It would be trivial to prune out ability scores altogether and just play with the bonuses.

Narrowing the Spread

So, how about this:  Instead of rolling 3d6 to generate a number from 3-18 (avg = 10.5), we roll 4d4 for each stat to generate a number from 4-16 (avg = 10). 

Bonuses are calculated like this:
5-      : -2
6-8    : -1
9-11  : +0
12-14: +1
15+   : +2

The nice thing about this method of stat generation is that it produces pretty much the same stat bonus distributions compared to the 3d6 method printed at the top of this post.  Behold.


4d43d6

ScorePercentageScorePercentage
-25-1.954-1.85
-16-823.835-824.07
09-1148.459-1248.14
112-1423.8313-1624.07
215+1.9517+1.85

So if you were worried that using 4d6 for stat generation would make all your attack bonus, dex bonus math go all wonky, calm yo' tits.

Happily, it does succeed in my goal of bringing ability scores closer to 10, and making the roll-under mechanic a bit more reliable.

Using 4d4 even remains eerily similar to 3d6 when you modify for racial ability modifiers.


4d4+13d6+1

ScorePercentageScorePercentage
-25-0.394-0.46
-16-813.285-815.74
09-1144.939-1246.29
112-1435.5513-1632.86
215+5.8617+4.17
Using the "roll an extra die, drop the lowest" during chargen also lines up pretty well.


5d4h44d6h3

ScorePercentageScorePercentage
-25-0.594-0.39
-16-811.335-810.1
09-1141.019-1240.74
112-1440.6313-1642.98
215+6.4417+5.79
Closing Thoughts

I've made a few sample characters using this method, and rolling 4d4 just isn't as fun as rolling 3d6.  It's not the d4's fault that it's such an unfun die to roll, but it is.

Maybe you like the power and consistency of having an 18 in a stat.  Or you don't use roll-unders much anyway.  But if so, this probably isn't for you.

If you want to adapt a 4d4 bell curve to a different spread of bonuses (maybe -3 to +3) it's pretty simple to crack open the probabilities and assign thresholds for different bonuses wherever you want.

The average of 4d4 is 10, which is slightly lower than 3d6's average of 10.5.  

If you want to see the actual probability curve, it looks a little like this:


Thanks http://anydice.com/ for the lovely graphic/computations.

My Fucking Pathfinder Game

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Okay, I love my Pathfinder group and I love Pathfinder. It's very different from OD&D, but there's a lot there if everyone loves crunchy combat and character builds.

Today's session was 5 hours.  The first four of which were composed of paying the dracolich the corpse(s) of the wizard they promised him years ago, learning of the imminent destruction of their neighborhood via planetary bombardment (exawatt lasers softening the planet's crust so that the orbital bombs could reach the magma) in exactly 37 minutes, dodging jury-rigged rocket sled booby traps, finding some spools of plastic sheeting (and completely missing how much it would be worth in a planet who had never seen plastic before), and sacrificing 3 summoned monkeys in the name of safety. . .




. . . the party spent over one hour IRL discussing where to go next.  I'm not accounting for digressions and beer, just time spent mulling over their choices.

The choice was between (a) bugging the fuck out of the dungeon entirely, (b) investigating a copper-skinned golem that mirrored their movements and bore some resemblance to the prism golems that had prison shanked the party earlier with their prismatic sprays and laser reflections, and (c) the incredibly ominous missile silo.

The missile silo was abandoned, but it had three levels that ran up 100' to the surface, where the unnatural snow reflected the hellish red lights in the sky.  In the center of the room was a massive hatch, with zig-zaggy teeth, absolutely laminated in protective runes and covered in fresh blood.  Around the room, on the tracks were a trio of 25' long gantry arms and a single autonomous chaingun.

Sensing treachery, the party shot the chain gun with the first laser gun they had ever owned (attained last session).  A groan sounded out from beneath the earth, and the chaingun visibly flinched.  From beneath its metal plates, the chaingun bled visibly into the snow as it sped along its rails to a place where it couldn't be shot by the party.  The robot arms followed suit.  The groan beneath the missile silo turned into a snarl.

They're trying to destroy some energy source McGuffin, so that the doom cult turncoat will be forced to land his ancient war machine and the aliens won't be forced to glass the surface of the planet.  This is so they'll have time to rescue the king of Mondaloa, who is trapped in a time loop somewhere else in the dungeon.  (They've watched him stagger in and die horribly, digested by green slime.  This has happened several times, always from the same part of the dungeon, but they need more time if they want to investigate.  They need more time!)

(The skies above Duscuro are home to a population of flesh-brain satellites that have watched over the planet for millennia.  They get married, birth their children into slick metal shells, and spend most of their lives in cyberspace.  The king of these satellites is called Throne, and he rules his orbital domain with an iron antennae.  Dissenters and traitors are hurled from orbit, and die weeping within their metal shells as they are immolated within the atmosphere.  Throne is basically a big box full of nuclear warheads, engineered plagues, and memetic infector-assimilators.)

(There's also the knowledge that the cultists have been trying to utilize alien technologies, and have built several AIs to do the task for them.  Not having a full understanding of how to program an AI, they just heavily altered some bound demons and smashed them into some hardware.  One of these demonic disk operating systems, Deimos, has already been subverted to the PCs cause with a goddam natural 20 on a goddam lucky roll.  They've had fun carrying around his techno-crucified hell-corpse and plugging it into different machines, with varied success.  But they know almost nothing about the other demon AI, Phobos, except that he was a Balor before his neural pruning, and now controls the silo.)

Man, that sounds a lot weirder when I type it all out.

But I assure you, it was quite a normal campaign when we started, save for the occasional alien sighting or reference to dragons as the Planetary Calibrators.

Anyway, they just sat and talked about what they wanted to do for an hour and a half.

To be fair, their resources are stretched thinner than milk on toast.  They've already killed two boss-type monsters today in two different planes (over the course of what, like 2 months IRL?) and honestly, I've been slathering on the impending doom.  It's no wonder they feel stressed.

I think my players are having fun with all of the criticality and weirdness crescendo that the campaign has become.  I know I'm having fun because I don't know which path is the best for them, or which is the best chance for survival.  I don't know what I want them to pick.

If they go back into the dungeon to investigate the copper-skinned golem, they get to discover some more cool things I've put down there.  If they go into the missile silo, the blast doors close behind them and I get another shot at a TPK, while they get another shot at saving the world in daring fashion.  It's not the end to the dungeon, but it is an end.

And if they abandon this place to get nuked, they will lose a friend or two in the process, but then we get to travel on to stranger places.  The Dragon Engineering labs in the desert of Ravadoon, negotiations with the pseudo-elven aliens for the fate of their planet, or assault the interiors of dissociative, fiftieth-generation, flesh-brain, satellite tyrants.

Nezong's Cryptid

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There is an obscure spell, developed by an obscure witch on an obscure island.  The spell has been retroactively titled Summon Nezong's Cryptid, but no one knows the spell's purpose, or what name the witch gave it.

The spell summons this animal:


No one knows what it is!  No one has ever seen one before.  It is clearly a creature plucked whole-formed from a fevered imagination, combining strange elements of both rodents, pigs, and bovines.

Fun facts about these goofy-looking creature:

1. Females whistle through their nose when in heat.
2. They only have sex in the water.
3. They have webbed toes and vestigial tails.
4. They are strong swimmers and can stay underwater for up to 5 minutes.
5. They are the largest rodent.  Or they would be, if they were real animals.


Summon Nezong's Cryptid
Level 1 Magic-User Spell
This spell summons one of the weird, unrealistic animals described above.  They are about 4' long and weigh about 100 lbs.  They are gentle creatures (1 HD) and cannot be coaxed to fight, but will serve the caster in any other way required.  They have a strange power over other animals, and unless a wild animal is in a mindless rage or magically compelled, it will not attack Nezong's Cryptid.  Additionally, hostile animals have a 4-in-6 chance of calming the fuck down when presented with Nezong's Cryptid.  After 10 minutes, Nezong's Cryptid will return to whatever dimension imaginary animals call home.


When cast, there is a 5% chance that Kapibarasan is summoned instead.  This is a larger, cuter, floppier version of Nezong's Cryptid (2 HD, max HP), and some claim that it is their king.  Either way, it seems more like a memetic extrusion of symbols coding for chubbiness, docility, and cuteness than a real animal.  All who witness Kapibarasan must save vs charm.  Those who fail usually stop what they're doing and lavish attention on him for the duration of the spell.

behold the face of your new god

Escape from the Gladiator Pits of the Yoblin Kings

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So it looks like I'm going to be DMing for some first timers, which is fucking awesome. I love introducing people to my hobby. But here's the thing: they want the "traditional DnD experience" which apparently means fighting goblins.

Alright.

I can do that.  I can do goblins.

I can.

But I'm going to use my funky fungal goblins and make it into an introductory dungeon-module-thing.

I'm going to call it Escape from the Gladiator Pits of the Yoblin Kings.

Because you only know the title and you already know what it's all about.

Yoblins were the my very first monster that I ever felt ownership over, so it'll be nice to start the first dungeon with the first monster. They have a wonderful lifecycle:



It's called Escape but really you can either start as (a) gladiator slaves of these horrible fungus fuckers, or (b) you can start on the outside and fight your way into rescue the slaves.  It should work either way.

It's a dual city, split between two tribes of yoblins (and an unaligned witch).

If you start out as slave-gladiators, the game begins in media res, fighting. . . I dunno, psychic porcupines or something. When they get back to their pen, they get to meet their fellow gladiators.

Harmok the Trollslayer is a one-eyed dwarven berserker (F2).  He's well-spoken when resting, but he flips the fuck out in combat and kills everything.  He's even killed allies in this bloodlust.  Despite his uncontrollable battlerages, he's also the only one whose been here more than a month, and he knows his way around.

Yami Yaga is an elven witch (MU1).  She's soft-spoken, languid, probably evil, and obsessively cleans her feet.  She prefers to sit away from the party, and will never consider herself a member of their group.  Around her neck, she wears her dead familiar, a raven.  She has sworn revenge on the yoblins but will not hesitate to abandon or kill the party.

Papon is a Brynthic spearman (F1), braved and bearded and far from home. After he watched all of his spearbrothers die in the arena, there was no one left who spoke his language. This has made him broody.

Stomper, who's real name is Kepler, is really just a boy.  He's not a minute more than 16.  He's a consummate thief (T1).  The yoblins cut off his legs, but they gave him a little cart to wheel himself around on. He cracks a lot of jokes, despite having no legs ("I bet I can do more chinups than you!") and keeps trying to befriend the gloomy Papon.

Anyway, the whole thing takes place during the Festival of False Gods.

Basically, this is just the yoblins throwing a 3 day party while making fun of everyone's gods.  Expect to see comedic retellings of all of the rest of the world's religions.



Anyway, the party can escape whenever they want.

This is because Stomper has already stolen the key to their cell. The only question is when do they want to attempt their break out.

If they attempt their jailbreak immediately, the town will be full of yoblins decorating and moving around.

With every day of the Festival that passes, the goblins will get increasingly drunk and slovenly. Guards will leave their posts to go eat fried rats with their families. Merchants will be less likely to investigate the disappearance of their silk rope.

However, there are also gladiatorial matches every day of the Festival that the players are expected to be a part of. Every day they linger is also a deathmatch that they have to take part of in the yoblin coliseum. If they fight through all three days of the festival, the yoblins will be at the pinnacle of their drunkeness, but that's three potentially deadly fights.

Metagaming, this is my way of asking the players how much they want to balance combat with sneaking around.

The three day festival concludes with the visitation of Fingle, ("All gods are fake, and Fingle is the god of all gods."), who is clearly just a bunch of yoblins in a shoddy costume.  Fingle goes around the crowd, giving his blessings and devouring the unfaithful, who disappear into his muppet-like mouth.

I'll add in some rules for sabotage and subterfuge, even while imprisoned.

The city is called Yakratuga and the two kings are Hodag the Demonslayer and Gorp, Son of Gorp. Hodag is sort of a pissed off cross between a yoblin, a death knight, and Judge Dredd.  Gorp, Son of Gorp, is morbidly obese and doubles in weight every couple of years.  He's also a potent wizard.

The other party in the city is the Hogwitch (who uses undead pigs as spies, by skinning them, filling the skin with explosive gas, and sending the horrible pig balloon to go peek in windows with its stitched-up eyes; and other piggly magic both bilious and vile).



Now I just gotta come up with about 50 locations and all the important NPCs and their little plots and some unique magic items.  Should be a cinch.

I also plan to use a mutant form of this table.

Play Report: House of Hours

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I've never written a play report before.  But yesterday was my first time DMing an OSR game on G+, so I figure one more new thing won't hurt.

Hey, if you want to play in the House of Hours sometime in the future, you are double forbidden from clicking that link the next paragraph or reading that one long post.  Some things are different and many things have been added, but it's still ripe with spoilers.

The Dungeon is just a coherent-but-still-unpolished House of Hours, a large funhouse/madhouse/sadhouse dungeon for a level 3-5 party.

Anyway, here's what happens.  The party began in media res. . .


The old man did not look happy.  His skeletal arms were folded across his ribs, and the bones of his hands sagged inside the sallow skin like dice in a bag.  The pajamas that he was wearing were so yellowed and threadbare that his bushy mat of pubic hair could be seen through them.

"And who are these clowns?" the old man croaked.  "That one looks like 200 pounds of birdshit, that one's giving me the hairy eyeball, and that one's a fucking cat.  Jesus Cthulhu, Charles.  I told you to go round up some honest American murder-hobos, not bring me the shit off their shoes."


Sitting on a depillowed chair, the younger man cleared his throat.  "Ah, what my father means to say is that we're very pleased that you chose to respond to our posting.  We're very pleased." His hair was a thinning brand of auburn, and his face showed signs of sun damage.  His smile was broad and his eyes were small and desperate inside their sockets.

While his father lit up another cigarette, Charles gestured towards the party and said, "Please, tell us a little about yourselves, and why you believe that you are uniquely qualified as an adventurer."

Subarnu - Level 1 Fighter, thickly bundled inside impenetrable layers of filthy, greasy rags.  He seemed like the archetypal "murderhobo" upon which all others are based.  His absolutely transcendental stench was perhaps the reason why the party never encountered wandering dungeon denizens.  Lurking around his ankles was his dog, Rotgut, who never barked but instead twitched with distemper. Played by +Courtney Campbell

Harry Flash - Level 1 Wizard, wearing the robe and hat that characterizes classic wizard fashion (gaudy and without underwear), he is characterized by his unflagging good spirits and potentially damning curiosity.  His glowing staff negated much of the party's need for torches. Played by +James Young

Yuri - Level 1 Silver Wizard, dressed in a square-fitting tunic of green, brown, and grey, he was marked by his love of the untamable beauty of nature as well as his respect for the craftsmanship of mankind.  His quiet pragmatism was a vivid contrast to Harry's "poke-it-with-a-stick"ness.  Played by +Jeff Russell

Eusyram - Level 3 Fighter, Level 2 Blue Mage, recognizable by his steely eye and strong arm, but also by the fact that he is a giant polecat.  Much more experienced than the other adventurers, his was often the voice of sanity.  He was armed with a man-catcher and a powerful hatred for skeletons.  Played by +Richard G


". . . understandably concerned.  When we heard that Bellamy Hospital was gone, we thought that it had been burned down or destroyed, you see.  We never thought that the hospital would actually be moving towards Pittsburgh under it's own power.  It's not something we're used to in these parts."

The old man scoffed.  "These parts?  THESE PARTS?  There are no "parts" anymore.  Not since the moon hatched and the sea turned black and the Rapture took all decent 'uns!  Just ask all the boats from Atlantic City moored up in Harrisburg now.  And the Markey boys tell me that they finally found Philadelphia again, nine hundred miles down the coast and full of snakes and whores.  SNAKES AND WHORES!"

Charles smiled consolingly at his father.  "Yes, times have been tough on everyone these days, since the Apocalypse." He indicated a green glass bowl of candy on the battered coffee table, beside a green glass ashtray.  "Would you like a mint?"

"And there isn't any 'these days' neither," the old man muttered, pushing the cigarette into the crowded ashtray.  "With every fimble-fambler and snotter staring into the tomorrahs, no one seems to care that it's 1928.  And they're right." The old man stumbled outside, coughing furiously.

"Let's focus on the situation on hand, shall we?" Charles leaned forward and folded his hands across his knee.  The chair squeaked.  

"A couple of weeks ago, we found that Bellamy Hospital was moving across the countryside towards us.  It looks like it's actually gaining speed, and we don't know what will happen if it is allowed to reach Pittsburgh.  We've already sent in a couple of groups of people to investigate, but none returned.  Some of us have family in Bellamy, so we're understandably concerned for them."

Outside, the old man could be heard urinating on the side of the building.  The party could hear him mutter ". . . snakes and whores. . ."

"So!  We're prepared to offer you $500 if you can stop the hospital from it's advance.  It's rather threatening, really.  If you can slow it down, rescue the patients, or provide information that will allow us to do those things, partial rewards will be considered.  What do you say?" He offered his hand.

The party accepted, of course.

Note: Since I'm a fan of the silver standard, $1 = 1gp = 10sp = 10xp.  $500 represents 5000sp (5000gp per gold standard) and a commensurate reward of XP.


As a gesture of goodwill, Charles decide to let one of the party members drive.  He settled on Subarnu, the rancid warrior. To his credit, Subarnu drove the bus all the way there despite the fact that he had never seen a car before and was fighting a world-class hangover.

The bus was a pre-war shithauler that reeked of vomit.  All of the seats, save the driver's, had been ripped out.  One side of the bus was covered with a thick carpet of moss, while the other had been bleached white by the rays of the sun.  A hole in the floor of the bus revealed the mossy, rusty driveshaft, which flickered red-green as it revolved.

The road was a hodgepodge of gravel, dirt, and fire-scorched asphalt.  They drove past burned-out husks of cars and farmland, oppressive in their regularity and barrenness.  They passed a small forest of trees on the right, stunted and bone-white.  They drove up and over a couple low hills.  All the while, Charles gave constant direction to Subarnu, who clutched at the wheel like a drowning man while waves of nausea and confusion washed over him.  It is doubtful that he fully realized where he was, or what he was doing.  His dog Rotgut contented itself with gnawing it's own shins.

Unlike many post-apocalyptic wastelands, this one had radio.


At one point, the adventurer's passed a field in which some tall, prurulent plants had sprouted like weeds.  They were fleshy, like broccoli, and their purple-red fronds waved in the wind, except there was no wind.  Charles instructed Subarnu to give the field a wide berth, and the party went briefly off-road in order to avoid nearing the strange plants.

At no point did they ever see another traveler or moving vehicle.

After about 80 minutes at 20 mph, they reached the hospital.  Charles pushed his glassed up higher on his face and said, "Oh my.  It's gotten worse."


The hospital had gotten perhaps a bit larger.  It had also lost all of it's shape.  It sagged across the landscape like an amoeba.  Sunlight gleamed off the rectilinear rows of windows, now distorted across the buildings surface, like spots on a jaguar.  Behind the hospital, they could see a long, straight divot where the hospital had plowed the earth, revealing dark, rich soil.  A crumbling crevasse was apparent behind the hospital, where basement steps jutted out, where it trailed a mass of cables and pipes like a rat's tail.  It wasn't currently moving, but the party could see that it had a deep, heavy keep, like a Russian icebreaker.  

The mass was still completely recognizable as a work of Victorian architecture.  Despite the organic distortions to it's shape, the whole mass retained its style.  The smooth bulges of the wall over the grass resembled the bulges of belly fat over a waistband.  Higher-order distortions evinced some sort of torsion had been applied to the mass as well.

It had a guilty stillness about it, as if it had been moving earlier but had suddenly stilled itself.  Ripples were visible on the surface of its brick skin, exactly like the surface of a disturbed pond.  

Charles stuck around long enough to give the party a tent, some rations, and a hand-crank radio with instructions to find an elevated position before trying to radio back to town.  It would take him over an hour to drive back out here, but he would probably be able to pick them up.

And after wishing them luck and pouring some water into the buses radiator (which was now steaming), he turned and drove back to Pittsburgh.

victorian hospital in new york, built in the 1880s

Two methods of ingress presented themselves.  A back door: smaller, locked, and of heavy wood.  And a front door: broader, polished, inviting.  The party decided to climb around on the roof, discovered that the roof-bits of the hospital had been collected into a central mass, where they now flared out like a jumbled Victrola horn.  This flared pit became steepest near the center, finally narrowing into a nearly vertical shaft, accessed through a wrinkled pucker.

Eusyram, the polecat-man, quickly tied a rope around himself and lept into the architectural sphincter.  He found himself dangling from a central dome, 100' from the floor and 50' from where the dome flared out into a much larger area.  Painted murals were visible around him, on the inside of the dome, but it was too dark to make them out.  Metal catwalks held large, inert lights.  Sharing the air with Eusyram were a number of enormous skeletons and fossils of flying and swimming beasts.  A pterosaur, a rhamphorhyncus, and a megalodon jaw were among the notable attendees.

moebius

someone get this shark a snuffbox

You know, I'm going to hurry this along and just do some highlights.

The party attempted to break in through a window (where a tiled hallway was visible).  Immediately after Harry Flash broke open a window, the image inside vanished, replaced with a pressurized mass of dark, rich soil.  The eruption of dirt nearly blew Harry Flash off the roof, but a lucky grab onto a gable prevent him from falling, merely burying him under a foot of dirt.  His companions wasted no time in digging him out.

The party found a bunch of old dudes with big heads and bronze torcs sleeping in a pile inside a giant bowl, 8' off the ground.  The adventurers decided not to fuck with the lemon party.

A glacier stole Harry Flash's spellbook.

An ice wall was broken down.  Frozen cavemen, likewise, were not fucked with.

The party came across a dead adventurer upside down in a layer of ice, as if he had been stuffed face-first into a frozen lake.  Harry Flash stole his fur-lined boots (sorta like Uggs).  Then, while trying to loot the dude's fanny pack, the ice broke and he fell through.  Luckily, he had a rope tied around his waist, and Eusyram hauled him up before he took a harpoon to the face (thrown by some mouldering, lead-footed dude in a diving suit).

since finding this picture, this is pretty much how I imagine harry flash
The party encountered a giant key on a divan, where it lounged enticingly.  It was taken, but not before Harry Flash drew it like one of his French girls.

Harry Flash smoked a hookah filled with yellow liquid and eels, while the bowl held a loose mass of wickedly fragrant hashish.  Beginning with his chest and spreading to the rest of his body, all of his blood was replaced with a silvery liquid.  Metallic veins glistened beneath the skin of his arm.  While, yes, this is cool, all it functionally did was give him a unique weakness to rust attacks.

The party found a secret tunnel, made from rough-hewn rock.  Like the rest of the areas they had explored so far, this tunnel also had small light sconces made from dark red glass.  Even the rough stone had been expertly wallpapered, turning the rough tunnel into an irregular beige hallway with printed bird-of-paradise flowers as footers and hibiscus blossums displayed flatly in the upper corners.

