Wednesday, June 29, 2016

Demiurgus


 
You shall forget them, or you shall be forgotten.

Demiurgus
A sphere, its diameter as wide as an adult is tall, needle sharp spikes projecting from every portion of its surface. Colored a dark purple near its center, the hue fading to an almost pink-like lavender near the tips of its spiked projections. Its material is transparent, the color coming from within. At its center a fetal form bobs and shudders, always facing the object of attention. A speed beyond natural, its movements possessing a machine-like ability for economy. The thing doesn't speak, its purpose clear as it approaches without hesitation.

They are fixers, mechanics of reality, bringing balance to the wounds of discord in the world. Whether natural, or created through unknown artifice, is a matter for debate among theologians and philosophers. Demiurgus are drawn to tears in reality gone septic, mending that which can be saved, redacting the parts too far gone. Seen by thousands, recalled by few, they ease the hurts of reality and unmake memories of those who bore witness. Their minds are foreign, moved by purposes and methodologies that are vague to the most observant. They are not saviors, nor the healers of anything mortal, just as capable of erasing an entire village from memory and reality as sealing ruptures in space. Not creatures of order or chaos, they seek to bring reality back to a level state, just as often undoing residue of bureaucratic over-order as chaotic breaks. Complex actions and simple mindset, Demiurgus pursue their goals without regard for collateral damage. Communication is pointless, for the Demiurgus only actions possess meaning.

OSR
Type: Living Construct
Activity Cycle: Their service to the universe is without rest.
Diet: They receive sustenance from the universe itself.
Intelligence: Genius
Treasure: None
Alignment: Neutral
No. Appearing: Usually 1, may travel in larger groups if repairing areas of severe reality damage.
Armor Class: 20 / 0 (Their exteriors are incredibly resilient)
Movement: 90 ft (Perfect Flight).
Hit Dice: 8
To-Hit: +8
No. of Attacks: 3
Damage: 1D10 w/ Forceful Push (Range: Line of Sight)
Special Attacks:
Forceful Push – Each time a character is struck, the character must make a save vs. Paralysis. A failed save results in the character being knocked back 10 feet. If a character strikes a wall, the force of the blast causes them to take and addition 1D4 points of damage from the impact.

Stasis – The Demiurgus may cause a character to go into a form of temporal stasis, instead of using one of its attacks. The target must make a successful save vs. Paralysis. A failed save results in the character being unable to act or notice the passage of time. They remain in this stasis for a number of rounds equal to 10 – their level, once the effect has ended the character is immune from further uses for the next 24 hours. Those that make their save are immune to this effect for the next 24 hours. The Demiurgi use this ability first when encountering individuals in an area of reality damage. If a character makes their save, or escapes from the stasis, only then will the Demiurgi attempt to destroy them.

Memory Redaction – Once and individual is under the effects of Stasis a Demiurgus may attempt to change and redact the character's memory to remove any recollection of the damaged area of reality of the Demiurgus. The Demiurgus may use this ability instead of using one of its attacks. The target must make as save vs. Magic. A failed save results in the character's memories being erased or altered so that they do not remember any of the damages to reality or the Demiurgus. Those that make their save are immune to this effect for the next 24 hours. An individual may only be effected by this ability once per 24 hours.

Reality Redaction – If the Demiurgus is unsuccessful at placing a character into stasis, or destroying them using their energy blasts, they will attempt to remove the target from reality. This reality redaction is a last resort, since it completely removes an individual from reality as well as any memory of their existence. The target must make a save. A failed save results in the target taking 8D6 points of damage as their body is physically untethered from reality. If the character survives those that knew them can only remember one part of the target's identity, roll on the table below. Those that knew the target can remember their emotions towards the target, and still experience them, but they may not know why they feel the way they do. For each week spent around the target a character may make a save to remember another part of the character's identity. Even though the target may tell an individual who they are, the memory of the telling will simply slip away from the listener's memory within a few minutes. The only lasting memories come from successful saves on the part of the listener, and the 1 remembered aspect of the target's identity they started with. If the character dies, they are forgotten by everyone they have ever interacted with, and their physical body with their belongings is removed without a trace. Reality will reshape to fit the fact that the individual never existed. Those that survive the redaction only have the memories of others removed, not the physical proof of their existence. The spirit of the individual lives on, but the living world will not remember them. Those that pass their save take 4D6 points of damage as reality torques around them, ripping at their very existence. An individual can only be targeted or effected by this ability once per 24 hours.

