Showing posts with label megadungeonversimilitude. Show all posts
Showing posts with label megadungeonversimilitude. Show all posts

Tuesday, June 28, 2022

More nasty Mushrooms

 I admit it , I love myself some random tables and random generators. Here's 20 more fantasy fungus for your fantasy campaigns:


1 .     A grey quivering mass surrounded by a ring of tiny fanned cyan toadstools, these are a vital components in the production of orcish fire.

 2 .     A riot of curled fungus.

 3 .     Tiny gold crowned mushrooms; if disturbed by Humans it will emit a stench that repels all nearby, any Orcs foolish enough to eat these are transformed into a ochre jelly in about 3 minutes.

 4 .     A pulsating lapis mass ringed with green spikes.

 5 .     Tight pink cluster branching out to many indigo ridged bulbous caps.

 6 .     Oozing blue broad moss fungus, will transform into green slime if eaten (usually very lethal and a surprise to others).

 7 .     Violet carpet with indigo frilled cap; if disturbed by Elves it will emit a stench that repels all nearby.

 8 .     Ochre petal with lavender wide cap; Mammals are repelled by this fungus.

 9 .     Long beige stems with pad caps; Herbivores find them delicious when dried, cause apoplexy when eaten.

 10 .    A red fingers constantly sheds a miasma of white spores, causes crippling pain if eaten.

 11 .    Beige mushroom with rose pointy cap, elves use these to mark magical nexus points.

 12 .    Tangled veiny black moss with lurid blue caps; this fungus will turn invisible if disturbed by sound.

 13 .    Black mushroom with purple cup cap.

 14 .    Pink sponge with brass umbrella cap, if eaten the waste produced will be black pudding roughly half the time.

 15 .    This narrow lantern apricot fungus will glow if natural light is brought near it.

 16 .    Dense charcoal cluster branching out to many purple crinkly petal caps, produce a paralytic poison if eaten.

 17 .    Packed ivory cluster branching out to many ear-like warty caps, extremely poisonous if eaten.

 18 .    Black fluted toadstool shoot out brass nodules that split into spores; this fungus will explode into a cloud of spores if disturbed, cause hallucinations if eaten.

 19 .    A giant ant writhes here covered in a lavender brain-like fungus, cause muscle spasms if eaten.

 20 .    Black coral with yellow ridged cap, this fungus is infested with carrion crawler eggs that will grow in the victim's intestines and burst out in 2-7 days if eaten.


1d20 Fantasy Fungus

1d20 fantasy fungus that may be lurking in the dungeon depths.

 1 .     Scuttling violet ropey atop several saffron legs, violently toxic, alchemists know how to use them to produce an oil of stone to flesh.
 2 .     Cinnamon worm-like tendrils hang from a magenta mushroom cap, violently toxic, alchemists know how to use them to produce an oil of stone to flesh.
 3 .     Clean orange mushroom; this fungus will explode into a cloud of spores if disturbed.
 4 .     Lurid magenta tentacles snap out from beneath the bent mass yellow fungus, goblins know how to cook theses down to produce an orange dye.
 5 .     This puffball clear fungus sprays purple slime when disturbed, cause blindness if eaten.
 6 .     Black frail mushroom with blue cap, are mild poison if eaten.
 7 .     Tight clear cluster branching out to many indigo frilled petal caps; this fungus will turn invisible if disturbed by sound.
 8 .     Blue carpet with pastel cap; this fugus will emit a dull taupe glow if Moon-Elves are nearby, burns skin on contact.
 9 .     Dense clear cluster branching out to many green fanned disc caps.
 10 .    A rat corpse split open with a purple spiked growth protruding from the mess; reeks to Giants and they avoid it.
 11 .    Fragile tan tentacles that collapses into a bubbling blue puddle when disturbed; has a fragrance that attracts Ogres from 90'away.
 12 .    Charcoal stems topped with black eyeball caps sprout from a amber mass; this fungus will turn invisible if disturbed by light, will transform into green slime if consumed (usually very lethal and a surprise to others).
 13 .    Rusty suit of armor covered in bent phallic saffron fungus; smells alluring to Ogres when close by, if the spores are inhaled the victim will suffer madness for the next hour or two.
 14 .    Taupe mushroom with lavender beaded cap; this fungus will explode into a cloud of spores if disturbed.
 15 .    A raspy amber tongue cleans the area beneath this lurid purple mushroom; this fungus will turn invisible if disturbed by sound.
 16 .    An intermingled growth of clear coral and yellow mushroom funugs; this fungus will turn invisible if disturbed by sound, cause terror if eaten.
 17 .    Cyan mushroom with pistachio cap, gnomes know how to distil a useful lamp oil from them.
 18 .    An intermingled growth of black carpet and magenta grassy funugs.
 19 .    This thin lattice magenta fungus will glow if natural light is brought near it; this fungus will spray acid at all within 30' if Orcs disturb it.
 20 .    Amber speckled pink stems topped with red caps, causes transformation to a Gnomes if eaten.

