So, I was inspired by the idea of the Far lands, Golden Lands, and Deep Country of Into the Odd. I had originally made this for OSR as one of my first attempts at creating a setting. Since the Into the Odd Community has been so awesome to me, I figured I'd dust off the old piece, edit a bit, and post with Into the Odd stats. Some things I stole from places, and made my own.
|
A whispering, multi hued desert. |
Pashan
Whispers –
A distant land, a far away world, a fold in the fabric of perception
and time. The Pashan Whispers can be any, or all, of these things. A
place at the extremes of exotic and alien, where the mundane is only
vaguely familiar.
The physicality of the land? Rolling dunes of prismatic sand, its
colors shifting endlessly by a means other than the refraction of
light. Within dust storms, the traveler can get glimpses of the great
civilization that rose and fell long before humanity's ancestors
learned to walk on two legs. Hidden within, or upon, the dunes, are
ruins of Pashan's grandeur. The ruins, crystalline and alien, seem to
sing in the wind as a way of calling the traveler to behold a strange
union between art, geometry, and fossilized life.
The
Whispers –
This is the name given to the deserts of this land; who had given the
name is lost to the vagaries of time and memory. Despite its lack of
background, the nature of the name becomes apparent when the wind is
strong enough to shift the dunes. As the rainbow sands tumble over
one another, they unleash the susurrus of voices stored beneath these
ancient hills. Sanity appears to be an impediment to understanding
the language, the anatomy of the throat a disability to speaking it.
According
to the few madmen who have traveled the dunes, the whispers speak of
glories past, heroic myths, and epic poems that stretch the very
fabric of comprehension. In her Suma
Manialogica,
the prophetess Lyssa of the Stillborn Chorus writes that she spent
several months, or possibly lifetimes, among the prismatic dunes of
the Whispers. In her strange and poetic prophecies she writes that in
the strange narratives of the sands' past, is a form of logic that
transcends all thought of the mundane world. According to Lyssa, 'The
wisdom of the sand makes all other philosophies like the chirping of
crickets, without meaning aside from the logic of noise without
purpose.'
The storms of the Whispers are the ghosts of times past, rainbow
recreations of exotic glories long expired. Within the driving,
twisting hues of the sand filled wind, ghostly imagines are formed of
the colors and depth the storm. Sights: ghosts of spiders and women
dancing to unheard symphonies, cities resurrected to flow through the
valleys like liquid flesh and crystal, long processions of children
crying silently into the emptiness over some unknowable loss, and so
many more events that blur the boundaries between the foreign and the
commonplace. These dust storms could be gates to a fabled past, or
merely a land reminiscing over a youth long since dissipated.
Ruins
of Whispers –
The ruins of the long departed Pasha are as peculiar as the deserts
that surround and obscure them. The Pashan peoples appeared to be
fond of helical towers and nautiloid domes, though these may simply
be the remnants of a far more diverse architectural range. Singing
columns, animated mosaics, twisting domes, crawling statues, and so
many more horrible and wondrous things can be found within these
forgotten places. The constructions of the Pasha are now just
desiccated flesh, bone, and crystal whose borders are not clear as to
the beginning of one material and the end of another.
Within
Ruined Vaults and Empty Bedrooms –
Within the abandoned places of the Pasha, are the last remnants of
their culture. Many of these items still function, owing their
continued utility to the mastery of their makers. Their furniture is
constructed of materials both common and exotic. Beds of black dust
and spider-silk, chairs formed of glass thread atop sculpted iridium
arachnids, tables of bone whose tops shift to present unreadable
script, are just a few of the wonders that can be found. Broken
armoires might contain bottles of armored mists that protect that
shield the user from harm Weapon lockers could contain projectile
weapons shaped like the spindly limbs of insects, their pointed tips
expelling spectral fleas that burn and sicken their unfortunate
target. Perhaps, overlooked by previous looters, one might find a
sword whose blade is a black mass of winding and shifting thread that
never knots; the edges are said to be so sharp as to cut the bond
between friends and lovers without physical harm. In the sand choked
wine cellars bottles of restorative vintages might be hidden
beneath dust and bone. Bottles filled with liquid silver, lightning
bound mist, or sand that quenches thirst like water. These drafts can
close wounds, expand the mind, or enhance a single second of time
into a euphoric eternity. These are but a few mysteries one might
take back to familiar lands, if one does not get lost in the rainbow
sands of the desert.
|
A fantastic mobile home. |
Homes in Strange Deserts
The Pasha formed their structures from the shells of massive
terrestrial hermit crabs. Ages ago, the crab herds of the Pashan
nomad cities freely roamed the prismatic deserts. Now, the
mother-of-pearl halls are only home to rainbow sands and forgotten
artifacts. These structures can be seen poking through the dunes of
the desert, or are excavated when the winds become strong enough. In
the distance you see:
Structure
Type
– 1D12
Roll twice per shell.
