Showing posts with label Ocean. Show all posts
Showing posts with label Ocean. Show all posts

Friday, April 15, 2022

8 Mermaid Spells

[1] Magic Conch
This spell requires a magical conch shell taken from the sea- Ask a question into the magic conch. The DM will roll a d20 and record the number. Then, the DM will give a vague sounding answer based on the roll; a roll of 1 might be "never" and a roll of 20 might be "yes and better then you think", where as a roll of 10 might be "maybe", and so on.

If you act upon the question of the magic conch, the DM will substitute that roll with a roll made by yourself or a creature. For instance, if you ask the magic counch "will I die before I leave this dungeon?" and the answer was "no" because the roll was a 1, then the DM could replace that roll of 1 the next time an orc tries to attack you, and so on. This is a double edged sword, as if you asked "will I survive this dungeon" you could just as easily get a roll of 1 or 2 which the DM can use to substitute any saving throw you make with something that will kill you instead.

This divination of fate isn't fullproof. If circumstances or the players themselves break the chain of events that would contradict the magic conch, it shatters apart.

[2] Stairway in the Waves
Rising from the ocean; crystal stairs rise up upon casting this spell. This spell can only be cast at night, as concentrated light (from a lantern, torch, or sunlight) will break the fragile enchantment. This spell makes crystal stairs appear from the water- they are physically present but not strong enough to cause damage to ships or large animals moving through water. They are fixed in place; though you could be thrown off by a strong enough wave or crash of water.

The stairway can be spiral (maximum of 60 ft of height), ascending in one direction, a curve, etc. Steps can also be wide, steep, shallow, whatever. Night sirens use this spell to lounge around above the water and entice sailors, or give them a way to descend from the deck of a high ship down to the random precarious rock in the middle of the ocean they're always lounging on.

[3] Magic Bubble
Surrounds a person in a bubble that can float around. The bubble is under the control of the caster, and can envelop one human-ish sized creature, or a handful of smaller creatures. The bubble can float in any direction, including underwater, and moves at a brisk walking speed. It is partially cut resistant, but can be popped with any sharp object- consider its AC 18 for an attack roll to pop it, with ranged or melee inside the bubble. The bubble could not survive being moved through a coral reef or forest; it can only go through tight passages if there is ample room.

This spell can be cast on a friend or foe, both can be useful. The bubble also traps whatever is around the creature at the time, so aquatic creatures keep an amount of water for breathable medium or a sphere of air is kept for air-breathing creatures who are taken underwater or into space, etc. The bubble technically lasts forever until it is popped, which really won't take that long.

[4] Beguiling Barnacle
It requires touch and a willing or relaxed target to place this barnacle on them. Usually, the forehead or one of the hands is chosen for this spell.

The magic barnacle sticks to the target and acts as a Charm and Quest spell. Those under its effects are in love with the caster, and will go to the ends of the Earth to accomplish whatever task they are given. If a Remove Curse or they are 'snapped out of it', the barnacle remains, squeezing and causing them pain the longer they resist the command. The barnacle can also be pried off with a successful save and reduces the victim's health by -1d4 permanently.

As an added effect, anyone with one of these barnacles on their skin absolutely cannot swim.

[5] Distortion Wave
Requires both hands to be touching a body of liquid- both hands shove out a magical wave. The wave has two effects; the first is a powerful splash- not enough to harm, but enough to shove people back. This disrupting casting a spell. The second is the disorienting effect this has on anything swimming near the surface; divers, fish, monsters, etc. They get spun around and confused, taking a round to reorient themselves.

Mermaids usually use this spell in surprise when some pirate is swimming after them but has stuffed his ears full of wax or cotton.

[6] Underisle
This spell is pretty strong. Anyone who casts it will take 2d6 magical damage, nonlethal. This spell creates a magical underwater tunnel, cave system, or base underneath an island. All of the entrances to it must be underwater, but it can have as many as you want or as few as one. The underisle is hollowed out and magically formed from the rock, and has no bearing on the structural stability of the island, nor does the displaced water cause any visible movement besides some bubbles and surprised fish.

The island's size and shape generally infer the size and shape of the underisle. If the island is small enough to fit on a gridmap, then it has the same number of grid spaces for the underisle, in any combination of rooms and passages of any shape that the caster desires. If the island is big enough to fit on a hexmap, then you can only dig out a small amount of space in a single hex. Total space of about 200 squares per area seems fair.

The Underisle is not furnished beyond with stone. If you press your ear to the roof of the underwater chamber, you might be able to hear footsteps on the island above. You could also dig up or somebody could dig down to connect the isle with the underisle. While the Underisle will not collapse naturally, it combined with an earthquake or some big bombs could cause the entire island to collapse in on itself, or cause a small inlet bay to form if used on the mainland. This is in fact how the mermaids intend to retake the surface world and make the world one big ocean again.

[7] Whirlpool
The Whirlpool forms as a small sucking circle of water in any body of water- anything as small as a bathtub or as big as the ocean. Every round the speaker chants the spell, the increases in size by one "square" or size unit. This must be continued- the moment the caster is struck or interrupted, the spell ends and the whirlpond quickly dies down. Anything caught in the whirlpool is sucked towards the center until they are then brought under- which means they sink to the bottom of the body of water in an instant. Large objects like ships or giants are only sucked under if the whirlpool is large enough to accommodate them.

Naturally, this is the main method that sea witches and ocean casters use to sink ships of surface dwellers. Protecting oneself from archers while standing on the shore and casting this spell to defeat an invading navy is a surefire way to become the king's court magician in any nation. However, those who steal these most sacred enchantments from the sea are said to be doomed to return them by watery grave.

[8] Conveniently Clothed
This is the reason why mermaids always appear with little shells over their boobs instead of just being topless, as you'd imagine a bunch of weird sea creatures would be. When cast, this spell causes random items in the area; small living creatures, trash, plants, and so on to become stuck onto the caster in convenient ways to censor their nudity to all who may be leering. If you cast this in a crowded market on someone naked; within a moment they'd find themselves covered with an empty coinpurse, some flyers from the faire, and a banana peel over their junk. In a jungle? Convenient leaves are slapped on by the wind, and so on.

