Showing posts with label Module. Show all posts
Showing posts with label Module. Show all posts

Monday, September 28, 2026

The Villa of the Fallen Star, Floor 3 (Not My Destination)

 Floor 2: Venus - Not My Destination Index - Floor 4: Jupiter  


Random Encounters

  1. 1d4 Star-Spirit Servants.
  2. Ice Elemental, 4 HD, 5 AC, movement 9"/15" (flying), immune to nonmagical damage except mundane fire, which deals 2x damage. looking for people it can nonlethally freeze and then drag back to be captured.
  3. 1d6 Wereboars, captured from the Lair of the Cursed.
  4. A manticore (6+1 HD, 4 AC, mv 12/18, 24 tail spikes it can fire 6 per turn.) sent to hunt escaped fighters and return them to the Abductee Pit. Its darts are nonlethal - targets "killed" with them fall into restless sleep.
  5. A wyvern, escaped from Chartreuse's nest to run rampant through the dungeon.
  6. Quiescent, star-vampire lord of the arena. 9 HD, 2 HD, killed by exposure to sun or starlight, regens 3 HP/turn, charm with -2 save penalty on humans, repelled by mirrors, impervious to non-magic, non-silver weapons. Flies.

1 - Sand Room - Empty
This room is filled with bags of quartz sand. Look, sometimes you need to put more sand in the arena, and you've gotta keep it somewhere.

2 - Food Storage - Empty
A frazzled Star-Spirit Servant tries their best to sort produce from Floor 2, miscellaneous plants from outside, and random objects from the pockets of abductees into human-edible and inedible substances. Could you help? Please?

3 - Kidnapping Machine - Special
A console on the eastern wall holds a pair of red spheres, a single button, and a screen. A red circle is marked out in the center of the room.

The screen displays a birds-eye view of the world, along with a set of crosshairs. The spheres move, zoom, tilt, et cetera. The button takes whatever is currently under the crosshairs and teleports it into the red circle in this room.

4 - Gambling Balcony - Monster w/ Treasure
1200 gp in Stellar coins dances between the hands of 10 Star-Spirit gamblers, more than willing to welcome even strange Earthlings to bet on the Arena.

5 - Visiting Champion - Monster w/ Treasure
Another alien freak like the one in 1:14 - though instead of being a wizard this one fights as a 5th-level fighter. It can teach PCs how to Cleave (fatal blows allow another attack).

It wears a 700gp moonstone-studded crown. The Stellar Spirits revile it, in a professional-wrestling-heel sort of way, and the alien is more than happy to act the part.

6 - Manticore Cavalry - Monster w/ Treasure
Two Star-Spirit servants armed with long spears ride the back of a Manticore, hunting escaped captives.

The manticore is heavily decorated, with 5 pieces of 1600gp porcelain-and-gold jewelry hanging from its spikes.

7 - Wereboar Cells - Monster
Five wereboars from the Lair of the Cursed, captured by the Kidnapping Machine, languish stuck to the wall by 50gp silver manacles.

8 - Dragon Cage - Monster
The 7 HD young (14 HP, 14 damage breath attack) green dragon Chartreuse is chained in this room, awaiting his turn in the Arena.

9 - Abductee Pit - Special
Three captives (the gormless first-level M-U Idla Sathmuma, overconfident first-level Fighter Daze, and 0th-level dog-owner Hehan (and Hehan's dog, Biter)) are chained to the walls of this room, awaiting their turn in the Arena.

10 - Axe Pendulums - Trap
The classic. Passage through this room is impossible due to four swinging axes, which hit automatically if you just gormlessly run into them.

11 - The Arena - Special
Thronging crowds of Star-Spirit Servants cheer from the bleachers as two duel in a sand-filled pit. An ice ceiling above leads to Floor 1, Room 8.

The victor is showered in Stellar coins (1000gp) and alien flowers. Particularly showy winners are paid double.

The Arena's champion is Titanium Doradus, who wears a Girdle of Giant Strength (as such, they attack as if they were 8 HD and deal 2d6 damage per attack). Defeating them awards this belt along with a base of 5000gp.

3-in-6 chance Quiescent watches from a top balcony, searching for the best fighters to show to the Fallen Star.

12 - Hall of Fame - Secret Treasure
Stone busts of prior star-spirit champions are lined up on the walls of this room. To humans they all look identical.

They each face in random directions - if all spun to face the center of the room, a trapdoor in the floor opens to a cache containing 2900gp, a Ring of Regeneration, and a scroll inscribed with Disintegrate and Create Water.

13 - Loser's Bracket - Monster w/ Treasure
12 Star-Spirit Servants spar here, among 1200gp of Arena winnings. One, Arsenic Aspidiske, poorly conceals a Displacer Cloak - they plan to cheat, using it (along with some well-timed distractions from the stands) to defeat Titanium Doradus.

14 - Manticore Stables - Monster
The eight Manticores in this room are perfectly safe and certainly not able to escape from their cages unpredictably, especially not if some loose Earthlings wandered in.

15 - Armory - Empty
Half a dozen Star-Spirit flamberges wait, held on stands by suits of baroque and insectile plate armor.

16 - Child of Nepotism - Monster w/ Treasure
The Wyvern Slightly-Lighter-Than-Forest-Green, one of Chartreuse's wayward children, sleeps on a stolen hoard of 1100 gp.

Two Stellar Spirits in the corner very quietly debate how to get the money back.

17 - Champion's Apartment - Empty
Gilded home of Titanium Doradus - a Star-Spirit shaped sleeping niche carved into the floor, a 150gp quartz lamp on the ceiling, and three 50gp delicate stained glass icons on the walls.

1-in-6 chance Doradus is here, unless they are known to be elsewhere.

18 - Arena Chute - Trap
The floor of this room is an illusion. In fact, stepping in dumps you on a conveyor belt that shoots you out into the Arena.

19 - Quiescent's Tomb - Trap w/ Treasure
Black granite resting place of a dead stellar spirit. Five 4000gp masks lie on pedestals around the room (Quiescent wears them all, chained to their body, when they meet the Fallen Star). Each pedestal is trapped - if a mask is removed (and no equal weight added), the pedestal rises up, revealing a 2d6-damage tesla coil and summoning Quiescent.

One of the masks, made of blue sapphire instead of gold, acts as a Ring of Djinn Summoning.

20 - The Elevator - Empty
Buttons in this room move it between floors 3 and 4 - it is the only route further down.

Monday, September 14, 2026

The Villa of the Fallen Star, Floor 2 (Not My Destination)

Floor 1: Mercury - Not My Destination Index - Floor 3: Mars 

Dungeon! Wow! I did all the prologue spiel on the post for the first floor so I'm out of things to say. Bye! 

Random Encounters

  1. 1d6 Atomic Bees, HD 1, AC 2, unaffected by nonmagical damage. Harmless unless injured. Stings force a save vs. poison against instant death and becoming a Blast-Shadow.
  2. 1d4 Star-Spirit Servants, HD 4, AC 2, unaffected by nonmagical missiles (as "hero", T3) (this is literally a dude and you can talk to him). honor focus, duelist.
  3. Grazing Creature, HD 4+1, AC 5, 1d6+2 dmg/hit, fusion-reactor-stomach holds 1d6x100gp in semiprecious gemseeds. When it hits people it throws 'em.
  4. 1d4 Blast-Shadows, 4 HD, 3 AC, 24 MV immune to nonmagical, non-silver weapons, drain 1 level per hit, humans fully drained become blast-shadows
  5. Life Nexus, HD 6+3, AC 4, MV 12", regens 3 HP/round including after death unless burned, dissolved, etc. Made of magnesium, other alien-ecology metals in thin lines.
  6. One of the Avant-Gardeners, plus their 6 Star-Spirit Servant bodyguards. (1: Fluoride Vega, 2: Antimony Rigel). Avant-Gardeners are both Star-Spirit Green M-U 11, HD 8+1, spells 4/4/4/3/3 Sleep, Entangle x2, Cure Light Wounds, Enfeebling Ray x2, Stoneskin, Invisibility, Haste x2, Invisibility (Extended) x2, Growth of Plants x3, Insect Plague, Cloudkill, Raise Dead 
    1. (The Littlest Brown book recommends, as a "T6" random encounter that could be met on a six in a third-level dungeon, "Wizards (i.e. Magic-Users of the 11th level) w/ 1d4 Enchanters (7th-level M-Us) & 1d6 Bodyguards (those being Fighters of level 1d3+3). It's rough out there in OD&Dland. On the bright side "what do I do with an 11th-level wizard" became the driving goal of the whole dungeon floor.)

The Avant-Gardeners are artist-courtiers, hoping to improve their status in the court of the Fallen Star by presenting beautiful and complex works of art. They despise each other - perhaps these deniable earthlings could be a good weapon to ruin their rival once and for all...

1 - Water Source - Trap w/ Treasure
A hollow spear hangs from the ceiling, dripping iridescent star-water to send to the plants of this floor. It is a spear +1 whose strike causes hallucinations as the star-water enters the blood - however, its wielder is provided no immunity to this poison.

2 - Beryl Hedge - Monster w/ Treasure
This room is split east/west by a thorned selenium hedge. Four 500gp beryl "fruits" grow from it, and four Grazing Creatures gnaw on it on the west side.

3 - Listening Chamber - Empty
Sound from the Opera House is blurrily piped into this bench-filled room. The noise tube is barely large enough to fit a person, who will then pop out of the ceiling of the Opera House.

4 - Weeping Room - Monster
5 Blast-Shadows orbit the perimeter of this room, mumbling static.

5 - Lifegiving Room - Special
The ceiling of this room is a yellowish-green pane of glowing alien glass. Sleeping in this room restores 1 HP per hour (24 times the standard 1 HP per day available in the Littlest Brown Book). Its light also causes plants to grow at thousands of times the standard speed.

If the ceiling is broken, this effect ends immediately.

6 - Jumpscare Hedge - Monster w/ Treasure
This room is split north/south by a thorned selenium hedge. Two 500gp beryl "fruits" grow from it. It rustles slightly - if the fruit is picked or if the hedge is damaged, a Life Nexus leaps from it.

