Monday, May 27, 2024

The Carven Carapace (A Ten Room Dungeon for King of Kings)

Back in December, I purchased a little Japanese graph paper notebook, with the intention of filling its pages with as many adventure locations as I could come up with. I wrote up one (which I will be sharing here today) and then... subsequently didn't make any more until yesterday. In my defense, stuff's been goin' on. But anyway, here's the first dungeon I made for this notebook, using my favorite, the Ten Room Dungeon format from friend of the blog Tristyn. All the text is exactly as I wrote it in the notebook, with the addition of some monster stats that I couldn't actually fit into the three little pages I wrote this on and some slight edits for grammar.

THE CARVEN CARAPACE

The skeletal remains of a great tortoise, half-buried in the ground, made into a shrine dedicated to the poet laureate of the long-dead tyrant Shama-Khur. Ancient rumors once told that Shama-Khur was in a torrid homosexual relationship with his beloved poet. The shrine has been abandoned for centuries, other than the occasional peasant giving offerings and paying their respects. It is said, however, that a most beautiful lost poem of the laureate is buried in the turtle, on a slab of stone too heavy to carry out.

You can see the original unedited version of (part of) that description in the corner up there lol

Random Encounters
D6:
1-3: D4 Giant Ground Beetles
4-5: D3 Giant Shrews
6: D6 Dust Bunnies

Random Events [this, like most of my dungeons, assumes an Overloaded Encounter Die, where one of the results is a random dungeon-specific event]
D6:
1: Whispered poetry drifts into earshot.
2: The shell settles, sinking slightly into the ground.
3: Ghostly lewd moaning echoes off the walls.
4: The wafting scent of smokey incense.
5: One of the party members uncontrollably recites a line of verse.
6: A sudden draft animates a little dust cyclone on the floor.

Room Descriptions

1: The altar room. Cones of incense burning, and husks of sacrificed fruit left on the shrine. Stone brick walls depict mythological scenes, and one wall has the great poet on it. Lines of poetry circle the chamber near the ceiling.

2: Former shrine storage chamber. Stone door broken down. Inhabited by Jamshir, wandering vagabond. Desirous of warm clothes and money, but a philistine who cares not for art.

3: 6 of the zodiac signs are on the floor in a circle. A broken alcove in the wall hides a silver necklace worth 160 drachmae.

4: 6 next zodiac signs on the floor in a circle. Line up the 2 circles so that Libra and Gemini face each other through the door between the two chambers, and a secret door opens, as well as revealing an ebony box in a hidden alcove (long looted, but the box is worth 50 drachmae).

[Edit: Had a couple people express confusion over the zodiac wheel thing, which is fair because this text is the very pared down version directly from the notebook so I won't act like its super developed. Rotating the wheels to a given combination would take an exploration turn due to the weight of the wheels. When it comes to communicating the solution to the puzzle, I would likely do it one of two ways: if the dungeon is being ran as a one-shot, there would be a poetic mention of their star signs in the carvings in Room 1; if it is being ran as part of a larger campaign, their respective zodiac signs would be found outside of the dungeon, from an NPC or an ancient scroll.]

5: Secret passageway, intended for the tyrant's heir.

6: Semicircular staircase chamber, hidden behind a half-broken stone door connecting to room 2. Holds a stone chest with 200 drachmae worth of jewels, and a shiny obsidian blade that, on a failed save, slices open the fingers of whoever attempts to pick it up.

7: The inside of the tortoise skull. A crawling mass of black worms blankets the floor.

8: The ultimate chamber, the heart of hearts. A large, octagonal room, dug out of the ground, lined with stone bricks. In the center is a stone table, upon which sits a clay effigy of the poet laureate, and at his feet is a stone chest within which is a papyrus roll of poetry, which would be worth upwards of 3,000 drachmae to the right buyer. When the scroll is removed from the chest, 4d6 dust bunnies take shape and confront the adventurers.