Unlike the other spells on this list, there is no known practical reason as to why mermaids cast this spell on themselves. As they are not human, and do not need protection from the weather or other elements. They have no civilization to speak of- so what purpose does this serve?

Monday, May 24, 2021

Sky-Ocean Island Generator

Roll once for each category except intelligent inhabitants. 1 in 6 chance for island to be inhabited.


What are the skies around the Island like?
- 1d10
[1] Brimming with an astral current. Once you leave this island, you can't find it again.
[2] Broken marble columns float in the clouds- there are ancient ruins on this island.
[3] Breeding grounds for Gryphons. They are neutral, unless you try to steal a valuable egg.
[4] Tangled within huge cluster of sky-vines. Plenty of wood, but your ship might get caught.
[5] Many broken pieces of the island float out here- perfect for hideouts. 1 in 3 chance of an ambush.
[6] Light anomaly. Every turn spent on the top deck of the ship deals 1d4 damage from exposure.
[7] The Wind that prowls these parts. Blows your sail to pieces if you don't show proper respect.
[8] Once-in-a-millennia migration of huge spinning world tree seeds. Beautiful. Heal 1d4 HP.
[9] Dirigibles set up in periphery. Traders will sell you supplies for island raid; too scared themselves.
[10] Infested to shit and back with Cliff Racers.

What is the Island made of? - 1d8
[1] Just a cloud. You can walk on it. You find a few dull halos lying around- angels had a party here.
[2] Stormcloud. It's darker; if you dig too deep into the mass with metal you'll be electrocuted.
[3]
Crumbling marble temple, hanging gardens. Water spills off the edge beautifully.
[4] Sky lantern made by a giant. The fading flame inside has been burning for hundreds of years.
[5] Huge flotsam Roc nest. It's abandoned now; ancient egg shells could be made into armor.
[6]
Flying rock. Soil. Coated in light teal grass. White bunnies scamper- nutritionally vacant.
[7] Flying rock. River terminates off the side. Small mountain. Looks very artificial; diorama.

[8] Twinkling giant mass of lighter-than-air crystal. Harvesting it for expensive magical reagent sounds great until the dwarf explains that even one crack could cause the whole thing to shatter and drop everyone to their deaths.

What scary monster lives on this Island? - 1d12
[1]
Cockatrice.
[2]
This island is the nest of a Winged Terror.
[3]
Blood Fox. Like the Rabbit of Caerbannog, but burrows into your chest and sleeps there.
[4] Huge Pink Goat. Charge knocks you back 2d20 feet. Will knock you off, on purpose.
[5] Huge Aershark calls this place home. It's a flying great white with blue/white skin.
[6] Tribe of dodo cannibal-men. Flightless. They're in stasis, takes 2d2 days before they get up.
[7] Hungry Horror. Save when you see it, or go insane for 2d6 days. Prefers if you go catatonic.
[8] Disc of Fimb. Large silver disc, toilet-seat shaped. Inside edge is razor sharp, flies at you.
[9] Canus Vantor. He's an immortal warrior, 12th level. Screams his name. Badass spear.
[10] Wicked Lwyd. Spindly brown witch-thing, legs can extend up to 70 ft. Steps from island to island, when not currently fucking people up with 3d6 random spells. Trapped here, for now.
[11] Thunderthighs. Bloated humanoid that builds up deadly static charge; touching you is the only way to get rid of the uncomfortable charge. Stolen from Don't Rest Your Head.
[12] Roller Gremlin. Like 2 feet tall, can roll anything into a ball. Yes, it's exactly Katamri, but all your bones break and he'll use your corpse to make a "seed" for a new flying island.

What other hazards are on the Island? - 1d8
[1] Some unmarked, inconspicuous mechanism will turn the island 90 degrees vertically.
[2] Stairway leading to the island's interior. It's fake. Grate comes down, acid pours in.
[3] Quarries of ringing stone. Won't kill you, but will make you deaf if you stick around.
[4] Local dream-world is sickened. You have nightmares. Save or lose one random spell-slot.
[5] Faces carved on the stones. Will spy on you; tell your secrets to any enemies here.
[6] Some wizard dumped their failed experiments and junk here through a portal once. 2d4 cursed magic items litter the island's surface.
[7] Skull of Stupidity. Shrine to Emptyhead, once king of the ogres. If you touch it, minus 2d6 Intelligence. You get one point back every time you finish reading a book.
[8] Explosive pods. Large plants with attractive fruits; fruits explode when touched. If one goes off, you can bet the whole field of them is about to go off too. Seeds go shooting off like bullets.

What treasures are on the Island? - 1d8
[1] Rolled up carpet. Unfurling it reveals a Genie! Specifically; a Wind Jinn.
[2]
The stash of the infamous King of Cartwheels. Specifically; 50,000 coins.
[3] Hand puppets made of silver, gold, and platinum magically woven into soft fabrics.
[4] Flask of Tomorrows. If you drink it, you live tomorrow. Then wake up today.
[5] This island has a small bubbling red pool at its center. Spring of Healing Potion.
[6] Sword of Sands. Arabic style- controls sand. Probably stashed here for safekeeping.
[7] There's an old gnome who lives here. He can fix anything. Item, body, relationship...
[8]
Longbow of the Titans. Absurd draw weight; need 20 Strength. Deals 1d30 damage.