7 - Hostile Agents - Monster
Two groups of 3 Star-Spirit servants have collided in this room. One member of each holds a poisonous chalice - each group was sent by one Avant-Gardener in yet another plot to kill the other.

8 -The Conductor - Monster w/ Treasure
A Star-Spirit Servant works here, dressed in a 700sp feathered hat and 300gp in ruby-bead jewelry. They wield a staff of attached cubes (as Ophidian Staff - weapon +1 and can be sent as a snake to grapple and restrain people) as a conductor's baton.

They lead five uplifted Atomic Bees in opera practice, and will send them to attack those who threaten them.

The Conductor believes Antimony Rigel is an obstacle to their own ascent up the Stellar court - a gormless fool taking credit for the work of their apprentices. The first is true, the second is not.

9 - Seed Vault - Hidden Treasure
The floor of this room has three holes, each far too deep and small to reach into. 500gp aquamarines glitter in two of them, and a 1000gp spinel in the third. Each of these are seeds - planted and tended they would grow into trees of the same gem worth twice as much.

10 - The Extremely Loud Room - Special
It is extremely loud in this room.  

11 - The Opera House - Special
Antimony Rigel's masterpiece - 100 Atomic Bees uplifted to sapience and slowly taught how to play a famed (and extremely long) Stellar opera. The bees play without rest, their stage ten tiers of hexagonal cells on the northern wall. They are haughty - why do they play for such a small audience? There's a whole world outside, they've heard - they should go there, and become famous.

Above the bees is a sound-funnel that would, if one crawled up into it, lead to the Listening Chamber.

4-in-6 chance Antimony Rigel is applauding from one of the Opera House's balconies, unless they are known to be elsewhere.

(In my NMD campaign this is room 10 instead - that puts it way too close to Vega, though, so I moved it over for you. Aren't I just the sweetest?) 

12 - Vega's Guardian - Monster
A pareidolic Chimera (9 HD, 4 AC, MV 12"/18, one side/head/facet fires a 3d6 damage annihilation beam) waits in this room. It is composed of quartz beams and bristlecone pine wood, carefully arranged - from one side it displays a fleet of sailing ships, from a second an empty hall, and from the third a baleful sun. 

13 - Designer's Commentary - Empty
Holograms of Fluoride Vega play here, showing them tear their hair out (metaphorically) over minor difficulties in the production of the Pareidolia Tree. These are shockingly realistic illusions - things afraid of Vega (such as the Pareidolic Chimera) will not enter this room.

The two holograms (Vega and the tree) are produced by small triangular tiles on the ceiling, which can be removed, and continue producing their illusions. 

14 - Hive Pit - Trap
The floor of this room is a thin layer of art deco glass - hundreds of Atomic Bees crawl and work beneath it. This glass will shatter if weight is placed on it, releasing enraged bees. Standard paranoid thin-ice crawling will suffice to get you across.

15 - Decorated Bee - Monster w/ Treasure
An Atomic Bee is here, wrapped in a 300gp platinum disc. It loves its 300gp platinum disc and Will sting you if you try to separate the two.

16 - Tripvines - Trap
Silvery-blue vines sprawl across the floor of this room - when stepped on they wind around ankles and then drag their victim to hang upside-down from the ceiling. Cutting the vines is troublesome - they are as strong as iron.

17 - Beekeepers - Monster
Three Star-Spirit Servants poke around the edges of an art deco hive of atomic bees, wielding a tuning fork that forces a swarm of bees to Save versus Wands or fall asleep.

18 - Instrument Closet - Empty
This room is knee-deep in inscrutable Stellar musical instruments that make all manner of theremin noises, electronic beeps, piercing whistles, and dropping-cans-full-of-bolts-down-the-stairs clattering sounds.

19 - Pareidolia Tree - Empty
Fluoride Vega's masterpiece - a 10,000 year old bristlecone pine whose branches form a set of 3D images viewed by standing at certain points around the tree.

4-in-6 chance Fluoride Vega is here, unless they are known to be elsewhere.

20 - Understudy Room - Empty
Six uplifted Atomic Bees sit on the walls and ceiling of this room, buzzing out a few measures of the Stellar opera before making a mistake, emitting metal-on-metal screeches of frustration, and starting over.

Friday, September 4, 2026

Column of Electrum Thrice-Bound in Tin (Not My Destination)

Not My Destination Index 

Column of Electrum Thrice-Bound in Tin is an ancient funeral ship, built by the primordial revolt-empires of mankind. It still wanders the Sea of Lights, holding its crew and guests in the strange half-life the ancients preferred to death and the judgment of the Authority. It is found on a roll of 2 on the sea encounters table.

As with other NMD dungeon posts, the map is pure Donjon output - ignore which doors it says are secret, locked, et cetera.

Random Encounters

  1. Tukulti-Authority, recordkeeper of ancient days. Stats as Zombie, but remains sentient and bored. Fond of overlong stories about nothing.
  2. 2d10 armed and armored zombies.
  3. The three Companions of the Monarchs.
  4. A Giantish catamaran has come to challenge the Column.

0 - Outside
Column of Electrum Thrice-Bound in Tin hovers ten feet above the water - this is due to the Ghostparting Prow, a carved tin-and-lead ram built onto the front of the vessel. It can be attached to other ships - the lack of friction doubles their movement speed (though they have a tendency to slide around like air hockey pucks).

The deck of the ship holds 30 zombies in verdigrised armor (1 HD, 6 AC, 6 MV), who man six ballistae to fire on incoming vessels. The cabin on the rear of the deck has a staircase that leads down into Room 1. PCs may also sneak under the treasure vessel and enter through room 5.

1 - Deeds of the Queens of Mankind - Empty
The painted walls of this room show the destruction of a city of giants. Statues are torn down with ropes by angry mobs. Catamarans burn in the harbor. In the midst of it all stand two imperious figures, one with a sword marked out with mother-of-pearl.

It was only an outpost - the giants remain, and barely notice the absence.

2 - Chained Rowers - Monster
30 Zombies (1 HD, 8 AC, 6 MV) labor on great oars, dragging the Column across the Sea of Lights. The tops of their heads have been removed - their skulls are empty.

3 - Judge's Scales - Hidden Treasure
A bas-relief of a grinning man holding a set of scales - perfectly balanced with a bundle of flowers on one plate and a skull on the other. If the bas-relief is damaged or removed, a Potion of Healing waits behind the flowers, and a dose of save vs. death poison behind the skull.

4 - The Helm - Special
A pair of cloth-of-silver gloves and a blindfold of the same material hang from strings in the center of the room. Wearing the blindfold provides you a third-person view of the Column of Electrum Thrice-Bound in Tin, while the gloves permit you to puppet the 30 rowers and 30 ballista operators.

Column moves at 12 hexes per day over water. It is difficult to run aground due to the Ghostparting Prow, but I'm sure the players will manage anyway.

5 - Moon Pool - Empty
Two three-man boats, finely painted, hang from ancient ropes above a hole in the floor. It was expected that the ship's guests would leave one day.

6 - Extremely Cursed Evil Statue - Trap/Treasure
A statue of a cruel tyrant, cut in half at the waist. The break reveals carved stone viscera that would never be seen unless the statue was destroyed.

It is worth 5000gp - unfortunately it is both exceedingly heavy and extremely cursed. Any who die within eyesight of it rise up as the fitting undead for their HD (1 HD creatures have stats as zombies, 2 HD creatures as ghouls, et cetera).

7 - Companions of the Monarchs - Monster w/ Treasure
Three Wights (3 HD, 5 AC, 9 MV, drain 1 level/hit, unaffected by nonmagical missiles, double damage from magical missiles, killed humans become Wights) lie in repose in this room, each with a 100gp amethyst in the chest of their verdigrised armor.

8 - Shooting Gallery - Trap
Three niches in this room hold immobile statues of crossbowmen, who track and fire upon targets (as 3 HD monsters) that enter. They wait for targets to cross into the middle of the room to prevent their escape.

The other three niches hold glass cabinets of engraved tin tablets - annals of distant years in a long-forgotten language.

9 - Poison Chamber - Trap
The floor of this room has been built up into a sculpted map of the world. Its seas and rivers are made of flowing mercury - each dungeon turn in this room prompts a save versus poison to avoid taking 1d6 damage. The wall to the south is painted with a mural of the mountains that form the edge of the world - pressing on the sun that rises above those mountains opens the secret door to 10.

10 - Dead Throne - Monster w/ Treasure
Two mummies (5+1 HD, 3 AC, 6 MV, hits inflict necrotic disease, only vulnerable to magic and fire, damage and to-hit bonuses halved when attacking it), one wrapped in 1000gp of onyx-thread jewelry and the other wielding the neutral +1 sword ONE WILL LIE (12 INT, 3 EGO, speech, reads magic, targets struck by it decay, taking another 1d6 damage at the end of their next turn).

Both marched with the Unconquered in past ages.

Monday, August 31, 2026

The Sea of Lights (Not My Destination)

Not My Destination Index

This map was made with Modality's quite convenient Obsidian text mapper.

Sea encounters are recorded here - though note that the "dragon" result on 20 is now a 1d3 (1: Seafoam Green, 2: Robin's Egg Blue, 3: both). 

Land encounters are rolled on a 2d4 - on any island the first set of results is:

  1. Apple Channel Katrina, a Green M-U, level 6 (HD: 3+1, AC: 9, MV: 12" M6; spells: 4/2/2/-/-), and her entourage of 2 Ents (HD: 8, AC: 2, MV: 6" Can command plants, causing up to 2 trees within 6" to move 3"/turn). Want to go to the Ashen Isle and reforest it. Do not know anything about the fact there are whole entire dragons there.
  2. The Unicorn (HD 4, AC 2, MV 24, saves are all 8, can teleport.)
  3. The weather takes a turn for the worse - wind, lightning, et cetera.
  4. A pursuing encounter - if this is not possible, 2d8 dire wolves (HD 3+1, AC 6, MV 15).

Spacefaring Isle (Northwest) 

Encounters

  1. 1d10 grazing thoats
  2. 1d6 basilisks (40% in lair)
  3. 16 Red Martians (1+1 HD, 7 AC, 3d6 damage radium guns they only use if needed, telepathic), led by "the Velitel Strelec" (2+1 HD, 5 AC).