1) Towers – 1D4
2) Pavilion
3) Structure – Shape (1D10 sides, a 1 indicates a circular
building), 1D2 (1. No Pillars, 2. Pillars)
4) Dome – 1D3 (1. Geodesic, 2. Smooth, 3. Striated)
5) Pyramid – 1D4 (1. Stepped, 2. Ziggurat, 3. Conical, 4.
Smooth/Dressed)
6) Basilica
7) Forum
8) Citadel
9) Surrounding Wall
10) Granary
11) Flat Open Area – 1D2 (1. Just Shell, 2. Indentation Filled W/
Soil)
12) Water Storage – 1D3 (1. Well, 2. Water Tower, 3. Cistern)
Previously
Used For
1) Library
2) Market
3) Governance
4) Court
5) Living Area – 1D3 (1. Single Family/Group, 2. A Few
Families/Groups, 3. Many Families/Groups)
6) Armory
7) Warehouse
8) Barracks
9) Hospital
0) Farming
Hidden beneath the sands and ornate shells, lays a titan creature
that may not be dead. The crabs were artisans, capable of creating
their own shells through sculpting regurgitated prismatic sand turned
into glass. Though possessing an alien psychology, they possessed a
keen intellect. An entire caste of the Pasha, the crab herders, were
responsible for communing with these creatures. Deep within the crabs
lays a small nuclear furnace allowing them to derive sustenance from
the sand and spit molten glass. There is a 1 in 12 chance that a crab
will still be living, the crabs being legendary for near limitless
life spans. Rarely, an unfortunate group might find a zombified crab,
its dead body now animated by the strange forces inhabiting the
desert. There is a 1 in 6 chance the crab will be a zombie.
|
That's HIS rowboat... |
It's
Alive! (OSR)
Activity Cycle: Any
Diet: Sand
Intelligence: Very Intelligent
Treasure: Whatever is inside it's building shell
Alignment: Neutral or Chaotic (3 in 6 chance of being
insane from the long period of solitude)
No. Appearing: 1
Armor Class: 22
Movement: 40 ft.
Hit Dice: 15 (68 HP)
To-Hit: +10
No. of Attacks: 2 (Claws)
Damage: 3D6+3
Special Attacks: Spit Molten Glass: 15 ft. Cone Save vs.
Breath for ½ damage (7D6 Damage). Character takes another 1D8 damage
2 rounds later after the glass cools and breaks. A crab must spend 1
round gathering sand into its mouth before it may spit glass. Assume
the crab has eaten glass before the encounter.
Special Defenses: Immune to heat damage, 1.5x damage
from cold damage.
Magic Resistance: Nil
Size: Colossal (60’)
Morale: Perfect
All Saves but Breath: 8
Breath Save: 16 (Big and Slow)
Into
the Odd
Str 20, Dex 5, Wil
14, 20 hp. Armor 3
Driven to reminisce
over the lost Pasha and protect the contents of their shells.
Treated as a Detachment
for
combat purposes, attacks with Claws (1D12). Can spit molten glass
into a 15ft area, those caught in the area must make a DEX save to
avoid being hit. Those who fail their save take 1D8 damage the first
round, and take 1D6 damage each round after until they succeed at a
DEX save. They are immune to heat damage but take double damage from
cold.
|
Hell has no room for a crab this big... |
It's
Un-Alive! (OSR)
Activity Cycle: Any
Diet: Nil
Intelligence: Kill and Sleep (Extent of Mental Process)
Treasure: Whatever is inside it's building shell
Alignment: Chaotic (Only wants to kill and sleep)
No. Appearing: 1
Armor Class: 24 (Petrified Chitin)
Movement: 20 ft.
Hit Dice: 20 (90 HP)
To-Hit: +10
No. of Attacks: 2 (Claws)
Damage: 3D6+6
Special Attacks: None (Nuclear furnace died when it did)
Special Defenses: Immune to heat damage.