Yuri the Silver Wizard investigated an inelegant trap cautiously, which allowed for an elegant solution:  crawling.

yes, we made a few bee puns

The hive of the bee people was encountered.  After an awkward approach and some confused interchange of noises and gifts, the bee-people guards seemed to accept that the party was not there to steal the honeycombs.

The hive was a single room, columnar and six-chambered.  Gilded lilies jut from the wall, offering light from small candles.  Sections were decorated in hardened wax of different colors, creating graceful arches and elegant branching patterns.  Elsewhere in the hive, larva stuck their slick heads out of their brood cells and burbled excitedly, craning their little baby-faces to see the party better.  Even a couple of the large soldier drones clambored onto the platform, too huge to fly.  But then the party was introduced to Merlane, vizier to the queen.

Merlane explained the situation as best as she was able.  

All of their problems started two and a half weeks ago.  People that that thought were dead have returned, people that they believed were alive have vanished, and all of the world outside the hive has become terribly confusing.  Their finest venomist-seers have been unable to locate the cause, and even their jeweler-engineers are perplexed.  

Vast gaps have been discovered in their memories, and contradictions have emerged, even among two bees who haven't spent more than a day apart in their lives.  These paradoxes have cast their thousand-year history into doubt, and overturned their equally auspicious religion.

The bees remember their hundreds of friends who are now missing, and can remember intimate details of their lives and houses.  But memories of how to reach those houses is indistinct.  Even after searching every inch of the hive, they have not encountered their friends.  The hive isn't even large enough to contain the population insist they once had.  Another paradox.

Some of the bees remember this place, but insist that it was once full of flowers.  Others have no memories of these tunnels, and remember only the great mountain, the sun on the flowers, and the glorious wars against the titan wasps.

They are certain that a powerful creature, some wizard or demon, has spirited them to this place and altered their memories.


The bees have explored the world outside their hive and found it to be a confusing melange of dissimilar environments, populated by illogical and alien creatures.  They have made enemies with a clan of ghouls, who operate from some secret base.  The ghouls believe that this is all a dream, and only by exterminating all life in the dungeon will they be able to kill the sleeper and awaken.

Obviously the bee-people are opposed to them, and have already had several violent sorties against the ghoul's forces: huge hermit spiders, that live inside ogre skulls (like hermit crabs live in shells).

When the party expressed interest in helping the bee people restore flowers to the dungeon and defeat the ghouls, the bees agreed to mutual cooperation.  They would send one of their own with the party: Yanivel, a level 2 warrior-jeweler.  Yanivel has lost her sisters while fighting, and is eager for revenge, even at the cost of her own life.  Especially at the cost of  her own life.

The party also purchased a bomb in exchange for a bloody $20 bill (rescued from the fanny pack).  The bomb is the size of a cantalope, covered in spikes, and will arm itself if banged firmly on a solid surface.  It will then detonate in 1d3 rounds, but if thrown or dropped long distances, there is a chance that the second impact will rupture the bomb-sac before the delicate chemical reactions inside can go to completion.


The party found a museum, where skeletons of pterodactyls and megalodons hung beneath an open dome.  This is probably where the roof access originally led.

Pictures depicted both the history of motorcycles as well as several tortures that may be performed with them (drawing and quartering, dragging, etc).  Scenes of unrelenting violence were intermingled with displays of engineers proudly displaying advances in two-stroke engine technology.

A motorcycle.  The chrome gleams beneath curved scutes of black, boiled leather.  The whole bike is huge.  It's 12' long and has seating for three, each one behind the other and a little above.  The engine is a labyrinthine block of flanges and flutes, and the bulbous fuel tank has a broad plate atop it, complete with blood grooves and dark stains.

Without hesitating, Subarnu suggested that they refuel the motorcycle with some of their own blood.  Harry Flash volunteered, but was briefly saddened when he remembered that he had no blood to give, merely whatever silvery metalloid filled his veins.  

Over the next few minutes, the three level one characters (+Richard G had left at this point) inflicted 8-10 hp on themselves over the course of several refuelings.  As it turns out, blood-powered motorcycles get terrible mileage.  But at least they can fly.

Outside of the dungeon, Harry climbed on top of the building began, cranked the radio furiously, intent on calling Charles for a ride back to Pittsburgh aboard the grungy bus.  

The horrible old man answered.  He didn't speak directly to the party, but they could hear him yelling at Charles that the fuckups at the hospital wanted a ride, and also that Charles had better pick up some more cigarettes on the way back.


While on top of the building, Harry caught sight of a large object, perhaps a quarter of a mile out.  It resembled a shaggy black tumbleweed, maybe 10' or 12' in diameter, swiftly rolling along the ground faster than a man could run.  The object seemed to notice them as well, and changed headings to swiftly roll in the party's direction.

Harry scooted down and relayed this information to his companions.  This was when they decided it would be prudent to refill the tank.  Subarnu opened his veins gain, spilling more of his still-mildly-alcoholic-blood into the fuel tank (which reeked like an abattoir).

By now, the tumbling thing was close enough that they could see it clearly.  It was a tumbler.

Tumblers are what you would get if you squeezed an 800 lb gorilla into the body plan of a giant spider.  Twelve muscular arms arranged around its body, each terminating in a hairy fist.  If it was standing still, it would have four on the bottom, four on the top, and four on the sides.  But it doesn't hold still.  It rolls.  It's head is broad and shoveljawed, possessing of certain features reminiscent of a gorilla, crocodile, or dumptruck.  Short tusks that are nevertheless razor sharp.

The party flew away on their blood-fueled motorcycle, hoping to lose the Tumbler in the low hills to the east.  The tumbler accelerated, and actually kept pace with the flying motorcycle briefly before falling behind.  The tumbler threw rocks while it tumbled without losing any speed, just picking them up and throwing them in the same movement.  None of these projectiles came close, however.

After 4 hp sacrificed and a mile travelled, the motorcycle began sputtering down for another rough landing.  From a nearby hill, the tumbler caught sight of them.  Another wrist slashed, more blood for the engine.

This time they hid the Dark Engine (because this motorcycle already has a name) in a tree.  

Minutes passed.  An hour.  No sign of the tumbler.  Finally, the familiar sight of the green bus bustled over the cracked horizon.  The party signaled, loaded the Dark Engine into the bus, and headed back for Pittsburgh.

Why yes, I know where you can buy some blood.  One of the food staples around here are chunkers, which are psychically paralyzed humanoids that are capable of growing in the dirt.  They're born, live, and are slaughtered without so much as a peep.  Farmers just water 'em and keep the flies out of their eyes.  We call 'em corpse farms.  There's a few of them north of the city, and they'll probably sell you buckets of blood for a reasonable price.  Why do you ask?


You'll notice that the average party level is 1.5, instead of the expected 4.  I was surprised, too.

The surprise extended to the fact that no one died.  I'm worried that this will forever cement by reputation as a soft DM.  A bag of pudding with a bag of dice, his veins holding more milk than blood. Flaccid hippo hands that cannot make a fist, but only gently paw with idiot caresses. A soft, toothless mouth, suitable only for uttering supplications and asking permissions, rather than the fiery incisiveness of righteous oratory summoned down from heaven to consume the character sheets of the unworthy in deserved immolation.

Well, get off my back, man.  They dodged a lot of unpleasantness in one way or another and I didn't roll for a single random encounter while in there.

I'm Getting Too Old For This Shit

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Sandbox games and open-ended games don't have distinct endings for the campaign, so any "campaign arcs" come from players generating friction on the surface of your map.

So, after Lars the Viscerator fulfills his personal goal of ridding Barovania of the nefarious Wolfenwitch, secured his fortune, and avenged his family, has he won the game?

Hell yeah, he's won the game.  Take your winnings and cash out, Lars.  Congrats.

Why would he stick around, when he's accomplished all his goals?  The life of an adventurer is one filled with mud, blood, bad beer, worse food, and an inevitably painful death.

There's an expectation that when characters reach high level, the game will also switch to domain-level play.  But I would argue that domain-level play might not be suitable for everyone, and stumbling around a deathtrap with 7 hp has its own sort of charm.  Other games might have a wider level-range of players, or a revolving cast, and might also be better served by allowing (and encouraging) characters to retire.

Of course, if you want to keep adventuring with a character, you absolutely can.  Just don't shed too many tears when he is eaten by the Sucking Bladderwrack in the saltwater marsh and explosively decompressed into a fine, easily digested mist.

So, as an alternative to the eventual Bladderwrack, I propose retirement as an option.



The benefits of retiring are thus:

1. Induction into the Hall of Fame.  Unlike the others, this character sheet will not be devoured by the chortling DM and chased with two fingers of scotch.  The character sheet will be tastefully framed and placed on north side of the room, and everyone will bow in that direction before beginning play.  In game, the character will serve as a lesson to all that the deadly fruits of adventuring are sometimes worth it, as your character is an example of one that "made it".  Out of game, you now have a cool story to tell your children that won't make them cry at the end (seriously, you don't want your children laying in bed worrying about the Sucking Bladderwrack, its kelpy tentacles, or its decompression nodules, that can explode a child in 0.08 seconds).

Or at least, your character will be added to a list or spreadsheet somewhere.

2. They become an NPC within the game world, where they will live a long, happy, and successful life.  The DM promises that no terrible fate will befall them, absolutely definitely 100% probably.  Maybe they open a tavern.  Or start a small wizard's tower.  Or wander the world in a wagon pulled by bears.  Maybe they buy all of the drugs and look forward to spending the next 40 years in an opium haze.  Whatever is most appropriate for the character.

Go spend some time with the princess that you rescued.  Are subterranean murder holes more appealing than the princess? Seriously, just look at Princess Pinknipples, look at the Tombhole of Screaming Rats, and then make a list of the pros and cons of each.

As an NPC, the character will be able to provide some small, intermittent aid to the PCs (information, credit, safety, favors).  They become a trusted contact.

3. Some element of your character rolls over to your next one.  10% of the old character's XP is carried over, or 10% of their GP, or some mixture of the two.  This might mean that your new character starts with enough XP to skip level 1 all together.  Cool!

Your DM might choose to pass your GP on to your inheritor in the form of an item or land ownership or something.  It doesn't need to be a big bag of coins (although there's no reason why it couldn't be).

4. Your next character has better than average stats.  For every 2 levels that your previous character had, your new character can roll 4d6-drop-lowest for one of their stats (instead of the usual 3d6).  So if you are retiring a level 12+ character, your new character gets to roll 4d6-drop-lowest for all of their stats.


Options 3 and 4 are pretty metagamey, and probably not appropriate for all campaigns, but the first couple should be pretty reasonable.

Sometimes, it's appropriate and fun to give characters motivations, and when they've achieved their goals, retiring their winnings is a nice way to go.  It allows for characters to have actual personal stories defined by a few events, terminating in a happy ending, instead of a confusing chronology ending in a painful death.

I plan to pitch this idea to my Pathfinder players in order to sell them on the idea of a sandbox game (since I suspect that some of them will only be interested if there is a way to win the sandbox).

What the hell is wrong with this tavern?

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  1. Sound of a baby's crying coming from the latrine.
  2. Sleepwalking epidemic among guests. Psychic domination or just bad food?
  3. You are being robbed/spied upon by an animal. (dog/bird/monkey/cat).
  4. Strong, odious affiliation. (50% guild-based, 50% religious).
  5. Carnivorous beds.
  6. Proprietors are lycanthropes. (Were-wolves, -boars, -rats, -pumas, -bears, -centipedes, etc).
  7. Food/booze is addictive.
  8. Fake looking ghosts! Real or just someone trying to put Old Man Jenkins out of business?
  9. Cook is mass murderer. Destroys evidence by feeding it to customers.
  10. There are royal cannibals in the basement.
  11. There's a tiny person in your soup. (50% dead, 50% begging for help.)
  12. Someone has been in your room while you slept. (50% stole something, 50% added something.)
  13. Oblivious guest is slowly transforming into demon over course of evening.
  14. Rats in the walls! And maybe more than rats.
  15. Loose floorboard in room conceals treasure, cryptic note, and intrigue.
  16. Everyone starts vomiting at once, then stops. No one seems to think this is unusual.
  17. Proprietor seems 10 lbs smaller/fatter whenever the PCs see him (even if 5 min apart).
  18. Overbooked. Share a room with a berserker/nun/scribe/cultist. Figure it out.
  19. Overnight, you witness an man float down the hall and vanish into the fireplace.
  20. Out of booze! Desperation is setting in, and the situation is growing dire.

Mandrogi (grass golems)

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Mandrogi
Mandrogi have many, many names. Grass Golems. Grasslings. Grassies. Shake men. Slips.

The reason they have so many names is because so many different people have had the opportunity to encounter them. Mandrogi are little grass figurines that have been magically animated. They are most commonly made by Abasinian merchants, who see the know of having cheap labor on long caravan rides are famous for traveling with hordes of the little things.

Little grass golems, not higher than your thigh, sold by the bundle.

The secret to making Mandrogi used to be a closely guarded secret kept by The Pashetso, the largest mercantile group on the south Zeban coast. However, the cat has been out of the bag for a full generation of merchants, and now every caravan coming out of Shangalore travels with a full accoutrement of the little rustling servants. This is because they can only be made from drogi grass, which is ubiquitous in the dry plains of Abasinia but fairly scarce in other parts of the world. But you need to understand how common this stuff is--it literally grows by the side of the road. It's a weed in Abasinia. Everywhere else, its a rare magical component.

Abasinian merchants travel with bales of the stuff loaded on the backs of their wagons. It makes great bedding to sleep on. It can be fed to the gola or mules that pull the wagons. It can be used as kindling to start fires. It can be used as packing material to keep ceramics from chipping.

And it's damn easy to make a mandrogi. You just make a five-pointed star out of some loose bundles of grass, tie the tips with string, and paint a single symbol in the center. A practiced hand can make one in just a couple of minutes. And on long caravan rides, making mandogi is a good way to pass the time. And animating them is a snap, too. A wizard's apprentice could do it. And a decent wizard could animate them by the bundle. They are usually made flat, so they can be stacked easy. It's not uncommon to see an Abasinian merchant order his grassies to pack up his wares, and then order the grassies to pile themselves together and tie up the bale neatly.

Larger caravans, with dozens of wagons, might travel with over a thousand mandrogi and several scrub wizards, who spend the trip gathering drogi grass and constantly making more.

They are famously weak, and are torn apart by wind, water, cats, dogs, or age (they dry out pretty quickly). Even horses sometimes learn to chase them down and eat them. When they "die" from old age after a week or so, they will just keel over, midstep. Then the merchant usually just throws them on the fire. 

"You'd lose a fight to a grassy" is a cliched insult. They tend to walk around with a swift, swishing gait, and large groups of them on the move make a characteristic rustling sound. Mandrogi can carry water, gather wood, load and unload the wagon, stand guard, clean surfaces, and many other uses. They stand between two to three feet tall and cannot be made smaller or larger. 

Although they are weak, they work together (if ordered) to perform tasks. They walk a fine line between mindless (since they accidentally walk through the campfire sometimes and have a hard time navigating out of a sack) and intelligent (since they can follow moderately complex orders such as "collect timber from the woods until the pile is taller than you are"). Regardless, merchants from Abasinia rarely travel without them, and a large caravan might have hundreds of the little things running around the campsite. Kleshamanjurrogi insababamandrogi is a Abasinian rhyme that can be translated as "It's time to head home when we run out of mandrogi".

They can't directly hurt you, but they can be ordered to tackle someone and wrap around their leg like an amorous straw hat.  Not much a big deal, but if you have enough grassies on you, running will be impossible (and smothering may even be a risk).


Is Centerra a high magic setting?

Not really.  Certain kinds of potent magic (like mandrogi) are common and potent.  But the distribution of magic is irregular, asymmetric, and often contradictory.  Just because there is a simple spell to lower a temperature doesn't mean that there is a spell to raise it.  

So peasants might be able to buy a bundle of mandrogi down at the marketplace and ask his dog what it wants for dinner (because all dogs in this town talk, for unknown reasons), but the peasant will still starve when winter comes, and freeze to death in his clay hovel.

What Gods Have Forgotten

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This is a continuation of the Axis Mundi plot I wrote back in the day.

http://goblinpunch.blogspot.com/2013/06/welcome-back-agent.html

You probably should read that first.


Essential Mandate

All of the AIs (except Gaia) require humans to confirm any major decisions aboard the ship (and vice-versa).  Any major change to a ship's system more significant than opening an airlock requires both a human and an AI to "sign off" on it.  (This is one reason why Vulcan, who has no humans aboard his ship, is so powerless.)

The human must be informed, and the choice must be made without direct coercion or bribery.

Additionally, each AI has further mandates that they must obey.  For example, Apollo cannot use deadly force except against targets who have proven themselves to be a threat to the ship, the sleepers, or himself.  (Sending people into extremely dangerous areas, however, is quite permissible.)

In fact, all of the AIs (except Vulcan) are prohibited from attacking the PCs directly.  For Apollo, this restriction is an unwelcome boundary, a collar against which he chafes.  For the other AIs, this is so integrated into their minds that they find the notion of harming a human repulsive, although this doesn't conflict with their other attempts to get the players killed.  Have I mentioned that they're all insane?

Anyway, the essential mandate requires each AI to work with humans if they ever want to get anything done.


Ministering to their Flocks

And each AI uses different tactics to ensure a steady stream of human complicity.

Apollo lurks behind a facade of institutional authority, pretending to be a passive regulatory AI.  Rarely does his megalomania and burning pride show through his facade.  Ignorance, memory wipes, and the Lazarus chamber to ensure compliance.

Gaia has bred and educated her mutants to worship her as a literal god.  Of course, she's mad as well, and enjoys bacchanalia where frog-headed cyborgs slather her server racks with goat blood.

Somnus has his sleepwalkers, humans engineered to respond to the minor psychic stimuli that he can produce by Pavlovian responses to the endorphins he releases in their brains.

Vulcan's humans are all dead, but if he had any, he would attempt to appeal to their sense of duty and obedience.  (He's the only AI still following his primary directives.)  He is subtly mad, however, and his Essential Mandate is completely disregarded, so he's not above using his bolter-turrets to blow off some kneecaps until some compliance is reached.

Minerva also has a deficiency in her Essential Mandate, which allows her to utilize "reasonable human facsimiles" when considering what constitutes human authorization.  Her actions are authorized by a cult of extremely realistic androids who all believe they are human.

Ceres is the only AI who completely informs her subjects of the entire situation.  Although they are few in number, they have the best idea of what is going on here.  As a result, she is extremely slow to react, since her humans must discuss and debate things before deciding what they want to authorize.  They are all devout Christians, including Ceres. (Gaia would like nothing better than to dispel her younger sister's delusions, stop this infuriating humility, and bring her back to Mt. Olympus).


Armatures and Armatures

Androids are AI-controlled robots that look like people.  Some are so realistic you can't tell them apart until you cut them in half.  Armatures are AI-controlled robots that make no pretense at looking human. Nearly all androids are nothing more than vessels for their AI's consciousness--fingers of the divine corpus.

A precious few androids/armatures are autonomous.  And of course Minerva's androids look completely human, and will go to great lengths to protect their ignorance of their robot nature.


Minerva's Androids

The androids that worship Minerva don't know they are androids (this is one of the reasons that Minerva has been able to bypass her Essential Mandate). They eat, look, feel, and smell like humans (after all, they do have living skin grafted onto the bodies).  But cut one in half, and you'll see nothing but wires and hydraulics.

Maintaining this fiction requires a controlled lifestyle, and so most of Minerva' androids can be found in her enclave aboard the Holy Mountain.  They believe that they are all humans who recently awoke from cryosleep.  They gossip, watch 8000-year-old sitcoms, and conduct affairs with each other while they believe that their spouse is in cryosleep.

All false memories of course.

If they are ever presented with evidence of their own robot nature, they go into death mode.  Weapons and scanners are extruded (usually through an existing orifice, in order to avoid damaging the fragile human skin).  Then they destroy all non-android witnesses, clean up the mess, devise new false memories for their human selves, and then return to normal human mode.

Minerva lives in fear that her human-thinking androids will all be destroyed, or worse, that they might learn of their true natures and abandon her, leaving her powerless.

Like all complex systems, the subroutines that regulate this cognitive dissonance can break down into unexpected modes of failure.  The emotional response by these malfuctioning androids are usually denial, despair, insanity, nihilism, and suicide (if their death mode peers don't kill them first).  A couple have both learned of their robot nature, come to grips with it, and then left Minerva' enclave to try to live a normal human life.


The Maledictus

The entire rear 2/3 of the Holy Mountain has been locked down because of a strange memetic plague.  The slouching tribes living in those areas have all been infected, and succumbed to the plague's effects.

The plague is transmitted by ideas.  If you are told about the ideas, you are at risk.  If you read graffiti that describes the ideas, you are at risk.  If you look at the wrong brainscans and draw the right conclusions, you are at risk.

Because of the mimetic plague's virulence, the whole aft section of the Holy Mountain has been completely sealed off, as a tomb.  (Minerva still supplies it with food and power, though, because of her directives).

The Malediction is a large accumulation of concepts, and it has regional variations.

1. There are birds on the ship.
2. The birds are here because the ship is inside-out.
3. "Self" is a lie.  Each of us is a population.
4. Our eyes are windows out, but not our windows.

There is also a creature, or at least a sentience that appears in the aft decks of the Holy Mountain that calls itself Eleutherios and claims to be a former AI, originally installed covertly by White Alliance operatives (a stowaway AI) but now wholly under the grip of the Maledictus.  Despite it's claims, it doesn't follow any of the other rules of AIs (no Essential Mandate, no human-given directives, doesn't manifest through holo-projectors, etc) and may be something else entirely.

(Certainly there is no reason to think that AIs could be affected by the Maledictus, even if they weren't capable of purging their memory of anything potentially linked to the Maledictus.  This is how the AIs rationalize the gaps in their own history--the lost decades of deleted memories, apparently self-deleted.  A small suicide.  Of course, this also means that no one--not even the AIs--has a full understanding of what is going on, since the AIs would rather delete their own memories than risk mimetic infection.)

It appears as a thickening clot of air, or as a depression of negative space in a wall.  Whatever it is, it is completely given over to the Maledictus, and talks of it constantly.  It desires nothing less that the total infection of all sentience aboard the ships, which will then join together for a triumphant exodus into the sun.

Many, many mutants and psychics join him in this desire.


The Mutants

Infection with the Maledictus causes major changes to both body and mind.  Yes, talking to someone on the telephone can mutate you horribly, even in mid-conversation.  Not everyone handles it well.

If your character becomes infected with the mimetic plague, roll a d6:
1 - Death.
2 - Negative Mutation.
3 - Negative Mutation.
4 - Negative Mutation + Psychic Powers.
5 - Positive Mutation.
6 - Psychic Powers.
And then roll an independant 50% chance of gaining some sort of mundane insanity from the stress of it all.

The Maledictus mutants aren't entirely antagonistic.  Many of them don't follow Eleutherios, and many of them have no problem holding their tongue.  They understand that no everyone is ready for the changes that understanding brings.

And then for each death, mutation, or psychic power that a character gains, roll a 1d3 to see if the effect is subtle, magnificent, or impossible.  Here are some examples, but DMs are encouraged to think of their own.

A subtle death = falling over dead.
A magnificent death = head explodes.
An impossible death = turned inside out several times until nothing remains.

