Saturday, 27 December 2014

Beliefs of the Swamp Folk



Th'water don't stir 'round these parts, an' th'dead sit just out of sight. Mind yerselves, strangers.

Roll a couple of times for beliefs. Roll once more for a true belief.
d10
 Wisdom
1
Catchin’ an’ burnin’ yer dreams, dire an' golden, drives away th’spirits.
2
Witches are lurkin’ just below th’water. Breakin’ th’tops of th’water lets ‘em out.
3
Th’birds an’ trees conspire ‘gainst us.
4
How can y’trust a vessel y’don’t name? Y’all surely drown.
5
Each an’ every bug s’another spirit tryin’ t’get in.
6
Them short ones sharpen they teeth an’ lurk ‘midst th’trees, watchin’.
7
That shit brewed here’ll keep y’safe from illness an’ plague.
8
Give a stranger hospitality an’ th’swamp’ll surely get ‘em.
9
Stringin’ up th’bones an’ skulls’ll trick th’spirits, keep y’safe.
0
Th’etchin’s cross my skin’ll make sure that they’ll get lost if’er they try an’ follow me through these waters.

Sunday, 21 December 2014

Mechanisms of the Deep Dwarves

These guys are back.

d6
Mechanism Appearance
Mechanism Function
1
Gigantic metal cube with uncomfortably organic exhaust pipes sprouting throughout, coughing out thick black smoke that stains skin irrevocably. The noise is a low thrum with occasional moments of apocalyptic engine-screams and shearing metal. Dials and read-outs are liberally placed throughout.
Moving up, down or either.
2
Entire room/space is filled with machinery left open and exposed, continuously in motion and thunderously loud. Many chains and ugly toothed cogs are seemingly positioned to drag in the unwary and chew them up in the terrible workings of the inner tangle of the mechanism.
Cleaning food products.
3
Elegant assembly of chromed shapes containing smaller mechanisms which work together to achieve functions. Only has a single display dial, which can only inform the user whether the task is complete or in-progress. The entire machine could be carried in a slightly oversized backpack, and is very quiet in operation.
Actually a regulatory device for another mechanism buried beneath you.
4
Ugly, large and unwieldy tool requiring two-hands and a focused operator. Tubing feeds into abrasively mechanical components which gnash and chew. The thing grumbles when passive and roars when in active use. Coughs out a cloud of waste products after extended use. Very easy to lose fingers in.
Compression of materials into denser, more transportable forms.
5
Endless tubes and vials and twisted metal form a tangled mess housed within a double-size mine-cart. The thing gurgles madly as fluids mix and reactions are contained, with the central controlling mechanism clunking and choking as operations are performed to the input provided by the delicate panel studded with hundreds of toggle switches and levers – all unlabelled.
Not even the creators know – but turning it off could be catastrophic.
6
Forest of metal smoke-stacks would tower above the viewer if they were not embedded directly into the stone above them. The glow of innumerable furnaces gives the entire area a hellish light whilst the roar is muted by the tangle of industry. Despite all the effort to pipe away waste products, endless smokes and powders mix freely in the upper sections and fall as weird slag and fluid.
Library check in/out system.

Wolves of Paris

Not RPG, not gameable, skip this.

Tuesday, 16 December 2014

Breaker of Prophecy

***TUESD&D GO AWAY***

To break prophecy is more than rejecting fate - it twists and warps reality, defying what was meant to be. Only that which does not value reality at all - a thing from that sea of chaos - could willingly embrace this knowing the full repercussion of this. And so it comes to our world, living in the deepest pit surrounded by it's imitators and hangers on. Nameless, it tempts mortals determined to defy what has been made for them by the weavers of reality. This unraveller of tapestries takes the form of a white worm the size of cities, writhing atop a sea of smaller reflections of itself.