Magic Resistance: Nil
Size: Colossal (60’ Tall)
Morale: Perfect
All Saves but Breath: 8
Breath Save: 20 (Big and Really Slow)
Into
the Odd
Str 22, Dex 4, Wil
7, 25 hp. Armor 4
Driven to eat and
sleep. Treated as a Detachment
for combat purposes,
attacks with Claws (1D12). They are immune to heat damage but take
double damage from cold.
These long forgotten titans can speak, though their
language sounds like a blend of a foghorn and whale song. When not
aggressive, it will attempt to speak to whoever has disturbed it. If
the adventurers are unable to understand it, the crab will simply go
back to sleep. A zombie crab will always choose option 3.
What
it Wants – 1D6
1) Conversation – 1D4 (Topic: 1. Glass Blowing, 2.
Sand Quality, 3. Pashan History, 4. GM's Choice)
2) 'Take care of' something wandering around the
structure on its shell. A reward will be offered.
3) YOUR DEAD BODIES STRETCHED BEFORE IT!!!!
4) A random mundane item from the player's handbook.
5) Peace and quiet! If the characters make too much
noise after the second warning, see option 3.
6) Deliver a message to another crab in the desert. A
reward will be offered.
Buildings: Here
are tables of various items found in each building type. Most items
are system neutral, those that are not will be presented with Into
the Odd and OSR stats
|
Pashan technology bridges the gap between life and machine. |
Library
- 1D6
1-2) Nothing of Use: The characters just
find shelves of strangely bound books and scrolls, all of them
disintegrating into the dry wind.
3) Singing Scrolls: These intricately
etched cylinders sing in the lilting language of the Pasha when the
etched pictograms are traced with finger tips. Those that are able to
understand the singing, are granted a permanent, one time, +1 bonus
to knowledge rolls depending on the scroll's subject matter. (1D6
- 1. Religion, 2. Arcane Magic, 3. The Wild, 4. Technology,
5. Medicine, 6. Architecture)
4) Scholar's Lens: When a character views
an unfamiliar language through this 7 sided prism, the language is
translated to one the character understands.
5) Silence Box: Though this item appears
to be an iridium music box with delicate scrollwork, it is quite the
opposite. For every round the box is wound, to a maximum of 6 rounds,
the box produces a 5 foot zone of silence for a turn / 10 minutes.
6) Reading Lens: These two lenses are
mounted using a lustrous dark metal so that they may be worn. The
lenses give the user low-light vision and a +1 bonus to Search. These
lenses are perfect for reading tiny script in dark rooms!
Market
- 1D10
1-2)
Nothing of
Use: The
characters just find piles of disintegrating, cheap clothing and
incomprehensible souvenirs.
3)
Roll on
Library Table
4) Roll
on Governance Table
5) Roll on Court Table
6) Roll on Living Area Table
7) Roll on Armory Table
8) Roll on Barracks Table
9) Roll on Hospital Table
0) Roll on Farming Table
Governance
- 1D6
1-2) Nothing of Use: Characters just find piles of
disintegrating paperwork and insane legislation.
3) Maps: The characters find a set of complete maps of
the Pashan Whispers along with maps to other lands. (1D6 - 1.
Voivodja, 2. Carrowmore, 3. Carcosa, 4. Phyrrous Plains, 5.
Yoon-Suin, 6. The Islands of: Korus, Kelis, and Kravian.)
4) Transcription Machine: When wound, 1 round of
winding equals 1 turn of functionality, and fed with paper the
machine will transcribe everything said into it's horn. Made of black
and green metals, it is the size of large book, and resembles a
combination of a grand piano, gramophone, and a scarab. As to how it
knows the written form of the languages spoken into it, one would
have to open the device's case. Within the inner most shell is a
pulsing piece of flesh that looks like a strange combination of a
heart and a brain. Once exposed to air, the organ withers and dies
leaving only the gold electrodes that attached it to the machine.
5) Attachment Device: It resembles an elongated,
legless horned beetle crouching over a narrow plate that extends just
beyond the 'head'. Constructed of a prismatic metal, it appears to
have been contructed to bind pieces of paper together. However, with
a successful Strength/Bend Bars check (relatively easy), one can pry
loose the bottom plate to make the device more useful. The device can
bind any two objects together using a sliver of the same prismatic
metal it is constructed of, and it seems to have a limitless supply.
After being bound together, it requires a successful Strength/Bend
Bars (OSR/D20) OR Strength save (Into the Odd) (somewhat challenging)
check to separate the two. Great for repairs, or keeping pesky
enemies in place. The device does 1D3 damage, and only has a range of
5 feet.
