Showing posts with label dreamlands. Show all posts
Showing posts with label dreamlands. Show all posts

OD&D: Opium, Dunsany & Dreamlands Part IV, The Dreamer


This post straddles my prior dreamlands posts and the BX system I use frequently, hence the header. Click here if you'd like to see more of my dreamlands reskins.

THE DREAM MASTER

A while back I was running a home game for my family where I had two clerics PCs recovering relics and bodies in Dyson "mini-megadungeon". The reward for recovering these holy items was attracting more pilgrims to the Abbey who could serve all sorts of functions. One entry is for St. Nemo, who I had dubbed the "St. of Sleep" from the character of Little Nemo in Slumberland (the comic and 90's NES videogame). 


I believe it was Marcia of Traverse Fantasy who postulated that a good way to "humanize" the BX elf was to make them human dreamers who learned both sword and sorcery skills through the time-elastic properties of dreamlands. And while were are on the topic of reskinning the elf, I, of course, love Miranda's take on the MU-Fighter with Nightwick's Changing class.

But here is how I described my inital concept of the dreamer class in the post from session 6 of the "Super Cleric Bros." campaign in 2021: 

I might try to make Dreamers some sort of "thief" class. Improved move silently/hide in shadows. Maybe each adventure they can roll on a rumor-like table about their dreams which could be true or distorted (false). Or maybe they see an area like some sorta "treasure" map. Throw some sorta detect secret door as elf owing to a differential perception. Ooo maybe a dream journal, a spell book-like manual, that had random things the sleeper has recorded--- maybe occasionally SleepDarkness, and other illusion spells.

Re-reading, I remember my intent was to make a hireling or class that was focused on exploration and tools to get them out of scrapes. The dream journal was a way to feed hooks to the party via some underutilized methods like treasure maps that I think are little used. 


THE DREAMER

Some children are born during special confluences of the night skies. 

    Or with their souls not quite attached due to distracted Fates. 

        Or of parents that have a supernatural mark clinging to them like a burr.

            Or are an echo of a greater, god-fated child born in the same season.

The gods look at you like an iridescent, jeweled insect with your almost-importance. Your village looked at you like a languid cat who knows to many of their secrets. The court of dreams looks at you for the prism of possibilities you once were, are, and will (maybe) be. And so they whisper secrets to you under the cover of night about the endless fates you can bring-- patient governesses raising midnight royalty.

Restrictions

  • HD: As Thief
  • Weapons: As MU (dagger, club, staff, crossbow)
  • Armor: As a Thief (leather, no shields)
  • XP: As Thief (1200 xp to 2nd)

Special Abilities

Somnambulist: Move Silently, Hide in Shadows, & Detect Secret Doors 2-in-6; progress as a thief

Saw This In A Dream: Save as Halfing

Never Lost in the Underworld: Take the best result on any lost-in-dungeon table when required

Sand of Sleep: as Color Spray (3/day; 30' cone)

