March 13, 2018

Dikes Fall, session 3

The adventure continues at the bottom of the Sunken Pit.

Rifling through the gnome's belongings, they find a pouch of 60gp, a heavy pick, and a light crossbow. They continue exploring and find a room with a sour smell, lit by a few guttering candles. An ancient, bent  woman steps into the light, candlelight barely illuminating her dusky skin.

Triptych from the
Garden of Earthly Delights, Hieronymous Bosch
"He was to give me part of his land,” the milk witch croaks. “And now I am left with nothing."

The party appeals to her sense of greed. With both brothers dead all the land could be hers. The gnomes have a kingdom deep below the earth, on the Other Side. It is a place she can’t go without an invitation, but the party can. If the group can lower the gnome's banner and raise the milk witch’s own she can lay claim to their lands.

“You can have anything within the castle but the demesne and castle are mine.”

They agree. To open the a way to the domain the Mangus retrieves the gnome’s body. The witch performs a strange ritual causing the corpse to warp and stretch into a portal almost but not quite entirely unlike a humanoid figure. The witch hands them a small packet with her banner and instructs then not to open until they’re in the tower. Then she’s gone, leaving only a sour odor of spoiled milk behind.

Beyond the impossible portal is a narrow stone passageway. As soon as they step through, the air turns hot and oppressively dry. The passageway is actually a narrow a ravine, or from above by a winking reddish glow. The ravine widens as it meanders through the cracked stone, revealing a fortress with two squat towers. Closer to the group is a high wall surrounded protecting the whole compound and encircling lush gardens. Mangus tosses a rope over and clambers up but falls into the garden. The rest of the party join the bruised and embarrassed tax collector at ground level. The party can spy four points of interest in the garden: a fish pond, a hedge labyrinth, a set of standing stones, and, distantly, the sound of animals just out of sight.

Detail from the Last Judgement,
Lucas Cranach the Elder
Suddenly the underbrush is filled with a rustling sound. A pack of fish creatures, running on pairs of long spindly legs, tear into sight yapping madly. "Sit!" Annemarjin yells, but it only goads the little fish-dogs into attacking. They skirmish for tense moments before gaining the upper hand on the fish-dog pack and driving the survivors off.

Vamosh goes to check out the standing stones and decides she wants to cast her Patron Bond spell there. They hear the sound of shoveling within the circle and go to investigate. It's a dwarf working on digging a hole for another standing stone coming later this week. He tells them that the masters are out, and only the staff are left now.

We go investigate the hedge labyrinth. Vamosh hears giggling from the other side of the hedge. It intensifies they approach the center of the labyrinth. In the center is a pergola on which four topiary children sit. As they come into view the and the laughter stops.
"I don't want to menace the hedges," Mangus grunts. There's a small chest beneath the pergola. Mangus does a quick assessment using his tax collector background and thinks it could contain 150 sp worth of treasure. He lights the wooden structure on fire. We hear a gasp as the flames consumes the pergola and topiary children. It doesn't spread to the rest of the labyrinth.

El Laberinto, Leonora Carrington
On their way out the pass through the labyrinth is barred by six more topiary children carrying bows. They have given up the pretense of being simple bushes and draw their bows. Opening fire they hit Annemarijn with a volley. Mangus lops the leafy head off of the children in the fracas. Arden tries to uproot one of them, but its roots are too strong. Annemarijn bashes with her club, but thorns sprout from her wooden weapon and nearly kill her. Arden stabs down into the ground, trying to get at the root of the topiary child. It drops dead at his feet. Annemarijn casts Color Spray with a boon from her fickle patron, imbuing it with ineffable cosmic power. All of the topiary children, and all of the party except for Vamosh and Annemarijn are dazed by the psychadelic blast of chaos, knocking them unconscious and blind. The Elf makes quick work of the disabled enemies, but the rest of the party lies dead to the world .

March 02, 2018

Dikes Fall, Session 2

Dramatis Personae

Vamosh Amuerte, elven glassblower
Mangus, tax collector and warrior-for-hire
Arden Diodross, guild beggar and sellsword
Annemarijn the Astrologist, herbalist and wizard
Section from The Dutch Proverbs,
Pieter Brueghel the Elder