6) Dispenser of Cooled Water: This large device, about
4 feet high and 50 lbs, looks like a large, two legged spider
attempting to do a hand stand constructed of a gold-tinged metal. It
dispenses a unlimited amount of water, roughly a gallon a minute. A
bit unwieldy, but incredibly useful in this cursed rainbow desert.
(Go Metric!: 1.23 Meters Tall, 22.68 Kg, and 3.785
liters a minute)
|
Living Tech - By Michael Mickowski |
Court
- 1D6
1-2) Nothing of Use: Characters just find piles
of disintegrating wanted posters and unpaid crab parking tickets.
3) Spitting Fleas: These oversized sand fleas,
about the size of an apple, are somehow still alive in their
cobweb-like wrapping. They have atrophied limbs, and a squishy,
protruding abdomen. When squeezed, they spit a caustic liquid that
can temporarily blind a target. (OSR/D20) A touch attack is required,
the target gets a +2 bonus if they are wearing headgear. If
successful the target must save versus Poison/Fortitude (DC 14) or be
blinded for 1D6+1 rounds. (Into the Odd) Targets must make a Strenght
save or be blinded for 1D6+1 rounds. The flea can spit 3 times,
before it must rest for an hour and be given a few drops of water.
Amazingly they don't need to eat. The characters find 1D4 fleas.
4) Pincer Manacles: The manacles look as if they
were ripped off of an oversized scorpion. The manacles are no more or
less easy to escape from than their mundane cousins. However, every
failed escape attempt results in the wearer taking increasing levels
of damage until their hands or feet are lopped off. (Attempt 1. 1D2
2. 1D3 3. 1D4. 4. 1D6 5+. [OSR/D20] Save versus Death/Fortitude (DC
15) or lose the extremity as well as 1D6 damage. [Into the Odd]
Strength Save or lose the extremity as well as 1D6 damage that
bypasses armor).
5) Chalk of Truth: Drawing a circle around an
individual using the chalk creates a zone of truth. (OSR/D20) The
target must make a save versus Magic/Will (DC 15) in order to tell a
lie for the next 5 questions. On a successful save the liar takes 1D2
subdual damage, and must make a successful bluff check in order to
not show signs of pain. (Into the Odd) The target must make a WILL
save in order to tell a lie for the next 5 questions. On a successful
save the liar takes 1D2 WILL damage, and must make a successfully lie
in order to not show signs of pain Each piece of chalk has 10 uses
before it becomes a useless nub. The characters find 1D4+1 pieces.
6) Lightning Stick-Bug: This bug is found barely alive
in its cobweb case. It resembles a stick-bug without limbs and an
iridescent black carapace, it is roughly the length of an adult's
forearm. It's eyeless head as a short proboscis with a sharp tip. If
fed 1 hp of blood, it will become active. When it is gripped by the
rough, hand-sized section below its head, the rest of its body
vibrates softly and gives off a scent of ozone. (OSR/D20) Anyone
struck by the bug takes 1D4 bludgeoning damage and must make a save
versus Paralysis/Fortitude (DC 14) or be paralyzed for 1 round. (Into
the Odd) Anyone struck by the bug takes 1D6 bludgeoning damage and
must make a Strength save or be paralyzed for 1 round. After an hour
of activity the bug goes back into its coma-like state.
|
Insect-like furniture, or furniture-like insect? |
Living
Area – Roll a number
of times depending on the type of living area 1x Single Family/Group,
2x A Few Families/Groups, 3x Many Families/Groups
1-2) Nothing of Use: Characters only find nearly
worthless dining sets and strange family portraits.
3) Jewelry: Characters find insect and crab themed
jewelry worth 1D6 x 100 gp.
4) Entertainment Spider-Chair: This chair appears to be
constructed of prismatic glass thread, with a still-living and
headless iridescent spider attached to the back. When an individual
sits in the chair, and one of the nearby crystal cylinders is
inserted into the hole where the spider's head should be, the
spider-legs weave an illusion for the sitter. To those not sitting in
the chair, it just appears to be a shifting sheet of color with
humming sounds, but to the sitter it appears as if they are actually
sitting in the environment the story is taking place in. The
participant may end the session whenever they wish, and instinctively
understand that they are viewing an illusion despite its realism, all
the dialogue is heard in the viewers native tongue. The characters
find 1D6+1 crystal cylinders nearby (1. Hero Epic, 2. Drama 3.
