Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Tuesday, May 9, 2017

BASIC REDsurrection - Doomsday Bride in Gargoyle City

DUNGEON MIX: Doomsday Bride in Gargoyle City
Add...a bunch of stuff this time I guess, this is not that usable really?
Weeks ago a note was delivered to you by an indistinct bird-like space. It formally requested your attendance at a wedding for two people youd never heard of, much less met, in the city of Morlojog. Your curiosity has gotten the better of you - or maybe you just cant resist an open bar - and here you find yourself, at Morlojog, surrounded by strangers, near the Mouth of Morlojogoth, the cathedral of Morjog the Inevitable. (These names can be confusing but they make more sense in the original Molg.)

or

Your local lord or duchess or whatever received such an invitation. Perhaps they are curious, perhaps they are embarrassed at having forgotten such an occasion, perhaps they are furious, perhaps they are merely observing courtly custom. Either way you are their envoy, and you have very specific business with the bride and groom once all this is over.

or

Theres a gift in your pack. You thought it was absolutely delightful at the time you bought it, and later decided to give it to someone special. Now youve lost your way, and wearing your finery at that! Its odd that you decided to dress to the nines for this ride. Now you find yourself outside this hard to pronounce town...hey a wedding! That sounds like fun. And you wont even feel uncomfortable crashing because you have a gift with you! That was fortunate! A string of coincidences has led you here, like an anglerfish, and you are none the wiser.

or

You were at home, in bed. It was night. Now where are you? Did you get dressed in the dark? Did you giftwrap your spare boots? Without knowing why you know youre at a wedding and that you need to just go along with it and not upset anything. You know the bride and groom on sight...well, not KNOW them, youve never set eyes on them before, maybe not even someone of their species, depending on where you're from and what you are.

or

Morlojog is an up and coming city-state that has made tremendous strides in the last sixty years. You'd been meaning to see what all the fuss was about and on learning of the upcoming festival, the 100th Flowering Festival Morlojog has had since installing their first monarch, you decided that now was the perfect opportunity. The inns are all at capacity and even the citizens are turning away would-be-lodgers and their gold, strangers stuffed in the rafters. So you wander, and in wandering you come upon this church...

AND

Your hands are shaking. Your mouth is dry. The air smells like iron and fire. Your breaths are quick and deep. Everyones eyes look stoned, and youre sure that yours do as well. Forgotten instincts that once screamed at you in the dark about serpents, about wolves, ABOUT the dark, howl and scratch at you now. Youll die here if you dont do somethingbut you cannot stop the ceremony. You cannot change this one moment of crystallizing salt, this fate. Somebodys getting married. That is etched as fact in the bedrock of your existence.

However you've arrived, you're here now, and you're having a bit of trouble remembering what you've been doing lately. You may know where you are, or even why you came here in the first place, but the story begins as in a dream and you never learn much about what you dreamed just before. You may have walked into town, had a sandwich, rented a room, fucked a dude, it's all a blur. You set out, and now you're here, Ed Helms as shit.



This all started centuries ago. It begins with the wedding.

BASIC REDsurrection - Rambling Collection of the Sky Thieves


It appeared in the night, a strange ziggurat jutting up from the forest, beckoning like a gold-dripping finger. Many fear this sudden intrusion and assume the devil is involved but you know an opportunity when you see it. Anybody willing to spend a fortune on golden buttresses is packing some serious quality items inside.

or

The Foul One's work is afoot. You are awakened in the night by your local bishop, your order, perhaps even the booming voice of one of your strange gods itself. There is a task before you: repel the master of the moon-shewn cathedral and, if possible, raze her to the ground. It would also be meet to return to the local church any items of occult power or great value, purely for safety of course.

or

You have been after a particular item, for personal reasons or because you were contracted, for a long time, and have reason to believe it lies within Watchtower Rambling. You have traced its movements, the predictable devastation and horrible miracles it leaves in its wake, the unexplained vanishings of bandits and lessers across the countryside...You had all but given up, and now here it is.

or

You awake, fully vested with whatever power is available to you (MUs have spells and shit), whole and healthy, standing still alongside the rest of your party. You are all fully armored and armed, set behind a rope. On the rope hangs a tin-seeming, gold-looking metal sign embossed with some alien message. This all comes as an enormous surprise to you, and you may find some of the fellows you stand with to be strangers. None of you know how you got here. None of you know the way out.