Dream Journal: In between adventures, the dreamer will produce 1 scroll containing knowledge gained from dreaming that has occurred. Any spells are written in the languages of zoogs, the cats of Ulthar, or servants of the Night Serpent Yg, thus unreadable by other MUs, elves, or clerics; roll 1d12:
  1. Darkness
  2. Sleep
  3. Detect Magic
  4. Mirror Image
  5. Moonlight Ray (as Chromatic Orb-Pearl; range attack; 1d4 dmg & target glows 2d6 r)
  6. Moths of Mog (as Fog)
  7. Remove Fear
  8. Cause Nightmares (as Fear)
  9. Dreams of Wealth (gain a Treasure Map)
  10. Dreams of What Could Be (roll on rumor table)
  11. Dreams of Who They Want To Be (understand the want/fear/secret of an NPC)
  12. Dreams of Your Misfortune (roll 2d20 & save those results to substitute with any d20 roll you make this adventure)
At 4th level, the Dreamer can build a Shrine to Sleep in a place where sunlight will not touch it; the PC now may commune with as many in the court of sleep (see below) as there are idols in the shrine (DM will rule via reaction checks, material quality of idol, and quality of burned offerings given)
  • Dreamers may then cast as many spells as a cleric of the same level
  • Each spell list will be composed of 6 spells thematically aligned to the idols in the shrine
  • Loss of this shrine will result in loss of abilities
Or alternatively, here we could place maybe some more novel mechanisms than just spell casting by:
  • Turn Illusions/Phantasms: enemy caster illusions now work for The Dreamer
  • Dream Quest✤: those spending downtime can do a special carousing action (or roll on a Lost in Dungeon variant) to go on a dream quest for potential magic items they can bring into the real world as a sorta lucid dreaming
At 8th level, the Dreamer can build a Terraced Garden of Slumber only of plants that grow at night and as the shrine in a place where sunlight will not touch; gaining the title of a courtier of Sleep and inducted into the numinous game the true fate of all dreamers
  • The Gardens of Slumber will only be discovered under special circumstances as long as the gates of Wake, Nightmare, Sleep, and Dream are have an idol maintained
  • The dreamer's garden will attract menagerie made up of dreamland creatures, lost legions, almost-dead sailors, occasional misplaced royal heirs, and one or two forgotten monsters (See OD&D "Stronghold" rules as a model for this list)
  • Ghroth cannot be used an a gate idol as Ghroth is passing destruction
  • Such gardens attract the attention of dreaming dragons, especially the monks of Graule, fay courts, followers of petty gods, and other dreamer's gardens
Appendix N(ight): The Court of Night/Sleep/Dreams: 
  1. Hish- Lord of Silence, Owls, & Bats
  2. Nodens- Lord of Depth & Spears
  3. St. Nemo- Saint of Sleep, Dreamers, & Sailors
  4. Yibb-Tstll- Lord of the Watching Dark & Spreading Black
  5. Ghroth- The Nemesis Moon, Lord of Fitful Dreaming & Passing Destruction
  6. Hypnos- Lord of Unconsciousness & Staves
  7. Hecate- Lord of Terrestrial Night & The Moon-lit Woods
  8. Nyx- Lord of the First Night, the Last Night, and the nights in between
  9. Yg- The Night Serpent & Saint of Traps
  10. Mog- Herald of The Final Sleep, Nightwalkers, & Moths
NOTES

Dream Quest as a carousing option feels like a great post on its own. Especially as a way to make black lotus and other fantasy herbs and spices have a purpose in play. Or for any PC group that's like "Yeah my character rolls that up in a torn page from the wizard's spellbook and smokes it-- what happens?"

I love this phrase and believe that I picked it up from Through Ultan's Door THE dreamlands publication by which my posts are a pale imitation.





OD&D: Opium, Dunsany & Dreamlands Part III

 


PURPOSE: After monsters here and here, we have traps and treasure as the next components up for re-skins. Here are the recommendations from OD&D. The purpose is to not really change the "maths" or "mechanics" of the thing being reskinned but to change its description and context.


OD&D TRICKS & TRAPS

  1. False stairways

  2. Slanting passages

  3. Misleading stairwells

  4. Teleportation trigger

  5. Sinking rooms

  6. Illusions

  7. Mind control

  8. Geas area

  9. Dead-end passages

  10. One-way doors

TWILIGHT LANDS RESKIN: “ARCHITECTURAL MANIFESTATIONS”: Riffing on the “mythic underworld” traps, I am trying to describe here how buildings and structures can become “overgrown” like an untended garden.


  1. VESTIGIAL ARCHITECTURE: Architecture retains semblances of life because life conceived it. When left unpruned by daily use and conception, it tends to grow wild. Extra doors, extra faucets, too many tables. And with frequency stairs that go nowhere ending in a curl like a fern.

  2. GULLETS: A primary example of architectural manifestations that are either very slick slides or subtle, almost hallway-like passage ways that lead deep into a structure. Generally considered a manifestation because few peoples of the Twilight Lands build elongated slanting hallways as a method of moving about a building. Sometimes these structures are helpfully marked by a maw-like frame.