If inhabited; Who lives on the Island? - 1d10
[1] Minotaur couple. Too old for kids, love each other very much. Tell everyone else to fuck off.
[2] Aether wisps. Like elves made of fog. Shushes you; they die if you speak above a whisper.
[3] No living people; but golems. They stand on the very edge of the island, look out, waiting.
[4] Castaway Red-Faced Nobles. Got lost on way to safari; airship out of fuel.
[5] Huge goo monster. Collective of everything it ate. Offers to absorb you; you will know peace.
[6] Bitter Northwinders. Ankle-length black hair. Here for a burial, will be gone in 1d3 days.
[7] Tribal birdpeople. Nomadic; resting for migration flight. 1 in 4 chance of Landless instead.
[8]
Society of ghosts. They ask you to please die somewhere else; this island's afterlife is getting crowded. If you do die here they'll shun you for a few hundred years then warm up.
[9] The King of Cartwheels and his merry band. He's about 65, can't really do acrobatic stunts anymore, grumbling in the ranks. Will pay handsomely if you can restore his lost agility.
[10] Beautiful blue-haired humanoid females- they are alone on the island. They wear see through gossamer dresses, are absolutely hospitable and invite you to stay as long as you like. They have plenty of food and will listen to your exploits with rapt giggly attention. Only 50% chance that they are some kind of race of evil succubi sirens even though your players will suspect them 100%.

Saturday, October 10, 2020

8 Sea Witch Spells

Art @Adrien Amilhat

[1] Net of Foam - 1st level
This spell creates a magical net from ocean spray and foam. You must be on the shore and able to reach your hands into the water to cast this spell. You form the ocean spray into a magical net which acts exactly as a regular net would. The net can be thrown at enemies (save to untangle/break free) or used for fishing. The fish caught by this net are known to have a pleasant salty flavor. The net lasts for up to 3 turns if used for fishing or can hold struggling enemies for up to 3 combat rounds at most before it breaks apart.

[2] Shell Shot - 1st level

If you have both a sling and a sea shell- this spell empowers your shot. You roll with advantage to hit and the shell will impact dealing 1d2 damage. More importantly, the shell will shatter and spray the target with sea water. The level of the caster determines how soaked the target becomes- from a minor sprinkling to being totally drenched in brine.

[3] Salt Shield - 1st level

This spell requires about an hour or so. Any piece of cloth will work with this spell- they must be dropped into some salt water and allowed to stay there for an hour. After that time, they will come out encrusted with salty scale and be more stiff. Any piece of clothing here becomes as protective as leather- you can cast this spell on yourself while you're swimming or sleeping underwater as well if you want, and if you can do that.

The spell is permanent, as long as the clothes are not cleaned. If you fall into a river while wearing them, get a bucket of fresh water splashed on you, or are out in the rain the salt will wash out and the effect will end. Strangely, anything burnt while stiffened and hardened by this spell will give off a silvery white flame which increases the power of divination spells by 1 caster level.

[4] Low Tide Stink - 2nd level

This spell is rubbed on like a perfume after it is prepared. The caster gains an ungodly odor of the low tide- a horrible smell of fish and rotten waste follow them. This has the effect of giving -2 to all reaction rolls and keeping most folks away. Animals will not be repelled by the stink, and giant crabs will actually be attracted to it as they search for food. The stink of this spell is enough that it can cause or exacerbate problems caused by miasma- not recovery for toxic gas damage for you.

The Low Tide Stink also has a secondary effect. If used in a place that is especially grimy or disgusting, such as a pit of offal or dungeon's latrine, it actually empowers the user's spells. It only works on spells related to disease, decay, or anything else that's gross. The MU casts spells as one level higher for a single spell, OR can shapeshift into a creature of +1 HD higher then they normally could, as long as that creature has a negative connotation, with the use of a polymorph spell or ability.

[5] The Venus - 3rd level

This spell creates a woman. She will arrive 1d3 days after the spell has been cast in a giant clam shell, created from ocean spray. She is unattractive, overweight, not terribly clever, but a good listener and gives her creator a lot of undeserved loyalty. As she was born of the ocean, she has no bloodline and is not of any real importance- she gets +2 to sneak or disguise as a servant or washing girl. Otherwise, she is just a normal girl.

Sea witches use this spell to create for themselves a washing girl, or someone to go out onto the beach to collect shells for them. They'll often treat them very badly and forbid them from every speaking or even being seen by anyone else.

The Venus is a tragic figure. While she is created from magic, she feels and seems real, and she herself believes she is real. But she is cursed. The Venus is a young girl and as a result may find herself falling madly in love to random, exciting new people she's introduced to. Her curse is that, when the moment her lips touch another, she will sigh happily and then turn back into ocean spray and be lost forever.

[6] Coral Corral - 3rd level

This spell must be cast on the coast, and requires a full round of screaming at the sea and is impossible to do with stealth. The magic will rise a 'cage' made of corral from the water and can trap an area of 200 sq ft. This can be done in the depth enough that an ocean dwelling animal may be beached, or a land creature to be forced to tread water. The area is surrounded by thick, poisonous corals that are very painful to touch (deals 1d2 damage each time you touch them, painful). The corals are very hard and tough but could be chopped through with a good steel axe, though it would take the better part of an hour to make a man-sized hole. The corals rise up 20 ft into the air and last for about two hours; at which point they will start to wither away and crumble to dust.

The caster may make a saving throw vs spells to open a “door” in the side of the corral they can pass through one direction. Once they pass through, they'll have to make another check to leave again, and so on. If they fail any check, they cannot re enter or leave their corral.

[7] Sailor's Death - 4th level

The most fearsome spell of the sea witches- and their main form of self defense. Upon this spell being cast, the lungs of her enemies fill with ocean water. This spell can be used on up to four people with each casting, all whoever the caster chooses to a maximum range of a stone's throw.

If your lungs are filled with water, you'll start to drown. Every round, you must save. On a failed save, you die. Your lungs were filled and popped apart with salt water. If you succeed your save, you can't do anything but grab your throat and choke as you take 2d6+2 damage. This spell is totally useless against beings who don't need to breathe, or who can breathe underwater.

[8] Horrible Squid Vagina - 4th level

This is a bad one. This spell replaces the caster's genitalia with a horrible squid vagina in it's place. The squid vagina is fully functional, but has a retractable beak which can bite at 1d4 and had 8 tentacles coming off of the pubic region. This tentacles are about a foot and a half in length each, and are fully prehensile. This spell is a permanent transformation. Also you pee ink.