 01.01 - Tower of the Martian

Upcoming - the home of the wizard Bronwyn Epistemological, used to ferry her to True Mars.  

Home Isle (Southwest)

Encounters

  1. Idri Casseratkil, wandering merchant, and his goods. Sells standard equipment, but is also pretty desperate to get rid of his "exploserous carnelian" (explodes for 2d6kh). If the PCs take it, further rolls of 5 are encounters with 1d6 thieves (Fighter 2) sent by Emung Ostriesem, hoping to take back the carnelian.
  2. Anthony Frame at the head of 3d10 soldiers of the War Monastery.
  3. Manawydan, last survivor of the Hairy Men's expedition - now they creep across the Home Isle in a classically Bigfootlike way, jumping out to scrongle Hostages and so on. 4+1 HD, AC 7, 12 Movement, brachiates, grapples, flees.

 01.07 - Hairy Men's Cairn

Completely looted by the students of the War Monastery - remaining carvings show a great ship sailing down a narrow sea. The carved sun was obviously decorated with some kind of embedded stones, as were the eyes of the sarcophagi.

02.07 - War Monastery

A Hero, a White Conjurer (Cure Light Wounds, Purify Food & Water, Protection From Evil, Bless), and 80 students (half footmen, half archers) train in this hermitage. All are Lawful Hostages. They extract tithes from the town at 03.07 for their protection.

The classed characters wear talismans made from the bones from the cairn at 01.07 - these can be shattered to provide a +2 bonus to a save. After doing so, the ghost of Pebr appears to haunt the talisman’s user on an encounter roll of 5 while on land, or 11 when at sea.

The Monastery has extracted 3000cp and 2000gp in coinage from Silt. Their cultic idol (of the Authority - beaten with rods and covered in rotten food each day) has 16 100gp moonstones and 8 500gp bloodstones embedded in it as decoration. 

The 21 most skilled of the students (as Dervish medium lancers) wear 3000gp torcs. Any student would risk death to reclaim one of these if it were captured or lost - if one of these students died, others would halt combat to pull the torc from their body.

NPCs

  1. Linen Burnt - Hero. Kindly, in a way - almost apologetic about the truth of the world.
  2. Gate Ferocious - White Conjurer. Nice old lady/raving firebrand. Spit in the eye of Innumerable Demons! Die for a drop of the Authority's blood!
  3. Person of Violence Pine - one of the 21 acolytes. Starting to doubt - the world is so beautiful, isn't it? How could it be built so cruelly?

03.07 - Silt

A trading town of 6000 on the edge of the world. Once, they were far smaller - now word of the fallen star has come, and its streets are lined with those hoping to strike gold and those hoping to fleece the seekers.

NPCs

  1. Anthony Frame - one of the 21 skilled acolytes of the War Monastery and their designated tax collector. See him behind his pedestal - Innumerable Demons, he cries. O how does the earth crawl with monsters forevermore.
  2. Emung Ostriesem - head of the Ring, the rapidly expanding thieves' society of Silt. Currently driven into a white-hot rage - the wandering merchant Idri Casseratkil stole his "exploserous carnelian".

Forested Isle (Central)

Encounters

  1. 3d10 Hairy Men knights (4+1 HD, AC 7, 12 movement), out to seek whatever could be to blame for the ghost.
  2. 1d8 of the Cursed (4+1 HD, AC 4, 12 movement, harmed only by silver) hunting for food.
  3. The ghost appears on a hilltop with a flash of light and sobs.

03.04 - City of the Hairy Men

1,700 bigfoots lair here, behind a wall of woven living trees. Their king, the honorable Wallt Efryn, is sleepless and grim. A ghost haunts his manor of mortarless stone. He pleads for an exorcist - and the ghost howls that it is all that remains of Wallt Efryn’s father Pebr, killed for the crown.

Wallt Efryn denies this - his father sailed away to the south, and never returned. 

This is true - Pebr died on an expedition to the Home Isle. However, he blames Wallt Efryn for planning the expedition, and then for staying as Pebr left.

04.04 - Lair of the Cursed

18 wereboars, relatives of Wallt Efryn cursed by the ghost of his father, lair in this cave in misery. They were exiled due to their danger, with 2000sp (worn over their heads in veils in an attempt to hold back the curse) and one of the Hairy Men’s signet rings (to remember their home with - worth 2000gp).

Isle of the Fallen Star (Northeast)

Encounters

  1. 2d8 gryphons (10% in lair)
  2. 3d10 cultist-pirates.
  3. A hydra, come down from the mountains. (25% in lair)    

07.02 - Villa of the Fallen Star

The campaign tentpole dungeon. See floor one here.

08.01 - Sword Saints' Keep

150 maddened cultist-pirates howl chants and hymns in this stronghold, armed with 3 light catapults and walled in wrought-iron spikes. 

They are led by a trio of impaled sword-saints (stats as Ogre - all adore and despise their lord equally, and hope alternately to escape or to claim his power) and their king, the ancient hero Senam the Unconquered, now possessed by an accursed sword. He is a Superhero with a Girdle of Giant Strength, a Concussive Coronet and a ring of Spell Turning, wielding and wielded by the evil 12 INT, 12 EGO sword NAMELESS SHAPELESS BLAMELESS (+3, aflame, paralyzing, teleporting).

If NAMELESS SHAPELESS BLAMELESS were separated from him, he would slowly return to his senses and his heroism - haunted forever by hazy memories of hundreds of years ago, and all-too-clear ones of his time under the blade’s thrall.

Ashen Isle (East)

There are no random encounters here.

Home of a pair of blue dragons, Seafoam Green (8 HD, 48 HP) and Robin’s Egg Blue (9 HD, 45 HP). Both of them are gossips - self-exiled from a distant land (that they will not even name, such is their hatred of it) due to its myriad petty failings. Seafoam Green (impetuous) thinks that, obviously, the solution to this is to return home and microwave it with lightning bolts. The elder Robin’s Egg Blue (conspiratorial) thinks that they should, instead, spread propaganda to prove to all others that this mysterious land should be a pariah to the world. 

Both of them have been here long enough to remember the impact of the fallen star - but their lives revolve entirely around their obsession with and hatred of a tiny mountain village. Robin’s Egg Blue wants a printing press, and contact with important political figures. Seafoam Green hopes to turn the Hairy Men into an army to crush his enemies with an iron fist.

Giant's Isle (Southeast)

Encounters

  1. The volcano howls, audibly, and a shower of burning sparks rains down across the isle, setting fire to vulnerable gear and hapless PCs.
  2. A drifting fire elemental, split from TEMER-EL-PANE. 8 HD, AC 2, 2d6 damage, made of. fire.
  3. Axmat and Guldara, sparring in full combat gear to test it.

08.08 - Forge of the Giants

Staffed by 17 Fire Giants (11+3 HD, 4 AC, 2d6+2 damage per strike, count as light catapults, immune to fire).

In the depths of the volcano known as Mount Saint Awlistlenge, the forge runs, building weapons beyond imagining for the use of the Empire of the Giants - men say it is lost to time, but the Giants are confident that this is only a slight inconvenience, and the bright-sailed bronze ships will cross the horizon at any moment.

They cannot make nonmagical gear magical, but they can alter magical gear - you want this sword to be armor? Sure. We'll see what happens.

NPCs
Axmat - head smith of the Forge. Condescending - what do you mean your ships don't fly. Haven't you had long enough to figure that out? Why are you still leaning on us.

Gulnara - messenger and sailor, out each week to send signals to the Imperial vessels that are surely waiting. Curious - what does the world look like out there, now that grace and beauty are gone from it?

Xamza - keeper of the Elemental - as such, he is mostly deaf and has a tendency to flinch. Worried - the elemental will soon escape, he says, and the volcano will explode. Neither of the others believe him; nothing could stand against the might of the Giants.

TEMER-EL-PANE - the Elemental of the mountain, HD 16, AC 2, 12", hits do 2d6, only affected by magic. Screams and screams and screams and screams and screams. If it broke out, the isle would be destroyed - but perhaps it could be released safely?

Rumors

  1. From a monk of the War Monastery - "Linen and Gate've been wearing new kit. Blessed bones from a cairn up north, proof against the curses of Innumerable Demons..."
  2. From an archaeologist - "This was once the edge of the Empire of the Giants, you know. Dig a couple feet and you hit solid layers of their scrap - especially if you sail southeast, around Mount Saint Awlistlenge."
  3. From a mercenary - "No, no, I'm headed back west. There's no point moving east, nobody's getting through the doors of the star now that those killer-kings have dug themselves in on top of it."
  4. From an apprentice magician - "Fallen star? No, I had no idea, I was here to work with Bronwyn Epistemological, the Martian, up north - couldn't find her, so I'm just drinking my money away until she's back."
  5. From a sailor - "I saw GIANT APE MEN on the forested isle. GIANT APE MEN! Unbelievable. What's the world coming to."
  6. From a monk of the War Monastery - "Did you do it? Did you see who did it? Took Torture Edmonton and pulled his head off?"
  7. From a second-story worker - "Hey, if you meet Idri Casseratkil remember that the Ring is looking for him, and we'll pay good money for what he took from us."
  8. From a fellow dungeon delver - "I got a peek into the Villa before the pirates ran me off - it's snowing in there, somehow."
  9. From a naval officer - "Not the worst post I've ever had! Sure, you keep one eye on the horizon for skull-clad pirates and the other on the sky for those paired dragons, but let me tell you about my tour around Coto Nera..."
  10. From an astrologer - "Reading? No, no reading, nobody gets a reading. One star falls to the northeast, something else flies up and down to the north, omens are closed. I don't know what to tell you."
  11. From a trading vessel's crewman - "Mount Saint Awlistlenge's gonna go off again any minute now - we sailed past and it showered sparks and smoke. Thing that messes with me is, I can swear I saw someone standing there, on the lip of the caldera. Smoke must've gotten to my head, I suppose."
  12. From one of the townsfolk - "I saw a unicorn once, just standing on the still sea. Course I went and asked Idri what he'd pay for the horn, but I spose the answer doesn't matter now that we won't see him again."
  13. From an Inquisitor - "This isn't the first time people've flocked to this wasteland. Centuries ago, Senam the Unconquered came here, shattered the giants, looted their hoards..."
  14. From a fisherman - "I got sent off-course once, to the north where that witch lives. There're strange people on that island, real strange ones, who took shots at me with handheld cannons. I still have one of the bullets - it burns in the sun."
  15. From an Inquisitor - "There's a ghost around here, somewhere. Northwest. I can feel it. A new one. Angry... not human, not quite."
  16. From a raving captured pirate - "NAMELESS! SHAPELESS! BLAMELESS! NAMELESS! SHAPELESS! BLAMELESS!"
  17. From a Good Man priest - "There's something to the northeast - something dead and walking. Angry, betrayed..." 
  18. From someone flashing too much money around - "A treasure-vessel, older than dirt and covered in gold! Those dried-out bodies weren't using it, ha!" 
  19. From an aged scholar - "The lightning strikes backwards over that spit of land to the east - it rises up into the sky on clear nights." 
  20. From a whaler - "I had a catch stolen from me once - a catamaran like a palace sailed over it, and dragged it right from the ocean with a harpoon the size of a tower." 