Monday, March 21, 2022

Dungeons and Idolatry

 The cleric as presented in D&D and similar games has always been a curiosity to me. Not every faith has the cleric as magician or equates the workings of clerics to be similar to that of magicians and claims the supernatural workings of the cleric to be apart from those ascribed to magicians. What I strive to do is to work up games mechanic to further differentiate the powers of magic-users and clerics in old school fantasy gameplay and link this to popular forms of play thus "Dungeons and Idolatry".

When considering magic for a fantasy game campaign it isn't unusual to wonder on the origin of this magic. Is magic the result of the would-be caster's will and knowledge or is it by association to elemental and supernatural forces of the universe? The source of a clerics magics are generally considered more specific or at least tempered by the relationship a cleric has with the powers behind their supernatural workings. So in face of this consideration I have turned to idolatry (or a crass and simple view of idolatry) as a method and focal origin of clerical magic.

A question not often asked but often described in myth and fiction is "Where does magic happen?". Fiction and myth are overflowing with magical places from entire parallel universes hiding alongside out own to magic circles being scribbled on the ground as the workplace for magic. So now the easy answer is for the cleric is that a significant portion of that magic happens alongside shrines, temples, and altars with the presence of the idols of their faith. This has a number of ramifications to consider such as the establishment of magical places of a faith, access to such places and how that magic is used.

So who can establish a magical space for a faith? Major agents of the faith be they avatars of the deities of a faith, saints, or acolytes all are often invested with the power to mark or establish a place of power that is recognized by the faith. This lends itself well to level based old-school fantasy gaming where clerics of advancing levels have greater associated powers; a 1st level cleric mat be able to temporarily make a space safe for a minor blessing but a cabal of  priests of level 10 or higher ma be required to sanctify an altar capable of being the dead back to life. So , no surprise here, it is one or more clerics of adequate level in alliance with their faith that may establish a magical space for use by themselves and others.

In answering who can establish magical spaces of a faith it is also heavily implied that the cleric is who has access to these spaces. While the general public and the laity of a faith may beseech their gods and make offerings in that regard it is still generally recognized that clerics acting as acolytes of the faith have influence or control of the situation. This presents several facets that can be applied to a cold school fantasy campaign to enhance and add verisimilitude to the relationship clerics have to their faith. Clerics would be required to travel to and associate with other clerics as they do in the real world and fiction. The significance of place also puts it above the and beyond specific characters and makes the location of said place important; if only one temple of a faith allows it's clerics to resurrect the dead that becomes a very important place to the faith and does it retain it's powers even in absence of acolytes in attendance?

The answer to the question in relationship to the question above is "of course it does" but there are associated ifs. The power of a magical place can only be accessed by one recognized by the power of an intact idol, perhaps only by one in knowledge of specific rites and an intact altar. Idols and their associated altars and shrines can indeed populate the ruins and ever popular dungeons of fantasy campaigns. This gives another reason for adventures to happen in a campaign and for places of importance to retain importance.