                                                                          --------
SKY THIEVES

Wednesday, March 2, 2016

The Vault of the Midas Stone

John Langdale
There is a mountain even the weather avoids. Clouds skirt by it like oil around a soap bubble. The ground is cracked and dusty, with only the most hostile of bramble-plants choking the mountain's approach. Still, despite the lack of vegetation, the place is a maze.

Perhaps after a couple of hours of marching in circles near the peak a traveler might see something strange - an over-sized seed with an eye (painted?) on it, lying in the dust. It's about as big as a tennis ball, and not much heavier.

Soon the seeds are everywhere.

Then the travelers stumble upon the town.

Sunday, May 10, 2015

Sad Dolls



Written in a hurried scrawl in the last page of the journal is an address, then nothing but blank pages. The address leads to an abandoned building adjacent to the Old Bugbear, a suspiciously cheap inn on the quiet side of town.

Sunday, April 5, 2015

The Caves Beneath Otbara


What are you doing down here? It's dangerous under the city!
  1. I wanted to get down to the port without paying taxes or having my luggage searched.
  2. I wanted to find the Rewarding College.
  3. I wanted to see if it were true that the weight of the city was going to crumble the cliffs one day and tumble everything into the sea.
  4. I heard you can get into the palace through these caves.
  5. I just followed one of those hooded creatures you see deliberately pacing the streets of the city, the ones with all the legal protections -Peaceful Monks. I mapped their progress and discovered their paths were drawing intricate city-wide pentagrams. Then I decided to follow them.
  6. I heard there was a series of shrines down here that, if visited in the correct order and with the correct rituals, can supercharge magic items.

THE CAVES

The caves sprawl for a very long way - going beyond the borders of the city and down all the way to the water. I suppose it could be a megadungeon but maybe not.

Monday, February 23, 2015

Enforced Poisoning and Dismemberment in the Mycelium Metropolis


"Is this the largest organism in the world? This 2,400-acre (9.7 km2) site in eastern Oregon had a contiguous growth of mycelium before logging roads cut through it.Estimated at 1,665 football fields in size and 2,200 years old, this one fungus has killed the forest above it several times over, and in so doing has built deeper soil layers that allow the growth of ever-larger stands of trees. Mushroom-forming forest fungi are unique in that their mycelial mats can achieve such massive proportions."
—Paul Stamets, Mycelium Running

REASONS FOR GOING TO THE MYCELIUM METROPOLIS

  1. To find the ingredients to complete an obscure and powerful spell or ritual.
  2. To find a god-poison.
  3. To hire an invincible mercenary army.
  4. To find the fabled Homokaryotic Hammer.
  5. As part of a pilgrimage for a weird, musty god.
  6. Because you are a secret agent for the SLIME MOULD.
  7. To find help purifying a region of poison or radioactive taint.
  8. To find Old Mould Mouth.
  9. Banished there by a sadistic hell-sorcerer.
  10. To plead that a town in the path of the mushroom-men's autumnal warparth be spared.
  11. To become infected with old knowledge.
  12. Because you are so fucking lost.

