Showing posts with label underdark. Show all posts
Showing posts with label underdark. Show all posts

Saturday, November 2, 2019

Darkvision + Orc Eye Lantern

I never really liked Infravision. If you're going to make a creature that exists in a purely dark place, why do they have some magical sense of sight? Why not just make them use their other senses and make sight something totally unnecessary for them like actual cave-dwelling animals? Beings that live in the dark places of the Earth don't need to see; they are born without eyes or the eyes they do have are barely useful, vestigial things that can sense a hateful torch in the distance and little else. I do however see a need or a useful element in having something to vision in the dark for beings that are close enough to humans in intelligence or role in the game to work.

So how do we do this? Glowing Eyes.

Orcs have dark vision. They see in the dark, because their eyes glow. Their eyes glow red in the dark, letting them see things that their eyes project light on. This does act as a target at range, letting you know where the Orcs are, but if the Orc wanted to be sneaky they would close their own eyes. Orc-Eyes produce a magical fantasy fluid when exposed to darkness, which gives it a red glow. Any kind of bright flash of light, especially sunlight, will blind them temporarily. Due to the sensitivity to bright lights in this state, it blinds them for longer. Some Orcs may where “lightpatches”, a little steel mono-goggle with a tiny match inside, giving off a dim light to keep the Orc's eye adapted to sudden influxes of light, the opposite of a human pirate.

All of the races that normally can see in the dark have this power. Drow have eyes that glow a pale silver or white, Goblins glow a yellow glow. The red glow that Orc-Eyes glow is the same color and hue as weapons that they have forged to sense nearby humans and glow a red light. Visualize the image of this; a pair of red eyes sees you in a pitch black wood, before it snorts and draws an all red blow. In fact, if you mutate a human to have darkvision, they actually glow blue, the same color that their swords glow if forged to senes nearby orcs. It could be that these are the “spirits” of these races in their natural colors. In many media, “souls” when removed from a body have a bright blue color. Maybe in the fantasy world, human souls have a bright blue color, but Orcs have bright red, glowing souls filled with anger and hunger as they always have.

I should mention here I don't really like Dwarves with darkvision. Or infravision, whatever you call it in your game. I never liked this idea and I think it sucks, honestly. The entire point of Dwarves is they are among the civilized races, the good guys who bring light into dark places. They don't live in darkness like some kind of cavern dwelling monster. That goes too for Elves, but that's more about balance between demihuman races and normal humans, depending on the game or theme you're going for. Of course, that creates some difficulty for the stout race. How do you keep your workspace or tunnels well lit and safe from the creatures who love darkness? Dwarves don't have the luxury of the sun to rely on for light like humans do, at least not most dwarves. That means Dwarves need something to light their mountain homes with. This becomes a significant part of Dwarf culture, moreso then most elements. As important as food and water, light. No wonder Dwarves worship lawful, light-bringing gods so much. Dwarves probably get into theological debates about light as much as their practical merits. But what do Dwarves use to light their mountain-homes?

Well, one of those things are eyeballs. Of Orcs.

Orc Eye Lantern – Magic Lantern
Stats- As Lantern, no fuel required

The Orc Eye Lantern is a magic item with a very weak ego. It's a glass jar or tube filled with Orc Eyes. These Eyes must be exposed to a dark place near the time of death, or the Orc had to have been killed when in darkness, for the Eyeballs to produce the thin red liquid that powers the lantern. When cut out of the Orc's heads and placed in this jar along with preservative fluids, these eyes float around freely and casually produce light whenever in a dark place. The light has a pale red glow making it difficult to see colors while using it as a sole light source. It takes about 20 dead orcs (or 40 eyeballs) to fully make a lantern. Lanterns do not run out of power until they are destroyed.

The Orc Eye Lantern has the same area of effect and usefulness of light as a Lantern, but does not require fuel. However, the lantern does have a minor drawback. If you hold the lantern and are attacked by and Orc, they will gain +2 to hit against you for holding this offensive, macabre contraption harvested from their own species. It is unknown if this effect is purely mental or has something to do with the magical aura of the lantern itself.

