Monday, November 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 20

 The creature in Encounter Area 20 looks like some sort of glowing ball floating in mid-air. In truth it is the glowing heart of an Infernal Gelatinous Cube.

Room 20

An Infernal Gelatinous Cube is a larger cousin to the common Gelatinous Cube

In addition to greater HD (10) and enhanced hp, this monstrosity has an infernal intelligence. 

It has an aura of heat that causes 1d8 hp of damage to all within 5' of it. It is also immune to fire and flame attacks. 

Sunday, November 19, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 19

 Characters can hear a loud droning sound coming from encounter area 19 long before they see it.

Room 19

The monster is a Mezzalorn (a Wasp Demon).

Mezzalorn Demon (Wasp Demon)

Armor Class -3 [22]
Hit Dice 12* (54 hp)
Attacks 2 claws (1d6), 1 sting (2d6 + poison)
Special Magic resistance (10%), immune to poison
THAC0 11 [+8]
Movement 120’ (40’)
  Fly 120' (40')
Saving Throws D6 W7 P8 B9 S10 (12)
Morale 10
Alignment Chaotic
XP 3,400
Number Appearing 1 (1)
Treasure Type A

A mezzalorn looks like a hellish giant wasp with the head and torso of a man. When reduced to half its hit points it releases a pheromone that gives it and all other mezzalorns a +1 to-hit bonus. The poison injected by a mezzalorn’s stinger is lethal if the victim fails a saving throw.


Saturday, November 18, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 18

 Encounter area 18 has a hidden pit trap.

Room 17

The 15' by 15' trap is hidden. The floor gives way and the party falls 20' for 2d6 hp of damage. The walls are smooth and offer no footholds. 



Friday, November 17, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 17

 Encounter area 17 is the normal haunt of a favorite creature of the Vampire Queen. A creature she had brought in from beyond reality.

Room 17

She called the creature the Labyrinthine Lurker. 

The Labyrinthine Lurker is a creature of stealth and shadow, resembling a sleek, upright, serpentine being with iridescent scales that blend seamlessly with the darkness of the maze. Its eyes glow with an eerie, hypnotic light, and it moves with a sinuous grace that allows it to navigate the labyrinthine corridors with ease.

It has something akin to arms and hands, but these are manifestations of shadows it can use to manipulate items. 

Labyrinthine Lurker
Armor Class: 2 [17]
Hit Dice: 11+22 (72 hp)
Move: 15" (Can phase through solid objects for 1 round)
Attacks: 1 bite or special
Damage: 2d6 or special
THAC0: 11 [+8]
No. Appearing: 1
Save As: D6 W7 P8 B9 S10 (11)
Alignment: Chaotic
XP: 1300
Morale: 10
Treasure Type: Nil

The Lurker takes advantage of the strange magical energies of this maze.

It's attack is a bite. It drains a little bit of blood each time. It tries reducing a victim to 0 hp so it can feed on the dying energies of the victims.

It has the following Special Abilities.

Shadow Cloak: The Labyrinthine Lurker can blend into the shadows, becoming nearly invisible to the naked eye. It uses this ability to lie in wait for unsuspecting adventurers, striking with precision when they least expect it.

Echo Step: The creature can move without making a sound, allowing it to stalk its prey silently. It leaves behind illusory echoes, confusing adventurers about its actual location within the maze.

Dimensional Phasing: The Labyrinthine Lurker has the power to phase through solid objects within the maze temporarily. This ability enables it to ambush adventurers by emerging from walls or the floor, making it a formidable opponent.

Labyrinth's Embrace: When the Labyrinthine Lurker closes in on its target, it can envelop them in a temporary pocket dimension. Inside this dimension, time seems to slow down for the trapped adventurer, giving the Lurker an advantage (+2 to hit) in combat.

Killing the Lurker will cause it to dissolve into a caustic pool of black goo. Anyone within 5' of it, when it reaches 0 hp, will be splashed with the black acidic blood and take 1d6 hp of damage per round until the goo is removed. Water is good, any form of alcohol is better. 

--

I am sitting in a parking lot waiting for my wife to wrap up a work thing. Hopefully, the formating is fine.

Thursday, November 16, 2023

D&DGII The Black Forest Mythos: Schmied, the Craftsman, Smtihs, and God of Fire

 One of the last major gods of this Pantheon is Schmied, the god of craftsmen, ironworking, fire, and dwarves. He is often depicted as a dwarf.


Schmied

Schmied is a syncretic god who combines aspects of the Greek Hephaestus, the Roman Vulcan, the Norse Sons of Ivaldi and the myth of Weyland the Smith and thus Goibhnie of the Celts. All of these figures are related and likely all trace their origin back to a Proto-Indo European Smith God. Given the book I am reading now on PIE language reconstruction this could have been the God credited with giving humanity the wheel.