  3. MISLEADING ARCHITECTURE: A subspecies of vestigial architecture that has a far more malevolent end. A “rancid” secret door that opens to serpent strikes, a mass of crustacean claws, or a thick searching tongue. A stairwell that leads up up up but ends in a one-way door and a small platform over an abyss. Or benign rug whose ornate center opens into a pit.

  4. INVISIBLE HALLWAYS: It is also possible that abandoned structures have room separated by physical distance but have corners, walls, or objects that have fused symbolically or metaphysically. Such fusing forms a connection between the two areas unseen by mortal eyes. So when walking towards a wall, a person seemingly walks through it and into another room, but the reality is they have just traveled down an invisible hallway instead of just on the other side of the wall. Pools and fountains in particular seem prone to this sort of fusing are mirrors which are symbolically just solid water.

  5. GRAVE SOIL: One of the easier architectural manifestations to spot as it appears as if mold or black soil has spread across a room. A unique property of this earth is that valuables float to the surface while anything living or once-living sinks like a stone in water.

  6. ECHOS OF OCCUPANCY: Slamming doors, glittering candlelight in the distance, foot-steps just walking past a closed door. But no actual source, as they are merely mimicry the structure cries out like a parrot who prays- the correct words but no thought to its meaning.

  7. ARRESTING PAINTINGS: Untouched by time or rot, these paintings are masterworks whose presence cannot be ignored. They are not magical in so much as anything else in the Twilight Lands, but to any vaguely intelligent mind, they are rapturous. The viewer will become obsessed with the painting desiring a deep need to possess it and care for it and worship it (often in manners that match the theme of the painting). Very valuable, very encumbering, and very hated by forces of social order.

  8. EVANGELIZING RELIQUARIES: Years of worship and reverence can endow an object, statue, alter, or another object with a residual power that emanates like heat from a piece of coal. These objects can be shielded until an appointed time or ceremony to ensure only select recipients are held under sway. But abandonment removes the forethought brought by proper tending and so the “select recipients” are now simply those who stumble within range- like a tar pit on a moonless night. These objects impress their purpose upon the viewer, clouding vision, thought, and will. Most die in the process of trying to complete the appointed goal.

  9. COILED HALLWAYS: A “cousin” to MISLEADING ARCHITECTURE are passages that branch inexplicably like tumor vasculature and coil like a labyrinth. They seemingly go somewhere but often end nowhere. However, these passages have been known to somehow attract riches and lairing monsters.

  10. TRANSLOCATED DOORS: A door in the right place its not always a good thing if its the wrong type of door. In abandoned structures, its possible for doors to translocate. A cell door might now be in the middle of a hallway. A portcullis guards the kitchen. Or a door to a treasure vault might translocate to another symbolically valuable area like the ruler’s bed chambers.

I never know if I am quite hitting the right vibe with the theme, nor if, in my own head, I have a strong concept of what adventuring in the Dreamlands is really about. But maybe I am trying to add too much complexity to the initial steps. Especially for this re-skin exercise and my larger belief that to really get started in D&D you just need monsters, treasures, and traps. Then place them on a decent map and you'll most likely get a solid "B" material to run with.

Because again D&D is about play.

OD&D: Opium, Dunsany & Dreamlands Part II

PURPOSE: As a sorta follow-up to my reskinning of Lair of the Lamb, I was encouraged to try reskinning OD&D monsters for various genre settings. Here are Levels 1 & 2. Below is for Level 3.

These were a little bit more difficult because four of the ten entries are essentially fighters & fighter+1 level and wizards & wizards+1 level. Also, the animals were just unexciting ones, but "giant"-- boo. But see what you think of them.



