- Camp of 16 Lizard Men rebels, in opposition to the Reptile Lord. The group is led by Garmorzu, a one-eyed beastmaster, who successfully trained 3 Giant Crabs to serve as mounts.
- Large decrepit manorhouse with seven gables, constantly surrounded by 4 Wyverns. Embullion the Wizard hides in the basement: he stole a Wyvern egg for his magical experiments, but drew a protective circle around the building. The circle will hold for 3 more days.
- Half-flooded cave, home to 3 Trolls. The eldest has a laser blaster (an ancient alien artifact) attached to its arm. Inside their cave, there is a magical spring that grants the power of regeneration, but turns the imbiber into a troll after 12 days.
- A creepy fairground, half-sunken into the morass. 21 Skeletons (former carnies and visitors) continue their routine of riding the merry-go-round, firing rifles at the shooting gallery, devouring toffee apples... An animated Cave Lion skeleton inhabits a cage.
- Five-strong adventuring party (2 Dwarfs, 1 Thief, and 2 Magic-Users who always bicker) at the entrance of a haunted cave. They plan to sacrifice somebody at the altar in the first chamber to rid the area from the ghostly presence.
- A herd of 5 Pegasi with clipped wings guard a shimmering amethyst grotto. Inside, there is a map of the local ley-line network carved onto black rock.
Showing posts with label swamp. Show all posts
Showing posts with label swamp. Show all posts
Sunday, September 18, 2022
Six Swamp Lairs/Encounters
Six swamp locations created using my quick lair generator and random encounters on the OSE SRD site.
Thursday, June 23, 2022
[Magic Substance] Selfsame Smoke
The withering leaves of the willows at the Swamp of Despair are gathered in the late autumn, dried, then smoked from a pipe. Over the duration of a full hour, the smoke gathers and attains a ghostly form resembling the smoker. The smoker then falls into a trance, and for another hour gains full control of the haze-double. The double floats and moves like smoke (like the spell Gaseous Form), can seep through narrow cracks, change form, etc., but whenever possible, regains the approximate image of the smoker. The smoker, while in trance, perceives the world through the smoke, and relays all or any information verbally. The haze-double dissipates when the hour is up. The user must save against Poison or remain in the trance for another 2d6 hours, fighting smoke monsters.
Labels:
ghost,
magic item,
OSR,
smoke,
smoking,
substance,
swamp,
weird fiction
Friday, August 17, 2018
[Monster] Amazonian River Creeps (using the Random Esoteric Creature Generator)
I wanted to
have some fun with James E. Raggi IV’s Random
Esoteric Creature Generator (the old edition, not the new fancy one,
unfortunately…). I started rolling, and this is what I came up with.
Basic Body Shape: Combination = Quadruped + Quadruped
[I rolled quadruped twice, so…
Octoped?]
Basic Characteristic: Avian, +3 AC (Oriole)
[Orioles are not very creepy,
but they can be very colorful, so I’m taking that feature]
Size: Small, -1 HD, 1d8 appearing
[A swarm of small
avian/insectoid eight-legged creatures, with tropical colors?]
Movement: Swimming
[Nice twist! They slither in the
water, then, like flying fish, jump out and attack]
Attack: Tail (extra attack, 1 die type less damage)
[Their basic attack is beak-based, and they do
an extra tail attack. Sounds logical, because they already have an elongated
body to accommodate eight legs]
Features:
1. Wings
[Reinforcing that avian type… I don’t want to make them fully airborne, so maybe they use these wings to perform leap attacks and jump down waterfalls. Or maybe I’ll treat this not as wings, but as a single crest. More rolls are in order! And of course I roll “multiple features”…]
[Reinforcing that avian type… I don’t want to make them fully airborne, so maybe they use these wings to perform leap attacks and jump down waterfalls. Or maybe I’ll treat this not as wings, but as a single crest. More rolls are in order! And of course I roll “multiple features”…]
2. Rubbery Body
[This is a crazy strong feature, each damage die is halved, missile attacks bounce off in a random direction]
[This is a crazy strong feature, each damage die is halved, missile attacks bounce off in a random direction]
3. Multiple Legs
[Ahahahahahaha this is great! Even more legs! Up to 16! Rubbery colorful fishbird creepy-crawlies]
[Ahahahahahaha this is great! Even more legs! Up to 16! Rubbery colorful fishbird creepy-crawlies]
Strategy: Attack least armored
Motivation: Hunger
Straight
away, a creepy and actually usable monster! And it even sort of makes sense,
how all these features come together.
