Monday, February 14, 2022

Bhel Grove Hag Community

    I have this written out in my journal, but I'm not actually sure if it's any good or if it actually is anything at all, really. What I'm describing is a very small group of damaged people - after all, this is a refugee community - whose stakes are very very low. There may be a bit of interpersonal drama, ut on the whole nobody's life is at risk.

     It's certainly not an adventure, and I don't even think I'm sure if it has many points of interaction in the way that the Ass-End does with its encounter table. I think the single common thread among the hags of Bhel Grove is that they all want to be safe and will come together to defend themselves, but they're all different people from different places. ]Oh well. I will write it anyway.


Residents of the Grove

Spells everyone knows: Disguise Self, Ghost Sound, Hypnotism, Bestow Curse, Ray of Enfeeblement, Scorching Ray (re-typed to deal acid damage). All hags can cast every spell they know twice a day.

    Eoin & Delila Willard - Twin annis sisters, they live in a Georgian-style manor. Both maintain an image of a beautiful young giantess and look exactly like each other. They endeavor to only have one sister seen at a time. The Willard Manor has a field of sgian jute, which is just jute but sharper, worked by twenty zombie Buadaks. Eoin and Delila know the spells Scrying, Animate Dead, and Invisibility, and cast as 9th level spellcasters, save DC 13 + spell level.

    Ametrine Croft - A green hag who maintains her normal form sans illusions because she "believes in her own inner beauty". She keeps a small garden for personal use and shares her home with her incubus lover, Ohmed. Ametrine dislikes the Willard sisters because she feels that their home is overly ostentatious and not in the spirit of the community. She is also deeply and legitimately communist. Ametrine casts as a 7th level spellcaster, save DC 11 + spell level, and knows the spells Web and Color Spray.

    Esme Brack - Green hag, prefers to look like an elderly woman. She's very shy and keeps to herself. She has a greenhouse made of especially transparent quartz and sun rock where she grows mandrakes for personal use. Currently she's rather upset because she believes that Marigold has been stealing from her greenhouse. Esme casts as an 11th level spellcaster with save DC 13 + spell level and knows the spells Animate Object, Phantasmal Killer, Baleful Polymorph, and Mind Fog, as well as all divination spells up to fourth level.

    Marigold LeFleur - Green hag, maintains the form of a young, blonde woman. She's a total hippie, but in the bad way where she performs all the right theory about togetherness and whatnot but ultimately only takes without giving anything back. Did you ever watch an anime called B Gata H Kei? I promise this is relevant. There's a character in said anime called Kyoka Kanejo who has a secret room dedicated, like a shrine but horny, to her brother. Marigold has one of these secret wank rooms in her basement, but for Eoin. Marigold is murderously yandere for Eoin and hits on her shamelessly whenever the opportunity arises. Marigold casts as a level 6 spellcaster with a save DC of 12 + spell level, and knows the spells Ghoul Touch, Hold Person, and Symbol of Pain.

    Armina Fryt - An annis who doesn't bother putting on a glamour because frankly she couldn't give a fuck. She's been stealing from everyone else's gardens and is entirely unapologetic, because she doesn't consider other people to be people. She's got a fortified room under her house, and she grows a red variety of nightshade in her garden.

    Aster Masneau - Night hag, prefers to maintain the form of an older woman. She had a near death experience and is terrified of both humans and being burned alive. She has a few zombie workers that help tend her small fields of tea species as well as care for her hives of bhelian wasps, which is a misclassification as they are bees and produce honey. She keeps to herself and is unaware of any of the drama of the other Grove residents. Aster casts as a 6th level spellcaster with a DC 11 + spell level save DC. She knows the spells Dispel Magic, Dimension Door, and Haste.