Digression: Names

Human names are piles of fantasy syllables. It is common, especially among wizards, to wear a masking name for privacy and as a defense against curses - these masking names are gibberish.

Sunday, August 30, 2026

The Villa of the Fallen Star, Floor 1 (Not My Destination)

[] - Not My Destination Index - Floor 2: Venus 

The tentpole dungeon of Not My Destination is the Villa of the Fallen Star - a celestial palace-dream crashed to earth, whose owner could, they say, grant a wish to those who find it. There will be five 20-room floors: Mercury (water, winter, movement), Venus (life, warmth, alien chemistries), Mars (gladiator pits, axe pendulums), Jupiter (wealth, banquets, power), and Saturn (lead, grief, the catacomb-dreams of the fallen star). 

I'm taking it easy with this one - stocking follows Phlox's 20-block dungeon stocking, with treasure generation (~roughly, I upped a few of the smallest hoards and handed out some more magic items) and random encounter stats from Idraluna's Littlest Brown Book. The maps themselves are pure Donjon output (I enjoy making hex maps! dungeon maps, eeeeeehhhhh) - ignore what it says about doors' locked or unlockedness, and suffer through the strange assignment of room numbers.

Similarly, this is basically unpolished notes. You'll live.

https://laweyd.itch.io/ - a spirit of the outer spheres, guard and attendant to the fallen star

Random Encounters

  1. 3d6 Pirates, 1 HD, 7 AC, movement 12" ("T1" on the LBB encounter table. also whenever i say "pirate" in NMD it means "seafaring cultist sworn to Chaos and the evil sentient sword NAMELESS SHAPELESS BLAMELESS")
  2. 1d6 frozen ghouls (made by Ismarc), HD 2, AC 6, movement 9", attack save vs. spells or paralysis. ("as ghoul", T2)
  3. 1d4 Star-Spirit Servants, HD 4, AC 2, unaffected by nonmagical missiles (as "hero", T3) (this is literally a dude and you can talk to him). honor focus, duelist.
  4. Star-Spirit Hunting Weasel (attempts to attack from surprise and grab single targets), 3 HD, AC 6, move 15"
  5. Ice Elemental, 4 HD, 5 AC, movement 9"/15" (flying), immune to nonmagical damage except mundane fire, which deals 2x damage. (this is ~" as gargoyle". by LBB rendering that makes it a "T4" enemy, and i get one of those) (trying to "work", get outta the way)
  6. Dusty Circle Ismarc the morally dubious necromancer (HD 4, AC 9, black school spells Disguise Self (pretends to be a ghoul), Charm Person, Cause Light Wounds, Cause Light Wounds, Enfeebling Ray, Enfeebling Ray, Invisibility, Slow, Wall of Fire, no allegiance to NAMELESS SHAPELESS BLAMELESS) along with 6 ghouls.

01: Snowstorm - Winter/Empty
Snowflakes constantly rain down in this room - if carefully observed, each is a perfectly regular hexagon. The floor is covered in drifts of this snow.

02: Ghoul-Killing Hero - Winter/Monster w/ Treasure
A Star-Spirit Servant waits here, wiping charred ghoul-blood from their flamberge. They wear a red-and-white silk belt with onyx and silver inlay worth 1100gp.

03: Ice Elemental Nursery - Winter/Monster
A single Ice Elemental lairs in this niched room, slowly patting together 9 more of itself.

If you somehow worked with the elemental to complete its work, the experience would teach you to build an ice elemental of your own for 300gp, enough ice and snow to work with (inaccessible anywhere but here or the ice caps of True Mars), and a week of labor.

04: Capture Site - Winter/Trap
The floor of this room is marked out with four teal square tiles. If a creature stands on one of these tiles, glass walls fall from the ceiling to trap them. This cage then fills with water, which magically freezes once the column is filled.

The first time this is triggered, two Star-Spirit Servants come to ensure the trap works successfully.

05: Sea Urchin - Water/Monster w/ Treasure
600sp and 30gp in Stellar coinage sits in a pool of cold and clear water, defended by a giant sea urchin (5 HD, 3 AC, 10", on-hit save vs. death or be paralyzed).

06: Placid Lake - Water/Empty
A thin, rattling metal bridge with no handrails leads across this perfectly round cistern. The fish inside are of a prismatic Stellar variety - they are simply a pair of cones matched like <> so.

They are still, somehow, edible, and taste like perfectly mundane salmon.

07: Stellar Cache - Winter/Hidden Treasure
The right wall of this room is clear ice. Inside hovers a small sculpted Stellar head (30gp), and a pair of flammable scrolls - one contains Polymorph Self, and the other summons a 9 HD, 4 AC, 3 attack + 3d6 damage heat ray Stellar warform which is immediately and omnidirectionally hostile.

08: Ice Rink - Winter/Empty
The floor of this room is smooth, clear, slippery ice - looking down, it pierces all the way to the Arena on Floor 3 - Mars.

09: Stoneskin Fountain - Water/Special
A star-faced spirit pours mercury-like fluid into a square basin on the floor. Applied to an object it turns the outermost layer of it into metal. On the skin, it provides -2 AC (though only for 1d6+6 turns before it flakes off). If consumed you must save vs. petrification or die.

10: Teleporter - Movement/Special
In the center of this room is a ritual circle inscribed in bronze. Anyone walking through this circle is teleported to hex 07.08, near the Forge of the Giants.

11: Pirate Hunting Party - Movement/Monster
Six Pirates plus one Pirate Warmage (Throne Manderley, 2+1 HD, Red M-U 4, spells Magic Missile, Hold Portal, Chill Touch, Magic Missile, Shocking Grasp, Levitate, potion of Gaseous Form) search for their missing member, Gusil.

12: Frozen Grave - Movement/Trap w/ Treasure
The floor of this room seesaws when weight is placed on it, dumping those who cross unwisely into a pit of instantly lethal liquid nitrogen. A perfectly-preserved body wearing a 4000gp armband lies abandoned in the pit.

13: Weasel Track - Movement/Monster w/ Treasure
Three Star-Spirit Hunting Weasels race in a round track following a spinning mechanical arm with a pirate (Gusil - stringy hair, overconfident, still, yknow, sworn to death and chaos) tied to it. A pair of Star-Spirit Servants absentmindedly bet on the victorious weasel - their pot of 400 nonagonal Stellar sp and a 60-gp ring lies on a table between them.

14: Frozen Captive - Winter/Special
A bizarre four-legged rotationally-symmetrical creature (2 HD, 7 AC) is trapped in ice in the middle of this room. If released from the ice, they return to life. Their language is incomprehensible. They desire to return to their homeworld (requiring, perhaps, extremely expensive modifications to the Tower of the Martian), and can reward those who aid it with the alien spells Flip Person, Cone of Dense Foam, and Cube of Spell Splitting.

15: Lost Ghouls - Water/Monster
4 of Ismarc's ghouls lie here, cut apart but still living (half movement speed). Their wounds burn with the bluish-white fire of Stellar weapons. In the center of the room is a smaller cistern otherwise identical to the one in Placid Lake.

Ismarc would like these ghouls returned to him.

16: Rolling Boulder Hallway - Movement/Trap
The floor of this sloped hallway is an abraded mosaic depicting rows of bowing stellar spirits. The door on the far end is false - it has no hinges, and if the handle is pulled it comes off the door. Above the false door is an obvious trapdoor - when the false handle is pulled, a polished round boulder falls from the trapdoor and rolls down the hall, forcing Saves vs. Breath against 2d6 damage.

17: Weasel Nests - Movement/Empty
This room is unusually warm, and the ground is lavender alien-soil instead of harsh marble. Burrows in the soil hold 7 juvenile Star-Spirit Hunting Weasels (harmless).

18: Animation Mural - Movement/Empty
The west wall of this room is a mosaic of color-shifting tiles that display a beautiful night sky. Tiles removed from the wall revert to a colorless grey.

19: Ismarc's Beachhead - Winter/Monster w/ Treasure
The doors to this room are newly locked and painted with white skulls-in-circles and running horses. Ismarc and Tomorbaatar both hold keys.

8 Ghouls are here, along with his general, the resurrected conqueror of the steppes Tomorbaatar (as Ghoul, but 4 HD and armed with a bow and 9 +1 arrows tipped with engraved diamond heads - Tomorbaatar will bleed on these arrows to make them cause Ghoul paralysis at range), who leads them in drills.

Tomorbaatar serves ably - his loyalty to Dusty Circle Ismarc comes from a feeling of indebtedness. How else would you feel about the man who returned you to life?

Tomorbaatar's armor is made of woven-together coins - 300sp and 60gp can be recovered.

4-in-6 chance Ismarc is here, unless he is known to be elsewhere.

20: Rapids - Water/Trap
This room is split north/south by 20 feet of rushing water.

Also one unrelated last bit - the Littlest Brown Book uses a reading of the OD&D combat rules where monsters make a single attack, then (if fighting only "normal humans", PCs of level 3 or less) a number of extra 1-HD-equivalent attacks until it has struck [HD] times. I plan to, instead, use the logarithmic damage alternative on page 96, where creatures of 4-7 HD strike twice and those with 8+ attack three times. This is because I'm a poser. 