9: A smaller side chamber, carved out of the tortoise's femur bone: the tomb of the poet laureate's mad brother. Clutched in his desiccated claw is a scroll with a vindictive spell of jealousy scrawled on it. He sits on a rotted fleece, next to a crust of bread and jug of wine.

10: The dug-out underground burrow of a mated pair of badgers, and their 4 offspring (who hide in the phalanges of the tortoise). Connected by a tunnel to a hollowed-out tree stump that can serve as an alternate entrance or exit point.

Badger
Number Encountered: 2 (+4 young)
Hit Dice: 1-1
Attacks: 2 bite (2 points of damage)
Armor: none
Morale: 9

Beetle, Giant Ground
Number Encountered: 1d4
Hit Dice: 1+4
Attacks: 2 bite (1d6+1) or 1 slam (1d6 and save or be pinned against wall)
Armor: as leather + shield
Morale: 7

Dust Bunny
Number Encountered: 1d6
Hit Dice: 1-1
Attacks: 1 bite (1d4) + 1 kick (1d4)
Armor: none
Morale: 5
Dispel and Disperse: Dust bunnies are animated by lingering feelings of sorrow and yearning. They can be dispersed by gusts of wind or the movement of fans, but will eventually reform (though this may give the players an opportunity to flee). They take no damage from mundane weaponry. Dust bunnies are immediately dispelled by the spell Remove Fear.

Shrew, Giant
Number Encountered: 1d3
Hit Dice: 1+1
Attacks: 2 bite (1d6)
Armor: as leather
Morale: 9
Agility: Always win initiative on the first round of combat, and +1 to initiative each round after.
Venom: On a successful hit, the victim of the shrew's bite must save vs. poison or be weakened and sickly, taking 2 points of damage each turn for the next 1d12 turns.

The above dungeon is, at times (not always, given how I gave into my proclivity for more flowery language there in those last two rooms), much more terse than the usual material I post to the blog. I think the constraint of the paper size in the notebook is a good influence there, causing me to really think through what I have to actually note or describe (which is why, for instance, the monster stats were originally left out). Anyway, hope y'all at least get something out of this dungeon!

Wednesday, May 22, 2024

The Short-Legged Man-Mimic Lizard

A friend and coworker of mine gave me an old drawing tablet she no longer uses, as a gift. I haven't used drawing tablets all that much, mostly because when I was younger I just sorta bounced off of the only one I had ever attempted to use, not quite able to wrap my head around drawing without looking at my hand holding the pen. This time, it has come much easier to me; I guess I just needed time to grow and improve or whatever. Anyway, here's a monster I drew (in MSPaint) with that drawing tablet the day I was given it.

Short-Legged Man-Mimic Lizard
Number Encountered: 1d3
Hit Dice: 1
Attacks: 2 claw (1d4) + 1 bite (1d6)
Armor: as leather + shield
Morale: 6
False Face: The short-legged man-mimic lizard sports a false human face on the underside of its neck, which, in low-light conditions, vaguely resembles a real human face. Human beings will recognize that it isn't a person, but non-humans and animals may be tricked by it.
Mating Display: Male short-legged man-mimic lizards create elaborate, almost sculptural, structures to entice females during their mating season; these often incorporate large collections of pearls collected from the insides of their prey, deliberately placed in pillars of dried lizard waste and mud. These courtship structures will contain 3d6 pearls worth 2d4*5 gold [or silver if using a silver standard] each.
Toe Pads: The short-legged man-mimic lizard has subtly hooked scaly pads on the underside of its feet, allowing it to climb walls and ceilings.

A true result of the intertwined ecosystems in subterranean dungeons, the short-legged man-mimic lizard is an active, skittering predator that prowls dimly lit halls and cavern tunnels in search of its prey. Its method of hunting: subterfuge. These reptiles feature an uncanny imitation of a human face on the pale green underside their necks, complete with bumps that resemble a nose, ears, and the folds of the cheeks and brows, a crescent moon of scarlet a la lipsticked lips, and large orange and white eyespots that, in low light conditions, would look like a human's eyes, wide in shock, to any dumb beast of the underground. One might assume the man-mimic lizard uses this facsimile to ensnare human prey, but this couldn't be further from the truth: the short-legged man-mimic lizard isn't a man-eater, but an eater of man-eaters!