Schied here has a bit of all these gods as seen through the idea of the grumpy dwarf. I opted to take this somewhat stereotypical route because I figure he is the source of this archetype. I wanted him dour, grumpy, and largely unlikable. This comes, I admit, more from my readings of Goidhnie (Gowan) of the Celts. Though Vulcan and the Sons of Ivaldi were not going to win any popularity contests. Which interestingly enough, gets me to the first myth of the god.

Both Hephaestus and Vulcan are married off to their myths respective Goddess of Love. Here is where I wanted to differ. I honestly can't see Liebhaberin getting married at all. She is too busy cultivating young (and thus pre-married) love. But I did want to have a myth where Schmied got married to a beautiful woman, largely by trickery. Like I said he is an unpleasant god.

Schmied and Skalda

Skalda (note: not exactly Skaldi) was the beautiful goddess of Song and Poetry, in particular epic poetry. She decided one day she needed a husband. So she sought out the Gods to find a suitable candidate. Skalda wanted to find a husband among the greatest of Gods so she announced her attention. Her eye was set on Jäger and she began to openly court the God. His sister Jägerin, would not have it seeing Skalda as trying to improve her own standing among the gods. So she convinced Schmied, who she knew desperately desired Skalda, to begin to send her gifts.  Schmied fashioned a lute of pure gold that would play itself if commanded to Skalda. He sent her a breastplate of gold. A spear fashioned out of the rays of the sun. And automaton handmaidens carved out of pure ivory and inlaid with gold that were indistinguishable from living nymphs. 

Skalda, who believed that it was Jäger who sent her all these gifts swore before the Gods that she would only marry the God who had sent her such wonderful treasures. Expecting Jäger to step forward she was shocked and disgusted to see it was not the Bright God of the Sun, but the twisted God of Smiths.  But an oath before the Gods is an oath unbreakable. 

They did produce a son, Künstler, the God of fine art. But she has refused his bed ever since. 

SCHMIED (God of Smithing, Crafting, Fire and Dwarves)

Intermediate God

ARMOR CLASS: 2
MOVE: 9" 
HIT POINTS: 275
NO. OF ATTACKS: 2
DAMAGE/ATTACK:  1d10+5, 1d10+5
SPECIAL ATTACKS: Summon fire
SPECIAL DEFENSES: +1 or better to hit
MAGIC RESISTANCE: 70%

SIZE: M (4' 1")
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All, smiths, craftsmen, dwarves
SYMBOL: A large hammer
PLANE: Erde (Prime Material)

CLERIC/DRUID: 10th level Cleric
FIGHTER: 5th level Fighter
MAGIC-USER/ILLUSIONIST: 10th level Magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 23 I: 12 W: 20 D: 16 C: 24 CH: 8

Schmied is the god of craftsmen, smiths, fire (in its creation aspect), as well as dwarves and kobolds. He appears as a heavily muscled dwarf covered in soot and grime from working in the forge. 

Schmied has very little to say to others. He prefers to spend his time in the forge working with his brothers (who have demigod status) creating items of great art. It is said that his forge can create anything and the magic items the gods wield were all created here.

In combat, he swings a giant hammer for 1d10+5 points of damage twice per round. He has the spell-casting ability of a 10th-level magic-user and a 10th-level cleric. He is quick to anger and will use his hammer attack first and his six brothers will join in (1d8+4 for their attacks).

He is also the god of the dwarves and kobolds, or knockers

Animal: Ox
Rainment: (Head) bare (Body) none
Color(s): Red, Black
Holy Days: The three days prior to the Summer Soltice and the three days after. 
Sacrifices: An ox or bull, sacrificed and cooked in a large fire. 
Place of Worship: Forges and Cave mouths. 

He is married to Skalda, the beautiful goddess of epic poetry and song, but she wants nothing to do with him.

He maintains a large home for them both in Himmel, but he stays on Erde in a cave where he toils over the forges with his brothers and their kobold assistants.

Skalda

Skalda is the beautiful but haughty and arrogant goddess of epic poetry and music. While her skill unmatched, she is jealous of the other goddess and always wants more. Though when she is sitting with her lute and creating new poems, few can match her charm and eloquence. 

Skalda, the Goddess of Epic Poetry and Music

SKALDA (Demi-Goddess of Epic Poetry and Music)
Demigoddess

ARMOR CLASS: -3
MOVE: 12"
HIT POINTS: 75
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8/1d8
SPECIAL ATTACKS: Charming voice
SPECIAL DEFENSES: Inspiring aura
MAGIC RESISTANCE: 25%

SIZE: M (6' 2")
ALIGNMENT: Chaotic Neutral
WORSHIPER'S ALIGN: All, Bards
SYMBOL: Lute
PLANE: Erde (Prime Material)

CLERIC/DRUID: 9th Level Cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 5th level Illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 13 I:12 W: 16 D: 18 C: 14 CH: 21

Skalda is the demigoddess of epic poetry and music. She is beautiful, eloquent, and utterly vain. She knows that her gift is required by the gods to remain in mortals' minds. The apples of Ôstara may keep the gods young and immortal, but it is Skalda's songs keep them in their hearts.