    Myrna Twilp - Green hag, prefers to appear as a teenage gnome because she really really likes gnomes. Very outgoing but doesn't like "snooty people", she doesn't get along with the Willards or Marigold, but is good friends with Ametrine. She has a few hives of bhelian wasps and enjoys delivering the trolls their meals. Myrna casts as a 7th level spellcaster with save DCs of 12 + spell level. She knows the spells Mass Enlarge Person, Shout, and Summon Monster V.

    Devi Sivar - Night hag, maintains an image of a young woman. Devi is pursuing studies in summoning magic and rarely interacts with the other Grove residents. While the community comes together every once in a while to perform ritual sacrifices, Devi is much more active and performs sacrifices frequently. Knows all conjuration spells up to third level and casts as a 7th level spellcaster with a DC 13 + spell level save DC.

    Sköge - A 7th level troll barbarian who lives with four other trolls in a pen near the center of the Grove. For clarity, they built the pen themselves as a sort of territorial marker and live here because they want to - they're in a cave, no roof is necessary. The trolls have a deal with the hags to be fed in exchange for helping protect the community when necessary. Sköge knows no spells. Sad.



Ideas for Curses

  • The recipient of the curse can't sleep for more than 30 minutes every two hours. Yes it blocks full rests.
  • The recipient of the curse attracts insects. Insect swarms spawn and attack the cursed party once a day.
  • The recipient of the curse spawns a mirror demon with all their same spells and abilities once a day.
  • The recipient of the curse cannot eat and be satisfied by anything except themselves. Autocannibalism.
  • The recipient of the curse is only able to breathe while they are also bleeding. Lowers maximum hp by 1 for every hour the curse is active from exsanguination, assuming the character maintains a slow trickle to keep breathing.
  • The recipient of the curse's spells all have an additional 50% miscast chance on top of any existing. Reductions cannot bring the miscast chance below 50%.
  • The recipient of the curse must steal, specifically steal an item worth at least 10 gp every day or take 1d6 charisma damage. This damage, even after the curse is lifted, may only be restored by stealing more items, at a rate of 1 charisma damage regained per 10 gp item stolen.

Wednesday, February 9, 2022

A Couple New Spells

     For my home game I've written out a few new spells. Do I know if they are well balanced for their level? No I do not. Oh well.


Jolt -             Level 0 Evocation                    Not concentration

                     Somatic components                 Extended action

                     Immediate Effect                       Range 12 squares

    The caster fires a miniscule bolt of electricity at a single target. Caster tests dexterity to determine hit, on hit the target takes 1d4 electricity damage.

I generally try not to write spells that are just an existing spell reskinned with a new damage type, but I will admit that this is basically just the acid splash spell. If there's only one thing I like about the 5e spellcasting system, and lord that may be the case, it's better cantrips. Here I'm trying to straddle the line between 3.5 and 5e, but frankly maybe I ought to up the damage more.


Minor Fireball -         Level 1 Evocation                            Not Concentration

                                     Verbal & somatic components         Extended action

                                     Immediate Effect                             Range 9 squares

    Caster throws a small orb of exploding fire. The fireball explodes, covering a 2 square radius and dealing 1d6/level (max 3d6) fire damage to all creatures in the radius. Targets in the radius may make a dexterity saving throw for half damage.

I am of the opinion that a well-built fighter or barbarian is a better damage dealer than just about any spellcaster and thus sneer condescendingly at those foolish wizards who bother to learn evocation spells, but I needed more fire spells so here we are.


Chatterbox Hex -         Level 1 Enchantment                        Concentration

                                       Verbal & somatic components          Half action

                                       Lasts 1 minute per level                    Range 6 squares

    The target of this spell must be a single entity that has verbally responded to something the caster has said in the last minute. If this condition is met, the target is affected by the hex with no saving throw. While hexed, the caster may use their reaction to impose a -10% penalty (-2 for d20) on any one roll during the hexed creatures turn. The hexed creature must be within the spells range to be affected, and the spell ends if the creature leaves the range of the spell.

My players will never know that my headcanon for the creation of this spell is that a teacher got pissed off at a very irritating pupil and developed this spell to embarrass said student at opportune times.