Friday, September 6, 2019

Krakrakraken

Krakrakraken
Stats- As Kraken, 3x tentacles, no spells, no beak attack
Morale- N/A (Fights until death)

The Krakrakraken is a terror of the seas. As a conjoined body of three kraken tentacles with no brains or eyes, the Krakrakraken simply floats through the water. It is born with all of the energy it will have for its life, and is born when many kraken eggs are deposited in the body of a whale or leviathan, join together, and absorb the energies from the carcass and each other to create this terrifying beast.

Due to the fact it has no eyes or really brain, the Krakrakraken is a creature of raw instinct that will only attack things it feels, and will not retreat for any reason. It does feel pain from its tentacles being severed and will attack anything that it can feel hurting it, but is too stupid to count and realize how many limbs its missing. Also, the Krakrakraken very rarely targets ships since it doesn't see them; it attacks the first things it touches until destroyed and free floats until it finds anohter. The technologically advanced cities of the Merpeople are the most common things it gets entangled with and battles, as regular Krakens are too smart to go near the lights of those undersea metropolises. Merpeople have built special structures to deal with the Krakrakraken such as lightning rod towers and huge bubble-channel machines that fling thousands of tiny poison darts at anything dumb enough to break open their basalt rock towers. 

While a public safety hazard, the underwater people will hold a huge feast whenever one is slain; transporting grilled tentacles to every part of their city for all people to eat and celebrate. This creature also has 3 times the normal ink of a regular Kraken, though they lack the means to excrete it, meaning any Wizard who gets their hand on its carcass will be very pleased with the amount of magical ink they can produce from it. That alone makes hunting these beasts worth it to some undersea explorers.

Monday, April 1, 2019

Underdark-Ocean Island Generator

Roll once for each category except intelligent inhabitants. 1 in 6 chance for an island to be inhabited. Here are some examples made by other people. You can also click a button to generate one easy from here. EDIT: This post has gotten very popular. Thanks everyone for the continued interest!

What are the waters surrounding the island like? - 1d8
[1] Unnaturally calm. Feeling of dread. Roll a random encounter.
[2] Stormy, spiked rocks. Ship's pilot makes a save or you take some hull damage.
[3] Filled with dark, spooky seaweed. If you fall overboard, they pull you down and drown you.
[4] Glowing- many deep sea like animals in a black coral reef.
[5] Filled with shipwrecks. Undead pirates of the undersea very likely.
[6] Well developed. Tons of range markers, buoys, shark nets and docks. If the island is inhabited, there is a steep dock fee. If the island is uninhabited, then this place is long abandoned.
[7] Playful pod of bone white, sickly looking dolphins. It's pretty cute, until you see them playing catch with a human skull using their tails.
[8] Getting there is easy- the sea is smooth and silent. But once you try to leave the island, fog rolls in and each time you burst through the fog you're back at the same island. It's cursed.

What is the Island made of? - 1d10
[1] Giant Fallen Stalactite. Very flat top, with tall cliffs to get up.
[2] Giant Stalagmite. Steep, mountainous island.
[3] Island of bones and insect shells; discarded for centuries as flotsam.
[4] Giant, bloated corpse of a leviathan. It will take an eon for it to be eaten away.
[5] Giant, sleeping cave olm. Hope it doesn't wake up.
[6] Frozen glacier. Magic black ice prevents it from melting.
[7] Artificial- stacked black bricks. Must have been a huge project.
[8] Artificial- huge petrified woods and stone columns stacked up. Created by underdark beavers- huge hollow interior chamber/dungeon very likely.
[9] Standard rocky island affair. However, small lake in center reveals eye of huge beast trapped inside the rock; the island is a prison for some primordial thing.
[10] Standard rocky island affair. Mushroom forest and lichen bog; very verdant for a place in the underdark. Elves probably lived here once.

What scary monster lives on this Island? - 1d10
[1] Not on the island, but in a cove with a hidden underwater cave. Aboleth.
[2] Fire Elemental. Lives at the top of a trapped “lighthouse”.
[3] Huge cave boar. Very blind, very angry. Still.
[4] Cave Olm. Has blue tattoos around its face, shoots lightning bolts.
[5] Immortal goblin, lives in his own filth. He's also totally invisible; slits throats with a giggle.
[6] Severed tentacle of some horror-beast. Sprays acid blood out the stub end.
[7] Dark-Elf Spellcaster. Very powerful, but water burns her like acid.
[8] Ogre Zombie, dressed head to toe in very thick armor. There's actually 1d8+1 of them, they're just all identically dressed, so rumors only ever speak of one.
[9] Living spell. Roll a random spell with any duration longer then instant, this spell is alive and permanent. Probably crazy, has abilities and attacks befitting the spell.
[10] Eyeless Beholder. It still has eyes on its stalks and can still see, it just considers itself blind because it lost its central eye. Banished for being a prick.

What other hazards are on the Island? - 1d10
[1] Mold spores. 1 in 4 chance every exploration turn to take a point of Con damage.
[2] Cold winds, enhanced by green-painted stone pillars. Take 1d6 Frost damage if the winds blow.
[3] Island's ground is notoriously unstable. Make a save or you fall through.
[4] Mouse traps, for dire mice. Deal 1d4 damage and take an exploration turn to pry each off.
[5] Poisonous berries and fruits, tainted fresh water. No chance for resupply.
[6] The island sinks every 1d3 days for half an hour; the residents know this. You don't.
[7] Undersea pirates use this place as a treasure stash. You can try to dig up buried treasure, but they've also buried explosive mines and undead-skeletons to attack pillagers.
[8] False Healers. They act as though they are healers, but lace bandages with glass shards and medicines are spiked with poisons. All “healing” they perform deals additional damage a turn later.
[9] There is a fairy grove on this island, unsual mushroom and lichen instead of trees and grass. But the fairies still play tricks on you, steal your map, make time pass faster, etc.
[10] Glass Dog. It's lonely, but every time it jumps or licks you it deals 1 damage cause it's made of glass. If you managed to catch it and bring it to the mage's guild you'll get a hefty reward.

