Friday, March 6, 2015

Scarf of the Danse

S is for: Scarf of the Danse

Found among the detritus of a goblin's pantry, what appears to be a filthy, silken rag, with a few tarnished coins stitched into its hem becomes much more upon a cleaning...

The peripatetic dancer-thief priestesses of Izenda moved among the courts of the Old Kingdom, occupying themselves with intrigues, the filching of valuables, and malicious trickery.

Beautiful and mysterious (aren't they all?) the dancers were adept thieves who amplified their already-impressive skills and coercions through the enchantments of their dancing-scarves.

The scarves allowed them to beguile their victims, as well as improve their chances to make off with a valuable bauble, battle plan, or escape pursuit.

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Scarf of the Danse: Allows user to charm 1d6 targets  for the duration that the user is dancing.  Wearer becomes particularly light on their feet, adds 5% bonus to any thief's climbing or move silently skills.  A non-thief character will be able to practice these skills as a 3rd-level thief equivalent.  If the scarf is worn as a veil, the wearer will become hazy and slightly displaced to a viewer, adding a +10% to hiding in shadows attempts, and to hit a wearer is penalized at -2.

However, the scarf must be kept spotless in order to perform its enchantments.  Spillage or staining of the scarf will render it ineffective, a fact known by certain advisers and guards, who were wise to the wiles of the priestess-thieves. Hence, the questionable tradition of throwing wine upon court dancers in some duchys. The scarf will still emit a magical aura, but its powers will be muted until it may be washed and restored.


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Thursday, March 5, 2015

Ratling warren

Ratlings R' in yer dungeon

Downbelow, in the part of the dungeon where the offal and runoff from the upper levels collects and stews, the ratling warren subsists on the leavings of the dwellers above.  Seemingly pathetic when met alone, the cringing, pleading creature becomes belligerent and aggressive when backed by a swarm of his colleagues. And that, indeed is what they are, flooding from warren-holes, passable only by rat-folk or similar small humanoids.  An unwary group will soon find themselves surrounded and overrun by gnashing teeth and flashing blades.

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Adventurers may note the distinct lack of kobolds in this region. The ratlings learned many tricks from the crafty little scale-dogs, and finally bested them at their game.  Treacherous, maiming traps, meant to attrit rather than kill, line the tunnels at the edges of the ratling domain. Murder-holes spew fire or quarrels. Tortuous tunnels allow for doubling back and flanking counter-attacks.

The ratlings have recently been co-opted by a were-rat skald, who has charmed them with his tales of sewers of the great cities, and of their destiny away from this remote, dank place, to a new, urban, dank place, where they may flourish.  To this end, they have been preparing for this endeavor by expanding their territory, displacing or killing seemingly more powerful neighbors in the dungeon.

The skald uses both his natural influence over rats and his lyrical storytelling to lead and influence his rodent thralls. One day he will return to his city, leading his warband, and displace those who believed they had made the sewers safe from subterranean threats.  They are becoming stronger, but it is not yet time.  He paces in his quarters, impatient.

Thanks, +Jim Magnusson 

 Were-rat Skald: (HD 3; AC 6/13; Atk 1 bite (1d3), Short sword+1, +2 vs. reptiles; Move 12; Save 14; AL C; CL/XP 4/120; Special: Lycanthropy, control rats, surprise, hit only by magic or silver weapons. Skills as Thief 3. Lyric-song - acts as charm while chanted or increases morale of allies by +2 . May also be used to implant certain trigger words into a recipient's subconscious, allowing later influence or to initiate actions.
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Wednesday, March 4, 2015

The Quartet in Brown.

Day Q: The Quartet in Brown

Deep at the end of a tortuous cavern, the party will come upon a hooded figure, robed in brown. As they approach, any light sources, whether mundane or magical, fade and extinguish.  A single candle flickers in a niche in the cavern wall, barely illuminating the figure.  His(?) robe is tattered and many-layered, the being beneath shrouded. Somehow, this meditative figure has remained unmolested by the denizens of the dungeon, whether evil, predator, or mindless.  The figure will not respond to questioning, and exudes a sense of peace.  After a few moments, he will push a small begging bowl from beneath his robe toward the party.