The two survivors from the first adventure head back to town with the tavern owner's wife to collect their reward. Unfortunately, all the ale in the tavern has been transmuted into spoiled milk. Tavern owner's wife reminded the party that there's another gnome in the Sunken Pit, and he had a milk witch in his service.
They return to the Sunken Pit and quickly encounter the gnome, but rather than chasing him they tried to circle around and ambush him. They met a deranged dwarf carving a "stone child". He warns of death to the north. In another chamber they stir up a nest of rats. Arden attempts to scare them off with his torch, but almost drops it. Mangus charges in but the sword slips from his hand (because the grips are going bad and he needs to replace them). Annemarijn splats two rats with her club and Mangus stomps on another. The rest disperse and flee the room.
to explore the dungeon more and ran into the
Moving on, they found a door protected with a strange sigil. With some difficulty, Vamosh deciphered the script and identified it as a fire rune. Arden got a perfect hit with a slingstone to trigger the lock mechanism on the door and caused the fire rune to erupt in a massive draft of flames.
Finding a set of doors with a deathly smell coming from them, Mangus kicked open the door discovered two tall still figures dressed like mummers and the final gnomish brotherVamosh cast Enlarge on Mangus, who charged in. Arden impales one of the tall figures with his spear, revealing them as walking corpses.
Mangus stomped in and punted the gnome onto a set of rusty spikes embedded in the chamber's walls. The gnome screamed in pain and disbelief, "What have you done?" before bleeding out.
Arden lit one of the street performer mummies on fire, sending its ashes curling toward the ceiling. Annemarjin cuts herself in penance for her past failures to cast Color Spray again, but the last deathless thing resists. Mangus makes quick work of the last mummified street performer, and gives the gentlest fist bump the enlarged warrior can manage to Vamosh.

We ran out of time to complete the dungeon after defeating the gnome, the players opted to leave things hanging until we played again.

February 28, 2018

Dikes Fall, Session 1

The past year I've ran a biweekly game of Dungeon Crawl Classics set in a fantastical Netherlands I call
A pastiche of every psychedelic Northern Renaissance painting I could get my hands on, especially my man Hieronymus Bosch. That means all monsters become nightmare chimeras fully of forgotten symbolism. The themes are mostly traditional murderhobos navigating between the monolithic forces of Church, Nobility, and Pagan things from the dark.

The campaign focuses on Hertogenbosch, a city of trade and culture in the Low Countries. It is more or less the city the PCs call home. In classic DCC fashion I had each player roll a trio of 0-level peasants in preparation of the mayhem. The first session had incomplete minutes, they get great in every other session.

The proprietor of a public house called the Jolly Limpet, your favorite den of sin, has called upon you to rescue his wife. A pair of gnomish brothers have absconded with her, taking her to their home in a cave beside the river Meuse called the Sunken Pit. The reward? A casque of his finest. Topped up with liquid bravery and your closest dozen friends, you braved the darkness of the pit. Many of them fell, but you have killed one of the brothers and rescued the wife.
The Spoils
100 gp, split between the surviving members of the party, 1 heavy pick, 1 silver ring, 1 locked wooden chest, 1 demonic war mask

March 05, 2015

A Question of Gall

A gall is an amazing thing. Formed by a plant when a parasitic wasp injects an irritant into it, they take a huge variety of forms. Check this out.

That lights me up. So many gameable possibilities! I smell a series coming on!

The Enclave Devil

The walls between the planes are not so much thick as antithetical to one another. Like oil and water, or oil and fire, they either remain unmixed or destroy each other on contact. Extraplanar intrusions will be inexorably drawn back to their origins, like a balloon held underwater. However, there are beings in other worlds who take great interest in the possibilities of other planes. The devils, aggressive thoughtforms, and rogue engrams of the outer spheres puncture normal space and inject it with pieces of themselves to open the way for future conquest. Succubi, incubi, dark rituals, each acts to change the world to match elsewhere, or encyst a piece of one plane in another. The enclave devil is not a singular type of creature, but a multitude of beings. Each plane develops its own more or less stable shape, although most are humanoid. They are vectors for alien planes, driven to scratch out galleries and tunnels that have both mystical significance and act to thin the walls between worlds. Enclave devils also directly scratch at the barrier between the planes, creating breaches through which other extraplanar beings can move freely.

Enclave Devil Forms
  1. Worm-centaur
  2. Scuttling, emaciated thing
  3. Bulbous glutton
  4. Cobweb thing, composed of diaphanous webs
  5. Eyes and teeth whirling in the air
  6. Red-skinned humanoid. Blank, eggshell face
  7. Humanoid with exoskeleton like an insect
  8. Shadow person
  9. A muscular man with the head of a star-nosed mole
  10. A floating array of glittering sigils

Enclave Devil: Init +4; Atk extraplanar claws +0 melee (1d6, ignores non-magical armor); AC 13; HD 1d8; MV 30’; Act 1d20; SP may scratch through any barrier, 1’x1’x1’ per hour; SV Fort +0, Ref +3, Will +1; AL based on home plane.