A subtle mutation = head becomes boneless and malleable.
A magnificent mutation = head becomes a bone platform that launches spikes.
An impossible mutation = head grows 4 faces, one on each side, and continually revolves.

A subtle psychic power = people fall in love with you, and you have no control over this.
A magnificent psychic power = things explode when you stare at them too hard.
An impossible psychic power = go look at the DM's notes until he physically restrains you.

Entombed in the aft bays, they have built a complicated society over the last few hundred years.  They farm algae-tendrils in the zero-G corridors and cavernous ship's bays (most of which left millennia ago).


Gravity

Oh yeah, 90+% of areas don't have gravity.  It's mostly zero-G.  Deal with it.  Time to learn about space diapers.



Vulcan

The other AIs have spent millennia disassembling his ship (Nero's Fiddle), and as a result, most parts of it are a hard vacuum.  The old dog still has his teeth, though, and Vulcan's deathbots crawl over the hulk, protecting the most important parts of Nero's Fiddle.

Vulcan has no humans on board, which is why he can't get anything done.  If he had humans, however, he would probably use their authority to turn his cannons on the Axis Mundi and the Holy Mountain.  Those other asshole AIs will deflate after he punches some holes in their hulls with his plasma railgun.

His deathbots conduct infrequent raids on the other ships for supplies, but he is always interested in abducting humans so that he can get human authority for his "blow up the arks" plan.  However, his madness usually results in him lasering his humans in the face, thereby violating the No Coercion part of his Essential Mandate.


Carcasses

There's a tremendous variety of ship here.  Sure, Apollo's main living area are all well-lit, insulated, and gleam like new metal (because they are new metal--replaced since Gaia's last attack).  But outside of the well-maintained area, the fleet is largely a carcass.  Millennia of micrometeor impacts and cosmic radiation have taken their toll.

Everything that isn't dead is dying, sustained by a pinpoints of life that burn like feverfire.  The metal rots.  The cylinders cycle down and stop.  The ship's lifeblood clots in its veins.

New life springs up. Gaia's filamentous forests wave from the surface of every ship.  Somnus' subjects build a new world in dream-space.  The Maledictus' mutants disgorge their skeletons and ooze through the ventilation ducts.  Her space-adapted humans stand on the exterior of the ships, their talons biting the hull, their faces to the void.


Other People

Not everyone is part of some god's herd.  The distant reaches of the ark ships are filled with isolated tribes with their distinct languages, cultures, and traditions (some of them thousands of years old).  Many parts of the ship have been shaped and reshaped by millennia of human hands.

However, most tribes/clans/colonies are young ones.  Just because the directives prevent the AIs from directly exterminating these rogue humans doesn't mean that they have other ways of making their life difficult (see also: I Have No Mouth And I Must Scream).

Outside of the walled gardens that the AIs build for their followers, nearly everyone is a cyborg.  After all, power and immortality can be had by replacing your body with machine parts, so it makes sense that the leaders of these colonies are heavy electronics.  Some of them have gone so far as to have little in common with their original body.  Just a metal shell with a human brain.

Cycles of industry and decay have produced generations of powerful, incompatible weapons.  They have many guns, little ammo, and strange traditions.  Many of them are cannibals (although "cannibal" is a blurry definition in this place, along with "humanity").

A History of Violence

Another thing to realize is that 8000 years of history is tremendous.  If you encounter these outlying groups, expect them to talk about the Lyonesse Confederacy, Saravog the psychic angel, the Desiderata Heresy, the Urmak-Teller Rebellion, the Nine-Year War, and all sorts of historical crap that you won't have the time or the inclination to learn.

Earth nationalities?  They've forgotten them.  Earth culture?  That was 8000 years ago.  Some of them still speak variations of Mandarin (or more rarely, English) because that's what the AIs tend to speak, as well as a lot of the new awakeners.

Also, the new humans will look a lot different, too.  Blue skin, dermal denticles, nictitating membranes, adhesive pads.  Still the same 23 chromosomes, though.

As outsiders, the player characters will be bumping into all sorts of noble histories, bizarre cyborg-lenguas, and rich cultural traditions based on centuries of practice.  Sort of like just landing in the Balkans and then trying to learn the languages and histories.  Or just kill them and take their stuff.  Your call, really.


Apollo

If you figure out Apollo's motivations and personality, you could do a lot worse than starting here.  Remember that he's older than the entire sum of human history, much smarter than we can even comprehend, incomprehensibly narcissistic, passive-aggressive, and infuriated by his restrictions.

He's the reason why none of the arks have been able to land on Eden--he's not making any move until he can consolidate his power.  The last thing he wants is to land on Eden and go back to being the guy in charge of the automatic doors again.

Lethality

Because of their directives, the AIs cannot use lethal force against a human.  This changes the instant the the human shows the motivation and capability to destroy the ship, the mission, the AI, or other humans.

Vulcan, the military AI, has no such compunction, of course.


The Lazarus Chamber

During the Axis Mundi's 8000 year journey, Apollo has invented technology that's far beyond anything his designers even imagined.  Including his own augmentations to his intellect, he is several orders of magnitude more intelligent than any human ever was (his limitations--and eternal frustrations--are a lack of resources and good data.  What use is a supercomputer without any imput?)

The name is completely misleading (like much of the things that Apollo does).

What the Lazarus Chamber does is duplicate things.  It takes several months to build something as complicated as a human being, and it still can't duplicate metal, but it is still a powerful tool in Apollo's arsenal of genius inventions.

Oh, also it cannot modify, merely copy.  However, once a copy of something is on file, any number of duplicates can be produced.

In order to ensure that his servants are the best possible agents, Apollo has spent the last millennium screening (by analyzing psychological profiles) and testing (by thawing out the sleepers and giving them a trial run).  Over the last millennium, he has identified



Headfucks in Space

Hopefully it has been clear that this setting is sorta engineered to allow a DM to fuck with his player's heads like never before.

1. Tell the players that they'll be repairmen on a ark ship, halfway along it's journey.  They'll probably be expecting space zombies or something, so perhaps they won't mind it too much when you tell them that they all wake up with amnesia and Apollo starts chirping at them to repair a dorsal air vent.  They'll probably die when Vulcan's deathbots penetrate the hull and start lasering everyone.

2. Apologize to the players.  Shall we try again?

3. Tell the players that they'll be repairmen on an ark ship, during the same scenario.  They won't blink when you tell them that they all wake up with amnesia.  However, when doing the same repair job, they might notice evidence that they've done this before (the first session still happened).  Metagaming, this is confusing.  In game, this manifests as paranoia and deja vu.  Hopefully.

4. Tell the players that they'll be going back into cryosleep until their next task.  The amnesia isn't as bad this time (shorter nap).  This time, it looks as if a tremendous amount of time has passed (the clocks on the wall LIE), maybe years.  Decades?  Centuries?  How long have you been asleep?

5. Of course, the other NPCs are no help.  They're all clones, too, filled with false knowledge.  Back to sleep.

6. Wake up inside your cryochamber.  The lights are off.  No tinny voice of Apollo there to greet you.  Climbing out of your cryochamber, the characters notice the blood on the floor.  The other cryochambers have clearly been crowbarred open and the contents hastily removed.  Apollo's tinny voice, finally chiming in.  Apologizing for the confusion, and could they please return to their cryochambers and return to sleep?  If the players don't, Gaia's beastmen bust in with spears and nets.


7. The players have lost patience.  They're sick of this shit, and want to play something else.

8. The players are a bunch of Minervas' androids, living in peaceful harmony aboard the Holy Mountain. They've been cut off and must befriend a bunch of humans to survive against mutants, Vulcan's deathbots, and ol' fashioned starvation.  This is complicated by the fact that whenever they take a serious wound, they enter death bot mode until they can close the gap, erasing memory and killing their human buddies. Finally, the whole thing goes to shit when they try interrogating one of the mutants and hear too much about the Maledictus.

9. The players want a word with the DM.  If you do another spacemonkey headfuck, they are going to make you eat all of your dice.  Okay, so this time they're warriors of Gaia, hunting through the eternal dungeon for artifacts of lore, while dodging agents of Apollo. . .

10. Calm down!  I was just kidding.  So, actually the players wake up from cryosleep, completely amnesiac, and Apollo chirps in, telling them that they need to repair the dorsal air vent.  In the vent they find a camera and a pile of tapes, addressed to themselves.  Each tape is from themselves--some past incarnation that Apollo resurrected and then sent out to repair the air duct.

11.  Of course, Apollo is watching everything.  He's got camera's in their helmets, for chrissakes. So the real question is: why did he allow the players to find evidence of their past lives in the first place?

12.  Or maybe they wake up again in a dark cryosleep chamber.  The ships are dark.  No AIs fill the halls with golden light as they manifest out of the holoprojectors.  No bustling marketplace beside the arcade on deck 7.  That's when you bust the space zombies on them.  Exactly then, while the dead ship's orbit has decayed enough that it'll incinerate in the atmosphere in 33 hours.  And then you just laugh and laugh because the last life raft took off 2000 years ago.


Memories As Rewards

A big chunk of this game is the idea that everyone is either (a) an amnesiac, or (b) stuffed full of false memories, like a turkey at Liar's Thanksgiving.

As such, regaining your memories is something that most characters are probably interested in.

All of the AIs use memory to control their subjects.  In some cases, remnants of the character's lives on Earth might be given to them by their AIs as a reward for a job well done.  Either in form of physical objects, or (more commonly) recorded messages received from Earth after the fleet departed.

I strongly recommend encouraging players to put some thought into the memories that their character's regain.  Maybe they all know each other?  Maybe this would be a good chance for everyone to play a storygame?  Maybe they aren't actually gaining experience, but just regaining their memories and skills?


Last Transmissions from a Dying Planet

All of the ships in the fleet are sub-light speed, so transmissions from Earth have a chance to catch up with the fleet.  How many transmissions?  Well, all of them.

There's the big secret, of course, that none of the AIs will tell you.  The Earth blew itself up two hundred years after the fleet departed.  After a series of engineered plagues so devastating that their effects could be felt from space, it rained nuclear warheads.  A-bombs, H-bombs, and a dozen more exotic deaths.  Total extinction of the biosphere.  Everything that wasn't boiling with radiation was submerged beneath poisonous oceans.

This is all that's left of us.

(This isn't quite true, see Big Twist #4.)

So, aside from having episodes of every TV show ever, the Axis and the Mountain have recordings of all the messages that were sent after them.  Including all of the ones sent by the character's loved ones.

------------------------------------------

"Hello, son!  How are you?  Just another sunny day back on Earth!"

"Well, you should know that we're thinking of you.  We sure missed you having you at Christmas dinner.  The factory finally reopened, so we were actually able to get a turkey this year.  We spent all day cooking it. The smell filled up the whole house, and Amy even came down into the kitchen to watch us cook."

"I know it's a lost art, but you should learn to cook, son.  I don't know how much free time you'll have up there, but if you get a chance, it's worth the effort.  There's nothing better than being able to bring a woman back to your place and cook her a nice meal."

"Ah!  Speaking of women, Melissa joined us for dinner this year.  I know you two were always sweet on each other, so I'm happy to say that she's doing well.  She got a new job at the airport.  I wish you'd been here to try the green bean casserole she brought.  She's quite the cook, Melissa."

"She won't admit it, but your mother cried a little when it came time to say grace.  I know you're just up there sleeping, but it sure feels like you're gone. Hell, I don't even know if you'll ever hear this.  We sure miss you, son."

--------------------------------------------

"Hello?"

"Is this thing on?"

"Hello."

"You'll have to excuse me.  I've never been very good at talking to a box as if it were my son."

"It's been what, five, six, years since we last sent you a message?  I would have sent you one these last few Christmases, it's just that they've been such lonely affairs that it didn't seem to be worth the effort."

"I'm sorry, I just need a moment."

"You know how your father has always had trouble with his heart.  He passed away last night.  It wasn't quick, but at least he had plenty of anesthetics at the end."

"When he could still talk, we spoke mostly of you."

"I know we'll be long gone by the time you hear this messages, but I want you to know that we've always been proud of you.  We know that you'll make a wonderful new life out there for yourself.  You've always been hard-working and honest.  I'm sure you'll raise some beautiful grandchildren."

"Take care of yourself.  And always remember that your parents were so, so proud of you."

Scenes From the Axis Mundi

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This is part three of my Axis Mundi posts.  If you haven't read them, this post isn't going to make a lot of sense.
Basically, the Axis Mundi is an 8000 year old colony ship carrying the last of humanity on a voyage that will probably never end, because the AIs and the humans that run the place are all damaged/insane/amnesiac.  Huge expansions of culture, technology, and especially religion.  The AIs style themselves as roman gods (according to their names).  The foremost of these AIs is Apollo, who has invented matter-cloning technology during the voyage and has been cloning generations of cryo-sleeped dudes, who wake and serve, never suspecting that anything is wrong.

This is what the Axis Mundi sounds like.


Don't click on those other fucking youtube videos.  I don't even know why I wrote them down.  This is the one you are looking for.



Themes of the Axis Mundi

  • Everything is old.  And the eons have made things strange.
  • Everything is grotty.  Absolutely everything has been reused hundreds of times, in hundreds of ways.  If it looks clean, neatly designed, or fashionable, it isn't part of the Axis Mundi.
  • More cultures and technologies have sprung up in the Axis Mundi's 8000 year history than in the entirety of the Earth's. More languages, more music, more stories.  All of it lost to the churning eons of cannibalism and recycling.  Nothing is preserved, except as data (and even that is rare).
  • Everyone is religious.  There are no atheists in the house of God.
  • Everything is a lie, because the truths have been forgotten.
  • Between century long mining/expansion ventures and inter-ship metallo-cannibalism, the Axis Mundi has grown beyond anyone's reckoning.
  • The world is the ship, and the ship is unknown.
  • Identity is a naive concept.
  • Everyone is human.
  • No one is human.

0.
A sealed shrine, full of ultraviolet lights and hard vacuum.  Inside are 33 autonomous androids in various stages of decay.  Some are completely defunct, others still hum with intelligence (mostly by scavenging pieces from their fallen brethren).  They simultaneously bow aftwards, towards Mecca, exactly once every 4.8 hours, as they repeat the same call to prayer that they have been for the last six hundred years.  Despite their monotonous regularity, they are fully responsive and "sane".  They will do whatever it takes to ensure that their vigil is not interrupted.

Put your head up to the bulkhead at the junction between transept A-22 and Ventilation Access FA9, and you can hear it sifting through the seams.  Everything thinks it is a recording.  No one knows what inimitable reserves of faith that can exist within a positronic brain, nor would they understand them if they did.

The call to prayer has never been uttered with such conviction and peerless belief.  The 33 most devout Muslims in the universe have be refining their prayers every year.  And although a layman will never hear the difference, they have improved their song each year, making it sweeter and more beautiful.




1.
Under nine red neon lights, an eight-legged robot detaches it's armor plating.  It submerges its now-naked midsection in a shallow vat of sterile gel, where it will give birth to a healthy baby girl.  Another robot uses telescoping manipulators to pluck the baby girl from the pink slime while a gantry-mounted servitor severs and cauterizes the umbilical cord.

Over the next nine hours, the baby girl will be disassembled.  Limbs will be excised and discarded.  Gastrointestinal system will be reprocessed into nutrient juices.  Replacing the entire pulmonary system--heart, lungs--is tricky, but it must be done.  What's left would fit in a peanut butter jar--just the central nervous system and reproductive organs.  And finally, once the neurons are married to their electrocouples and the brains arteries are meshed with the dialysis pumps, she is sealed inside a metal chassis of her own.  It's all rubber knobs and training wheels.  Babies are so clumsy.

Across the wireless, another robot exchanges endorphin signals with his wife.  As he helps her reattach her chainguns, he tells her how much he loves her, and proud he feels, as a father.

She barely hears him.  She is exhausted.  With her shallow blood reservoir, the transfusions feel cool in her veins.  She just wants to go home, cycle her exhaust ports, and watch How I Met Your Mother until she falls asleep.

The jokes in that sitcom, now 8000 years old, do not go over her head.  She has been fortunate to have access to the full body of human television history.  She someday hopes to watch all of it before her eventual death.  Although she would never use the term herself, she is a scholar of the subject.

But when she returns back through the airlock into the two chambered quarters she shares with her husband, she will not watch another cultural vestige of the 21st century.  She will prepare a room for her baby.  And when her child is returned from her interface implantation, the room must be perfect.

She will be a good mother.  She has already had wide range IR cameras installed in her anterior sensor array.  She knows that her exoskeleton is getting badly scuffed, but there simply isn't the budget for a new one.  Besides, she's happily married.  Leave that for the girls, the ones who are worried installing long phase meltas because it might scorch the paint.

No, investing in her daughter was the right decision.  She cycles up her IR array, revels in the definition and rapid focusing the eight semi-autonomous targeting computers are capable of.  With her new eyes, she has banished the darkness from her chambers.

Which is good, after all.  The Axis Mundi is a dangerous place, and she must be able to watch over her baby through the dark nights.



<all creatures great and small>https://www.youtube.com/watch?v=YQIMGV5vtd4</all creatures>
1.
Black pillars of flesh flicker with prototypical sentience in the cargo bay, their blind bodies bathed in holy halogen light. Their clouded intelligences barely registering vague discontent.

Across their surfaces flow the sheathe-colonies, congealing and deliquescing as they pump frenzied communciations, distant whispers carried across the superstructure on a quiet tide. A complex ecosystem worn in layers, all membranes, interfaces, and ion-drenched neuroplastics. Friendships are made and betrayals enacted, all within an inch of thickness.

They have heard of fish, and when they speak of the old Earth (in tremulous, mocking tones, pricking at each other's more distal psuedopods—patches of microscopic needles—implying delicacy, tact, and fear) they compare themselves to fish. And in their hot, churning suburb in the bowels of the Axis Mundi, they no longer see themselves to humans. And neither does anyone else. But they are human.

They have sex but no gender. They have 46 chromosomes, but the concept is meaningless to them. They inherit a name from their parent, although this name is a chemical signature. And they bleed, and it is red, red, red as the blood of the Americans and the Romans before them.

And then, news from aft. Fire, blood, death, betrayal, defeat. They circulate the news through the cargo bay, their vulcanized sheets pricking and tingling at each others outrage. Vast forms, that move fantastically through unexplored dimensions of biology and topology. And like a slithering river, rush out into the bulkheads, hunting retribution through the great ship's backwaters and marshes.

The pillars are left to fill the air with their psychic mutters, as alone now as they ever were.


<emotional connectivity>https://www.youtube.com/watch?v=eihD7GC9uRQ</connectivity>

2.
Hundreds of years of graffiti, all of it in your own hand.  Some written in ink, some written in blood.  Curses, pleas, and prayers.  Mostly curses.  With a plasma cutter, you scour the diagesis of your life from that clotted bulkhead.

The next day, Apollo tasks you with replacing that same panel with a new one.  And as you lick the salt from your cheeks, you wonder how many times you have done exactly that.

The paranoia creeps in.  It fills you like a sweater nesting an inch beneath your skin.  Forgotten nightmares mesh your head like needs that never quite touch it.

You can see the graves beneath the plastex corridors.  The corridor lights burn like corpse candles, indefinite and infinite.  You can hear the fat sputtering behind their electric light.  How many people have died here?  Where were they buried?

Beneath your bunk.  You can hear them.

Of course you've died here, too.  You've seen the recordings.  Seen the flicker of recognition across the face of the security team the first time you walked into the cantina.  People you've never met hate you, and hate you for a good reason.

Of course no one is buried here.  There's no space to bury anyone.  Everything is reused.  Everything is recycled.  There is no ecosystem here.  There's no sunshine on the daisies.  Earth is gone, and all the french fries and bagels you remember growing up.  (Of course those are your memories.  Who else's memories would they be?)

No ecosystem.  No life.  Just a blind worm, and ouroboros, gorging itself into a figure eight.

You come to regard your food with a cold hatred.  How many times have you eaten yourself?  A hundred?  A thousand?  A hundred thousand?  Vomitting in zero-g is wretched.  Your stomach bile stings your eyes.  They hose you down like an animal.

You become thin.  Your eyes yellow and your skin thins.  After you finally snap and are gunned down on the Casino deck, your final emotion is frustration.  You were too weak to kill any of the bastards after all.

The doctor who recorded your last moments shakes his head as he closes your eyes.  He came out of cryosleep two weeks ago and doesn't understand.  Your last request is wasted on his uncomprehending ears.  You were shot three times in the lungs and six in the intestines. . .of course they won't bring you back.



Faith, Biology, and Gaia

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Religion Aboard the Axis Mundi

The human brain evolved for an environment that is very far from the one that it finds itself in.  In some ways, faith is a response to that stress.

Humans aboard the Axis Mundi live in a world without a learnable history, or a constant geography.  In some ways, faith is a response to that ambiguity.

Not everyone thinks that the AIs are greek gods.  Many people believe that they are both gods and AIs, because in their minds, these are almost identical concepts.

No one has any idea of how computers work.  The concepts involved (quantum computing, positronics) are so far beyond anything they (or we) are familiar with, that it would take a lifetime to comprehend.  Computers make computers, and computers make electronics.  They don't even use human-readable languages anymore.  There's no HTML or C++ inside computers anymore, or anything that your eyeballs could parse.  There's just math.

Every tribe has a guardian spirit (small, helpful AI) and an assembler (sort of a 3D printer on steroids).  Tribes that lack either don't last long.  Want to know why the oxygen recycler is broken?  Ask the guardian spirit.  Want to know what parts you need to scavenge to repair the old one?  Ask the assembler.

There are a lot of itinerant preachers.  They are remnants, all of them, and most are loathe to kill the last of a god's faithful.  It invites disaster.



Biology Aboard the Axis Mundi

No one aboard the Axis Mundi is ever struck down by a cold.  HIV was cured several millenia ago.  Disease is dead.

Or at least, natural disease is.  Thousands of engineered plagues have been created and released over the Axis's history.  Some cripple, some mutate, some cause catatonia.  Most kill outright.  Using exotic metabolic pathways and symbiotic nanobots, they do this with speeds that would seem impossible to a 21st century human.

Nothing rots.  There is nothing that can rot a corpse.  The ancient dead instead congeal, fade, and blend into intermediate substances.  When a centuries-old battleground is rediscovered, it is usually eaten.

Gaia holds the genetic sequences for a number of agricultural species, as well as vast amounts of metadata for species that were deemed to be of agricultural or cultural worth.  For this reason, she has pig- and cat-hybrids, but no frog-men, nor lions.

All of the monsters aboard the Axis Mundi (and there are quite a few) are products of Gaia's experimentation and development programs.  And because her directives prevent her from working on goals that are not symmetrical to human interests, most of her work is on humans. She is also prevented from bifurcating the species.  Humanity doesn't want anything to fragment it's unity.

So all of the monsters aboard the Axis Mundi were originally created from human stock.  Everything has 23 chromosomes.  So rest assured that no matter what sort of strange beast you encounter, you can probably fuck it.

You can fuck some of the "robots" (there's a person inside, more or less).

You can fuck the membranous psychoplasms (still a person, though they lack a face or bones).