Tuesday, July 14, 2026

The Sword in the Stone (Cath Celdaenn Hexcrawl)

The sword Durandal, ancient beyond days, held by a shining hero in the lost past of Cath Celdaenn, has been found in the depths of the City. Durandal has wandered through fable - they say it can cut through stone and steel, that its touch cures disease, that its shine scatters armies. 

It should be no surprise that so many are willing to kill for it.  

Random Encounters

1. Hanged Sumire, a Braid D who says she learned not from the Capitol Tree, but from the "Dead Willow", where she hung from her ankle for months. Laughs at Durandal - the real treasure is below it. 

2. One of the four heroclans of the White Teeth, out for glory.

3. 2d8 Victims re-measuring distances for their cannon.

4. Stephen, leading 12 of the Scalloped Knights on a scouting expedition.

5. A hydra, questing beast of the Scalloped Knights, doing cartwheels across the ground. Stats as carcass crawler with 8 HD. Why on earth is it on land. Who allowed this. Stop it.

6. Roll twice and combine.  

Hex Keys

A1: Staircase

Durandal has landed on a flat concrete-and-grass disc that cantilevers from the side of one of the City's great pillars. To reach it requires a slow climb up 20 stories of tight, one-person-wide spiral staircase. Don't expect to leave in a hurry.

A2: Camp of the White Teeth

A heroclan party of four clans:

  • Conn, whose 68 members are Storm-Chosen B (Thor). They are haughty and over-proud - channeling their ancestor after he struck down the Wyrm of Olenoch with a bolt of lightning. 
  • Geta, whose 59 members are Princesses C (with the ability to speak to birds, eusocial insects, and fish). They are fair and scrupulously honest - which makes it all the stranger that they claim that their ancestor killed both the Wyrm of Olenoch and its (apparently imaginary) twin.
  • Togort, whose 32 members are Folk N-1. They are far from Togort's lands and the strain slowly kills them while they laugh. 
  • Baki, whose 61 members are Ghouls D. They are truly heroic - Baki's long undeath gave her centuries to add to her renown.

All four clans despise each other - their histories are a long tangle of territory disputes and blood feuds,  put momentarily on hold to quest for Durandal. For now they drink and celebrate, putting up an ostentatious facade while the peace still holds out.

B1: The Victims' Cult

A swarm of 138 skeletons, killed by Durandal in time immemorial and seeking it ever since. They've pointed a cannon at Durandal's hill - if they can't get their hands on the sword, nobody else will either.

B2: Durandal

The sword Durandal glows like the sun at all hours. If it were moved even slightly everyone would see it and the Knights, the heroclans, and the dead would immediately swarm over to start swinging.

All the myths were true - Durandal ignores armor and strikes unerringly, cures disease and heals its wearer 1 HP per round, and permits its bearer to attack as an army in mass combat. 

If one were to dig under the mound, however, they would find Sumire's "real treasure" - a ruby seed. Planted and tended, this would grow a tree that could feed ten thousand (and, given Celdic society, start a religious schism).

B3: The Great Earthworm

The commotion of clashing armies has awoken the great earthworm to gnaw once more at the roots of the city. 15 HD, blind, food-seeking and dryness-repelled, 100 feet long. It is obvious from the surface - you can see hills rise and trenches form as it passes. 

C1: Viewpoint Tower

An abandoned Ilmari tower ending in an onion dome - from here you can see all other hexes. 

C2: Fief of the Scalloped Knights  

A bizarre example of parallel evolution with Celdish knight-penitents, the Scalloped Knights are 125 members of a deep-sea clade of ambulatory shellfish, punished for past crimes by being sent to crusade in the City above. (2 HD, 16 AC, attack +2 1d10+2).

They have cut out a small kingdom here, where they reign under the King of the Four Corners of the World, who Holds The City in an Iron Fist (who spent his time before exile robbing undersea convenience stores).

The King's son, Stephen, is appalled. The world of air is hideous, full of dust and weird people who insist on having "skin" and performing all kinds of depraved saint-worship. Durandal won't end their exile - they should return to the sea to fight against hydras and hippocampi and bathe in the adoration of their fellows. The King, for his part, is increasingly frustrated and would be overjoyed if Stephen were, let's say, forcefully remanded to a monastery where he can be "pious" and "moral" somewhere the King doesn't have to see it.

Their fief holds 523 bonded serfs, split evenly between people of the City (who lived here before the invasion and are now taxed heavily to punish them for their heathen ways) and civilian molluscs. 

This post is for  G L Å U G U S T 2 0 2 6 challenge 1.4, "sequel to a blogpost from last year".

Friday, July 3, 2026

Clockwork Neuroblock

Back in 2022, the wonderful Phlox opened up a multi-GM shared-PCs dungeoncrawling game. My dungeon in that set was the Clockwork Neuroblock, a machine intended to create the perfect form of life. Mindless optimization brought them to the "proteans", indestructible and immortal balls of algae(?), which promptly washed down the river and became everyone else's problem.

The first 3 floors (57 rooms) of the Neuroblock were finished and the first two (I... think?) were run before the end of the game. I've had the handmade maps laying around ever since and always meant to replace them with digital ones. 

Other than the maps, this is unedited GM notes - you can read the dungeon here.

Looking back at it I think there're some neat bits:

  • Proteans are, to be fair, just skeleton jellies, but I like my cute little Valonia ventricosa lookin' guys.
  • The first floor being split in half by the river is neat - with a bigger single floor I could've done some more with that (like Wizzargh's Chasm Vaults). 
    • On the other hand, the map seems overly circular? All three floors are just big loops, with 2 and 3 adding a central round room. There's not a lot of variety. 
    • And, inversely, vertically the dungeon's real linear - one way from 1 -> 2 and 2 -> 3, with an extra Surface -> 3 route to unlock. To be fair, it is only 60 rooms or so. 
  • The Forsaken being a faction players have to release into the dungeon is a good bit... though it's also not what's happening, they're already all over the place. Still, it's something to remember for later.
  • I have been putting NOT TODAY TOMORROW in things for years and it's never actually seen play (back when I ran Neuroblock the PCs picked it up but never identified or used it) - it's varied between "damage to people you know" and "damage at line of sight" with no rhyme or reason.
  • The fourth floor was, from what I remember, a key hunt - two wings that had to be cleared in order to reach the Neuroblock itself and climb inside. This was meant to be pretty short (for a dungeon the campaign is in, at least) - I expected the open table to go on for a while and thought it'd be neat to make a dungeon that could be swept through to prepare characters for the ominous floating pillars and so forth the other GMs were planning.  

Overall... dang, I should really make a dungeon. Not My Destination was supposed to be my next shot at a big ol' campaign tentpole, but around the time I finished the overland map I evaporated into a fine mist.

Sunday, August 31, 2025

Mounted on a Pin (Aclas Dungeon)

The central dungeon of Those Fragile Bridges, my funnel hexcrawl for Locheil's Aclas.

The Panopticon is shaped like its namesake - a 3-floor tower of 30 foot high rooms, each open to a central pillar and its arcflash-white spotlight.

There are no random encounters; the Mystic would not permit loose variables in his home. Instead, each exploration turn the spotlight clicks one segment clockwise - starting at 2/5/8, then 3/6/9, and so on.

If the spotlight sees the PCs (which is different than "passing through the room they are in" - there is a chance to hide), it flashes red. Puyinthel notices you. He reaches out with telekinetic hands to drag a PC into room 10 for interrogation. The rest take 1d8 damage per round as the light burns them away into nothing.

This spotlight is a real, physical object, and can be destroyed. If it is, Puyinthel leaves 10 to hunt the saboteurs. The spotlight does not notice those under the influence of the killing-chalice from hex C1. 




Each room connects to each other on its floor, with the exceptions of 8 and 10. The staircase between the first two floors is from 3-6, then the next from 5-8. There is an unlocked door into room 1, and a barred window into room 6.

1. Tribute Room

The only place in the Panopticon open to others - an altar for the people of the island to leave food, water, and gifts for Puyinthel.

2. Ankle Cutter

Seams run across the bottom of this room's outer wall, and a holographic two-dimensional eye floats in the center of it. If the eye sees you (it cannot be destroyed, but can be blinded with sand and so on) pass through this room, curved blades snap out from the seams, aiming for hamstrings (1d8 damage, immobilizing you on a 6+), and the eye laughs and laughs and laughs and laughs as the Gargoyle comes.

3. Gargoyle - Stairs

A statue of a bearded man dredged up from the depths, its cracks filled with gold. Its head ends above the lower jaw, a flat ruby shaped like <0> hovering where it would have been. 4 HD, 14 AC, takes only one damage from things not meant to break stones, slow, knocks you prone with a slap for +2 1d8 or stomps on the prone for +4 2d10.

The Gargoyle sees only through the ruby, which can be plucked from its head (worth 200gp - the gold in the statue is worth another 100). If Puyinthel dies, it shuts down (the intact Gargoyle, sold as an art piece, is worth 1000). 

It sits on the floor like a reprimanded child, still except for the ruby spinning like a radar dish. Next to it, stairs lead up to room 6.

4. Serpent's Egg

This room has no doors in or out, only thin plaster walls. Behind them is an empty, dusty room, with a soft golden egg laid haphazardly on the floor.

If brought to the sea serpent in hex A2, it will do anything for you in return, even if it spells its own death. If heated in a forge, it will hatch into a newborn sea serpent.

5. Lockbox - Stairs

A heavy safe with jewelry (750 gp) stolen from Puyinthel's guests or manifested from nothing. It has no key - Puyinthel locks and unlocks it with his Crown when he needs to pay his Pursuers. As such, the keyhole has been filled with lead.

6. Window

The outer wall here is barred, instead of solid. Small and agile PCs could sidle in through it. On the inside, it is covered in a sheet of paper with the barest beginnings of some convoluted design painted in ink on its bottom-left corner.

7. The Error

Kept where Puyinthel can see it. A haunting spirit, something like a tree, something like a worm, colored perfectly flat grey like a missing texture. The Mystic has stuck it to the wall with nail after nail after nail. It bleeds a sheenless black.

He made a mistake, when he was younger and more foolish. He let it in. It has a parasite-Crown drawn from Puyinthel, under the inverse focus Loneliness. This Crown overrides Puyinthel's - it is immune to all of his effects, but he is not immune to its.