Once the party puts an offering in the bowl, whether a few coins, some rations, or some other trinket, the being will withdraw the bowl, and begin to hum.  The party will realize that three other similarly-garbed beings now surround them, as they begin to hum and chant in an unknown tongue.  The candle brightens, pulsing to the song. An overwhelming sense of peace and beauty washes over the party. At the end of the song, the candle extinguishes, the accompanying trio vanishes, and the being is found to be nothing but a pile of rags.

The lanterns and torches spontaneously relight.

Possible random outcomes of witnessing such an event:
1. All HP damage instantly healed, and PC gains 1d4 HP permanently.
2. Becomes pacifist, gives up on all this adventuring nonsense and wanders the land as an ascetic.
3. Becomes despondent that this moment will never be repeated. Personality becomes morose, as someone who has lost an invaluable object.
4. Gains 1d4 WIS.
5. Regardless of class, the song has released a bit of divine connection in the PC's soul.  PC gains one 1st or 2nd cleric spell per day.
6. Becomes enamored with beauty. Spends any wealth gained on art objects and music.
7. Remembers a snippet of the song. Singing it will have the the effect of Protection from Evil, 10 ft. Radius, once per day.
8. Becomes hopeless romantic, finding love in every girl's and/or guy's smile.
9. Becomes insufferable critic and one-upsman. "Worst-dungeon-ever!" "I was using 10-foot poles before they were cool."
10. Hmm, nice tune. When do we eat?

Totally ganked from this scene

Tuesday, March 3, 2015

Pool of the Naga


P is for Pool of the Naga

Deep in a cavern pool, eerily lit by odd, blue-flamed braziers, luminous fungi and phosphorescence, lives the water naga, Raeda.  The pool bubbles up from a a hidden spring, and flows from the room via a submerged outlet. A few cushions and other luxuries have somehow been dragged here, and line ledges within the room.

Raeda has retreated here from some forgotten conflict.  After all this time, she can't quite recall what the whole kerfuffle was about, and stays more from inertia and an acquired bit of agoraphobia.  She is old and wise, but a bit bored...

She'll trade riddles with adventurers, and ask for gossip from the world above.  For a suitable valued gem, she'll answer a few questions about the level.  Anyone who shares a delicacy with her will gain her favor, and she will return the gift of a scroll containing 1-2 1st-3rd level MU spells.

If the party appears to be suitably interesting there is a 25% chance that she attempt to charm the party in order to keep them around.  She will detain parties who she finds entertaining, freeing them of her grasp once they run out of jokes or tales of past exploits.  There will be a 50% chance that 2-5 charmed adventurers or similar present. If the party defends itself with violence, she will extinguish the braziers with a flick of her wrist, cast shield or protection from missiles, and disappear beneath the water.

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(Update - now with crappy map)

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Monday, March 2, 2015

Oubliette

Oubliette - a place to forget...

A sniff over the grate tells of decay, underlain by suffering and sorrow.  Abandoned by its gaolers, the 'hole' is now filled with broken bodies in various states of decay.  No one recorded those who were tossed into the pit-dungeon.  These were prisoners who were not even worth execution.

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Who were they? Does anyone care to hazard roping down into the pit to investigate? Could one of these poor souls be a lost name from the world above?  Or did they all deserve this anonymous fate?

Digging through the bodies carries a risk of  contracting disease, 5% chance per turn, cumulative. One body may arise (20% chance) as some accursed undead (up to 3HD), making for a desperate, close-quarters fight in the dark.

However, there is a 10% chance per turn, cumulative, of finding a ring, still on a bony finger, or hidden within a fold of tattered cloth. There will be nothing else of value in this pit of despair.

Rings:
1. A signet, providing a clue to to the fate of a minor noble who went adventuring, and was not heard from again.
2. Magic, seeping with enchantment.
3. Cursed and malevolent, woe to that scavenger who puts it on their finger.
4. Pretty but of little or no value (up to 10 GP).  Perhaps a trinket, providing a brief comfort in the dark.
5. Valuable, but not enough to buy off a guard before its wearer was pushed into the hole (up to 200 GP).
6. Really valuable, hidden, a king's ransom (up to 1,000 GP).  Too bad the bearer was merely a petty thief.
7. Relic - thought to be lost, the return or this artifact will gain great favors from the owner or race in question.
8. A prison itself, perhaps holding a djinn, or a demon, a being helpful or malign.  Close inspection shows a tiny figure thrashing within the gem.  Free it?