What treasures are on the Island? - 1d12
[1] Skull of the last cave elephant. Regular elephants find it sacred.
[2] Magical, unbreakable elf rope. It's turned black over time, shouldn't be this strong.
[3] Corpse of a dwarf. Fell from the “sky” after digging too deep. Has chunks of platinum ore.
[4] Waterproof spellbook written in braille.
[5] Glow in the dark warhammer. Made of a marble-like stone. Would sink instantly in the sea.
[6] Pearl & Diamond Earring. The matching pair is lost at sea. Worth a few thousand gold.
[7] Magic Crossbow bolts, 1d4 of them in a sack. They light up as they fly, can be used as flares.
[8] Heart of a Lion. Wrapped up in eighteen layers of fabric. Useful magic reagent.
[9] A replacement sail. It has a pirate design; two mugs of ale smashing together with froth flying.
[10] Bag of a hundred silver coins. If you spend an exploration turn tapping coins, you have a 1 in 6 chance to find a fake coin that's actually gold underneath a silver paint. About 20 of them are fake.
[11] Magic warning sign. If a creature can read any language, then reading this sign forces them to make a morale check to proceed if they aren't in combat or chasing you or something.
[12] Water Nymph, trapped in a glass jar. She'll give you a kiss that will cure any disease if you bring her to a body of water on the surface. The underground sea is too dark and scary for her.

If inhabited; Who lives on the Island? - 1d6
[1] Dark Elves. They won't let you see them unless they know they can win a fight. Even to trade.
[2] Dwarf prospectors. They're marooned, and will pay for someone to ferry all 2d12 of them.
[3] Blue kobolds. Floppy ears. They're much smarter then your average kobold, and more sociable. One of them is going to stowaway on your ship for adventure.
[4] Medium sized town of Orcs, ~50 members of fighting age and skill. They hate it here and would much rather trade then fight any more annoying invaders.
[5] Almost-Humans. They are cave dwelling troglodyte creatures, who are slowly evolving to become human beings. Will pay handsomely for any corpses or human culture you can trade to them. They almost worship humans, but are clearly just an imitation working backwards.
[6] Underdark sea seal-people. They bask in the dark on the beaches here, never explored the interior. Only the alpha male has authority. He doesn't want anything you can offer, unless you can kill the bastard roving male that keeps trying to sneak onto my beach, please and thanks.

Wednesday, September 20, 2017

Demon Tainted Waters Encounters

(19)
 Demon Tainted Waters
Roll d20

(1) Ten thousand fishhooks along fishing line strung up between several large stones, organized like a maze. Small glimmer of treasure in the middle of the maze acts as bait, but it is not valuable (shiny rocks and sand). If mermen are chasing the party or are encountered near here they will attempt to chase the party inside, they know the inns and outs of this area.

(2)
Several tropical fish swim in this miniature reef. One of them is a bright orange 'Proud Puffer'. If molested the fish will puff up which also unleashes a horrible noise through the water which will attract an Aquatic Encounter. Fish is worth 3 GP if captured alive and 1 GP if dead.

(3) Dolphin graveyard. Several dolphin bones are here, most arranged into long rows and columns. Fish bones are even left here as if offerings for the dead. 50% chance nearby dolphin pod is here but they will not attack unless the graves are disturbed.
They will fight any sharks they see, including
(8). 

(4) Merman camp. Appears to be made of several stacked stones and kelp as a 'roof'. Kelp 'curtain' keeps out curious fish. The inside is dark but seemingly has little of value except for a net, two bone tridents and a pet octopus. The octopus is hidden in a corner and blends in with the color, so only someone very perceptive will notice it.
10% chance the Merman Party
[2] is here. 

(5) Seahorse grotto. 1d8 seahorses will appear here and will fight any intruders, but will not pursue outside of the area. Half of them are male and are very pregnant; killing them will release a cloud of tiny baby seahorses that will blind anyone within the cloud.
At the bottom of the grotto is a dead Seahorse with a silver dagger lodged in its skull. It is inscribed with the words Liberation from Ourselves.
Seahorse (1HD, Kick d6, AC 10, +2 AC when moving) they can kick twice if they don't move, but prefer hit and run tactics. 

(6) It's a Merdragon! It looks like a regular dragon except without wings, stupidly small flippers on the ends of its limbs and a large padded tail. Surprisingly fast and agile. The dragon is gone but every minute grants a 10% chance it will return. Outside of its cave is what looks like a dead demon of some kind, ripped apart and left to the small feeder fish that swim nearby. Will give chase but not if the party hides in small areas such as (7) or (19), or if it sees another group of humanoids.

Within the Merdragon's cave is its hoard. It has treasure that is mostly created by the merman (such as natural gold smashed into the shape of fish, rare shells used to make expensive dyes on the surface and several megalodon teeth used to make a necklace) with some dubloons and silver candlesticks from trading vessels. Also within the treasure pile is d100 pearls with at least one pearl being a magical, softly glowing pink pearl that grants +1 when casting
Charm or similar.
 
Merdragon (HD 6, AC 16, Bite deals 2d6, Tail d6 to all hit in a cone behind it) Breath weapon; fires out a riptide of water that pushes anyone back save vs breath weapon to avoid getting slammed into something. This wastes a turn of anyone pushed away so they need to swim back to the fight or if it pushes them back into rocks and coral instead that person takes d8 damage. On a roll of 8 the person is also knocked unconscious. 

(7) Craggy sea cave. Several entrances are only big enough for a small person like a child to enter, some are large enough for a person and some are larger. The cave has many cracks and cervices where one can look out if hiding from something (like a Merdragon). The cave also contains d6 tainted crabs. These crabs appear small and harmless but are overly aggressive. If killed or if around the party too long the crabs will start to foam up and release weird fluid into the water that will make that person tainted. This means all demon's will treat that person as friendly but that person will ping as evil or of abyssal origin.

If the party sleeps, camps, or spends a few hours inside the cave roll on encounters to find out what is lurking just outside when they leave it.
 

(8) The blind shark. What appears to be an evil looking tiger shark is actually surprisingly friendly. The poor thing is starved because it can't hunt very well without sight; its not actually blind it just has poor eyesight. If fed the shark will become friendly to the party and will even follow them around to the best of its ability. Has 1d6+2 HP and a d6 bite attack, can only attack in good light conditions or if is trained to attack an enemy. 