Tragedy *EVERYONE DIES* 4. Very Strange Comedy 5. Romance 6.
Pornography *Sometimes involves insects, making it more of a
horror story*)
5) Valuable/Weird Art: Strange sculptures and even
stranger pictures worth 1D10 x 100 gp.
6) Communication Beetles: These hand-sized
black beetles will extend their feathery antennae and contact other
beetles of the same type over any distance. The beetles will mimic
the voice of anyone speaking into them to the other beetle, though
the voice sounds like a tinny distorted version of the person
speaking. To teach the beetle to contact another particular beetle,
the user simply presses the beetle into the beetle of the other
person while yelling that persons name at the beetle. From then on
that beetle will contact the other beetle whenever that name is
yelled at it. There is a 1 in 6 chance everyday that the owner of a
beetle will get a mysterious call, the person on the other end will:
1. Just breathe heavily, 2. Just Giggle, 3. Describe in minute detail
everything the character has done so far that day, 4. Begin pleading
for help in a loved-one's voice, 5. Describe what it wants to do to
the character using sand and beetles, 6. Describe to the character
what awful act the caller is about to engage in. The characters will
find 1D4 Communication Beetles.
|
Spider-silk grenade. |
Armory
1-2)
Nothing of
Use: The
characters just find rust ruined weapons scattered on largely empty
racks.
3)
Thread Blade:
The
sword has a simple cross hilt, curved handle, and an octahedral
pommel all made of tightly braided and woven black thread with a
slight gloss to it. The blade portion of the sword is a constant
swirl of unraveling thread holding a vague, blade shape without the
thread becoming tangled or knotted. When an individual or object is
struck by the sword, the threads of the blade suddenly disappear then
reappear wrapped around the target so tightly that the threads cut
into and crush the target. The sword has the added bonus of grappling
an opponent, on a successful hit. However, it is only able to use
this ability on a target no bigger than one size category larger than
the weapon size, it may use this ability on any size smaller than the
sword. To maintain the grapple, the user must release the handle of
the sword. Its ability makes the sword only usable to grapple and
damage a single target. OSR
Stats: Damage:2D4
(Slashing or Bludgeoning whichever is more advantageous) Size:
Medium Grapple
Strength: 18
Into the Odd
Stats: Damage:1D10
(Slashing or Bludgeoning whichever is more advantageous) Size:
One Handed Grapple
Strength: 18
4) Mosquito
Spitting Glove: This
hand-sized, wingless mosquito is found in a crystal phial. The head
has a backwards pointing proboscis that pierces the wearer's skin
when the body is pressed to the back of the the user's hand. The head
also has a sphincter mouth facing forward. After piercing the user's
hand, the insect's legs wrap around to press against their palm. Once
completely attached, the glove grants the user heat-vision. The glove
spits wads of red phlegm that crystallizes into a sharp shard that
impacts and pierces the target. (OSR/D20/Into the Odd) The base
damage is 1D6, however for every 1 HP sacrificed the damaged is
increased by 1 step to a maximum of 3 HP (ex:
-1 HP 1D8, -2 HP 1D10, -3 HP 1D12). Also, the character may
sacrifice 1 HP to do 1D3 continuing acid damage for a number of
rounds equal to the character level +1, a single target may have up
to 3D3 damage active at one time. The effects of the HP sacrifice
lasts 3 shots before another sacrifice must be made. In order to keep
the glove healthy, it needs to be returned to its phial. Every hour
that the unattached glove spends outside of the phial, there is a 1
in 6 chance of it dying. OSR/D20
Stats: Damage:
1D6+ (Piercing) Size:
Medium Range:
Short: 30'
Medium: 60'
Long: 90'
Into the Odd Stats:
Damage: 1D6+
(Piercing) Size: One
Handed
5) Attack Amoebiod: Sealed in a strange, clear rhomboid
box is a green tinged fluid. When released from the box, the liquid
thickens and shapes itself into an ovoid shape. It is roughly the
size of a soccer ball (football), and will heed the simple commands
of whoever carries the box (ex: Stay, Attack, Guard, Fetch,
etc...). On command, the amoebiod can explode in a 20' radius, doing
1D4 (OSR/D20) OR 1D6 (Into the ODD) damage per HP the creature
currently has. The box can create a new amoebiod by sacrificing 8 HP
of blood (OSR/D20) OR 2 HP of Blood (Into the Odd) that may be
healed normally. The creation takes 1 week, but for every 3 HP
(OSR/D20) OR 1 HP (Into the Odd) extra sacrificed reduces the time to
make by 1 day. If 29 HP (OSR/D20) OR 9 HP (Into the Odd) is
sacrificed from a single, or multiple sources, will result in the
creature being formed instantly. OSR/D20 Stats: HP:
8 AC: 15 Move: 20 ft. No. of
Attacks: 1 To-Hit: +3 Damage: 1D6
Size: Diminutive All Saves: 16 Into
The Odd Stats: HP: 2 Armor: 3
Str: 5 Dex: 5 Will: 3 Damage: 1D6
6) Spider-Silk Razor-Wire Grenade: This grenade look
like an apple sized, mottled brown spider's abdomen. For every round
the grenade is shaken it does 1D4 (OSR/D20) OR 1D2 (Into the Odd)
slashing damage to everything in a 10' radius of the object/person
the abdomen strikes. The grenade can do a maximum of 8D4 (OSR/D20) OR
8D2 (Into the Odd) damage, but loses 1D4 (OSR/D20) OR 1D2 (Into the
Odd) from its damage every turn / 10 minutes it is not shaken. The
characters find 1D6+1 grenades in a spider shaped box made of chitin.