Friday, December 26, 2014

The Dooms of the Dwarfs



WHY WAS THIS DWARFEN HOLD ABANDONED? Roll 1d8

1) Lack of women.
2) Sudden onset of stronghold-wide madness.
     1) Dissatisfied with imperfections in their stone-carving that only they could see, dwarfs petrified themselves one by one in order to create perfect testament to Dwarfen skill and sacrifice.
     2) They just dug down, and down, and down, and down, and down...
     3) From the beginning, the Dwarfen calendar only ever recorded up to a set day. When that day came, all dwarfs committed ritual suicide. Their time was over.
     4) Gold-lust. All dwarfs refused to give anything of value to any other dwarf. No-one backed down. Economy collapsed. Everyone starved.
      5) Entire hold attempted to live as Breatharians. Eschewed all sustenance. Everyone starved.
      6) All killed in militant pogrom against indecency.
3) The king lost the mandate of heaven. Infighting, madness and death quickly ensued.
4) Natural disaster.
     1) Earthquake.
     2) Flood.
     3) Meteor.
     4) Volcano.
5) The great artificers that made the Dwarfs grew tired of them, and brushed them aside.
6) The dwarfs found something even older than they.
     1) Gigantic egg. No-one knows what it hatched.
     2) UFO.  50% chance as "Alien" 50% chance as "The Thing"
     3) Entrance to Hell.
     4) Philosophical quandary impossible to reconcile with Dwarfen attitudes.
7) Ancient Dwarfen Enemy.
     1) Intelligent, evil fire. Can be fought like real fire, cannot be fought like a fire elemental. Smoulders once all nearby intelligent creatures are dead and blackened. Waits. Reignites when intelligent creatures approach once more. Can cast Intelligent Fireball on self once per hour.
     2) Dog sized bumblebees. Swarm around target and vibrate, causing suffocation damage and combustion. Honey acts as healing potion for those that can stomach it.
     3) Mould men.
     4) The minions of the Rust King.
     5) Bears.
     6) The living wood. Ents, thornchildren, vines everywhere - and blood druids.
     7) Gore Wizards.
     8) Golem / Automaton servant uprising.
8) Roll Twice. Accept both results.


WHY CAN NONE RETURN? Roll 1d6

1) Near-total success of automated stronghold self-destruct procedures.
2) Entire stronghold transported to unknown location. Canyon ripped through mountain where hold should be.
3) Dwarfen industry left entire surrounding area blasted toxic/radioactive wasteland.
4) Dwarfen death curse lies on the hold and surrounding area. Can only be ended by finding and disrupting the curse-runes.
      1) None can eat or drink within sight of the mountain.
      2) All near the hold are turned to stone under the gaze of the sun.
      3) Terrible race of monster birthed by curse. (As LotFP Summon spell)
      4) All sighting the mountain save VS magic or become obsessed with the construction of a gigantic machine, immediately dropping everything to join all others who have failed save previously.
5) Stronghold has been repopulated by non-aggressive but isolationist colonists. 50% chance hold is now used as honeypot by evil underground civilisation to trap entire village every few decades or so in order to restock hellish gladiator pits.
     1) Dwarf obsessed cult
     2) Dinosaurs
     3) Stronghold now an "elephant-graveyard" / undead city for non-dwarf race.
6) Ancient Evil has made the hold its lair
     1) Elephantine housefly with vorpal tarsus of tasting. Spawns maggots in corpses. Maggots have hit points and spells as birthing corpse.
     2) Everything appears fine, but the hold is now home to hundreds of large white mountain goats. The goats are reverse were-goats. And will secretly transform into naked raging beserkers and attempt to kill the party with stone knives. These beserkers will have no physical indication that they are actually goats. Goats in goat form will act meek and unintelligent whenever they are aware of being observed.
     3) Warring evil liches. The liches spend their time crafting terrible monstrosities of gore and shadowflame. Every time they do this the walls shake and the doom track will count one more step. When the track reaches zero something more terrible than either the monstrosities or the liches is spawned deep within the hold. It will seek to destroy every other creature in the hold.
    4) Huge creature that initially appears to be incarnation of party cleric's god, but soon reveals itself to be a vile imposter. Still outrageously powerful with supernatural abilities that seem strangely close to divine.
    5) Formless demon has built itself a body out of old dwarfen coins. Towering colossus of copper, sliver and gold. Can sense coins and cause them to amalgamate and fight (tearing their way out of pouches and backpacks, choking whoever they can find). HD and damage increase the more coins available to form spontaneous evil coin golem. Being turned into golems reduces coins value by 20-40%
    6) Large, invincible, runic stone turtle. Can swim through stone and earth. Has a runic phylactery hidden in the hold for each rune on its shell. They must all be destroyed in order to stop it permanently.