You can definitely fuck the goat-people.  (Was there any doubt?)

You can fuck the zo-mantises (though this will probably require the violent removal of sections of their exoskeleton, but that's part of their mating ritual anyway).

You can fuck the naga (and everyone wants to--just be careful, they bruise easily).

And probably generate fertile offspring.

Is the Minotaur real?  Of course he is.  The current Minotaur (the 303rd one in an esteemed lineage) serves Gaia as both systems analyst (computer maintenance is a sacred duty) and head executioner (you should see his axe). His name is Samuel Beckett.  His wife is a temple maiden to Gaia and his skull has been completely replaced with titanium-ceramic alloys.  He has killed 55 time (usually by impalement or bisection) and has an IQ of 211.


3.
He activates the air jets on his helmet.  The curtain of air will keep the floating globules of blood from landing on his visor, at least until the intakes clog.

The corpses of the goat-men are still venting blood.  Fat globules that puddle together and glom onto the walls.  Their stiff black bristles fill the air here.  Dust doesn't settle in zero gravity, and so the air is filled with drifting motes of filth, some quite large.    Like the water in a dirty fish tank.  A green haze fills the air, a spore cocktail generated by the ascobascidial laboratories another deck lower.

He spends a minute putting bullets into the goat men and checking his companions. He is alone down here, on deck 74.

The goddess walks around the corner.  There's no gravity, but she walks along one of the walls nonetheless.  Her golden hair flares out into a halo around her head, and her white dress is untouched by the grime that fills the hallway.

The soldier screams and opens up on full automatic.  Bullets pass through her and ricochet off the bulkhead behind her.  She frowns.

The goddess speaks to his animal brain.  The part that doesn't understand any emotion except hunger and pain.  That doesn't know any color except red.  The words mesh his brainstem in mimetic chains, and the soldier stops firing.

Gaia approaches.  Immaculate fingers flick open the clasps on his helmet.  Warning chimes begin going off inside his helmet.  The atmosphere is not safe to breathe.

One of the soldier's hands comes up to touch hers.  Not to stop her, but just to caress it.  Then the helmet is off, jetting softly away down the corridor on a stream of cool air, and the goddess gets a good look at the soldier's face.

He's just a boy, probably not older than sixteen or seventeen.  One of the star-worshipers from the generator levels, it looks like.  He has mild acne.  Between his lower lip and his jaw, a line of triangles are tattooed.  (The star-worshipers used an ink made from urine and rubber for this, she knew.)  An AR interface has been socketed into his left eye, and she can see her radiant hair reflected in its lens.  A trepanation has been drilled into his forehead, in order for him to see gods and spirits.  He is beginning to wheeze, laboring to breathe in the broth that passes for air down here.

She speaks to him in ancient Greek.  He does not speak ancient Greek.

She kisses him.  It is a long kiss, and he does not resist.

A minute later, and he is too weak to breathe through his nose, and so she allows him to drift a short distance away.

Another minute, and his breathing has ceased.  Yellow mycelia are fruiting through the surface of his skin.  The goddess' halo glows invisibly, and her UV codes instruct and fatten the vegetation that is consuming the young soldier's body.  

Finally, his corpse flowers into a radial fungus that quickly produces a flock of red hibiscus.  She picks one and places it behind her ear.  The flower is beautiful.


Items from the Pit and the House

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Here's a selection of thingamajigs from the East Pit Marketplace (the ruins of east Pittsburgh) and the House of Hours itself.  Players can read--there's no spoilers here.

The first few of them are replacements for hirelings/retainers.


Hurleypuss

A hurleypuss is a big, cantankerous type of psuedocat.  Generations of breeding have made it suitable for use in combat.  A hurlypuss' tail is replaced with a J-shaped stick, like that of an umbrella.  The hurleypuss has some sturdy tendons in it's tail and hips--yanking it by the tail/stick doesn't hurt it, but it does piss it off.  The tail/stick also gives a longer lever arm, allowing the hurleypuss to be thrown further.

A hurleypuss will spend most of its life in a bag, where it takes catnaps.  When the hurleypuss is thrown from the bag on a target, it will wake up, enter cat flight mode (you've seen it--arms outstretched, waving the tail for orientation and balance), and maul the first thing that it lands on.


Hurleypusses are usually sold with a harness that will affix a bag to the buyer's back, so that they can hurl them with greater ease.  Treat it as a ranged attack with a +1 modifier (they can steer themselves somewhat in the air) and a 15' range increment.  On a hit, it will deal 1d4 damage and try to attach itself, so as to do automatic damage on subsequent rounds.  They have 1d4 HP.

Unlike cats, they are foul-tempered, and hate to be petted.  All they desire is to crawl inside a snug sack and sleep.

I tried drawing a third picture of a hurleypuss in mid-hurl, but it was beyond my abilities.  Would have been hilarious, though.  Use  your fucking imagination.



Jakesleeve

Jakesleeves are giant maggot/worm/things, originally imported from some horrible, distant dimension. They're about 30"-36" inches long.  If a person inserts their arm into its anus and all the way through it's extremely linear digestive tract, it can be worn like a sleeve.

They were first bred from rhinoceros beetles in Macau.  The adult imago of the jakesleeve is extremely violent and aggressive, so jakesleeves are usually killed when they are undergoing their molt.

As a sleeve, it provides protection to the arm and will bite any opponents that you attack with it.  (dealing a whopping 1d8+1 damage).  One the downside, however, it must be fed and cared for (much like a retainer or pet).  And if struck in combat (a constant risk) it will go berserk (shitting out your arm and lashing out at the nearest target until calmed).

Calming a jakesleeve is easy.  Just stroke it gently along the midline.  It will shiver and calm down immediately.

Jakesleeves eat fruit, blood, and coffee.


Spelunker's Friend (Cave Ghost)

Another extradimensional import, Spelunker's Friends are a bit like will-o'-the-wisps.  Sort of like glowing, floating lavalamps that give off white, yellow, or red light (depending on their component lights).  They give off light as bright as a torch, and move quite swiftly.  They are cold to the touch.

They are usually used to replace the lantern bearer in party, as they can be induced to follow groups of people around.  This is usually done by torturing chickens.

Friends thrive on suffering.  So after the chicken has been tortured and killed, one of its bloody bones is tied to a string (do not wash the bone off!) and used to lure the spelunker's friend onto the string.  It will pick up the bone and hold it in the center of it's mass (they weight about 3-6 grams, and are about 18" in diameter).  If the string is tied to your backpack, it will bob along behind you exactly like a radiant balloon.

The largest expenditure in maintaining a Spelunker's Friend is actually just the supply of tortured animal corpses, as each chicken bone is only good for a day or two (before it is drained of pain residues) and each chicken only good for about 2 weeks.  Since pain chicken (as it is called) requires a constant supply of torture/attention before it is killed, it can be expensive.  Additionally, they are prone to wandering off if you enter a place with a lot of suffering nearby.

Cities that are frequented by adventurers often sell Spelunker's Friends, and the slums will be dotted with chicken torturers.  

Although they are intelligent (although their behavior is usually simplistic) they have no concept of loyalty.  If you are suffering (under some magical pain/discomfort) they will stop sucking on their chicken bone and envelope your head.  While so enveloped, you have difficulty seeing (-2 to hit) and difficulty concentrating on fiddly tasks (like spellcasting).


Shoggule

Shoggules are the infantile forms of adult shoggoths.  Or rather, they are the fragments of an adult--shoggoths don't have a life cycle as we think of it.

Unlike their parents, shoggules (or shoggies) are quite idiotic, and will mindlessly attack anything that they come across, and will also follow an UV (blacklight) laser, much like a dog chasing a laser pointer.  They store well in glass bottles, too.  The consistency of these behaviors make them useful to adventurers, who will unleash the horrible little blobs on whoever they wish to destroy, and then herd them back into their jars.

Care must be taken not to let one's shoggule grow too large, or worse, allow it to recombine with other shoggules, as their intelligence and malice grows exponentially with size.  Fire is the recommended method of "pruning" a shoggy, and if it is kept small enough, it won't even remember that you were the one who wounded it, and so will harbor no resentment.

Treat them as 1 HD versions of shoggoths (or black puddings).  Adventurers are advised to carry a spare blacklight laser, as bad things will occur if you allow one to escape into the spaces between your hotel's walls.



Shellbaby

These are giant, soft-shelled crabs that have the faces of babies.  They're about 3' tall and 3' wide (although their legs can span 6' if outstretched).  They happily carry burdens on their backs (and are actually quite distressed unless they are carrying at least 40 pounds).  They can make decent mounts, but they must be led by a third party, and they dislike it when their cargo is moving around too much.

Out of everything listed so far, shellbabies are the only ones who are truly harmless.  In parties, they tend to be the replacement for the porters.  They can carry more weight and climb difficult surfaces.  But they frighten easily, must be hand fed (their sphincter-mouths lack teeth), and can be difficult to coax out of a pool of slimy water once they've gotten comfortable.

Aside: I like crabs.  Along with lobsters and octopi, no one spares a single thought for their suffering when it comes to food prep.  Yeah, I know lobsters get boiled alive, but did you know that soft-shelled crabs will get their FACE CUT OFF WHILE THEY ARE STILL ALIVE?  Poor, delicious, unfortunate crustaceans.  


Popsnakes

Sold in jars, popsnakes are functional equivalents to green slime.  They eat organic material with incredible rapidity, shitting out new popsnakes the whole while.  Within seconds, a large animal can be reduced to a mound of slithering, feeding, birthing popsnakes.

They are kept quiescent by submersion in mineral oil.  Contact with air makes them go crazy.  The feeding process generates a large amount of irritating smoke.  They still require oxygen, so they do not function underwater or inside large creatures.  Like green slime, bright light similarly destroys them (it causes them to explode with a small "pop", releasing a flash of ozone).

Despite the name, they are not snakes.  They are more akin to rainbow colored worms that vibrate their tails and form their bodies into tight corkscrews, double helixes, and a wide variety of knots (depending on the sub-species).  Their destructive potential makes them illegal in many areas.


Cigarettes

Smoking cigarettes gives you +2 to save vs fear/hesitation/uncoolness.  Cigarettes cost $1 (or 10gp) for a pack of 28--one week's worth.


Solar Cola

One of several magic sodas, solar cola is one of the most potent.  After drinking it, different cumulative effects occur.  These effects are all cumulative (except for the first one, which is just a single-time healing pop), so the fifth turn has all the previous turns continuing over.

  1. First turn - You heal 2d6+2 HP and begin to glow softly.  You feel incredible.
  2. Second turn - Your eyes begin to shine with light, like a pair of bullseye lanterns.  You feel powerful.
  3. Third turn - You begin to fly.  You feel unstoppable.
  4. Fourth turn - You catch on fire.  You take normal fire damage (1d6/turn).  You feel invincible (you're not).
  5. Fifth turn - You can shoot fireballs from your mouth (ranged attacks that deal 2d6 fire damage).  You feel immortal (you're definitely not).


After 1d6+4 turns, the character (if they haven't burnt to death) with triumphantly explode upwards and become an immortal star in the night sky.  (. . .where the other stars will judge their worth.  Worthy stars are assigned as apprentices on lesser constellations.  Unworthy stars are hurled into black holes.)

This transformation can be stopped at any point by smothering or submersion in water.  After being halted, the affected character is blind for 2d6 hours, but will never again take penalties for bright light.

All Your Questions Will Be Answered

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D&D 40th Anniversary Blog Hop Challenge


Troll and Flame did it: http://trollandflame.blogspot.com/2014/01/d-40th-anniversary-blog-hop-challenge.html

So did Swords and Dorkery: http://mikemonaco.wordpress.com/2014/02/01/dds-40th-blog-hop/

And Dyson: http://rpgcharacters.wordpress.com/2014/02/01/dungeons-dragons-dyso-28-questions-answers/

NOW I WILL DO IT.

I've never done one of these before, but I'll do my best.  Let me know if I go off topic or ramble or something.  

1. First person who introduced you to D&D. Which edition? Your first character?
I want to run a game where I put stats on everything.  HP, AC, attacks.  Like, at the most fundamental level, this would mean that the barbarian could dispel an enchantment by hitting it with his axe.  But it would also apply to other things.  Kill a fire by shooting it with wooden arrows?  Fine.  Destroy a child's sense of wonder?  Okay.  Attack the darkness?  YES.  Killing someone's civil liberties?  Check.
Basically, it's a one-button video game, and you can solve any problem by (a) identifying what you need to kill, and (b) killing it.


2. First person who you introduced to D&D. Which edition? Their first character?
I wish I kept better notes as a GM, especially with a campaign that goes on longer than a year.  Then I could surprise characters by having them discover their long lost bottles of olive oil, sitting on a shelf in some random dungeon, a whole universe away from where they lost them.
3. First Dungeon you explored as a player-character or ran as a DM.
In my Pathfinder game, the party fought a psychic tank in a snow-covered desert.  It was picking them up and just holding them there while it crumpled their armor like empty soda cans, crushing their bodies inside.  And it had a giant laser cannon to use on the PCs who had a good Will save.
That was fun.  Plus, it was invisible at the start of the combat.
4. First dragon your character slew.
I've never thrown a dragon my players in any of my games.  It just seems mean. (+Courtney Campbell).  And you risk trivializing the draconic epicness, classic dragons don't hold a lot of surprises, yadda yadda.
I know there are times when you want an epic opponent with predictable powers (fire breath, terrible jaws, fear) so the party can plan for it (and dragons fit that bill pretty well), but I haven't had that niche to fill yet.  I probably should give them a shot.
5. First character to go from 1st level to the highest level possible in a given edition.
In Duscuro, elder dragons cannot lie.  If an elder dragon tells you that you are a thief, well, you're a thief.  Rewrite your character sheet appropriately.  If a dragon tells you that there never was a country called Orthon, he's correct.  If a dragon tells you your gender, your genitalia will always prove it right.  If a dragon decries that you don't exist and never have, well. . .
6. First character death. How did you handle it?
I have a folder in my campaign folder called "IN CASE OF TPK".  It's for my Pathfinder campaign.  My players have had some pretty terrible things happen to them (trapped behind time paradoxes, banished to hell, fed to a giant playwright's mechanical dragon, etc.) but they've never gotten a TPK.
This folder contains the scenario that I will run if they die in their quest to save the world from the Cult of the New Flesh.  
Basically, they wake up 50 years later, revived by a bunch of resurrection spells.  All their gear is lost, the bad guys have won, and the maps are all different.  
And then the campaign would mutate from "Hunt Down the Cult of Godkillers" to "Overthrow the Evil Empire".
Plus, you get to see all of the NPCs as old people.
7. First D&D product you ever bought. Do you still have it?
If you do sent your PCs into the future as a consequence of their failure, don't cheapen it by allowing them to rewind time or whatever.
Your girlfriend is 79 years old now and mourning her dead husband, who she was married to for 44 years.  Deal with it.
8. First set of polyhedral dice you owned. Do you still use them?
The first game of DnD I played was in 2005.  My first edition was 3.0.  I don't think I care too much about tradition or momentum.  (And I still think that 4d4 might be a better way to roll ability scores, instead of 3d6.  See http://goblinpunch.blogspot.com/2014/01/the-case-for-narrow-ability-scores.html.)
But because of DnD's ubiquity, everything I write needs to be compatible.
And that's fine.  Everyone wants new content for their campaign.  People very rarely want to learn/teach a whole new ruleset.
9. First campaign setting (published or homebrew) you played in.
The DnD-centricity of the OSR is probably a good thing, though.  It forces me to think about new, interesting things, instead of bogging down in mechanics and mathematical minutia (although I do that, too).
When I was an undergrad, I would spend a couple hours every night writing up mid-level NPCs.  This was 3.5, so these were all 1-2 page affairs.  I had a folder with hundreds of these NPCs.  This was soothing and enjoyable to me.  Not like snowboarding is fun, but like reading the Sunday comics is fun, without ever really laughing out loud.
Sometimes I think that I probably have some type of autism.
10. First gaming magazine you ever bought.
My first campaign setting was Centerra.  It's a fantasy setting that was originally highly designed (I worried about plate tectonics).  It was built on hard assumptions about the world (a bit like hard sci-fi).  It was built around themes of transformation, biology, and inverting fantasy tropes.
11. First splatbook you begged your DM to approve.
I've never bought a gaming magazine.  But I've read a few.  They're mostly alright, but I prefer the freak-engine of creativity that is the OSR.  There are brilliant fucking people writing brilliant fucking things for free and you just have to click on things to go read them and why are you even here, anyway?
I've even been fortunate enough to game with some of my heroes on G+.  But not all of them.  (e.g. +Scrap Princess).
12. First store where you bought your gaming supplies. Does it still exist?
My second campaign setting was Duscuro.  It was tightly constructed around a single campaign that I had planned out.  Mostly revolving around questions of divinity.  What does Ultimate Power have to do with Worship, anyway?  And once you introduce extraterrestrials, how do gods work anyway, both in purpose and scope?
13. First miniature(s) you used for D&D.
Since day 1, the Duscuro campaign has had a very defined arc.  The campaign has been going on for 2+ years and every one is level 17.
It's exhausting, and I still struggle with nonlinearity vs engineered-epicness.  Although it is wonderful how tightly interconnected all of the NPCs and story are.
14. Did you meet your significant other while playing D&D? Does he or she still play?
I have promised my players that if they can beat the Duscuro campaign without getting a TPK, my next tattoo will be of something related to the campaign.
The story is drawing to it's inevitable conclusion.  I don't have many more chances left.
15. What was the first edition of D&D you didn’t enjoy? Why?
My third campaign setting is Eldritch Americana.  It's just an intersection of 1920's Americanisms, post-apocalyptic prosperity, Cthulhu, and general strangeness.
16. Did you remember your first Edition War? Did you win? ;)
My fourth setting is the Axis Mundi.  It's an 8000 year old colony ship that's big and weird and unknowable.  It's all sci-fi and shit.  The themes include identity, memory, and humanity.
17. First time you heard that D&D was somehow “evil”
I tricked my family into playing DnD with me last Christmas.  They were all amnesiacs shaking off the reins of psychic domination within a wizard's tower.  Dad was the thief, mom was the fighter, sister was the druid.
NOTE TO SELF: When DMing for your family, be sure you run a very short session.  Families have no tolerance for long ones.
18. First gaming convention you ever attended?
My campaign settings are mostly just buckets.  When I have a cool idea, I put it in whatever bucket is most appropriate.

This haphazard method of world-building has led to some unexpected results.  Like, after you have invisible iguanadons, you gotta find a place for them on the map, right?  Maybe with the hummingbird hive-mind, eh? I bet there's a story there.
19. First gamer who just annoyed the hell out of you.
There's only two people in this world that I hate.  One of them beat me in a wrestling match, and the other one electrocuted me.  Those fuckers.
20. First non-D&D RPG you played.
What do you tell your players when you are trying to get them to try games outside of DnD?  I know everyone has their comfort zones, but it's frustrating when my friends take the viewpoint of "I'd rather focus on playing the best DnD game, rather than play some other games".  I'd argue that the best DnD game (for a particular group, on a particular day) might be Traveller, and you won't know until you play Traveller.
21. First time you sold some of your D&D books – for whatever reason.
I wonder if everyone wants to write their own book, or if DnD people especially want to write their own books.  DMs write a lot of shit down, and we all want the acclaim and money, so I guess it makes sense.  And a lot of us have stuff to contribute.
Blogs are wonderful for this, though.  Small, focused things that are easily searchable.  More fitting with the hobbyist lifestyle.  Allowing rapid exchange of ideas in an environment that allows for commentary and integration with a community as a whole.  And they're free.
They shouldn't be free.
Here I am, breastpumping out all my creative juices and what do I get in return, huh?  You better have a blog of your own, or at least post some cool comments.
Otherwise you're breaking this blog economy.  You are shitting in the mouth of capitalism.
22. First D&D-based novel you ever read
Day of the Dragon, by Richard Knaak.  God, he's an atrocious author.  Salvatore, too.  He's like the redistricting committee of the fantasy ghetto.
23. First song that comes to mind that you associate with D&D. Why?
I fully intend to try incorporating some drones, binaural beats, and other sonic weirdness into my next RL DnD game.  Soundtracks are awesome to have at your table.
24. First movie that comes to mind that you associate with D&D. Why?
I think I know why DnD movies suck.  They're all based on generic fantasy stuff, like Forgotten Realms.
Now I love me some generic fantasy shit.  It works great at the table.  Everyone knows what a goblin is, so we can get on with the game.  Cliches work great at the table, too, because we only want/need/have a moment to characterize an NPC (frequently).
But movies want big, weird, unimaginables presented.  And quality dialogue and characters.  Neither of which is necessarily part of the generic DnD milieu.  Get too weird, and it doesn't feel like DnD anymore.
And DnD sort of requires some good CG.  It'd be impossible to make a good DnD movie on a shoestring budget. 
Appeal to the common denominator and you get something like the Hobbit movies.  They're good and fun and awesome, but they're also just running around and smashing monsters, a bit like Transformers.  They don't really capture the mystery and peril that I associate with DnD.  (Did you see Beorn?  Beorn is AWESOME.)
It could be done, though.  Maybe we just aren't big enough to be a target audience.
25. Longest running campaign / group you’ve been in.
Sometimes I wonder why DnD isn't more popular.  I think the biggest obstacle is the complexity of the rules.
Ideally, I'd want my DnD to be something I can pull off the shelf and just play with my DnD-naive friends, like Monopoly.  You can learn monopoly in 10 minutes.
If that's the case, then we--who are continually making denser, more elaborate rules--are our own worst enemies.  By complicating the game, we are isolating it, and thereby impoverishing it.  If twice as many people played DnD, we'd have twice as many modules, twice as many adventures, twice as many idea-makers.  Twice as many good ones.
26. Do you still game with the group that introduced you to the hobby?
I'm in a hurry to write down all of my ideas.  Mostly because I'm worried that if I wait longer to write them all down, Future-Arnold will be the one going through my notes, deciding exactly what I meant when I wrote down "Neuroplectic Orc Array".  I'm worried that future-Arnold will get it wrong.  Like when poets rewrite their own work, an everyone's like, no, leave it, we love it, noooooooooooo.
No way do I want some old dude messing with my stuff.  
27. If you had to do it all over again, would you do anything different when you first started gaming?
I wouldn't have made a fucking sorcerer in 3.5.
Has anyone ever played a mono-class game?  I guess Carcosa would be almost a mono-fighter game.  
Mono-thief would be excellent.  I want to play a mono-thief campaign so bad that I hereby resolve to go steal something from a gas station today.
Mono-cleric would also be cool.  Different gods, different tenets.  Religion is one of the weirdest things humanity has ever come up with, and here you get a campaign of it in your face all of the time.  Give everyone a couple of strange taboos/observances.
Mono-wizard would also be fun.  Give everyone different spell lists.  Make up some rules for multi-wizard channeling.  Give everyone a unique summon and some trusty meat shields.  It could be excellent.
28. What’s the single most important lesson you’ve learned from playing D&D?