(9) Strange coral. This area is reef-like and has one kind of weird coral in it; roll a d6.
  1. Bright red coral. If it touches bare skin or is used as an attack save vs poison or take 1d4 damage. This coral creates a horrible, shooting pain and if the victim is holding their breath they will be unable to hold it when struck by this coral. Mermen may use this for weapons; Coral Spear, etc.
  2. Green membrane coral. Looks like a brain; if touched with bare skin it instantly deals 1 damage to the character's Int. Magic users must save vs magic or lose 1 spell of the lowest level memorized for today.
  3. Yellow Tree-like coral. Does not seem to have any special properties, but it loses color if introduced to an area with poisonous water. Most merman carry a small twig up to a full branch.
  4. Brown shelf coral. Dull colored coral that grows out in mostly straight shelves. Mermen use them for furniture and plates.
  5. Demon spore coral. This coral looks like small spikes and is growing over the other types. The infection grows very fast.
  6. Roll again but with a Merman gatherer who is tending to the coral, gathering it, or fighting it if its demon spore.
(10) What appears to be a knight in full plate armor. Is skeletal and the armor is rusted beyond any usefulness. Inside the armor lives 2d4 carnivorous fish that pop out and deal 1 damage per fish each round, swarming around whoever disturbed the armor. Can only be chased away after many rounds of flailing, each has only 1 HP.
The Knight appears to also have a golden tooth and handkerchief. It is actually a dead pirate, thrown overboard wearing a knight's armor.
 

(11) Regular patch of ocean but with some weird phenomena as a result of the demonic taint. 1d8
  1. Low Oxygen water. If party members are aquatic and breath it or have the means to breath water this water will still make them weak and maybe knock them out. This appear is very dead and a few fish can even be seen floating belly up.
  2. Extremely murky water. Can't see hand in front of face, very easy to get lost. 25% chance home to an opportunistic shark.
  3. Evil laughter can be heard here. If anyone in the party is evil, tainted, or part demon in ancestry they don't hear anything.
  4. Fish found in a totally different biome. If near the surface you will find abyssal fish, if deep in the water you will find surface fish instead.
  5. Fire burning in the center of a small ring of stones. Gives off light and warmth just like a real fire. If one of the stones is moved it stops and doesn't come back.
  6. Large bubble of air stuck to the ground. Going into it is like passing through a waterfall, the inside is filled with perfectly breathable air and even has grass and flowers. Nothing of value is here though.
  7. Upside down whirlpool. If entered you get shot out into the sky and then fall back into the ocean nearby. Playful seals and dolphins are using it to have fun.
  8. Roll twice and take both.
(12) Group of 1d4+1 Mermen burying a blob-like demonic jellyfish that slithers across the ground underneath piles of stones. If they are interrupted the demon will be released and will scoot off towards (2), (5), and (18) to feast. One of the Mermen has a tentacle staff. 

(13) Shipwreck of a small, generic viking-like vessel. Within is a magic shield that can be thrown and return like a boomerang but it doesn't work underwater. If the party is not at least 50% Fighters or they disturb the remains 1d4+1 skeleton vikings will rise up and try to kill the intruders with whatever they can find. 

(14) Merman base. Small colony of Mermen, at least 3d6+3 of them; at least one of them is a shaman that knows 1st and 2nd level cleric spells. Not all of them are here at one time; they go to and fro during the day. Most return at night to sleep, but they keep guards posted. They have two pet octopi within their compound that will attack intruders; they like to crawl and nap over doorframes. There are also several traps nearby, such as clams that trap a person's foot inside of them and the dangerous red and green coral.

Any merman scouting parties will take anyone suspected of being demons back here and capture them. They will also force them to touch Brain Coral directly; their shaman knows how to extract some of the 'mind' found within. 1d4 green tablets are in his workshop, swallowing one grants a random memory. (roll on the Memory table.) None of these Mermen will speak common but do not attack directly; they do however point their weapons at intruders and try to get them to leave. There is a 50% chance their special character party is present (see Mermen party table).

Within their storage room is several gold coins, some rare alchemical reagents, 1d4 more green tablets, multiple nets and tridents, and a month's worth of bottled and jarred fish and fish-eggs.
 

(15) Demon murders. Several fish were tortured here, staked onto poles and eaten by other smaller fish. One merman corpse is also here, eyes removed. This place radiates evil and will lead anyone that uses Detect Evil to it. 25% chance a Merdemon will be here, doing grisly things. 

Merdemon (2HD, 12 AC, 1d4 stingray tail and 1d6 spear. Has +1 to hit, damage, and AC while within this area, strengthened by the evil aura).

If anyone in the party is evil, tainted, or was once an executioner or torturer he will be amicable and even talkative, but offended if they refuse to eat any Merman meat he has prepared for guests. Wishes to torture and kill things here to summon more demons, but having trouble drawing runes in water. If turned he squirts ink like an octopus.
 

(16) Merimp swimming around in a turtle shell, pretending to be a turtle. (stats as goblin, but aquatic). The imp is also an evil little demon but is cowardly and will do anything anyone says if forced out of his shell. Currently looking for things to steal and put inside his hoard; which is nothing more then a small crack in the rocks. (2d6 silver)

The Merimp is mostly harmless and useless but has some information on the demonic taint developing in this area. He claims that a Sorcerer wished to become king of the sea but the position was already taken by the king of the Mermen, so he waged war on the Merpeople. He eventually lost and was killed, but not before unleashing a curse that infected the area with infernal energies. 50% chance for this story to be complete and utter bullshit, the Imp also wishes payment for info.
 