The Planar Ram

An enclave devil is comparatively weak, and on its home plane it lacks the ability to cross to another. Aggressive dimensions make use of a carrier organisms to insert enclave devils and other creatures into other planes. Planar rams usually break through in areas of intense magical energy, such as dungeons or wizard towers. They have also been known to break through deep underground, allowing enclave devils to cut extraplanar catacombs undisturbed for years before the inevitable breach. The results are rarely positive for the plane they have invaded.
Planar Ram Forms
  1. Enormous, almost immobile, square humanoid, body dominated by wooden door
  2. Streamlined, aquatic shape, enormous maw opens portal
  3. Skeletal figure with an exposed ribcage opens to the beyond
  4. A thin ring of stretched skin and bone
  5. Floating multidimensional shape bends space around it to create a portal
  6. A mystical circle slowly rotates on a flat surface, it’s mandala-like designs spin when it open a portal within itself
  7. Bulbuous, faintly pulsing organ attached to nearly surfaces with ropey sinew. A large valve acts as a portal
  8. Tall, thin humanoid made of cracked earth. Hollow. Inverts pieces of its anatomy to reveal a portal within
  9. An animate bronze statue, many-limbed. It carries on its back a portal ring
  10. A floating tear in space, causing the air around it to howl

Planar Ram: Init +0; Atk limbs+0 melee (1d6), portal explosion +2 ranged (1d8); AC 15; HD 3d8; MV 20’; Act 1d20; SP Planar radiation (characters within 5’ take 1 damage per round due to the otherworldly energies it radiates); SV Fort +2, Ref -1, Will +2; AL based on home plane.


A witchfly is a fist-sized insect that looks like a cross between a wasp and a stick insect. Found in temperate swamps, they go through a relatively normal life cycle that undergoes major changes when intelligent humanoids are closeby. A female will seek out a sleeping humanoid and deposit 1d6 eggs under the scalp. Each egg release a substance which forms a growth on the skull called a witchgall. The hair falls out from around the spot, then a hollow, round knob of bone grows. The space fills with elastic brain tissue, making it the perfect home for the creatures. The witchfly eggs feed on the neural impulses and cerebrospinal fluid, growing faster and larger in the presence of magic. Once an egg is large enough the larval witchflies will burrow free, either breaking out of the skull and flittering away, an agonizing process at best, or eat its way deeper into the brain.

A wizard inflicted with witchgalls can tap into the increased brain mass to better cast their spells. They add +1 to their spell rolls and saving throws to resist the effects of spells cast against them while inflicted with a witchgall. However, the galls also leave them more open to the warping effects of magic, add +1 to corruption rolls. These effects are cumulative for each witchgall inflicted upon the character, to a maximum of +5. To determine if a witchgall breaks open secretly roll a d10 for each when a PC casts a spell. On a 1 the egg has hatched. The PC must make a DC17 Fort save. If they succeed they take 1d6 damage as the insect burrows out of the skull. If they fail they take 1d10 damage and permanently lose 1d3 Intelligence as the insect chews its way deeper into the brain.

Effects of having a witchfly wrapped around your medulla
1-5: nothing
6: You have a compulsion to seek out and consume worms and vermin.
7: You no longer blink. You no longer need to blink.
8: You now sleep, 1: 4 hours a day, 2: 12 hour a day.
9: You gain 2d6 inches in height over the next two weeks as your pituitary goes into overdrive.
10: Whatever god the witchflies belong whispers to you in the dark hours. Making demands. It has plans, so many plans.

January 06, 2015


Did you miss me? The last year has been a whirlwind, but I start a new job soon which should give me a little more breathing space for things like running (and playing!) more games. Never mind Secret Santicore, which I did lots of layout work for. There is so much good stuff this year, it's going to blow your mind! It just has to work its way through a final editing pass and then it will be out in the wild, raiding campsites and eating tourists. And now, a little new content for the Jungles of And, west of Ig and full of nasty critters.

The jungles of And burst with life. Fifty creatures vie for every inch. The glittering scale wing, air grouper, and howling gribbon all compete to survive among the green canyons. Buzzing in the dappled light are dozens of wasps in variegated hues and all sizes.