Memories of the Survivor
  1. Name.
  2. How they met.
  3. Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
  4. Shared experiences.
  5. Capabilities of the survivor (e.g. their basic class abilities).
  6. Preferences, dislikes, and weaknesses.

Plane Shift – They are capable of using this ability 3 times per day. They always arrive within 100 ft of their intended destination.
Special Defenses: They are immune to suggestion, charm, command, or any other spell that gives authority over the monster. (They are servants to balance, and no one else.) They can see perfectly in any condition, even those created by magic. They are capable of seeing through invisibility.
Magic Resistance: 25%
Size: Medium (5' in diameter)
All Saves: 12

Crimson Dragon Slayer
Type: Living Construct
Activity Cycle: Their service to the universe is without rest.
Diet: They receive sustenance from the universe itself.
Intelligence: Genius
Treasure: None
Alignment: Neutral
No. Appearing: Usually 1, may travel in larger groups if repairing areas of severe reality damage.
Armor Class: 7 (Their exteriors are incredibly resilient)
Movement: 150 ft (Perfect Flight).
Hit Dice: 8
Action-Dice: 4D6
No. of Attacks: 3 -
Damage: 3D4 (Exploding) w/ Forceful Push (Range: Line of Sight)
Special Attacks:
Forceful Push – Each time a character is struck, the character must make a save. A failed save results in the character being knocked back 10 feet. If a character strikes a wall, the force of the blast causes them to take and addition 1D6 points of damage from the impact.

Stasis – The Demiurgus may cause a character to go into a form of temporal stasis, instead of using one of its attacks. The target must make a successful save. A failed save results in the character being unable to act or notice the passage of time. They remain in this stasis for a number of rounds equal to 10 – their level, once the effect has ended the character is immune from further uses for the next 24 hours. Those that make their save are immune to this effect for the next 24 hours. The Demiurgi use this ability first when encountering individuals in an area of reality damage. If a character makes their save, or escapes from the stasis, only then will the Demiurgi attempt to destroy them.

Memory Redaction – Once and individual is under the effects of Stasis a Demiurgus may attempt to change and redact the character's memory to remove any recollection of the damaged area of reality of the Demiurgus. The Demiurgus may use this ability instead of using one of its attacks. The target must make a save. A failed save results in the character's memories being erased or altered so that they do not remember any of the damages to reality or the Demiurgus. Those that make their save are immune to this effect for the next 24 hours. An individual may only be effected by this ability once per 24 hours.

Reality Redaction – If the Demiurgus is unsuccessful at placing a character into stasis, or destroying them using their energy blasts, they will attempt to remove the target from reality. This reality redaction is a last resort, since it completely removes an individual from reality as well as any memory of their existence. The target must make a save. A failed save results in the target taking 8D6 points of damage as their body is physically untethered from reality. If the character survives those that knew them can only remember one part of the target's identity, roll on the table below. Those that knew the target can remember their emotions towards the target, and still experience them, but they may not know why they feel the way they do. For each week spent around the target a character may make a save to remember another part of the character's identity. Even though the target may tell an individual who they are, the memory of the telling will simply slip away from the listener's memory within a few minutes. The only lasting memories come from successful saves on the part of the listener, and the 1 remembered aspect of the target's identity they started with. If the character dies, they are forgotten by everyone they have ever interacted with, and their physical body with their belongings is removed without a trace. Reality will reshape to fit the fact that the individual never existed. Those that survive the redaction only have the memories of others removed, not the physical proof of their existence. The spirit of the individual lives on, but the living world will not remember them. Those that pass their save take 4D6 points of damage as reality torques around them, ripping at their very existence. An individual can only be targeted or effected by this ability once per 24 hours.

Memories of the Survivor
  1. Name.
  2. How they met.
  3. Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
  4. Shared experiences.
  5. Capabilities of the survivor (e.g. their basic class abilities).
  6. Preferences, dislikes, and weaknesses.

Plane Shift – They are capable of using this ability 3 times per day. They always arrive within 100 ft of their intended destination.
Special Defenses: They are immune to suggestion, charm, command, or any other spell that gives authority over the monster. (They are servants to balance, and no one else.) They can see perfectly in any condition, even those created by magic. They are capable of seeing through invisibility.
Magic Resistance: 25%
Size: Medium (5' in diameter)

Dungeon World
Grouping: Group or Single
Armor: 3
Hit-Points: 10
Damage: Blast – [2D4+2 – Near, Far, Forceful, Piercing 1]

Stasis – The Demiurgus can place a target into a state of stasis similar to the Wizard spell Cage, except the target does not notice the passage of time. A target can only be effected once per day by this ability whether or not they are able to resist the ability. When activated this ability causes the area around the target to ripple while in effect.