(17) Sunken, unopened treasure chest. 50% chance the party gets here first and then the Merman party appears, otherwise the Merman party gets here first. They would be unwilling to share and will attack the party if they seem overly tainted; but a skilled negotiator may be able to share the loot.
Within the chest is... (roll d10)
  1. Mummified cat, now soaking wet. It has a small gemstone embedded in its paw.
  2. Demonic Urchins. They release a cloud of tainted water tainted everyone nearby.
  3. Tiny Gold Crown. If inspected it appears as a toy crown for children, but is still made of actual real gold. No gemstones.
  4. Small shining silver chain. Wearing it gives +1 vs save or die effects.
  5. Five gemstones; random type and quality.
  6. Set of Silverwear. The dinner spoons are inscribed with one very common name each (Jack, Jill, etc), as if belonging to that family member.
  7. Delicate and handcrafted Wizard's wand locked in an airtight, waterproof container.
  8. Smoking herb that brings Euphoria. If must be dried out for days now to use it.
  9. Several religious items used in the worship of sea-spirits. Using them grants a +1 to luck and swimming, but only if untainted.
  10. Spellbook. Sadly ruined by water.
(18) Dead whale, stuck up on a sandbar. It's body is currently being ravaged by a huge number of tiny fish, crabs, and microorganisms. The party could potentially get something useful here, if not from the whale itself then from the life around it.
25% chance that a Merimp is here guiding a large number of demonic hagfish and trying to get them to spawn and reproduce.
If the party spends more then 10 minutes in this location, roll on the Encounters table.
 

(19) Kelp forest. Useful for cover and hiding from any nearby encounters or dangerous foes, such as a Merdragon. Within this forest is a group of 2d4 ferocious Sea Otters. (stats as wolf, but +2 AC). Every hour another 1d4 will return to this location. The otters won't chase if the party leaves, unless if the party has been tainted. The otters will also not return to the kelp forest if the party has (8) or if they are hiding from a shark.
Hidden within the kelp forest is a magic starfish that grants a one time regeneration effect to a person. It has almost been hunted to extinction.
 

(20) Witch Boat. Small vessel overhead that appears to have a hole in the bottom. The hole is actually a moon pool, safely allowing access to the water below without sinking the ship. If approached or entered the party will probably encounter a friendly witch. She is willing to trade ocean maps of this area as well as general goods for any samples of demon tainted animals or plants. If the party is tainted she will offer to cure it for 3 Silver each, claiming it is the only way to remove the taint. (This is a lie. The taint will wear off in about a week or less if the party goes on land or bathes regularly.)
The Sea Witch is armed with a tentacle staff, several spells, and guards who wear diving suits seemingly made out of kelp and fishbone.

Wandering Encounters Table 
Roll d6

[1] Demon Hagfish (HP 1 each, 1 damage bite each, AC 14, slippery and hard to handle)
The hagfish travel around in a cluster and mostly only eat dead things. Will attack untainted people.
 

[2] Mermen Party. This is the group the Mermen are using to scout the nearby area and bring back demon-tainted things and people to kill or capture them; they will also be called to defend the Merman compound if attacked by the players. 
Scaler the Thief. Speaks common, carries a coral dagger. Has the modified Thief skill Swim Silently at 50% or 3 in 6. 
Bondero the Fighter. Uses several bone weapons and carries a net. Has a bag of poisonous urchins (1d6 poison damage, save for half) that he uses as traps or flung at enemies. 
Fishface the Fighter, +1 HD. Bone harpoon, shell armor grants +2 AC. She has a fish-like face as well as a mermaid's tail, making her rather ugly. Claims she was cursed by a jealous goddess, but could have also been born like that. 
Umar the Cleric. Old and slow, mostly stands back and casts healing spells or bless. Surprisingly speaks Dwarven, learned from stone tablets that fell in the ocean. Worships a Dwarvish God. 
Innmar Brightfin (Magic User). Comes from the Merman aristocracy, not a local. Knows the Water Orb spell, uses this to help capture people. Not afraid to get in close with his bone knife. 

[3] Huge Jellyfish (HD 3, 11 AC, very slow and can't chase or escape. 4 stingers that deal d4 damage and have save or get stunned for a round). Going along its merry way, peacefully. 50% chance for it to be tainted, meaning it wishes to inflict pain and suffering. Intentionally keeps victims alive as long as possible but stunned constantly and hurt by its horrible stingers. Tainted version does not attack tainted people. 

[4] Reef Shark (HD 2, 12 AC, Bite d8) On the first round of combat the shark will charge giving +2 to Hit and damage. Won't usually attack party unless they are already injured (blood in the water) or smell like food. 50% chance for tainted version, which will attack no matter what and fights to the death; doesn't attack tainted people. 

[5] Two Mermen scouts (As bandit, but aquatic) Only 25% chance to encounter them normally; they will follow the party instead and report back to the compound if the party is not attacked by demons; then Mermen will know party is tainted. 

[6] Sea Turtle (1HD, 18 AC, d4 bite, cowardly)
The Sea Turtle does not fight unless tainted. Tainted turtle isn't very useful but likes to spray taint around itself when it fights, tainting whoever gets too close. Once it taints the whole party it leaves.


Magic Item- Tentacle Staff
Appears as a metal rod with rubbery lumps on the end. This magic item can create up to 3 tentacles at a time from the end of it. Each tentacle can either whip at enemies in front of the user (dealing 1 damage each tentacle, ignoring AC, knocking them back or keeping them away) or can attempt to constrict (make an attack roll +1). If constricted, the Tentacles can squeeze for d4 damage EACH. The tentacles can also pick up objects, open doors, carry things, anything a tentacle could do.

The tentacle staff is unique in that using a tentacle does not permanently expend it; instead it can be drawn back into the staff and saved again for later use. If any tentacle takes 1 point of damage however it will fall off the staff, expending that tentacle.

When found, each tentacle staff has 2d4 Tentacles remaining inside it, ready to be used.

Random Memory Table
Whenever you eat a Green Tablet; Roll d10

[1] Suicidal memory of jumping into the ocean with a heavy weight tied around foot. Sad, but otherwise useless.

[2] Memory of a scholar examining Atlantean Languages and artifacts. You might be able to stop the Mermen from attacking by shouting some of these words; 1 in 6 chance.

[3] Memory of a Merman seeing and hiding from a Sea Dragon. Gives a general direction to (6), (7), and (19).

[4] You have memories of savage hunting and dominance in the ocean. You remember being a shark; otters are now innately scared of you. 