(OSR/D20) Targets caught in the blast radius can make a save versus
Breath/Reflex (DC 15) for ½ damage. (Into the Odd) Targets caught in
the blast radius can make a Dex save for ½ damage.
Barracks
1-2)
Nothing of
Use: The
characters just find stained and disintegrating uniforms as well as a
number of books that contain saucy woodcuts of naked humanoids.
3)
Mist Armor: A
roiling mist contained within an amulet that can be worn on a
bracelet or necklace. When the clasp on the amulet is released, the
mist flows over the wearer, providing them with protection.
Re-engaging the clasp will cause the mist to return to the amulet.
The amount of protection provided depends on its color: Red:
+1
AC/Armor Yellow:
+2
AC/Armor Purple:
+3
AC/Armor Black:
+4
AC/Armor. The armor bonus stacks with other armor, but it's reduced
in a strong wind. In a strong wind, the AC bonus is reduced by -1.
The armor does not incur penalties for being worn. 1D8
(1-3:
Red
4-5:
Yellow 6-7:
Purple
8: Black).
4) Beetle
Goggles: These
goggles appear to be a black, iridescent beetle with a single head
but two bodies protruding from either side of the head. The goggles
naturally adhere over the eyes, once worn the wings open to reveal
hemispheres of jelly sealed in a cage of chitin. Once the wings open,
the user's vision expands to allow them to see beyond the 3rd
dimension. This expanded sight grants the user +1 to their AC/Armor.
The wearer may sacrifice 2 HP (OSR/D20) OR 1 HP (Into the Odd) to
improve this bonus by +1 AC as their vision expands further, up to a
maximum of +4 AC provided by the goggles. The bonus last for a turn
(10 minutes), before the bonus fades. The goggles do not appear to
need food or water in order to survive.
5) Razor Wing Moth Shield: Found in a cocoon of gently
pulsing silk lays a comatose moth. With wings furled, the moth is
roughly half the size of an adult's forearm. When the wings unfurl,
they stretch to roughly the size of a large shield. The wings are
made of some kind of mottled red and green, metallic silk. The wings
are incredibly resilient, granting a +1 shield bonus to AC (OSR/D20)
OR +1 armor (Into the ODD). The head of the moth is manipulated to
get it to clasp the wearer's forearm, unfurl its wings, and to engage
in its two 'modes'. The first mode gives the wearer a 1 in 6 chance
of blocking incoming ranged attacks. The second mode will cause the
moth to attack anyone coming within 5' of the wearer with the razor
sharp edges of its wings. Unless the moth is targeted, the creature
will not take damage from attacks. The moth needs a steady diet of
leafy greens, if not fed in 3 or more days, it dies. OSR/D20
Stats: HP: 10 AC: 16 Move: 60
ft. (Flying) No. of Attacks: 1 To-Hit: +2
Damage: 1D8 Size: Small All Saves:
15. Into the Odd Stats: HP: 3 Armor:
3 Move: Flying Damage: 1D4 Size:
One Handed / Small All Stats: 5.