The folk of And turn this riot to their own ends. Local hunters carry long-barreled air-powered fusils they call waspgonnes. Each is a work of art, hand-tooled from tropical hardwood, sinew, and polished chitin. Waspgonnes use a small bellows to fire a large wasp at their target. The weapon is pressurized, a glass jar containing a wasp is loaded into the firing chamber of the waspgonne, which draws the insect into the firing chamber, and the weapon is ready to fire whenever the trigger is squeezed. Activating the weapon accelerates the wasp along the barrel at whatever the hunter is aiming at. The flight and ensuing impact enrages the insect, which furiously bites and stings whatever it strikes. The wasp is not expected to survive, but the damage it inflicts is usually sufficient to dispatch a target. A waspgonne is also almost silent, only a quiet hiss announces its use.

Hunters raise the insects in mesh cages beside their lodges. Before an excursion the cages are flooded with woodsmoke allowing the wasps to be collected. Note: only females have stingers. Their wings are clipped and then they are sealed into individual glass jars. The hunters carry these jars in belts and bandoliers.

a waspgonne
Insects used for a waspgonne include the biter, stinger, libertine, and redeater. A biter is any small calibre wasp without venom. A stinger has a deadly venom. A libertine is smaller wasp with unclipped wings. The hunter makes an initial shot with a pheremone packet, then fires the libertine which will inexorably seek out the packet. The redeater is any oversized or especially vicious wasp. There are other, stranger types of wasp used by the most experienced hunters like the gall wasp, paper tiger, and black ghost, but they are rarely used.

A Waspgonne has the range of a longbow and must be wielded with both hands. The bellows takes 5 minutes to fill, and is good for 10 shots once charged. Wasp jars save at -2 due to their fragility, should the occasion arise.

Almost all waspgonnes are one-off pieces built by hunters, but they may be talked into selling an older piece for 60 gp. Wasps cost 5 gp, but are rarely for sale.

Wasp Ammunition
Biter (1d6)
Stinger (1d6 + poison, CON save or 1d4 damage for 1d6 rounds)
Redeater (1d8)
Pheremone packet (0, lasts 3 rounds, +5 to-hit with Libertines)
Libertine (1d4)

October 14, 2014

The Fatigue Eater

Numenera does interesting things with characters, effort, and health. They're composed of a trio of pools which act as both a resource pool to use to make tasks easier or attacks more damaging, but they also act as health. It leads to an interesting balancing act where the player must make some sacrifices to avoid getting hit with something terrible, and be strategic about when to cast that giant spell. So what if a monster fed off that resource?

Nivunco, level 2 (4)

The nivunco, or fatigue eater, is a dangerous predator in the Ninth World. Unwelcome in city and wilderness alike, it takes the form of a gaunt, man-sized quadruped covered in long dark hair. It crawls on it's belly on four long limbs, moving in an unpleasantly human manner. Its long body lacks a discernible head, terminating in a hairless snout which writhes and twitches as it sniffs out its prey. 

A fatigue eater has a two-part diet, psychic and physical. It feeds off the fatigue an organism experiences, picking it up as psychic static from miles away. Once the nivunco locates it's quarry it will ceaselessly hunt it down. In many cases the creature will let itself be seen before attacking, heightening the paranoia and stress the quarry feels.

However, the creature's tracking ability hinges on the quarry's fatigue. If the quarry were to remove the fatigue, by sleeping or completing whatever task is so testing than the nivunco would have nothing to track. The greater the stress the more nourishing the nivunco finds its prey. The more psychic distress the prey releases the stronger the creature gets. It's physical and mental capabilities increase in step with the diminished capacity fatigue brings. For every 3 points a  PC spends from their pool, for any reason except damage, the nivunco's level increases by one.

When the fatigue eater has sufficiently softened its prey through harrying tactics it goes for in for the kill. It grapples its quarry with its gangley limbs, beating them into submission with its blunt claws. When its prey has collapsed it uses its long snout to completely drain the body of blood. After sating itself on the lifeblood of its prey it creeps back to its den to sleep off its meal, a process that can often take years.

Motive: Food
Environment: Any wilderness, especially high moors
Health: 12
Damage Inflicted: 3 points
Armor: 0
Movement: Short
Modifications: Tracks at level 7, all other tasks involving their quarry at level 5
Interaction: The nivunco is little smarter than an animal, but telepathic communication is possible. They are simple creatures and could be thrown off by mental effects.

October 08, 2014

Enter the Singing Hill

I've sat on an adventure for the last two years waiting till I had time and everything 1000% perfect before I release it unto the wild. That's never going to happen, so I'm biting the bullet and putting it out up here in it's mostly complete state for the betterment of all mankind. It rough around the edges, but I learned a lot working on it from both a design and procedural standpoint. I wrote it for DCC, but it should work for nearly anything.

Like goblins? Like bees? Like bees and goblins and degenerate underground jerks? Need a low-level dungeon to throw your fresh peasants into? This might serve that need.