OD&D UNDERWORLD LEVEL 3

  1. (undead) Wights 3 HD, AC 14, level drain, those killed rise as wights

  2. (giant) Heroes 4 HD, AC 14, multi-attack (or cleave)

  3. (vermin) Giant Hogs 2+2 HD, AC 13, bite, charge

  4. (vermin) Giant Ants 2 HD, AC 12, bite

  5. (vermin) Ochre Jelly 5 HD, AC 12, punch, split when hit

  6. (humanoid) Thaumaturgists 3 HD, AC 10, dagger, spells 4/2/1

  7. (humanoid) Swashbucklers 5+1 HD, AC 16, multi-attack (or cleave)

  8. (humanoid) Magicians 3+1 HD, AC 10, dagger, spells 4/2/2

  9. (vermin) Giant snakes 4 HD, AC 15, bite poison/constriction

  10. (vermin) Giant weasels 3 HD, AC 14, war dance, bite


THE TWILIGHT REALMS: North of Sleep, South of the Setting Sun, LEVEL 3

  1. MONKS OF GRIAULE✤: Once a great wizard was about to deliver a death blow to an even greater dragon, but the wizard’s certainty faltered for one heartbeat of a hummingbird result in the dragon being paralyzed but not dead. A town and cult grew on that immense dragon’s back and the serpentine will infuse into the populous. Now the cult pilgrimages to remote places, sealed in secret places, and patiently waits, heartbeat slowed to that of their immobile lord. Any intelligent being who walks within the radius of the monk begins a battle of wills– a loss mean consumption of native will and supplanting of Griaule’s.

  2. THE FORGETFUL HEARTS: Black shields bearing a winged hourglass and black humors bearing lost souls. Stare too long and you see their eyes are really silver coins one places on the eyes of the dead. Popular theory is they are heroes killed on a quest of great importance and then forded the river Lethe to avoid the final resting place. However, that swim gave them life but cost them their memories of purpose but not their prowess. They often loiter at entrances to difficult areas of dungeons or ruins. Arms for hire if paid in the largest found gems. They would kill for one last wish or to find the deck of cards that controls fate itself.

  3. CIRE’S SWINE: These great-dane-sized creatures have human eyes, human teeth, human malice, and an all too-familiar laugh. Run on all fours, but can easily manipulate thing with their front hand-like feet. No one knows if these are smart swine, transformed humans, or god-cursed creatures, but it is known they really hate those who weld magic. Good thing they are easily tempted by food…or fresh bodies.

  4. RANCID TREASURE: In the Twilight Realms that which is unobserved can change and lost treasure is no different. Covered in the prints of many hands and many ambitions, lost treasure can spoil. Electrium and platinum coins become as beetles, gems as crustaceans, and jewelry sprouts growths or elongate like coral. The pile becomes a reef of wealth and defends itself like a hive.

  5. CLAY OF THE GODS: Not all was cleaned up after the gods molded creation. Some of the clay used in creation was lost or discarded or forgotten about. That mass is formless as chaos, but shot through with hunger and only knows destruction. Cloven with a sword, the clay merely splits into two, reforming, and resuming its activities. However, clerics have been known to exert their will as devotees of gods on the clay, giving it just a tiny spark of mortality, and there are even stories of said clay becoming a fully formed being under the watchful eye of a cleric (Clerics can turn CLAY OF THE as undead of 2 HD higher than its present state; with tutelage, the CLAY can become a hireling or classed PC (cleric or fighter) but never a level higher than the HD it was turned at).

  6. DISCIPLES OF SPUN FATE: These are priests of the spiders of Leng who claim to read the  fate of all in the Dreamlands. If that is true or not is hard to tell in the lands beyond sleep. Equally hard to verify is the impact of their zealots who go unobserved in the daily happenings and often evoked to explain mysterious misfortune. These individuals often are looking to influence by any means those with potential (high CHA) into serving their eight-legged masters, but often the exact end is unclear. For those who cooperate, great fortune awaits but with a gnawing uncertainty, their is an element that is undiscussed. Spells: (1) Darkness, Hold Portal, Spider Climb, Sleep (2) Invisibility, Web (3) Rope Trick

  7. FURIES FROM ZAIS: A legion of half-sisters sowing sorrow for a grievance unnamed. Thier love for each other is unbreakable despite roving far from the city walls of Zais. Each is connected to the others by dreams and portents that glide through the Dreamlands as birds and moths. They are honest sell-swords and sought for their martial prowess, but they will not betray or harm each other. They are said to worship the 13 true sphinxes of the Dreamlands.