Predict Weather -       Level 2 Divination                                Not concentration

                                     Verbal & somatic components             1 hour ritual

                                      Immediate Effect                                 Range personal

    The caster of this spell gains a one-word understanding (such as "stormy", or "clear") of what the average weather will be for the next day. There is a 70% chance that this prediction will be accurate.

I have to assume that this spell, or something like what I have here, exists somewhere in the splatbooks. At a guess, Stormwrack - seems the sort of book such a spell would be useful for. Even so, I wrote it before I found it so here we are.


Poxy Buboes -         Level 2 Transmutation                        Not concentration

                                 Verbal & somatic components            Extended action

                                  Lasts1 round per level                        Range personal

    Noxious, pus-filled warts bubble up on the caster's skin. For the duration of the spell, any time the caster takes damage to their health due to melee combat, the attacker 1d10 acid damage from popping buboes. Additionally, for the duration the caster's charisma score for the purposes of any social skill checks is considered to be 10, though the actual score is not affected.

Why yes, I do think the Skaven are cool. Why do you ask?


Soul Warble -         Level 2 Necromancy                  Concentration

                                 Verbal components                    Extended action

                                 Lasts 1 round per level              Range 12 squares

    The caster creates a sympathetic connection to the target, jangling the target's soul. The target may make a wisdom saving throw to resist the effect, otherwise the target immediately takes 1d8 psychic damage as well as 1d8 charisma (1d2 in d20) charisma damage. For the duration of the spell, the caster may once per turn use a half action to deal a further 1d8 psychic and 1d8 charisma damage. The effect ends if the target leaves the range of the spell.

Of all the spells here, I think this is likely to be the least balanced. I'm not sure I mind.


I am not an artist


Inverse Fireball -         Level 3 Evocation                            Not concentration

                                      Verbal & somatic components          Extended action

                                       Immediate* effect                            Range 100 squares

    The caster explosively absorbs the ambient heat of an area, causing an intense cold snap and setting themselves aflame. The caster is set on fire for 1d6 rounds and takes 1d6 damage per round while on fire. The caster deals 1d6 per level (max 10d6) cold damage to all creatures in a 6 square radius from the impact point. Any creatures in the affected area may make dexterity saving throws to take half damage.

This was written for a nilbog shaman, but I think it's interesting enough to make a spell all on its own. Ultimately all you're getting for a potential 36 fire damage is an extra 10 feet of radius, but there's a masochism in me that thinks this is a much more fun spell than fireball.

Circle Casting

     I'm working on a thing about hags. A hag is basically a witch, right? Witches famously cast spells as a group, and they're not the only ones, but the rules for casting spells with others, at least in 3.5, are distinctly lacking. It's also possible that I haven't seen them, but who has time to look through every splatbook for the one mechanic I want when I could instead just make one? I know that the Monster Manual has a section on hag coveys (is coven a copywritten word?), but I find the definition much too specific and also just boring. It adds spells they can cast and technically ups the save DCs, but ultimately it means that cooperative casting has a very definite point at which it is no longer effective, which feels wrong to me.

    Here's my suggestion for how to circle cast: the requirements are that there are two or more participants, all participants know the spell being cast, are in physical contact, and all pass a -20% spellcraft check (call it a -4 in a d20 system). If the spellcraft check is failed by any member the spell as a whole fails and all members lose the spell slot. If the group as a whole has more degrees of failure than there are participants, something magically horrible happens (read: 40k perils of the warp). On a success all members still lose the spell slot, but the spell is cast. The spell requires 10 minutes per spell level to cast, reduced by 5 minutes per total degree of success on the spellcraft check. Caster level and spell save DCs are taken from the leader of the circle. Choose from one of these benefits:

  • Add one die to the dice pool per caster in the circle, e.g. a three person circle led by a fifth level spellcaster all casting fireball increase the damage from 5d6 to 8d6.
  • The effective caster level for the spell increases by one for every two casters (rounded down) in the circle.
  • The spell save DC of the spell increases by one for every two casters (rounded down) in the circle.