6) Chromatophore Silk Cloak: This cloak is
woven of spider silk, with thousands of tiny chromatophore nodules
woven into it. When worn, the chromatophores strobe in thousands of
colors, causing slight disorientation in those attempting to target
the wearer. When attacked in melee, the cloak grants the user a 1 in
10 chance to be missed due to disorienting the attacker. When
attacked from range, the user has a 2 in 10 chance of being missed.
Warehouse
- 1D8
1-2)
Nothing of
Use: The
characters just find
broken
crates made of chitin and bone. Within the creates they find various
piles of disintegrated: foodstuffs, scrolls, books, clothing, or
toys.
3)
Roll on
Library Table: Characters
find D6 number of items rolled.
4) Roll
on Governance Table: Characters
find D6 number of items rolled.
5) Roll on Court Table: Characters find D6
number of items rolled.
6) Roll on Living Area Table: Characters
find D6 number of items rolled.
7) Roll on Barracks Table: Characters find
D6 number of items rolled.
8) Roll on Farming Table:Characters find
D6 number of items rolled.
|
A nurse spider. |
Hospital
- 1D8
1-2)
Nothing of
Use: The
characters just find
broken
beds of black silk, dust, and metal. In cabinets and chests they
find: rusted surgical implements, broken crystal vials, and rotten
white silk robes.
3)
Miracle
Ticks: Characters
find 1D3 octagonal, iridescent, green vials containing a grape sized
tick. Outside of the occasional twitch when the vial gets near living
flesh, the tick remains completely still. When the vial is opened,
the tick will immediately jump and attach itself to the nearest
living creature. For the next 1D6 x 10 minutes, the tick pumps its
own blood into the person granting them fast healing and 1 re-roll
each round to fight the effects of poison and disease. (Roll 1D4 for
each vial to determine the amount of fast healing the tick grants).
After the allotted time, the tick falls away from its host as a
shriveled husk. If removed prematurely, the tick will continue to
spew out its blood until it shrivels and dies after the allotted
time. A person may reattach a removed tick, as long as there is time
left.
4) Apothecary
Scorpion: The
characters find 1D3 of these largely docile scorpions that appear to
be strangely colored Emperor Scorpions with silver needle stingers.
The scorpions never use their pincers, but will sting any target that
lights strikes them (a finger flick will do). The coloring of the
scorpions is always iridescent but with differing hues depending on
their 'venom'. The scorpions hold 3 doses within their 'venom' sacs,
they renew these doses at a rate of 1 every 8 hours. These scorpions
seem to be able to subsist on air alone. Roll 1D4 to determine the
scorpions coloring and effect of its 'venom': 1 – Light Blue: +1
bonus to Search checks, +10 ft movement rate, and +/- 2 Bonus to AC
(OSR/D20) +4 to Dex (Into the ODD). Effect lasts 1 hour, after that
hour the individual 'crashes' taking a -2 to all skill and stat
checks for the next hour (OSR/D20) OR -2 to all stats for the next
hour 2 – White/Silver: Renders the individual immune from insanity,
mind effects, and moral effects. However, the character receives a -5
penalty to all rolls that involve social interaction, due to the
character being ever so blasé about everything around them. The
effects last for 1D3 hours. If the character is currently suffering a
preexisting form of insanity, that insanity is negated for the
duration of the 'venom's' effect. 3 – Pink: This allows a user to
make 3 rolls to combat the current ongoing effects from a disease or
poison, these rolls count toward the total number of saves needed to
completely overcome the disease or poison. If the individual is under
the effects of multiple diseases or poisons, roll randomly to see
which poison or disease the 'venom' fights first. If there are any
remaining rolls left, they are applied to the next poison/disease
rolling randomly if there are multiple poisons/diseases remaining. 4
– Purple: The 'venom' grants the user an incredible level of pain
tolerance, which in turn grants the individual 2/- damage reduction
(OSR/D20) OR 2 Armor (Into the Odd). The drawback is that they GM
keeps track of the individual's hit-points, and does not inform them
how much damage they have taken. This effect lasts for 1 hour.
5) Diagnosis Flea: The characters find 1D6 green chitin
boxes the size of a matchbox, they can hear nearly
inaudible taps coming from within the box. In the box they find a
white flea that is roughly twice the size of a normal flea. These
fleas will change colors after tasting a person's blood, the colors
correspond to whether or not the person is under the influence of a
disease or a poison. The colors will differ depending on the type of
disease or poison the individual is suffering from. On the box is a
small legend, written in the Pasha language, that describes what each
color means. The fleas become torpid after consuming a drop of blood
from the individual, making it easy for them to be returned to the
box.