  8. THE DREAMING MAGE: A singular figure draped in voluminous red & gold robes the color of a setting sun. Eyes are always closed yet this simi-translucent mage reacts as if they see all. Those who have survived encounters with this apparition claim attempting conversation seems to lead to disastrous ends. The mage appears to be distracted, distant and infers the worst from any suggestion. Yet, those same survivors report friends being lured away by the mage's needs never returning. Spells: (1) Charm Person, Magic Missle, Light, Hold Portal (2) Mirror Image, Wizard Lock, (3) Lightning Bolt, Monster Summoning I

  9. WYRMS: Not quite serpent and not quite eel, these beasts are born from fabrique eggs, lost crown jewels, or the heads of dead wizards. They are long with scales of white quartz-hues, 3 or more pairs of short leopard-like legs, and typically have a venomous bite, breath a foul cloud, vomit lightning, or petrify with an opalescent weeping 3rd eye.

  10. TARTARIAN HOUNDS: Old fireplaces, chimneys, cooking areas, and funeral pyres are all birth places of these creatures– a mix of ash and shadow given hound-like form; if a hound had a triple jaw, front legs as a lion, and a body that disappears into a fluttering banner of smoke. They track by heat but combust on contact with fire.


✤: Idea completely take from the very excellent book The Dragon Griaule which is a collection of short stories about the the town on back of the paralyzed dragon. The writing is beautiful and the idea is of course fantastic!

OD&D: Opium, Dunsany & Dreamlands Part I

PURPOSE: As a sorta follow-up to my reskinning of Lair of the Lamb, I was encouraged to try reskinning OD&D monsters for various genre settings. Or at least give the Underworld Level 1 random encounter a shot since it's shortlist. Here are my initial efforts with a sorta opium-dreamlands-art-deco-Lord-Dunsley vibe. I don’t think I’ve quite nailed it, but I like the monsters I came up with. And I at least liked them enough to take a crack at Level 2.



PRINCIPLES: I think I have outlined a few general qualities of monsters in the “Twilight Realms” that might separate it from the standard D&D arrangement above. Examples are given with the Level 1 monsters, but I’ve tried to maintain these core ideas throughout.

First, the “peoples” (Cultist of Yg, The Nameless Legion, & Sailors from Leng) of these dreamlands often bear curses and/or traditions originating from somewhere else not connected to the dungeon now. And although not explicit (but I might make it so later), they have an agenda separate from “sitting around” in the dungeon– they are searching for something. This is much like the PCs.

Second, the vermin (Walking Rust, Scintilipedes, & False Door Spider) arise not from organic decay, but more from inorganic decay– spoilt art not meat. Disease comes not from decaying bodies- those tend to lie inert, but instead from dilapidated buildings, monuments, and other edifices. That resultant disease is one that kills aesthetics not really hearts-- transmogrify over termination.

Third, the “undead” (Walking Rust, The Nameless Legion), like vermin, are less about organic decay and more about the decay of the spirit or the perversion of a single emotion into a free-standing spirit that can inhabit things. The horror of dreamland undead is possession and supplanting of will with another force instead of death per se.

OD&D UNDERWORLD LEVEL 1

  1. Kobolds 1/2 HD AC 12 Weapons, Trap makers, Reptile pets
  2. Goblins 1-1 HD AC 12 Weapons, Hate Light
  3. Skeletons 1/2 HD AC 11 Weapons, Undead
  4. Orcs 1 HD AC 12 Weapons, Hate Light
  5. Giant Rats 1/2 HD AC 12 Bite, Poison
  6. Centipedes 1/2 to 3 HD AC 11-12, Armored Head AC 16, Bite, Poison
  7. Bandits 1 HD AC 12 Weapons
  8. Spiders 1/2 to 4+1 HD AC 12-15, Web/Ambush, Bite, Poison
You might not recognize it, but this too is a re-skin
of a section of the map for Outdoor Survival
the"overworld" map for OD&D,
but now our Twilight Realms