So in future postings I will write on how to revise the cleric to provide for the duties of acolytes, and the importance of shrines, altars, and such for Dungeons and Idolatry.

Sunday, September 23, 2018

Megadungeon Slum Encouter Table I

An encounter table with 10 options to flesh out encounters in a megadungeon slum.

Megadungeon Slum Encouter Table I
1d10
Encounter
Description
Further Details
1
Melchsops (1d6)
Gatherers, cooks and sellers of Melch.


Roll 3 times to see what each Melchsop is carrying.
1- Gallon Cask of Raw Melch
2- Half a dozen Melch Loaves
3- Two small jars of Melch Paste
4- The means to setup up and quickly cook up to a dozen servings of Natters.
5- 3’ feet of freshest Jollies
6- a bag with 3d20 pieces of Traggy
2
Corpse Whisperer
Lowly necromancers that will pose questions for the dead.
roll d12: 1-3: a Cleric or Necromancer actually able to speak with the dead. 4-6 an illusionist or mountebank with some magical skills to fool marks 7-10 simple frauds 11-12 ventriloquist.
3
Bit Faker
Passes counterfeit money. May be posing as money changer but also likely will offer to buy some goods for a bit of coin.
Has 1d100 fake coppers, 5d10 fake silver, and 2d20 fake gold. Thieves and dwarves will note the  counterfeit coins 65% of the time, others 33% of the time. There is a 25% chance the Bit faker has 1 real coin of each type to fool a mark. The bit Faker will usually stash a few real coins within 100’ the current location.
4
Nobblers (1d3)
Enforcers that punish fellow dungeon miscreants by the breaking of limbs.
Has a big mallet or sledge hammer to break the kneecaps of those who haven’t paid their bills to loansharks, bartenders, and bookies. 
25% chance that any successful strike is good enough to break a limb if the victim fails a save vs wounds/paralysis.
5
Bludgers (1d12)
Hired beaters of unruly miscreants. Can be paid off to leave victim alone. Will Bludge for pay.
These lowly thugs are employed to quickly beat uncooperative miscreants for an established boss or paying customers.If the bludgers outnumber a target by more than 2 to 1 the victim must make a save or be knocked unconscious if struck during a round. On a successful hit they normally deal 1d3+1 temporary damage. There is a 67% chance they will not steal from their victims as their role is 
6
Pealers (2d4)
Dungeon muggers that specialize in clothing and armor
They will sneak attack inflicting 3d6 temporary damage and stay to peal the clothing and armor off their incapacitated victims. They aren’t above pilfering coin purses but seldom bother with the time it takes to go through or carry off backpacks.
7
Wailer (1)
A very capable noisy beggar.
These poor miserable sods will make all but the most wicked feel miserable if they don’t toss the wailer a coin or two. those who don’t toss the wailer coins must make a Wisdom save or all saving throws for remainder of day are made at -1. There is a 33% chance anyone that tries to rob or slap the wailer will be cursed.
8
Corby (1d2)
Lookouts.
A corby can usually hide as well as a thief of 4th level. They will spot anyone within 100’ (or twice normal dark sight for species) unless the intruders are both silenced and invisible 75% of the time.
9
Dookin Seer (1d4)
A palm reader, probably not legit.
The Dookin Seer themselves have a 33% chance of having 2 or 3 levels in a spellcasting class. If more than one is encountered there will be an apprentice otherwise they are guards acting as helper or fake customers for the Dookin Seer.
10
Prater (1d6)
Itinerant priest, usually bogus. 
roll d12:. 1- Cleric, 2- Druid, 3- Fallen Paladin, 4- Illusionist, 5-9 thief, 10-12 simple fraud. If more than 1 is encountered the remainder have a 50/50 chance of being beggars or thieves posing as  traveling friars.

Note/Caution: Many players are really going to hate getting mugged by Pealers the most. Some players will likely act very poorly and irrationally after having a character lose equipment to a Pealer as losing equipment is almost as bad (or worse) than character death to some.