Saturday, February 5, 2022

The Ass-End Brewery & Tea House

The Ass-End Brewery & Tea House or AEBTH, henceforth:

    In the strange, death-world meat sphere that is the Palace/Prison/Tomb of Buadak Sayung, there exists a friendly public house in the style of a Bavarian bauernhaus. The AEBTH floats sixty feet off the floor and looks like someone took two buildings and glued them together by their foundations, in the sort of way that left and right are clearly defined, but up and down are open to interpretation. Gravity still works though; the pub floats because magic and if you go far enough down you'll be walking on the ceiling. The AEBTH also has a lovely open air dining area on the top floor, excellent for takeoff if you fly and drinking tea if you don't.

There you go. A bit of bad art for reference.


The Staff

    Gisdi is an imp and also the owner/operator of the AEBTH. He came to the Tomb when a Buadak with more desperation and mana than skill summoned and subsequently failed to contain Gisdi. Recognizing the resources available in the Tomb, Gisdi brought in a good friend as a business partner and now runs a very successful interdimensional hangout with his small staff. Gisdi has a braided beard, speaks the way you'd expect a lumberjack to speak, and has a sapphire tooth because he likes the way the blue contrasts with his red skin when he smiles. He does all the preparation for the tea and many of the tea services, and he genuinely likes all of his staff the way a father might. Lastly, he's a 9th level barbarian and has a macahuitl hanging above the bar that he knows how to use well.

    Eight-Three is an iron golem that acts as the bartender, and it has no personality. It isn't quippy, it's not sardonically dry, it isn't entirely clear if it is capable of speech. It just mixes drinks decently.

    Genvissa is the bouncer of the AEBTH and is also an erinyes. She's a friend of Gisdi's from back when they both lived in hell. She's a leather-clad bad bitch, but secretly is super tsundere. She likes to hang around with Gisdi because she thinks he's just adorable, with the little beard and everything. In a platonic but probably condescending way. She's a 7th level bard.

    Buadanina is a latina cyborg from the future that works here as a waitress. She is a Buadak and will therefore likely be trapped in this tombworld made from the corpses of, fundamentally, herself until she dies, but she's making the most of it. She is currently sleeping with Buadak A4872, but she secretly has a big ol' crush on Genvissa and doesn't really think of this thing with A4872 as a long-term deal. She has a laser cannon for an arm! It deals 4d8 damage because it's a laser cannon. She has no levels.

    Buadak A4872 is an escaped mental ward prisoner and he works in the AEBTH as a waiter, currently. One of A4872's issues that was frequently discussed in group sessions was his rampant narcissism. Unrelated, his love for Buadanina is totally real and not in any way connected to the idea that she is him in some cosmic way. Buadak A4872 is from an apocalypse reality and he really enjoys doing tea services. He has no levels.

Who's in the Bar Tonight? Roll three times

1-4 | 1d8 imps, off duty

5-8 | 3d6 imps and 1 chain devil, here for a stag party

9-12 | 1d2 retriever constructs, here to pick up a delivery like interdimensional DoorDash

13-16 | A balor picking a fight with a pit fiend

17-20 | 1d4 8th level necromancers, having a tea service on the terrace

21-24 | A djinn noble and 1d4 large air elemental bodyguards

25-28 | 1d4 fae tourists, loudly proclaiming how much they loathe the place while also clearly enjoying themselves

29-32 | A kolyarut inevitable and two zelekhut inevitable, all bounty hunters here looking for someone

33-36 | 1d6 bearded devils, here for a work party - Dafe just got landed a huge account!