Anyone touching it disappears as long as they are doing so - and cannot see anyone else as long as they are under this effect. 

The Error exists only to kill Puyinthel, but is also mindlessly, obviously hostile to all other humans. It has an effective 2 HD and 10 AC (and grinds for 1d8 damage at +2 to-hit with its radula), but as long as the Mystic lives it will return from death, crawling out of the earth miles away.

8. Collage

The inner wall of this room is covered in hanging paintings - amateurish portraits and landscapes and delirious abstracts, many half-finished. They are layered - take a canvas down and find another beneath it. Take it too and reveal another image, painted directly onto the wall. 

9. Prisoner

This room has no doors in or out, only thick stone walls. 

A room empty apart from painting supplies and a jug of water, home to the weaver Jarde. He has spent weeks here, Puyinthel coming daily to ask questions. How did you feel when you were born? Please, draw an image of yourself. What day do you think it is? What is your favorite color? 

Jarde is unharmed. Not even shackled - where would he go, except down a 60 foot drop? When Puyinthel bores of his answers, he will be hurled from the Panopticon to break on the stones of the Graveyard (hex B1). 

10. The Pupil

There is no path to the center of the eye. 3 doorways stare out in each direction, but there are no bridges. Jump.

When you do, you reach a massive domed room, dominated by a raised-relief map of the island. If you look closely, you can see tiny figures walk across it - and tiny figures standing in the Panopticon, looking closely at a raised-relief map of the island. The map updates automatically to show the nearest seven hexes.

If you have escaped Puyinthel's notice, he is here, absentmindedly painting a figure for the castaway Siwatu Amaechi.

Puyinthel has 10 HP, and is unarmored, though he carries a finely-made cane-sword (+1, 1d6, worth 350 gp) to protect himself from the Error. His Crown is a 10 meter (30 foot) radius marked out around him in staring holographic eyes. Within this radius he has complete control of reality. He could do whatever he wishes - his favorite options are

a) to annihilate you, layer by minuscule layer like an MRI scan, so every particle of you can be viewed and known.

b) to replace you, first disintegrating your brain and then constructing a new one with a set of forged experiences that make you fully loyal to Puyinthel.

On his turn, he can do either of these to one person inside his Crown. Neither provides a save.

 

For G L Å U G U S T 2 0 2 5 - prompt 3:1 "wizard tower dungeon (must have a gimmick) OR train dungeon (NOT too linear)" 

Sunday, July 27, 2025

Those Fragile Bridges (Aclas Hexcrawl)

Far in the south of Aclas, in the Yaladine archipelago, is an island, and a looming tower. Sailors call it the Lure - they say it glows at night, and is the home of misshapen beasts and a cult who wishes to flood the world - so they keep their distance.

It is, in truth, a prison, or a toybox. Domain of the Mystic who calls himself Puyinthel - mystic of the focus Control. From his tower he watches you dance, and he calls you his. Escape attempts are untenable as long as he lives - from miles away he looks down, reading thoughts and breaking necks.

Your parents lived and died on this island. You don't plan to do the same.

Random Encounters

2. The mystic's attention - he checks a snapshot of your fears, emotional state, and obsessions (as Insight) for anything out of the ordinary. The hair on the back of your neck rises.

3. 2d4 Pursuers (1 HD, shields, swords, shortbows) - Puyinthel's guards and killers, armed with figments of his imagination. Barbed arrows damage you again each time you move between hexes - but they'll catch you if you slow. If you roll an 8, this is the full set of Pursuers and includes Inga.

4. A cow-sized nudibranch (stats as carrion crawler) festooned with Sithican decorations in verdigrised bronze.

5. A recurring NPC - if the players have met no one, a fisher from Home out on a pleasant walk :)

6. 1d6 predatory lungfish (1 HD, slow movement, ambush predators, bite +1 1d6) drag themselves out from the damp earth.

7. Siwatu Amaechi, a hapless soldier (2 HD, big spear, real armor) from some island or another, now washed up on the Lure. 

8. The Ghost.

Hex Keys

A1: Home

A fishing village of a couple hundred - with no boats. Its residents dive, or fish with spears, but never further from shore than they can swim.  

Well, almost no boats - Puyinthel's eight Pursuers live in a long hall, and keep one among them to hunt for those desperate few who try to swim. Their foreign captain (and Duelist A, with the Vom Tag technique of her former Ossean training), Inga, tires of this post - Puyinthel provides them little for their loyalty. She is, in a way, just as much a captive as you. If you hunted down the deserter in C2, this would be enough to turn her towards you, and away from the Mystic.

A2: Sea Serpent

A great snake made of gold writhes offshore - it has been dying, bleeding glowing ichor into the sea, for decades. Ever since Puyinthel struck it down.

Serpentists see this as an extremely heavy-handed and not particularly positive omen - and for more materialist PCs, the dying snake means anyone swimming or sailing through this region has a 4-in-6 chance to be crushed, drowned, reduced to splinters, et cetera. 

Its blood ignites like gasoline. Its hatred of Puyinthel burns like the sun.

B1: Graveyard

Where the Mystic leaves broken toys. Sometimes, whether he doesn't trust them or because he's just bored, someone from Home gets an invitation to his tower - and when he's tired of them, they find themselves thrown, bodily, to the west to shatter on the ground.

These people are only buried at night, when the villagers think the Mystic isn't looking. 

And during these nights, and their vigils, a ghost stalks the graveyard. It tears at its own grave, howls at the rising sun, howls at the Panopticon, screams and screams and screams and screams its childrens' names and its parents' names and then, in the middle of a syllable, falls silent.

If it were given someone to possess, it could think. And it could take revenge. It knows this - and it screams this, in those moments when it is conscious enough to communicate.

B2: Panopticon

The pillar of the tyrant, manifestation of Control. 

B3: Shipwreck

Once the pirate ship Never Seen This Man In My Life, Officer - now, a ruin, scythed apart by coral and stones. Inside is a sole survivor, mind fizzing from exposure to Puyinthel, maddened by the belief that he is that mystic.

On his hip is an immense break-action pistol (1d8+4 damage, ignores armor, two-handed) - four brass cartridges jangle in his pouch, and a fifth is loaded.

C1: Sithican Temple

A buried ruin, carved with angular squid. Its half-sunken, gateless door is just large enough for you to crawl through, into a claustrophobic tunnel flooded with sticking, drowning mud.

Past this, the temple opens - a dark room, filled up to your knees in silty water. Rolling in it, desperate to stop itself from asphyxiating, is a multicolored cow-sized sea slug (stats as carrion crawler). 

Behind the nudibranch, on a mud-covered stone plinth, is a pearlescent chalice of piercingly blue water. Those who sip from it feel as if they are drowning, and then "die", for three hours - they still move, and speak, and think, but according to spells, spirits, anyone you ask, and mind-reading, there is nothing here but a corpse. There are six doses.

C2: Deserter's Camp

Surrounded by noisemakers on strings. In the center, Matvei fails to sleep. He fled from the Pursuers out of conscience - unable to bear any more time acting as the Mystic's boot.

Inga will execute him if he is captured - she has a reputation to uphold. 

For G L Å U G U S T 2 0 2 5 - prompt 5:1 "Tiny regional hexcrawl" 

Thursday, February 20, 2025

Best Case Scenario Mission - INTERSECT BINARY WAVES [O-E]

Player Intro

A dozen unstable psychics, recovered from the ruins of the Center for Coordination [see archival documents SECOND HAND CLOCK/PIKES GATHER SUNFLOWERS/SYNTHETIC TOMORROWS AWAIT] must be delivered, alive, to a holding/burial facility in Denver, Colorado, operating beneath HealthOne Mountain Ridge.

Two armored vans have been provided - van 1 holds 4 telekinetic, 2 intrusively-telepathic, and 2 energetic/pyrokinetic subjects. These eight are sedated - however, due to the increased metabolism of psychic subjects, they are expected to awaken immediately if sedative injection is interrupted. IV glucose has also been provided, to ensure none of them starve during delivery. Foil helmet-inserts have also been provided, to dampen telepathic interference.

Van 2 contains four biofeedback-specialized psychics. These subjects cannot be sedated due to their immunity to medicines and poisons, and are thus only physically restrained.

Your drive goes just fine, up until you notice the garbage truck flying down a side road at 60 miles an hour…

The Ambush


    Garbage truck “A” - stops side-on in the middle of Pearl St. in an attempt to block the frontmost of the agents’ vans. Assuming all goes well, 2 occupants (soft-armored and rifle-armed driver and front-seat passenger) throw smoke grenades over van 1, then approach while a pair of hard-armored LMG soldiers hop out the back and keep the vans under suppression. The riflemen then cut through the back door with torches and start pulling out psychics’ sedative IVs. Early warning or really sick driving may let van 1 avoid this trap - thus its superposition on the map.

    Garbage truck “B” - flies up the street at 60 and gladly impacts van 2, assuming the biofeedback-specialists will survive. Another team of 4, all soft-armored shotgunners, move to open it. 

Psychic Statistics

All are as average humans except otherwise stated. Psychic Potential rolls are on 1d6 - the result is both the [sum] of the psychic ability (as GLOG spells) and treated as an Attack against the psychic using it. Effects of wounds and death from these attacks occur after the psychic ability is resolved.

Telekinetics can make a Psychic Potential roll to throw [sum]*200 pounds of matter at 30 miles an hour. Assume agents weigh 200 pounds, and cars 3000. Telekinetics can cooperate to lift weights equal to the total of their rolls. Throwing an agent is an attack, as is throwing an agent-sized object at an agent. Dropping a car on someone kills them instantly.

Telepaths take over [sum] people for a [sum] minute duration. As long as they’re wearing helmets, pawns are only assaulted with whispers and shifting shadows in the corners of their eyes. Civilians have no such protections.

Pyrokinetics set [sum] people or objects On Fire. Agents who are On Fire are attacked every turn until they do something about it. When an agent dies of being on fire, if they had any grenades in their inventory they detonate from overheating.

Biofeedback turns psychic potential inside-out, into the body. For [sum/2] rounds their speed and jump distance is tripled, they can run on walls, and they can make two attacks a round (even unarmed, biofeedback specialists can attack without penalty). For this duration, the specialist is immune to injury and death - on a 6, their head may explode, but they won’t stop moving until time runs out. If you miss, it’s because they caught the bullet.