Thursday, March 9, 2017

Of Elves and Acorns

What do the elves eat? Elves traditionally aren’t shown as great master of large-scale agriculture in most fantasy settings. Elves are often shown as hunters and gatherers and could surely support small mysterious populations in that manner but else’s are also shown   being able to raise the occasionally army and to build great fairy castles, hunter and gatherers don’t tend to do either such thing because they can’t produce enough food to feed enough people to field armies or build castles. “So just what are the elves eating if they aren’t hunter and gatherers”? I asked myself.

Hunting is a lot of work and many forests lack enough game to support size able populations. Gathering is likewise challenging for large groups outside warm climates. Elves mayhaps can eat mushrooms and vegetation we can’t but there is also vegetation we can eat but don’t exploit on a widespread agricultural scale: the Acorn. Elven societies can harvest acorns as the means to have enough food to raise armies and build castles.

As a wild foodstuff acorns from common oaks need to be leached for upwards of 5 or 6 days to remove the natural tannin and the associated bitter flavor (and possible digestive issues and tooth damage). Elves either don’t have to worry about that, don’t mind all the work, or have learned to cultivate acorns that take much less work to process.  Humans haven’t turned much attention toward cultivating oaks and hybridizing them to produce ideal acorn crops as it can take 20-30 years for an oak to start producing acorns. Humans are too short lived to put in the work to optimize food production in domestic oaks. Elves have plenty of time in a single elven life (in most settings) to hybridize and produce oaks that create a decent, fairly regular, and plentiful yields of acorns.

Just an acre of natural oak forest is said to be able to produce 6,000lbs of acorns, some varieties of mature oaks can produce 2,000lbs of acorns alone. These production figures may be high and unusual in the wild but if possible in the real world for wild crops they are surely possible to achieve in reasonable fashion as a plant cultivated by a species that can live many hundreds if not thousands of years (again depending on setting). I'm going with these yields as typical for shelled acons from cultivated Elven Oaks.

Food yield and Calorie talk: 110 calories from a ounce of acorns. 140 calories from an ounce of acorn flour.  That’s real world calorie counts. With a 6000lb yield from an acre of cultivated acorns we are going to be able to feed 14 elves for a year (if adults with 2000 calorie a day diet). Medieval cereal grain yields weren’t as productive. Acorn eating elves are going to able to sustain their “hidden” populations able to field the occasional army and build fairy palaces.

For fantasy campaigns I propose 4 varieties of Elven Oaks. The varieties of elven oaks are used to produce lumber, oil, and foodstuffs.

Ironwood- the most fanciful of all is first worth mentioning, it’s timber produce wood if  carefully fire treated is as hard as hammered iron. This allows the elves to produce amazing craft goods and durable tools without needing to mine. Ironwood oaks are the rarest of all and are grown for hundreds of years until they are ready to be (difficulty) cut.

Butter Nut- this variety of oak produces  good-sized acorns that can be used to make flour but can also be pressed to harvest a plentiful supply of oil.  The acorns of this variety are the mildest tasting. Butter Nuts acorns are mostly used for their oil but are also used to produce flour and paste (similar to peanut butter).

Honey Nut- this variety of oak produces a modest sized acorn that is sweeter than other varieties. The syrup of these oaks is also collected and processed to manufacture a sweet syrup similar to that of maple syrup. As a food stuff the must themselves are popular roasted to crushed up to make a sweet paste.

Meal Nut- this variety of elven oaks produces large acorns. They are the nuttiest tasting acorns of the cultivated oaks and are generally processed flour.

Someday I may decide to breakdown the different yields possible from different eleven oaks in different regions if I get struck with the desire for such madness but as above I'm going to go with 6,000 lbs a year per acre on average.






Products of Cultivated Elven Oaks

Ironwood- wood as hard as metal. Once properly processed a carved implement will be as tough as bronze or soft iron.  Edges weapons can be produced from this material but it works best for thrusting weapons and is typically used for arrow shafts and arrowheads.
the price for ironwood goods will vary wildly depending on contact with elves but is recommend to coast 3-5 times as much if of human manufacture from supplies of the wood to maybe 20 times as much for items of elven manufacture.

