Apr 29, 2013

The Giant's Dollhouse

This is/was (hello Time Travelers!) my entry in the One Page Dungeon Contest 2013.

Click here to download the PDF.

If you want to tinker with it, I've uploaded the original SVG file along with the drawing I did to a folder on Google Drive. You can view the folder here.

I'd like to revisit Pöppelman, maybe write something about his family. Or expand the list of petrified people he's used in his dollhouse. But not tonight!



Apr 21, 2013

The Swords of Ålrick the Hairy Barbarian

During his lifetime, Ålrick the Hairy Barbarian had him made a lot of different swords, not only due to his high demands and many wars, but also boredom.

On his eighteenth birthday, Ålrick was given a choice of weapon to represent him on the battlefield - the swiftness of a sword, or the might of an axe. Ålrick couldn't decide, and demanded a combination of them both.


The Shillyshally. Ålrick's first swaxe


During the Wicked Witch Wars, Ålrick ordered a new kind of weapon that not only would spread fear among his enemies, but also show Ålrick's more compassionate side. A weapon that would allow him to go into gruesome battle with his beloved.

He called it the Handholder.

The Handholder

(Although after recovering from the Wicked Witches Love Won't Tear You Apart Curse, he denied ever having ordered such a strange sword.)

As Ålrick grew older, he ordered more and more strange swords. As an elderman of his tribe, he mostly sat on his throne and occupied his blacksmith with stranger and stranger requests.

One of these turned into the Umlaut, a tribute from himself to himself.

The Umlaut


Apr 20, 2013

What the one-eyed angler offered me

Apr 12, 2013

Flash fearsday: Ms. Bézier

Yes, yes, too many points on those curves, dear. We definitely need to straighten you out, but the knife will take care of that, Ms. Bézier.

Apr 7, 2013

Synopsis: A 3-D message for the kids

Synopsis
Old peaceful city in desert. 
Predicted their doom in their calender. Wanted to save something for the kids. Used arcane devices (cameras) to record a normal day in their life (in full 3-D). 

Devices uses blessed water to store information, kept in urns. One for audio, one for visual.

City and people perished. All that's left in the ruins are urns with water (tapes) and large hollow craniums (playback devices). But the water slowly evaporated, distorting the information, making them nightmare versions of what really happened.

Pouring the water into the skulls will play the scenes in full 3-D (as a hologram).
They last about 30 sec - 2 min, and will repeat forever if not poured back.

25 % risk the recordings will become aware of the present, breaking through time and space. Depending on how distorted the information is, the beings in the recordings may react hostile.

A tall pillar stands alone in the center of the ruins. Carved ideograms on its sides tells the story of the now gone inhabitants (keyed version at the bottom):







Apr 1, 2013

Hexenbrachen. Hex 0107

Hex 0107
Unsinkable cursed buckets. Lots of.

This area contains a lot of wooden buckets, floating but not drifting.

A curse of buoyancy keeps them floating, despite being filled with water and fish.

They served as helmets for the gnomes operating the now crashed airship (hex 2208). The creator of these unsinkable "helmets" had a theory that if enough airship passengers wore these helmets, the airship would defy gravity and keep itself floating (since an airborne vessel sinks much like a stone in water - slow, but steady).

It worked perfectly, until the gnomes got drunk one night and started throwing the buckets overboard (hex 0107). They crashed in hex 2208 eventually with the helmet maker as the sole survivor.


See the rest of the hexes over at The Hexenbrachen page here: http://save.vs.totalpartykill.ca/grab-bag/hexenbracken/

Mar 30, 2013

Tower road contains a lot of towers



A strange, winding road crammed with towers, each with their own ruler. This list contains but a few of them:

Courtesy Towers (aka Twin Bow Towers)
Two towers leaning next to each other. They are not connected. Some say it is the result of rheumatic stone, others mean it has to do with magnetism.

Why Tower
The two lovers who started building this tower got into a fight half-way. The shape of the tower reflects the iron will of them both, since no one wanted to move out.

The Grumpy Gargoyles
Connected through a narrow bridge at the top, shaped like the wing of a bat. There's a grotesque obsidian head on top of each tower, rumoured to contain 10000 bats.

Rook Tower
Fell out of the sky one foggy morning. Some say it fell of the table of two giants playing chess.

Winam Tower
Only entrance is at the top. Built of thick glass, and filled with a pale red liquid. Merpeople are said to currently occupy this building.

Star Tower
Two tiny towers (in comparison to most of the other buildings in the area), with star-shaped ornaments on the top. Home to the outerworldly molepeople.

Tall Tower (aka Upsisdon)
One of the tallest buildings in the area, but when you enter through the front door you'll notice there are no stairs leading up. The lobby contains only a trap door at its centre, revealing a darkness that smells of sulphur. Occasional screams have been recorded as well.

Mar 24, 2013

Feline plague doctor



  • Believes cats carries diseases
  • Wears a porcelain mask and priest robes
  • Wears red leather gloves
  • Wields a long staff with an iron, hollow head on one end, that contains catnip and belladonna. Touching cats with the staff is believed to neutralize the disease for half a day
  • Killing a cat is forbidden, as it will release the disease - it is better for it to be contained within the cat and neutralized
  • Prays twice a day by repeatedly saying gatto morbus conrigo, and purring
  • Never removes its mask, which is why most people suspect they're only part human

Feb 23, 2013

Golems of Talion

To create a golem of Talion, you'll need:

  1. An object of any material in the shape of a human
  2. Sprinkle it with holy water and honey, to make it ready
  3. Uninterrupted time where you treat it the same way as you wish it to operate. It will function for an equal amount of time.
  4. Feed it some type of supper you've cooked yourself to activate it. The dedication you've put into the meal will directly affect its functionality; feed it well, and it will do any bidding. Feed it a sandwich and it will probably punch you.


Feb 19, 2013

The Amalgamater

The Amalgamater

The Amalgamater is a magic-user without spells of her own. She may only learn spells by combining them on the fly in the heat of battle.

Starting at second level, the Amalgamater can on her turn combine the last two spells cast in an encounter. She can memorize an amount of spells equal to one less than her level.

When trying to a learn a combined spell, throw 2d6 (one for each of the last two spells cast).

  • If both die show the same number, the Amalgamatar may choose in which order to pronounce the spell names, and the conjunction between (from the table below) freely

  • Otherwise: look up the sum of the two dice in the table below to find the conjunction. The final combined spell name is the spell name of the lowest dice, the conjunction, and then the spell name of the other die.


Every time she amalgamates (combines), she has to memorize the new spell, meaning she must forget any currently in store.
After casting a memorized spell, it is gone forever.


Conjunction table:
2-3. While
4-6. In
7-9. Unless
10-12. Nor


Example 1:
The Amalgamater decides to learn a new spell. The last two spells cast in the encounter are Cure light wounds and Light.

She throws two dice, resulting in a 2 and a 5. Not the same number, so she looks up their sum in the conjunction table (seven = "Unless"), and starts with the lowest die to learn the new spell "Cure light wounds unless light".

The DM may interpret this in many different ways, but one may be that wounds may only be healed if the environment is properly lit (or even in bright sunlight). Another possibility is that to in order to heal a wound, the Amalgamater must burn it first.


Example 2:
This time, the last two spells were Magic missile and Sleep.

She throws the dice, and gets snake eyes (two ones). But, since they share the same number, the Amalgamater may choose freely from the conjunction table, and even the order of the spell names.

She decides on while, and starts with Sleep: "Sleep while magic missile" (because the other form would mean she would shoot bolts of magic every time it was time to rest). Now she just fires away a missile, and then falls asleep.