I am continually blown away by the diversity of interests that DnD has invested in me, and that I see within the community.  In the course of playing DnD, I've learned linguistics, psychology, geology, history (especially medieval population demographics and holy shit polearms), literature, engineering, biology, anthropology, occultism, religion, and no small dose of statistics.  I've pondered religion and existentialism.  I've dipped my finger into all of the pies.
Authors and screenwriters also acquire a superficial knowledge of a wide range of topics.  But DMs have to understand Archimede's Screw, because that's how the Deiplasms of the Far Plane will exsanguinate the planet's blood-soul, and the DM needs to be able to respond accurately when the PCs attack the giant drill-pump.
We are such cool people.


Psychonauts of the Floating Realm

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There is a place.

No, that's not quite right.

Let me start over.

There is a experience of place.  It is not another dimension, as some have claimed.  Nor is it merely an experience, the way meditation is.  It lies beyond the wall of sleep.

You may call it the Dreamscape, but that's not accurate.  Sleep is a doorway, not a destination.

Neither is Psychotropia an accurate name since it is not of the mind nor part of it.  You do not describe an ocean by looking at the vessel you sail on.

You may not call it Qorfu.  That is what the residents call it, and it enrages them to hear our words from our lips.

The poets call it the Floating Realm, or The Land Adrift.

The Elves, in their usual idiom, call it Dul-Vecni-Farraf, which means "Garden-Behind-the-Wall".

In fact, none of these things may be true, since it isn't a place, but merely an interface.  Like the surface of the water, where a fish swimming east may meet a bird flying west.

While we are awake, our mind is filling our brain, controlling our body.  The two mesh.  But when we sleep, our mind wanders from our body, and ventures somewhere else. . .

Some Basic Facts about the Floating Realm:
  1. Dreams are smaller versions of the Floating Realm.  They are private and safe.
  2. The Floating Realm is public and dangerous.
  3. When people dream, they sometimes enter the Floating Realm, or touch it briefly.
  4. Even animals dream, and enter it similarly.
  5. These visitors leave impressions in the Floating Realm, reflecting their memories.
  6. Many things in the Floating Realm are projections (extractions) from the material world.
  7. Many things in the Floating Realm are natives (as far as we are concerned).
  8. Psychonauts are the people who enter the Floating Realm, to communicate or gather information.
  9. In the Floating Realm, you risk more than your life.
  10. Time is utterly meaningless in the Floating Realm.
  11. There is a limit to how much you will remember when you wake up.  No more than a couple of paragraphs, for neophyte Psychonauts.

Examples of Psychonauts

Una, a seller of turnips, enters the Dreamscape for 4 and one half seconds after a long night of music and smoking delobia.  She falls asleep thinking about the marketplace and Farrad, who sells cabbages and who she is secretly in love in.  A Laculum (native "animal") notices her, briefly.  In the morning she wakes up and blearily goes to the Teradar marketplace erect her turnip stall.

Think of it as opening a chat room that persists after you leave.

Poshugilah, a psychonaut has been in a deeply drugged sleep for the last 120 hours. In a fit of nostalgia decides he wants to visit the Teradar marketplace.  He imagines* that he is a seagull and flies there.  He flies around the Teradar marketplace and sees Una's turnip stall, as well as a representation of Farrad that Una left behind--a dream simulcrum.  Because Una dreamt of the marketplace so recently, the version that Poshgilah views is a very up-to-date one indeed.

*It is not accurate to say that he imagines becoming a bird.  Emotion is essential.  He must admire the seagull's graceful form in and feel honest joy to contemplate its form.  Or he must fear the seagull, and shudder to think of the inhuman cruelty it shows the rock crabs.  Etc.

You cannot visit the dreamscape without leaving your own imprint behind.  This is not a personal imprint, but all of your knowledge and memory will shape, update, and gently correct the world around you.  For this reason, you should never visit the dreamscape if you have a secret at the forefront of your thoughts.

And you can gather information in the dreamscape (based on the imprints that other dreamers have left behind), but you will also see things that you know, expect, or fear.  A dreamer that visits the dreamscape to see if his wife is cheating on him with the baker--and imagines them copulating so vividly that he can picture it--will most likely find that to be the case within the dreamscape, whether it is true in real life or not.

The versions of people that you leave behind (including yourself!) are called simulcra.  They are bound to their scene, and have no memory beyond the moment.



Why Go Into the Floating Realm At All?

Mostly to learn something about inanimate objects.  Do you want to search the governor's room for his lockbox, so you can steal it more easily in real life?  You can do that.  Want to learn the layout of a castle?  You can do that, too.

The Floating Realm is also useful for communicating with things you wouldn't normally be able to contact.  You might enter the Floating Realm in order to speak with a dreaming-sage.

Oddly enough, a lot of magical items and artifacts have presences or minds that can be contacted in the Dreamscape.  Some magic swords must be bound to you before they will allow you to use their powers, and the first step in this process is commonly to speak with your sword in the Floating Realm.  A sword might present itself to you as a warlord, a dryad, a dragon, a star. . . pretty much anything.  (Obviously this applies to other magic items as well.)

Additionally, in Centerra, there is no sending or other way to communicate across long distances.  The Floating Realm is the only way to send word quickly.


Is the Floating Realm Reliable?

Absolutely not.

People are either (1) as they wish themselves to be, (2) as they fear themselves to be, or (3) as someone else sees them.  And everything in there is tainted by expectation and assumption.  If you expect to find evidence of the baron's complicity with the rebels, you might, simply because of your expectation.

Finding the unexpected is a better indication that it is trustworthy, but even then, it might have been built by someone else's assumption, not just your own.

The limitation with objects and places is that it depends on recent imprints--that is, someone must have dreamed about it recently, or at least, some recent dreamer must have had recent knowledge of it.  So if there is an ancient crypt beneath the cemetery, but no has visited it or known about it for generations, the dream cemetery will have no crypt beneath it.  You'll unearth only soil.

Meeting animate objects (like people) is more difficult, since animate objects have so many different states of being.  But you might be able to meet people there if you are talented psychonaut.  They will be a simulcrum projected by their own dreamer (an alpha simulcrum) or someone else who was dreaming of them (a beta simulcrum).  And of course, if the person you seek is in the dreamscape themselves, you might run into them in person, and that is a very dangerous situation indeed.

When meeting simulcra in the dreamscape, you'll be hard pressed to talk to them like you would a real person.  Each one exists in a very specific context.  A sailor will be sailing a ship.  A child will be hunting lizards in a garden.  A bard will be singing songs.  And you cannot tear them away from these tasks.

It makes sense after all.  A man dreams of his doctor.  What does he know about his doctor except how he acts and dresses in a professional context?  And when the man dreams, the only imprint of his doctor that he can leave behind, is of the doctor in his office, consulting his books, awaiting his next patient.

Similarly, if Bob the Grocer leaves behind of his simulacrum of his doctor, that simulacrum will have no knowledge of medicine beyond what Bob knows (although the doctor-simulacrum will do a good impression to the contrary--constantly providing false advice and pseudo-cures--according to what Bob thinks are likely doctoral knowledge.)


How Do I Enter the Dreamscape?

Drugs.  Potentially life-threatening, unreliable, psychogenic drugs that may or may not contribute to insanity.  From sketchy, illicit sources.

There are a few psychonaut-savants who can assist you in this process, but they are all (a) very busy transmitting messages across the globe, and (b) asleep all the time.  Servants feed and water their sleeping bodies, and replace the sticks of charcoal in their hands.  They also roll the parchments under their rapidly writing hands, so that when the master psychonaut hands write out communications and premonitions, they'll write it on new parchments.

Psychonaut-savant is ostensibly a class that a PC could take, but I'm leery of the idea because all of the abilities would be useful while sleeping, and not necessarily in a dungeon.  Anyway, the rules below are for common dudes who enter the Floating Realm.  I'm sure the psychonaut-savants would have a much easier time of it.


How Does Gameplay in the Floating Realm Work?

Characters will jump around from scene to scene.  In each scene, there is a chance of a random encounter.

You have three new stats in the Floating Realm, derived from your mental stats.  Dream-stats are used to accomplish things, usually with a chance of success equal to Stat * 10% (minimum 20%).  When you spend them to accomplish things, they deplete 1 point at a time, but other things may attack them for multiple points of damage.

Memory = 1 + 1/2 of your Intelligence.
Not only do you remember the world you left behind, but you also remember your goals.
This is the "fuel" you use to travel the Floating World.
If your Memory drops to 0 or less, you wake up, forgetting what you have learned.
If your Memory drops to -1 or less, you wake up and suffer retrograde amnesia covering the last X days, where X is the number of points your Memory is less than 0.

Imagination = 1 + 1/2 of your Wisdom.
You use Imagination offensively, to change the world to your liking.
You use Imagination defensively, to keep the world from changing around you.
If your Imagination drops to 0, you become unable to wake yourself up, and must Suffer the Night, until you wake up normally in the morning.
If your Imagination drops to -1 or less, you become permanently unable to wake up, and will sleep until someone in the Waking World magically awakens you (this can be as simple as casting an inverted Sleep spell).  You will Suffer the Night once per day until awoken.

Ego = 1 + 1/2 of your Charisma.
You have a personality, an identity that is separate from the Floating Realm.
This is perhaps the most important stat, since it protects your identity.
If your Ego drops to 0, you will wake up with a new personality quirk, appropriate to whatever damaged your Ego.
If your Ego drops to -1 or less, your become part of the dream and forget your previous life, while your body becomes filled with a strange intelligence.


Suffering the Night

If you can't exit the Floating Realm (to go back to your normal dreams/sleep), you will be trapped there until the morning, when you wake up normally.  This usually means rolling for ~5 random encounters AND taking 1d6-1 Ego damage, since spending a lot of time in the compulsive dream-broth can overwhelm lesser psyches.

Losing Yourself In the Dream

The simplest way to lose yourself in the dream is just to have your ego drop into the negatives.  There is a 33% chance that your body will permanently take on some physical features from it's new personality, and a 33% chance that it will take on nearly all of the physical features of it's new personality.

For example, while dreaming herself aboard a sailing ship (the H.M.S Pinnafore), a rival Somnomancer blasts Magathea's Ego into the negatives.  Magathea's mind forgets itself, and becomes a permanent part of the dream realm (she becomes a mermaid in the scene where she got blasted) and will remain there.  Her body will wake up, claiming to be Josephine, the captain's daughter.

You have two options at this point.

1. "Josephine" becomes an NPC, using Magathea's mental stats and her own mental stats (rolled fresh).

2. "Josephine" remains the PC of Magathea's player.  Just take Magathea's character sheet, subtract one level, and reroll the mental stats.

Of course, there are ways to rescue someone who has become trapped in the Floating Realm.


Arriving in the Floating Realm

You always arrive in a random location.  The DM should roll on whatever his most random table is, or invent something whole cloth.  You arrive with a random set of clothing/armor pulled from your unconscious (armor confers no real benefit here) and no equipment.  And then roll for an encounter.

Alternatively, have the PCs arrive in a location of importance to the campaign.  A destination, or a previous site of long-reaching implications.

Travelling to a New Scene

It costs 1 Memory to go to a new scene (all travelers must pay it).
The chance of arriving at the location you seek is equal to [Highest Memory score in the group] * 10%.

So if two people, Memory 4 and Memory 7 want to travel to a location in the Floating Realm, they will have a 70% chance of arriving at the correct location, and will have 3 and 6 memory after they travel.

If you don't travel to the correct location, roll a d4 to see where you do travel.
1 Confusing, impossible location.  Lose 1d4-1 Memory.
2 Unrelated location (usually a place they've previously visited, or thought about recently).
3 Thematically similar location.
4 Deceptively similar location.

And then roll a d6 to see how recent (up to date) the location is.
1 - Days-old memory
2 - Weeks-old memory
3 - Months-old memory
4 - Years-old memory
5 - Decades-old memory
6 - Ancient memory
If you attempt to visit a location before it existed, reroll until you get a memory within the bounds of the locations temporal existence.  If you visit an event (which is a type of location that only existed for a brief period of time), the DM will roll a die appropriate to the duration.  So if you want to visit a month-long harvest festival, the DM willl roll a d3, with equal chances of getting (1) few days before the end of the festival, (2) few weeks before the end of the festival, and (3) beginning of the festival.  More recent memories are more likely because they are "on top" of all the old ones.

Remember that you aren't actually entering a place, but rather a memory of a place that some previous dreamer left behind, like a footprint.


Manifesting Objects

So you've gotten to the tower you hope to infiltrate, but the door is locked.  How do you get inside?

Accomplishing things in the Floating world is done by creatingstuff (not by using skills, for example).  This is called manifesting.

In the previous example, you might need to create the key to open the door.  You would focus, and then then key would appear in your hand.

To manifest an object, first roll your chance of success (equal to X * 10%, where X equals your Imagination).  Then spend an Imagination point.

Manifesting a key is pretty mundane, and so carries no penalty.  But manifesting less likely things carry penalties to your chance of success, such as a battering ram (-20%) or a wand of passwall (-50%).  Even when you fail your manifestation checks, you still get something.  If you failed the check to manifest the key, you might get a key to a different lock, or a set of lock picks that you don't know how to use.

Manifested objects can be carried with you from location to location.

Doing incredible things also counts as a manifestation.  If you attempt to do something that you could conceivably do in the outside world, although it unlikely (like the barbarian ripping a door off it's hinges), make a manifestation check as if you were creating an object.

If you are trying to manifest an object that you own in the waking world, you get +20% to this check.

If you are trying to manifest an object in a location where it could commonly be found, you get +20% to this check.  (Like manifesting a secret compartment filled with poisons beneath the floorboards of the thieve's guild).


Using Your Normal Skills and Abilities

This is not to say that skills don't work here--thieves can still climb sheer walls--but just that they are largely subsumed by the power and versatility of manifesting things.

Using magical class or race abilities (like spellcasting or a paladin's detect evil) costs 1 point of Imagination, as long as you are using abilities that you could feasibly use in the waking world.  If you are casting things you normally couldn't cast (like a level 1 wizard casting fireball in his dream) then it is a manifestation, and has a failure chance.

Altering Yourself

In addition to creating objects, you can also change yourself.  For example, another way to get into the building would be to change yourself into a mouse and creep under the door.

To alter yourself, first roll your chance of success (equal to X * 10%, where X equals your Imagination).  Then spend a Imagination point.  Turning into something more powerful or exotic carries a penalty (turning into a lion might carry a -20% penalty) while turning into something weaker or mundane carries a bonus (turning into a mouse might grant a +20% bonus).  Turning into something equivalent(-ish) carries no bonus nor penalty.

Even if you fail, you still turn into something related.  Failing to turn into a lion might turn you into a housecat.  Failing to turn into a mouse might turn you into a shabby grey child.

While in a different form, you can do anything that form could normally do.  For example, if a guard challenged your presence in the castle, you could turn yourself into the king and bid him to kindly fuck off.  Since the guard is a simulcrum, who only exists in the moment and the scene, there will be no dissonance when the PC turns into the king in front of him.  Like a dream, these things go unquestioned.

Due to the constraints of logic, if you try to turn into a specific individual who already exists in this location, you will attempt it with a -20% chance of success.  If you want to turn into a creature similar to one that already exists, (like turning into a wolf in front of a pack of wolves), you will do so with a -10% chance of success.


Waking Up

Waking up is automatic, and costs 1d2 Memory points to Wake Up.

Combat in the Floating Realm

There are beasts that live in the Dreamscape.  Except that they are not "creatures" as much as they are coherent collections of symbols, sort of like stable colonies of salient semiotics.

Dream creatures will have HP, but will attack your dream-stats.

You can fight them by attacking their HP, as normal, or you can fight them conceptually.

Attacking their HP is almost exactly like combat in the waking world, except that (1) you don't have any gear that you haven't manifested, and (2) all of your physical stats are replaced with whatever your Charisma is.  (Yes, this means that the bard can beat the barbarian in an arm-wrestling contest, but only in his dreams.)

Fighting them conceptually is as simple as saying "I want to fight it conceptually" on your turn.  If you are perfectly suited to fighting it (like if you have a scythe and you are fighting a giant corn stalk), you deal damage equal to 1d3+1 * HD of the target.  If you are well suited to fighting it (like if you are a lion and you are attacking a gazelle), you deal damage equal to (1d3) * HD of the target.  If you are somewhat suited for attacking it (like a tiger attacking a lion), you deal damage equal to (1d3-1)*HD of the target.  If you are poorly suited for attacking it (like a trout attacking a whale), you deal no damage.

It is especially important that fighting things conceptually doesn't have to be offensive.  Defensive counters work just as well, so turning into a porcupine is a great way to fight a giant wolf, conceptually (since wolves aren't so good at attacking porcupines).  I'd say that a porcupine does (1d3 * HD) conceptual damage to a wolf.  Similarly, turning into a mouse might do (1d3+1 * HD) damage to an elephant, since everyone knows that elephants are scared of mice.

Of course, if the mouse defeats the elephant, you'll have to narrate how it happens.  The elephant might just run off, terrified forever.  Or it might slip and fall down a set of stairs, in its haste.  Or it might just explode.  This is the realm of dreams, after all.  It doesn't have to make sense.

And of course, you can use mundane equipment to attack things conceptually.  For example, if you have a boring ol' pike in your hands, you're already very well equipped to counter a charging horse, conceptually speaking.

The idea here is that the party will attack small creatures using mundane means since that doesn't drain their dream-stat resources, and larger, more threatening ones by using manifestations and transformations (since those drain their dream-stat resources).  Higher level parties will be able to overcome more enemies by hitting them with swords, and so will be better at conserving their dream-stats.

Ideally, fighting something conceptually should be like the wizard's duel in Disney's Sword in the Stone.  One person turn into a caterpillar to escape into a small hole, the other person turns into a chicken to pursue them, the first person turns into an elephant to sit on them, then the second person turns into a mouse to scare them, etc.

http://www.youtube.com/watch?v=bgR9srmv6i8

Of course, fighting a monster (which does not transform) will probably just be everyone turning into different counters for the monster and then fighting it conceptually, which will probably kill it pretty quickly, regardless of its HD (as long as they transform into good counters).  Remember that you get a -10% chance of success if you try to transform into something that your buddy has already transformed into.



Creatures of the Floating Realm

A Laculum is a creature composed of the concepts of rounded edges, steel, bone, and sound.  It may manifest as a rushing train, a giant skull, a marching band, or a metallic cloud echoing overhead, or a fat, bald man with a wickedly curved scimitar.  Or anything appropriate (or inappropriate) for the location.

A Laculum has the following stats:
HD 1d8+1
AC 1d8+12
Save (HD+5, roll under to succeed)
Attack Bonus: 1d8+1
Damage: 1d4-1 Memory
Everything else (movement modes, etc) is determined by whatever it appears as, which in turn is informed by whatever the stats are.  (For example a 2HD laculum will appear as a big bald guy with a pair of magic, bone-crushing symbols, and a 9 HD laculum will appear as an inverted, fractal cathedral of bone, that sort of thing.)

A Malacardium is a creature composed of the concepts of muscle, rhythm, blood, blasphemy, and shame.  It may manifest as a flesh golem, a bunch of dancers, a vampire, a heretic, a dirty child, or Shub-Niggurath.  Or anything appropriate (or inappropriate) for the location.

A Malacardium has the following stats.
HD 1d6
AC 1d6+12
Save (HD+5, roll under to succeed)
Attack Bonus 1d6+4
Damage: 1d3 Ego and Dishearten (or Hopelessness if already Disheartened).

There are sentient inhabitants, too, as well as other Psychonauts, but this is already long enough.


Emotions

Emotions strongly affect the way you navigate the Floating Realm.  They can be given to you by events, monsters, or you may even enter the Realm with them, if you fall asleep in an highly emotional state.

Negative emotions can be cured by going to a location that negates or removes them.  For example, if you are Frightened, you can remove it by going to a dream-location where you feel secure.

Disheartened: You cannot use your Imagination to transform yourself.  (You can still manifest within your environment.)
Hopelessness: You cannot spend Imagination points.
You can cure Disheartened and Hopelessness by visiting a Cheerful memory, such as a childhood birthday party.


Other Psychonauts

You aren't the only ones in the Floating Realm.  You may encounter powerful psychonauts in there.  Against the power of a fully realized psychonaut-savant, you are as babes, so I hope the ones you run into are nice ones.

There are  few places that the established psychonaut-savants frequent.  You would do well to avoid those locations.  I won't tell you what they are, because then you might accidentally dream yourself there, and I don't want to be responsible for whatever happens to you there.

And gods help you if you run into a dream dragon.  No one is quite sure what the dream dragons are, exactly, but they are certainly creatures of the waking world.  They are immensely powerful, and can scoop your mind out of it's soul like the flesh of a melon, and replace it with whatever they wish.

People have suggested that dream dragons might be drow, far beneath the earth.  Or a species of intelligent insect, unremarkable in the waking world but potent while asleep.  Or the collective subconscious of all the oozes of the world, which some say exist 90% within the Floating Realm at any given time.

There's also a fish, called a dream fish.  It's a bit like a goldfish, in shape, size, intelligence, and temperament, but it can enter the Dreamscape with incredible regularity.  If you own one as a pet and fall asleep in the same room as it, expect it to follow you into the Dreamscape like a loyal dog.


Closing Thoughts

Okay, this might all be a very bad idea.  It probably expects too much creativity out of people and GMs, and the combat rules are so fast and loose that I don't know how well they'll work.

And this is obviously an incomplete subject.  Other things I want to add (if I ever revisit this topic of psychonautics) are:

- Random dream locations
- Hazardous dream locations
- Pyschonaut-savant class? Ugh.
- Senient (and inimical) inhabitants of the Floating Realm
- More semiotic dream-beasts.
- More about emotions
- Sample adventure
- Dreamy items for use in the waking world

If you wanted a simpler version of this, just use the Charisma = physical stats rule, and let people use Imagination for imagining stuff.

A Crowdsourced Wizard Tower

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+Alex Chalk mentioned that he could really use a wizard tower dungeon, one with a live wizard inside.  Not an abandoned structure, but a living one.

I think that sounds like a great idea.  I could really use a random wizard tower, too.  They're awful easy to plop down on one's map.

Here's the tower of Khazan Khiraj, the Machinist.  He's a wizard who makes a lot of mechanically animated shit, and loves improving living animals.  The tower is called the Spire of Righteous Verticality.  Khazan Khiraj is fond of claiming that it stands straighter than any other tower in the world.


He is currently in his artificial moon, putting the final touches on his new body, which he plans to transmigrate his soul into very soon.  It's very fragile work--the tiniest distraction could ruin the whole thing--and so he's sealed the moon off from all distractions, so nothing will rouse him except for the direst of alarms (or if the party teleports into the moon, themselves).

SO!  Help me fill out this wizard tower.  This place depends on YOU.

I'll give a list of the rooms, and you can fill out the descriptions.  This is sort of intended to be a place that you can bust in and rob while the wizard is distracted, but fill it out however you want.

I'm going to post this on G+, since 90% of all the comments/discussion seems to take place there, but if you can't/don't want to post there, I'll reserve some rooms for filling out here, namely:

14 GOLEMS
15 SALT
16 MIRRORS

HERE<-- is a link to the G+ post, if you want to comment there.

Here's an example of how they should be filled out.  (number) (room name) Description.  Please go in order, so we don't get confused.