Oak Butter- a nutritional paste storred in jars.

Applenut Butter- Oak Butter mixed with apples to produce a very sweet and nutrious form of apple butter.

Oak Honey- processed oak sap that is surgery sweet.

Elven Waybread- these long lasting loaves of elven bread are light and tastie which makes their long keeping nature even more wondrous. Elves keep the recipes of rite highest grades secret. Elven Waybread will last as long as 5 years and this property as well as it’s flavor gives it a high price at 10 to 20 times more than mannish made breads of the same general quality.

Oak Milk- light oil processed from the Butter Nut acorns mixed with water. Used as a beverage. Oak Milk will usually fetch price equivalent to common beer, it’s not alcoholic but it is tasty and keeps well.

Flash Oil- this flammable liquid is used to make incendiary weapons and as an means of lighting. This fetches the same prices other flaming oils will.

Elven NutMead- theirs mead is a hearty cousin to the delicate meads which are actually made from honey. Elven NutMead is made from different pressings of Butter Acorns, Honey Nut Acorns and Oak Honey itself. This mead fetches a price comparable to fine wines.


Elves may or may not keep their Acorn/Oak Cultivation as secret from men but this will much depend on the nature of the campaign and the relationship between men and elves.
In my Riperia campaign there is widespread knowledge among mankind that elves eat acorns but the true nature (and abundance)of their cultivation is unknown south of the Thornwall or much beyond the Isles of Ulthion and Arru.  A few groves of the cultivated oaks can be found here and there throughout the lands and are used by local elves or are sure indications a now extinct elven people once laid claim to the land.

Tuesday, July 12, 2016

Deep Tucker, Delver Chow, Troll Munchies

A table of food both fair and foul for the packs and larders found deep in the depths of dungeons.