This goddess appears as a very tall (6' 2") warrior goddess. She wears a golden breastplate that only fits her, granting her very low armor class. She wields a spear that when thrown, will return to her hand and her golden lute. Once she sets the lute to play it will play independently of her. 

Her voice has a constant Charm Person effect that is effective against all save for dwarves. Failing to save vs. spells means the victim is charmed and will do no harm to the goddess. She can also use her voice to inspire, granting all that hear it an additional 1d8 roll to use as needed: to attack, damage, saves or any other roll. This can be granted three times per day. 

She does not have many worshipers of her own, but all Bards pay her homage. 

Links

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 16

 When the characters enter Encounter Area 16 they are met with a Night Hag.

Room 16

The Night Hag is angry, but not at the characters (yet). She was trapped here by the same magic that draws others into this Labyrinth. Talking to the Hag will let them know more about the magic that grabbed her. She was not in the lower planes, but rather on the Prime Material in a different part of the PC's world.

The Hag will claim she only needs the power from one soul to be able to Gate them all out, the PCs just need to choose.  

If they don't then she will try to kill one PC and then just gate herself out once she has the soul. 

In addition to her normal treasure she has five (5) soul coins. These coins contain the souls of one person. They can be used as currency in the Lower Planes or be given to a cleric of 18th level who can use them to raise the person whose soul was taken.

Wednesday, November 15, 2023

D&DGII The Black Forest Mythos: Vater Meeren

 Working through the remaining Gods for my D&DGII The Black Forest Mythos. Today I have the God of the Sea.

Vater Meeren

Vater Meeren

Vater Meeren is an odd one for this group of gods. He is powerful and is a greater god since he controls the Oceans and the Sea, something that was very important to both groups these myths come from. But he is also a remote and distant god to these Pagans since at the time these myths would have been created, say the 6th and 7th Centuries CE, they are a little removed, geographically, from the sea. I also have this group as being fairly insular so their myths can grow with out the "contamination" of what is going on around them; ie the Christian conversion of Europe.

Vater Meeren himself combines aspects of Neptune/Poseidon along with other aspects of Odin (Odin had so many aspects his DNA is in every god) and Thor when he was a maritime God.  I also wanted to give him aspects of Ullr who had been a more important god. Thus Vater Meeren is the God of the Sea, Oceans, Death as a process (a Psychopomp), and Winter.

He is the brother of Unser Vater and Hüter, much like their Roman counterparts, but also refers to Odin's two brothers Vili and Vé in their role as Gods of Creation.

Like Neptune/Poseidon and Odin this god is also fond of horses.

VATER MEEREN (God of the Sea and Oceans)

Greater God

ARMOR CLASS: 2
MOVE: 12" // Swim 48" // Horse: 36"
HIT POINTS: 380
NO. OF ATTACKS: 3
DAMAGE/ATTACK:  1d10+5, 1d10+5, wave
SPECIAL ATTACKS: Wave, control weather
SPECIAL DEFENSES: +3 or better to hit
MAGIC RESISTANCE: 50%

SIZE: M (6' 1")
ALIGNMENT: Chaotic Neutral
WORSHIPER'S ALIGN: All, Sailors
SYMBOL: A wave
PLANE: Erde 

CLERIC/DRUID: 20rd level Druid
FIGHTER: 15th level Ranger
MAGIC-USER/ILLUSIONIST: 10th level Magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 23 I: 15 W: 22 D: 18 C: 20 CH: 17

Vater Meeren is the God of the Oceans and the Sea. He lives under the waves and everything that is not land or sky is his. He had once been more powerful, equal to his brother Unser Vater, but his power has waned, though he is believed to have another ascendence soon.

Vater Meeren appears as a heavily muscled man in his prime with a full head of red hair and beard with bright blue eyes. These eyes turn gray and cloudy when he is angry, which is often. 

When he attacks he uses a giant spear made from the horn of a titanic narwhal. He can also attack with a giant wave of water, doing 6d6 hp of damage (save for half). Additionally, he can control the weather around any body of water, summon up to 100 HD worth of sea creatures three times per day, as well cast spells as if he were a 20th level druid, 10th level magic-user, and a 10th level bard.

One of his roles is to make sure the dead are sent to their proper afterlife, either in Himmel or in Hölle. So in this respect, he works hand in hand with his brothers. 

Vater Meeren is not allowed to set foot on dry land. So if he has business he needs to attend to he will travel by horse. His horse for these tasks is Schnelläufer and he can run on water, land, or air with equal ease. Since neither Vater Meeren nor Schnelläufer need to rest, eat or sleep, they can run for days to complete whatever task they need and be back in the sea as they need too. 

Animal: Horse, Narwhal
Rainment: (Head) crown of coral (Body) none
Color(s): Blue, Red
Holy Days: Nights of the Full moon
Sacrifices: Gold, weapons offered to the sea. 
Place of Worship: Sea shores, near lakes or any body of water.

Vater Meeren took the Celtic-Roman Epona as a wife (one of many) and it is believed this is the origin of the Nøkk.

Links