[5] You have the memories of a Merman alchemist or medicine man. You know the inherit uses of each type of coral and also you know about the existence of the magic starfish at (19). 

[6] You remember playing gleefully with the dolphins in the reef. The dolphins at (3) will be friendlier and one will even follow you around as a companion and help fight until it reaches half health, the party camps, or the party leaves the water. (Dolphin 1HD+1, 11 AC, Ram attack d4, high speed. Can spot enemies and signal them to party with high pitched calls.) 

[7] Short and violent memory of you nearly dying. You are kicked to hell by a bunch of seahorses but not before jamming your lucky silver dagger into one of their skulls and escaping. You know of the dagger at (5) and have some vague clues about this character; you even have a hunch they headed south from here for later adventuring. 

[8] Merman trapper. You know the path of (1) and you know where the hidden traps are at (14). 

[9] You have the entire sad tale of the Merman's lover memorized now in your mind. It details a young woman who loved a Merman and wished to be with him so much she slaved away to buy a potion that would let her breath water. When she finally bought it she jumped into the sea, but in her excitement she speared herself against the rocks below. The morale is look before you leap and love makes you stupid. This tale is short and sad but will probably make a wench or two heart's swoon after you. Otherwise, nothing useful. 

[10] You have the memories of being the lucky fish. Lucky fish are not found in this area but one of them apparently wandered here, at least long enough to touch a green coral and deposit this magical memory, which only functions once.
The next time you get a critical failure or fumble, treat it instead as a critical success.

Monday, September 4, 2017

Ocean Fleet Generator

Boat Style – 1d10
[1] Imperial age-of-sail type sailing ships.
[2] Giant raft, mostly square, cluster of buildings on top.
[3] Half submerged submarine style ship. Constant emptying of internal leaks.
[4] Viking long-ships/canoes. Ridiculously numerous.
[5] Small mobile islands.
[6] Icebergs and ice floats.
[7] Hollowed out shells of giant crustaceans and lobsters. Controlled via clockwork innards.
[8] Vertical water-wheels that 'roll' across the surface of ocean. Crew compartment in hub.
[9] Giant glass bottles or spheres.
[10] Tadpole inspired crafts with large fiber rudders on back for propulsion.

Flotilla Arrangement – 1d6
[1] Boats travel together in large group, but remain separated.
[2] Boats connected by lashed ropes and smaller lead boats.
[3] Boats separate into small squads, at night interlock weird wooden outcrops on their hulls.
[4] Boats arranged into separate, semi-independent tribes. Painted bright colors.
[5] Every single boat is just mashed into some huge superstructure, somehow stays afloat.
[6] Huge overseer 'tower' boat is core of fleet structure, act like a hive around it.

Government Style – 1d10
[1] Democratic, each boat captain has a vote.
[2] Oligarch. Some captains own multiple boats, all about money and power.
[3] Royalty. Royal bloodline is magical and king/queen can turn into a fish or can breath fog at will.
[4] Elders. The most experienced sailors get to lead, very senile.
[5] Parental. Impossibly lascivious pirate leader has an entire fleet of offspring.
[6] Religious. Leaders must be chosen by sea gods, can see visions of the future in clouds.
[7] Scripted. Everything the community does was written on extremely detailed and massive treasure map. Has vague answers whenever they need advice, they believe its all been planned out.
[8] Trial by ocean. Everyone interested in leading is tied to boat and tugged along for 3 days, only rarely do people survive and become leader so it keeps most of the riff raff out.
[9] Enslaved. The sea captains must serve deep ones underneath the ocean. They sneak on board every full moon to kill upstarts in their sleep and whisper demands from their sleeping gods.
[10] Corporate. Entire fleet is trading/piracy/adventuring guild. The bottom line is most important.

Method of Transport and/or Defense – 1d10
[1] Massive lashed leviathan. Could probably drag the whole fleet down into depths if it wanted.
[2] Advanced windmills instead of sails on all ships; power great rotating engines of rope and wood.
[3] Ships are animated and 'alive'. Lash enemies with rigging, fire their nails out like bullets, etc.
[4] Absolutely massive number of oar-slaves.
[5] Fleet has 1d4 storm mages who can manipulate weather. 50% chance they are the leaders.
[6] Gigantic magnetic anchors pull ships around. Ironclad vessels within a mile fuck it up.
[7] Vessels are 'solar' powered, energy letting them skim the sea fast during sunny weather. Dead in the water if its gets cloudy and at night.
[8] Wish-granting goldfish in hull of most defended ship. Cranky but begrudgingly grants weak wishes, biding its time until somebody can free it.
[9] Ships have special scuttle gates and storage tanks in its hull that let it move around water, can conjure small tidal waves behind them to ride or in front as a form of attack.
[10] Gigantic flock of tropical birds. They are magical and if many beat their wings together can create winds strong enough to push ships or cause minor storms.

Method of Sustaining Themselves – 1d12
[1] Massive hydroponic garden dragged behind them at all times, plants tied together by the root.
[2] Every ship's top deck is filled with at least a few dirt and crops.
[3] Good old fashioned whaling. Usually got a corpse or two they're dragging along.
[4] Cannibal pirates.
[5] Large herds of animals in the below decks. Animals mostly fed seaweed and chum.
[6] Mostly each the barnacles that grow on side of the ship and whine about being hungry.
[7] Huge net cannons let them catch entire flocks of seagulls.
[8] The crew are all undead. A jar of dirt can be used against them as Turn Undead.
[9]They're all termite people. Eat captured ships, sometimes cannibalize their own.
[10] They 'eat' precious metals, gemstones, and treasure. They wear it and absorb it slowly through their skin, which slowly corrodes it to ash. They must raid other ships or face starvation.
[11] The crew are magically bound to revelers back in seedy pirate haven island. The revelers screw, eat, and drink and sustain the crew's needs. If these revelers were killed, crew would starve to death.
[12] Wooden gargoyles carved into side of ship act as lookout points to stare down into ocean. Crew dive into water headfirst from ship and catch fish bare handed.