Sunday, August 25, 2019

Abyssal Eyes

Abyssal Eyes are magical, strange objects found only in the treasure troves and possession of being from the primordial darkness. The Abyssal creatures only come out through dark fault lines in the Earth, seemingly native creatures to the underdark, or perhaps even below it.

Abyss Eyes all have the same property. If you cut out one of your own eyes and replace it with an Abyssal Eye; you'll regain the sight in that eye and gain darkvision from that eye. Your new eye glows with the color of the Abyssal Eye- Red, Blue, Pale Gray, or not at all for Ghastly Eyes. Each type of Eye also has a special power which can be identified, and this power is gained once you replace one of your eyes with an Abyss eye as well. Roll on the relevant tables below. Finally, Abyss Eyes are tied in with the powers of darkness and actually installing one in yourself permanently reduces your Charisma by -1d6, with the exception of Ghastly eyes which reduce it by -1d8 instead.

Murderous, Seeking, Hypnotic, and Ghastly
Abyss Eye Powers
Murderous Eye – 1d6
[1] Murder Charge. Once per day, you can empower your body on a charging attack in combat. Your weapon and body glow bright reddish orange and strike at the enemy. This attack is obvious and enemies can make a saving throw to avoid the blow. If they fail this, roll to hit as normal. On a hit, they take double damage.

[2] The first type of weapon you use in combat after inserting this eye is now empowered for you, permanently. You gain +1 to hit with that weapon type, and weapons of that type are outlined to you in a reddish sheen. Additionally, you gain a weapon power specific that can be used by any weapon of that type. For example, when using a dagger you slice skin even on a missed attack; dealing 1 damage from blood loss. Or hammers can sunder armor, giving the enemy -2 AC from the dent, and so on. If you could already do this, instead just make enemy's have -2 to saves versus tricks with this weapon type. You lose this bonus if you lose this eye.

[3] Your eye turns bright red and fires a glowing red dart projectile. It deals 1d4 damage as a dart. If you are firing at a skilled warrior who has seen this trick before, they get +2 AC. You can only fire this attack from this eye once per day.

[4] Eye of Flesh. By closing this eye, you lose the power to see out of it for the rest of the day. Your body is healed 1d6 hit-points by an explosion of flesh-energy inside of you. You must roll a saving throw to avoid getting a random mutation.

[5] You gain an additional attack on your first combat round, once per day.

[6] Increase your Strength modifier by +1. If you're in total darkness and can only see through this eye, then increase it by +2.

Seeking Eye – 1d6
[1] By spending your combat round focusing, you can create a magical gray aura around a single creature. This creature glows in the dark, cannot enter stealth, has their invisibility or chameleon power ignored, and becomes much easier to hit with all attacks, granting +2 to hit as well as nullifying any defenses or bonuses from vision based obstructions. This aura lasts up to three exploration turns, which means you could also track the creature as well by following its glow.

[2] If you run out of arrows, the eye creates a spectral semi-transparent arrow instead. This attack is harder to see coming and harder to reflect or deflect by magicians or warriors, but deals a die size smaller damage due to not being solid matter. (Reduce a d6 bow to d4 damage). These spectral arrows can be used up to 3 times per day.

[3] Once per day, you can stare at any standard weapon or a single arrow. This weapon or arrow gains a fuzzy white aura around it, which makes it unwieldy and as though tipped with cotton, unlikely to penetrate a defense. The weapon has a -4 to hit, which lasts for up to 3 rounds.

[4] Sizzling Shots. By concentrating with your eye, once per day you can fire a flurry of arrows. These arrows shoot 1.5 a round, or you get a second ranged attack every other round as long as you continue this assault. Once you are hit you lose concentration and this power fades. This power also stops prematurely if you run out of arrows. Every odd round past the first (starting on round 3), the intense heat from your string motion and whistling speedy arrows starts to singe the tips of your projectiles; the arrows deal +1 fire damage.