Amazonian River Creep
No.
appearing: 1d8
HD 1 (4 Hit
points), AC 15, Move 120’ (when swimming; 60’ on land)
Bite +1,
1d4 damage; Tail +1, 1d3 damage (next round after using its tail attack, the
Creep is AC 13)
Nimble fast-moving river predator: Elongated, segmented creature, with
eight pairs of legs. A bony crest protrudes from its spine (for better
navigation in strong river flows). The whole body is covered in
yellow-to-orange-to-black scales. A flock of scaly river worms hellbent on
taking a bite out of your flesh.
Rubbery Body: The scales are extremely strong, and attacks
easily bounce off it:
“If an attack is successful,
but the rolled damage is less than half the weapon’s natural maximum (for
example, a roll of 1–3 for a weapon that does d6 damage, before any modifiers),
then the weapon bounces off and does no harm to the creature. Missile weapons
that bounce off have a 10% chance of bouncing directly at another randomly
chosen combatant, and if this happens, the original attacker should make new
to-hit and damage rolls against the new target.”
Combat: The Creep attacks either with its beak (full
of small, vicious teeth). May deliver an extra attack with its long tail,
however this option leaves its soft underbelly exposed to damage.
Tactics: Lives in packs (1d8) in jungle rivers. The pack’s hunting tactic is simple: they
sneak up on their victim underwater, then leap out, try to make hit-and-run
attacks.
Thursday, December 28, 2017
[Swamp '70] George Rodrigue paintings
The paintings of George Rodrigue (1944-2013), depicting life in rural Louisiana have an eerie, haunting quality to them... Definitely inspiring. Check out the site of Wendy Rodrigue (the artist's wife), it has background info on several paintings.
| Aioli Dinner (1971) |
![]() |
| Doc Moses, Cajun Traiteur (1974) |
"A traiteur is a Cajun folk doctor with a special, inherited gift for healing one ailment. In George’s painting, Doc Moses heals earaches. He pours a ring of salt around the patient and touches his ears. Amazingly, only the healer must believe. The patient’s skepticism does not affect the cure." (source)
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| The Cajun Bride of Oak Alley (1974) |
"In 1850, on the occasion of the simultaneous weddings of his two daughters, Durand’s slaves decorated the arboreal alley in a manner befitting his most eccentric nature. Prolific web-spinning spiders were brought in (some say from the nearby Atchafalaya Basin, others say from as far away as China) and were released in the trees to go about their arachnidan business. Then slaves went to their task of coating the dewy, billowing webs with gold and silver dust blown from bellows. And under this splendidly shimmering canopy proceeded the ethereal promenade of the wedding party and its two thousand guests." (source)
Tuesday, June 6, 2017
Ian Miller's covers for Swamp Thing
Ian Miller's covers for Swamp Thing (issues #104-109) are insane!
(collected by fieldofshit @ tumblr)
Monday, June 5, 2017
Dark Magic in New Orleans: Death on the Bayou
Long time, no post... But that's how it usually goes.
I'm always on the look-out for swampy RPG stuff, and came across an interesting piece, Dark Magic in New Orleans: Death on the Bayou, by Randy Richards, published in Dungeon (#71). It's an adventure for Mask of the Red Death, the 1890s century Ravenloft / Gothic Earth setting.
The players are thrown into the murky waters of voodoo, alligators, and ritual murders.
The usual suspects are present: the adventure's background draws heavily on historical Voodoo practitioners such as Marie Laveau and Doctor John, who also seems to be channeling Dr. Curt Connors / Lizard from Spiderman... albeit he relies on dark magic, not science.
I even found an Actual play of this on youtube, by people who can be familiar from the Fantastic Dimensions roster. Ran using LotFP.
I'm always on the look-out for swampy RPG stuff, and came across an interesting piece, Dark Magic in New Orleans: Death on the Bayou, by Randy Richards, published in Dungeon (#71). It's an adventure for Mask of the Red Death, the 1890s century Ravenloft / Gothic Earth setting.
The players are thrown into the murky waters of voodoo, alligators, and ritual murders.
![]() |
| Marie Laveau |
The usual suspects are present: the adventure's background draws heavily on historical Voodoo practitioners such as Marie Laveau and Doctor John, who also seems to be channeling Dr. Curt Connors / Lizard from Spiderman... albeit he relies on dark magic, not science.
I even found an Actual play of this on youtube, by people who can be familiar from the Fantastic Dimensions roster. Ran using LotFP.
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