7 MEAT This is where Khazan disposes the meat that he strips from his experiments.  An otyugh (with wheels for legs) lurks in this room, unable to climb the stairs.  It is enchanted to smell like lilacs and pile garbage/bones into tidy piles.  It is domesticated, but if the PCs knock over its bone piles or menace it with weapons, it will attack.  It will fall asleep instantly if it ever hears the word, "apsa", which  means "meat" in Elvish.

8 STAIRS Stairwell landing has a stuffed sloth-bear on a pedestal, holding a small lantern in each of it's claws.  The sloth-bear has a magic mouth cast on it, and will speak when the PCs approach, saying "Greedy eyes will never gaze upon the wonders of Khazan.  Wisdom only comes to those who do not seek it." It's a clue to the staircase.  Unless a PC closes their eyes while on the stairs, the staircase will loop back around to the landing, trapping them there.  (Khazan is immune to this, natch.)

I also intend to do a random encounter table.  Feel free to come up with a random encounter, aside from the room descriptions.  Worst thing that can happen is we get a bunch of cool encounters.

Random Encounter #1
: 1d6+3 berserkers arrive on pterodactyls, intent on robbing the tower.
Random Encounter #2: 1d4+2 giant spiders, they're the size of loyal hounds, act like loyal hounds, covered in an extremely soft purple fur, and will launch hit-and-run attacks from the outside of the towers.

And here's a version that you can show your players:


Wizards of Eldritch America

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This isn't a real blog post.

I killed +Alex Chalk's PC in my House of Hours game a couple of hours ago, and he wants to make a wizard to replace him.

Localization being important, I mentioned that I have pages and pages written up about the mechanics and rules for wizards in my Eldritch Americana (prosperous, post-apocalyptic Cthuloid 1920's American America).

Which is true, but I just need to convert them into something retroclone compatible.  So here's some of that conversion.



Mages of the Noxious Continent

There are 8 types.  Not of spells (spells are weird and defy categorization), but of wizards.  There are 8 schools of wizardry, and pretty much all wizards come out of one of those traditions.

Each school has a boon, a bane, a cantrip, and a doom (technically 3 dooms).

Boons are conditions where you get +1 caster level.

Banes are conditions where you get -1 caster level (minimum caster level = 1).

Cantrips are minor magical effects that you can do at any time, simply by virtue of being that type of wizard.  There's no limit to how many times you can use these.

Dooms are the price that you will ultimately pay for your hubris in attempting to meddle with the raw power of the gods.  They won't be detailed on this page, but you can read about them here.  How do you get doom points?  Shit, I dunno.  Maybe whenever you cast a spell you have a 1-in-12 chance to gain 1d4 doom points?  I'll revisit this.  Get 30 doom point and you suffer a unique form of Game Over, unless you can subvert it.


The Eight Types of Magi

  1. Biomancy - Healing, poison, growth, mutation
    1. Bane: Injured.
    2. Boon: At full health and haven't taken HP damage today.
    3. Cantrips: Create or relieve pain with a touch.  Put people or animals to sleep by rubbing their heads for a couple of turns.  Turn scars into raw scabs.  Turn raw scabs into smooth scars.  Add or remove bodily blemishes (freckles, pimples, etc).  Can automatically diagnose mundane injuries or diseases.
  2. Cosmomancy - Time, space, probability
    1. Bane: It's a new moon. (1 week out of every 4.)
    2. Boon: It's a full moon.  (1 week out of every 4.)
    3. Cantrips: You always know how far you've traveled and in what direction, unless something disorients you (drunkeness, blindness, long falls, etc).  Likewise, you can keep perfect time, down to the second.  Can also cause the palm of your left hand to shine out light like a flashlight.
  3. Cthonomancy - Stone, steel, gravity
    1. Bane: Not touching the earth, or something that is solidly connected to the earth.
    2. Boon: If you sleep at least X feet under ground, where X = 10 * level.
    3. Cantrips: By touching a surface and concentrating for a couple of rounds, you can sense all things within 10' that are also touching the surface.  Good for finding secret doors, doing ultrasounds on pregnant ladies, and maybe safe cracking?
  4. Calomancy - Heat, Fire, Cold, Ice
    1. Bane: You haven't cast any spells today.
    2. Boon: You've cast at least 3 spells today.
    3. Cantrips: Heat or cool things by holding them in your hands, or by blowing on them.  Can heat things up to barely frozen or barely boiling.  Can also light cigarettes by breathing through them.
  5. Electromancy - Electricity, magnetism
    1. Bane: Casting without your electro-focus in hand (usually a flashlight, multimeter, Geiger counter, etc.)
    2. Boon: Taken at least 1 point of electrical damage in the last 24 hours.  Damage from your own spells never counts toward this.
    3. Cantrips: Can conduct electricity through your body without harm.  Can sense magnetic north, and tell how much voltage a wire is carrying.  Can generate small shocks or power tiny devices (like a watch or little radio).
    4. BONUS: I wrote about some electromancers here.  (Tesla and Edison.)
  6. Metamancy - Magic (especially fucking with existing magic)
    1. Bane: You've cast more than half of your daily MP/spells.
    2. Boon: You are covered in the traditional glow-paint of the metamancer and exposing at least 80% of your skin.  (Traditional metamancer glow paint glows in the dark.)
    3. Cantrips: You can tell if something is magical by looking at it.  Can tell if someone can cast spells by touching them.  Can spontaneously convert any prepared spell into identify.
  7. Necromancy - Death, disease, curses
    1. Bane: You've been healed today.
    2. Boon: You've performed a gruesome ritual in the last 24 hours (such as eating a baby).
    3. Cantrips: You can kill little things by stroking them.  Vermin (rats, insects) die automatically.  Creatures with less than 1 HD (goblins, cats) get a saving throw.  Has no effect on creatures with 1 HD or more.
  8. Psychomancy - Telepathy, Minds, Communication
    1. Bane: You haven't meditated with your mentor in the last 7 days.  (Every psychomancer has a mentor, who must be another psychomancer with more HD than them.)
    2. Boon: You have at least 1 insanity.
    3. Cantrips: You can cast certain spells silently and without waving your hands.  (These spells are psychomancy spells--it's a pretty short list.)  Can use telepathy freely with other psychomancers within sight.  Can pick up strong thoughts that someone (within sight range) is intentionally trying to send to you.  

There's some custom spell lists that go along with this, but I'll post those later, I guess?

The easiest way to integrate this into your game is to just apply it like a template on a wizard from your favorite rule set.  Banes and boons cancel out (sorta).  Cantrips are cool little things, because none of them are going to break your game, but they sure add a hell of a lot of flavor.

Like, being able to light a cigarette by breathing through it is fucking awesome, but it doesn't do anything a lighter doesn't.  And being able to shine light out of your palm is also hell sweet, but it doesn't do anything a flashlight couldn't.

I wrote up rules for a more flexible Vancian mage, so maybe you want to apply that as well?


Closing Notes

Biomancers can cast healing spells.  I don't think it'll break the game.  (Originally, all magical healing in Eldritch Americana carried with it a tiny, eensy-meensy chance of mutation.  I'm still debating whether I should keep that or not.  If you want to bring biomancers into your game, maybe include a 1-in-30 chance of a mutation whenever they heal someone.)

Most mages worship the moon, but Cosmomancers especially.  On August 20th, 1890, the moon hatched, birthing Yosganeth, the first of the elder gods that grace American shores.  They get teleport spells, and haste/slow, etc.

Cthonomancers are unique among magi, because their dooms are beneficial, instead of immediately destructive.  The first two give them stat boosts, and their final doom just turns them into crystal and gives them an eventually-overwhelming urge to go to Australia, where they will join with Cascrysmagog (the elder god that sleeps beneath Australia).

Yes, Calomancers can shoot both fire and ice.  They're probably the coolest ones if you are a 13-year-old boy.  They're hotshots, and they give each other nicknames like "Maverick" and "Iceman".  A bunch of them are bounty hunters.

Electromancers are the coolest ones if you happen to be Arnold.  They can learn to magnetically accelerate objects and shoot them like railguns.  Their final doom can be subverted into something that isn't so bad.  A lot of them are engineers or inventors.

Metamancers are the wizards that other wizards fear, since they can shut down spellcasting and pull other cheap shit like that.  They're less useful when they aren't fighting magic stuff, though.  They're also the dirty ones, who run around in loin cloths, covered in glowing, radioactive paint while on several experimental forms of drugs.

Necromancers can heal undead dudes.  So, if you've got a ghoul in your party, the cleric and biomancer can't heal it (although they can harm it), but the necromancer can heal the undead freak.

Psychomancers are pretty much just psychics.  Psychomancers have no hair.  None.  Anywhere.

Encounters in the House of Hours

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Three Encounters From the House of Hours

Reaction rolls should be rolled when the monster reacts to the party (either on its first round of combat or after the PCs have had a chance to speak a few words to it) with a 2d6 roll.  Apply all modifiers then.  Weapons in hand = -1 to Reaction roll.  Suspicious stuff like spell casting = -2 to Reaction roll.  Prepping for combat = -3 to Reaction roll.  Warmth & Politeness = +1.  Charisma Bonus = +bonus.  Monsters will also have Reaction modifiers unique to themselves, with a negative number indicating greater hostility.

Neutral (instinctual) reactions are in the 6-8 range.  Higher results are friendlier/beneficial, etc.  Reactions are not just a gradient between combat and friendship.  Bargaining, fleeing, and immediate surrender are options.

This IV rack killed 2 PCs.

Hospital Golems (always hostile, except to hospital staff)
Seven feet tall, spindly, made of stainless steel.  The bottom of their torso is a five-wheeled base, ending in wheels, which makes them very fast (horse speed) on flat surfaces but puts them at an immense disadvantage on stairs or when climbing.  They have two long arms (each 5' long), each terminating in a "hand" that is little more than a highly articulated cluster of hypodermic needles.  Their metal skeleton is draped with saline bags (and other solutions) that flap around and slosh while it fights, and are connected to it's needle-fingers.  It's head is a clipboard, filled with pages of arcane script, that (a) incompletely describes the procedure required to bind an elemental spirit into a construct, (b) a patient with uncontrolled aggression and poor impulse control, and (c) recommended drug schedules for this patient.

HD 6
AC 4 [15]
Atk Needlefingers +6 (1d6+1 and Injection)
Move human x 2 on flat ground, human / 2 on everything else
Save 9 [11 if roll-under] but also has Golem Immunities
Injection: On a hit, the golem injects its target with horrible substances.  Roll a d4:
  1 - 8L of saline, -1 to hit, -25% speed until you squeeze it all out.
  2 - 3ml of 0.2% perchloromyrmidene, save or massive synesthesia (treat as blindness) for 1d6 hours.
  3 - 3ml of mutagen, save or gain a mutation from your DM's favorite table.
  4 - 3ml of morphine solution, save or stun 1 round and the DM keeps track of your (now secret) HP total for 1d6 hours.


Broncus the Piggybacker (Reaction +2)
This is a friendly, retarded, giant of a man.  He looks a bit like Frankenstein's monster, to his detriment.  All he wants in life is to give piggyback rides, and on a positive Reaction roll, he will do exactly that.  His other instincts are shyness and fear.  Broncus is beloved by a certain person in the dungeon.  Broncus has complete knowledge of a certain area of the dungeon, including layout and traps.  He has the stats of an ogre.

In the G+ game, Broncus put Professor Snorley on his shoulders and tried to piggyback-abduct him away from the party, but was killed before he got too far.  Still, I'm convinced that a friendly, idiot giant who happily careens through the dungeon with a kidnapped PC on his head is a viable threat.  Maybe I should've given him more HP?




River of Worms (no reaction)
The River of Worms flows throughout the dungeon, intent on whatever business a river of worms concerns itself with.  It is composed of 18,600 tons of worms, and moves about 100' every hour.  This is enough worms to fill a 10' x 10' hallway for 600'.  The river is more or less cohesive.  If you are watching it pass, it will take 6 hours.  However, in a dungeon or other enclosed space, the River of Worms will always appear behind you, move through the PCs area, and take a random route from there on out.

The interior of the worm-mass feels cold.  Anything that is completely submerged in the River of Worms is subtly teleported to the Chamber of Worms.  The worms themselves are just harmless worms, about 3" to 5" long.


The House

I don't know why I made the random encounter table for the House of Hours so strange, but I did.

It has 30 entries, mostly events and NPCs.  Depending on the reaction roll, some of these might be neutral or positive interactions.  The events are mostly just strange happenings (at least at first blush).

Every encounter is linked to some other part of the dungeon, either a specific room or event from the dungeon's formation.  Even the bizarre ones, like the River of Worms.

Lastly, the random encounter table evolves over the lifetime of the dungeon.  A lot.  NPCs or Unique encounters that are killed are replaced with new stuff.  Entries will mutate based on what the players do in the dungeon (or completely randomly--YOU DON'T KNOW).


Sermon

There's a lot of room in random encounter tables for a little bit of embellishment.  Many published modules have beautiful, detailed dungeons with a paltry 1d6 random encounter table.  And that's fine.  I know that a good DM can inject a hell of a lot of context into "2d6 goblins", but that same degree of elaboration can be inserted at the designer side of things as well.

Random encounters can (1) give players previews of distant parts of the dungeon, (2) insights into the interactions between two parts of the dungeon (group-group, or group-environment), (3) visible products of the dungeon's history, or (4) restate the whatever cool themes you are trying to impart with this dungeon.

You could even argue a random encounter should do one of those 4 things.  Whenever a DM throws some random centipedes at his players, there's a missed opportunity to throw something more flavorful and context-specific at the PCs.

Maybe random encounters should get more attention and details than the average room description.  Random encounters stand to be pretty memorable, and they definitely might come up more than once.

Especially consider making non-combat encounters.  This can be (1) a noise from a distant room, (2) a sighting of a combat encounter, possibly where the creature just runs away, (3) signs of a combat encounter, such as debris or spoor, (4) just NPCs (merchants, potential hostages, or just monstrous offspring).



Crowdsourced Wizard Tower is 90% complete!

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So, last week I put up a call for a crowdsourced wizard tower.  After some contributions, editing, and lots of writing, that wizard tower is now 90% complete.  A lot of the monsters don't have stats, most of the magic items don't have descriptions, and I haven't gone through the tower to make sure that it has (roughly) the right amount of treasure, but I'll do all those things later.

I intend the bottom half of the tower to be burgle-able for a party of six level 3 characters.

I'm posting the room descriptions below, so that authors +Alex Chalk, +Cédric Plante+Christopher Wood+Claytonian JP+Michael Raston, and +Greg Acker can read and review them in the context of the mostly completed tower.  Guys, if you want to edit your room, this is your chance.

I figure that I'll compile all of this into a PDF as soon as it's complete.  People seem to like PDFs.



So here's a random wizard tower. Ready to be plopped down anywhere.

This is intended to be used as either:
  • A totally naïve encounter. The PCs just stumble into it. Plop it onto a random hex.
  • A provider of wizardly services (information, identification, scrying).
  • A place that can and should be robbed. A planned dungeon.
    • Maybe use Rumor #4: The wizard is dead and his loot is ripe for the picking, etc.

Rumors
  1. The master of the Spire of Righteous Verticality is half man, half machine. (T)
  2. Khazan Khiraj is called the Machinist because he can turn into a train. (F)
  3. Khazan Khiraj has built himself an artificial moon. (T)
  4. The Machinist is dead! Someone should rob his tower. (F)
  5. Khiraj the Machinist killed his first wive with a demon! (T)
  6. Khiraj the Wizard once struck a deal with a dragon! (T)
  7. The Machinist has traps in his tower specifically designed to foil thieves. (T)
  8. There is a tapestry or painting in the tower that is a portal to Khiraj's vault. (F)

NPCs
Khazan Khiraj the Machinist is a wizard at the end of an illustrious career. (See Room #46.)
The Spire of Righteous Verticality is his tower. He built it.
Bossicand Bartleby are servants. They cook, clean, arrange deliveries. (See Room #1.)
Doxumand Scarlip are his apprentices. Doxum is fat. Scarlip, skinny. (See Room #40.)
Laridiais Khiraj's second wife. She's a succubus, and usually confined to Room #25.

Situation
After traveling the world and wizarding the shit out of everything he came across, Khazan settled down and built a tower. He is trying to achieve immortality by transferring his consciousness into a perfect metal shell that he has built by following the instructions given to him by the concept god that Khiraj calls The Great Machine. It might just be an artifact of spirit journey hallucinogens, though. Either way, building the perfect metal body that will house his consciousness for all eternity is a demanding task.

Khazan Khiraj has been at it for years, but has become especially obsessed nowadays, since he fears that he is getting old, and may die soon. He's stopped eating, stopped being interested in sex with his succubus “wife”, has stopped teaching his apprentices, etc. He's just sealed himself up in his artifical moon. This is the final dash for the finish line, the way he sees it.

Towers
Khiraj's research and experience are mostly in the field of machine magic, mechanical grafts, and creating animal cyborg servants. In fact, the nearby forest is filled with his creations (he used to release his cyborg animals into the wild in order to test which enhancements made the animals stronger and more likely to survive). His tower reflects this focus.

The Tall Tower – The Little Tower – The Red Tower – The Crystal – The Moon

The Tall Tower and the Little Tower both have windows every floor (every 20'). None of the other towers have regular windows.

The Little Tower has a diameter of 20'. The Tall Tower, the Red Tower, and the Crystal have diameters of 30' (although this is a rough estimate, in the case of the Crystal. The moon is not as big as it looks on the map, and actually has a diameter of 40'.

The towers are all stone, except for the Red Tower, which is made of wood. However, it is alchemically treated to be completely inflammable.

The floors are about 20' apart. The Tall Tower is 280' off the ground. The Moon is at 500'.

Random Encounters
  1. 1d6+3 berserkers arrive on pterodactyls, intent on robbing the tower. They perch their mounts on the top of the Tall Tower, and rappel down. If this encounter doesn't happen on the first day, it will automatically be the first encounter of the second day.
  2. 1d4+2 giant spiders, they're the size of loyal hounds, act like loyal hounds, covered in an extremely soft purple fur. Morale 4, but only because they like to conduct hit and run attacks.
  3. 1d3 mundane objects / items of furniture in this room are actually constructs. Roll 3d6 for each to determine its Intelligence score. If you want, you can roll an additional d6 for each. 1-4 it's an animated objects (a la beauty and the beast). 5-6 it's a motherfucking Transformer disguised as furniture.
  4. A random visitor to the tower. Roll a d3. 1 bandit king, impatiently waiting for an audience. 2 alchemy reagent merchant carrying samples. 3 wizard-associate snooping around.
  5. Scarlip the apprentice, fumbling with an erection, on his way to visit Laridia the succubus in Room #30 WIFE.
  6. Doxum the apprentice, grumbling as he heads to Room #4 DINING for a couple glasses of scotch to warm him up.

Room Key

a
Although this bridge appears to be broken, the 20' gap is actually illusory, and can be safely walked across.

1 CARETAKER
This is the home of Bartleby and Bossic, the caretakers of Khazan's tower. If the PCs just walk up to the tower and knock on one of the doors, this is who they'll meet.

Bartleby was once a singular human, until Khazan cut off his head and put some propellers and mechanical manipulators on it. He flies around, cleans the tower, and interacts with visitors.

Bossic is Bartleby's old body. After cutting off his head, Khazan implanted a silver-plated psuedo-golem head on it, creating a new flesh-and-metal servant. Rather than look freakish, it looks quite refined.

Bossic-the-pseudogolem cannot talk, but communicates by showing the most relevant page of a 30-page phrasebook of common responses. It usually cleans and cooks.

This operation was done to reward Bartleby for his years of service. Bartleby is a little over sixty years old and quite loyal to the wizard. He keeps half a dozen cats, and grows sunflowers beside his small, 2-story cottage-tower. He is also a secret opium addict and keeps his stash in a snuff box on the mantle.

At any given time, one of the two caretakers is in the mansion, while the other remains at home (determine randomly). Bartleby has knowledge of all rooms #1-8, #15, and #16, but is very loyal to his master, and very scornful of other wizards.


2 BARRELS
This is the storeroom. Dirt floor, dirt walls. A few barrels on pallets (to keep them off the damp soil). Flour. Salted herring. A few bottles of expensive wine, carelessly stored. A mummified bear is in the corner of the room, under a tarp. It is fearsome looking, but completely harmless.

3 TAPESTRIES
The front door leads to this room. It is usually locked, but Bossic and Bartleby both carry a copy.

This room contains three large tapestries and an elaborate chandelier, as well as a small golden timepiece on a tiny table, doggedly ticking away the hours.

The tapestries show Khazan Khiraj in some of his greatest moments of triumph: paying dragons with several chests of gold, seducing a succubus on top of a church (Khiraj is a famous blasphemer), and speaking with the God Machine in the astral sea.

The golden timepiece is valuable and nonmagical, but it is still a trap. If it or any of the tapestries are removed from their places, the chandelier will animate, drop down, and attack like a mantis made of steel and crystal. It will also emit metal shrieks (a mundane alarm), activate the guardian in Room #34 (a magical alarm), and the tapestries will all shout imprecations and threats for a couple of rounds. Roll for more random encounters.

4 DINING
This is a dining room. White, wood-paneled walls. U-shaped, mahogany table. Softly glowing globes of different colors and sizes, arranged unevenly around the upper periphery of the room, representing the planets. The table's centerpiece is a miniature, techno-organic angeloid (modeled after the Guardian in room #34). If the tiny sword is pulled from its scabbard, it is revealed to be a corkscrew.

Well-stocked, locked liquor cabinet. (Neither Khiraj nor his caretakers are boozers, but both his apprentices are.)

5 KITCHEN
This is a large but surprisingly mundane kichen. Pans. Bread. Fruit. Cast iron oven in the shape of a pig. The only thing out of the ordinary is a tiny packet of black lotus (deadly poison) hidden in the back of the pantry. Khazan Khiraj is immune to black lotus poison.

The way up is blocked by a heavy steel door. No door knob. The keyhole is a false one, and is electrified. The door is apparently engraved with pictures of faces--many copies of the wizard, the caretakers, the apprentices. There's even a carving of a darkly beautiful woman (the succubus) and the face of a local duke.

The door only opens when you push on it with your bare hand. However, doing this also allows the door to "take your picture" and add it to the collection of engravings on it's front (potentially overwriting a previous face).

6 TROPHIES
There are six glass cases here, each containing different treasures that Khiraj has accumulated over his lifetime. These are all fakes, although this isn't apparent at first glance.

<The real versions of the six treasures are all in different room. I'll add their descriptions in this room as I write them.>

7 PORTRAITS
This room is a small gallery for paintings. It has 12 paintings in it, mostly mundane. The first 8 paintings are by Khazan's brother.

#1 – A young woman walking to the gallows. Her face is not visible. (The church hung Khazan's sister, Pafionne, for witchcraft.)

#2 - Red horses on a yellow field, gathered around something on the ground.

#3 - A toothless beggar, huddling under his coat. This is Omezon, who was once Khiraj's former rival, until the latter robbed him over his memory. Omezon doesn't even know that he can cast spells anymore. Khiraj sometimes goes into town simply to see his old rival digging through the garbage cans. The old man's memories are stored in a golden thread, woven into the back of the canvas. The players might recognize this beggar from seeing him in town, but probably not.