6) Nurse Spider: The characters find a
motionless white spider with the same physiology of a black widow,
though roughly the size of an adult's hand. If fed 1 HP worth of
blood, the spider will become active, and move to rest on the arm or
shoulder of the person who fed it blood. For the remainder of the day
the spider will bite whoever they are resting on, when that
individual reaches 50% or less of their total HP. Rather than
damaging the individual, the spider's bite will heal 1D6+3 HP
(OSR/D20) OR 1D3+1 (Into the Odd). The spider is capable of
delivering 3 such bite before running out of its healing venom. It
refreshes its uses at a rate of 1 per 8 hours. When the blood feeder
finally lays down to sleep, or meditate in the case of elves, the
spider then goes back to its motionless state. It will reawaken when
it is fed 1 HP of blood again. OSR/D20 Stats: HP: 10
AC: 17 Move: 20 ft. No. of Attacks:
1 To-Hit: +2 Damage: 1D3 Size:
Diminutive All Saves: 15. Into the ODD
Stats: HP: 3 Armor: 2 Damage:
1D3 Size: Diminutive All Stats: 5.
|
A resurrection seed. |
Farming
- 1D6
1-2)
Nothing of
Use: The
characters just find
broken
ceramic containers, rodent chewed seeds, rusted tools, and the empty
husks of giant work beetles.
3)
Limb Seeds:
The
characters find 1D10 perfectly octahedral, golden seeds the size of
an adult's thumbnail. If planted in fertile soil, given regular
watering, and given plenty of sun the seed will produce a green shoot
in 1D8+1 days. If a person missing any body part sacrifices 1 HP of
blood from the area of the missing part by letting the blood onto the
shoot, the shoot will grow into a full sized plant in 1D12+1 days.
The full sized plant will fruit 1D3 green replacement parts. If the
part is picked and pressed against the place the missing part once
resided, the green part will attach itself and function as the
natural part did. The part will wither and die if pressed to a person
who did not sacrifice blood. This plant can only regrow lost parts,
not parts that were absent at the time of birth due to some form of
defect.
4) Cuisine
Seeds: The
characters find 3D10 perfectly spherical blue seeds the size of a
pea. If planted in fertile soil, given regular watering, and given
plenty of sun the seed will produce a green shoot in 1D8+1 days. If a
particular culinary dish (ex:
filet mignon, crème brulee, etc...) is
buried next to the shoot, the shoot will grow into a full grown plant
in 1D12+1 days. The full sized plant will fruit 1D8+2 perfect
reproductions of the culinary dish covered in a thick yellow rind. It
will take roughly 6 weeks for these fruits to spoil if the rinds are
not removed. The 'fruit' will spoil as the dish it replicates would
once the rind is removed.
5) Item Seeds: The characters find 3D10
perfect cube red seeds the size of a 'standard' sized 6 sided die. If
planted in fertile soil, given regular watering, and given plenty of
sun the seed will produce a green shoot in 1D8+1 days. When an item
that is no large than a medium sized/one handed weapon is buried next
to the shoot, the shoot will grow into a full grown plant in 1D12+1
days. The full grown plant will sprout branches in the form of
whatever item was buried next to it. The branch versions of the items
possess the same stats as the buried items, save that they do not
possess any of the magical enchantments of the original item. The
copied items possess all the altered stats from being made of special
materials, though they do not count as being made of the special
material for the purposes of bypassing damage reduction. The original
item is destroyed after the plant reaches full size.
6) Resurrection Seeds: The characters find
1D3 icosahedron shaped purple seeds the size of a 'standard' sized
D20. The seed must placed in the mouth, or body, of creature who has
been dead for no more than 6 months and that body must be buried in
fertile soil. If these criteria are met, after 1D10+1 days a green
pod will grow out of the soil, the pod will be the same size as the
creature buried. Moments after the pod reaches full sized, a green
tinged perfect copy of the buried creature bursts forth. The copy has
all the same memories of the original, as well as the same number of
hit-dice and class levels as the original. The GM may decide that the
copy also has the same amount of experience points as the original.
The copy will have an a nagging feeling that they are merely a copy.
There is no game mechanic to describe this, but players are
encouraged to role play out this new personality quirk. Finally, the
copy is incapable of digesting meat, so must adjust their diet
accordingly. The original body is destroyed in the creation of the
copy.