Memory Redaction – While the target is under the influence of the Stasis ability, the Demiurgus will attempt to erase part of the target's memory involving the Demiurgus and the damage to reality. Whether or not the target is able to resist this ability, the are immune to further uses of it for the rest of the day.

Reality Redaction – This ability allows the Demiurgus to remove a target from reality, and is only used when all other options have failed. Those that fail to resist this ability take 2D8 damage that ignores armor. If they die from this attack, they are erased from reality, but their spirit may linger on, all evidence of their ever having existed is also changed or erased. Those that survive the attack are difficult to remember, generally people who knew the individual well will remember at least one aspect of the survivors identity. Anyone who only knew the survivor in passing will not remember them at all. Those that knew the survivor will retain all their previous feelings they had for the individual, but they may not remember why they feel the way they do. Once the survivor has spent enough time with those the survivor may slowly regain their memories of the character. An individual may only be targeted once per day by this ability.

Plane Shift – The creatures are able to travel between planes of existence and always arrive exactly at their intended destination as long as it is a site of reality damage.

Instinct: To fix damage done to reality without individuals remembering them.

Moves: Repair damage to reality. Ensure that they are not seen or remembered by witnesses. Stasis. Memory Redaction. Reality Redaction. Plane Shift.

Into the Odd
Str 14, Dex 14, Wil 18, 12 hp. 2 Armor
Driven to repair reality and ensure no one sees or remembers them. The Demiurgus are able to fire beams of focused energy that deal 1D8, those that are struck must make a Strength save or be knocked back 10 feet. Those that are forced against a wall take an addition 1D4 damage from the impact.

Stasis – The Demiurgus may cause a character to go into a form of temporal stasis, instead of using one of its attacks. The target must make a successful Will save. A failed save results in the character being unable to act or notice the passage of time. They remain in this stasis for a number of rounds equal to 6 – the number of experience levels the possess, once the effect has ended the character is immune from further uses for the next 24 hours. Those that make their save are immune to this effect for the next 24 hours. The Demiurgi use this ability first when encountering individuals in an area of reality damage. If a character makes their save, or escapes from the stasis, only then will the Demiurgi attempt to destroy them.

Memory Redaction – Once and individual is under the effects of Stasis a Demiurgus may attempt to change and redact the character's memory to remove any recollection of the damaged area of reality or the Demiurgus. The Demiurgus may use this ability instead of using one of its attacks. The target must make a Will save. A failed save results in the character's memories being erased or altered so that they do not remember any of the damages to reality or the Demiurgus. Those that make their save are immune to this effect for the next 24 hours. An individual may only be effected by this ability once per 24 hours.

Reality Redaction – If the Demiurgus is unsuccessful at placing a character into stasis, or destroying them using their energy blasts, they will attempt to remove the target from reality. This reality redaction is a last resort, since it completely removes an individual from reality as well as any memory of their existence. The target must make a Will save. A failed save results in the target taking 2D8 points of damage that ignores armor as their body is physically untethered from reality. If the character survives those that knew them can only remember one part of the target's identity, roll on the table below. Those that knew the target can remember their emotions towards the target, and still experience them, but they may not know why they feel the way they do. For each week spent around the target a character may make a Will save to remember another part of the character's identity. Even though the target may tell an individual who they are, the memory of the telling will simply slip away from the listener's memory within a few minutes. The only lasting memories come from successful saves on the part of the listener, and the 1 remembered aspect of the target's identity they started with. If the character dies, they are forgotten by everyone they have ever interacted with, and their physical body with their belongings is removed without a trace. Reality will reshape to fit the fact that the individual never existed. Those that survive the redaction only have the memories of others removed, not the physical proof of their existence. The spirit of the individual lives on, but the living world will not remember them. Those that pass their save take 1D8 points of damage that ignores armor as reality torques around them, ripping at their very existence. An individual can only be targeted or effected by this ability once per 24 hours.

Memories of the Survivor
  1. Name.
  2. How they met.
  3. Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
  4. Shared experiences.
  5. Capabilities of the survivor (e.g. their basic class abilities).
  6. Preferences, dislikes, and weaknesses.

Plane Shift – They are capable of moving through the layers of reality at will, though their destination may only be the strange place they come from and an area of damaged reality.

Monday, June 27, 2016

A Deep Country in a Far Land

 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 Type1D12
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.