37-40 | 1d3 ice devils, off duty

41-44 | 1d6 psychopomps, off duty after a long eternity of shepherding the dead to their final resting places

45-48 | A single planetar, clearly in the wrong place and wondering how much smiting it needs to do

49-52 | 1d3 rakshasas, enjoying rare steaks and tea

53-56 | 1d6 medusae, here to get drunk

57-60 | 3d4 mephits, any mephits, you choose the type

61-64 | 1d4 buadaks, probably intimidated by the other patrons but ordering food anyway

65-68 | An awakened gelatinous cube, looking to meet people

69-72 | An adult red dragon, you choose if they're polymorphed into human form or not

73-76 | 1d3 liches, they don't need to drink but they still like the smell

77-80 | 1d4 noble salamanders, a bit bored but here to see what the fuss is about

81-84 | 1d8 satyrs, hitting on attractive people

85-88 | 1d2 androsphinxes and 1d2 gynosphinxes, maybe a date? Maybe a double date? Maybe a FRIENDS situation?

89-92 | 1d6 vampires, here because of the quantity of blood present in the offerings of the AEBTH

93-96 | 1d2 vampires and 1d10 vampire spawn, here to show off how popular they are

97-100 | A nightwalker, all it does is stand around menacingly

What's on Tap?

    For teas, on offer are: Red Ceylon Blend (courtesy of Bhel Grove Hag Community), 3rd Flush Abyssal Darjeeling, and a Phosphorescent Gunpowder Blend.

    For other drinks: Bhel Mead, Blood Wine, a Glyph-Anise Absinthe made by the Grove Community, Sweet Bourbon (imported), and the feeling of Despair.

    For foods: Fresh Steak (made to order), Meat Stew, Gluten-free Bone Dumplings, and Gluten-free Bonemeal Loaves.

Friday, February 4, 2022

Who's That Buadak?

     This is a generator for any given Buadak to see when they're from, whether they have levels, and, most importantly, whether a character is a Buadak? After all, not all Buadaks are literally named Buadak. You'll ultimately need to roll four d100 for this whole table.


Are You (or your players) a Buadak?

Roll a d100. If you got a 4, 9, 13, 17, or 39, then yes! You are!

When Are They From?

01-50: Fantasy                                                   67-87: Modern

51-66: Historical Past                                        88-100: Future

Do They Have Levels?

01-50: 

51-53: Level 1                                                    81-83: Level 11

54-56: Level 2                                                    84-86: Level 12

57-59: Level 3                                                    87-89: Level 13

60-62: Level 4                                                    90-92: Level 14

63-65: Level 5                                                    93-94: Level 15

66-68: Level 6                                                    95-96: Level 16

69-71: Level 7                                                    97: Level 17

72-74: Level 8                                                    98: Level 18

75-77: Level 9                                                    99: Level 19

78-80: Level 10                                                  100: Level 20


Proof of vitiligo and also just a page from my gamebook


Fantasy

01-03: Orc Hunter                  37-39: Goblin Lighthouse Keeper     73-75: Dwarf Serial Killer

04-06: Elf Scholar                  40-42: Halfling Warden                     76-78: Elf Painter

07-09: Orc Sage                     43-45: Human Jester                          79-81: Human Paladin

10-12: Dwarf Barber              46-48: Hobgoblin Bureaucrat            82-84: Gnome Vintner

13-15: Orc Tax Inspector       49-51: Gnome Bard                           85-87: Orc Beekeeper

16-18: Ogre Butler                 52-54: Ogre Prisoner                         88-90: Elf Illuminator

19-21: Halfling Surgeon        55-57: Human Priest                          91-93: Halfling Guard

22-24: Gnome Curator           58-60: Dwarf Laborer                       94-95: Goblin Merchant

25-27: Goblin Glassmaker     61-63: Halfling Scientist                   96-97: Ogre Baker

28-30: Elf Carny                    64-66: Hobgoblin Lawyer                 98-99: Dwarf Wizard

31-33: Gnome Author           67-69: Human Farmer                       100: Human Maid