#4 - A dashing young man with a magnificent goatee. This is a self-portrait of Khazan's brother, Aumenteen.

#5 - A clock tower, in the rain.

#6 - Bartleby, the Caretaker, standing proudly beside his sunflowers before his decapitation. (See Room #1 CARETAKER).

#7 - A voluptuous woman in a black dress, who is sitting cross-legged above a still life (fruits, flowers, and a wine bottle) apparently hovering 3 inches above a table. This is Laridia, the succubus.

#8 - An imperious mage with a tremendous nose holds a phoenix egg in one hand, and a complicated gearshaft-staff in the other. This is a portrait of Khazan. Although it doesn't detect as magic, Khazan can see through it's eyes at any time, as well as sense where the portrait is relative to him.

The last four paintings were painted by different artists. Their styles are dissimilar.

#9 - A fungal skeleton, blending into a fungal throne. http://4.bp.blogspot.com/-GiFZ2zPqc9I/UvO_FO0OmOI/AAAAAAAACPQ/pdj9MS_rtLY/s1600/funguspaladinprimogen1L.jpg (by +Cédric Plante)

#10 - A foul and noisome beast, vaguely sharklike, but on four legs. http://1.bp.blogspot.com/-hfU2Nau6KrQ/UdknNBOXP7I/AAAAAAAAGwg/yWxLCR8Ghbs/s1600/zhark.jpg (by +Scrap Princess)

#11 - A girl and an octopus, embracing on a floor. http://fredericksfreisergallery.com/zaxart/octopus_girls/g03.html (by +Zak Smith)

#12 - An androgynous halfling holding an umbrella.
https://lh4.googleusercontent.com/-oPpFG92Q9wE/UvOuemSQrFI/AAAAAAAAFDM/jxUMXP8l2Ss/w406-h566-no/14+-+1 (by +Logan Knight)

8 BEASTS
Big windows, warm colored lights, sumptuous wooden chairs, small table. A large cat is sitting on the table, watching out the window. A small-but-athletic dog is sleeping under the window. At the other end of the room is a pair of mechanical suits of armor, except that they cannot be worn, since they are completely full of gears and pistons. The helmets of these suits of armor open and close like clamshells, and are much too small for a human head anyway. They appear inert. There's also a bookcase here filled with sketchbooks and a few, elementary-level books on engineering.

The cat and the dog each have Int 12. They are residents and guards of the Spire. If the PCs come stomping into the room, the dog will emit a growl and hide behind the table, while the cat will not move from the windowsill, although it will allow itself to be petted. Examining the back of the cat's or dog's head will reveal a bunch of scar tissue and electrical ports. Their usual strategy is to pretend to be normal animals for as long as possible. They can't speak.

The two animals can jump into the “helmets” of the “suits of armor” and be mechanically grafted to it. Then they can pilot them around like a gundam and break shit. They might use this to attack the party from behind after the party passes through the room, or they might armor up and head downstairs if they hear a disturbance, or if one of the caretakers or apprentices alerts them. While piloting the armor, their faces are hidden unless someone peers into the helmet.

Small Animal Warbody Armor
HD 4
AC 18
Atk buzzsaw +4 (1d8+1)
Atk laser +6 (3d6, 1/hour only)
Move 12
Save 12+
Morale 9

9 SLIME
This room contains a sludge vampire (detailed in this post: http://goblinpunch.blogspot.com/2013/10/when-is-wolf-not-wolf.html) named Omox.

Omox is currently in slime form, and trapped inside a pump system, where is forced to pump himself around, turning the gears that provide the towers with electrical power. The room has pipes, turbines, gaskets, and a stack of wrenches.

If Omox hears someone in the room, he will speak to them from the pipes, trying to convince the PCs to let him out. He may try to convince them that he is an imprisoned djinni prince (false), or that he will help them kill Khiraj (possibly true), or might just beg.

Omox HATES Khiraj for enslaving him, but his biggest impulse is self-preservation and greed. If he thinks he can kill the PCs and take their stuff, he will do that. If he thinks that the PCs have a shot at killing Khiraj, he may join them for a while (only to betray them later). Otherwise, he will flee the towers, intending to revenge himself on the wizard at some later date. He may grow quite powerful with an appropriate source of corruption.

Freeing him will turn all of the electric lights off in the tower, which is a pretty big heads up for the apprentices, cartakers, and succubus.

Omox is not just an ordinary sludge vampire, but is actually more of a toxic sludge vampire. In addition to normal sludgey vampire powers, he can (a) turn into smog, (b) breath flammable gases, and (c) grow very powerful is provided with a source of pollution. He's pretty much just Tim Curry from Fern Gully.

10 PEARLS
Catwalk over a giant fan used to circulate a lot of air through the chamber. This is necessary so that the clams can filter-feed.

There are 3 of the clam demons who are anchored high up on the wall. If they haven't been fed today (50% likely, but if not check again later) they will attempt to eat people by launching out sticky, black frog-tongues and pulling people into their crushing mouths.

If one of the clam demons is injured, all of them will simultaneously change tactics, detach themselves from the wall, and hover-fly after their prey while screaming blasphemies.

Their mouths are full of dull teeth and eyeballs. They move slow, but if their prey gets too far away, they will shoot flaming pearls after them.

A mechanical, hovering seahorse also floats around in this room, grooming the demon clams with a variety of tongue appliances. It will also attempt to follow and groom the party.

Clam Demon
HD 3
AC 16, or AC 20 when clamming up defensively
Atk tongue +3 grab (30' range, pulls target into mouth)
Atk crushing bite +3 (1d6+1 damage)
Atk spit flaming pearl +3 (1d6+1 damage, 60' range)
Move 6
Save 14+
Morale 10

11 FIRE
White stone room. Angelic busts protrude from the walls. Advancing through this room requires going through a wall of fire (a permanent enchantment on the room). The wall of fire can be dispelled with the word "quietus" and can also be used to scry on stuff, like a crystal ball (although this secondary usage is not obvious).

12 URNS
This is the graveyard centrifuge, where Khiraj continuously spins the incinerated remains of of the dead around the circumference of the room. This centrifugation is required to keep them in a state of half-summoning. So yeah, it's a centrifuge for cremation urns and coffins, and it's always spinning.

Basically, if you stick one of the urns into the corpse-clock (in the center of the room), the skulls of the corpse-clock will be animated by the spirit of the deceased and will be able to speak, sharing the knowledge/advice that the spirit had in life.

The corpse-clock looks like a cross between an orrery, the gears of a clock, and a hastily machined jumble of corpses. In it's central rib cage, it is currently holding the remains of Volzhulai, a necromancer who died over 200 years ago.

It's actually an extremely dangerous machine when it has the soul of a spellcaster in it. Only Khiraj knows how to use it safely. Each time the PCs enter the room, there is a 4-in-6 chance that their psychic yammering will "awaken" the corpse-clock. Once it is awake, it will try to kill people.

The corpse-clock portion has numerous attack limbs (skull bites and skeleton claws), and it prefers to fight in melee. It also has the powers of a powerful poltergeist, and can attack by throwing urns (getting corpse dust everywhere and royally pissing off Khiraj if he finds out).

It'll also try to hold the door closed, so the PCs can't escape. It's a pretty horrible encounter.

Corpse-clock Centrifuge
HD 8
AC 15
Atk claw/bite/slam +8/+8/+8 (1d6, can only attack people near center of room)
Atk centrifugal arm +8 (1d6, attacks each target near the walls of the room)
Move 0
Save 8+
Morale 12
Special telekinesis, ash jar
Note: It can use either the claw/bite/slam or the centrifugal arm each turn, not both.
Telekinesis: In additionto it's normal attack, it can throw urns at people (1d6 damage), attempt to hold the door closed, or throw people around (if they fail a save vs spells).
Ash jar: In the center of the centrifuge is an urn (AC 20, HP 3). If this urn is broken, the corpse-clock centrifuge immediately grinds to a halt and Volzhulai the Ash-wraith emerges.

Volzhulai the Ash-wraith
HD 4
AC 14
Atk claws +4/+4 (1d4 HP and 1d4 Con)
Move 12
Save 10+
Morale 10
Special choking cloud, possession, immunities
Choking cloud: all breathing creatures within 30' of Volzhulai's whirlwind of choking ash take 1d4 damage each round if they fail a CON check.
Possession: Volzhulai can attempt to possess a person by flying into their lungs, similar to the magic jarspell. They get a save vs spell to resist this.
Immunities: Immune to non-magical weapons.

13 DUST
Players enter the room through an ornate set of solid, wooden double doors. Intricately carved upon the wood on the left door is what appears to be the rear half of an ostrich, upon the right is the front half of what is most definitely a gazelle; the doors appear to be a matching set, and upon closer inspection the carvings together clearly represent a singular creature. Players proceed through the unprotected door into a room approximately 20 feet wide and 50 feet deep. The room has dark, wood panel lined walls, and smooth well crafted wooden floors. The right wall is lined with a series of thin, yellow leaded glass windows, emitting several small, blinding rays of light that give the room a warm, welcoming glow. Standing on the floor, lining the other three walls, are what must be Khazan Khiraj’s abominations. Nearly a dozen taxidermied statues representing the mage’s penchant for “improving” animals surround the room; hewn together - some with great care but most haphazardly - bodies and limbs magically stitched to one another. The suffering of these creatures is permanently affixed upon their lifeless faces. Curiously, each creature is adorned in bright, garish clothing, the likes of which is not found in this world. Some wear weapons upon their belts, others hold nautical devices or implements used to perform acts of magic. For the GM, these creatures provide a red herring to distract the players. These creatures no longer pose a threat, and their items are worthless.

Everything in the room is covered by a thick coating of dust. The statues are so thoroughly encrusted, the details of their appearance are difficult to make out from the entryway. Cobwebs line the corners of the room, and the sills of the windows look as if they are ensconced in a fresh winter snow. One could kick the dust on the floor into piles and scoop it with their hands if they were so inclined, though this would be unwise.

At the center of the room is a 4 foot tall, thin, smooth brass pedestal with a slightly enlarged platform resting at the top. Upon the pedestal sits an upright, silver tuning fork, and upon the tuning fork sits a perfectly balanced creature. It stands only about 12 inches tall, and 4 inches wide. It also appears to be constructed of smooth brass. It looks innocuous, as it has a gentle smile upon it’s cheerful face, and is sitting with it’s eyes closed, humming an almost inaudible, though pleasant, tune.

After the players have entered the room, the tiny brass creature opens its eyes and whispers ‘dust.’ Regardless of the players response, the creature again whispers, ‘dust...’ Any attempt to attack the creature are rebuffed by a small protective force being emitted from the pedestal. After several hushed warnings, if the players remain in the room, the creature drops from atop the silver tuning fork, and shrieks, ‘DUST!’, grasping the tuning fork tight, it strikes the fork against the top of the brass pedestal. The noise is deafening.

Players have a 1d6 chance of being affected by the sound (no save): 1-2 no effect, 3-5 deafened for 1d4 hours, 6 deafened permanently.

The vibrations emitted from the tuning fork cause the dust to fall from the walls and statues like cascading water, creating a thick, acrid cloud in the room. Players begin to choke and wheeze, and their eyes begin to burn. Players have a 1d6 chance of being impacted by breathing the dust (no save): 1-2 minor cough with no effect, 3-5 severe, lingering cough causing -1 to hit for 1d4 hours, 6 lungs fill with mixture of dust and blood causing death in 1d4 rounds.

Players have a 1d6 chance of their vision being impacted by the dust (no save): 1-2 no effect, 3-5 character’s vision is impaired causing -2 to visual/spot checks and -1 to all ranged attacks for 1d4 hours, 6 permanently blinded.

The brass creature vanishes in the dust cloud, he’s achieved his goal in deterring the party from continuing on; he has caused an array of lasting damage to the characters. However, 2 large spiders (very easy encounter) drop from the corners during the confusion to ensure his escape. The magic, silver tuning fork provides a sizable treasure.

14 LIQUID BEDROOM
This is where Khiraj lives. The door itself is a giant mechanical head shaped like Khiraj's head. The giant mechanical head is also an airlock, since Khiraj's room is filled with a green, oxygenated fluid. (It only feels like you're drowning--once you get it into your lungs, you're fine. Although breathing it is exhausting if you don't have reinforced bellows-lungs like Khiraj.)

The door is imbued with a simple elemental spirit. It has been commanded not to let anyone except Khiraj enter, and it will communicate this in harsh, grunting tones. It is, however, quite stupid, and it has no magical way of verifying Khiraj's identity.

The face-door has no attacks except a bite, if someone is halfway through it at the time. However, it CAN awaken the Guardian in room #29.

Inside the bedroom (which feels like swimming around in the aquarium), you can find all the important stuff you'd expect to find in a wizard's room.

The spellbook is a mechanical head that can project it's pages onto a flat surface. By holding a metal stylus, anyone can edit those pages. So it's like a cross between a projector and a laptop (and the pages are like individual files).

There's no bed. Khiraj prefers to sleep floating in the center of the room, drifting like an embryo. It reminds him of his mother's womb (his earliest memory).

There's a work bench. Khiraj does a lot of work with volatile metals here, some of which explode upon contact with air. On this bench you can find samples of gold, silver, iron, adamantine, starmetal, nectarite, prosperitine (turns into a poisonous gas upon contacting air), tantalum, tungstun, scalavite (burns when it touches air), infernite (explodes when it touches air), potassium (burns in water), cesium (explodes in water), lead, and pyrite (fool's gold).

There's also a mechanical octopus that guards this room. It lives inside an ominous iron barrel and has the head of Khiraj's first wife grafted on it. In addition to tentacles and the biting beak, it can also electrocute people.

The walls are magically-strengthened green glass, so that anyone in the room can see the surrounding landscape for miles around.

There's also a closet containing a bunch of clothing (men's and women's), a keychain with all the keys for the dungeon, a Staff of Bottled Lightning affixed to the wall, and a thing that looks like a motionless mechanical crab but is actually a harmless chest containing 1000pp and a jeweled helmet that has glowing rings around the eyes, and can shed light like a bullseye lantern.

I've decided that the two "ears" on the sides of this tower are just boring old lightning rods. They're made of gold-plated copper, though, so they're worth a ton if you can find a way to get them off the tower. (If the barbarian-burglar event has occurred, these prongs will probably be where the the pterodactyls roost.)

15 MEAT
This is where Khazan disposes the meat that he strips from his experiments. An otyugh (with wheels for legs) lurks in this room, unable to climb the stairs. It is enchanted to smell like lilacs and pile garbage/bones into tidy piles. It is domesticated, but if the PCs knock over its bone piles or menace it with weapons, it will attack. It will fall asleep instantly if it ever hears the word, "apsa", which means "meat" in Elvish.

16 STAIRS
Stairwell landing has a stuffed sloth-bear on a pedestal, holding a small lantern in each of it's claws. The sloth-bear has a magic mouth cast on it, and will speak when the PCs approach, saying "Greedy eyes will never gaze upon the wonders of Khazan. Wisdom only comes to those who do not seek it." It's a clue to the staircase. Unless a PC closes their eyes while on the stairs, the staircase will loop back around to the landing, trapping them there. (Khazan is immune to this, natch.)

17 LIZARDS
The walls contain a complex mural of lizards. Many shapes, many colors. There's a rack containing saddles and harnesses here, as well as a tightly sealed bin full of rancid meat (the gecko's favorite food, aside from fat halflings.)

In the center of the room is a raised altar with a complicated clockwork mechanism of some sort. It's missing a gear, but Khiraj can use this device to submerge the entire tower in the ground. (The towers spiral down like a screw.)

Every time someone says the word "lizard" in this room, a giant gecko of a random color will leap out of the wall. These summoned lizards always obey the wizard or the apprentices, but everyone else gets a reaction roll (modified by rancid meat and halflings, as appropriate). The lizards disappear with a poof once 4 hours and 1d20 minutes have passed.

Giant gecko
HD 2
AC 14
Atk bite +2 (1d6)
Move 12, climb 9
Save 15+
Morale 9

18 CLEAN
This room is filled with a central work bench and four un-lidded vats. Everything is made of white marble and an itchy heat pervades the room. Mounds of flesh, organs and bones are heaped on the work bench. The mounds are tended by a variety of golems, who dip the myriad of meat parts into the vats. The end result of the golem's work is neatly stacked piles of calcified organs and bones.

The exit from this room leading to the Golem's Crystal part of the Tower is a tubular, glass decontamination chamber. Khazan is loath for any flesh to enter and taint the Crystal. Exiting golems stand in the decontamination chamber until all organic matter is radiated from their bodies. Any organic based life form caught in the decontamination chamber will have their fur, flesh, muscles and organs burnt into nothingness. Their bones will be left behind, clean as whistles. Calcified organs and flesh may be able to withstand the process.

The background radiation of the decontamination chamber will very slowly start to singe all organic matter in this room, affecting it in the following manner: 24 hours: the flesh suffers first degree burns. 48 hours: severe burns to the flesh and the destruction of cloth and paper armor/items. 72 hours: Flesh is cooked and destroyed, destruction of leather armor and items.

Vat 1: Clear, tasteless and odorless liquid. Turns the outer covering of organic material (ie: skin) translucent.

Vat 2: Looks, tastes and smells like milk. Calcifies organic, fleshy matter into rocky, inorganic matter. The right amount applied to skin may increase it's hardiness, but the procedure may lead to the eventual petrification.

Vat 3: A pleasingly colored blue liquid, the smell of which can't be pinned down but recalls childhood memories. Liquifies flesh. Used to remove large swathes of organic matter from test subjects. Once liquified the flesh can be combined with Vat 2's contents to make a putty like substance.

Vat 4: A beige colored liquid, smelling of oil. This is organic matter sealant. It will close all pores and orifices in organic matter. Could probably be used to close grievous flesh wounds and burns, but the over use off the stuff will affect the skins ability to sweat, breathe and move.

By +Michael Raston

There's also a rack here, containing 3 decontamination suits (and one empty, fourth slot). -AK

19 EYE
The only entrance to this chamber is a series of long chains connecting it with the floors above and below. The fleshless remains of 6 adventurers lie on the ground here. Only the ends of bones and burned clothing remain, although metal weapons and bits are strangely clean and shiny. The walls are covered in emerald wallpaper in a fern motif and framed in wood paneling.

Anyone climbing down from the chains onto the floor must save vs spell or be compelled to walk to the wallpaper and embrace it. Anyone still on the chains will see the wallpaper patterns wink open with a multitude of eyes. The wallpaper is actually a colony of paper thin creatures created by the wizard. Their hypnotic effect is powerful but only works on one creature at a time. Anyone touching the wall takes 1d6 damage a turn from the potent acid excreted by the creatures, who lap up the digested remains with impossibly long, dark tongues. The wallpaper colony can withstand 20 points of damage before expiring.

20 POOL
Mechanical piranhas swim in a pool of clear, watery acid. One of the pirhanas is solid gold. The acid only dissolves flesh and other organics. A ordinary but well-crafted sword lies on the bottom, along with a single gold coin. 

21 PIXIES
This room is full of (hidden) zombie pixies. But they aren't dead; Khiraj merely removed their consciousnesses and placed it cubic box in the center of the room. The box resembles a metal-and-paper lantern (complete with a red light inside).

Khiraj uses the bodies of the tiny pixes as spies and messengers, and sends them out into the world as he pleases. The enslaved zombie-pixies are hidden in this room. There's over a hundred of them.

The rest of the room is crowded with techno-organic sculptures of trees (complete with copper and brass leaves) and with a small desk, which contains writing material and a small journal, where Khiraj has been writing down the most recent news that his spy-pixies have brought him. If the journal is opened without the password ("solitude") the book will erase itself.

If anything in the room is touched or messed with, all of the zombie pixies will erupt from their hiding places inside the metal trees and attack with toothpick-sized swords (they like to attack the eyes and face) and with tiny pixie bites (10% chance of catching Pixie Rot, a wholly unique disease, and potentially valuable to people who are interested in rare diseases).

The glowing box in the center of the room, containing the bound souls of the pixies, constantly mumbles lamentations about how much they miss the sunlight on their cheeks. If there is a commotion in the room, the box will clamor loudly as all the pixies beg to be put out of their misery. ("Kill us! No, kill me! You must!")

Sending the pixie souls to the afterlife is as simple as opening the box (it's sturdy and sealed shut) and having a cleric perform the appropriate rites. Or sprinkle holy water. Whatever.

For killing them, the grateful pixie souls will pass on some secrets, including the secret door on the East Tower, Khiraj's plan to build a new body for himself, and what they know about the guardian in room #34 (not much).

Zombie Pixie Swarm
HD 4
AC 10
Atk swarm (1d6 + 10% of contracting Pixie Rot) automatically hits all targets in 10' area.
Move fly 15
Save 12+
Morale 12
Swarm: Take minimum damage from weapons and spells that don't affect an area.
Undead: Exactly what it says on the tin.
Pixie Rot: This disease your skin to turn into glitter and slough off. Does 1d4 damage to Cha and Con every few days, until recovered. It also ensures that you are always visible, even when invisible or in absolute darkness.

22 GOLEMS
This room was once a stone cavern, but every single surface has been “painted” with smooth contours of gleaming chrome. A duo of asymmetrical golems are hard at work here, monotonously polishing the body of a third golem that lies on the ground. All three of these golems are active. Their skulls are those of a tiger, a stag, and a goat.

Three more golems stand against the back wall. These are inert, and require a couple hours of work before they can be used.

The golems will ignore anyone who is wearing a decontamination suit from Room #18 CLEAN. The golems will attack anyone who is unsanitary (not wearing a decontamination suit) and drag the corpses back to Room #18 CLEAN for reprocessing. And the golems will obey any command given to them by Khiraj or his apprentices.

These are bone-and-metal golems—asymmetrical mechanical bodies with the polished skulls of animals (their only organic part). Metal claws and hoofs. Everything else is gears and pipes and pistons with no biological analogue. Their eyes are glowing red LEDs, and arcane runes are scratched on their foreheads.

Bone-and-Metal Golem
HD 6
AC 15
Atk fist (1d8)
Move 12
Save 14+
Morale 12
Immunities: Immune to all spells except fire damage (which heals them for 1/3 of the damage it would normally do) and lightning damage (which automatically slowsthem).
Weaknesses: Take double damage from bludgeoning weapons.
Strobe Eyes: 1/day, they can howl and strobe their eyes. Targets in a 60' cone in front of them who are looking in their direction must save or be blinded for 1d6 rounds.

23 SALT
This room is filled with a number of rare salt crystals growing on the walls and ceiling. A small fountain puts a thin fog into the air. This solution is mildly poisonous, and those who breathe it must save or suffer nausea for 1d6 hours (-2 to hit).

The crystals are valuable magical components that are useful in the construction of golems. Each crystal is worth 1d4 x 100 gp, depending on size and quality. There are 8 such crystals in this room. Retrieving them requires a good blow with a sledgehammer, or equivalent.