Dungeons are full of monsters that have taken a liking to the taste of human flesh, namely soft-bodied invertebrates and cartilaginous creatures like Ropers, Trappers, Lurkers Above, and Cloakers. Coming upon one such man-eater, the man-mimic rears its neck, inflates the red wattles so that they sway about like hair in nonexistent wind, and positions itself right in front of its quarry's beady little eyes. When the Roper ensnares it in its tentacles or the Trapper curls its stiff body around the lizard, the man-mimic begins its vicious struggle, its needle teeth and razor claws slicing through mollusc and cave-ray flesh like butter. While sometimes the man-eater wins out, most often the man-mimic lizard leaves with a belly full of slimy flesh and its prey's green ichor blood strewn all across the dungeon floor.

Adventurers have nothing to fear from short-legged man-mimic lizards; they generally (unless under the influence of a spell or disease that addles the mind) do not engage with human or demihuman interlopers, and tend to avoid adventuring parties. The man-mimicry won't work half as well if there's real humans right next to them! They will attempt some resistance if, during their mating season, adventurers attempt to pilfer their courtship structures. Embedded in the guano and mud daub pillars of their elaborate courtship nests are pearls, little marbles of glimmering white, torn from the gullets of Ropers and Lurkers Above; these can be valuable collections for enterprising dungeon delvers. If these dungeon-pearls are large enough, they can fetch high prices from jewellers and collectors up top!

Tuesday, May 21, 2024

It's been too long redux (this time it's longer!)

I have kinda hesitated on making this post because it is a genre of post that has unfortunately come to typify my online creative spaces; the perennial "I miss this place, its been too too long since the last time I posted, sorry about the hiatus" post. I've even already made this post a year and a half ago, and that hiatus was barely more than 3 months; I haven't posted to this blog in more than 5 months, almost a full half a year. I've been in quite possibly the worst creative slump of my life, which had definitely started before my last post here, but definitely got worse in January-February. Haven't ran any more sessions of the King of Kings game since the last session report, haven't really written anything TTRPG related other than a couple of dungeons, and outside of RPGs, I've been struggling with motivation to work on my neocities site, to start and finish short stories, and to draw (though the latter has come back much more than the rest).

In my defense (not like I really need a defense or justification, but you know), it has been a very eventful and difficult past 5-6 months. Most significantly, and many of you who know me personally will already know this of course, on January 27, 2024, my grandfather was struck by a car and passed away; subsequently, a blood vessel burst in my grandmother's spine in an example of very sudden "broken heart syndrome," causing her to be paralyzed from the waist down. For pretty obvious reasons, this event and its aftermath dominated the subsequent few months. My grandma is doing better now to be clear, but she very much is paralyzed from now on, and having to navigate that; but obviously I'm not the one experiencing that, so I can't say much more than that.

(As an aside, I was originally going to make a drawing dedicated in memory to my grandpa, but hit some... snags in the process of making that, so I'm not able to share that right now like I originally wanted to. Not having that done was another thing contributing to me not writing anything for the blog; I wanted to have that to share along with the explanation for what's been going on.)

I don't really have much more to say, other than that I want to get back into the swing of posting to this blog over the summer; I'm going to set twin goals of finishing the Goin' Through the Fiend Folio series (which has been ongoing, unfinished since pretty much the creation of the blog!) and finishing up the King of Kings country overviews that I started last year. In the fall, I will (hopefully) be starting a graduate school program in Library Science, so who knows what will come of Save vs. Worm at that point, but hey we're not there yet.

Anyway, love you all, keep checking back here if you want to see more D&D stuff this summer, and uhh that's pretty much it.

Requiescat in Pace
Ralph Miller, September 10, 1947-January 27, 2024