34-36: Dwarf Chef                70-72: Goblin Soldier

Historical Past

01-03: Shipwright                       37-39: Wagon Driver                73-75: Writer

04-06: Tollkeeper                        40-42: Philosopher                   76-78: Knight

07-09: Botanist                           43-45: Criminal                         79-81: Cook

10-12: Deacon                            46-48: Inquisitor                       82-84: Chirurgeon

13-15: Exorcist                           49-51: Miner                             85-87: Cobbler

16-18: Orchestra Conductor       52-54: Merchant                       88-90: Herbalist

19-21: Tavern Keeper                 55-57: Slaver                            91-93: Mercer

22-24: Highwayman                   58-60: Sea Captain                   94-95: Linguist

25-27: Singer                              61-63: Blacksmith                    96-97: Nanny

28-30: Wiseman                         64-66: Porter                             98-99: Smuggler

31-33: Town Crier                      67-69: Duke                             100: Prophet

34-36: Courier                            70-72: Farmer

Modern(ish)

01-03: Accountant                         37-39: Call Center             73-75: Encyclopedia Salesman

04-06: Meter Maid                        40-42: Office Manager       76-78: Insurance Broker

07-09: Mall Security                     43-45: Caterer                     79-81: Hitman

10-12: Bartender                           46-48: Barista                     82-84: Newscaster

13-15: Uber Driver                       49-51: Drummer                 85-87: Astronaut

16-18: Tech Startup CEO             52-54: Radio Personality     88-90: Archaeologist

19-21: Cold War Spy                    55-57: Pychotherapist          91-93: Gas Station Attendant

22-24: Depression Bootlegger      58-60: Serial Killer              94-95: Televangelist

25-27: WWII Soldier                    61-63: Vlogger                    96-97: Inmate

28-30: Unemployed                      64-66: Travel Writer            98-99: Real Estate Agent

31-33: Police Officer                    67-69: Art Thief                   100: A.C. Repairman

34-36: Homeless                          70-72: 50s Housewife

Future

01-03: Bounty Hunter              37-39: Frontierworld Explorer    73-75: Apocalypse Raider

04-06: Space Captain               40-42: Cyberprison Escapee       76-78: Mech Pilot

07-09: Dystopian Rebel           43-45: Time Cop                         79-81: Hive Mind Node

10-12: Xenobiologist               46-48: Intergalactic Despot         82-84: Psychic Conductor

13-15: Robo Slave                   49-51: Bio-enhanced Ravager     85-87: Space Trucker

16-18: Deathworld Hunter      52-54: Interstellar Shipwright      88-90: Fighter Pilot

19-21: Parasite Infectee           55-57: Megacorp CEO                91-93: Spaceship Mechanic

22-24: Ghost Ship Survivor    58-60: Hyper Radio DJ                94-95: Evil Genius

25-27: Alien Tamer                 61-63: Bio Experiment                96-97: Dystopian Enforcer

28-30: Cyberpunk Hacker      64-66: Energy Being                   98-99: Psychic Thought Police

31-33: Cyborg P.I.                   67-69: Alien Assassin                  100: Cyber-Exorcist

34-36: Space Pirate                 70-72: Laser Enthusiast

Tuesday, February 1, 2022

The Multiversal Palace/Prison/Tomb of Buadak Sayung

     Here are the basic principles of the Palace Prison Tomb:

  1.  In every universe of reality, there is, has been, or will be an entity named Buadak Sayoung.
  2.  Whether by ill fortune, conspiracy, or deific loathing, Buadak Sayoung is doomed to be trapped in the Palace Prison Tomb.
  3. By the nature of the Palace Prison Tomb, it is exceedingly difficult to escape.
            3a. This is even harder if you are Buadak Sayoung.