It sends out servants to bring the desperate to subterranean lair (for the lower one is, the further they are from the reality enforcing sun) Once brought here, they are infected with shards of it's maleficent essence. This corruption allows them to hide in the corners of fate, avoiding the hand dealt to them, but also binds them to it's will. They will become swollen like a women heavy with child, and often need to vomit - but only worms will escape their gullet. These worms will infest and kill the populace, taint the land and sow the seeds of chaos.

d8
Reality twists and buckles…
1
Compress to a flat circle of space/time observable.
2
Kill the you of now to become the you of new-now. See all previous struggles of such.
3
The watchers press close – faces on surfaces on air grinning watching impossible.
4
All is an empty point of reference and now you see the connections – the real.
5
Engulfed by matter, time waits while you drown.
6
Stretch out on all possible planes to fill nothing before sharp contraction to everything.
7
The literal molars of reality grind you to paste and you cannot help but scream thanks to the astral dentistry.
8
Each organ votes on continued existence on this plane given the ability to ascend. They hate you, and so you stay. Every second.

Wednesday, 10 December 2014

But At What Cost?

Written for use with this guy, but usable for any time you need to make bizarre demands of players. Entries in red were provided by Myke.

d100
Demand
1
The spell slot of a magic user, plucked from the mind.
2
The diary of a living person.
3
The diary of a person long dead.
4
Dust from a forgotten city.
5
Three thumbs.
6
The ability to speak.
7
The ability to write.
8
The ability to read.
9
A beloved pet.
10
The ash of a once-great library, razed to the ground.
11
The ability to produce children.
12
The head of a witch.
13
Eleven rusted nails.
14
A right hand.
15
The promise of hospitality in future.
16
A leg.
17
An eye.
18
Bricks from a temple still standing proud.
19
The blood of a druid.
20
A child.
21
The tongue of a singer.
22
A poem.
23
A weapon noted in legends.
24
The dead-still-walking.
25
A fathers head.
26
Sea-water.
27
Good boots.
28
Three copper pieces minted in different kingdoms.
29
A dictionary for a language no longer spoken.
30
A living flower.
31
The seeds of a tree now dead.
32
The life of a bastard.
33
A virgin.
34
The ability to fear.
35
The ability to taste.
36
The promise to never return.
37
The beard of a dwarf.
38
A priest.
39
Faith.
40
The ability to laugh.
41
Five years of your life.
42
Jewellery scorned by royalty.
43
A prize winning pig/cow/sheep.
44
A length of chain.
45
The ability to sleep.
46
The life of a bandit.
47
Swamp-water.
48
A full set of human teeth.
49
To accept its mark.
50
The promise to never inflict violence.
51
The ability to perceive colour.
52
A delicate timekeeping device.
53
Skin samples from three different animals.
54
The signet ring of a noble house in ruins.
55
Twelve ears.
56
Stitching taken from the robes of a retired wizard.
57
A lock of the finest quality.
58
A weeks rations, water enough for five days and a mule.
59
A bird born and raised in captivity.
60
The wedding gown of a widow.
61
Permission to travel with you.
62
The lungs of an elder.
63
A memory.
64
Your life story.
65
An oath to upload chivalrous codes.
66
An oath to act without mercy in all things.
67
An annual visit – bring gifts.
68
The truncheon of a watchman.
69
The ability to dream.
70
A disease.
71
A testicle.
72
A song.
73
Three locks of golden hair.
74
The deed to a mansion.
75
The deed to an empty plot.
76
A face.
77
A pair of eyebrows.
78
A firstborn.
79
A thirdborn.
80
Twins.
81
A rare cheese.
82
The love of a friend.
83
A kidney.
84
Seven hens.
85
Peace of mind.
86
Dung of a farm animal.
87
A high quality slave.
88
A loyal follower.
89
Six toes.
90
The ability to perceive harmony in sound.
91
An answer.
92
An unsolved riddle.
93
Five fingernails.
94
A sizable, regular block of ice.
95
An engagement ring.
96
The ability to ignore constant stimulation – see the veins in your eyes, feel the skin shift and your organs gurgle.
97
The ability to orgasm.
98
An oath to partake of an addictive substance.
99
A true name.
100
The ability to be remembered beyond death – your name will be forgotten.