THE TWILIGHT REALMS: North of Sleep, South of the Setting Sun, LEVEL 1
  1. CULTIST OF Yg: Milky-eyed servants of the Night Serpent Yg. They typically reside in the line of old forts along the Orchid Swamps and often run steam houses in the cities- both guarded by prayer-painted crocodiles.
  2. LAMP EATERS: Whole discussions are had as to if Lamp Eaters are advanced Zoogs or people lost to the dark, but they fear and hate light; small brave groups will try and extinguish them, then their numbers quickly double in the dark
  3. WALKING RUST: A curious fungal spoor or the restless ambition of warlords that survives death, stains, pits, corrodes, and then animates armor; care must be taken or any contact will spread this curse to any iron or steel on the person; even gold, silver, or copper isn't safe from prolonged exposure (on a successful attack AC drops by 1; if AC 10 begins to animate hindering wearer)
  4. THE NAMELESS LEGION: Soldiers robbed of their names and now forever walking for conquest as restless shades who know no end; when they march, they carry a disorienting fog with them and when defeated weapons, armor, at body turn to an hour-glass fine black sand; summoned it is said by building two doors of polished onyx with silver hinges (building gates establishes the area as a Nameless Legion "lair") 

    art: Stephen Fabian

  5. ZOOGS: An array of eyes like a spider, body like a large rat, human-like hands, and a mouth surrounded by finger-like feelers; a thing more "like a" than "is a"; speaks any human tongue and prise them as a delicacy willfully given or not
  6. SCINTILIPEDES: Common wisdom says that these bothersome insects form spontaneously from patinaed metals in the dining room, toned coins in the vault, and ruined wallpaper of smoking rooms which is why polishing by the Filigree Guild is employed by any respectable house least these pests emerge in large numbers. Quit the embarrassment if one's social gathering was to be completely paralyzed and drained by their flashing a rhythmic light draining all color (-1 CHA if a save vs. Paralysis is failed)
  7. SAILORS FROM LENG: Manning the Black Galleys that visit Dylath-Leen, these people are rumored to have cloven feet, too many teeth, and horns- though this is hidden by their ruby-adorned dress; those press-ganged are driven to join their number by the droning beat of the galley drums
  8. FALSE DOOR SPIDERS: These arachnids take advantage of the shifting architecture of the underworld to mimic the subtle outline of secret doors; a bite convinces the victim there are other secrets around, but their friends don't want them to find them

OD&D UNDERWORLD LEVEL 2

  1. (humanoid) Berserkers 1+1 HD AC 12, weapons, morale 11; +2 to-hit humanoids
  2. (humanoid) Conjurers 2 HD AC 10, Spells 3, 1
  3.  (undead) Ghouls 2 HD AC 13, claws, bite, paralysis, kill by a ghoul raised as one (They are already such classic)
  4. (beastman) Gnolls 2 HD AC 14, XXX, +2 morale, fight with claw x2, bite
  5. (humanoid) Hobgoblins 1+1 HD, AC 14, +1 morale
  6. (animal) Lizards ?? HD AC ??, bite
  7. (humanoid) Theurgists 2+1 HD AC 10, Spells 4, 2
  8. (animal) Toads ?? HD AC ??, bite
  9. (humanoid) Warriors 2 HD AC 14, weapons
  10. (undead) Zombies 1 HD AC 11, fist