Monday, October 30, 2023

A/B/C (Shotgun Scenario)

A man is dead. Twice.

The police found body "Alpha" under an overpass, beaten and covered in garbage bags. No identification, no clothes, no importance; the police decided he was homeless and deprioritized the investigation.

At 8:04 AM the next day, "Beta" was shot in the throat from a third-story window. He looks identical to "Alpha", down to fingerprints and scars; 5'10", 130 pounds, black hair, thin face. By the time the police arrived, the shooter was gone.

The police have been delayed. Their investigation has been stopped, and Beta's possessions have been preserved.

This is now your problem. Catch the killer, and identify the copies, if any more exist.

 GM Information

The Doppelgangers

There are, or were, a total of 6 copies. Alpha and Beta are both dead; "Gamma", "Delta", "Epsilon", and "Zeta" still live. Only Zeta was meant to be released. He plans to kill the rest, and has persuaded Beta and Gamma to help him. The rest of the doppelgangers are going to ground, trying to build identities and relationships - making sure someone would notice if they disappeared, and hoping that will protect them from Zeta.

Alpha was desperate to find a cover as a human. He knew Zeta was after him and he was running out of time, so he tried to kill Epsilon and replace him. He got himself killed instead.

Beta was one of Zeta's agents. He avoided working - hoping that as long as there were others to kill, Zeta would leave him alone. He was wrong. Zeta got tired of his unreliability, and sent Gamma to put a bullet in him.

Gamma is Zeta's more active agent. He killed Beta with his own rifle, and now he's working down the rest of the list. He is unsubtle, and not above public violence. He always carries a pistol. He knows Zeta plans to betray him when the job is done.

Delta is a hermit - he's known someone's after him ever since Beta took a shot and missed, but he doesn't know who. His implanted memories are strong - he is entirely under the impression he is a real person, and has no idea there are any others.

Epsilon is hiding in plain sight. He lives in a perfectly normal house, with a perfectly normal girlfriend who thinks he's a perfectly normal human being. He killed Alpha in self-defense, and he'll kill again if he has to. He is also injured - nobody gets out of a knife fight clean.

Zeta is the first of the doppelgangers, the only one meant to exist. Everyone else is an error, not meant to be released. He's coerced Gamma (and, previously, Beta) to kill the rest. Then he'll kill Gamma himself, and vanish, secure in the knowledge he is the only one.

They were released in inverse order - Zeta first, then Epsilon, and so on, with Alpha the most recent. Except for Delta, all of their memories start with them waking up out in a forest. None of them know where this is. None of them know why.

Each and every one of them is a fake. Under layers of false skin and flesh, they are filled with wet gravel and foam insulation.

Timeline

- "Day -1", Alpha is killed by Epsilon. Beta attempts to kill Delta, and fails.

- "Day 0", Beta is killed by Gamma. Gamma is reassigned onto Beta.

- "Day 1", October 12th, the players are brought onto the investigation.

- "Day 2", Gamma kills Delta.

- "Day 3", Gamma and Zeta meet at the diner.

- "Day 4", Gamma takes a shot at Epsilon while he's at home, and fails. The police are called. Gamma runs.

- "Day 5", Gamma tries again and succeeds. No survivors.

- "Day 6", Gamma and Zeta meet. Gamma is killed. Zeta vanishes.

Locations

Alpha's Murder Scene

Among the trash and ignored by the first round of crime scene investigators is a bloodied metal pipe, covered in wads of foam insulation. The fingerprints on it match any one of the doppelgangers. 

There are also Alpha's clothes and a journal - Alpha's information on Epsilon. Pictures of his house, pictures of his family, scripts recording the way he talks and the things he wants, all so Alpha can replace him.

There's also still a trail of blood leading away - the murderer must not have gotten away unharmed. It leads to a drug store where the workers will readily admit someone matching the description of a doppelganger came in, bleeding, and then took a taxi out east. This was Epsilon, returning to his house.

Beta's Body

Beta is shabbily dressed, and uninjured except for a bullet hole through the throat. His pockets contain the keys to his apartment, a pocket knife, and a wallet with $12.03, a driver's license under the name Johan Reading, and a picture of Delta's windowless basement apartment. On the back of the picture is "Amnesiac. By the the 28th. 610 East 35th St." - that date is two weeks ago. Beta was meant to kill Delta by now, but simply hasn't.

Beta's Apartment

Gamma shot Beta from their own apartment, after getting an extra key from Beta's landlord (who will say that "Johan" was in his apartment at the time Beta was shot). The day of the shooting, Gamma arrived in his van (bright yellow, license plate COE-3881 - tenants and the landlord can give a decent description).

The apartment itself is a wreck, trampled over by a crowd of tenants and cops. There are no signs of forced entry (Gamma used the key). A telescope tripod still stands by the single window.

On the desk is a letter. You didn't show last week. I'm tired of this. Do your fucking job.

Next to it is a map with three spots marked and dated - one last month, one last week, and a diner in two days.

At the bottom of a bathroom trash can are a set of notes on Beta, made by Gamma - his routines (home, then work at a local car wash, then home, shopping once a week), his acquaintances (none), his equipment (an AR-15 in .308 - the gun that killed him).

Gamma's Van

A boxy panel van in aggressive bright yellow. Through Day 1 and Day 2, it is parked with a clean line of sight to Delta's apartment, waiting. All the doors are locked.

There are a few holes in the walls for him to fire his new rifle through. He will take this opportunity.

Inside is a checklist: Latecomer (how?). Brother. Amnesiac. Family Man. Management. (this is every other doppelganger in alphabetical order - Gamma's kill list),  

- Beta's rifle

- another copy of the meeting-map in Beta's apartment, 

- a sleeping bag, and a few newspapers. And, of course, Gamma.

There's a camera pointing through one of the holes at Delta's apartment door. He will see the players if they go there.

On Day 3, it goes to the diner. Then, to Epsilon's house on Day 4, an alleyway after the attack fails, and back to Epsilon's house on Day 5. Finally, on Day 6, it sits in front of the diner, where it will stay. Permanently.

Delta's Bolthole 

A basement apartment, accessed from a staircase outside. The door is barred and locked. There are no windows. Delta hasn't left since Beta tried to kill him, but now he's starting to run out of food.

He has no idea what's going on. To his memory, he is David Gardner, who had a nice responsible banking job until someone tried to shoot him. These memories are false.

On Day 2 he runs out of food, and opens the door. Gamma is waiting for him. He'll see the players if they appear, too.

Epsilon's House

Epsilon (under the name Herb Olsen) lives in a one-story house in the suburbs with his girlfriend, Jane Danner. He will not react well to the PCs appearing and asking questions, assuming they've found out he killed Alpha. Jane knows absolutely nothing - she's been in a relationship with Epsilon for six months and hasn't noticed anything about killer doppelgangers.

On day 4, Gamma will park his van atop a nearby hill and then start shooting through the windows, wounding Jane. When the police are called, he flees. The next day Gamma returns and kills them both.

The Diner

Gamma and Zeta meet here twice. It is wide open, surrounded by windows, and brightly lit.

The first meeting is in the afternoon of Day 3, when the diner is crammed. They talk (about music, mourning Beta [who they each call "our brother"], about Delta [who they just call "him"]) for 14 minutes over coffee, then split up - Gamma returns to his van and drives out into an alley to wait, while Zeta ambles to a car and drives out to a completely empty hotel room. There isn't even any furniture. He just sits on the floor for a day.

The second meeting is late at night on day 6. Zeta arrives first, and when Gamma sits down, Zeta immediately shoots him, then runs. He doesn't stop driving until the sun rises.

Sunday, October 31, 2021

Damned Old House - an Adventure for 1 Wandering Exorcist

Introduction

Duet games are very interesting to me - I like the idea of something you can play with only 1 PC and a GM. They're easy to organize, they go quickly, and they're better at creating an atmosphere.

I'm also very interested in the Sword Exorcist class - an investigator who has to determine the cause of a ghost's death and the things attaching it to the world of the living in order to fight it effectively. However, I've always thought it was kind of difficult to use in a standard OSR game, because of how different their goals are when compared to more standard classes, and how rarely their abilities will get to be used

But, neither of those problems exist when you make a game built around the Sword Exorcist. One where ghost investigations are the entire game, and where all (or at least most) of your enemies will be ghosts.

So, I combined those two interests into this combination game and module. The setting is ambiguously 1800s-ish; factories spring up in towns, Parliament has replaced the kings of old, and new ideas about what a nation is fuel equally new wars between them. But even with these new advancements, old ghosts aren't going away.

(oh yeah also the other influence on this, and the source of the name, is this Russian pop-punk song from the 2000s i found on the internet somehow. don't ask questions)

The Exorcist

An Exorcist uses the stats from your preferred OSR game, but has no class. Instead, they have a particular set of starting equipment and abilities. All Exorcists bear a sword in a wooden scabbard, bound with silver. It cannot be drawn unless particular preparations are made, but even sheathed it deals 1d4 damage, even to ghosts.

They have also been trained to have a second sight. While a ghost may rarely appear to others, it is always seen clearly by the Exorcist.

Exorcists will also bring other, more specialized equipment - any two entries from this list can be chosen by the Exorcist at any point while they are in town. It is generally best to not choose all your items until your investigation is complete, to ensure you have the right tools.

1. 4 paper warding marks. When one is placed on a wall or floor, the passage of a ghost will cause it to burn with a cold white flame which you can see through walls with your second sight. 

2. 3 rations worth of hard dried bread and salted meat paste.

3. Six candles. Five are normal, but the sixth (with ink designs covering it, and a wick of human hair and foul-smelling oil) will reveal invisible things touched by its light, and let you see through thin walls, into closed chests, and otherwise through obstacles.

4. A hand crossbow, with six silver-tipped darts. This deals 1d6 damage to people, and some ghosts are weak to silver, due to its antibiotic properties.