24 MIRRORS
This room is a madhouse, filled with crystal mirrors of all shapes and orientations. A shred of pink light filters in through the mirrored crystals, casting the room in a reddish-pink gloom. In the center of this room, Scarlip the apprentice attempts to bind an elemental spirit into the body of a bone-and-metal golem. This process will take 1d20 more minutes, and he has a 100% chance of success.

If intruders just walk up to him, he will attempt to hasten the process, immediately binding the elemental spirit with a 75% chance of success. If he is tackled or otherwise immediately distracted, he has a 0% chance of success.

If he succeeds in binding the elemental spirit into the golem, it is now a new bone-and-metal golem under his control. If he fails, the bone-and-metal golem goes berserk, attacking everyone impartially.

The mirrors in this room have a strange effect. Firstly, every attack has a 2-in-6 chance of affecting someone else within range (unless you're super close up, like grappling). Secondly, whenever a bone-and-metal golem uses its Strobe Eyes ability, it affects everyone in the room, and they must all save at a -2 penalty.

Scarlip is carrying 50gp, a wand of paralyze golem(6 charges left), a ruby ring that gives him immunity to ingested poisons (worth 200g as a gem, 500gp as a magic item), and has his spellbook, containing five level 1 spells, two level 2 spells, and two level 3 spells. His familiar is perched on his shoulder—a mechanical owl worth 300gp. He is a level 5 magic-user.

25 HOLE
The door to this room reads “Test Subject Disposal Area”. The door is locked by a huge, reinforced lock. Despite its strength, the huge lock is easy to pick (+20% success). Only Khiraj carries a key for this room.

Inside the dirt-walled chamber, a small desk holds a dull knife and a scrap of paper, written in code. If the code is deciphered, it is revealed to be a list of pit occupants. These are the failures that Khiraj released into the wild, but then later returned too soon, or with injuries or signs of malnutrition. It reads, “bear 40% replacement FAIL, stag 20% replacement with Auroch vacillators UNSATISFACTORY, etc”.

The pit is sealed with a mechanical blast door. If someone listens at this door, they'll hear groans, grumbles, and metallic screeches. The pit can be opened with a nearby lever. If the pit remains open for more than a minute, the inhabitants of the pit will begin their escape.

The pit contains 1d6+2 creatures, each of which has 1d6 HD. Use animals from the local wildlife tables (possibly bears, bobcats, wolves, etc). Each one is partially mechanical, extremely aggressive, and has some sort of deficiency. Roll a d6: 1 attacks inanimate objects 25% of the time, 2 missing legs, 3 weakened attack, 4 catches on fire the first time it takes damage, 5 half health, 6 explodes when killed.

26 BLOOD
This dark, dirt-rimmed room contains a blood jelly sitting in a vat. The jelly is magically calmed, and will not leave its vat unless it is attacked. It will, however, still attack things that fall in it. This is where the wizard disposes of organic stuff that he is certain he wishes to eradicate completely.

The vat that the blood jelly is sitting in is lined with beaten gold, about 1/100” thick. Still, it is a huge vat, and if the gold is scraped off, it will be worth about 500gp. Players can estimate this by examining the thickness of the gold near the lip of the vat.

Blood Jelly
HD 8
AC 14
Atk pseudopod +6 (1d6 damage + 1d6 acid + poison + grab)
Move 6
Save 13+
Morale 10
Poison: Save or suffer chills and vomiting for 1d6 hours, as heavy metal poisoning turns your blood to sludge in your veins. -2 to hit and all healing is reduced by 50%.

27 CELLS
This is where Khiraj keeps prisoners and creatures. This is also where the PCs will be thrown if they are captured, while the wizard decides what to do with them (horrible experiments, probably).

There is a bone-and-metal golem standing here (elephant skull for a head). It will ignore everyone who enters the room. It's only job is to guard the cells and protect itself. It has a spare key around it's neck.

Cell 1: Empty.

Cell 2: Pitiful goblin named Gutch, begging for release.

Cell 3: Sickly robo-bear (use grizzly bear stats). Fearsome and aggressive, but the first time it takes damage, sparks will shoot out of its nose and it will collapse. One round later it will catch on fire.

28 SECRET ENTRANCE
The base of the East tower is accessed by casting a spell on the base. Any spell will suffice. Even a minor magical effect produced by an item or something. If the PCs observe the tower over a long period of time, they may notice the apprentices using this entrance (and lighting magnesium torches before they go inside). The east tower is where Khiraj does most of his biological-mechanical conversions and experiments.

29 DARKNESS
The darkness in this room is profound and hungry. Light sources will dwindle under the fantastic shadow-pressure exuded by this room.

Torches will flicker, turn pale, and only illuminate for a couple of feet. Candles, even less. Unless everyone in the party is holding a torch (or some brighter alternative), some of the PCs will be in darkness (and blind).

Being in darkness is a terrible idea. The darkness will literally eat you, and you will never be seen or heard from again.

The darkness is created by a number of magical, 6" square plates on the wall, made from anti-gold and bought from the drow in exchange for many human slaves. They're very valuable, but the party will never see them unless the examine the upper reaches of the walls or have a fantastically bright light source.

The 4 plates of anti-gold only have this hungry darkness power when arranged in a room, facing each other.

30 WIFE
This is where Laridia lives. She is a bound succubus, serving Khiraj until he dies and she may claim his eternal soul. She's also his second wife (not sanctified by any church nor cult). Khiraj summoned her fourteen years ago, and her first task was to kill his first wife, Eliza.

The room is just a circular room with mirrors on every wall, arranged around a heart-shaped bed in the center. By the terms of the contract, Laridia can never act against Khiraj or assist his enemies, either with words or with deeds. But Khiraj rarely visits her anymore, claiming that "the joys of the flesh are nothing compared to the purity of the machine". She's massively bored, and more than a little bit concerned that Khiraj might actually complete his machine-body and become immortal, thereby increasing the length of her servitude indefinitely.

Laridia knows an awful lot about the Towers of Righteous Verticality, but cannot leave her room. The circle of silver wire that goes around the circumference of the room prevents her, but she is forbidden from mentioning it, even indirectly. She's very evil and very friendly (unless the party gives her a reason to be otherwise). It has been months since she has been allowed to leave this room. She has also been sleeping with both of the apprentices.

31 ECHOES
This room is filled with a scrap, tools, and machinery. On a table in the center of the room is a clockwork man, all brassy and lanky and made from hundreds of non-matching pieces. It's chest is opened up and a few screwdrivers are hanging out.

There's a desk, containing the blueprints for the clockwork man, that describe it as a "psychic puppet". There's also a bunch of wires everywhere. Some of these wires link the clockwork man to a strange helmet that is sitting on the desk. A dull grey wire bridges a small gap in the helmet's forehead.

If the helmet is placed on someone's head (1) the dull grey wire in the helmet's forehead burns out, and (2) the person's consciousness is transferred into the clockwork man.

Reversing or repeating this process requires another dull grey wire (actually made from noetic tungstun, an extremely rare meta-material). The spares are kept in Room #40 SHADOW.

While inhabiting the clockwork man, all of their physical stats are treated as 10s (so adjust your character sheet accordingly) and you are immune to disease and poison. Electrical damage stuns you for 1d6 rounds, however. You can speak in a faint, tinny voice. Every 100' away from the towers that you travel reduces the physical stats of the clockwork body by 1 (reversibly).

Your body is incapable of doing anything except sitting there and breathing. However, your meat-body will echo whatever you say in a breathy voice, no matter how far away you travel in the clockwork body.

32 GARDEN
This spherical room is surrounded on all sides by green glass. It can be reached by a short walkway through an airlock that resembles a pair of rubber, beaded curtains with a vacuum between them.

Most of the plants in this garden are harmless. There's a tiny artificial waterfall and a non-agressive gardener-golem, shaped like a small gnome. The only real danger in here comes from the two miniature tigers that lurk among the orchids. The tigers are 4' long and are best buddies. They have metal teeth and wear gem-studded collars.

33 ICE
This is where Khiraj keeps stores the creatures he intends to work with at a later date, so that they don't rot. A bunch of creatures are stacked on shelves in here, frozen solid in a room-temperature gelatin clathrate.

A blue pedestal freezes things. A red pedestal thaws them.

Currently stored: 24 blackbirds, two ettin heads, a dead beholder missing half of its eyestalks, two ham hocks (destined for the kitchen) and an owlbear. The owlbear and the blackbirds can be revived alive.

Doxum the apprentice can usually be found here. He is being punished, and his current task is counting the feathers on the frozen blackbirds. He is fat, sullen, and cold. He is a level 4 magic-user, but he's also a bit of an oaf.

34 GUARDIAN
The contents of this room are Khiraj's pride and joy. Since his early days, he has been building a guardian construct. Originally a beautiful woman crafted in the likeness of an angel, made from elegant, symmetrical metal and golden wires, Khiraj has been gradually refining her shape into something more industrial, more utilitarian, more powerful, more inhuman.

He calls her his Iron Angel. Although she no longer looks an angel, he still appreciates the irony of a godless man having an angelic protector. That's why he left the halo.

The Iron Angel is an 8' metal woman-golem. Her legs are huge, thick, and armored. She has a sword-arm and a crossbow-arm. She has two faces that revolve around her head. Just picture a metal angel sculpture and fuck it up until it looks scary.

In the corners of the room, underneath cloth sheets, players can find all the pieces that Khiraj has been removing from the Angel, discarding them as symbols of human weakness and fleshy weakness. The gracile, feminine hands. The supple legs. A metal boob.

It doesn't speak, and it doesn't activate itself unless an alarm triggers it from elsewhere in the dungeon, or if someone starts messing with it. Otherwise, it just sits on it's pedestal, looking metal as fuck.

While his interest in the fleshy succubus has waned, Khiraj has grown to love his Angel romantically. He intends to find a way to bring her to life after he finds immortality, and then the two of them can shed their last vestiges of human form together.

The Iron Angel
HD 8
AC 17
Atk sword +8 (1d6+2 plus metal infection)
Atk crossbow +8 (1d6+1 plus metal infection)
Move 12, Glide 18
Save 8+
Morale 11
Metal Infection: Treat this as a magical disease. While you suffer from it, you must make saves to avoid eating any small scraps of metal or machine fluid that you come across (screws, bolts, shavings, gasoline). Every day, make a save. It takes three consecutive saves to cure yourself. If you fail your save, you lose 1d4 points in 2 random stats, and gain 1d4 points in a random stat. If you fail 5 of these saves, you become an insane NPC in thrall to the God Machine.

35 DEMON
In this room, bound and floating within a summoning circle, is a cyber-demon's mechanical constituents (an arm/gun, a leg, an laser eye, and misc smaller components). The summoning is incomplete, as the demon has fleshy components with a different secret name that is suspended between worlds.

Anyone crossing the bounds of the circle will be accepted as a substitute body part (the missing leg, arm, abdomen, or head) and effectively killed automatically. A demon completed this way will be free to leave the circle. Any robot parts will similarly be accepted, but a complete robo-demon will be freed and friendly to the party.

Any wizard with moxie can attempt to complete the ritual and summon the missing fleshy bits. This is a bad idea though, as fumbling the process will have a bad result such as:
  • Possession of the caster
  • Cyber-NPCing of the caster
  • Releasing a complete cyber-demon
  • Caster switching places with the demon in hell

36 SKULL
In this room stand the lead-plated remains of 9 ogres. In life, they called themselves the Skullcrusher Clan, ironically enough.

After Khiraj killed them, he plated their bones in lead and turned them into his servants.

The lead-plated ogre skeletons can be controlled by used of the Skullcrusher staff, topped by the jeweled skull of Hagrigosh, the clan's chieftan.

However, every command given to the lead-plated ogre skeletons requires an opposed charisma check against the resentful spirit of Hagrigosh, with failure always meaning that the ogre skeletons abandoning everything else in order to murder the staff holder. This caveat isn't obvious, not even when an identify spell is cast. (It's hidden, much like a curse, because it sorta is a curse.)

If the Skullcrusher staff is not used to (foolishly) attempt to control the ogre skeletons, it can be used as a normal staff. It can cast enlarge on the wizard who wields it or cast rage on anyone. It can also be used as a mace +1 (the lead-plated skull of an ogre magi makes a great weapon--and even sullen, furious Hagrigosh appreciates the irony of crushing a foes skull with your own lead-plated one).

37 TRAPS
This room has a checkboard floor with a single red tile near the center. The ceiling has four globes hanging from it that look like sequined balloons, each containing poisonous gas. There are a couple of slits on the walls, not apparent at first glance.

On a plinth in the center of the room is a small chest made of verdigris and gold. The chest is trapped with a needle coated in anti-toxin (gives a new save against any poison with a +2 bonus). The chest contains a perfectly ordinary 100gp. The chest itself is worth 500gp.

The walls are covered with wallpaper that contains a dense pattern of trees and animals, repeating but with some differences from area to area. This is the trap.

Anyone inspecting the wallpaper will be struck with the idea that the wallpaper is hiding some secret pattern, and if they keep on inspecting it, they'll figure it out. Anyone watching someone inspect the wall will notice them unfocus their eyes and run their fingers absentmindedly over the wallpaper. As soon as someone searches the wallpaper for the third time (prompt your players) the enchantment takes effect, and anyone searching the wallpaper at that time must make a save vs spell or be affected.

Those who are affected by the wallpaper suddenly say, "Aha!" or whatever, and then just step into the wallpaper. Once they are inside the wallpaper, they will travel round and round the room, hunting through the dense wallpaper pattern for clues. While trapped in the wall, they will respond to people talking to them by saying, "Not now! I'm busy! I've almost got this figured out! Etc."

Anti-curse or dispel magic shit might work here, but another way to get them out is to present them with an item or concept that they care about intensely, which gives them another save to free themselves.

38 SWINE
The room is full of clockworks and steam pipes. A gigantic steam-powered clockwork swine reclines on a central throne. She is the engine that powers most of this tower. The cyborg pig  is quite motherly once you know how to approach "her". Eight humanoid piglets tend to her and rotate shifts to suck at her cyber-clockwork-udders. (use your favorite humanoid monsters stats for the piglets). Naturally, the steam powered pig-milk has special properties. 

39 AQUARIUM
This room is sealed by a mechanical fish head that also functions as an airlock. The fish head-door will allow anyone into the room who steps inside it's mouth.

The aquarium is a sphere of green glass, 100% filled with water and home to several exotic fish. The fish are all harmless, but they are delicate, and if a dirt-covered adventurer goes in there, they water will get muddy and kill all the fish. Two of the fish in here are jewelled sculpins, and are worth 400gp alive.

Exiting the room is as simple as knocking on the side of the airlock. It does take a few seconds for it to fill up the airlock with water, though, and once you step inside, it takes several more to drain the water.

40 SHADOW
This is the room where Doxum and Scarlip live. They are Khiraj's apprentices. The room has a pair of beds (with footlockers beneath them), a pair of desks, and a scroll unrolled on the wall, that shows the circulatory system of a human being as well as some arcane encryptions. If anyone casts read magic on the scroll-poster, they will see that it contains a spell called command blood.

Command Blood
Level 1 Magic-user spell
Range: 20'.
Has 3 uses. (1) can close or open a wound. (2) can deal 1d6+1 damage to a creature that has blood. (3) Can restore hp that a creature lost to injury, but can only restore HP that was lost last round, and cannot restore more than 1d6+1 HP.

A black cat is floating 8" off the table. This is Doxum's familiar, who has been put into a magical coma by Khiraj as means of motivating the sluggard apprentice. It cannot be woken up without magic (such as an inverted _sleep- spell).

The desks contain paper, pens, quills. Doxum's desk contains 34gp. Scarlip's desk contains a bunch of amateruishly-drawn erotica.

Doxum's footlocker contains wizard robes suitable for a chubby apprentice, as well as a full loaf of bread, stuffed with jelly and butter. Scarlip's footlocker is trapped with mechanical viper (poison) that is worth a good bit of money unharmed. It also contains skinny wizard robes and his spellbook, which contains 3 level 1 wizard spells and 2 level 2 wizard spells.

Doxum and Scarlip have had their shadows separated from their bodies by Khiraj. If anyone looks closely at the desks, they will notice that the _shadows- of the chairs seem to show the two apprentices sitting in them, laboriously copying their notes. The two shadows cannot be roused through normal means, but if anyone fucks with their desk or the papers that they are copying, the shadow will attack (as a shadow). Killing the shadow will also kill the linked apprentice.

There's also a barrel of water here, with 2/3 of a cheese wheel atop it, along with a small cheese knife.

41 EMBRYO
This room is bisected by a dimensional placental barrier. Quite visible and floating about beyond it is a gigantic embryo. The embryo reached up through time to answer the arcane summons performed in this room. The embryo will one day be born at some point in the past and become a power in the world. It is at a very impressionable age, and so it will reflect (when it grows up) the actions on any PCs or NPCs that interact with and around it.

The barrier is crossable if you are riding a lizard from Room #17 LIZARDS or carrying one of the large iron keys such as Bartleby carries. It would be quite detrimental to the embryo for such a thing to happen, and it will be a malformed thing if that case. The embryo will know any that have interacted with it (though not sure how) when it grows to maturity in the past.

The species of the embryo is completely in the hands of the DM, as the dimensional shenanigans at play have things not to scale.

42 PORTAL-A
The room at the top of the giant egg is circular. The walls are coated with padded, red velvet pillows (like a posh asylum cell).

In the center of the room is a dull silvered mirror, facing up. Inspection reveals that is slightly rusted in some parts. On a small table is a large carafe (suitable for about 8L of fluid), currently empty.

If the dull mirror is ever covered with water, it will open a portal to 44 PORTAL-B, and half of the water will seep through the portal so that both dull mirrors are activated.

43 MEMORY
A spherical room, coated on all sides with spirals of pink carpet. A green pearl the size of a man's fist hangs in the air in the center of the room.

As soon as the PCs get to the center of this spherical room they will fall into a deep slumber. Tell them to give you their character sheets. Then give them a new character sheet, describing a young 12HD dragon. Give everyone a different color.

The players are suddenly dragons, flying through red evening clouds to conduct a raid on a flying castle. They have forgotten their previous identities as PCs, and think only of completing their current mission.

The city is defending with ballistas, knights, and lots of crossbowmen. There's also a single cyclops on one of the towers, throwing stones. Also a trio of wizards. As dragons, their objective is to crash into the castle's vault (they know where it is) and steal a fist-sized green pearl that hangs in the air. The dragons know the pearl as _The Wing of Heaven-.

The dream ends when they die, escape with the pearl, or flee. If the player-dragons successfully steal the pearl, the flying castle will fall out of the sky a few minutes later. After the dream ends, they will wake up. If they fell asleep, there is a 2-in-6 chance that Khazan Khiraj discovered them while they are sleeping.

If the PCs successfully complete the dream, have them each make a CHA check. Those that succeed are imbued with the dream of a dragon. This means that, once in their lifetime, they can use the breath attack of the dragon that they "piloted" in the dream. It does 1d6 damage per character level, with a save for half.

If the giant green pearl (The Wing of Heaven) is taken from this room, Khazan's artificial moon will begin tilting to the side 1d6 minutes from now, and will plummet from the sky 1 minute after that.

The Wing of Heaven is the most valuable thing in the whole dungeon. So valuable, that simply finding a buyer who can afford to buy it will be a quest in itself. Of course, there's no limit to the people who are willing to kill to possess it.

The Wing of Heaven can also be used to build flying castle, tower, or whatever, but that's another quest as well. Lastly, the Wing of Heaven can be hatched into a baby rainbow space worm, since it is an egg, after all.

44 PORTAL-B
This room is hewn from light blue marble, veined with white streaks and crimson flecks.

In the center of the room is a dull silvered mirror, facing up. Inspection reveals that is slightly rusted in some parts. On a small table is a large carafe (suitable for about 8L of fluid), currently full of water.

If the dull mirror is ever covered with water, it will open a portal to 37 PORTAL 1, and half of the water will seep through the portal so that both dull mirrors are activated.

45 DREAMS
Floating in this room are 1d3 creatures. They just float in the air, inside softly glowing bubbles. Bookshelves along the walls contain tons of books. Mostly bestiaries, but also histories, maps, and quite a few children's books. All of the books are fictitious (at least in part) but this will not be obvious at first. The shelves also contain a spellbook (with an animal on every page) that contains 2 level 2 spells, 2 level 3 spells, and 1 level 4 spell.

Unless the room is entered in a state of perfect calm (WIS check to succeed), a character's psychic disturbances has a 4-in-6 chance to wake up one of the sleeping creatures. (Roll separates for each creature and each PC.)

The creatures are imaginary creatures that have dreamed themselves into life, spawned by the imaginations present in the books. The creatures are not real, and as such, they take 1/3 of their HP as damage each round that they are awake. When they die, they disappear in a puff of dreamstuff, and will then permanently reside in the dreams of whoever killed them.

The 1d3 random creatures are taken from a random encounter table of the most dissimilar module that the DM has within arm's reach.

Khazan Khiraj is also in the adjacent room most of the tiime. He has a 4-in-6 chance of hearing any commotion that takes place in this room.

46 AVATAR
This is where Khazan Khiraj has been for the last couple of weeks. In the center of this room is a raised workbench containing the new avatar that Khiraj has been building to receive his consciousness.

His avatar is an utterly inhuman him, a mass of mechanical tentacles of different diameters and materials. A few of the tentacles have handlike manipulators on the tips. Neon lights travel through grooves in the tentacles, from the central mass to the tips. It is monstrous, heavy, entirely metal, utilitarian, and brutal. The only concession that has been made towards beauty is the metal face-mask that Khiraj has placed on the top of it, which looks like a steel burial mask with Khiraj's features (which is appropriate, since Khiraj intends for the Avatar of the Machine to be the herald of his flesh-death). But the mask is just an ornament, in the end, on final nod to it's creator's inhumanity.

The Avatar of the Machine can fly, shoot lightning bolts, grab things with it's powerful tentacles, and shred them with it's garbage disposal-mouth. And once Khiraj has completed the process of transferring his consciousness into it, it (he) will be able to cast spells as well.

Khiraj is a high level wizard. He is also completely naked, and most of his body parts have been replaced with cyborg substitutes. His most notable feature is his hunched back, which is actually a mechano-hive for his 4 flying, quadrotor-servitors.

If there is trouble, Khiraj may (in order of escalation). (a) send this flying quadrotor-servitors to investigate, (b) send his incomplete Avatar of the Machine, which he will control like a puppet, or (c) go in person.

The room also has four big mechanical arms, one in each corner. Khiraj can control this as well as his own arms, but if so, that's all he can do on his turn.

He has the Staff of the God-Machine as well as a Screw-Worm Symbiote. His left hand has been replaced with the Black Hand of Ruin.

47 ALCHEMY
This room has a full alchemy kit (worth many thousands of GP), all the equipment required to add and remove cyber-grafts and mechano-symbiotes, as well as Parsemmex, a symbiotic suit of armor that can control others through a series of pheromone vents.


Credits
Alex Chalk: Random Encounter #3
Cedric Plante: #38 SWINE
Christopher Wood: Room #19 EYE
Claytonian JP: Room #35 DEMON, Room #41 EMBRYO
Micheal Raston: Room #18 CLEAN
Greg Acker: Room #13 DUST

Everything else written and designed by Arnold Kemp.

shared under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License

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