    Cool cool. So what? Well, since the multiverse is theoretically infinite and there is a Buadak in every one that is cosmically fated to be trapped in the Tomb, there have been a lot of them. The Tomb is a extraplanar space created, or maybe just existing without creation, for the sole purpose of keeping Buadaks inside, but at its outset it was much like outer space, only emptier. Then the first Buadak stumbled into or was banished to the Tomb only to find the space had nothing to breathe, and promptly died. This kept happening and eventually the sheer quantity of Buadak corpses in close proximity caused gravity to happen. The Buadak corpse-sphere grew to the size of an asteroid, then a small moon, and then to the size of a planet. Fun fact about the Tomb: Buadaks interact with the dimension in unique ways and never decompose past rigor mortis.
    That's a lot of death energy, and while it may be difficult to leave, it isn't all that hard to enter. Now, tunnels dug through the corpse-planet host all sorts of interlopers and tourists. Is there a surface? There must be, though nobody has tunneled far enough to find it. The little bits of air that accompanied every dead Buadak have also been adding up, and with the addition of flora and fauna adapted to the... unique environment of the tomb, it is entirely livable, if exceptionally dangerous. 
  • Demons were among the first to find the Tomb, and they still come here to hang out and enjoy the ambiance in the sort of way that movie teenagers like to find parking lots and alleys to smoke. 
  • Necromancers absolutely adore the Tomb, for obvious reasons. It's a great place to find materials, and if your creatures run wild, well, it hardly matters, does it? Many aspiring necromancers come to the Tomb raising undead in bulk for the practice, but can't be bothered to retain control of their creations, and as a result the tunnels are positively crawling with undead.
  • Similarly, a college for those that would learn to build with the dead, Akrolaik University, has been founded in the tomb. Classes are half necromancy and half architecture and most students' final projects are to build some grand structure in one of the corpse-caverns of the Tomb. Sometimes graduates take their final project as their lair, but more often than not the building is simply abandoned.
  • Since Buadak Sayung is an existential constant, the Tomb is currently the most stable known point in the multiverse to study the multiverse. An observatory has been built by and for the multiversal metastronomers that come to the Tomb to study, well, everything.
  • A growing population of refugee hags fleeing persecution has been growing in one of the many blood-swamps of the Tomb, called the Bhel Grove Hag Commune. Mostly keep to themselves, except for an occasional ritual sacrifice. Lovely gardens, they grow a lot of tea.
  • Fae are known to visit the tombs like condescending Japanese tourist stereotypes; they think the place is perfectly gauche and a putrid little hole of a dimension, but they're also kind of into that.
  • The Tomb is still quite deadly, but in a different way than it used to be, what with the literally no oxygen issue, so now-and-again one of the Buadaks that comes through is a were-whatever and manages to survive and bite someone. Lycanthropy in the Tomb has thus become a serious health issue.
  • Githyanki pirates have established a secret port city here, very hush hush. They seem to have the easiest time getting out, too.
  • A Duergar treasure hunting expedition came to the Tomb some time ago and quite immediately found themselves stuck in, frankly, a horror story. Unable to get out, but able to contact home and ask for materials, they've since built themselves a small but defensible fortress spanning a chasm. They've been here for a few generations now and have gone a bit nutty.
  • A particularly entrepreneurial imp has opened a tea house-brewery in the Tomb and the spot has become an after-work hangout for off-duty devils.

Post Zero

     Alright, I think I'm going to really try this. Fingers crossed. A note about the name; I have vitiligo and it's hard to think of names that are both available and don't make me feel itchy when someone hears about it. I was going to call it "Skin Map", but I'm very glad somebody else took that particularly serial killer-y name.

Good enough.

    I have a system I've been working on for years, and that's what everything I write about is likely to be referring to. Ultimately this is a project for me, so I should write it to please myself. The system (as yet unnamed) is player facing, roll-under d% based. It also draws significantly from D&D 3.5 because it's my favorite edition and, like this blog, my system was made to satisfy myself. I hope that doesn't get me in trouble.

Bhel Grove Hag Community

    I have this written out in my journal, but I'm not actually sure if it's any good or if it actually is anything at all, really. ...