[5] You can focus the eye and make it project light onto or wall or other surface. It can control shadows, allowing you to create shadowy puppets or false images. You can use this ability as much as you want, but you cannot move while using it and could be crept up on.

[6] Increase your Dexterity modifier by +1. If you're in total darkness and can only see through this eye, then increase it by +2.

Hypnotic Eye – 1d6
[1] You can supercharge a spell or magic rod attack, increasing the damage die size by two sizes (so d6 to d10). If the die size would go over d12, just add +1 instead. The supercharged spell is infused with bright blue energy from your eye, and anyone else with any Abyssal Eye can will your spell to be harmless if they so wish. After using this ability, the Hypnotic eye clouds up and cannot grant you regular or dark vision and you cannot use this power again until the next day.

[2] By staring at someone with eye contact, you can hypnotize them. The target is transfixed for up to a turn, in which you stare at them with a bright glowing eye- the blue light from your eye cannot be blocked by anything nor can their attention be ripped away from it, or else the spell will be broken. Any damage the target takes will also snap them out of the hypnotism. Once you break eye contact yourself or after the turn, the target will be confused and unable to act for one round as they snap out of it. You can use this power as much as you want, but after the first time targets will get a save to avoid looking into the blue eye.

[3] Once per day, you can project a magical blue barrier in front of you. The barrier can be up to 10 ft high and 20 ft across, allowing you to block up passages. This barrier has no effect on physical matter, but blocks all magical and arcane energies that collide with it; the barrier prevents artificial conjured objects or creatures from passing through, causes magic missiles to rupture on contact, and so on.

[4] This Hypnotic Eye seem unusually able to remember written text put in front of it. The first spell scroll you read once this eye is inserted is lost, the words vanish from the paper but remain in the eye whenever you close it; superimposed on your vision with arcane colors. Once per day, you can cast that spell. If the spell is above a 1st level spell in power, then it is somehow reduced until it is a 1st level spell in terms of power.

[5] By staring at a magical crystal, charged rod, or other source of magical energy you can absorb enough power for a single 1st level spell after a turn of concentration. This is much slower and less efficient then other forms of draining or power transferring- but this can be done at range and through clear barriers like cell bars or a glass wall. The drained object only loses a single use, or if it's a permanent enchantment, loses its magic for 1d6 turns.

[6] Increase your Intelligence modifier by +1. If you're in total darkness and can only see through this eye, then increase it by +2.

Ghastly Eye – 1d6
[1] Whenever you cast a summoning spell or use an item that summons a creature, you can specify the exact individual being you wish to summon. If you could already do this, improve the reaction check or turns duration by +1 from the improved magical binding with the entity.

[2] Whenever you cast a summoning spell or use an item that summons a creature, the creature summoned is enhanced by gaining a dark aura and +1 HD, +1 damage with all spells and attacks, and also is able to manifest itself inside a mirror painted black. This mirror makes it possible to carry the creature through holy ground or places it couldn't survive normally; when the mirror is shattered or its name is beckoned the creatures will exit the mirror or when the duration ends. The creature is also trapped in the mirror, but if it manages to escape while you took advantage of its entrapment it will use the dark aura to great effect in getting its revenge.

[3] You can now cast Speak with the Dead, once per day. Your caster level for this spell, if it is relevant, is equal to the number of days you have gone without seeing the sun.

[4] You can cast Maw of the Mound once per season, regardless of your class. You still receive the negative effects of using this spell, and lose the ability to see in the darkness from this eye for 2d6 days.

[5] Mutation Slot. You can now forcibly add a mutation to your character permanently. This mutation is no longer removed by a cure mutation spell or potion, and is now forced to be beneficial. Mutations with negative effects or tradeoffs have their negatives reduced, while having their positives improved.

[6] Once per day, you may spray a shadowy substance from this eye like tears onto any object. The object counts as 2 encumbrance units lighter to carry, as long as you are in darkness. The substances vanishes the next time the object is exposed to light brighter then a candle. The substance makes the object look dark and the shadows collect heavily on it; but it is permanent until burned off by light.

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.