THE TWILIGHT REALMS: North of Sleep, South of the Setting Sun, LEVEL 2

  1. THE WINE-STAINED REVELERS OF PAN: Wine-addled, carefree, and looking for any excitement. Wine-stained fingers and feet carry a lascivious and fragile ego, they demand outrageous things from those who cross their path. Refusal or acquiescence leads to the same end- a murderous frenzy. As this frenzy builds a horned figure can be seen just out of the corner of one’s eye playing a shrill pipe.
  2. ARCANE BRAVOS: These are disciples of Saffory who’ve adopted the peacock patterns of Tyr bravos (much to the city’s collective irritation).  Generally hired to rid a home of incorporeal threats, but in hire times they are not above taking care of corporal existences. Often have Magic-Missle x2, Sheild, and Web prepared, 25% chance of a scroll on them can be hired for 100 GP/delve (hat-tip to Ben L. for the spellbook Saffory’s Arcane Dueling)
  3. CITIZENS OF THE ONLY EMPIRE: There are innumerable city-states in The Twilight Realms, however, there is only one empire that touches everywhere the dead are laid and only one empire that can transcend even death. Applications for citizenship are freely offered by gaunt, horse-skull-headed “representatives” clad in once-rich, twice-tattered livery. And even if initially refused, most come around. One bite of flesh at a time.
  4. NULLS: A lizard mouth attached to a crow's head, eagle talons for hands, and a shaggy mane of perpetually falling butterfly wings. These beings were created by the Corpse Dragons of LOMAR as playing pieces for a 999-year game. The game is done. The dragons were bored. And the NULLS are left on their own– but they only know the game.
  5. MOONMEN: The biggest secret of LAMP EATERS is they are part of a large organization. Their masters wear large full-moon-faced masks to hide a hideous cratered visage with a tumorous topography and small green eyes. They have no quarrel with dwarves or other light-shunners but have paranoid assumptions that all interlopers are spies to their machinations to creature eternal darkness.
  6. MONDATH ADDER-HOUNDS: Head like an eye-less eel extending from a six-legged lizard body describes this creature with a keen sense of smell and taste. A successful strike allows the creature to lock down on the target by pinning a sword arm (even hit) or leg (odd hit);  will answer to commands in old Mondathic– if anyone could remember to how to speak it.
  7. THE WANDERING LECTURES OF ZEIN: Taking “experience is the best teacher” to the extreme, ZEIN magic schools require students to roam all over the lands listening to their appointed professor lecture extensively on a variety of topics. And since dungeons are on the syllabus,  it is not surprising that occasionally at the semester’s end, there is no graduating class. The professors themselves are seasoned theurgists who demand silence and attention. And have no problem casting Sleep on PCs to aid in “resupplying the classroom”, nor drinking a potion of Gaseous Form should it become obvious this will be a class with low graduation.
  8. PROCESSION TOADS:  These squat, clawed planter-sized toads are known for their venomous bit that induces a confused stupor in prey. The toads will then follow at a distance until their prey drops due to exhaustion all the while emitting a low cry that attracts other toads. When standing still these toads are hard to spot looking like rocks and, almost sympathetically, empty garden planters if around ruins (3-6 surprise).
  9. THE FIVE MEN JUSTINIAN: Often a topic of idle conversation in coffee houses among scholars, mages, and diviners is the nature of the appearances of THE FIVE. Adventurers describe a group of five men (2-8), exactly identical, clad in silver mail, a winged helm, white cloak, and carrying a spear. They speak in unison and demand aid from those they encounter on a singular task. Scholars can find no record of the person described. Mages believe it is an echo of a miscast Mirror Image. Diviners believe their number and appearance signify something much like a doppelganger portents doom. If defeated, THE FIVE, shatter into a single spear, mail, and helm set (when the entire set + weapon is worn it has the following: AC Chain +1, Spear +1, & roll separate initiative) however wearing such causes the bearer to begin to believe they are THE JUSTINIAN.
  10. SANDSTONE STATUES: It is known that things in the shape of human likenesses eventually develop human desires. Time erodes the boundaries of living/not-living as rivers can carve the landscape. But it is a cruel fate when a thing has human desires, yet cannot feel as a human does. This longing to feel quickly turns to jealousy and that jealousy festers to hate. Hate fuels destruction which does register to even stone-dulled senses.
A zoog kindly rendered from
the mind of Colin Sproule; be on the lookout
for their OSE KS Fresh Meat! 



OSR RULES FOR RUNNING AN OUT OF BODY CAMPAIGN



Emmy Allen can't stop making great stuff. As if The Gardens of Ynn and Stygian Library aren't good enough, she's blazing her trail toward the OSR throne with rules like these for a dreamscape campaign. Or these for astral projection.

Might be great when combined with Through Ultan's Door and maybe a OD&D/Holmes ruleset instead of my beloved B/X...