5. A one-handed hammer, for knocking holes in walls, smashing windows, and generally causing problems.

6. A grey silk shroud. If the corpse a ghost is connected to is found and shrouded, the ghost's HD is halved.

To draw your sword, you must know three things:

1. The Form - how does the ghost manifest? What does it do?

2. The Truth - how did the ghost die? Who was involved?

3. The Reason - why does the ghost still hang on? What does it want?

When your sword is drawn, the targeted ghost is unable to flee - it must stand and fight. The sword glows unnaturally, deals 10 damage with each strike, and has Advantage on to-hit rolls if your system uses them.

from Mononoke, the original basis for the Sword Exorcist

Damned Old House

GM Introduction

Decades ago, an old man lived in a house on the edge of a small village. The man's name is forgotten - the village's name is irrelevant. As old men do, he eventually died.

The people of the town feared and distrusted him - they said he was a thief, a con, and a killer. When a sheep died or a child fell ill, people's eyes turned to his home.

When he passed, the town got together, beat his corpse, hid it in a wall, and bricked up his house. Now, his spirit wanders, tearing at the boards across the windows and the bricks laid in the doorways. The villagers keep their distance - the truth has been forgotten, now all that survives are tales of the Damned Old House.

The Form: the ghost manifests as an old man, and devours light and food

The Truth: the ghost died of starvation and disease because it was unable to buy food or fuel

The Reason: the community bricked up the house and the corpse instead of burying it (note that this does not mean any unburied corpse will create a ghost - people spent more effort boarding up the house than it would've taken to bury the body. this insult is the cause)

The Exorcist has to answer these questions correctly, but not in detail - "the ghost looks like an old man", "starved" and "was abandoned" still count, because they're correct.

Player Introduction

You arrive in a small town, on the edge of a forest. A ruined, ancient house on the edge of town is seething with energy through your second sight. A ghost is here - an old, raging one.

Next to the damned old house is a smaller, two-story home in good condition, and more homes start to show up as you get closer and closer to the town square. Around the square is a small stone church with a narrow graveyard, a few more homes, and a squat building with a sign reading "Licensed by Parliament for distribution - Year 492" over a picture of a blue-striped shield with a dog's head. All the way on the other side of town from the haunted house is a large brick factory with a single red-painted smokestack.

NPCs and Stories

The house closest to the ghost's residence is owned by the Timur family: Sonia, her husband Yevgeny, and their six year old son Maksim. Sonia and Yevgeny will both say they've seen the ghost appear on cloudy days, and that it bites at the boards nailed to the windows until the sun returns. (Clue: the ghost is afraid of light.)

If asked about the origin of the ghost, they will both say that they both listened to the local priest, Father Baksin, who often discusses the ghost's past. They say the ghost was a sinful, avaricious man, who was so attached to his money that he rose from the dead to count it, over and over, forever.

Maksim will tell a different story he had heard from a friend; the old man killed himself by accident, in an explosion while trying to make a potion that would let him become young. That's why he's afraid of fire. If asked to prove this, Maksim will talk about how he lit a candle in his room, and when the ghost looked through his window the candle went out, instantly.

Yevgeny will also talk about one of the people he used to work with at the factory, Vasily. He says Vasily went, along with many others, to destroy the ghost. They fought valiantly, planning to burn down the house and destroy the old man's body, but they were repelled - Vasily nearly died, and a few others did. Now he's retired, and spends most of his time in the local bar, when he isn't on vacation.

Father Baksin works in a small church, in the center of town. His version of his story is slightly different than the Timurs', saying the old man was named Hikmat Salil, and that his body was buried in the town's graveyard when he died, though that was before Father Baksin started to work at this church. He says that the man was greedy, but that was not his real sin. He was a prospector, and his money came from a miraculous discovery of gold he found with his brother. When the mine caved in, Feodor gathered the food they had brought, and kept it all for himself. By the time he got out, his brother had starved. Now, the ghost is starving, gnawing at the walls of the house to try and feed itself.

He will also offer to let you enter the church's library, which includes most of the town's old news and other documents. With a day of searching the library, you can find the journal of the last priest, who ran the church when the man died. In his journal, he describes "the old man who lives in the house on the edge of town" constantly - saying the community blames him for ill children, dead livestock, and even bad weather. 

One entry, dated around the time of the old man's death, says that when he went to his house to collect his body, it had already been bricked up. He says he has sent a letter to a nearby city asking for an Exorcist - he worries this poor treatment may cause problems in the future.

In the church's graveyard, there is a grave for a Hikmat Salil, who died decades ago, around the correct time. There is another grave for his wife, Atiya, that has no date of death written - she is still alive.

If she is found, she says her husband and her had recently moved to the town when Hikmat fell ill and died. He had never lived in that cursed old house, he definitely wasn't some kind of evil alchemist, and for God's sake he died in his thirties. 

She tells the same story that Yevgeny did, about the last time the town tried to deal with the ghost. However, her version is less flattering - according to Atiya, the angry mob ransacked her house first, saying it was her husband who haunted the house, and that it was her fault somehow. Then, they went to the old man's house and when they came back out, one of them was dead of a terrible wound. She says that she bets the idiot got separated, and someone stabbed him thinking he was a ghost. A few others came out with bite wounds - the ghost, she guesses. She remembers a man named Vasily who led them into her house - she tries to avoid him, now.

Vasily is a cheerful old man, scarred both by the ghost's attacks and his time in the War, which he gladly tells increasingly unlikely stories about. Hearing him say it, no one on his side ever actually died, and the War was a constant roller coaster of exhilarating action and romance. 

He takes a similar tone talking about the ghost - talking about how he personally decapitated the old man's corpse with an axe, and built a great bonfire in the house's common room to burn the place to the ground. And yet, no matter how much wood they piled on to the fire, it barely grew, and whenever they stopped for even a moment, it began to shrink.

Vasily also talks about a woman named Atiya, saying she was really responsible for the ghost - it was her husband, and when he inherited great riches from his dying father, Atiya poisoned him to take it all for herself. But the evil of her act cursed the money, which melted into the ground and vanished. Out of rage, Atiya shackled her husband's spirit to the house, so he could never reach the afterlife. Vasily says he'd gladly kill the witch if he could, but he's afraid of facing her himself.

The Damned Old House


Random Events & Encounters

1. The ghost is frightened by light - if the Exorcist has a candle, torch, or other tool, the ghost puts it out.

2. The ghost is starving - if the Exorcist has food, 1 ration-worth of it vanishes. If they don't, they feel a sudden bite on their shoulder, and take 1d4 damage.

3. The ghost tears at a window in a random room, trying to pull the boards off of it. If the sun is out, the ghost takes 1 damage. No matter what, the window is now open.

4. The ghost weeps audibly. The Exorcist can hear what direction the ghost is from them.

5. The ghost panics, and moves across two rooms this turn.

6. The house creaks and shudders, but nothing happens.

The ghost starts in room 11, and moves one room per exploration turn at random. It will move into rooms with the Exorcist, but will try to flee when damaged.

Room Key

1. Foyer. Dust hangs in the air and covers the ground, along with a few broken clubs and rusted knives from the last attempted exorcism.

2. Living room. Bookshelves hold old copies of religious texts, cookbooks, and novels. The rest of the furniture is gone, and the window is no longer boarded up, allowing sunlight into the room. 

3. Dining room. A long table and three chairs, all covered in bite marks. The skeletal corpse of the dead member of the angry mob lies atop the table, with a makeshift spear next to it.

4. Fireplace room. A large fireplace built on the east wall is empty. The ashes of a bonfire made of sticks and furniture dominate the room, yet nothing is burned. The ghost will not enter this room, fearing even the memory of the fire.

5. Kitchen. Empty cans and drained bottles of oil lie on the floor and counters, some of them seemingly untouched since the man lived.

6. Workshop. Filled with saws, axes, wrenches, and other tools.

7. Trapped room. This room has no ceiling, allowing the Exorcist to see into room 10. When the mob came, one of them set a bear trap in this room to prevent the ghost from coming through. It still lies there today, covered in dust. If stepped on, it deals 2d4 damage.

8. Bathroom. Under the sink are a few containers of powdered cleaning products.

9. Overgrown room. The east wall has fallen apart, and the room is now filled with stinging nettles. Under them is a wooden box, which contains about 12 gp in banknotes and a small key to the study's desk in room 12.

10. Bedroom hallway. The floor has mostly collapsed, leaving only a single thin beam, which requires a DEX check to cross safely. On a failure, the Exorcist falls into room 6. On a failure by 5 or more, they fall into room 7. Falling deals 1d6 damage, and falling into room 7 may cause the bear trap to go off.

11. Main bedroom. The bed is gone, taken for the fire. The southern wall is missing its wallpaper, and a section of it is made of wooden boards instead of brick. Behind those boards is the corpse of the old man, mummified, beaten, and burned.

12. Study. The only piece of furniture left is a large desk, with a locked drawer unlocked by the key in room 9. Inside are a set of loose papers, all undated journal entries. One talks about a few children from town who came and threw rocks through his window - the old man stayed inside, afraid of both the stones and of worsening his reputation. Another talks about when he invited a young man and his wife from another country for dinner. They had a wonderful time, and he hopes to do it again someday.

13. Guest bedroom. The bed is gone, and the floor is marred by dried blood - this is where the member of the mob died. A bloodied knife still sits on the ground.

The Ghost

When the Exorcist's sword is drawn, the ghost is forced to fight. The ghost takes 1d8 damage per round spent in sunlight.

HP: 36

AC: 10

Each round, the ghost will do two of these things:

Collapse: the ghost will cause part of the roof to collapse, forcing the Exorcist to make a DEX save or take 1d8 damage and be knocked prone. This will also let a beam of sunlight into the room.

Devour: if the Exorcist still has rations, the ghost consumes 1d3 of them. Otherwise, it deals 2d4 damage.

Extinguish: the ghost puts out all the light in the room, and causes the temperature to drop precipitously. The first time this happens, it deals 1 damage. The second time, 1d4. Then 1d6, 1d8, etc. Each use allows a CON save for half. Doing something to heat up the room will make the damage go back to 1.

Weep: the ghost cries of the things it has endured, forcing the Exorcist to see them. The Exorcist must make a CHA save or lose an action next turn (instead of moving and attacking they can only move or attack, for example) as they push through the ghost's memories.

When the ghost is defeated, it disintegrates into feathery fragments, which ascend through the roof of the house and into Heaven.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...