1d100
Deep Tucker
1
Two gallons of Raw Melch in a bucket
2
Warm Melch Boil in a clay pot
3
Cold Melch Boil in a bottle
4
A small clay pot of Melch Paste
5
Stonebread and Melch Paste Sandwich
6
A alb sack of Melch Flour
7
A sealed copper pot with luke warm Melch Drop
8
A loaf of Melch Bread
9
A sandwich made from a whole loaf of Meclh Bread and fish-paste
10
One dozen greasy Melch Strips
11
Some really dry Melch Strips
12
One Dozen Sausage Melchins
13
Half a dozen Fishy Melchins
14
A score of stale Empty Melchins
15
Two dozen Honey Melchins
16
Handful of Sweet Traggy in wrapped in a handkerchief
17
A wooden canister packed with a couple dozen pieces of Salty Traggy
18
A big glass jar half full of Spicy-hot Traggy
19
Three pieces of Sweet and Salty Traggy wrapped in waxed paper
20
Fresh fried Natters in a wax paper lines paper sack
21
One serving of cold Natters in a small clay pot
22
One dozen large Squaltch Sausages
23
One Quart of Squaltch Paste
24
Half a dozen Jollies
25
One loaf worth of Wine Soggies
26
Six Soggy slices dripping with dungeon honey
27
A cold pot of Grayervy
28
A bottle of “Toll Mamma’s #1 Grayervy Sauce”
29
An unlabeled packet of Grayervy Powder
30
A leather gob-box with Dry Melch Strips, 2 small hard sausages of unknown origin, and a double dollop of Reekish.
31
A gob-box with 3 “Empty” Melchins, a handful of Edible Fungus, and 3 stripsof Smoked Cave Tentacle.
32
One Dozen wax sealed Gob-boxes each holding 3 Stonebread Biscuits, one dozen dried eyeballs of occult origin, and a tiny bottle of Vinegar
33
A quart of Sugared Vinegar and Three loaves of Stonebread wrapped in cheesecloth
34
One score small loaves of Twice Baked Bread
35
A sealed half-gallon clay-pot full of Seasoned Bread Crumbs
36
A half quart jar of Gobs and Tatters
37
A tin with half-a-dozen FireBeetle Grubs in Garlic Sauce
38
A three pound Hard Salami
39
A clay pot full of Peas Porridge
40
A quart jar full of pickled vegetables
41
A small barrel packed with Salted Fish
42
A sack of three dozen Journey Cakes
43
Hard Cheese with Peppers and Nuts
44
A small sack holding one pound of Troll Jerky
45
A jar of Pickled Pigs Feet
46
A jar of Bat Wings in Jelly
47
A jar of stunted Rot Grubs in Vinegar.
48
A massive tin with 3 Whole Giant Snail steaks
49
A dozen smoked Cavern Crickets wrapped in a cloth
50
A small tin of Jellied Cockatrice Feet.
51
A big glass jar full of rotten meat writhing in Crusty Maggots
52
A small jar with Ants dipped in Chocolate Sauce
53
A tiny jar full of Spicy Salted Mosquito Larva
54
A small jar full of Roasted Coffee Beans
55
A Meat and Mushroom Pie sealed in it’s own cooking tin.
56
Elfin Way-bread
57
Dwarven Stonebread
58
Millet-mash Pygmy Loaf
59
Black Bread with Raisins in a tin
60
Moleman Rootloaf
61
Large Dungeon Spider packed in Aspic.
62
One Huge Grub lightly roasted packed in Salt
63
A string of Dried Rats
64
One Jellied Unlucky Cat in a tin
65
A dozen Sewer Swine Sausages in a tin
66
A jar of Brined Carnivorous Squirrel
67
An amphora full of Soured Army Moles
68
A small tin of Crunchy Grat Toes
69
One Deep Raven jarred in Marinate
70
One live Rock Lobster with claws bound by wire.
71
One large jar of pickled Ladder Adders
72
One whole dried Dungeon Weasel
73
A clay jar full of Toasted Gravel Gremlins
74
A large tin of Smoked Metal Mites
75
A barrel of Pebble Gnomes in Brine
76
A large jar of pickled Fungus Fairies
77
A jar of Hairy Eyes floating in Nectar
78
One Very Large jar of still swimming Blind Fish
79
A small tin of Smoked Spicy Gutter Eels.
80
A small tin of Mole Pate
81
A Barrel stuffed with Ox in Hot Sauce
82
A large tin of Eloi Strips in Mint Jelly
83
A large pouch of Crunchy Wolf Ears
84
A sealed barrel of Ensanguined Fishman in Salt
85
A Dried Trollkin Head wrapped in cheesecloth
86
A string of Cured Goblin Hands
87
One dozen Split Dungeon Squab in Mushroom Sauce
88
One Dozen Elf-Ears in rendered Kobold Fat.
89
Huge tin of Quartered Dungeon Lizard in Special Sauce
90
A wax packed Triple Stuffed Hob-Gno-Brownie-Kin
91
One tin of Mechanically Separated Basilisk
92
A jar of Brownie meat in Cream Sauce
93
A jar of Troll Yogurt
94
A sealed tin of Orcish Headcheese
95
A jar of Onions and Dwarf in Broth
96
One Pickled Roc Egg
97
One Whole Roast Giant Badger with Onion Stuffing in a sealed barrel.
98
Minotaur Shanks and Apple Jelly
99
A barrel of Neutralized Green Slime
100
One Case of slightly rusted Iron Rations

This clearly isn't all meant to be considered wholesome food by surface folks engaged in monster stomping and dungeon diving.

 More rations here: http://elfmaidsandoctopi.blogspot.com/2016/07/d100-rations.html

Items 1 to 31 in the chart above are mostly explained in this older post of mine: http://aeonsnaugauries.blogspot.com/2015/03/megadungeon-food.html

 Remember kids  "Melch, it's what's for dinner" is fighting words in some taverns and feasting halls.